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<div class="center_button"><strong>Game realized using the SugarCube format of Twine 2 .</strong></div> Note: <em> * Fighting system and dungeon in developpement. * pictures may change in the futur. * Management part still in early test. </em> <div class="center_button"><<button [[Start the adventure|setting_monstre]]>><<set $nombre_sec_max to 120, $seconds to $nombre_sec_max>><</button>></div> <div class="center_button"> <a href="https://samuel-legall.fr/" style="position: absolute;"> Retour au portfolio </a> </div> <!-- <strong > debug </strong> <br><br> * [[debugPanel]] <br> -->
<link rel="stylesheet" href="data/font-awesome-4.7.0/css/font-awesome.min.css"><<if $game == true and $tutoriel == true>> <span id="menu_principal"><hr><<nobr>> <<silently>> <<repeat 1s>> <<set $seconds to $seconds - 1>> <<if $seconds == 0>> <<set $jour+=1 , $seconds to $nombre_sec_max>> <<replace "#day">>$jour<</replace>> <</if>> <</repeat>> <</silently>> <</nobr>>Day n° <span id="day">$jour</span> Actions left: $action_left <hr> Money: $money ¤ Reputation: $rep <hr> lvl: $lvl ($xp /$xp_max) <hr> <<if $tutoriel == true>><<nobr>> <<if $hp >$hp_max>> <div id="faveurs">hp: $hp / $hp_max</div> <<elseif $hp >0.6*$hp_max and $hp<=$hp_max>> <div id="full_life">hp: $hp / $hp_max</div> <<elseif $hp >0.3*$hp_max and $hp<=0.6*$hp_max>> <div id="mid_life">hp: $hp / $hp_max</div> <<else>> <div id="low_life">hp: $hp / $hp_max</div> <</if>> <</nobr>> <div id="mp">MP: $mp / $mp_max</div> <div id="sp">SP: $sp / 100</div> <div id="faveurs">Divine favors:$faveurs</div> <hr> <<nobr>><<if $tutoriel2==true and $combat==false>> <<if $points_attributs >0 >> attribute points left : $points_attributs <br> <strong>[[Use|points_attributs]]</strong> <<else>> attribute points left : $points_attributs <br> <</if>> <hr> <strong>[[Inventory|inventaire]]</strong><br> <strong>[[Ongoing quest(s)|quests]]</strong><br> <<if $compagnons_mort == true>> <strong>[[Companions menu|menu_compagnons]]</strong> <</if>> <</if>><</nobr>><</if>></span><<else>><</if>>
[[companion generator|gen_perso]] [[building page|test_batiments_before]] [[building_planning|batiment_planning_before]]
pour quitter combat pour nouvel adversaire, rajouter un bouton (dans onglet combat) qui renvoi vers la zone d'où il vient ex goblin -->foret_1 (si plusieurs possible, créer variable dans le bouton ui envoie a la fenetre de combat) sorts, les avancés que pour mage, les intermédiaire pour archer aussi et elementaires pour tous le monde.
Gabriel Alexandre Arthur Adam Raphaël Louis Paul Antoine Maxime Thomas Victor Lucas Jules Nathan Hugo Sacha Mohamed Enzo Gaspard Clement Samuel Ethan Leo Adrien Martin Rayan Baptiste Yanis Simon Joseph Mathis Oscar Alexis Pierre Noah Axel Theo Romain Valentin Augustin Julien Nicolas Maxence Noe Benjamin Quentin Tom Charles David Jean Eliott Aaron Elias Matthieu Tristan Timothee Mathieu Matteo William Amine Felix Côme Ruben Ulysse Antonin Guillaume Aurelien Robin Maël Kevin Mehdi Ismaël Liam Gabin Noam Evan Marius Mathias Isaac Samy Ibrahim Basile Daniel Emile Lucien Elie Rayane Leonard Thibault Achille Leon Edouard Hadrien Lenny Matheo Malo Titouan Solal Joshua Max Gregoire Vincent Youssef Luca Esteban Yacine Florian Corentin Amaury Edgar Yassine Roman Milo Octave Hector Ahmed Hippolyte Dylan Ayoub Emmanuel Nolan Abel Yann Mamadou Ali Anatole Etienne Naël Anis Erwan Stanislas Theodore Armand Moussa Marc Ilyes Theophile Lorenzo Ryan Diego Pablo Nils Rafael Sofiane Alex Vadim Amir Kylian Jeremy Gustave Arsène Loïc Leopold Cesar Elliot Mateo Wassim Nino Anthony Jonathan Anton François Dorian Eliot Remi Milan Mathys Hamza Marin Henri Maximilien Ilian Sami Nathanaël Nassim Issa Zakaria Luc Joachim Bastien Dimitri Luka Djibril Ilan Romeo Olivier Virgile Kaïs Auguste Damien Timothe Noham Alban Bilal Younes Eric Tiago Souleymane Omar Zacharie Eloi Adem Jonas Matthias Timeo Balthazar Ibrahima Jacques Rafaël James Walid Mohammed Karim Aurèle Abdoulaye Julian Anas Adama Yohan Gaël Ousmane Georges Raphael Sam Owen Ambroise Elyes Aymeric Adel Dan Jeremie Cyprien Lino Aymen Ariel Christian Ivan Jean-Baptiste Johan Arnaud Sebastien Philippe Marceau Ange Léo Youssouf Leandre Lilian Gauthier Tony Killian Swann Constantin Alan Mickaël Benoît Idriss Niels Clovis Gaston Marwan Nael Marcus Jad Naïm Elyas Ilyas Ferdinand Florent Malik Yannis Justin Mahamadou Gaëtan Adrian Elio Andy Lukas Karl Aksel Neil Sandro Ernest Oumar Kenzo Sekou Lassana Marco Xavier Melvin Thibaut Robinson Christophe Jordan Melvil Aboubacar Darius Bilel Ewen Ilyès Ewan Mahe Guilhem Cedric Noé Eyal Cyril Kamil Louka Calixte Vladimir Amadou Salim Yoann Ismaïl Zachary Bakary Elliott Andre Teo Merlin Boubacar Steven Lamine Michel Loris Elouan Laurent Loan Youcef Lior Kilian Nelson Jason Emilien Colin Bryan Morgan Mayeul Thibaud Mohamed-Amine Stephane Alessandro Maxim Melchior Mouhamed Alexander Ismael Aloïs Yannick Allan Issam Matis Farès Albert Wael Abdallah Elijah Mael Matisse Marcel Yoan Marvin Matias Moustapha Paolo Franck Shaï Fares Loïs Tim Théo Ilyan John Ilias Samba Ayman Harry Ben Nikola Marwane Maceo Remy Charly Viktor Cheick Angelo Arthus Younès Nahel Ugo Tidiane Clarence Andreas Frederic Bruno Christopher Warren Mathurin Vianney Soren Giovanni Henry Yohann Cameron Waël Pierre-Louis Yani Simeon Ilhan Celestin Enguerrand Ryad Nabil Ludovic Eugène Chris Joris Imrane Thierry Patrick Sean Rodrigue Celian Eytan Leonardo Kenny Richard Khalil Abdoul Ian Carl Lazare Tao Fabien Camil Joël Aristide Leandro Alassane Kyllian Gaetan Joaquim Wesley Adame Nahil Aylan Lubin Fabio Evann Hugues Anselme Nikita Iyed Aubin Dany Jack Gianni Hedi Nadir Antony Riyad Pacôme Filip Oren Rami Brieuc Tanguy Yvan Wissem Boris Marko Léopold Hayden Jimmy Ari Emir Iyad Alfred Gaspar Malick Jayden Adil Denis Aboubakar Yassin Artus Zadig Erwann El Jerôme Leny Jacob Nizar Lyam Lancelot Joey Alpha Terence Selyan Joan Jibril Saïd Flavio Demba Nathaniel Jawad Amin Arie Amara Charlie Barnabe Brahim Lyes Idris Imran Lohan Nolhan Michaël Sabri Damian Michael Tancrède Zakarya Daouda Ronan Josh Naïl Cheikh Swan Miguel Wandrille Eden Emilio Curtis Marley Roméo Nil Saul Aly Reda Aïdan Josue Sylvain Mathéo Yossef Theotime Philemon Kelyan Melvyn Aurélien Alistair Baudouin Sebastian Gautier Constant Jaden Zakariya Dario Luis Matthew Hubert Jude Raoul Théophile Youri Mendel Haroun Idrissa Yoni Johann Sohan Chahine Tomas Nolann Alone Aloys Loup Germain Jalil Aymane Eddy Eli Badis Alec Gary Noa Logan César Menahem Kenzi Hassan Timéo Samir Mickael Rudy Jonah Archibald Aydan Theophane Hillel Malone Avi Pascal Tommy Stefan Moïse Marouane Marc-Antoine Brayan Mahdi Jarod Igor Abderrahmane Brice Pierre-Antoine Willy Seydou Mario Isidore Ylan Mattéo Abdou Aron Sasha Akram Santiago Jayson Calvin Hicham Teddy Flavien Leo-Paul Matys Ilyess André Abdelkader Paco Emil Tobias Barthelemy Alessio Harold Armel Soan Kilyan Ilies Yves Abraham Ahmad Habib Zakary Helie Malcolm Kenzy Fode Stanley Lisandro Mamoudou Ayden Lirone Brandon Hamed Milhan Idir Levi Alon Manuel Matt Yaya Aksil Marlon Selim Paulin Ziyad Mahmoud Thiago Yahya Mody Valentino Silas Minh Ramy Kyle Joakim Phileas Souleyman Oskar Jan Gwendoline Imad Hakim Ladji Eliel Geoffrey Aziz Iban Haron Ezio Mattia Mohamed-Ali Abdel Stan Wilson Maximilian Corto Elior Sidney Yacouba Aris Blaise Boubou Oliver Alphonse Yoav Modibo Fadi Eythan Giulio Lou Hamidou Prince Mika Valerie Luke Nouha George Oussama Cyrus Kays Wilfried Foucauld Mateja Roy Siméon Brian Taha Saad Kévin Kenan Cyriaque Antonio Lounis Hatem Joe Pol Juan Harouna Aurel Iliane Gregory Geoffroy Mahé Youness Anass Edward Paul-Arthur Driss Rayen Makan Malek Steeve Nathanael Honore Edwin Jim Élie Aliou Gonzague Lévi Anes Othmane Elian Briac Eduardo Israël Jassim Amani Vasco Jérémy Scott Laszlo Islam Hélie Noan Arda Massinissa Yasser Kamel Serge Louay Riad Moustafa Danny Helios Paul-Antoine Bastian Skander Louca Merwan Yaron Lazar Fabrice Pharell Cyrille Preston Chaï Shawn Andrew Aïssa Salomon Mike Aviel Adriano Yasin Elyès Arno Rohan Karamba Célian Ephraïm Aleksandar Pedro Christ Jean-Marc Haïm Nazim Tybalt Mylan Eloan Élias Josué Louison Ishaq Johnny Muhammad Mikail Kyliann Samson Filipe Zinedine Théophane Zephyr Edgard Cheick-Oumar Robert Erik Florentin Hédi Nour Kacper Gaétan Ricardo Yanni Benoit Mustapha Stéphane Zackary Joud Pierre-Alexandre Ewenn Nayel Ilyass Maé Mattheo Maksim Otto Steve Cyrian Nawfel Abdellah Ismail Arto Dilan Auxence Livio Amos Édouard Luigi Karamoko Gad Mory Mark Aimé Alain Sidy Yoël Neo Amar Guy Jed Noha Nohan Andrei Ron Eliahou Manar Thierno Matthis Arman Zack Virgil Cédric Kassim Idan Dani Mohammad Sven Francis Firas Victorien Kelvin Yuri Bogdan Fady Abd Vivien Aiden Ayaan Iwan Aidan Tyron Hadriel Noâm Elone Yoel Moche Mateusz Mouhamadou Rodrigo Federico Hassane Andréa Ilyane Ziad Maxens Zacharia Aden Achraf Shay Bafode Prosper Haroune Zayd Shayan Felicien Junior Basil Jawed Abdourahmane Peter Issiaka Toma Adib Farouk Danyl Andréas Mouctar Zyad Étienne Mikaïl Dayane Darren Giacomo Franklin Dov Eduard Tilio Inza Abdramane Bradley Manil Jassem Tymeo Ethann Kyan Yazid Amaël Dayan
human human human human human human human human human human Wolf beastman cat beastman rabbit beastman dog beastman lizard beastman elf elf elf dwarf dwarf centaur
arrogant cool timid stressed anxious meek kind slutty absent-minded religious persistent
blonde red brown black grey green silver purple blue
short long
blue black brown green red silver grey purple pink
smith adventurer paladin soldier trader priest dancer singer swordman archer gardian wizard farmer craftsman bard cook prositute stripper actress <<if $sexe==0>> butler<<else>> maid<</if>> <<if $sexe==0>> waiter<<else>> waitress<</if>> general mercenary leader
commun commun commun commun commun commun commun commun commun commun épique épique commun commun commun commun commun commun commun commun commun commun épique rare rare rare rare commun commun commun commun commun commun commun commun commun commun rare rare rare rare rare rare épique épique épique rare rare rare rare rare commun commun commun commun commun commun commun commun commun commun rare rare rare rare rare épique épique rare rare rare rare rare commun commun commun commun commun commun commun commun commun commun rare rare rare commun commun commun commun commun commun commun commun commun commun rare rare épique commun commun commun commun commun commun commun commun commun commun épique
négotiation chasse au trésor econome atk_up def_up xp_up
Louise Camille Emma Inès Chloe Sarah Alice Lea Juliette Jeanne Eva Clara Lina Anna Charlotte Mathilde Marie Manon Lucie Anaïs Jade Zoe Nina Lou Clemence Pauline Lisa Adèle Gabrielle Romane Julia Victoria Emilie Rose Julie Margaux Lena Victoire Lola Valentine Agathe Alix Elisa Elise Margot Yasmine Laura Noa Sofia Noemie Heloïse Sara Apolline Salome Diane Maya Ambre Elsa Josephine Capucine Ava Sasha Eleonore Iris Fatoumata Alicia Eden Mila Nour Andrea Garance Aya Violette Constance Justine Melissa Oceane Olivia Esther Ines Luna Suzanne Mariam Maëlys Myriam Sophie Celia Lila Madeleine Marion Anouk Stella Eloïse Charlie Leonie Chiara Carla Blanche Faustine Claire Lily Roxane Maëlle Alexandra Elena Daphne Clementine Lise Ella Aminata Romy Aïcha Kenza Sophia Lilou Marine Celeste Lyna Paloma Lucile Salma Maïa Melina Sixtine Amelie Imane Eve Anaëlle Lilia Selma Alma Amandine Eugenie Louna Celine Raphaëlle Ninon Naomi Manel Elodie Jasmine Solène Helène Hanna Angèle Rachel Tess Thaïs Albane Berenice Morgane Sirine Maria Hortense Chloé Ana Awa Mia Rebecca Marguerite Giulia Alexia Aurore Isaure Estelle Philippine Hannah Nora Audrey Shirel Clarisse Amina Lana Assia Rania Hawa Judith Penelope Rosalie Alienor Elea Flora Axelle Farah Lili Louison Coline Astrid Caroline Fanny Angelina Zelie Maïssa Fatima Jessica Maryam Leane Dina Bintou Candice Maud Cassandre Elisabeth Ariane Mina Inaya Elia Shana Lara Maeva Kelly Syrine Laure Fanta Charline Louisa Flore Melanie Mona Amira Enora Lison Sonia Maïmouna Cecile Colombe Camelia Ludivine Brune Naomie Laetitia Clotilde Marwa Sabrina Prune Irène Sidonie Bianca Fatou Yaël Oumou Anastasia Chaïma Alya Tessa Emmy Anissa Mahaut Livia Alyssa Fleur Domitille Vanessa Pia Léa Lydia Emy Tara Hana Oriane Diana Isabelle Cassandra Asma Marianne Emmanuelle Cleo Mariama Aliya Leïla Maylis Marilou Paola Dounia Ashley Amel Bertille Ilona Ethel Aïssatou Leonore Louane Philomène Grace Maïlys Marina Thelma Lilas Mae Olympe Elina Assa Amelia Meline Talia Loane Sana Joséphine Anne Helena Khadija Ornella Ema Nawel Elya Aurelie Aïssata Norah Zoé Colette Lou-Ann Malak Hanae Tania Maëva Tiphaine Jenna Valentina Sibylle Liv Ombeline Coumba Lilya Thea Nell Fiona Yousra Liora Kim Rita Linda Héloïse Amy Lucia Deborah Catherine Aline Mayssa Line Anae Kiara Nine Leana Cloe Maïwenn Clémence Cindy Nesrine Léonie Emily Adriana Soline Ilana Carmen Clea Johanna Kadiatou Mariame Nada Agnès Lia Christine Aude Rahma Lucille Lucy Jana Emeline Naïla Luce Serena Tali Clothilde Yona Gloria Emilia Delphine Lou-Anne Maelys Gabriela Perrine Joana Gaïa Nadia Hajar Coralie Adelaïde Milla Augustine Tiffany Cecilia Annabelle Nathalie Keren Angela Noor Naëlle Eulalie Emna Aliyah Noémie Viviane Nicole Léna Joyce Lily-Rose Safa Salimata Sienna Thalia Ania Felicie Clelia Nelly Angel Auriane Mahault Gabriella Hermine Wendy Soraya Lilly Janna Nayla Zahra Iman Melodie Manelle Sandra Aïda Leopoldine Angelique Malek Marthe Eline Milena Natacha Sira Quitterie Ilyana Lylia Dana Halima Lahna Laëtitia Flavie Tatiana Eya Claudia Elissa Amalia Isis Eglantine Mellina Binta Athenaïs Meriem Lindsay Anouck June Djeneba Yuna Grâce Daria Alia Blandine Sadio Yse Olga Natalia Celestine Orlane Alycia Maxine Katia Abigaël Tina Yara Barbara Tasnim Safia Ysee Isra Neïla Christelle Shaïna Cleophee Kahina Lya Daphnee Gaëlle Mya Aurelia Lauren Daphné Eléonore Anya Elyssa Scarlett Ranya Ellie Anaelle Imène Malia Maïssane Solenn Leyna Toscane Célia Ophelie Nelia Irina Tal Castille Mathilda Haby Imen Mélissa Priscille Dalia Elly Laurine Neyla Aaliyah Fatim Sherine Tamara Avril Erin Roxanne Alba Liza Zineb Annaëlle Charlène Bérénice Haya Rokia Divine Soumaya Selena Satine Marie-Lou Adelie Solveig Eugénie Rosa Ambrine Goundo Liya Hind Paula Chayma Elora Maëlie Naya Hiba Cyrielle Yasmina Joy Chahinez Fantine Aimee Éléonore Kadidiatou Jennifer Beatrice Dahlia Camila May Adeline Christina Noelie Elizabeth Stephanie Karine Klara Arielle Loubna Anaël Amicie Sharon Ludmila Clémentine Michelle Meïssa Ela Nadine Pénélope Melody Marjane Camilia Baya Tasnime Eloane Rym Cynthia Leïna Emmie Hafsa Imene Floriane Levana Nola Fatimata Niouma Dora Francesca Sabrine Khadidja Shaïma Fatma Linoï Florence Elvire Serine Arwen Shanna Alissa Naïs Kady Antonia Lilie Armance Danae Assya Hélène Lehna Amélie Shaïly Marylou Manuela Nélia Iliana Anita Celina Ondine Lyana Samia Eliana Meryem Doriane Alexane Samantha Laurène Patricia Daniela Jane Siloe Noura Bonnie Cyrine Alizee Aliénor Alina Matilda Cerise Odelia Liana Billie Maëlis Melia Rivka Abigail Meryam Adja Izia Alima Prisca Perla Enola Eleanor Naïa Maïly Tiana Assil Leila Liliane Fatouma Maëlyne Shayna Dune Kaïna Miya Houda Nelya Bettina Camélia Aby Émilie Tesnime Maelle Shelly Angie Lital Leslie Leonor Shany Lorraine Alyssia Yael Erika Leni Sybille Sohane Nahla Joanna Benedicte Feriel Chirine Tanya Rim Élise Magdalena Guillemette Andréa Maëly Meryl Shanice Eléa Ketsia Jihane Lauriane Aglae Elona Louann Sanaa Myrtille Jenny Solange Lamia Sylvie Ramata Lyne Elyne Sephora Mayar Luisa Alessia Karolina Maëline Taïna Talya Moïra Ayah Kayna Eliane Darine Ruth Amanda Ysée Théa Lynn Aleksandra Abigaïl Junon Bella Naïma Zoë Bahia Eurydice Katell Cléo Selène Ada Mayline Alixe Erine Sarra Evy Kadidia Kayla Liz Chelsea Khady Tracy Juliana Cécile Madina Cassiopee Hanaé Yamina Hasna Lili-Rose Joanne Loïse Ayline Safiya Aïssa Hania Athéna Hatouma Maram Asmaa Monica Linoy Aicha Maia Aylin Adélaïde Cléophée Georgia Méline Sakina Maxime Nourane Carine Alisha Maude Séléna Éva Léana Samira Virginie Carlotta Éloïse Énora Malika Margo Maureen Kelya Liliana Layla Ariana Kamila Penda Séréna Alyah Jennah Cléa Mai Tia Zeynab Ysé Elif Ève Marwen Anne-Sophie Avital Eliette Matilde Anael Nene Luz Manal Saskia Lyla Simone Éléna Lylou Wiktoria Isabella Mayane Assetou Albertine Nawal Inës Janelle Kimberly Flavia Appoline Leelou Leanne Helèna Bouchra Nermine Maélis Abigaëlle Louis-Marie Marjorie Mady Stacy Basma Melinda Eileen Chanel Kathleen Adame Karla Therèse Tesnim Isee Lula Shayma Iseult Wissam Latifa Inna Lorena Loula Zohra Betty Julianne Clelie Kawtar Sacha Emi Zina Maayane Athena Shyrel Alysson Petronille Cassie Olympia Youmna Eliza Meriam Savannah Natasha Kate Béryl Gisèle Swann Aïsha Elinor Joëlle Zuzanna Perle Marnie Karen Sylvia Jessie Maé Lalie Rawane Coraline Shani Beryl Calista Taïs Gaia Johanne Adélie Lauryn Zayneb Carolina Neela Allegra Anne-Laure Sally Kayliah Eleanore Shanon Blessing Ranim Arwa Layana Melusine Asia Yumi Jehanne Emie Ayem Félicie Aïna Angeline Eléanore Anabelle Mira Arij Yosra Faith Zeinab Maï Khadidiatou Myla Jill Suzie Eunice Tea Tsipora Israa Zara Leontine Zelda Jannah Niame Marie-Ange Dyna Aglaé Lilwenn Daniella Liyah Gwenaëlle Norhane Dania Noemi Ayla Layanah Astou Mariem Youna Tiguida Wiem Keira Shirine Artemis Nala Maïna Shannon Armelle Prudence Vera Jacqueline Sihem Isadora Sérine Keyla Madeline Mara Martha Jinane Habiba Charlize Cloé Hadja Leticia Leyla Yaëlle Viktoria Frida Aissatou Thanina Feryel Dalla Cosima Oliwia Beya
<<if $sexe ==1>>braided<<else>>straight<</if>> wavy curly straigth
What is this place ? I'm cold, extremely cold. Did I die ? I can't see, hear, or feel anything, is this what awaits us after death, nothingness? It's incomprehensible, although I'm dying of cold, I can not move or even feel my body, I'm like imprisoned, helpless and it terrifies me. As I gradually sink into madness, an angelic voice echoes in my mind: <em>«Do not fear young man, you have been chosen to save this world. Your quest will be long and perilous. You will suffer many trials, but know that even on the edge of despair, we will support you from our Divine Domain. As our chosen, you will have to take caution because the evil lurking in the shadow will observe you. Always ready to strike when you lower your guard, trying to steal away what is dear to you. As a deity, I can not intervene directly. My powers being dependent on the situation of this world, I feel my strength diminished day by day. You are our last chance, so I leave you some of my powers in the form of divine favors. Now go my child, may you save this world from it's imminent loss. » </em> <em>« Wait, I still have so many questions, who am I, who are you, what is this place, what do you mean by saving this worl ??? »</em> <<set $img= "data\\images\\lumière_intro.jpg" >> <div class="center_button">[img[$img]]</div> As I find myself again in this dark and lifeless space, a burning, blinding light illuminates everything. Dazzled and prey to an indescribable pain that seems to tear my soul apart. I feel my body trapped in an eternal cycle that destroyed my whole body, crushing my bones, boiling every drop of my blood until evaporation. Then my body that is healing, tirelessly, transmitting to me a deep cold and acute pain. Unable to endure this endless suffering, I feel my conscience gradually crumbling before fainting for good. <div class="center_button"><<button [[Is it how i will die ?|setting_item_equip]]>><</button>></div> <<nobr>> <<set $ennemis to { "slime":{ "id":"slime", "classe":"mob", "name": "slime", "hp": 35, "mp": 10, "cout_sort": 1, "atk": 40, "atkm": 17, "def": 21, "defm": 12, "agi":44, "vit": 33, "type": "water", "min_lvl": 1, "max_lvl": 4, "xp":10, "loot": "gelee_bleu", "or": 10, "kill":0, "lieu":"tuto", "img":"data\\images\\ennemi\\slime.jpg", }, "boar":{ "id":"boar", "name": "wild boar", "classe":"mob", "hp": 75, "mp": 0, "cout_sort": 1, "atk": 55, "atkm": 10, "def": 42, "defm": 31, "agi":33, "vit": 45, "type": "wood", "min_lvl": 3, "max_lvl": 6, "xp":30, "loot": "viande_sanglier", "or": 50, "kill":0, "lieu":"tuto", "img":"data\\images\\ennemi\\boar.jpg" }, "lapicorne":{ "id":"lapicorne", "name": "lapicorn", "classe":"mob", "hp": 55, "mp": 0, "cout_sort": 1, "atk": 48, "atkm": 9, "def": 31, "defm": 26, "agi":50, "vit": 35, "type": "wood", "min_lvl": 2, "max_lvl": 4, "xp":20, "loot": "fourrure_lapin", "or": 15, "kill":0, "lieu":"tuto", "img":"data\\images\\ennemi\\lapin.jpg" }, "slime_metal":{ "id": "slime_metal", "name": "metallic slime", "classe":"mob", "hp": 7, "mp": 0, "cout_sort": 1, "atk": 20, "atkm": 22, "def": 550, "defm": 450, "agi":44, "vit": 55, "type": "water", "min_lvl": 2, "max_lvl": 5, "xp":1000, "loot": "gelee_grise", "or": 10, "kill":0, "lieu":"tuto", "img":"data\\images\\ennemi\\slime_metal.png" }, "mercenaire_debutant":{ "id":"mercenaire_debutant", "name": "Mercenary", "classe":"mob", "hp": 65, "mp": 0, "cout_sort": 1, "atk": 75, "atkm": 9, "def": 29, "defm": 40, "agi":36, "vit": 30, "type": "none", "min_lvl": 5, "max_lvl": 7, "xp":50, "loot": "epee1", "or": 60, "reward": "hp_debut", "tresor": 260, "kill":0, "lieu":"donjon", "img":"data\\images\\ennemi\\mercenaire.jpg" } }>> <<set $mini_boss to { "slime_king":{ "id":"slime_king", "name": "slime king", "classe":"mini_boss", "hp": 150, "mp": 50, "cout_sort": 20, "atk": 62, "atkm": 12, "def": 55, "defm": 42, "agi":22, "vit": 23, "type": "water", "min_lvl": 8, "max_lvl": 10, "xp":300, "loot": "gelee_bleu", "or": 150, "kill":0, "lieu":"tuto", "img":"data\\images\\ennemi\\slime_king.jpg" } }>> <<set $boss to { "boar_god":{ "id":"boar_god", "name": "Avatar of the Boar god", "classe":"boss", "hp": 220, "mp": 125, "cout_sort": 50, "atk": 42, "atkm": 75, "def": 60, "defm": 70, "agi":55, "vit": 23, "type": "wood", "min_lvl": 12, "max_lvl": 14, "xp":1000, "loot": "viande_sanglier", "loot_rare": "anneau1", "or": 500, "kill":0, "rank":0, "lieu":"tuto", "img":"data\\images\\ennemi\\boar_boss.jpg" } }>> <<set $fuite_e=false>> <<set $turns=0>> <</nobr>>
