chroniclesofreg/kidnappedfairy.materials/Extensions/William Moore/1PD6 Kidnapped Fairy Setting.i7x

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Version 1.0.0 of 1PD6 Kidnapped Fairy Setting by William Moore begins here.
Chapter 1 - Values
Game Turns is a number that varies.
A person has a number called strength.
A person has a number called defense.
A person has a number called health.
A person has a number called damage.
A person has a number called experience.
A person has a number called dice pool.
Chapter 2 - Actions
Understand "stats" as stats. Stats is an action applying to nothing.
Carry out stats:
say "[bold type]dice pool:[roman type] [the dice pool of the player][line break]";
say "[bold type]strength:[roman type] [the strength of the player][line break]";
say "[bold type]defense:[roman type] [the defense of the player][line break]";
say "[bold type]experience points:[roman type] [the experience of the player][line break]";
Understand "reroll" as rerolling. Rerolling is an action applying to nothing.
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Carry out rerolling while the location of the player is Reg's Front Yard:
Now the dice pool of a player is 1;
Let new health be a random number from 1 to 6;
Now the health of a player is new health;
Let new strength be a random number from 1 to 6;
Now the strength of a player is new strength;
Let new defense be a random number from 1 to 6;
Now the defense of a player is new defense.
Understand "buy dice" as buying dice. Buying dice is an action applying to nothing.
Carry out buying dice:
if the experience of the player is greater than 49:
increase the dice pool of the player by 1;
decrease the experience of the player by 50;
say "You have purchased one die for your dice pool!";
otherwise:
say "You do not have enough experience to purchase a die!".
Understand "buy strength" as buying strength. Buying strength is an action applying to nothing.
Carry out buying strength:
if the experience of the player is greater than 9 and the strength of the player is less than 6:
increase the strength of the player by 1;
decrease the experience of the player by 10;
say "You have purchased one to your strength!";
otherwise:
if the strength of the player is 6:
say "You have maxed out your strength.";
otherwise:
say "You do not have enough experience to purchase strength!".
Understand "buy defense" as buying defense. Buying defense is an action applying to nothing.
Carry out buying defense:
if the experience of the player is greater than 9 and the defense of the player is less than 6:
increase the defense of the player by 1;
decrease the experience of the player by 10;
say "You have purchased one to your defense!";
otherwise:
if the defense of the player is 6:
say "You have maxed out your defense.";
otherwise:
say "You do not have enough experience to purchase defense!".
Understand "buy health" as buying health. Buying health is an action applying to nothing.
Carry out buying health:
if the experience of the player is greater than 9:
increase the health of the player by 1;
increase the experience of the player by 10;
say "You have purchased one to your health!";
otherwise:
say "You do not have enough experience to purchase health!".
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Instead of attacking when the noun is a monster:
if the damage of the noun <= health of the noun:
let encounter roll be strength of player;
repeat with die running from 1 to dice pool of player:
let die roll be a random number from 1 to 6;
increase encounter roll by die roll;
decrease encounter roll by defense of the noun;
if encounter roll is less than 0:
let encounter roll be 0;
say "You exclaim 'You're going into space, [the noun]!'";
increase the damage of the noun by encounter roll;
let encounter roll be strength of the noun;
repeat with die running from 1 to dice pool of the noun:
let die roll be a random number from 1 to 6;
increase encounter roll by die roll;
decrease encounter roll by defense of the player;
if encounter roll is less than 0:
let encounter roll be 0;
increase the damage of the player by encounter roll;
if the damage of the noun is greater than the health of the noun:
say "[the noun] looks stunned as they go flying into space.";
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increase the experience of the player by experience of the noun;
remove the noun from play.
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Instead of attacking when the noun is a person and the noun is not the player and the noun is not a monster:
say "For whatever it is worth, you punch [the noun].".
Instead of attacking when the noun is a person and the noun is the player:
say "For whatever it is worth, you punch yourself.".
Chapter 3 - Added Game Flow
When play begins:
Now the right hand status line is "[bold type]DMG/HP:[roman type] [the damage of the player]/[the health of the player][line break]";
Now the dice pool of a player is 1;
Let new health be a random number from 1 to 6;
Now the health of a player is new health;
Let new strength be a random number from 1 to 6;
Now the strength of a player is new strength;
Let new defense be a random number from 1 to 6;
Now the defense of a player is new defense.
Every turn:
increase Game Turns by 1;
if Game Turns is 50:
now Game Turns is 0;
increase the experience of the player by 1;
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If the damage of the player >= the health of the player:
say "You tried your best at punching, but Reg passed into the great beyond. Try harder next time.";
end the story.
1PD6 Kidnapped Fairy Setting ends here.
---- DOCUMENTATION ----
[ Copyright (C) 2022 William R. Moore <william@nerderium.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, version 3 of the License.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>. ]