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

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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.
Carry out rerolling while the location of the player is Reg's House Living Room:
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!".
Understand "punch [something]" as punching. Punching is an action applying to one visible thing.
Carry out punching when the noun is a person and the noun is not the player:
if the health of the noun is greater than the damage 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.";
remove the noun from play.
Carry out punching 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;
If the health of the player is not greater than the damage of the player:
say "The Narrator says 'Well, you have gone and done it with your accusations. Try to be more careful next time and either have more strength to your accusational prowess or accuse the right person.'";
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/>. ]