After an indefinite period, I finally open my eyes. After an unsuccessful attempt to sit down, my face twists in pain as my body makes me suffer. After a slight obstinacy, I surrender to the evidence and let me fall back into lying position. I do not know what has happened, but at least I can now see and feel my body from my head to my toes. <<set $img= "data\\images\\bed.jpg" >> <div class="paysage">[img[$img]]</div> Looking at my surroundings, I realize that I am covered with bandages. I must really look like a mummy. I'm staying in a small bed under a blanket of wool. I am in a warm little room with walls made of logs, you can see different types of plants drying on a rope hanging from the ceiling. I hear footsteps heading for the door. As the door opens, a young woman enters the room with a young boy, she says to me: <em>« Don't move, you are seriously injured and I would really appreciate if you could let the wounds that I stitched with so much difficulty closed. You are very lucky that our village has a very talented healer.»</em> She then turns to the young boy:<em> « Haru, please warn Kyoko that the stranger has finally woken up.»</em> <div class="center_button"><<button [[It seems i was lucky.|intro_3(set xp,lvl,jours,pillage,etc)]]>><</button>></div> <<nobr>> <<set $items to { "hp_debut": { "name": "Defective health potion ", "description": "A vial containing a beverage that can not be qualified as a health potion, give back 250hp. ", "type":"consommable", "equipped":false, "hp": 250, "mp": 0, "atk": 0, "atkm": 0, "def": 0, "defm": 0, "agi": 0, "vit": 0, "cha": 0, "prix": 100, "nombre_joueur": 5, "nombre_shop": 0, }, "mp_debut": { "name": "defective mana potion ", "description": "A vial containing a beverage that can not be qualified as a mana potion, give back 250mp.", "type":"consommable", "equipped":false, "hp": 0, "mp": 250, "atk": 0, "atkm": 0, "def": 0, "defm": 0, "agi": 0, "vit": 0, "cha": 0, "prix": 75, "nombre_joueur": 5, "nombre_shop": 0, }, "hp_mid": { "name": "health potion (inferior grade)", "description": "A little vial which give back 750hp. ", "type":"consommable", "equipped":false, "hp": 750, "mp": 0, "atk": 0, "atkm": 0, "def": 0, "defm": 0, "agi": 0, "vit": 0, "cha": 0, "prix": 1000, "nombre_joueur": 0, "nombre_shop": 0, }, "mp_mid": { "name": "mana potion(inferior grade)", "description": "A little vial which give back 750mp. ", "type":"consommable", "equipped":false, "hp": 0, "mp": 750, "atk": 0, "atkm": 0, "def": 0, "defm": 0, "agi": 0, "vit": 0, "cha": 0, "prix": 750, "nombre_joueur": 0, "nombre_shop": 0, }, "gelee_bleu": { "name": "blue jelly", "description": " A blue gelatinous substance allowing the making of potions. ", "type":"loot", "equipped":false, "hp": 25, "mp": 0, "atk": 0, "atkm": 0, "def": 0, "defm": 0, "agi": 0, "vit": 0, "cha": 0, "prix": 40, "nombre_joueur": 0, "nombre_shop": 0, }, "fourrure_lapin": { "name": "lapicorn fur", "description": " A soft fur of a lapicorn, very popular to make clothes.", "type":"loot", "equipped":false, "hp": 0, "mp": 0, "atk": 0, "atkm": 0, "def": 0, "defm": 0, "agi": 0, "vit": 0, "cha": 0, "prix": 50, "nombre_joueur": 0, "nombre_shop": 0, }, "wand1": { "name": "An old wand", "description": "A old wad worn by time. ", "type":"arme", "equipped":false, "hp": 0, "mp":0, "atk": 0, "atkm": 5, "def": 0, "defm": 0, "agi": 0, "vit": 0, "cha": 0, "prix":50, "nombre_joueur":0, "nombre_shop":0, "requirements":[0,0,0,0,0,0,0,0,0], }, "wand2": { "name": "wood magic wand", "description": "A magic wand made from a branch of a young oak.", "type":"arme", "equipped":false, "hp": 0, "mp":0, "atk": 0, "atkm": 9, "def": 0, "defm": 0, "agi": 0, "vit": 2, "cha": 0, "prix":200, "nombre_joueur":0, "nombre_shop":0, "requirements":[2,0,0,0,0,4,0,0,0], }, "epee1": { "name": "Rusty copper sword", "description": "A rusty copper sword. ", "type":"arme", "equipped":false, "hp": 0, "mp":0, "atk": 5, "atkm": 0, "def": 0, "defm": 0, "agi": 0, "vit": 0, "cha": 0, "prix":50, "nombre_joueur":0, "nombre_shop":0, "requirements":[0,0,0,0,0,0,0,0,0], }, "epee2": { "name": "Copper sword ", "description": "A copper sword. ", "type":"arme", "equipped":false, "hp": 0, "mp":0, "atk": 8, "atkm": 0, "def": 0, "defm": 0, "agi": 0, "vit": 0, "cha": 0, "prix":150, "nombre_joueur":0, "nombre_shop":0, "requirements":[3,3,2,0,0,0,0,0,0], }, "epee3": { "name": "Test sword", "description": "a developer sword. ", "type":"arme", "equipped":false, "hp": 150, "mp":50, "atk": 1, "atkm": 10, "def": 10, "defm": 10, "agi": 10, "vit": 10, "cha": 0, "prix":50, "nombre_joueur":0, "nombre_shop":0, "requirements":[0,0,0,0,0,0,0,0,0], }, "arc1": { "name": "old bow", "description": "A bow worn by time. ", "type":"arme", "equipped":false, "hp": 0, "mp":0, "atk": 5, "atkm": 0, "def": 0, "defm": 0, "agi": 0, "vit": 0, "cha": 0, "prix":50, "nombre_joueur":0, "nombre_shop":0, "requirements":[0,0,0,0,0,0,0,0,0], }, "arc2": { "name": "Hunting bow", "description": "An bow used by most hunters noobies, known for its robustness. ", "type":"arme", "equipped":false, "hp": 0, "mp":0, "atk": 8, "atkm": 0, "def": 0, "defm": 0, "agi": 4, "vit": 0, "cha": 0, "prix":160, "nombre_joueur":0, "nombre_shop":0, "requirements":[2,0,2,2,3,0,0,0,0], }, "hache1": { "name": "An old and rusty axe ", "description": "An axe worn by time. ", "type":"arme", "equipped":false, "hp": 0, "mp":0, "atk": 5, "atkm": 0, "def": 0, "defm": 0, "agi": 0, "vit": 0, "cha": 0, "prix":50, "nombre_joueur":0, "nombre_shop":0, "requirements":[0,0,0,0,0,0,0,0,0], }, "casque1": { "name": "Worn leather helmet.", "description": "A worn leather helmet.", "type":"tete", "equipped":false, "hp": 0, "mp":0, "atk": 0, "atkm": 0, "def": 2, "defm": 0, "agi": 0, "vit": 0, "cha": 0, "prix":50, "nombre_joueur":0, "nombre_shop":0, "requirements":[0,0,0,0,0,0,0,0,0], }, "casque2": { "name": "worn headband", "description": "A worn headband.", "type":"tete", "equipped":false, "hp": 0, "mp":0, "atk": 0, "atkm": 0, "def": 1, "defm": 2, "agi": 0, "vit": 0, "cha": 0, "prix":50, "nombre_joueur":0, "nombre_shop":0, "requirements":[0,0,0,0,0,0,0,0,0], }, "chaussure1": { "name": "tattered leather shoes", "description": "A tattered leather shoes.", "type":"chaussure", "equipped":false, "hp": 0, "mp":0, "atk": 0, "atkm": 0, "def": 2, "defm": 0, "agi": 0, "vit": 1, "cha": 0, "prix":50, "nombre_joueur":0, "nombre_shop":0, "requirements":[0,0,0,0,0,0,0,0,0], }, "chaussure2": { "name": "ceremonial shoe", "description":"A superb pair of shoes, perfect for ceremonies.", "type":"chaussure", "equipped":false, "hp": 0, "mp":0, "atk": 0, "atkm": 0, "def": 2, "defm": 0, "agi": 0, "vit": 5, "cha": 10, "prix":1500, "nombre_joueur":0, "nombre_shop":0, "requirements":[5,0,0,0,0,0,0,0,0], }, "armure1": { "name": "worn leather armor", "description": "A worn leather armor.", "type":"armure", "equipped":false, "hp": 0, "mp":0, "atk": 0, "atkm": 0, "def": 5, "defm": 0, "agi": 0, "vit": 0, "cha": 0, "prix":50, "nombre_joueur":0, "nombre_shop":0, "requirements":[0,0,0,0,0,0,0,0,0], }, "robe1": { "name": "worn magic cape", "description": "A worn magic cape.", "type":"armure", "equipped":false, "hp": 0, "mp":10, "atk": 0, "atkm": 0, "def": 0, "defm": 5, "agi": 0, "vit": 0, "cha": 0, "prix":50, "nombre_joueur":0, "nombre_shop":0, "requirements":[0,0,0,0,0,0,0,0,0], }, "bouclier1": { "name": "worn leather shield", "description":"A worn leather shield. ", "type":"accessoire1", "equipped":false, "hp": 0, "mp":0, "atk": 0, "atkm": 0, "def": 10, "defm": 0, "agi": 0, "vit": 0, "cha": 0, "prix":50, "nombre_joueur":0, "nombre_shop":0, "requirements":[0,0,0,0,0,0,0,0,0], }, "bouclier2": { "name": "Leather shield ", "description":"A basic leather shield. ", "type":"accessoire1", "equipped":false, "hp": 10, "mp":0, "atk": 0, "atkm": 0, "def": 15, "defm": 0, "agi": 0, "vit": 0, "cha": 0, "prix":200, "nombre_joueur":0, "nombre_shop":0, "requirements":[2,2,3,0,0,0,0,2,0], }, "None": { "name": "none", "description":"none. ", "type":"none", "equipped":false, "hp": 0, "mp":0, "atk": 0, "atkm": 0, "def": 0, "defm": 0, "agi": 0, "vit": 0, "cha": 0, "prix":1, "nombre_joueur":1, "nombre_shop":0, "requirements":[0,0,0,0,0,0,0,0,0], }, "viande_sanglier": { "name": "Wild boar meat", "description": "A cheap, tender and juicy meat. it is very appreciated by adventurers and citizens. ", "type":"loot", "equipped":false, "hp": 0, "mp": 0, "atk": 0, "atkm": 0, "def": 0, "defm": 0, "agi": 0, "vit": 0, "cha": 0, "prix": 40, "nombre_joueur": 0, "nombre_shop": 0, }, "gelee_grise": { "name": "grey jelly", "description": "the jelly of a metal slime, sells at a good price. ", "type":"loot", "equipped":false, "hp": 0, "mp": 0, "atk": 0, "atkm": 0, "def": 0, "defm": 0, "agi": 0, "vit": 0, "cha": 0, "prix": 2000, "nombre_joueur": 0, "nombre_shop": 0, }, "anneau1": { "name": "ring of the boar god", "description":"A beautiful ring finely engraved brimming with vitality. ", "type":"accessoire2", "equipped":false, "hp": 400, "mp":200, "atk": 0, "atkm": 0, "def": 0, "defm": 0, "agi": 0, "vit": 20, "cha": 0, "prix":5000, "nombre_joueur":0, "nombre_shop":0, "requirements":[8,0,4,0,0,0,0,0,0], }, "bague2": { "name": "agility ring", "description":"A silver ring containing an enchantment boosting agility.", "type":"accessoire1", "equipped":false, "hp": 0, "mp":0, "atk": 0, "atkm": 0, "def": 0, "defm": 0, "agi": 25, "vit": 0, "cha": 0, "prix":700, "nombre_joueur":0, "nombre_shop":0, "requirements":[10,0,0,0,0,0,0,0,0], } }>> <<set $inventaire=["hp_debut","mp_debut","hp_mid","mp_mid","gelee_bleu","fourrure_lapin","bouclier1","bouclier2","epee1","epee2","epee3","wand1","wand2","hache1","arc1","arc2","casque1","casque2","chaussure1","chaussure2","armure1","robe1","bague2","anneau1","viande_sanglier","gelee_grise"] >> <</nobr>>
She is a beautiful young beastgirl of the race of the wolf men. She must be in her twenties, her long silver hair from which emerge 2 silky and fluffy animal ears give her a mature and graceful silhouette. Her piercing azure blue eyes contrast with the welcoming air that emanates from her face. <<set $img= "data\\images\\persos\\Eri.jpg" >> <div class="paysage">[img[$img]]</div> She wears a worn but robust leather plastron as evidenced by the different brands of fighting. This plastron, as well as leggings and leather shoes highlight her body. Her equipment as well as the imposing sword at her waist gave her the appearance of a warrior. <em>« What is going on, where am I ?»</em> <em>« You are in the village of Oakenfell of the Eohiatall Empire. I found you almost dead in the depths of the Chaos forest in the northeast of the village. You were really pitiful, drowning in your blood. The fact that no creature has killed you despite the amount of blood in the place is already a miracle in itself. I had to do first aid so I could get you back to the village and the elder would take care of you, and believe me, it was really difficult to transport you back to the village. So if you try to move from this bed like a fool again, I swear I'll let you die from bloodloss. »</em> Embarrassed by the reproaches, I apologize and after some time asks her how long have I remained unconscious. <em>« 7 days »</em> an old elf answered me as I entered the room. Judging by her gray hair, her weathered skin and the use of a finely carved wooden cane to lean on, it is undoubtedly the dean of the village: Kyoko. <<set $img= "data\\images\\persos\\kyoko.jpg" >> <div class="paysage">[img[$img]]</div> <em>« Thank you for saving me, i am eternally indebted to you. »</em> <em>« You should thnaks Eri, she is the one that take care of you during the last 7 days. »</em> Kyoko answered me while looking at Eri. Feeling our eyes watching her and hearing my thanks, the young beastgirl told me while blushing to recover well. During my few weeks of convalescence, thanks to my discussions with Eri and the few passages of Kyoko and the other villagers, I learned more about this world. As well as quite a lot of hot anecdotes from Haru. <br> <<button [[continue|suiteee]]>><</button>> <<nobr>> <<set $xp=0>> <<set $xp_max = 20>> <<set $lvl =1>> <<set $jour = 7>> <<set $pillage=false>> <<set $img_joueur to "data\\images\\joueur\\img_joueur.jpg" >> <<set $donjon to { "mercenaire_cave":{ "id":"mercenaire_cave", "name": "Mercenary Cave", "min_lvl": 11, "max_lvl": 14, "min_lvl_boss": 16, "max_lvl_boss": 18, "or_min": 200, "or_max": 1000, "item": ["hp_debut","mp_debut"], "item_rare": ["hp_mid","mp_mid","chaussure2","bague2","bouclier2","epee2","wand2","arc2"], "item_min": 3, "item_max": 6, "item_rare_min": 1, "item_rare_max": 2, "mob": ["mercenaire_debutant","mercenaire_debutant"], "mob2": ["mercenaire_debutant","mercenaire_debutant"], "mob3": ["mercenaire_debutant","mercenaire_debutant"], "mini-boss": ["slime_king"], "boss": ["boar_god"], } }>> <</nobr>>
This world, Ioggommar is made up of 2 main continents. To the west is the continent where I am, Acenoth which is crescent-shaped. To the north are several gigantic mountain ranges lapped with precious metals. At the foot of those mountains, dense green forests extend far beyond the horizon. These forests are surrounded by fertile plains. In the center of the continent lie gigantic arable plains. The southern part of Acenoth is an arid desert where nothing lives. In the center of this desert is a gigantic mountain that seems to touch the heavens. Water is extremely rare in this desert. Moreover this water is charged with mana coming directly from the void therefore unrefined by Ioggomar, which has the effect of corrupting even the most hardened minds. It is a supposedly cursed land where no soul lives. North of Acenoth, at around a hundred kilometers from the coast, is an archipelago grouping several hundred islands. This is the headquarters of the Ioggomar Trade Union. An economic juggernaut providing all the Acenoth kingdoms in any kind of good, from a simple spoon to armies of trained monsters to obey. Although officially, it does not have an army in their name, in addition to the fact that their trade is vital for all kingdoms, the simple fact that they can sail to different countries despite the powerful marine creatures roaming in the waters are enough to show the potential of their naval fleet. Acenoth is separated from the 2nd continent of Closoth by a gigantic ocean populated by many creatures. The best attacks of the most powerful warriors of Acenoth are not enough to even hurt the creatures. According to ancient Legends Closoth is supposed to be populated by two civilizations, the first composed of dragons and the second of demons. According to this same legend, the only reason why we are not yet conquered by one of these civilizations is none other than the war that has opposed them for millennia. <<button [[And where is this village ?|setting,sorts,competences]]>><</button>>
The village where I am is located in the Eohiatall Empire which occupies the north of Acenoth. Eohiatall is a superpower, the fruit of the union of the ancient half-human, elf and dwarf kingdoms. It was founded in order to fight against the oppression of the human kingdoms of the center. Eohiatall is based on the equality of races and the constant search for knowledge. He defends his ideology in disagreement with the human supremacist and slave states on his southern border. The cursed desert occupies half of Acenoth, and Eohiatall extends over a quarter of the continent occupying the entire northern part of Acenoth. The empire has by far the largest and most advanced army which allows it to defend itself against the 3 human kingdoms. According to Kyoko, getting closer to the southern border without being a good fighter is extremely dangerous because of those constant battles. The fact that half-humans have a lower status than slaves in human realms makes battles really bloody without any possibility of truce or surrender. <<set $img= "data\\images\\battle.png" >> <div class="paysage">[img[$img]]</div> However, the massive use of monsters and war slaves by the military coalition of the 3 human supremacist kingdoms of Bleggatria, Roqerath and Iseaos prevents a massive invasion of Eohiatall to clear those kingdoms. And the regular appearances of calamities, also nicknamed "demonic giants", in the north of Eohiatall does not help the situation. <em>« Continuing to call you stranger after several weeks seems inappropriate, since you do not seem to remember anything, how should we call you now ? »</em> ask me Kyoko. <<button [[I do not remember anything, I must choose a new name, until i get back my memory at least. |choix_nom (set quetes)]]>><</button>> <<nobr>> <<set $img_sort_1 to "data\\images\\competences\\sorts\\fireball.gif">> <<set $img_sort_2 to "data\\images\\competences\\sorts\\thunder.gif">> <<set $img_sort_3 to "data\\images\\competences\\sorts\\water_beam.gif">> <<set $img_sort_4 to "data\\images\\competences\\sorts\\wood.gif">> <<set $img_sort_5 to "data\\images\\competences\\sorts\\light_heal.gif">> <<set $img_sort_6 to "data\\images\\competences\\sorts\\flash.gif">> <<set $img_sort_7 to "data\\images\\competences\\sorts\\medium_heal.gif">> <<set $img_sort_8 to "data\\images\\competences\\sorts\\green_fireball.gif">> <<set $img_sort_9 to "data\\images\\competences\\sorts\\superheal.gif">> <<set $img_sort_10 to "data\\images\\competences\\sorts\\Mega_fireball.gif">> <<set $img_skill_1 to "data\\images\\competences\\skills\\sword.gif">> <<set $img_skill_2 to "data\\images\\competences\\skills\\sword_swing.gif">> <<set $img_skill_3 to "data\\images\\competences\\skills\\aggro.gif">> <<set $img_skill_4 to "data\\images\\competences\\skills\\renfort_magique.gif">> <<set $img_skill_5 to "data\\images\\competences\\skills\\renfort_physique.gif">> <<set $img_skill_6 to "data\\images\\competences\\skills\\sword pierce.gif">> <<set $img_skill_7 to "data\\images\\competences\\skills\\FSke.gif">> <<set $img_skill_8 to "data\\images\\competences\\skills\\light_atk.gif">> <<set $img_skill_9 to "data\\images\\competences\\skills\\tornado_blade.gif">> <<set $img_skill_10 to "data\\images\\competences\\skills\\rage.gif">> <<set $img_skill_11 to "data\\images\\competences\\skills\\sacrifice.gif">> <<set $sp=0>> <<set $img_faveur_1 to "data\\images\\competences\\faveur\\hyperheal.gif">> <<set $img_faveur_2 to "data\\images\\competences\\faveur\\manaup.gif">> <</nobr>>
Please enter your name: <<textbox "$name" "Adam Richard" >> <<button [[I'm decided.|setting or et xp found,mortcompagons]]>><<set $money to 500>><<set $game to true>><</button>> <<nobr>> <<set $quests to { "quest1": { "name": " Ceremony of passage to adulthood.", "description": "To be accepted as an adult and to be more free in my movements, I must kill 5 slimes and 5 lapicorns.", "type":"kill", "objectif1": "slime", "objectif1_number": 5, "objectif2": "lapicorne", "objectif2_number": 5, "objectif3": "None", "objectif3_number": "None", "time_left": 365, "accept": true, "clear":false, "reward_or": 500, "reward_xp": 550, "reward_object1": "hp_debut", "reward_number1": 2, "reward_object2": "mp_debut", "reward_number2": 2, }, "quest2": { "name": "Ceremony of passage to adulthood2.", "description": "To be accepted as an adult and to be freer in my movements, I must bring back to the villages 15 blue jellies of slimes and 15 furs of lapicorns.", "type":"objet", "objectif1": "fourrure_lapin", "objectif1_number": 15, "objectif2": "gelee_bleu", "objectif2_number": 15, "objectif3": "None", "objectif3_number": "None", "time_left": 365, "accept": true, "clear":false, "reward_or": 2500, "reward_xp": 4000, "reward_object1": "hp_debut", "reward_number1": 2, "reward_object2": "mp_debut", "reward_number2": 2, }, "quest3": { "name": "A meat business.", "description": "The hostel where I stay is a victim of its success, if I want to be able to eat their succulent ragout again I will have to help them by hunting boars and bringing back 10 pieces of wild boar meat.", "type":"objet", "objectif1": "viande_sanglier", "objectif1_number": 10, "objectif2": "None", "objectif2_number": "None", "objectif3": "None", "objectif3_number": "None", "time_left": 365, "accept": false, "clear":false, "reward_or": 2000, "reward_xp": 1500, "reward_object1": "hp_debut", "reward_number1": 5, "reward_object2": "mp_debut", "reward_number2": 2, }, }>> <</nobr>>
<<set $classe to "None" >> <em>« $name, a good name I must say. Now that you have recovered, you can practice fighting with the village youths. You've already met Eri, I think. What role will you play? Be careful when choosing a way. The divine blessing that you will receive will modifying your body and your soul accordingly to your new class. It is therefore a crucial and definitive choice.»</em> <<button [[Choose my class.|fenetre_classe]]>><</button>> <<nobr>> <<set $xp_found to 0,$or_found to 0>> <<set $compagnons_mort to false>> <<set $combat to false>> <</nobr>>
You have chosen the class: <strong><div id="classe">wizard</div></strong> Evaluation of growth rate by stat: <div id="full_life">top-grade:++</div> ; <div id="full_life">good:+</div> ; <div id="mid_life">medium:~</div> ; <div id="low_life">bad:-</div> ; <div id="low_life">très mauvais: - -</div> <strong><label id="classe1"><<radiobutton "$classe" "paladin" checked>> Choose Paladin.</label></strong> <div id="mid_life">attack:~</div> ; <div id="low_life">magical attack:- -</div> ; <div id="full_life">defense:++</div> ; <div id="full_life">magical defense:+</div>; <div id="mid_life">speed:~</div> ; <div id="mid_life">agility:~</div> <div id="low_life">mana:-</div> ; <div id="full_life">hp:++</div> Warrior following the path of the divine will. He is supervised by the church and acts on his behalf. A paladin is a real machine of war that cash the shots as a dwarf threads mugs, endlessly. <strong><label id="classe2"><<radiobutton "$classe" "gardian" checked>> Choose Gardian.</label></strong> <div id="low_life">attack:-</div> ; <div id="low_life">magical attack:- -</div> ; <div id="full_life">defense:+</div> ; <div id="full_life">magical defense:++</div> ; <div id="mid_life">speed:~</div> ; <div id="mid_life">agility:~</div> <div id="mid_life">mana:~</div> ; <div id="full_life">hp:++</div> The guardians protect us, but who protects the guardians? <strong><label id="classe6"><<radiobutton "$classe" "berserker" checked>> Choose Berserker.</label></strong> <div id="full_life">attack:++</div> ; <div id="low_life">magical attack:-</div> ; <div id="low_life">defense:-</div> ; <div id="low_life">magical defense:- -</div> ; <div id="full_life">speed:+</div> ; <div id="mid_life">agility:~</div> <div id="low_life">mana:- -</div> ; <div id="full_life">hp:++</div> Bloody Warrior handling a heavy weapon with 2 hands. He gives free rein to his impulses and his instinct. According to legends, crossing a high-level berserke is like meeting death itself, neither pity nor pain, only an uncontrollable rage whose aura will be enough to make the most sensitive ones faint. <strong><label id="classe3"><<radiobutton "$classe" "swordman" checked>> Choose swordman.</label></strong> <div id="full_life">attack:+</div> ; <div id="mid_life">magical attack:~</div> ; <div id="mid_life">defense:~</div> ; <div id="mid_life">magical defense:~</div> ; <div id="mid_life">speed:~</div> ; <div id="mid_life">agility:~</div> <div id="low_life">mana:-</div> ; <div id="full_life">hp:+</div> jack of all trades, master of none, the swordsman wanders with the winds in search of more and more incredible adventures. <strong><label id="classe4"><<radiobutton "$classe" "archer" checked>> Choose Archer.</label></strong> <div id="full_life">attack:+</div> ; <div id="full_life">magical attack:+</div> ; <div id="low_life">defense:-</div> ; <div id="low_life">magical defense:-</div> ; <div id="full_life">speed:++</div> ; <div id="full_life">agility:++</div> <div id="mid_life">mana:~</div> ; <div id="mid_life">hp:~</div> In Ioggomar, arrows are not guided by virtue, but by necessity. <strong><label id="classe5"><<radiobutton "$classe" "wizard" checked>> Choose Wizard.</label></strong> <div id="low_life">attack:- -</div> ; <div id="full_life">magical attack:++</div> ; <div id="low_life">defense:- -</div> ; <div id="full_life">magical defense:++</div> ; <div id="full_life">speed:+</div> ; <div id="mid_life">agility:~</div> <div id="full_life">mana:++</div> ; <div id="low_life">hp:-</div> Every real wizard has only one wish: residing in the floating city of Dalaran and studying the depth of magic there. <em> "A city that floats? And why not winged horses !!! </em> will say the most closed-minded. <<button [[Confirm my choice.|attribution_points_init]]>> <<set $points_attributs to 10>> <<set $strength to 0>> <<set $constitution to 0>> <<set $dexterity to 0>> <<set $agility to 0>> <<set $intelligence to 0>> <<set $charisma to 0>> <<set $resistance to 0>> <<set $luck to 0>> <<set $base to setup.set_base($classe)>> <<set $hp_base =$base[0],$mp_base=$base[1],$atk_base=$base[2],$atkm_base=$base[3],$def_base=$base[4],$defm_base=$base[5],$vit_base=$base[6],$agi_base=$base[7]>> <</button>>
The angelic voice has left you with some of its powers, giving you access to attribute points that will help you in your adventure. Although very powerful, each point awarded is used definitely. <strong>Attribute points remaining: <span id="pointsrestants">$points_attributs </span> </strong> <<nobr>> Strength: <span id="stats-str"><<print $strength>></span> <span id="addpoints"><<button "+">> <<set $strength++,$points_attributs-->> <<replace "#stats-str">> <<print $strength>> <<if $points_attributs == 0>> <<replace "#continuer">> <<button [[confirm|setting action_left,rep]] >> <<set $base to setup.set_base($classe)>> <<set $hp_base =$base[0],$mp_base=$base[1],$atk_base=$base[2],$atkm_base=$base[3],$def_base=$base[4],$defm_base=$base[5],$vit_base=$base[6],$agi_base=$base[7]>> <<set $hp_perso to setup.calcul_hp($constitution)>> <<set $mp_perso to setup.calcul_mp($intelligence)>> <<set $atk_perso to setup.calcul_atk($strength)>> <<set $atkm_perso to setup.calcul_atkm($intelligence)>> <<set $def_perso to setup.calcul_def($resistance)>> <<set $defm_perso to setup.calcul_defm($intelligence,$resistance)>> <<set $agi_perso to setup.calcul_agi($agility)>> <<set $vit_perso to setup.calcul_vit($agility,$dexterity)>> <<set $hp_objets=0,$mp_objets=0,$atk_objets=0,$atkm_objets=0,$def_objets=0,$defm_objets=0,$agi_objets=0,$vit_objets=0>> <</button>> <</replace>> <<replace "#addpoints">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints2">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints3">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints4">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints5">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints6">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints7">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints8">> <button disabled="disabled">+</button> <</replace>> <</if>> <<replace "#pointsrestants">> $points_attributs <</replace>> <</replace>> <</button>></span> <</nobr>> <<nobr>> Stamina: <span id="stats-const"><<print $constitution>></span> <span id="addpoints2"><<button "+">> <<set $constitution++,$points_attributs-->> <<replace "#stats-const">> <<print $constitution>> <<if $points_attributs == 0>> <<replace "#continuer">> <<button [[confirm|setting action_left,rep]] >> <<set $base to setup.set_base($classe)>> <<set $hp_base =$base[0],$mp_base=$base[1],$atk_base=$base[2],$atkm_base=$base[3],$def_base=$base[4],$defm_base=$base[5],$vit_base=$base[6],$agi_base=$base[7]>> <<set $hp_perso to setup.calcul_hp($constitution)>> <<set $mp_perso to setup.calcul_mp($intelligence)>> <<set $atk_perso to setup.calcul_atk($strength)>> <<set $atkm_perso to setup.calcul_atkm($intelligence)>> <<set $def_perso to setup.calcul_def($resistance)>> <<set $defm_perso to setup.calcul_defm($intelligence,$resistance)>> <<set $agi_perso to setup.calcul_agi($agility)>> <<set $vit_perso to setup.calcul_vit($agility,$dexterity)>> <<set $hp_objets=0,$mp_objets=0,$atk_objets=0,$atkm_objets=0,$def_objets=0,$defm_objets=0,$agi_objets=0,$vit_objets=0>> <</button>> <</replace>> <<replace "#addpoints">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints2">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints3">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints4">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints5">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints6">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints7">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints8">> <button disabled="disabled">+</button> <</replace>> <</if>> <<replace "#pointsrestants">> $points_attributs <</replace>> <</replace>> <</button>></span> <</nobr>> <<nobr>> Dexterity: <span id="stats-dext"><<print $dexterity>></span> <span id="addpoints3"><<button "+">> <<set $dexterity++,$points_attributs-->> <<replace "#stats-dext">> <<print $dexterity>> <<if $points_attributs == 0>> <<replace "#continuer">> <<button [[confirm|setting action_left,rep]] >> <<set $base to setup.set_base($classe)>> <<set $hp_base =$base[0],$mp_base=$base[1],$atk_base=$base[2],$atkm_base=$base[3],$def_base=$base[4],$defm_base=$base[5],$vit_base=$base[6],$agi_base=$base[7]>> <<set $hp_perso to setup.calcul_hp($constitution)>> <<set $mp_perso to setup.calcul_mp($intelligence)>> <<set $atk_perso to setup.calcul_atk($strength)>> <<set $atkm_perso to setup.calcul_atkm($intelligence)>> <<set $def_perso to setup.calcul_def($resistance)>> <<set $defm_perso to setup.calcul_defm($intelligence,$resistance)>> <<set $agi_perso to setup.calcul_agi($agility)>> <<set $vit_perso to setup.calcul_vit($agility,$dexterity)>> <<set $hp_objets=0,$mp_objets=0,$atk_objets=0,$atkm_objets=0,$def_objets=0,$defm_objets=0,$agi_objets=0,$vit_objets=0>> <</button>> <</replace>> <<replace "#addpoints">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints2">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints3">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints4">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints5">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints6">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints7">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints8">> <button disabled="disabled">+</button> <</replace>> <</if>> <<replace "#pointsrestants">> $points_attributs <</replace>> <</replace>> <</button>></span> <</nobr>> <<nobr>> Agility: <span id="stats-agi"><<print $agility>></span> <span id="addpoints4"><<button "+">> <<set $agility++,$points_attributs-->> <<replace "#stats-agi">> <<print $agility>> <<if $points_attributs == 0>> <<replace "#continuer">> <<button [[confirm|setting action_left,rep]] >> <<set $base to setup.set_base($classe)>> <<set $hp_base =$base[0],$mp_base=$base[1],$atk_base=$base[2],$atkm_base=$base[3],$def_base=$base[4],$defm_base=$base[5],$vit_base=$base[6],$agi_base=$base[7]>> <<set $hp_perso to setup.calcul_hp($constitution)>> <<set $mp_perso to setup.calcul_mp($intelligence)>> <<set $atk_perso to setup.calcul_atk($strength)>> <<set $atkm_perso to setup.calcul_atkm($intelligence)>> <<set $def_perso to setup.calcul_def($resistance)>> <<set $defm_perso to setup.calcul_defm($intelligence,$resistance)>> <<set $agi_perso to setup.calcul_agi($agility)>> <<set $vit_perso to setup.calcul_vit($agility,$dexterity)>> <<set $hp_objets=0,$mp_objets=0,$atk_objets=0,$atkm_objets=0,$def_objets=0,$defm_objets=0,$agi_objets=0,$vit_objets=0>> <</button>> <</replace>> <<replace "#addpoints">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints2">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints3">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints4">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints5">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints6">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints7">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints8">> <button disabled="disabled">+</button> <</replace>> <</if>> <<replace "#pointsrestants">> $points_attributs <</replace>> <</replace>> <</button>></span> <</nobr>> <<nobr>> Intelligence: <span id="stats-int"><<print $intelligence>></span> <span id="addpoints5"><<button "+">> <<set $intelligence++,$points_attributs-->> <<replace "#stats-int">> <<print $intelligence>> <<if $points_attributs == 0>> <<replace "#continuer">> <<button [[confirm|setting action_left,rep]] >> <<set $base to setup.set_base($classe)>> <<set $hp_base =$base[0],$mp_base=$base[1],$atk_base=$base[2],$atkm_base=$base[3],$def_base=$base[4],$defm_base=$base[5],$vit_base=$base[6],$agi_base=$base[7]>> <<set $hp_perso to setup.calcul_hp($constitution)>> <<set $mp_perso to setup.calcul_mp($intelligence)>> <<set $atk_perso to setup.calcul_atk($strength)>> <<set $atkm_perso to setup.calcul_atkm($intelligence)>> <<set $def_perso to setup.calcul_def($resistance)>> <<set $defm_perso to setup.calcul_defm($intelligence,$resistance)>> <<set $agi_perso to setup.calcul_agi($agility)>> <<set $vit_perso to setup.calcul_vit($agility,$dexterity)>> <<set $hp_objets=0,$mp_objets=0,$atk_objets=0,$atkm_objets=0,$def_objets=0,$defm_objets=0,$agi_objets=0,$vit_objets=0>> <</button>> <</replace>> <<replace "#addpoints">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints2">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints3">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints4">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints5">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints6">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints7">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints8">> <button disabled="disabled">+</button> <</replace>> <</if>> <<replace "#pointsrestants">> $points_attributs <</replace>> <</replace>> <</button>></span> <</nobr>> <<nobr>> Charisma: <span id="stats-cha"><<print $charisma>></span> <span id="addpoints6"><<button "+">> <<set $charisma++,$points_attributs-->> <<replace "#stats-cha">> <<print $charisma>> <<if $points_attributs == 0>> <<replace "#continuer">> <<button [[confirm|setting action_left,rep]] >> <<set $base to setup.set_base($classe)>> <<set $hp_base =$base[0],$mp_base=$base[1],$atk_base=$base[2],$atkm_base=$base[3],$def_base=$base[4],$defm_base=$base[5],$vit_base=$base[6],$agi_base=$base[7]>> <<set $hp_perso to setup.calcul_hp($constitution)>> <<set $mp_perso to setup.calcul_mp($intelligence)>> <<set $atk_perso to setup.calcul_atk($strength)>> <<set $atkm_perso to setup.calcul_atkm($intelligence)>> <<set $def_perso to setup.calcul_def($resistance)>> <<set $defm_perso to setup.calcul_defm($intelligence,$resistance)>> <<set $agi_perso to setup.calcul_agi($agility)>> <<set $vit_perso to setup.calcul_vit($agility,$dexterity)>> <<set $hp_objets=0,$mp_objets=0,$atk_objets=0,$atkm_objets=0,$def_objets=0,$defm_objets=0,$agi_objets=0,$vit_objets=0>> <</button>> <</replace>> <<replace "#addpoints">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints2">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints3">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints4">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints5">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints6">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints7">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints8">> <button disabled="disabled">+</button> <</replace>> <</if>> <<replace "#pointsrestants">> $points_attributs <</replace>> <</replace>> <</button>></span> <</nobr>> <<nobr>> Resistance: <span id="stats-res"><<print $resistance>></span> <span id="addpoints7"><<button "+">> <<set $resistance++,$points_attributs-->> <<replace "#stats-res">> <<print $resistance>> <<if $points_attributs == 0>> <<replace "#continuer">> <<button [[confirm|setting action_left,rep]] >> <<set $base to setup.set_base($classe)>> <<set $hp_base =$base[0],$mp_base=$base[1],$atk_base=$base[2],$atkm_base=$base[3],$def_base=$base[4],$defm_base=$base[5],$vit_base=$base[6],$agi_base=$base[7]>> <<set $hp_perso to setup.calcul_hp($constitution)>> <<set $mp_perso to setup.calcul_mp($intelligence)>> <<set $atk_perso to setup.calcul_atk($strength)>> <<set $atkm_perso to setup.calcul_atkm($intelligence)>> <<set $def_perso to setup.calcul_def($resistance)>> <<set $defm_perso to setup.calcul_defm($intelligence,$resistance)>> <<set $agi_perso to setup.calcul_agi($agility)>> <<set $vit_perso to setup.calcul_vit($agility,$dexterity)>> <<set $hp_objets=0,$mp_objets=0,$atk_objets=0,$atkm_objets=0,$def_objets=0,$defm_objets=0,$agi_objets=0,$vit_objets=0>> <</button>> <</replace>> <<replace "#addpoints">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints2">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints3">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints4">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints5">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints6">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints7">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints8">> <button disabled="disabled">+</button> <</replace>> <</if>> <<replace "#pointsrestants">> $points_attributs <</replace>> <</replace>> <</button>></span> <</nobr>> <<nobr>> Luck: <span id="stats-luck"><<print $luck>></span> <span id="addpoints8"><<button "+">> <<set $luck++,$points_attributs-->> <<replace "#stats-luck">> <<print $luck>> <<if $points_attributs == 0>> <<replace "#continuer">> <<button [[confirm|setting action_left,rep]] >> <<set $base to setup.set_base($classe)>> <<set $hp_base =$base[0],$mp_base=$base[1],$atk_base=$base[2],$atkm_base=$base[3],$def_base=$base[4],$defm_base=$base[5],$vit_base=$base[6],$agi_base=$base[7]>> <<set $hp_perso to setup.calcul_hp($constitution)>> <<set $mp_perso to setup.calcul_mp($intelligence)>> <<set $atk_perso to setup.calcul_atk($strength)>> <<set $atkm_perso to setup.calcul_atkm($intelligence)>> <<set $def_perso to setup.calcul_def($resistance)>> <<set $defm_perso to setup.calcul_defm($intelligence,$resistance)>> <<set $agi_perso to setup.calcul_agi($agility)>> <<set $vit_perso to setup.calcul_vit($agility,$dexterity)>> <<set $hp_objets=0,$mp_objets=0,$atk_objets=0,$atkm_objets=0,$def_objets=0,$defm_objets=0,$agi_objets=0,$vit_objets=0>> <</button>> <</replace>> <<replace "#addpoints">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints2">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints3">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints4">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints5">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints6">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints7">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints8">> <button disabled="disabled">+</button> <</replace>> <</if>> <<replace "#pointsrestants">> $points_attributs <</replace>> <</replace>> <</button>></span> <</nobr>> <span id="continuer"><button disabled="disabled">confirm</button></span> <button onclick="window.visibilitysingle('info');">Details</button> <div style="display:none" id="info"> <strong>Here is the influence on each stat that gives you 1 extra attribute point:</strong> Strength: + <<print Math.round(0.1*$atk_base)>> atk Stamina: + <<print Math.round(0.5*$hp_base)>> hp Dexterity: + <<print Math.round(0.08*$vit_base)>> vit Agility: + <<print Math.round(0.1*$agi_base)>> agi + <<print Math.round(0.02*$vit_base)>> vit Intelligence: + <<print Math.round(0.2*$mp_base)>> mp + <<print Math.round(0.1*$atkm_base)>> atk_magic + <<print Math.round(0.06*$defm_base)>> def_magic Resistance: + <<print Math.round(0.1*$def_base)>> def + <<print Math.round(0.04*$defm_base)>> def_magic </div>
The day after my choice of class, I received an early morning visit of Eri in the room of the inn where I was allowed to stay for free. She found me still asleep in bed, and told me to hurry to get up because the appointment for my first hunt for the monster is in about 1 hour in the village square. She gently whispered <em> " Be on time" </em> before laughing as she walked out of the room. <<button [[Get up|intro-setmarchant]]>><<set $nu to true>><<set $lieu_respawn to "None">><</button>> <<nobr>> <<set $rep to 0>> <<set $action_left_max=10>> <<set $action_left=$action_left_max>> <</nobr>>
<<set $img= "data\\images\\batiments\\auberge_room.jpg" >> <div class="paysage">[img[$img]]</div> I wake up in the room where I am currently staying, it is a small room of about ten square meters. The room is furnished with a worn bed, table and chair and an imposing wardrobe. The bed and massive wood furniture give a roomy atmosphere to the room. The room is regularly cleaned, but remains dusty, we can see cobwebs here and there. <<if $habillage == false>><div id="habillage">Mmhh, I'm not sure that going out in underpants is a good idea</div><<set $habillage to true>><</if>> [[Use the wardrobe|tutoriel_habits(set hp,hp_max,stats,faveurs)]] <<if $nu == false>> <<button[[Leave the room.|intro_9]]>><</button>> <<else>> <<button[[Leave the room.|intro-setmarchant]]>><<set $habillage to false>> <</button>> <</if>> <<nobr>> <<set $merchants to { "itinerant-1": { "name": "itinerant merchant Bob", "or": 500, /* assign potion keys */ "marchandises_musthave": ["hp_debut", "mp_debut"], /* assign item keys */ "marchandises": ["bouclier2", "epee2", "wand2", "arc2"], "nombre_must_have_min": 2, "nombre_must_have_max": 10, "nombre_item_min": 0, "nombre_item_max": 2, } }>> <<set $marchand_actuel to $marchand_itinerant_1>> <</nobr>>
<<set $nu to false>> <<nobr>><<if $classe =="paladin" or $classe =="gardien">>You find an old sword and an old shield. You will also find a worn helmet, shoes and plastron.<<elseif $classe =="epeiste">>You find an old sword. You will also find a worn helmet, shoes and plastron.<<elseif $classe =="berserke">>You find an old ax. You will also find a worn helmet, shoes and plastron.<<elseif $classe =="archer">>You find an old bow. You will also find a worn helmet, shoes and plastron.<<else>>You find a magic wand. You will also find a wooden headband, shoes and a cape.<</if>><</nobr>> You equipped yourself. <<nobr>> <<if $classe =="paladin" or $classe =="gardien">> <<set $arme to "epee1">> <<set $tete to "casque1">> <<set $chaussure to "chaussure1">> <<set $armure to "armure1">> <<set $accessoire1 to "bouclier1">> <<set $accessoire2 to "None">> <<set $items.epee1.equipped to true,$items.bouclier1.equipped to true,$items.casque1.equipped to true,$items.chaussure1.equipped to true,$items.armure1.equipped to true>> <<set $items.epee1.nombre_joueur += 1,$items.bouclier1.nombre_joueur += 1,$items.casque1.nombre_joueur += 1,$items.chaussure1.nombre_joueur += 1,$items.armure1.nombre_joueur += 1>> <<elseif $classe =="epeiste">> <<set $arme to "epee1">> <<set $tete to "casque1">> <<set $chaussure to "chaussure1">> <<set $armure to "armure1">> <<set $accessoire1 to "None">> <<set $accessoire2 to "None">> <<set $items.epee1.equipped to true,$items.casque1.equipped to true,$items.chaussure1.equipped to true,$items.armure1.equipped to true>> <<set $items.epee1.nombre_joueur += 1,$items.casque1.nombre_joueur += 1,$items.chaussure1.nombre_joueur += 1,$items.armure1.nombre_joueur += 1>> <<elseif $classe =="berserke">> <<set $arme to "hache1">> <<set $tete to "casque1">> <<set $chaussure to "chaussure1">> <<set $armure to "armure1">> <<set $accessoire1 to "None">> <<set $accessoire2 to "None">> <<set $items.hache1.equipped to true,$items.casque1.equipped to true,$items.chaussure1.equipped to true,$items.armure1.equipped to true>> <<set $items.hache1.nombre_joueur += 1,$items.casque1.nombre_joueur += 1,$items.chaussure1.nombre_joueur += 1,$items.armure1.nombre_joueur += 1>> <<elseif $classe =="archer">> <<set $arme to "arc1">> <<set $tete to "casque1">> <<set $chaussure to "chaussure1">> <<set $armure to "armure1">> <<set $accessoire1 to "None">> <<set $accessoire2 to "None">> <<set $items.arc1.equipped to true,$items.casque1.equipped to true,$items.chaussure1.equipped to true,$items.armure1.equipped to true>> <<set $items.arc1.nombre_joueur += 1,$items.casque1.nombre_joueur += 1,$items.chaussure1.nombre_joueur += 1,$items.armure1.nombre_joueur += 1>> <<else>> <<set $arme to "wand1">> <<set $tete to "casque2">> <<set $chaussure to "chaussure1">> <<set $armure to "robe1">> <<set $accessoire1 to "None">> <<set $accessoire2 to "None">> <<set $items.wand1.equipped to true,$items.casque2.equipped to true,$items.chaussure1.equipped to true,$items.robe1.equipped to true>> <<set $items.wand1.nombre_joueur += 1,$items.casque2.nombre_joueur += 1,$items.chaussure1.nombre_joueur += 1,$items.robe1.nombre_joueur += 1>> <</if>> <</nobr>> <<button[[Check my stats|profil_init]]>> <<set $hp_objets to ($items[$arme].hp + $items[$tete].hp + $items[$chaussure].hp+ $items[$armure].hp + $items[$accessoire1].hp + $items[$accessoire2].hp)>> <<set $mp_objets to ($items[$arme].mp + $items[$tete].mp + $items[$chaussure].mp+ $items[$armure].mp+ $items[$accessoire1].mp +$items[$accessoire2].mp)>> <<set $atk_objets to ($items[$arme].atk + $items[$tete].atk + $items[$chaussure].atk+ $items[$armure].atk+ $items[$accessoire1].atk+ $items[$accessoire2].atk)>> <<set $atkm_objets to ($items[$arme].atkm + $items[$tete].atkm + $items[$chaussure].atkm+ $items[$armure].atkm + $items[$accessoire1].atkm + $items[$accessoire2].atkm)>> <<set $def_objets to ($items[$arme].def + $items[$tete].def + $items[$chaussure].def+ $items[$armure].def+ $items[$accessoire1].def + $items[$accessoire2].def)>> <<set $defm_objets to ($items[$arme].defm + $items[$tete].defm + $items[$chaussure].defm+ $items[$armure].defm+ $items[$accessoire1].defm + $items[$accessoire2].defm)>> <<set $agi_objets to ($items[$arme].agi + $items[$tete].agi + $items[$chaussure].agi+ $items[$armure].agi+ $items[$accessoire1].agi +$items[$accessoire2].agi)>> <<set $vit_objets to ($items[$arme].vit + $items[$tete].vit + $items[$chaussure].vit+ $items[$armure].vit+$items[$accessoire1].vit+ $items[$accessoire2].vit)>> <<set $hp_max= $hp_perso + $hp_objets>> <<set $hp= $hp_max>> <<set $mp_max=$mp_perso + $mp_objets>> <<set $mp= $mp_max>> <<set $atk=$atk_perso + $atk_objets>> <<set $atkm=$atkm_perso + $atkm_objets>> <<set $def=$def_perso + $def_objets>> <<set $defm=$defm_perso + $defm_objets>> <<set $agi=$agi_perso + $agi_objets>> <<set $vit=$vit_perso + $vit_objets>> <<set $faveurs=100>> <</button>>
<<set $img= "data\\images\\batiments\\auberge.png" >> <div class="paysage">[img[$img]]</div> While going down to the ground floor of the inn, Mia a girl of about ten years came to see me. She is the owner's daughter and prides herself on her mother's wonderful breakfast, an essential step to start a good day according to her. Furthermore, today they offer me half price. [[Buy the breakfast (-5¤)|repas_acheter_auberge_1][$money-=5]] [[Decline the breakfast |repas_refuser_auberge_1]]
character info (temporary page) (depends on lvl): format: stat character (+ stats bonus from equipped items) hp:$hp_perso (+ $hp_objets) mana:$mp_perso (+ $mp_objets) atk:$atk_perso (+ $atk_objets) atkm:$atkm_perso (+ $atkm_objets) def:$def_perso (+ $def_objets) defm:$defm_perso (+ $defm_objets) agi:$agi_perso (+ $agi_objets) vit:$vit_perso (+ $vit_objets) [[I'm finished|intro-setmarchant]]
A few minutes after sitting at the table, Mia served me breakfast. It seems that she likes to help her parents, a little angel. His father served me a free glass of X-liquor, a homemade drink that he offers to all new adventurers. He gave me a strange smile, and little Mia hiding behind a pillar, her face clearly waiting for a show while staring at me, said nothing worthy of me. [[Drink the beverage|repas_acheter_auberge_2][$liqueur_X to true]] [[Just the usual meal|repas_acheter_auberge_2][$liqueur_X to false]]
Finally ready, I'm looking forward to hunt my first monsters. Confident, I push the door of the inn and venture into the square. The air is fresh and invigorating and I hear the sweet songs of several birds. In the square, I quickly spot the group of adventurers with whom I will take my first steps. Eri having also noticed me, she made big gestures with her arms. It indeed helped me to locate the group in the crowd of villagers being attached to their daily activities. After quick presentations, we head for a plain about 10 minutes walk south of the village. As the name suggests it is a green plain extending as far as the eye can see. You can see here and there some trees and shrubs allowing to take breaks in the shade. This place would surely be very popular with families without the presence of the various slimes and hornbills walking around the plains. But as Nessos pointed out, a centaur who will be our tank in case of a problem, they are creatures with a calm temperament and who remains non-aggressive if we do not provoke them. The real danger is gangs of bandits who can attack adventurers or merchants who loose themselves too much. Eri tells me that she has just attracted my first opponent and to be ready for the fight. <<button [[Fight|combat_tutoriel]]>> <<set $tutoriel to true>> <<set $tutoriel2 to false>> <<set $choix_adversaire to $ennemis.slime>> <<set $has_combat to false,$combat to true>> <<set $fuite_e=false>> <<set $turns=0>> <<set $adversaire_lvl to setup.lvl_ennemi(1,1)>> <<set $ennemi_hp to setup.calcul_hp_ennemi($choix_adversaire.hp)>> <<set $ennemi_hp_max to setup.calcul_hp_ennemi($choix_adversaire.hp)>> <<set $ennemi_mp_max to setup.calcul_mp_ennemi($choix_adversaire.mp)>> <<set $ennemi_mp to setup.calcul_mp_ennemi($choix_adversaire.mp)>> <<set $ennemi_cout_sort to $choix_adversaire.cout_sort>> <<set $ennemi_atk to setup.calcul_atk_ennemi($choix_adversaire.atk)>> <<set $ennemi_atkm to setup.calcul_atkm_ennemi($choix_adversaire.atkm)>> <<set $ennemi_def to setup.calcul_def_ennemi($choix_adversaire.def)>> <<set $ennemi_defm to setup.calcul_defm_ennemi($choix_adversaire.defm)>> <<set $ennemi_agi to setup.calcul_agi_ennemi($choix_adversaire.agi)>> <<set $ennemi_vit to setup.calcul_vit_ennemi($choix_adversaire.agi,$choix_adversaire.vit)>> <<set $ennemi_type to $choix_adversaire.type>> <<set $ennemi_xp to setup.xp_ennemi($adversaire_lvl,$choix_adversaire.xp)>> <<set $ennemi_or to setup.or_ennemi($adversaire_lvl,$choix_adversaire.or)>> <<set $img_combat=$choix_adversaire.img >> <<set $hp_bouclier=0,$turn_bouclier=0,$degat_pv=0,$degat_bouclier=0,$mp_use=0,$turn_immune=0,$turn_defup=0,$turn_defmup=0,$turn_mana to 0,$mana_life=0,$hp_kill=0>> <</button>>
<<if $liqueur_X == true>> <div id="critique">What an atrocity this drink !!!</div> I never imagined that such a horrible taste could exist. However, after several dozen glasses of water, I finally managed to remove this aftertaste of my blades. The rest of the meal went off without a hitch, whether it was that hot soup or the slice of bread and its honeycomb, it was a delight. <<nobr>> <<set $base to setup.modifbase()>> <<set $hp_base =$base[0],$mp_base=$base[1],$atk_base=$base[2],$atkm_base=$base[3],$def_base=$base[4],$defm_base=$base[5],$vit_base=$base[6],$agi_base=$base[7]>> <<set $hp_perso to setup.calcul_hp($constitution)>> <<set $mp_perso to setup.calcul_mp($intelligence)>> <<set $atk_perso to setup.calcul_atk($strength)>> <<set $atkm_perso to setup.calcul_atkm($intelligence)>> <<set $def_perso to setup.calcul_def($resistance)>> <<set $defm_perso to setup.calcul_defm($intelligence,$resistance)>> <<set $agi_perso to setup.calcul_agi($agility)>> <<set $vit_perso to setup.calcul_vit($agility,$dexterity)>> <<set $hp_max= $hp_perso + $hp_objets>> <<set $mp_max=$mp_perso + $mp_objets>> <<set $atk=$atk_perso + $atk_objets>> <<set $atkm=$atkm_perso + $atkm_objets>> <<set $def=$def_perso + $def_objets>> <<set $defm=$defm_perso + $defm_objets>> <<set $agi=$agi_perso + $agi_objets>> <<set $vit=$vit_perso + $vit_objets>> <</nobr>> <<else>> The meal was otherwise uneventful and indeed, whether it is this hot soup or the slice of bread and its cloud of honey, it was a delight. <</if>> [[Let's start the adventure|repas_refuser_auberge_1]]
/* diffs: empecher fuir, <button disabled="disabled" >Fuir</button> test lors de victoire, empeche de perdre combat <<if $hp == 0>> Le groupe vous aide, et le jeune Haru vous soigne <<set $hp to $hp_max>> <<button [[Super, continuer |combat_tutoriel]]>><</button>> <</if>> les boucles et lien vers inventaire et items. texte lors de victoire: Tout le monde me félicita pour ce premier combat très rapidement terminé. Eri me rappela que lorsque les monstres sont éliminés, ils disparaissent, laissant derrière eux une pierre contenant l'énergie qu'ils ont accumulés lors de leur vie. Pierre qui peux ensuite être ramassée pour en extraire l'énergie (xp) . */<<nobr>> <<set $has_fuite to setup.fuite($agi,$ennemi_agi)>> <<script>> $(document).one(':passagerender', function (ev) { Health2(State.variables.hp, State.variables.hp_max, "horizontalhealthbar", true, ev.content); }); $(document).one(':passagerender', function (ev) { Mana(State.variables.mp, State.variables.mp_max, "horizontalmanabar", true, ev.content); }); $(document).one(':passagerender', function (ev) { SP(State.variables.sp, 100, "horizontalspbar", true, ev.content); }); $(document).one(':passagerender', function (ev) { Health2(State.variables.ennemi_hp, State.variables.ennemi_hp_max, "horizontalhealthbar2", true, ev.content); }); $(document).one(':passagerender', function (ev) { Mana(State.variables.ennemi_mp, State.variables.ennemi_mp_max, "horizontalmanabar2", true, ev.content); }); <</script>> <div class="general"> <div class="fenetre_combat"> <div class="joueur"> <div class="img_joueur"> [img[$img_joueur]] </div> <div class="barres_joueur"> <div class="entete_joueur"> <span> <strong> $name </strong> </span> <span> | </span> <span> Lvl. $lvl </span> </div> <div class="div_vie_joueur"> <div class="hp_perso"> $hp / $hp_max HP </div> <div class="horizontalhealthbarbkg"> <div class="horizontalhealthbar"> </div> </div> </div> <div class="div_mp_joueur"> <div class="mp_perso"> $mp / $mp_max MP </div> <div class="horizontalmanabarbkg"> <div class="horizontalmanabar"> </div> </div> </div> <div class="div_sp_joueur"> <div class="sp_perso"> $sp / 100 SP </div> <div class="horizontalspbarbkg"> <div class="horizontalspbar"> </div> </div> </div> </div> </div> <div class="ennemi"> <div class="barres_joueur"> <div class="entete_joueur"> <span> <strong> $choix_adversaire.name </strong> </span> <span> | </span> <span> Lvl. $adversaire_lvl </span> </div> <div class="div_vie_joueur"> <div class="hp_ennemi"> $ennemi_hp / $ennemi_hp_max HP </div> <div class="horizontalhealthbar2bkg"> <div class="horizontalhealthbar2"> </div> </div> </div> <<if $ennemi_mp_max >0 >> <div class="div_mp_joueur"> <div class="mp_ennemi"> $ennemi_mp / $ennemi_mp_max MP </div> <div class="horizontalmanabar2bkg"> <div class="horizontalmanabar2"> </div> </div> </div> <</if>> </div> <div class="img_joueur"> [img[$img_combat]] </div> </div> </div> <div class="fenetre_interface"> <div id="fight"><<include "interface_combat">></div> <div id="affichage_combat"> <span id="printing"><<include "affichage_combat">></span> </div> <span id="after"><<include "after_combat">></span> <<if $fuite_e == true and $ennemi_hp != 0>> $choix_adversaire.name runs away. <<button [[continue|$lieu]]>> <</button>> <</if>> </div> </div> <</nobr>>
<<nobr>><<set $none to setup.resetxp()>> <<set $xp=0>> <<set $or_lost to setup.orlost($money)>> <<set $money -=$or_lost>> <</nobr>> You and your team had been defeated. By fleeing, you leave some of your money behind you. The traumatic experience has made you lose all of the experience you had accumulated at your level and $or_lost ¤. <<button [[Wake up|$lieu_respawn]]>> <<set $base to setup.set_base($classe)>> <<set $hp_base =$base[0],$mp_base=$base[1],$atk_base=$base[2],$atkm_base=$base[3],$def_base=$base[4],$defm_base=$base[5],$vit_base=$base[6],$agi_base=$base[7]>> <<set $hp_perso to setup.calcul_hp($constitution)>> <<set $mp_perso to setup.calcul_mp($intelligence)>> <<set $atk_perso to setup.calcul_atk($strength)>> <<set $atkm_perso to setup.calcul_atkm($intelligence)>> <<set $def_perso to setup.calcul_def($resistance)>> <<set $defm_perso to setup.calcul_defm($intelligence,$resistance)>> <<set $agi_perso to setup.calcul_agi($agility)>> <<set $vit_perso to setup.calcul_vit($agility,$dexterity)>> <<set $atk=$atk_perso + $atk_objets>> <<set $atkm=$atkm_perso + $atkm_objets>> <<set $def=$def_perso + $def_objets>> <<set $defm=$defm_perso + $defm_objets>> <<set $agi=$agi_perso + $agi_objets>> <<set $vit=$vit_perso + $vit_objets>> <<set $hp_max=$hp_perso + $hp_objets>> <<set $mp_max=$mp_perso + $mp_objets>> <<set $combat to false>> <<set $has_combat to false>> <<if $hp> $hp_max and $mp> $mp_max >> <<set $action_left to $action_left_max,$jour+=1,$dejeuner_jour=false>> <<elseif $hp> $hp_max>> <<set $mp to $mp_max,$action_left to $action_left_max,$jour+=1,$dejeuner_jour=false>> <<elseif $mp> $mp_max>> <<set $hp to $hp_max,$action_left to $action_left_max,$jour+=1,$dejeuner_jour=false>> <<else>> <<set $hp to $hp_max, $mp to $mp_max,$action_left to $action_left_max,$jour+=1,$dejeuner_jour=false>> <</if>> <</button>>
It was really simpler than I would have imagined, this slime was really weak. From what I understand, each monster has a dominant element, the mages can take advantage of the relations between the elements by choosing the good spells according to these relations: <<set $img= "data\\images\\elements_chart.jpg" >> <div class="paysage">[img[$img]]</div> Eri told me that the village has set us the goal of defeating 5 lapicorns and 5 slimes for each person. As long as it is not completed, we will not be able to go training in the forest near the village when it reopens officially in 3 days. In addition, if we gather 5 furs of lapicorns and 5 blue jellies, the village will reward us graciously. The forest is the breeding ground for a species of griffins known to be powerful, and they are also very territorial during their breeding season. The forest is therefore prohibited from access during this part of the year. But to collect the materials of 15 lapicorns and 15 slimes, it will take me a while. <<set $quests["quest1"]["accept"] to true>> <<button [[Let's hunt some monsters|instance_tutoriel]]>> <<set $avancement to 0>> <<set $tutoriel2 to true>> <<set $dejeuner_jour=true >> <<set $lieu_respawn to "Ma_chambre_Auberge">> <</button>>
<<set $lieu="instance_tutoriel">> <<set $img= "data\\images\\zones\\instance_plaine_tutoriel.jpg" >> <div class="paysage">[img[$img]]</div> <strong>threat level: $avancement % (rank $boss.boar_god.rank )</strong> <<nobr>> <<if $action_left <=0>> <<set $action_left to 0>> <<goto "tired">> <</if>> <<switch $avancement>> <<case 5>> <div class="progress"> <div class="progress-bar progress-bar-striped progress-bar-animated" role="progressbar" aria-valuenow="5" aria-valuemin="0" aria-valuemax="100" style="width: 5%"><strong>5%</strong></div> </div> <<case 10>> <div class="progress"> <div class="progress-bar progress-bar-striped progress-bar-animated" role="progressbar" aria-valuenow="10" aria-valuemin="0" aria-valuemax="100" style="width: 10%"><strong>10%</strong></div> </div> <<case 15>> <div class="progress"> <div class="progress-bar progress-bar-striped progress-bar-animated" role="progressbar" aria-valuenow="15" aria-valuemin="0" aria-valuemax="100" style="width: 15%"><strong>15%</strong></div> </div> <<case 20>> <div class="progress"> <div class="progress-bar progress-bar-striped progress-bar-animated" role="progressbar" aria-valuenow="20" aria-valuemin="0" aria-valuemax="100" style="width: 20%"><strong>20%</strong></div> </div> <<case 25>> <div class="progress"> <div class="progress-bar progress-bar-striped progress-bar-animated" role="progressbar" aria-valuenow="25" aria-valuemin="0" aria-valuemax="100" style="width: 25%"><strong>25%</strong></div> </div> <<case 30>> <div class="progress"> <div class="progress-bar progress-bar-striped progress-bar-animated" role="progressbar" aria-valuenow="30" aria-valuemin="0" aria-valuemax="100" style="width: 30%"><strong>30%</strong></div> </div> <<case 35>> <div class="progress"> <div class="progress-bar progress-bar-striped progress-bar-animated" role="progressbar" aria-valuenow="35" aria-valuemin="0" aria-valuemax="100" style="width: 35%"><strong>35%</strong></div> </div> <<case 40>> <div class="progress"> <div class="progress-bar progress-bar-striped progress-bar-animated" role="progressbar" aria-valuenow="40" aria-valuemin="0" aria-valuemax="100" style="width: 40%"><strong>40%</strong></div> </div> <<case 45>> <div class="progress"> <div class="progress-bar progress-bar-striped progress-bar-animated" role="progressbar" aria-valuenow="45" aria-valuemin="0" aria-valuemax="100" style="width: 45%"><strong>45%</strong></div> </div> <<case 50>> <div class="progress"> <div class="progress-bar progress-bar-striped progress-bar-animated" role="progressbar" aria-valuenow="50" aria-valuemin="0" aria-valuemax="100" style="width: 50%"><strong>50%</strong></div> </div> <<case 55>> <div class="progress"> <div class="progress-bar progress-bar-striped progress-bar-animated" role="progressbar" aria-valuenow="55" aria-valuemin="0" aria-valuemax="100" style="width: 55%"><strong>55%</strong></div> </div> <<case 60>> <div class="progress"> <div class="progress-bar progress-bar-striped progress-bar-animated" role="progressbar" aria-valuenow="60" aria-valuemin="0" aria-valuemax="100" style="width: 60%"><strong>60%</strong></div> </div> <<case 65>> <div class="progress"> <div class="progress-bar progress-bar-striped progress-bar-animated" role="progressbar" aria-valuenow="65" aria-valuemin="0" aria-valuemax="100" style="width: 65%"><strong>65%</strong></div> </div> <<case 70>> <div class="progress"> <div class="progress-bar progress-bar-striped progress-bar-animated" role="progressbar" aria-valuenow="70" aria-valuemin="0" aria-valuemax="100" style="width: 70%"><strong>70%</strong></div> </div> <<case 75>> <div class="progress"> <div class="progress-bar progress-bar-striped progress-bar-animated" role="progressbar" aria-valuenow="75" aria-valuemin="0" aria-valuemax="100" style="width: 75%"><strong>75%</strong></div> </div> <<case 80>> <div class="progress"> <div class="progress-bar progress-bar-striped progress-bar-animated" role="progressbar" aria-valuenow="80" aria-valuemin="0" aria-valuemax="100" style="width: 80%"><strong>80%</strong></div> </div> <<case 85>> <div class="progress"> <div class="progress-bar progress-bar-striped progress-bar-animated" role="progressbar" aria-valuenow="85" aria-valuemin="0" aria-valuemax="100" style="width: 85%"><strong>85%</strong></div> </div> <<case 90>> <div class="progress"> <div class="progress-bar progress-bar-striped progress-bar-animated" role="progressbar" aria-valuenow="90" aria-valuemin="0" aria-valuemax="100" style="width: 90%"><strong>90%</strong></div> </div> <<case 95>> <div class="progress"> <div class="progress-bar progress-bar-striped progress-bar-animated" role="progressbar" aria-valuenow="95" aria-valuemin="0" aria-valuemax="100" style="width: 95%"><strong>95%</strong></div> </div> <<case 100>> <div class="progress"> <div class="progress-bar progress-bar-striped progress-bar-animated" role="progressbar" aria-valuenow="75" aria-valuemin="0" aria-valuemax="100" style="width: 100%"><strong>100%</strong></div> </div> <<default>> <div class="progress"> <div class="progress-bar progress-bar-striped progress-bar-animated" role="progressbar" aria-valuenow="0" aria-valuemin="0" aria-valuemax="100" style="width: 0%"></div> </div> <</switch>> <</nobr>> <<nobr>> <<set $random_stats =random(0,100)>> <<if $random_stats <= 4>> <<set $random_event = "instance_tutoriel_1">> <<button[[explore|$random_event]]>> <<if $avancement <=90>> <<set $avancement+=10>> <<else>> <<set $avancement=100>> <</if>> <<set $action_left -=1>> <</button>> <<elseif $random_stats > 4 and $random_stats <= 8>> <<set $random_event = "instance_tutoriel_2">> <<button[[explore|$random_event]]>> <<if $avancement <=90>> <<set $avancement+=10>> <<else>> <<set $avancement=100>> <</if>> <<set $action_left -=1>> <</button>> <<elseif $random_stats > 8 and $random_stats <= 40>> <<set $random_event = $ennemis.slime>> <<button[[explore|combat_before]]>> <<set $action_left -=1>> <</button>> <<elseif $random_stats > 40 and $random_stats <= 70>> <<set $random_event = $ennemis.lapicorne>> <<button[[explore|combat_before]]>> <<set $action_left -=1>> <</button>> <<elseif $random_stats > 70 and $random_stats <= 98>> <<set $random_event = $ennemis.boar>> <<button[[explore|combat_before]]>> <<set $action_left -=1>> <</button>> <<else>> <<set $random_event = $ennemis.slime_metal >> <<button[[explore|combat_before]]>> <<set $action_left -=1>> <</button>> <</if>> <<if $avancement >=50 and $hasminiboss_area1==false>> <br><br> By hunting in the area, you and your team had brought out a much more powerful monster in the area. It is more dangerous but will pay much more too. <<if $lvl <=5 >> <br> <div id="low_life"> Low level ! making good preparations, or leveling up before facing this monster is recommended.</div> <</if>> <br><br> <<button[[fight the mini boss|combat_before]]>> <<set $random_event = $mini_boss.slime_king >> <<set $action_left -=1>> <</button>> <</if>> <<if $avancement >=100 and $hasboss_area1==false>> <br><br> By hunting in the area, you and your team had the boss out of the area, he is very powerful, and defeating him will not be without consequences. <<if $lvl <=7 >> <br> <div id="low_life">Low level ! making good preparations, or leveling up before facing this monster is recommended.</div> <</if>> <br><br> <<button[[fight the boss|combatboss_before]]>> <<set $random_event = $boss.boar_god >> <<set $action_left -=1>> <</button>> <</if>> <</nobr>> [[rest on the plain.|repos_plaine_debut][$action_left -=1]] [[go back to the village.|village_extérieur]] debug: [[instance_tutoriel_2]] <<button [[+10000xp|instance_tutoriel]]>> <<set $res_lvlup =setup.getxp(10000)>> <<set $xp to $res_lvlup[0],$xp_max to $res_lvlup[1],$lvl to $res_lvlup[2], $points_attributs += $res_lvlup[3],$lvlup to $res_lvlup[4]>> <<set $money += $ennemi_or>> <<set $hp_perso to setup.calcul_hp($constitution)>> <<set $mp_perso to setup.calcul_mp($intelligence)>> <<set $atk_perso to setup.calcul_atk($strength)>> <<set $atkm_perso to setup.calcul_atkm($intelligence)>> <<set $def_perso to setup.calcul_def($resistance)>> <<set $defm_perso to setup.calcul_defm($intelligence,$resistance)>> <<set $agi_perso to setup.calcul_agi($agility)>> <<set $vit_perso to setup.calcul_vit($agility,$dexterity)>> <<set $hp_max= $hp_perso + $hp_objets>> <<set $mp_max=$mp_perso + $mp_objets>> <<if $res_lvlup[4] ==1 >> <strong> level up ! </strong>, health and mana back to full.<br><br> <<if $hp < $hp_max>> <<set $hp=$hp_max>> <</if>> <<if $mp < $mp_max >> <<set $mp=$mp_max>> <</if>> <</if>> <<set $atk=$atk_perso + $atk_objets>> <<set $atkm=$atkm_perso + $atkm_objets>> <<set $def=$def_perso + $def_objets>> <<set $defm=$defm_perso + $defm_objets>> <<set $agi=$agi_perso + $agi_objets>> <<set $vit=$vit_perso + $vit_objets>> <</button>> [[Donjon|Map]] [[+10 danger|instance_tutoriel][$avancement+=10]] [[combat_test|combat_test_before]]
<<set $lieu="repos_plaine_debut">> <<if $action_left <=0>> <<set $action_left to 0>> <<goto "tired">> <</if>> <<button [[take a nap (-2AP)|repos_plaine_debut]]>> <<set $action_left-=2>> <<if $hp <= (0.5* $hp_max)>> <<set $hp+= Math.round((0.5* $hp_max))>> <<elseif $hp<=$hp_max >> <<set $hp= $hp_max>> <</if>> <<if $mp <= (0.5* $mp_max)>> <<set $mp+= Math.round((0.5* $mp_max))>> <<elseif $mp<=$mp_max >> <<set $mp= $mp_max>> <</if>> <</button>> [[return|instance_tutoriel]]
<<nobr>><<set $has_fuite to setup.fuite($agi,$ennemi_agi)>> <<script>> $(document).one(':passagerender', function (ev) { Health2(State.variables.hp, State.variables.hp_max, "horizontalhealthbar", true, ev.content); }); $(document).one(':passagerender', function (ev) { Mana(State.variables.mp, State.variables.mp_max, "horizontalmanabar", true, ev.content); }); $(document).one(':passagerender', function (ev) { SP(State.variables.sp, 100, "horizontalspbar", true, ev.content); }); $(document).one(':passagerender', function (ev) { Health2(State.variables.ennemi_hp, State.variables.ennemi_hp_max, "horizontalhealthbar2", true, ev.content); }); $(document).one(':passagerender', function (ev) { Mana(State.variables.ennemi_mp, State.variables.ennemi_mp_max, "horizontalmanabar2", true, ev.content); }); <</script>> <div class="general"> <div class="fenetre_combat"> <div class="joueur"> <div class="img_joueur"> [img[$img_joueur]] </div> <div class="barres_joueur"> <div class="entete_joueur"> <span> <strong> $name </strong> </span> <span> | </span> <span> lvl. $lvl </span> </div> <div class="div_vie_joueur"> <div class="hp_perso"> $hp / $hp_max HP </div> <div class="horizontalhealthbarbkg"> <div class="horizontalhealthbar"> </div> </div> </div> <div class="div_mp_joueur"> <div class="mp_perso"> $mp / $mp_max MP </div> <div class="horizontalmanabarbkg"> <div class="horizontalmanabar"> </div> </div> </div> <div class="div_sp_joueur"> <div class="sp_perso"> $sp / 100 SP </div> <div class="horizontalspbarbkg"> <div class="horizontalspbar"> </div> </div> </div> </div> </div> <div class="ennemi"> <div class="barres_joueur"> <div class="entete_joueur"> <span> <strong> $choix_adversaire.name </strong> </span> <span> | </span> <span> lvl. $adversaire_lvl </span> </div> <div class="div_vie_joueur"> <div class="hp_ennemi"> $ennemi_hp / $ennemi_hp_max HP </div> <div class="horizontalhealthbar2bkg"> <div class="horizontalhealthbar2"> </div> </div> </div> <<if $ennemi_mp_max >0 >> <div class="div_mp_joueur"> <div class="mp_ennemi"> $ennemi_mp / $ennemi_mp_max MP </div> <div class="horizontalmanabar2bkg"> <div class="horizontalmanabar2"> </div> </div> </div> <</if>> </div> <div class="img_joueur"> [img[$img_combat]] </div> </div> </div> <div class="fenetre_interface"> <div id="fight"><<include "interface_combat">></div> <div id="affichage_combat"> <span id="printing"><<include "affichage_combat">></span> </div> <span id="after"><<include "after_combat">></span> <<if $fuite_e == true and $ennemi_hp != 0>> $choix_adversaire.name s'enfuit. <<button [[continue|$lieu]]>> <</button>> <</if>> </div> </div> <</nobr>>
<<nobr>> <<set $combat to true>> <<set $fuite_e=false>> <<set $turns=0>> <<set $choix_adversaire to $random_event>> <<set $adversaire_lvl to setup.lvl_ennemi($choix_adversaire.min_lvl,$choix_adversaire.max_lvl)>> <<if $choix_adversaire.name=="slime métallique">> <<set $ennemi_hp to $choix_adversaire.hp>> <<set $ennemi_hp_max to $choix_adversaire.hp>> <<else>> <<set $ennemi_hp to setup.calcul_hp_ennemi($choix_adversaire.hp)>> <<set $ennemi_hp_max to setup.calcul_hp_ennemi($choix_adversaire.hp)>> <</if>> <<set $ennemi_mp_max to setup.calcul_mp_ennemi($choix_adversaire.mp)>> <<set $ennemi_mp to setup.calcul_mp_ennemi($choix_adversaire.mp)>> <<set $ennemi_cout_sort to $choix_adversaire.cout_sort>> <<set $ennemi_atk to setup.calcul_atk_ennemi($choix_adversaire.atk)>> <<set $ennemi_atkm to setup.calcul_atkm_ennemi($choix_adversaire.atkm)>> <<set $ennemi_def to setup.calcul_def_ennemi($choix_adversaire.def)>> <<set $ennemi_defm to setup.calcul_defm_ennemi($choix_adversaire.defm)>> <<set $ennemi_agi to setup.calcul_agi_ennemi($choix_adversaire.agi)>> <<set $ennemi_vit to setup.calcul_vit_ennemi($choix_adversaire.agi,$choix_adversaire.vit)>> <<set $ennemi_type to $choix_adversaire.type>> <<set $ennemi_xp to setup.xp_ennemi($adversaire_lvl,$choix_adversaire.xp)>> <<set $ennemi_or to setup.or_ennemi($adversaire_lvl,$choix_adversaire.or)>> <<set $img_combat=$choix_adversaire.img >> <<script>>$(document).one(':passagerender', function (ev) { Health2(State.variables.choix_adversaire.hp,State.variables.choix_adversaire.hp_max, "hzhealthbar", true, ev.content); Health2(State.variables.hp, State.variables.hp_max, "hzhealthbar2", true, ev.content); });<</script>> <div class="paysage">[img[$img_combat]]</div> <strong>$choix_adversaire.name </strong> lvl. $adversaire_lvl <</nobr>> --------------------------------- <strong>$choix_adversaire.name </strong> HP: ??? <<nobr>> <<if $hp >$hp_max>> <div id="faveurs">Your life: $hp</div> <<elseif $hp >0.6*$hp_max and $hp<=$hp_max >> <div id="full_life">Your life: $hp</div> <<elseif $hp >0.4*$hp_max and $hp<=0.6*$hp_max>> <div id="mid_life">Your life: $hp</div> <<else>> <div id="low_life">Your life: $hp</div> <</if>><</nobr>> <div id="hzhealthbarbkg"><div id="hzhealthbar2"></div></div> --------------------------------- You have not been noticed yet, what do you do? <<nobr>> <<button [[fight |combat]]>> <<set $hp_bouclier=0,$turn_bouclier=0,$degat_pv=0,$degat_bouclier=0,$mp_use=0,$turn_immune=0,$turn_defup=0,$turn_defmup=0,$turn_mana to 0,$mana_life=0,$hp_kill=0,$turn_berserke=0>> <</button>> <<button [[escape |$lieu]]>> <<set $combat to false>> <</button>> <</nobr>>
<<set $img= "data\\images\\zones\\buisson_plaine.jpg" >> <div class="paysage">[img[$img]]</div> Looking for some monsters to fight, I notice an unpleasant smell from the bushes a few meters from me. Arriving on site, I discovered 3 corpses of hornbeams still hot. In view of their loose coat, I deduce that for some reason a clash between these lapicorns and slimes took place here. And it seems that slimes have won. As for the reason for the confrontation or the fact that the corpses were abandoned, who knows, well whatever, it's experience and a few pieces without effort. <<nobr>> <<set $xp_found to ($ennemis.lapicorne.xp)*4,$or_found to ($ennemis.lapicorne.or)*5>> <<set $res_lvlup =setup.getxp($xp_found)>> <<set $xp to $res_lvlup[0],$xp_max to $res_lvlup[1],$lvl to $res_lvlup[2], $points_attributs to $res_lvlup[3]>> <<set $money += $or_found>> <<set $hp_perso to setup.calcul_hp($constitution)>> <<set $mp_perso to setup.calcul_mp($intelligence)>> <<set $atk_perso to setup.calcul_atk($strength)>> <<set $atkm_perso to setup.calcul_atkm($intelligence)>> <<set $def_perso to setup.calcul_def($resistance)>> <<set $defm_perso to setup.calcul_defm($intelligence,$resistance)>> <<set $agi_perso to setup.calcul_agi($agility)>> <<set $vit_perso to setup.calcul_vit($agility,$dexterity)>> <<set $hp_max= $hp_perso + $hp_objets>> <<set $mp_max=$mp_perso + $mp_objets>> <<if $res_lvlup[2] !=0>> <<set $hp=$hp_max>> <<set $mp=$mp_max>> <</if>> <<set $atk=$atk_perso + $atk_objets>> <<set $atkm=$atkm_perso + $atkm_objets>> <<set $def=$def_perso + $def_objets>> <<set $defm=$defm_perso + $defm_objets>> <<set $agi=$agi_perso + $agi_objets>> <<set $vit=$vit_perso + $vit_objets>> <strong>You get $xp_found xp and $or_found ¤ from 3 lapicorns coprses.</strong> <</nobr>> [[A boon!|instance_tutoriel]]
<<set $lieu="instance_tutoriel_2">> You meet an itinerant merchant accompanied by some mercenaries. <<if $rep >=0 >> Although suspicious at first, the merchant told her escort to lower their weapons. She then show you her goods. <<button [[Look at her goods|store]]>><<set $lieu="instance_tutoriel">> <<set $merchant to $merchants["itinerant-1"]>> <<set $musthave to $merchant["marchandises_musthave"]>> <<set $things to $merchant["marchandises"]>> /* peut etre changer ameliorer en basant sur code coffre de donjon */ /*<<set _random= random(0,_merchant["marchandises"].length -1)>> */ <<for _key range $musthave>> <<set $items[_key]["nombre_shop"] to setup.nombre_item($merchants["itinerant-1"]["nombre_must_have_min"],$merchants["itinerant-1"]["nombre_must_have_max"])>> <</for>> <<for _key range $things>> <<set $items[_key]["nombre_shop"] to setup.nombre_item($merchants["itinerant-1"]["nombre_item_min"],$merchants["itinerant-1"]["nombre_item_max"])>> <</for>> <</button>> <<button[[continue on your path|instance_tutoriel]]>><</button>> <<else>> It would seem that your reputation is ahead of you, the merchant tells these mercenaries to stand by to engage you if you come closer to him. <<button[[Raid them|combat]]>> <<set $pillage=true>> <<set $choix_adversaire to $ennemis.mercenaire_debutant>> <<set $adversaire_lvl to setup.lvl_ennemi($choix_adversaire.min_lvl,$choix_adversaire.max_lvl)>> <<set $ennemi_hp to setup.calcul_hp_ennemi($choix_adversaire.hp)>> <<set $ennemi_hp_max to setup.calcul_hp_ennemi($choix_adversaire.hp)>> <<set $ennemi_mp to setup.calcul_mp_ennemi($choix_adversaire.mp)>> <<set $ennemi_atk to setup.calcul_atk_ennemi($choix_adversaire.atk)>> <<set $ennemi_atkm to setup.calcul_atkm_ennemi($choix_adversaire.atkm)>> <<set $ennemi_def to setup.calcul_def_ennemi($choix_adversaire.def)>> <<set $ennemi_defm to setup.calcul_defm_ennemi($choix_adversaire.defm)>> <<set $ennemi_agi to setup.calcul_agi_ennemi($choix_adversaire.agi)>> <<set $ennemi_vit to setup.calcul_vit_ennemi($choix_adversaire.agi,$choix_adversaire.vit)>> <<set $ennemi_type to $choix_adversaire.type>> <<set $lieu="instance_tutoriel">> <<set $img_combat=$choix_adversaire.img >> <</button>> <</if>>
<<nobr>> <<set _inventaire=$inventaire>> <br> <strong>Welcome at $merchant.name 's shop. </strong> <br> <br> Your money: $money ¤<br> trader money: $merchant.or ¤.<br> <br> <br> <strong>Your Objects:</strong> <br> <br> <<for _key range _inventaire>> <<if $items[_key].nombre_joueur >=1 and $items[_key].equipped == false >> <<if $merchant.or >= Math.round(0.75*$items[_key].prix)>> <<capture _key>> $items[_key].name | Cost: <<print Math.round(0.75*$items[_key].prix) >>¤ | quantity: $items[_key].nombre_joueur : [[Sell|store][$items[_key].nombre_shop +=1,$items[_key].nombre_joueur -=1,$money+=Math.round(0.75*$items[_key].prix),$merchant.or -=Math.round(0.75*$items[_key].prix) ]]<br> <</capture>> <<else>> $items[_key].name | Cost: <<print Math.round(0.75*$items[_key].prix) >>¤ | quantity: $items[_key].nombre_joueur : The trader don't have enough money to buy it.<br> <</if>> <</if>> <</for>> <br> <br> <strong>Shop:</strong><br> <br> /* permet de modifier la valeur de base directement.*/ <<for _key range $musthave>> <<if $items[_key].nombre_shop >0 >> <<if $items[_key].prix > $money>> $items[_key].name | Cost: $items[_key].prix ¤ | quantity left: $items[_key].nombre_shop : <strong>not enough money.</strong><br> <<else>> <<capture _key>> $items[_key].name | Cost: $items[_key].prix ¤ | quantity left: $items[_key].nombre_shop : [[Buy|store][$items[_key].nombre_shop -=1,$items[_key].nombre_joueur +=1,$money-=$items[_key].prix,$merchant.or +=$items[_key].prix ]]<br> <</capture>> <</if>> <<else>> $items[_key].name | Cost: $items[_key].prix ¤ | quantity left: $items[_key].nombre_shop : <strong>item sold out.</strong><br> <</if>> <</for>> <br> <<for _key range $things>> <<if $items[_key].nombre_shop >0 >> <<if $items[_key].prix > $money>> $items[_key].name | Cost: $items[_key].prix ¤ | quantity left: $items[_key].nombre_shop : <strong>not enough money.</strong><br> <<else>> <<capture _key>> $items[_key].name | Cost: $items[_key].prix ¤ | quantity left: $items[_key].nombre_shop : [[Buy|store][$items[_key].nombre_shop -=1,$items[_key].nombre_joueur +=1,$money-=$items[_key].prix,$merchant.or +=$items[_key].prix ]]<br> <</capture>> <</if>> <<else>> $items[_key].name | Cost: $items[_key].prix ¤ | quantity left: $items[_key].nombre_shop : <strong>item sold out.</strong><br> <</if>> <</for>> <</nobr>> [[exit the shop|$lieu]]
[[return|$lieu]] <<set _musthave to $inventaire >> <strong>Your items:</strong> <<nobr>> <button onclick="window.visibility10('tout','equipement','consommables','loot','accessoire2','arme','tete','chaussure','armure','accessoire1');">All</button> <button onclick="window.visibility11('equipement','tout','consommables','loot','accessoire2','arme','tete','chaussure','armure','accessoire1','tout2');">equipement (all)</button> <button onclick="window.visibility10('consommables','tout','equipement','loot','accessoire2','arme','tete','chaussure','armure','accessoire1');">consumables</button> <button onclick="window.visibility10('loot','tout','equipement','consommables','accessoire2','arme','tete','chaussure','armure','accessoire1');">Loot</button> <</nobr>> <<nobr>> <div style="display:none" id="tout"> <<for _key range _musthave>> <<if $items[_key].nombre_joueur >=1>> $items[_key].name ( $items[_key].nombre_joueur) <<capture _key >> <<link "details">> <<script>> Dialog.setup("Information", "charsheet"); Dialog.wiki(Story.get("PC Sheet").processText()); Dialog.open(); <</script>> <</link>> <</capture>> <br> <</if>> <</for>> </div> <div style="display:none" id="equipement"> <button onclick="window.visibility10('arme','tete','chaussure','armure','accessoire1','accessoire2','tout','tout2','consommables','loot');">weapons</button> <button onclick="window.visibility10('tete','arme','chaussure','armure','accessoire1','accessoire2','tout','tout2','consommables','loot');">helmets</button> <button onclick="window.visibility10('chaussure','arme','tete','armure','accessoire1','accessoire2','tout','tout2','consommables','loot');">Armors</button> <button onclick="window.visibility10('armure','arme','tete','chaussure','accessoire1','accessoire2','tout','tout2','consommables','loot');">shoes</button> <button onclick="window.visibility10('accessoire1','arme','tete','chaussure','armure','accessoire2','tout','tout2','consommables','loot');">Accessory1</button> <button onclick="window.visibility10('accessoire2','arme','tete','chaussure','armure','accessoire1','tout','tout2','consommables','loot');">Accessory2</button> <br><br> <div style="display:block" id="tout2"> <<for _key range _musthave>> <<if $items[_key].nombre_joueur >=1 and ($items[_key].type=="arme" or $items[_key].type=="tete" or $items[_key].type=="chaussure" or $items[_key].type=="armure" or $items[_key].type=="accessoire1" or $items[_key].type=="accessoire2")>> $items[_key].name ( $items[_key].nombre_joueur) <<capture _key >> <<link "details">> <<script>> Dialog.setup("Information", "charsheet"); Dialog.wiki(Story.get("PC Sheet").processText()); Dialog.open(); <</script>> <</link>> <</capture>> <br> <</if>> <</for>> </div> <div style="display:none" id="arme"> <<for _key range _musthave>> <<if $items[_key].nombre_joueur >=1 and $items[_key].type=="arme">> $items[_key].name ( $items[_key].nombre_joueur) <<capture _key >> <<link "details">> <<script>> Dialog.setup("Information", "charsheet"); Dialog.wiki(Story.get("PC Sheet").processText()); Dialog.open(); <</script>> <</link>> <</capture>> <br> <</if>> <</for>> </div> <div style="display:none" id="tete"> <<for _key range _musthave>> <<if $items[_key].nombre_joueur >=1 and $items[_key].type=="tete">> $items[_key].name ( $items[_key].nombre_joueur)<<capture _key >> <<link "details">> <<script>> Dialog.setup("Information sur l'item", "charsheet"); Dialog.wiki(Story.get("PC Sheet").processText()); Dialog.open(); <</script>> <</link>> <</capture>> <br> <</if>> <</for>> </div> <div style="display:none" id="chaussure"> <<for _key range _musthave>> <<if $items[_key].nombre_joueur >=1 and $items[_key].type=="chaussure">> $items[_key].name ( $items[_key].nombre_joueur)<<capture _key >> <<link "details">> <<script>> Dialog.setup("Information", "charsheet"); Dialog.wiki(Story.get("PC Sheet").processText()); Dialog.open(); <</script>> <</link>> <</capture>> <br> <</if>> <</for>> </div> <div style="display:none" id="armure"> <<for _key range _musthave>> <<if $items[_key].nombre_joueur >=1 and $items[_key].type=="armure">> $items[_key].name ( $items[_key].nombre_joueur)<<capture _key >> <<link "details">> <<script>> Dialog.setup("Information", "charsheet"); Dialog.wiki(Story.get("PC Sheet").processText()); Dialog.open(); <</script>> <</link>> <</capture>> <br> <</if>> <</for>> </div> <div style="display:none" id="accessoire1"> <<for _key range _musthave>> <<if $items[_key].nombre_joueur >=1 and $items[_key].type=="accessoire1">> $items[_key].name ( $items[_key].nombre_joueur)<<capture _key >> <<link "details">> <<script>> Dialog.setup("Information", "charsheet"); Dialog.wiki(Story.get("PC Sheet").processText()); Dialog.open(); <</script>> <</link>> <</capture>> <br> <</if>> <</for>> </div> <div style="display:none" id="accessoire2"> <<for _key range _musthave>> <<if $items[_key].nombre_joueur >=1 and $items[_key].type=="accessoire2">> $items[_key].name ( $items[_key].nombre_joueur)<<capture _key >> <<link "details">> <<script>> Dialog.setup("Information", "charsheet"); Dialog.wiki(Story.get("PC Sheet").processText()); Dialog.open(); <</script>> <</link>> <</capture>> <br> <</if>> <</for>> </div> </div> <div style="display:none" id="consommables"> <<for _key range _musthave>> <<if $items[_key].nombre_joueur >=1 and $items[_key].type=="consommable">> $items[_key].name ( $items[_key].nombre_joueur)<<capture _key >> <<link "details">> <<script>> Dialog.setup("Information", "charsheet"); Dialog.wiki(Story.get("PC Sheet").processText()); Dialog.open(); <</script>> <</link>> <</capture>> <br> <</if>> <</for>> </div> <div style="display:none" id="loot"> <<for _key range _musthave>> <<if $items[_key].nombre_joueur >=1 and $items[_key].type=="loot">> $items[_key].name ( $items[_key].nombre_joueur)<<capture _key >> <<link "details">> <<script>> Dialog.setup("Information", "charsheet"); Dialog.wiki(Story.get("PC Sheet").processText()); Dialog.open(); <</script>> <</link>> <</capture>> <br> <</if>> <</for>> </div> <</nobr>>
<<nobr>> <<set $combat to true>> <<set $fuite_e=false>> <<set $turns=0>> <<set $choix_adversaire to $random_event>> <<set $adversaire_lvl to setup.lvl_ennemi($choix_adversaire.min_lvl,$choix_adversaire.max_lvl)>> <<if $choix_adversaire.name=="slime métallique">> <<set $ennemi_hp to $choix_adversaire.hp>> <<set $ennemi_hp_max to $choix_adversaire.hp>> <<else>> <<set $ennemi_hp to setup.calcul_hp_ennemi($choix_adversaire.hp)>> <<set $ennemi_hp_max to setup.calcul_hp_ennemi($choix_adversaire.hp)>> <</if>> <<set $ennemi_mp_max to setup.calcul_mp_ennemi($choix_adversaire.mp)>> <<set $ennemi_mp to setup.calcul_mp_ennemi($choix_adversaire.mp)>> <<set $ennemi_cout_sort to $choix_adversaire.cout_sort>> <<set $ennemi_atk to setup.calcul_atk_ennemi($choix_adversaire.atk)>> <<set $ennemi_atkm to setup.calcul_atkm_ennemi($choix_adversaire.atkm)>> <<set $ennemi_def to setup.calcul_def_ennemi($choix_adversaire.def)>> <<set $ennemi_defm to setup.calcul_defm_ennemi($choix_adversaire.defm)>> <<set $ennemi_agi to setup.calcul_agi_ennemi($choix_adversaire.agi)>> <<set $ennemi_vit to setup.calcul_vit_ennemi($choix_adversaire.agi,$choix_adversaire.vit)>> <<set $ennemi_type to $choix_adversaire.type>> <<set $ennemi_xp to setup.xp_ennemi($adversaire_lvl,$choix_adversaire.xp)>> <<set $ennemi_or to setup.or_ennemi($adversaire_lvl,$choix_adversaire.or)>> <<set $img_combat=$choix_adversaire.img >> <<script>>$(document).one(':passagerender', function (ev) { Health2(State.variables.choix_adversaire.hp,State.variables.choix_adversaire.hp_max, "hzhealthbar", true, ev.content); Health2(State.variables.hp, State.variables.hp_max, "hzhealthbar2", true, ev.content); });<</script>> <div class="paysage">[img[$img_combat]]</div> <strong>$choix_adversaire.name </strong> lvl. $adversaire_lvl <</nobr>> --------------------------------- <strong>$choix_adversaire.name </strong> HP: ??? <<nobr>> <<if $hp >$hp_max>> <div id="faveurs">Your life: $hp</div> <<elseif $hp >0.6*$hp_max and $hp<=$hp_max >> <div id="full_life">Your life: $hp</div> <<elseif $hp >0.4*$hp_max and $hp<=0.6*$hp_max>> <div id="mid_life">Your life: $hp</div> <<else>> <div id="low_life">Your life: $hp</div> <</if>><</nobr>> <div id="hzhealthbarbkg"><div id="hzhealthbar2"></div></div> --------------------------------- You have not been noticed yet, what do you do? <<nobr>> <<button [[fight |combat_boss]]>> <<set $hp_bouclier=0,$turn_bouclier=0,$degat_pv=0,$degat_bouclier=0,$mp_use=0,$turn_immune=0,$turn_defup=0,$turn_defmup=0,$turn_mana to 0,$mana_life=0,$hp_kill=0,$turn_berserke=0>> <</button>> <<button [[escape |$lieu]]>> <<set $combat to false>> <</button>> <</nobr>>
/* ici on a les setteurs pour upper les lvl des mobs quand il est vaincu. <<button [[Victoire|$lieu]]>> <<set $avancement=0>> <<set $choix_adversaire.min_lvl+=5>> <<set $choix_adversaire.max_lvl+=5>> <<set $ennemis.slime.min_lvl+=5>> <<set $ennemis.slime.max_lvl+=5>> <<set $ennemis.lapicorne.min_lvl+=5>> <<set $ennemis.lapicorne.max_lvl+=5>> <<set $ennemis.boar.min_lvl+=5>> <<set $ennemis.boar.max_lvl+=5>> <<set $ennemis.slime_metal.min_lvl+=5>> <<set $ennemis.slime_metal.max_lvl+=5>> <<set $slime_king.min_lvl+=5>> <<set $slime_king.max_lvl+=5>> <<set $choix_adversaire.kill +=1>> <<set $hasboss_area1=false,$hasminiboss_area1=false>> <<set $combat to false,$has_combat to false>> <</button>> */<<nobr>> <<script>> $(document).one(':passagerender', function (ev) { Health2(State.variables.hp, State.variables.hp_max, "horizontalhealthbar", true, ev.content); }); $(document).one(':passagerender', function (ev) { Mana(State.variables.mp, State.variables.mp_max, "horizontalmanabar", true, ev.content); }); $(document).one(':passagerender', function (ev) { SP(State.variables.sp, 100, "horizontalspbar", true, ev.content); }); $(document).one(':passagerender', function (ev) { Health2(State.variables.ennemi_hp, State.variables.ennemi_hp_max, "horizontalhealthbar2", true, ev.content); }); $(document).one(':passagerender', function (ev) { Mana(State.variables.ennemi_mp, State.variables.ennemi_mp_max, "horizontalmanabar2", true, ev.content); }); <</script>> <div class="general"> <div class="fenetre_combat"> <div class="joueur"> <div class="img_joueur"> [img[$img_joueur]] </div> <div class="barres_joueur"> <div class="entete_joueur"> <span> <strong> $name </strong> </span> <span> | </span> <span> lvl. $lvl </span> </div> <div class="div_vie_joueur"> <div class="hp_perso"> $hp / $hp_max HP </div> <div class="horizontalhealthbarbkg"> <div class="horizontalhealthbar"> </div> </div> </div> <div class="div_mp_joueur"> <div class="mp_perso"> $mp / $mp_max MP </div> <div class="horizontalmanabarbkg"> <div class="horizontalmanabar"> </div> </div> </div> <div class="div_sp_joueur"> <div class="sp_perso"> $sp / 100 SP </div> <div class="horizontalspbarbkg"> <div class="horizontalspbar"> </div> </div> </div> </div> </div> <div class="ennemi"> <div class="barres_joueur"> <div class="entete_joueur"> <span> <strong> $choix_adversaire.name </strong> </span> <span> | </span> <span> lvl. $adversaire_lvl </span> </div> <div class="div_vie_joueur"> <div class="hp_ennemi"> $ennemi_hp / $ennemi_hp_max HP </div> <div class="horizontalhealthbar2bkg"> <div class="horizontalhealthbar2"> </div> </div> </div> <<if $ennemi_mp_max >0 >> <div class="div_mp_joueur"> <div class="mp_ennemi"> $ennemi_mp / $ennemi_mp_max MP </div> <div class="horizontalmanabar2bkg"> <div class="horizontalmanabar2"> </div> </div> </div> <</if>> </div> <div class="img_joueur"> [img[$img_combat]] </div> </div> </div> <div class="fenetre_interface"> <div id="fight"><<include "interface_combat">></div> <div id="affichage_combat"> <span id="printing"><<include "affichage_combat">></span> </div> <span id="after"><<include "after_combat">></span> <<if $fuite_e == true and $ennemi_hp != 0>> $choix_adversaire.name s'enfuit. <<button [[continue|$lieu]]>> <</button>> <</if>> </div> </div> <</nobr>>
<<set $img= "data\\images\\batiments\\place_central_village_1.jpg" >> <div class="paysage">[img[$img]]</div> * debug: mettre un marchand les X jours <<set $lieu to "place_village_1">> [[go to the inn|auberge_1]] [[visit a friend|visite_village_depart]] [[enter the village grocery store|generalstore_1]] [[enter the church|Eglise_1]] [[cool yourself in the well|puit_1]] [[quit the village|village_extérieur]]
<<set $lieu to "champs_1">> <<set $img= "data\\images\\batiments\\field1.jpg" >> <div class="paysage">[img[$img]]</div> [[return to the village entrance|village_extérieur]]
<<set $lieu to "camp_bucherons_1">> <<set $img= "data\\images\\batiments\\Logging_Camp.jpg" >> <div class="paysage">[img[$img]]</div> [[return to the village entrance.|village_extérieur]]
<<set $lieu to "entrepot_1">> <<set $img= "data\\images\\batiments\\granary.jpg" >> <div class="paysage">[img[$img]]</div> [[exit the building.|village_extérieur]]
<<set $img= "data\\images\\batiments\\well1.jpg" >> <div class="paysage">[img[$img]]</div> <<set $lieu to "puit_1">> [[return to the village square|place_village_1]]
<<set $img= "data\\images\\batiments\\wooden_church_1.jpg" >> <div class="paysage">[img[$img]]</div> <<set $lieu to "Eglise_1">> [[leave the building|place_village_1]]
[[leave the building|place_village_1]] <<nobr>> <<if $quests.quest1.accept == true and $quests.quest1.clear == false and $quests.quest1.objectif1_number <= $ennemis.slime.kill and $quests.quest1.objectif2_number <= $ennemis.lapicorne.kill >> clear the "Ceremony of passage to adulthood." quest. <<button [[end the quest|maison_kyoko]]>> <<set $res_lvlup =setup.getxp($quests.quest1.reward_xp)>> <<set $money += $quests.quest1.reward_or>> <<set $ennemis.lapicorne.kill to 0,$ennemis.slime.kill to 0>> <<set $quests.quest1.clear = true>> <<set $xp to $res_lvlup[0],$xp_max to $res_lvlup[1],$lvl to $res_lvlup[2], $points_attributs += $res_lvlup[3]>> <<set $hp_perso to setup.calcul_hp($constitution)>> <<set $mp_perso to setup.calcul_mp($intelligence)>> <<set $atk_perso to setup.calcul_atk($strength)>> <<set $atkm_perso to setup.calcul_atkm($intelligence)>> <<set $def_perso to setup.calcul_def($resistance)>> <<set $defm_perso to setup.calcul_defm($intelligence)>> <<set $agi_perso to setup.calcul_agi($agility)>> <<set $vit_perso to setup.calcul_vit($agility,$dexterity)>> <<set $hp_max= $hp_perso + $hp_objets>> <<set $mp_max=$mp_perso + $mp_objets>> <<if $res_lvlup[2] !=0 >> <strong> Level up ! </strong>, hp and mp back to the maximum. <<if $hp < $hp_max>> <<set $hp=$hp_max>> <</if>> <<if $mp < $mp_max >> <<set $mp=$mp_max>> <</if>> <</if>> <</button>> <</if>><</nobr>>
<<set $img= "data\\images\\batiments\\general_store.png" >> <div class="paysage">[img[$img]]</div> <<set $lieu to "generalstore_1">> [[leave the building|place_village_1]]
<<set $lieu to "auberge_1">> <<set $img= "data\\images\\batiments\\auberge.png" >> <div class="paysage">[img[$img]]</div> [[go in my room|Ma_chambre_Auberge]] <<if $dejeuner_jour==false and ( ($quests.quest3.accept == true and $quests.quest3.clear == true) or ($quests.quest3.accept == false ))>> [[ have breakfast without X-liquor(-10¤)|repas_auberge_1][$money-=10,$dejeuner_jour=true,$liqueur_X=false]] <br> [[have breakfast with a glass of X-liquor(-10¤)|repas_auberge_1][$money-=10,$dejeuner_jour=true,$liqueur_X=true]] <</if>> <<nobr>> <<if $quests.quest3.accept == true and $quests.quest3.clear == false and $quests.quest3.objectif1_number <= $items.viande_sanglier.nombre_joueur >> finish the meat quest (text soon coming) <<button [[end the quest|auberge_1]]>> <<set $res_lvlup =setup.getxp($quests.quest3.reward_xp)>> <<set $money += $quests.quest3.reward_or>> <<set $quests.quest3.clear = true,$items.viande_sanglier.nombre_joueur -= $quests.quest3.objectif1_number>> <<set $xp to $res_lvlup[0],$xp_max to $res_lvlup[1],$lvl to $res_lvlup[2], $points_attributs += $res_lvlup[3]>> <<set $hp_perso to setup.calcul_hp($constitution)>> <<set $mp_perso to setup.calcul_mp($intelligence)>> <<set $atk_perso to setup.calcul_atk($strength)>> <<set $atkm_perso to setup.calcul_atkm($intelligence)>> <<set $def_perso to setup.calcul_def($resistance)>> <<set $defm_perso to setup.calcul_defm($intelligence)>> <<set $agi_perso to setup.calcul_agi($agility)>> <<set $vit_perso to setup.calcul_vit($agility,$dexterity)>> <<set $hp_max= $hp_perso + $hp_objets>> <<set $mp_max=$mp_perso + $mp_objets>> <<if $res_lvlup[2] !=0 >> <strong> Level up ! </strong>, hp and mp back to the maximum. <<if $hp < $hp_max>> <<set $hp=$hp_max>> <</if>> <<if $mp < $mp_max >> <<set $mp=$mp_max>> <</if>> <</if>> <</button>> <</if>><</nobr>> [[leave the building|place_village_1]]
[[leave the building|place_village_1]]
[[leave the building|place_village_1]]
[[leave the building|place_village_1]]
[[leave the building|place_village_1]]
<<set $lieu to "village_extérieur">> <<set $img= "data\\images\\batiments\\wooden_gate1.jpg" >> <div class="paysage">[img[$img]]</div> You are at the entrance of the village, a massive wooden door surronded by 2 large wooden towers where several guards are always on duty. The 3 meters high wooden barricade surrounding the village limits the access roads of the village to this unique door. [[Enter the village|place_village_1]] [[Go and watch the warehouse|entrepot_1]] [[go visit the loggers|camp_bucherons_1]] [[Go look at the fields|champs_1]] [[Train in the plain|instance_tutoriel]]
Double-cliquez sur ce passage pour le modifier.
<<set $lieu to "Ma_chambre_Auberge">> <<set $img= "data\\images\\batiments\\auberge_room.jpg" >> <div class="paysage">[img[$img]]</div> I wake up in the room where I am currently staying, it is a small room of about ten square meters. The room is furnished with a worn bed, table and chair and an imposing wardrobe. The bed and massive wood furniture give a roomy atmosphere to the room. The room is regularly cleaned, but remains dusty, we can see cobwebs here and there. <<link "Sleep">><<set $combat to true>><<goto "sleep">><</link>> [[Use the wardrobe|equipement][$combat to true]] [[Leave my room.|auberge_1]]
<<set _numberquests= $quests>> [[return|$lieu]] <strong>Your quest(s): </strong> --------------------------------- <<for _key range _numberquests>><<if _key.accept ==true and _key.clear ==false >><<if _key.type == "objet" >> <strong>_key.name </strong> <strong>Reward: _key.reward_or ¤ and _key.reward_xp xp </strong> <br> <strong>Description:</strong><em> _key.description </em> <br><strong>Progress:</strong> <<nobr>> <<set _key2 to _key.objectif1>> <<if _key.objectif1 !="None">> $items[_key2].name : $items[_key2].nombre_joueur / _key.objectif1_number <</if>><</nobr>> <<nobr>> <<set _key2 to _key.objectif2>> <<if _key.objectif2 !="None">> $items[_key2].name : $items[_key2].nombre_joueur / _key.objectif2_number <</if>><</nobr>> <<nobr>> <<set _key2 to _key.objectif3>> <<if _key.objectif3 !="None">> $items[_key2].name : $items[_key2].nombre_joueur / _key.objectif3_number <</if>><</nobr>><<elseif _key.type == "kill" >> <strong>_key.name </strong> <strong>Reward: _key.reward_or ¤ and _key.reward_xp xp </strong> <br> <strong>Description:</strong><em> _key.description </em> <br><strong>Progress:</strong> <<nobr>> <<set _key2 to _key.objectif1>> <<if _key.objectif1 !="None">> $ennemis[_key2].name : $ennemis[_key2].kill / _key.objectif1_number <</if>><</nobr>> <<nobr>> <<set _key2 to _key.objectif2>> <<if _key.objectif2 !="None">> $ennemis[_key2].name : $ennemis[_key2].kill / _key.objectif2_number <</if>><</nobr>> <<nobr>> <<set _key2 to _key.objectif3>> <<if _key.objectif3 !="None">> $ennemis[_key2].name : $ennemis[_key2].kill / _key.objectif3_number <</if>><</nobr>><</if>> --------------------------------- <</if>><</for>>
Exhausted, you drag yourself to your room, and you fall asleep directly. <<set $action_left to 0>> <<button [[Wake up|$lieu_respawn]]>> <<set $base to setup.set_base($classe)>> <<set $hp_base =$base[0],$mp_base=$base[1],$atk_base=$base[2],$atkm_base=$base[3],$def_base=$base[4],$defm_base=$base[5],$vit_base=$base[6],$agi_base=$base[7]>> <<set $hp_perso to setup.calcul_hp($constitution)>> <<set $mp_perso to setup.calcul_mp($intelligence)>> <<set $atk_perso to setup.calcul_atk($strength)>> <<set $atkm_perso to setup.calcul_atkm($intelligence)>> <<set $def_perso to setup.calcul_def($resistance)>> <<set $defm_perso to setup.calcul_defm($intelligence,$resistance)>> <<set $agi_perso to setup.calcul_agi($agility)>> <<set $vit_perso to setup.calcul_vit($agility,$dexterity)>> <<set $atk=$atk_perso + $atk_objets>> <<set $atkm=$atkm_perso + $atkm_objets>> <<set $def=$def_perso + $def_objets>> <<set $defm=$defm_perso + $defm_objets>> <<set $agi=$agi_perso + $agi_objets>> <<set $vit=$vit_perso + $vit_objets>> <<set $hp_max=$hp_perso + $hp_objets>> <<set $mp_max=$mp_perso + $mp_objets>> <<set $combat to false>> <<set $has_combat to false>> <<if $hp> $hp_max and $mp> $mp_max >> <<set $action_left to $action_left_max,$jour+=1,$dejeuner_jour=false>> <<elseif $hp> $hp_max>> <<set $mp to $mp_max,$action_left to $action_left_max,$jour+=1,$dejeuner_jour=false>> <<elseif $mp> $mp_max>> <<set $hp to $hp_max,$action_left to $action_left_max,$jour+=1,$dejeuner_jour=false>> <<else>> <<set $hp to $hp_max, $mp to $mp_max,$action_left to $action_left_max,$jour+=1,$dejeuner_jour=false>> <</if>> <</button>>
The little Mia served me the meal with a big smile, happy to know that I, too, appreciate her mother's food. She immediately ran back to the kitchen. So much energy in the morning ... <<if $liqueur_X == true>> <div id="critique">What an atrocity this drink !!!</div> If you do not take into account this drink, the meal of the day is a delight as usual. <<nobr>> <<set $base to setup.modifbase()>> <<set $hp_base =$base[0],$mp_base=$base[1],$atk_base=$base[2],$atkm_base=$base[3],$def_base=$base[4],$defm_base=$base[5],$vit_base=$base[6],$agi_base=$base[7]>> <<set $hp_perso to setup.calcul_hp($constitution)>> <<set $mp_perso to setup.calcul_mp($intelligence)>> <<set $atk_perso to setup.calcul_atk($strength)>> <<set $atkm_perso to setup.calcul_atkm($intelligence)>> <<set $def_perso to setup.calcul_def($resistance)>> <<set $defm_perso to setup.calcul_defm($intelligence)>> <<set $agi_perso to setup.calcul_agi($agility)>> <<set $vit_perso to setup.calcul_vit($agility,$dexterity)>> <<set $hp_max= $hp_perso + $hp_objets>> <<set $mp_max=$mp_perso + $mp_objets>> <<set $atk=$atk_perso + $atk_objets>> <<set $atkm=$atkm_perso + $atkm_objets>> <<set $def=$def_perso + $def_objets>> <<set $defm=$defm_perso + $defm_objets>> <<set $agi=$agi_perso + $agi_objets>> <<set $vit=$vit_perso + $vit_objets>> <</nobr>> <<else>> The meal is again incredible, whether it is this hot soup or the slice of bread and its honeycomb, it was a delight. <</if>> [[meal is over|auberge_1]] <<if $quests.quest3.accept == false and $quests.quest3.clear == false and $jour >= 15 >> start of the meat quest(text soon coming) [[Accept the quest|repas_auberge_1][$quests.quest3.accept=true]] <</if>>
<<nobr>> <<set $combat to true>> <<set $fuite_e=false>> <<set $turns=0>> <<set $choix_adversaire to $ennemis.slime_metal>> <<set $adversaire_lvl to setup.lvl_ennemi($choix_adversaire.min_lvl,$choix_adversaire.max_lvl)>> <<if $choix_adversaire.name=="slime métallique">> <<set $ennemi_hp to $choix_adversaire.hp>> <<set $ennemi_hp_max to $choix_adversaire.hp>> <<else>> <<set $ennemi_hp to setup.calcul_hp_ennemi($choix_adversaire.hp)>> <<set $ennemi_hp_max to setup.calcul_hp_ennemi($choix_adversaire.hp)>> <</if>> <<set $ennemi_mp_max to setup.calcul_mp_ennemi($choix_adversaire.mp)>> <<set $ennemi_mp to setup.calcul_mp_ennemi($choix_adversaire.mp)>> <<set $ennemi_cout_sort to $choix_adversaire.cout_sort>> <<set $ennemi_atk to setup.calcul_atk_ennemi($choix_adversaire.atk)>> <<set $ennemi_atkm to setup.calcul_atkm_ennemi($choix_adversaire.atkm)>> <<set $ennemi_def to setup.calcul_def_ennemi($choix_adversaire.def)>> <<set $ennemi_defm to setup.calcul_defm_ennemi($choix_adversaire.defm)>> <<set $ennemi_agi to setup.calcul_agi_ennemi($choix_adversaire.agi)>> <<set $ennemi_vit to setup.calcul_vit_ennemi($choix_adversaire.agi,$choix_adversaire.vit)>> <<set $ennemi_type to $choix_adversaire.type>> <<set $ennemi_xp to setup.xp_ennemi($adversaire_lvl,$choix_adversaire.xp)>> <<set $ennemi_or to setup.or_ennemi($adversaire_lvl,$choix_adversaire.or)>> <<set $img_combat=$choix_adversaire.img >> <<script>>$(document).one(':passagerender', function (ev) { Health2(State.variables.choix_adversaire.hp,State.variables.choix_adversaire.hp_max, "hzhealthbar", true, ev.content); Health2(State.variables.hp, State.variables.hp_max, "hzhealthbar2", true, ev.content); });<</script>> <div class="paysage">[img[$img_combat]]</div> <strong>$choix_adversaire.name </strong> lvl. $adversaire_lvl <</nobr>> --------------------------------- <strong>$choix_adversaire.name </strong> HP: ??? <<nobr>> <<if $hp >$hp_max>> <div id="faveurs">Your life: $hp</div> <<elseif $hp >0.6*$hp_max and $hp<=$hp_max >> <div id="full_life">Your life: $hp</div> <<elseif $hp >0.4*$hp_max and $hp<=0.6*$hp_max>> <div id="mid_life">Your life: $hp</div> <<else>> <div id="low_life">Your life: $hp</div> <</if>><</nobr>> <div id="hzhealthbarbkg"><div id="hzhealthbar2"></div></div> --------------------------------- You have not been noticed yet, what do you do? <<nobr>> <<button [[fight |combat_test]]>> <<set $hp_bouclier=0,$turn_bouclier=0,$degat_pv=0,$degat_bouclier=0,$mp_use=0,$turn_immune=0,$turn_defup=0,$turn_defmup=0,$turn_mana to 0,$mana_life=0,$hp_kill=0,$turn_berserke=0>> <</button>> <<button [[escape |$lieu]]>> <<set $combat to false>> <</button>> <</nobr>>
<<nobr>><<if $has_combat == true>> <<set $hp_kill to (0.5*$mp_use) >> <<set $degats_e to ($degat_bouclier+$degat_pv+$hp_kill)>> <<if $premier==0 and $choix_moi!=2 >> /* je suis plus rapide, et je ne fuit pas */ <<if $choix_moi==0>> <<if $eva_e !=0 and $choix_moi!=3 and $degats>0 >> <div id="mon_atk">You attack $choix_adversaire.name and do $degats physical damages.</div> <</if>> <<if $ennemi_hp >0 >> <<if $choix_atk==0 and $eva !=0>> <div id="ennemi_atk">$choix_adversaire.name attack you violently, doing $degats_e physical damages.</div> <<elseif $eva !=0>> <div id="ennemi_atk">$choix_adversaire.name attack you violently, doing $degats_e magic damages.</div> <</if>> <</if>> <<elseif $choix_moi==1>> <<if $eva_e !=0 and $choix_moi!=3 and $degats>0>> <div id="mon_atk">You attack $choix_adversaire.name and do $degats magic damages.</div> <</if>> <<if $ennemi_hp >0 and $eva !=0>> <<if $choix_atk==0>> <div id="ennemi_atk">$choix_adversaire.name attack you violently, doing $degats_e physical damages.</div> <<elseif $eva !=0>> <div id="ennemi_atk">$choix_adversaire.name attack you violently, doing $degats_e magic damages.</div> <</if>> <</if>> <</if>> <<elseif $choix_moi!=2 >> /* je suis plus lent et je ne fuis pas */ <<if $choix_atk==0>> <<if $eva !=0>> <div id="ennemi_atk">$choix_adversaire.name attack you violently, doing $degats_e physical damages.</div> <</if>> <<if $hp> 0 and $choix_moi!=3 and $degats>0>> <<if $choix_moi==0 and $eva_e !=0>> <div id="mon_atk">You attack $choix_adversaire.name and do $degats physical damages.</div> <<elseif $eva_e !=0>> <div id="mon_atk">You attack $choix_adversaire.name and do $degats magic damages.</div> <</if>> <</if>> <<else>> <<if $eva !=0 >> <div id="ennemi_atk">$choix_adversaire.name attack you violently, doing $degats_e magic damages.</div> <</if>> <<if $hp> 0 and $choix_moi!=3 and $degats>0>> <<if $choix_moi==0 and $eva_e !=0>> <div id="mon_atk">You attack $choix_adversaire.name and do $degats physical damages.</div> <<elseif $eva_e !=0>> <div id="mon_atk">You attack $choix_adversaire.name and do $degats magic damages.</div> <</if>> <</if>> <</if>> <<else>> <</if>> <<if $choix_moi==2>> <strong>You try to escape, but $choix_adversaire.name stops and attacks you.</strong> <<if $choix_atk==0 and $eva !=0>> <div id="ennemi_atk">$choix_adversaire.name attack you violently, doing $degats_e physical damages.</div> <<elseif $eva_e !=0>> <div id="ennemi_atk">$choix_adversaire.name attack you violently, doing $degats_e magic damages.</div> <</if>> <</if>> <<if $crit_e ==2 and $ennemi_hp>0 and $eva !=0 >> <div id="critique"> CRITICAL HIT of $choix_adversaire.name .</div> <</if>> <<if $crit ==2 and $hp>0 and $choix_moi!=2 and $eva_e !=0>> <div id="critique"> CRITICAL HIT of $name .</div> <</if>> <<if $eva ==0 and $hp>0>> <div id="evasion"> You dodge the attack with talent.</div> <</if>> <<if $eva_e ==0 and $ennemi_hp>0 and $choix_moi!=2>> <div id="evasion"> $choix_adversaire.name dodge the attack.</div> <</if>> <<if $luckyhit !=1 and $hp>0 and $choix_moi!=2 and $eva_e !=0>> <div id="faveurs"> LUCKY HIT of $name .</div> <</if>> <<if $efficacite==2 and $hp>0 and $choix_moi==1 and $eva_e !=0>> <strong><div> The spell is very effective.</div></strong> <<elseif $efficacite==0 and $hp>0 and $choix_moi==1 and $eva_e !=0>> <strong><div> The spell is not very effective. </div></strong> <<else>> <</if>> <<if $choix_moi ==3>> <div id="full_life">you heal yourself, getting back $soin HP.</div> <</if>> <<if $degat_bouclier > 0>> <div id="mp">Your shield absorbs $degat_bouclier damages,</div> <<if $hp_bouclier == 0 and $degat_pv > 0 >> <div id="mp"> it breaks under the scale of the attack. You takes the rest of the attack and receive $degat_pv damages.</div> <<elseif $hp_bouclier == 0 and $degat_pv== 0>> <div id="mp"> it breaks after absorbing the entire attack. You do not receive any damage.</div> <<else>> <div id="mp">It is enough to completely stop the attack, so you do not receive any damage.</div> <</if>> <</if>> <<if $mp_use >0>> <strong>You have lost all of your health, but your mana drops by $mp_use and you absorbs $hp_kill damages and save you.</strong> <</if>> <<include "gestion_timers">> <<else>><strong> You engage the fight against a $choix_adversaire.name .</strong> <</if>> <</nobr>>
<<if $ennemi_hp == 0 or $hp ==0 or $fuite_e ==true>><<nobr>> <<if $fuite_e == true and $ennemi_hp != 0>> $choix_adversaire.name runs away. <<button [[continue|$lieu]]>> <</button>> <</if>><</nobr>><hr> <<set $has_combat =false>><<if $ennemi_hp == 0>><<nobr>> <<set $res_lvlup =setup.getxp($ennemi_xp)>> <<set $xp to $res_lvlup[0],$xp_max to $res_lvlup[1],$lvl to $res_lvlup[2], $points_attributs += $res_lvlup[3],$lvlup to $res_lvlup[4]>> <<set $money += $ennemi_or>> <<set $hp_perso to setup.calcul_hp($constitution)>> <<set $mp_perso to setup.calcul_mp($intelligence)>> <<set $atk_perso to setup.calcul_atk($strength)>> <<set $atkm_perso to setup.calcul_atkm($intelligence)>> <<set $def_perso to setup.calcul_def($resistance)>> <<set $defm_perso to setup.calcul_defm($intelligence,$resistance)>> <<set $agi_perso to setup.calcul_agi($agility)>> <<set $vit_perso to setup.calcul_vit($agility,$dexterity)>> <<set $hp_max= $hp_perso + $hp_objets>> <<set $mp_max=$mp_perso + $mp_objets>> <<if $res_lvlup[4] ==1 >> <strong> Level up ! </strong>, your health and mana are back at the maximum.<br><br> <<if $hp < $hp_max>> <<set $hp=$hp_max>> <</if>> <<if $mp < $mp_max >> <<set $mp=$mp_max>> <</if>> <</if>> <<set $atk=$atk_perso + $atk_objets>> <<set $atkm=$atkm_perso + $atkm_objets>> <<set $def=$def_perso + $def_objets>> <<set $defm=$defm_perso + $defm_objets>> <<set $agi=$agi_perso + $agi_objets>> <<set $vit=$vit_perso + $vit_objets>> <</nobr>><<nobr>> <<if $tutoriel2 ==false>><br><br> Everyone congratulated me for this first fight very quickly finished.<br><br> <</if>> /* loot */ <<set $chance_loot to random(1,100)>> <<set $nbreloot to either(1,2)>> <<set $chance_loot_rare to random(1,100)>> <<if $choix_adversaire.classe =="boss">> <<if $chance_loot_rare <=10 or $choix_adversaire.kill == 0 >> $choix_adversaire.name drops 1 <<print $items[$choix_adversaire.loot_rare].name >> .<br> <<set $items[$choix_adversaire.loot_rare].nombre_joueur +=1>> <</if>> <<if $chance_loot <=80>> $choix_adversaire.name drops $nbreloot <<print $items[$choix_adversaire.loot].name >>.<br> <<set $items[$choix_adversaire.loot].nombre_joueur += $nbreloot>> <</if>> <<else>> <<if $chance_loot <=60>> $choix_adversaire.name drops $nbreloot <<print $items[$choix_adversaire.loot].name >>.<br> <<set $items[$choix_adversaire.loot].nombre_joueur += $nbreloot>> <</if>> <</if>> <br> <strong>You win $ennemi_xp xp and $ennemi_or ¤ .</strong><br><br> /* si pillage, loot supplementaire */ <<if $pillage ==true>> <<set $nbre_pillage to either(1,2,3)>> <<set $money+= $choix_adversaire.tresor>> <<set $items[$choix_adversaire.reward].nombre_joueur += $nbre_pillage>> After annihilating the opponents you look for the area. You find $choix_adversaire.tresor ¤ and $nbre_pillage $choix_adversaire.reward .<br><br> <</if>> /* bouton suite */ <<if $tutoriel2 ==true>> <<if $choix_adversaire.classe == "mob" >> <<button [[Victory|$lieu]]>> <<set $fuite_e == false>> <<set $ennemis[$choix_adversaire.id].kill+=1>> <<if $choix_adversaire.lieu=="donjon">> <<if $move =="nord">> <<set $positionX -= 1>> <<elseif $move =="est">> <<set $positionY += 1>> <<elseif $move =="sud">> <<set $positionX += 1>> <<else>> <<set $positionY -= 1>> <</if>> <<set $mapArray[$positionX][$positionY] to 1 >> <<else>> <<if $avancement <=95>> <<set $avancement+=5>> <<else>> <<set $avancement=100>> <</if>> <</if>> <<set $combat to false,$has_combat to false>> <</button>> <<elseif $choix_adversaire.classe =="mini_boss">> <<button [[Victory|$lieu]]>> <<set $mini_boss[$choix_adversaire.id].kill+=1>> <<set $hasminiboss_area1 = true>> <<set $combat to false,$has_combat to false>> <</button>> <<else>>/*code pour les boss*/ <<button [[Victoire|$lieu]]>> <<set $avancement=0>> <<set $choix_adversaire.min_lvl+=5>> <<set $choix_adversaire.max_lvl+=5>> <<set $ennemis.slime.min_lvl+=5>> <<set $ennemis.slime.max_lvl+=5>> <<set $ennemis.lapicorne.min_lvl+=5>> <<set $ennemis.lapicorne.max_lvl+=5>> <<set $ennemis.boar.min_lvl+=5>> <<set $ennemis.boar.max_lvl+=5>> <<set $ennemis.slime_metal.min_lvl+=5>> <<set $ennemis.slime_metal.max_lvl+=5>> <<set $mini_boss.slime_king.min_lvl+=5>> <<set $mini_boss.slime_king.max_lvl+=5>> <<set $boss[$choix_adversaire.id].kill+=1>> <<set $boss[$choix_adversaire.id].rank+=1>> <<set $combat to false,$has_combat to false>> <<set $hasboss_area1=false,$hasminiboss_area1=false>> <</button>> <</if>> <<else>> /* cas du tout premier combat */ <<set $lieu to "instance_tutoriel_before" >> <<button [[Victory|$lieu]]>> <<set $hasboss_area1=false,$hasminiboss_area1=false>> <<set $combat to false,$has_combat to false>> <</button>> <</if>> <</nobr>><</if>><<nobr>> <<if $hp == 0 and $tutoriel2 == true>> You were defeated ! <<button "Defeat">> <<goto "Death">> <</button>> <</if>> <<if $hp == 0 and $tutoriel2 == false >> The group helps you, and the young Haru is healing you <<set $hp to $hp_max>> <<set $lieu to "combat_tutoriel" >> <<button [[Good, continue the fight |$lieu]]>><</button>> <</if>><</nobr>> <</if>>
<<nobr>><<if $choix_adversaire.classe =="boss">> [[return to the fight|combat_boss][$has_combat to false]] <<elseif $tutoriel2 == false>> [[return to the fight|combat_tutoriel][$has_combat to false]] <<else>> [[return to the fight|combat][$has_combat to false]] <</if>> <</nobr>> <strong>Health potion(s) left = $items.hp_debut.nombre_joueur</strong> <<nobr>><<if $items.hp_debut.nombre_joueur>0 and $hp<$hp_max >> <<button "use potion (+ <<print $items.hp_debut.hp >> hp)" "inventory">> <<if $hp_max >= $items.hp_debut.hp + $hp>> <<set $hp+=$items.hp_debut.hp,$items.hp_debut.nombre_joueur-=1>> <<else>> <<set $hp= $hp_max,$items.hp_debut.nombre_joueur-=1>> <</if>> <</button>> <<else>> <button disabled="disabled">use potion (+ <<print $items.hp_debut.hp >> hp)</button> <</if>><</nobr>> <strong>Mana potion(s) left =$items.mp_debut.nombre_joueur</strong> <<nobr>><<if $items.mp_debut.nombre_joueur>0 and $mp<$mp_max >> <<button "use potion (+ <<print $items.mp_debut.mp >> mana)" "inventory" >> <<if $mp_max >= $items.mp_debut.mp+ $mp>> <<set $mp += $items.mp_debut.mp,$items.mp_debut.nombre_joueur-=1>> <<else>> <<set $mp= $mp_max,$items.mp_debut.nombre_joueur-=1>> <</if>> <</button>> <<else>> <button disabled="disabled">use potion (+ <<print $items.mp_debut.mp >> mana)</button> <</if>><</nobr>>
<<nobr>><<set $has_fuite to setup.fuite($agi,$ennemi_agi)>> <<script>> $(document).one(':passagerender', function (ev) { Health2(State.variables.hp, State.variables.hp_max, "horizontalhealthbar", true, ev.content); }); $(document).one(':passagerender', function (ev) { Mana(State.variables.mp, State.variables.mp_max, "horizontalmanabar", true, ev.content); }); $(document).one(':passagerender', function (ev) { SP(State.variables.sp, 100, "horizontalspbar", true, ev.content); }); $(document).one(':passagerender', function (ev) { Health2(State.variables.ennemi_hp, State.variables.ennemi_hp_max, "horizontalhealthbar2", true, ev.content); }); $(document).one(':passagerender', function (ev) { Mana(State.variables.ennemi_mp, State.variables.ennemi_mp_max, "horizontalmanabar2", true, ev.content); }); <</script>> <div class="general"> <div class="fenetre_combat"> <div class="joueur"> <div class="img_joueur"> [img[$img_joueur]] </div> <div class="barres_joueur"> <div class="entete_joueur"> <span> <strong> $name </strong> </span> <span> | </span> <span> lvl. $lvl </span> </div> <div class="div_vie_joueur"> <div class="hp_perso"> $hp / $hp_max HP </div> <div class="horizontalhealthbarbkg"> <div class="horizontalhealthbar"> </div> </div> </div> <div class="div_mp_joueur"> <div class="mp_perso"> $mp / $mp_max MP </div> <div class="horizontalmanabarbkg"> <div class="horizontalmanabar"> </div> </div> </div> <div class="div_sp_joueur"> <div class="sp_perso"> $sp / 100 SP </div> <div class="horizontalspbarbkg"> <div class="horizontalspbar"> </div> </div> </div> </div> </div> <div class="ennemi"> <div class="barres_joueur"> <div class="entete_joueur"> <span> <strong> $choix_adversaire.name </strong> </span> <span> | </span> <span> lvl. $adversaire_lvl </span> </div> <div class="div_vie_joueur"> <div class="hp_ennemi"> $ennemi_hp / $ennemi_hp_max HP </div> <div class="horizontalhealthbar2bkg"> <div class="horizontalhealthbar2"> </div> </div> </div> <<if $ennemi_mp_max >0 >> <div class="div_mp_joueur"> <div class="mp_ennemi"> $ennemi_mp / $ennemi_mp_max MP </div> <div class="horizontalmanabar2bkg"> <div class="horizontalmanabar2"> </div> </div> </div> <</if>> </div> <div class="img_joueur"> [img[$img_combat]] </div> </div> </div> <div class="fenetre_interface"> $has_fuite <div id="fight"><<include "interface_combat">></div> <div id="affichage_combat"> <span id="printing"><<include "affichage_combat">></span> </div> <span id="after"><<include "after_combat">></span> </div> </div> <</nobr>>
<<nobr>> <<set $turns+=1>> <<if $choix_adversaire.name == "slime métallique" >> <<if $turns >=4 >> <<set $chance=random(0,100)>> <<if $chance <=30 >> <<set $has_combat to false,$fuite_e to true>> <</if>> <<elseif $turns >=6 >> <<set $chance=random(0,100)>> <<if $chance <=50 >> <<set $has_combat to false,$fuite_e to true>> <</if>> <<elseif $turns >=8 >> <<set $chance=random(0,100)>> <<if $chance <=100 >> <<set $has_combat to false,$fuite_e to true>> <</if>> <</if>> <</if>> <<set $has_fuite to setup.fuite($agi,$ennemi_agi)>> <<if $hp_bouclier >0 >> /* car l'attaque du tour où il se désactive arrive avec un tour de retard*/ <<if $turn_bouclier > 0 >> <<set $turn_bouclier -=1>> <<if $turn_bouclier <= 0>> <<set $hp_bouclier=0>> <div id="mp">The shield has just exceeded its time limit and disappears.</div> <<else>> <div id="mp">Your shield is operational ($hp_bouclier HP) and will remain so during $turn_bouclier <<if $turn_bouclier >1 >> more rounds<<else>>more round<</if>>. </div> <</if>> <</if>> <</if>> <<if $turn_immune > 0 >> <<set $turn_immune -=1>> <<if $turn_immune <= 0>> <<set $ennemi_atk to setup.calcul_atk_ennemi($choix_adversaire.atk)>> <<set $ennemi_atkm to setup.calcul_atkm_ennemi($choix_adversaire.atkm)>> <div id="immune">The spell of immunity ceases to be effective.</div> <<else>> <div id="immune">You are immune and will remain immune $turn_immune <<if $turn_immune >1 >>rounds<<else>>round<</if>>.</div> <</if>> <</if>> <<if $turn_defup > 0 >> <<set $turn_defup -=1>> <<if $turn_defup <= 0>> <<set $def=$def_perso + $def_objets>> <div id="defup">The skill stops working, your physical defense returns to normal.</div> <<else>> <div id="defup">Your physical defense is doubled and will remain so during $turn_defup <<if $turn_defup >1 >> rounds <<else>>round<</if>>.</div> <</if>> <</if>> <<if $turn_defmup > 0 >> <<set $turn_defmup -=1>> <<if $turn_defmup <= 0>> <<set $defm=$defm_perso + $defm_objets>> <div id="defup">The skill stops working, your magic defense returns to normal.</div> <<else>> <div id="defup">>Your magic defense is doubled and will remain so during $turn_defmup <<if $turn_defmup >1 >> rounds <<else>> round<</if>>.</div> <</if>> <</if>> <<if $turn_mana > 0 >> <<set $turn_mana -=1>> <<if $turn_mana <= 0>> <<set $mana_life=0>> <div id="defup">The skill stops working, your mana no longer serves as an emergency life bar.</div> <<else>> <div id="defup">Your mana serves as a lifesaver for you during $turn_mana <<if $turn_mana >1 >> rounds<<else>>round<</if>>.</div> <</if>> <</if>> <<if $turn_berserke > 0 >> <<set $turn_berserke -=1>> <<if $turn_berserke <= 0>> <<set $def=($def_perso + $def_objets)>> <<set $atk=($atk_perso + $atk_objets)>> <div id="mid_life">The skill stops working, your attack and defense return to normal.</div> <<else>> <div id="full_life">>Your attack is doubled and will remain so during $turn_berserke <<if $turn_berserke >1 >> rounds <<else>> round<</if>>.</div> <div id="low_life">>Your physical defense is halfed and will remain so during $turn_berserke <<if $turn_berserke >1 >> rounds <<else>> round<</if>>.</div> <</if>> <</if>> <</nobr>>
/* pour placer les items choisis <<set $arme to $items.wand1>> */<<set _musthave= $inventaire>> <strong>Your equipement:</strong> * Weapon: <span id="nom_arme">$items[$arme].name</span> <<link "edit">><<set $rien to window.visibility6('arme','tete','chaussure','armure','accessoire1','accessoire2') >><</link>> * Head: <span id="nom_tete">$items[$tete].name</span> <<link "edit">><<set $rien to window.visibility6('tete','arme','chaussure','armure','accessoire1','accessoire2') >><</link>> * Feet: <span id="nom_chaussure">$items[$chaussure].name</span> <<link "edit">><<set $rien to window.visibility6('chaussure','tete','arme','armure','accessoire1','accessoire2') >><</link>> * Body: <span id="nom_armure">$items[$armure].name</span> <<link "edit">><<set $rien to window.visibility6('armure','chaussure','arme','tete','accessoire1','accessoire2') >><</link>> * Accessory 1: <span id="nom_accessoire1">$items[$accessoire1].name</span> <<link "edit">><<set $rien to window.visibility6('accessoire1','armure','arme','tete','chaussure','accessoire2') >><</link>> * Accessory 2: <span id="nom_accessoire2">$items[$accessoire2].name</span> <<link "edit">><<set $rien to window.visibility6('accessoire2','arme','tete','chaussure','armure','accessoire1') >><</link>> <<nobr>> <div style="display:none" id="arme"> <br> <strong> List of your equipable weapons: </strong> <br><br> <<for _key range _musthave>> <<if $items[_key].type =="arme" and $items[_key].equipped ==false and $items[_key].nombre_joueur >=1 and $items[_key].requirements[0]<= $lvl and $items[_key].requirements[1]<= $strength and $items[_key].requirements[2]<= $constitution and $items[_key].requirements[3]<= $dexterity and $items[_key].requirements[4]<= $agility and $items[_key].requirements[5]<= $intelligence and $items[_key].requirements[6]<= $charisma and $items[_key].requirements[7]<= $resistance and $items[_key].requirements[8]<= $luck>> <span>$items[_key].name :</span> <<if $items[_key].hp > $arme.hp >> <div id="full_life"> + <<print $items[_key].hp - $items[$arme].hp >> hp</div> | <<elseif $items[_key].hp < $items[$arme].hp >> <div id="low_life"> <<print $items[_key].hp - $items[$arme].hp >> hp</div> | <</if>> <<if $items[_key].mp > $items[$arme].mp >> <div id="full_life"> + <<print $items[_key].mp - $items[$arme].mp >> mp</div> | <<elseif $items[_key].mp < $items[$arme].mp >> <div id="low_life"> <<print $items[_key].mp - $items[$arme].mp>> mp</div> | <</if>> <<if $items[_key].atk > $items[$arme].atk >> <div id="full_life"> + <<print $items[_key].atk - $items[$arme].atk >> atk</div> | <<elseif $items[_key].atk < $items[$arme].atk >> <div id="low_life"> <<print $items[_key].atk - $items[$arme].atk >> atk</div> | <</if>> <<if $items[_key].atkm > $items[$arme].atkm >> <div id="full_life"> + <<print $items[_key].atkm - $items[$arme].atkm >> atkm</div> | <<elseif $items[_key].atkm < $items[$arme].atkm >> <div id="low_life"> <<print $items[_key].atkm - $items[$arme].atkm >> atkm</div> | <</if>> <<if $items[_key].def > $items[$arme].def >> <div id="full_life"> + <<print $items[_key].def - $items[$arme].def >> def</div> | <<elseif $items[_key].def < $items[$arme].def >> <div id="low_life"> <<print $items[_key].def - $items[$arme].def >> def</div> | <</if>> <<if $items[_key].defm > $items[$arme].defm >> <div id="full_life"> + <<print $items[_key].defm - $items[$arme].defm >> defm</div> | <<elseif $items[_key].defm < $items[$arme].defm >> <div id="low_life"> <<print $items[_key].defm - $items[$arme].defm >> defm</div> | <</if>> <<if $items[_key].agi > $items[$arme].agi >> <div id="full_life"> + <<print $items[_key].agi - $items[$arme].agi >> agi</div> | <<elseif $items[_key].agi < $items[$arme].agi >> <div id="low_life"> <<print $items[_key].agi - $items[$arme].agi >> agi</div> | <</if>> <<if $items[_key].vit > $items[$arme].vit >> <div id="full_life"> + <<print $items[_key].vit - $items[$arme].vit >> vit</div> | <<elseif $items[_key].vit < $items[$arme].vit >> <div id="low_life"> <<print $items[_key].vit - $items[$arme].vit >> vit</div> | <</if>> <<if $items[_key].cha > $items[$arme].cha >> <div id="full_life"> + <<print $items[_key].cha - $items[$arme].cha >> cha</div> | <<elseif $items[_key].cha < $items[$arme].cha >> <div id="low_life"> <<print $items[_key].cha - $items[$arme].cha >> cha</div> | <</if>> <<capture _key>> <<link "equip">><<set $items[$arme].equipped to false, $items[_key].equipped to true >><<set $arme to _key >> <<replace "#nom_arme">>$items[_key].name<</replace>> <<replace "#arme">><<include "arme" >><</replace>><</link>> <</capture>> <br> <</if>> <</for>> </div> <div style="display:none" id="tete"> <br> <strong> List of your equipable helmets: </strong> <br><br> <<for _key range _musthave>> <<if $items[_key].type =="tete" and $items[_key].equipped ==false and $items[_key].nombre_joueur >=1 and $items[_key].requirements[0]<= $lvl and $items[_key].requirements[1]<= $strength and $items[_key].requirements[2]<= $constitution and $items[_key].requirements[3]<= $dexterity and $items[_key].requirements[4]<= $agility and $items[_key].requirements[5]<= $intelligence and $items[_key].requirements[6]<= $charisma and $items[_key].requirements[7]<= $resistance and $items[_key].requirements[8]<= $luck>> <span>$items[_key].name :</span> <<if $items[_key].hp > $tete.hp >> <div id="full_life"> + <<print $items[_key].hp - $items[$tete].hp >> hp</div> | <<elseif $items[_key].hp < $items[$tete].hp >> <div id="low_life"> <<print $items[_key].hp - $items[$tete].hp >> hp</div> | <</if>> <<if $items[_key].mp > $items[$tete].mp >> <div id="full_life"> + <<print $items[_key].mp - $items[$tete].mp >> mp</div> | <<elseif $items[_key].mp < $items[$tete].mp >> <div id="low_life"> <<print $items[_key].mp - $items[$tete].mp>> mp</div> | <</if>> <<if $items[_key].atk > $items[$tete].atk >> <div id="full_life"> + <<print $items[_key].atk - $items[$tete].atk >> atk</div> | <<elseif $items[_key].atk < $items[$tete].atk >> <div id="low_life"> <<print $items[_key].atk - $items[$tete].atk >> atk</div> | <</if>> <<if $items[_key].atkm > $items[$tete].atkm >> <div id="full_life"> + <<print $items[_key].atkm - $items[$tete].atkm >> atkm</div> | <<elseif $items[_key].atkm < $items[$tete].atkm >> <div id="low_life"> <<print $items[_key].atkm - $items[$tete].atkm >> atkm</div> | <</if>> <<if $items[_key].def > $items[$tete].def >> <div id="full_life"> + <<print $items[_key].def - $items[$tete].def >> def</div> | <<elseif $items[_key].def < $items[$tete].def >> <div id="low_life"> <<print $items[_key].def - $items[$tete].def >> def</div> | <</if>> <<if $items[_key].defm > $items[$tete].defm >> <div id="full_life"> + <<print $items[_key].defm - $items[$tete].defm >> defm</div> | <<elseif $items[_key].defm < $items[$tete].defm >> <div id="low_life"> <<print $items[_key].defm - $items[$tete].defm >> defm</div> | <</if>> <<if $items[_key].agi > $items[$tete].agi >> <div id="full_life"> + <<print $items[_key].agi - $items[$tete].agi >> agi</div> | <<elseif $items[_key].agi < $items[$tete].agi >> <div id="low_life"> <<print $items[_key].agi - $items[$tete].agi >> agi</div> | <</if>> <<if $items[_key].vit > $items[$tete].vit >> <div id="full_life"> + <<print $items[_key].vit - $items[$tete].vit >> vit</div> | <<elseif $items[_key].vit < $items[$tete].vit >> <div id="low_life"> <<print $items[_key].vit - $items[$tete].vit >> vit</div> | <</if>> <<if $items[_key].cha > $items[$tete].cha >> <div id="full_life"> + <<print $items[_key].cha - $items[$tete].cha >> cha</div> | <<elseif $items[_key].cha < $items[$tete].cha >> <div id="low_life"> <<print $items[_key].cha - $items[$tete].cha >> cha</div> | <</if>> <<capture _key>> <<link "equip">><<set $items[$tete].equipped to false, $items[_key].equipped to true >><<set $tete to _key >> <<replace "#nom_tete">>$items[_key].name<</replace>> <<replace "#tete">><<include "tete" >><</replace>><</link>> <</capture>> <br> <</if>> <</for>> </div> <div style="display:none" id="chaussure"> <br> <strong> List of your equipable shoes: </strong> <br><br> <<for _key range _musthave>> <<if $items[_key].type =="chaussure" and $items[_key].equipped ==false and $items[_key].nombre_joueur >=1 and $items[_key].requirements[0]<= $lvl and $items[_key].requirements[1]<= $strength and $items[_key].requirements[2]<= $constitution and $items[_key].requirements[3]<= $dexterity and $items[_key].requirements[4]<= $agility and $items[_key].requirements[5]<= $intelligence and $items[_key].requirements[6]<= $charisma and $items[_key].requirements[7]<= $resistance and $items[_key].requirements[8]<= $luck>> <span>$items[_key].name :</span> <<if $items[_key].hp > $chaussure.hp >> <div id="full_life"> + <<print $items[_key].hp - $items[$chaussure].hp >> hp</div> | <<elseif $items[_key].hp < $items[$chaussure].hp >> <div id="low_life"> <<print $items[_key].hp - $items[$chaussure].hp >> hp</div> | <</if>> <<if $items[_key].mp > $items[$chaussure].mp >> <div id="full_life"> + <<print $items[_key].mp - $items[$chaussure].mp >> mp</div> | <<elseif $items[_key].mp < $items[$chaussure].mp >> <div id="low_life"> <<print $items[_key].mp - $items[$chaussure].mp>> mp</div> | <</if>> <<if $items[_key].atk > $items[$chaussure].atk >> <div id="full_life"> + <<print $items[_key].atk - $items[$chaussure].atk >> atk</div> | <<elseif $items[_key].atk < $items[$chaussure].atk >> <div id="low_life"> <<print $items[_key].atk - $items[$chaussure].atk >> atk</div> | <</if>> <<if $items[_key].atkm > $items[$chaussure].atkm >> <div id="full_life"> + <<print $items[_key].atkm - $items[$chaussure].atkm >> atkm</div> | <<elseif $items[_key].atkm < $items[$chaussure].atkm >> <div id="low_life"> <<print $items[_key].atkm - $items[$chaussure].atkm >> atkm</div> | <</if>> <<if $items[_key].def > $items[$chaussure].def >> <div id="full_life"> + <<print $items[_key].def - $items[$chaussure].def >> def</div> | <<elseif $items[_key].def < $items[$chaussure].def >> <div id="low_life"> <<print $items[_key].def - $items[$chaussure].def >> def</div> | <</if>> <<if $items[_key].defm > $items[$chaussure].defm >> <div id="full_life"> + <<print $items[_key].defm - $items[$chaussure].defm >> defm</div> | <<elseif $items[_key].defm < $items[$chaussure].defm >> <div id="low_life"> <<print $items[_key].defm - $items[$chaussure].defm >> defm</div> | <</if>> <<if $items[_key].agi > $items[$chaussure].agi >> <div id="full_life"> + <<print $items[_key].agi - $items[$chaussure].agi >> agi</div> | <<elseif $items[_key].agi < $items[$chaussure].agi >> <div id="low_life"> <<print $items[_key].agi - $items[$chaussure].agi >> agi</div> | <</if>> <<if $items[_key].vit > $items[$chaussure].vit >> <div id="full_life"> + <<print $items[_key].vit - $items[$chaussure].vit >> vit</div> | <<elseif $items[_key].vit < $items[$chaussure].vit >> <div id="low_life"> <<print $items[_key].vit - $items[$chaussure].vit >> vit</div> | <</if>> <<if $items[_key].cha > $items[$chaussure].cha >> <div id="full_life"> + <<print $items[_key].cha - $items[$chaussure].cha >> cha</div> | <<elseif $items[_key].cha < $items[$chaussure].cha >> <div id="low_life"> <<print $items[_key].cha - $items[$chaussure].cha >> cha</div> | <</if>> <<capture _key>> <<link "equip">><<set $items[$chaussure].equipped to false, $items[_key].equipped to true >><<set $chaussure to _key >> <<replace "#nom_chaussure">>$items[_key].name<</replace>> <<replace "#chaussure">><<include "chaussure" >><</replace>><</link>> <</capture>> <br> <</if>> <</for>> </div> <div style="display:none" id="armure"> <br><br> <strong> List of your equipable armors: </strong> <br> <<for _key range _musthave>> <<if $items[_key].type =="armure" and $items[_key].equipped ==false and $items[_key].nombre_joueur >=1 and $items[_key].requirements[0]<= $lvl and $items[_key].requirements[1]<= $strength and $items[_key].requirements[2]<= $constitution and $items[_key].requirements[3]<= $dexterity and $items[_key].requirements[4]<= $agility and $items[_key].requirements[5]<= $intelligence and $items[_key].requirements[6]<= $charisma and $items[_key].requirements[7]<= $resistance and $items[_key].requirements[8]<= $luck>> <span>$items[_key].name :</span> <<if $items[_key].hp > $armure.hp >> <div id="full_life"> + <<print $items[_key].hp - $items[$armure].hp >> hp</div> | <<elseif $items[_key].hp < $items[$armure].hp >> <div id="low_life"> <<print $items[_key].hp - $items[$armure].hp >> hp</div> | <</if>> <<if $items[_key].mp > $items[$armure].mp >> <div id="full_life"> + <<print $items[_key].mp - $items[$armure].mp >> mp</div> | <<elseif $items[_key].mp < $items[$armure].mp >> <div id="low_life"> <<print $items[_key].mp - $items[$armure].mp>> mp</div> | <</if>> <<if $items[_key].atk > $items[$armure].atk >> <div id="full_life"> + <<print $items[_key].atk - $items[$armure].atk >> atk</div> | <<elseif $items[_key].atk < $items[$armure].atk >> <div id="low_life"> <<print $items[_key].atk - $items[$armure].atk >> atk</div> | <</if>> <<if $items[_key].atkm > $items[$armure].atkm >> <div id="full_life"> + <<print $items[_key].atkm - $items[$armure].atkm >> atkm</div> | <<elseif $items[_key].atkm < $items[$armure].atkm >> <div id="low_life"> <<print $items[_key].atkm - $items[$armure].atkm >> atkm</div> | <</if>> <<if $items[_key].def > $items[$armure].def >> <div id="full_life"> + <<print $items[_key].def - $items[$armure].def >> def</div> | <<elseif $items[_key].def < $items[$armure].def >> <div id="low_life"> <<print $items[_key].def - $items[$armure].def >> def</div> | <</if>> <<if $items[_key].defm > $items[$armure].defm >> <div id="full_life"> + <<print $items[_key].defm - $items[$armure].defm >> defm</div> | <<elseif $items[_key].defm < $items[$armure].defm >> <div id="low_life"> <<print $items[_key].defm - $items[$armure].defm >> defm</div> | <</if>> <<if $items[_key].agi > $items[$armure].agi >> <div id="full_life"> + <<print $items[_key].agi - $items[$armure].agi >> agi</div> | <<elseif $items[_key].agi < $items[$armure].agi >> <div id="low_life"> <<print $items[_key].agi - $items[$armure].agi >> agi</div> | <</if>> <<if $items[_key].vit > $items[$armure].vit >> <div id="full_life"> + <<print $items[_key].vit - $items[$armure].vit >> vit</div> | <<elseif $items[_key].vit < $items[$armure].vit >> <div id="low_life"> <<print $items[_key].vit - $items[$armure].vit >> vit</div> | <</if>> <<if $items[_key].cha > $items[$armure].cha >> <div id="full_life"> + <<print $items[_key].cha - $items[$armure].cha >> cha</div> | <<elseif $items[_key].cha < $items[$armure].cha >> <div id="low_life"> <<print $items[_key].cha - $items[$armure].cha >> cha</div> | <</if>> <<capture _key>> <<link "equip">><<set $items[$armure].equipped to false, $items[_key].equipped to true >><<set $armure to _key >> <<replace "#nom_armure">>$items[_key].name<</replace>> <<replace "#armure">><<include "armure" >><</replace>><</link>> <</capture>> <br> <</if>> <</for>> </div> <div style="display:none" id="accessoire1"> <br> <strong> List of your accessories (slot 1) equipables: </strong> <br><br> <<for _key range _musthave>> <<if $items[_key].type =="accessoire1" and $items[_key].equipped ==false and $items[_key].nombre_joueur >=1 and $items[_key].requirements[0]<= $lvl and $items[_key].requirements[1]<= $strength and $items[_key].requirements[2]<= $constitution and $items[_key].requirements[3]<= $dexterity and $items[_key].requirements[4]<= $agility and $items[_key].requirements[5]<= $intelligence and $items[_key].requirements[6]<= $charisma and $items[_key].requirements[7]<= $resistance and $items[_key].requirements[8]<= $luck>> <span>$items[_key].name :</span> <<if $items[_key].hp > $accessoire1.hp >> <div id="full_life"> + <<print $items[_key].hp - $items[$accessoire1].hp >> hp</div> | <<elseif $items[_key].hp < $items[$accessoire1].hp >> <div id="low_life"> <<print $items[_key].hp - $items[$accessoire1].hp >> hp</div> | <</if>> <<if $items[_key].mp > $items[$accessoire1].mp >> <div id="full_life"> + <<print $items[_key].mp - $items[$accessoire1].mp >> mp</div> | <<elseif $items[_key].mp < $items[$accessoire1].mp >> <div id="low_life"> <<print $items[_key].mp - $items[$accessoire1].mp>> mp</div> | <</if>> <<if $items[_key].atk > $items[$accessoire1].atk >> <div id="full_life"> + <<print $items[_key].atk - $items[$accessoire1].atk >> atk</div> | <<elseif $items[_key].atk < $items[$accessoire1].atk >> <div id="low_life"> <<print $items[_key].atk - $items[$accessoire1].atk >> atk</div> | <</if>> <<if $items[_key].atkm > $items[$accessoire1].atkm >> <div id="full_life"> + <<print $items[_key].atkm - $items[$accessoire1].atkm >> atkm</div> | <<elseif $items[_key].atkm < $items[$accessoire1].atkm >> <div id="low_life"> <<print $items[_key].atkm - $items[$accessoire1].atkm >> atkm</div> | <</if>> <<if $items[_key].def > $items[$accessoire1].def >> <div id="full_life"> + <<print $items[_key].def - $items[$accessoire1].def >> def</div> | <<elseif $items[_key].def < $items[$accessoire1].def >> <div id="low_life"> <<print $items[_key].def - $items[$accessoire1].def >> def</div> | <</if>> <<if $items[_key].defm > $items[$accessoire1].defm >> <div id="full_life"> + <<print $items[_key].defm - $items[$accessoire1].defm >> defm</div> | <<elseif $items[_key].defm < $items[$accessoire1].defm >> <div id="low_life"> <<print $items[_key].defm - $items[$accessoire1].defm >> defm</div> | <</if>> <<if $items[_key].agi > $items[$accessoire1].agi >> <div id="full_life"> + <<print $items[_key].agi - $items[$accessoire1].agi >> agi</div> | <<elseif $items[_key].agi < $items[$accessoire1].agi >> <div id="low_life"> <<print $items[_key].agi - $items[$accessoire1].agi >> agi</div> | <</if>> <<if $items[_key].vit > $items[$accessoire1].vit >> <div id="full_life"> + <<print $items[_key].vit - $items[$accessoire1].vit >> vit</div> | <<elseif $items[_key].vit < $items[$accessoire1].vit >> <div id="low_life"> <<print $items[_key].vit - $items[$accessoire1].vit >> vit</div> | <</if>> <<if $items[_key].cha > $items[$accessoire1].cha >> <div id="full_life"> + <<print $items[_key].cha - $items[$accessoire1].cha >> cha</div> | <<elseif $items[_key].cha < $items[$accessoire1].cha >> <div id="low_life"> <<print $items[_key].cha - $items[$accessoire1].cha >> cha</div> | <</if>> <<capture _key>> <<link "equip">><<set $items[$accessoire1].equipped to false, $items[_key].equipped to true >><<set $accessoire1 to _key >> <<replace "#nom_accessoire1">>$items[_key].name<</replace>> <<replace "#accessoire1">><<include "accessoire1" >><</replace>><</link>> <</capture>> <br> <</if>> <</for>> </div> <div style="display:none" id="accessoire2"> <br> <strong> List of your accessories (slot 2) equipables: </strong> <br><br> <<for _key range _musthave>> <<if $items[_key].type =="accessoire2" and $items[_key].equipped ==false and $items[_key].nombre_joueur >=1 and $items[_key].requirements[0]<= $lvl and $items[_key].requirements[1]<= $strength and $items[_key].requirements[2]<= $constitution and $items[_key].requirements[3]<= $dexterity and $items[_key].requirements[4]<= $agility and $items[_key].requirements[5]<= $intelligence and $items[_key].requirements[6]<= $charisma and $items[_key].requirements[7]<= $resistance and $items[_key].requirements[8]<= $luck>> <span>$items[_key].name :</span> <<if $items[_key].hp > $accessoire2.hp >> <div id="full_life"> + <<print $items[_key].hp - $items[$accessoire2].hp >> hp</div> | <<elseif $items[_key].hp < $items[$accessoire2].hp >> <div id="low_life"> <<print $items[_key].hp - $items[$accessoire2].hp >> hp</div> | <</if>> <<if $items[_key].mp > $items[$accessoire2].mp >> <div id="full_life"> + <<print $items[_key].mp - $items[$accessoire2].mp >> mp</div> | <<elseif $items[_key].mp < $items[$accessoire2].mp >> <div id="low_life"> <<print $items[_key].mp - $items[$accessoire2].mp>> mp</div> | <</if>> <<if $items[_key].atk > $items[$accessoire2].atk >> <div id="full_life"> + <<print $items[_key].atk - $items[$accessoire2].atk >> atk</div> | <<elseif $items[_key].atk < $items[$accessoire2].atk >> <div id="low_life"> <<print $items[_key].atk - $items[$accessoire2].atk >> atk</div> | <</if>> <<if $items[_key].atkm > $items[$accessoire2].atkm >> <div id="full_life"> + <<print $items[_key].atkm - $items[$accessoire2].atkm >> atkm</div> | <<elseif $items[_key].atkm < $items[$accessoire2].atkm >> <div id="low_life"> <<print $items[_key].atkm - $items[$accessoire2].atkm >> atkm</div> | <</if>> <<if $items[_key].def > $items[$accessoire2].def >> <div id="full_life"> + <<print $items[_key].def - $items[$accessoire2].def >> def</div> | <<elseif $items[_key].def < $items[$accessoire2].def >> <div id="low_life"> <<print $items[_key].def - $items[$accessoire2].def >> def</div> | <</if>> <<if $items[_key].defm > $items[$accessoire2].defm >> <div id="full_life"> + <<print $items[_key].defm - $items[$accessoire2].defm >> defm</div> | <<elseif $items[_key].defm < $items[$accessoire2].defm >> <div id="low_life"> <<print $items[_key].defm - $items[$accessoire2].defm >> defm</div> | <</if>> <<if $items[_key].agi > $items[$accessoire2].agi >> <div id="full_life"> + <<print $items[_key].agi - $items[$accessoire2].agi >> agi</div> | <<elseif $items[_key].agi < $items[$accessoire2].agi >> <div id="low_life"> <<print $items[_key].agi - $items[$accessoire2].agi >> agi</div> | <</if>> <<if $items[_key].vit > $items[$accessoire2].vit >> <div id="full_life"> + <<print $items[_key].vit - $items[$accessoire2].vit >> vit</div> | <<elseif $items[_key].vit < $items[$accessoire2].vit >> <div id="low_life"> <<print $items[_key].vit - $items[$accessoire2].vit >> vit</div> | <</if>> <<if $items[_key].cha > $items[$accessoire2].cha >> <div id="full_life"> + <<print $items[_key].cha - $items[$accessoire2].cha >> cha</div> | <<elseif $items[_key].cha < $items[$accessoire2].cha >> <div id="low_life"> <<print $items[_key].cha - $items[$accessoire2].cha >> cha</div> | <</if>> <<capture _key>> <<link "equip">><<set $items[$accessoire2].equipped to false, $items[_key].equipped to true >><<set $accessoire2 to _key >> <<replace "#nom_accessoire2">>$items[_key].name<</replace>> <<replace "#accessoire2">><<include "accessoire2" >><</replace>><</link>> <</capture>> <br> <</if>> <</for>> </div> <br> <<button[[Valid the new equipment|$lieu_respawn]]>> <<set $hp_objets to ($items[$arme].hp + $items[$tete].hp + $items[$chaussure].hp+ $items[$armure].hp + $items[$accessoire1].hp + $items[$accessoire2].hp)>> <<set $mp_objets to ($items[$arme].mp + $items[$tete].mp + $items[$chaussure].mp+ $items[$armure].mp+ $items[$accessoire1].mp +$items[$accessoire2].mp)>> <<set $atk_objets to ($items[$arme].atk + $items[$tete].atk + $items[$chaussure].atk+ $items[$armure].atk+ $items[$accessoire1].atk+ $items[$accessoire2].atk)>> <<set $atkm_objets to ($items[$arme].atkm + $items[$tete].atkm + $items[$chaussure].atkm+ $items[$armure].atkm + $items[$accessoire1].atkm + $items[$accessoire2].atkm)>> <<set $def_objets to ($items[$arme].def + $items[$tete].def + $items[$chaussure].def+ $items[$armure].def+ $items[$accessoire1].def + $items[$accessoire2].def)>> <<set $defm_objets to ($items[$arme].defm + $items[$tete].defm + $items[$chaussure].defm+ $items[$armure].defm+ $items[$accessoire1].defm + $items[$accessoire2].defm)>> <<set $agi_objets to ($items[$arme].agi + $items[$tete].agi + $items[$chaussure].agi+ $items[$armure].agi+ $items[$accessoire1].agi +$items[$accessoire2].agi)>> <<set $vit_objets to ($items[$arme].vit + $items[$tete].vit + $items[$chaussure].vit+ $items[$armure].vit+$items[$accessoire1].vit+ $items[$accessoire2].vit)>> <<set $hp_max= $hp_perso + $hp_objets>> <<set $mp_max=$mp_perso + $mp_objets>> <<set $atk=$atk_perso + $atk_objets>> <<set $atkm=$atkm_perso + $atkm_objets>> <<set $def=$def_perso + $def_objets>> <<set $defm=$defm_perso + $defm_objets>> <<set $agi=$agi_perso + $agi_objets>> <<set $vit=$vit_perso + $vit_objets>> <<set $combat to false>> <<set $has_combat to false>> <</button>> <</nobr>>
<<if $ennemi_hp != 0 and $hp !=0 and $fuite_e ==false>><<nobr>> <button onclick="window.visibility('skill','sorts','faveur','affichage_combat');">Use a skill.</button> <button onclick="window.visibility('sorts','skill','faveur','affichage_combat');">Use a spell</button> <<button [[Items |inventory]]>> <</button>> <button onclick="window.visibility('faveur','skill','sorts','affichage_combat');">Divine favors</button> <<if $tutoriel2==true >> <<if $has_fuite ==1>> <<button [[Escape |$lieu]]>> <<set $has_combat to false,$combat to false>> <</button>> <<else>> <<button "Escape">> <<set $choix_moi to 2>> <<set $has_combat to true>> <<script>> window.visibility_single('affichage_combat');<</script>> <<set $resultat_round to setup.degat_nul($hp,$ennemi_hp,0,$ennemi_atk,0,$ennemi_atkm,$def,$ennemi_def,$defm,$ennemi_defm,$agi,$ennemi_agi,$vit,$ennemi_vit,$luck,$item_anti_m,$item_anti_p,$mp,$hp_bouclier,$mana_life,$ennemi_mp,$ennemi_cout_sort) >> <<set $degats=$resultat_round[0],$hp=$resultat_round[1],$ennemi_hp=$resultat_round[2],$crit=$resultat_round[3],$crit_e=$resultat_round[4],$eva=$resultat_round[5],$eva_e=$resultat_round[6],$luckyhit=$resultat_round[7],$choix_atk=$resultat_round[8],$premier=$resultat_round[9],$mp=$resultat_round[10],$mp_use=$resultat_round[11],$hp_bouclier=$resultat_round[12],$degat_bouclier=$resultat_round[13],$degat_pv=$resultat_round[14],$ennemi_mp=$resultat_round[15]>> <<run Health2($hp, $hp_max, "horizontalhealthbar", true)>> <<run Mana($mp, $mp_max, "horizontalmanabar", true)>> <<run SP($sp, 100, "horizontalspbar", true)>> <<run Health2($ennemi_hp, $ennemi_hp_max, "horizontalhealthbar2", true)>> <<if $choix_adversaire.mp >0>> <<run Mana($ennemi_mp, $ennemi_mp_max, "horizontalmanabar2", true)>> <</if>> <<replace ".hp_perso">>$hp / $hp_max HP<</replace>> <<replace ".mp_perso">>$mp / $mp_max MP<</replace>> <<replace ".sp_perso">>$sp / 100 SP<</replace>> <<replace ".hp_ennemi">>$ennemi_hp / $ennemi_hp_max HP<</replace>> <<if $ennemi_mp_max >0 >> <<replace ".mp_ennemi">>$ennemi_mp / $ennemi_mp_max MP<</replace>> <</if>> <<replace "#printing">><<include "affichage_combat">><</replace>> <<replace "#menu_principal">><<include "StoryCaption">><</replace>> <<replace "#after">><<include "after_combat">><</replace>> <<replace "#fight">><<include "interface_combat">><</replace>> <</button>> <</if>> <<else>> <button disabled="disabled">Escape</button> <</if>> <</nobr>><hr> <<nobr>> <div id="skill"> <div class="diapo"> <div class="menu-main"> <div class="gif"> <div class="small">[img[$img_skill_1]]</div> </div> <div class="description"> <div class="mise_page">A basic attack, perfect for accumulating skill points. <strong>Cost: 0sp.</strong></div> <<button "Use">> <<set $has_combat to true>> <<script>> window.visibility_single('affichage_combat');<</script>> <<set $choix_moi to 0>> <<if $sp <= 90>> <<set $sp+= 10>> <<else>> <<set $sp = 100>> <</if>> <<set $resultat_round to setup.attaquer($hp,$ennemi_hp,$atk,$ennemi_atk,$atkm,$ennemi_atkm,$def,$ennemi_def,$defm,$ennemi_defm,$agi,$ennemi_agi,$vit,$ennemi_vit,$luck,$item_anti_m,$item_anti_p,$mp,$hp_bouclier,$mana_life,$ennemi_mp,$ennemi_cout_sort) >> <<set $degats=$resultat_round[0],$hp=$resultat_round[1],$ennemi_hp=$resultat_round[2],$crit=$resultat_round[3],$crit_e=$resultat_round[4],$eva=$resultat_round[5],$eva_e=$resultat_round[6],$luckyhit=$resultat_round[7],$choix_atk=$resultat_round[8],$premier=$resultat_round[9],$mp=$resultat_round[10],$mp_use=$resultat_round[11],$hp_bouclier=$resultat_round[12],$degat_bouclier=$resultat_round[13],$degat_pv=$resultat_round[14],$ennemi_mp=$resultat_round[15]>> <<run Health2($hp, $hp_max, "horizontalhealthbar", true)>> <<run Mana($mp, $mp_max, "horizontalmanabar", true)>> <<run SP($sp, 100, "horizontalspbar", true)>> <<run Health2($ennemi_hp, $ennemi_hp_max, "horizontalhealthbar2", true)>> <<if $choix_adversaire.mp >0>> <<run Mana($ennemi_mp, $ennemi_mp_max, "horizontalmanabar2", true)>> <</if>> <<script>> window.visibility_single('affichage_combat');<</script>> <<replace ".hp_perso">>$hp / $hp_max HP<</replace>> <<replace ".mp_perso">>$mp / $mp_max MP<</replace>> <<replace ".sp_perso">>$sp / 100 SP<</replace>> <<replace ".hp_ennemi">>$ennemi_hp / $ennemi_hp_max HP<</replace>> <<if $ennemi_mp_max >0 >> <<replace ".mp_ennemi">>$ennemi_mp / $ennemi_mp_max MP<</replace>> <</if>> <<replace "#printing">><<include "affichage_combat">><</replace>> <<replace "#menu_principal">><<include "StoryCaption">><</replace>> <<replace "#after">><<include "after_combat">><</replace>> <<replace "#fight">><<include "interface_combat">><</replace>> <</button>> </div> </div> <div class="content"> <div class="gif"> <div class="small">[img[$img_skill_2]]</div> </div> <div class="description"> <div class="mise_page">A wide attack doing big damages. <strong>Cost: 25sp.</strong></div> <<if $sp >=25>> <<button "Use" >> <<set $choix_moi to 0>><<set $sp -=25>> <<set $has_combat to true>> <<set $resultat_round to setup.attaquer($hp,$ennemi_hp,(1.5*$atk),$ennemi_atk,$atkm,$ennemi_atkm,$def,$ennemi_def,$defm,$ennemi_defm,$agi,$ennemi_agi,$vit,$ennemi_vit,$luck,$item_anti_m,$item_anti_p,$mp,$hp_bouclier,$mana_life,$ennemi_mp,$ennemi_cout_sort) >> <<set $degats=$resultat_round[0],$hp=$resultat_round[1],$ennemi_hp=$resultat_round[2],$crit=$resultat_round[3],$crit_e=$resultat_round[4],$eva=$resultat_round[5],$eva_e=$resultat_round[6],$luckyhit=$resultat_round[7],$choix_atk=$resultat_round[8],$premier=$resultat_round[9],$mp=$resultat_round[10],$mp_use=$resultat_round[11],$hp_bouclier=$resultat_round[12],$degat_bouclier=$resultat_round[13],$degat_pv=$resultat_round[14],$ennemi_mp=$resultat_round[15]>> <<run Health2($hp, $hp_max, "horizontalhealthbar", true)>> <<run Mana($mp, $mp_max, "horizontalmanabar", true)>> <<run SP($sp, 100, "horizontalspbar", true)>> <<run Health2($ennemi_hp, $ennemi_hp_max, "horizontalhealthbar2", true)>> <<if $choix_adversaire.mp >0>> <<run Mana($ennemi_mp, $ennemi_mp_max, "horizontalmanabar2", true)>> <</if>> <<script>> window.visibility_single('affichage_combat');<</script>> <<replace ".hp_perso">>$hp / $hp_max HP<</replace>> <<replace ".mp_perso">>$mp / $mp_max MP<</replace>> <<replace ".sp_perso">>$sp / 100 SP<</replace>> <<replace ".hp_ennemi">>$ennemi_hp / $ennemi_hp_max HP<</replace>> <<if $ennemi_mp_max >0 >> <<replace ".mp_ennemi">>$ennemi_mp / $ennemi_mp_max MP<</replace>> <</if>> <<replace "#printing">><<include "affichage_combat">><</replace>> <<replace "#menu_principal">><<include "StoryCaption">><</replace>> <<replace "#after">><<include "after_combat">><</replace>> <<replace "#fight">><<include "interface_combat">><</replace>> <</button>> <<else>> <button disabled="disabled">(not enough skill points)</button> <</if>> </div> </div> <<if $classe =="gardien">> <div class="menu-main"> <div class="gif"> <div class="small">[img[$img_skill_3]]</div> </div> <div class="description"> <div class="mise_page">A weak attack attracting the attention of the target, allows to quickly accumulate skill points. <strong>Cost: 0sp.</strong></div> <<button "Use">> <<set $choix_moi to 0>> <<if $sp <= 75>> <<set $sp+= 25>> <<else>> <<set $sp = 100>> <</if>> <<set $has_combat to true>> <<set $resultat_round to setup.attaquer($hp,$ennemi_hp,(0.5*$atk),$ennemi_atk,$atkm,$ennemi_atkm,$def,$ennemi_def,$defm,$ennemi_defm,$agi,$ennemi_agi,$vit,$ennemi_vit,$luck,$item_anti_m,$item_anti_p,$mp,$hp_bouclier,$mana_life,$ennemi_mp,$ennemi_cout_sort) >> <<set $degats=$resultat_round[0],$hp=$resultat_round[1],$ennemi_hp=$resultat_round[2],$crit=$resultat_round[3],$crit_e=$resultat_round[4],$eva=$resultat_round[5],$eva_e=$resultat_round[6],$luckyhit=$resultat_round[7],$choix_atk=$resultat_round[8],$premier=$resultat_round[9],$mp=$resultat_round[10],$mp_use=$resultat_round[11],$hp_bouclier=$resultat_round[12],$degat_bouclier=$resultat_round[13],$degat_pv=$resultat_round[14],$ennemi_mp=$resultat_round[15]>> <<run Health2($hp, $hp_max, "horizontalhealthbar", true)>> <<run Mana($mp, $mp_max, "horizontalmanabar", true)>> <<run SP($sp, 100, "horizontalspbar", true)>> <<run Health2($ennemi_hp, $ennemi_hp_max, "horizontalhealthbar2", true)>> <<if $choix_adversaire.mp >0>> <<run Mana($ennemi_mp, $ennemi_mp_max, "horizontalmanabar2", true)>> <</if>> <<script>> window.visibility_single('affichage_combat');<</script>> <<replace ".hp_perso">>$hp / $hp_max HP<</replace>> <<replace ".mp_perso">>$mp / $mp_max MP<</replace>> <<replace ".sp_perso">>$sp / 100 SP<</replace>> <<replace ".hp_ennemi">>$ennemi_hp / $ennemi_hp_max HP<</replace>> <<if $ennemi_mp_max >0 >> <<replace ".mp_ennemi">>$ennemi_mp / $ennemi_mp_max MP<</replace>> <</if>> <<replace "#printing">><<include "affichage_combat">><</replace>> <<replace "#menu_principal">><<include "StoryCaption">><</replace>> <<replace "#after">><<include "after_combat">><</replace>> <<replace "#fight">><<include "interface_combat">><</replace>> <</button>> </div> </div> <div class="content"> <div class="gif"> <div class="small">[img[$img_skill_4]]</div> </div> <div class="description"> <div class="mise_page">A skill reinforcing the magic defense for this round and returning some of the opponent's attack. <strong>Cost: 20sp.</strong></div> <<if $sp >=20>> <<button "Use">> <<set $choix_moi to 0>><<set $sp -=20>> <<set $has_combat to true>> <<set $resultat_round to setup.attaquer($hp,$ennemi_hp,(0.9*$ennemi_atkm),$ennemi_atk,$atkm,$ennemi_atkm,$def,$ennemi_def,(3*$defm),$ennemi_defm,$agi,$ennemi_agi,$vit,$ennemi_vit,$luck,$item_anti_m,$item_anti_p,$mp,$hp_bouclier,$mana_life,$ennemi_mp,$ennemi_cout_sort) >> <<set $degats=$resultat_round[0],$hp=$resultat_round[1],$ennemi_hp=$resultat_round[2],$crit=$resultat_round[3],$crit_e=$resultat_round[4],$eva=$resultat_round[5],$eva_e=$resultat_round[6],$luckyhit=$resultat_round[7],$choix_atk=$resultat_round[8],$premier=$resultat_round[9],$mp=$resultat_round[10],$mp_use=$resultat_round[11],$hp_bouclier=$resultat_round[12],$degat_bouclier=$resultat_round[13],$degat_pv=$resultat_round[14],$ennemi_mp=$resultat_round[15]>> <<run Health2($hp, $hp_max, "horizontalhealthbar", true)>> <<run Mana($mp, $mp_max, "horizontalmanabar", true)>> <<run SP($sp, 100, "horizontalspbar", true)>> <<run Health2($ennemi_hp, $ennemi_hp_max, "horizontalhealthbar2", true)>> <<if $choix_adversaire.mp >0>> <<run Mana($ennemi_mp, $ennemi_mp_max, "horizontalmanabar2", true)>> <</if>> <<script>> window.visibility_single('affichage_combat');<</script>> <<replace ".hp_perso">>$hp / $hp_max HP<</replace>> <<replace ".mp_perso">>$mp / $mp_max MP<</replace>> <<replace ".sp_perso">>$sp / 100 SP<</replace>> <<replace ".hp_ennemi">>$ennemi_hp / $ennemi_hp_max HP<</replace>> <<if $ennemi_mp_max >0 >> <<replace ".mp_ennemi">>$ennemi_mp / $ennemi_mp_max MP<</replace>> <</if>> <<replace "#printing">><<include "affichage_combat">><</replace>> <<replace "#menu_principal">><<include "StoryCaption">><</replace>> <<replace "#after">><<include "after_combat">><</replace>> <<replace "#fight">><<include "interface_combat">><</replace>> <</button>> <<else>> <button disabled="disabled">(not enough skill points)</button> <</if>> </div> </div> <<if $lvl >= 5>> <div class="menu-main"> <div class="gif"> <div class="small">[img[$img_skill_5]]</div> </div> <div class="description"> <div class="mise_page">A skill reinforcing the physical defense for this round and returning some of the opponent's attack.</strong></div> <<if $sp >=20>> <<button "Use">> <<set $choix_moi to 0>><<set $sp -=20>> <<set $has_combat to true>> <<set $resultat_round to setup.attaquer($hp,$ennemi_hp,(0.9*$ennemi_atk),$ennemi_atk,$atkm,$ennemi_atkm,(2*$def),$ennemi_def,$defm,$ennemi_defm,$agi,$ennemi_agi,$vit,$ennemi_vit,$luck,$item_anti_m,$item_anti_p,$mp,$hp_bouclier,$mana_life,$ennemi_mp,$ennemi_cout_sort) >> <<set $degats=$resultat_round[0],$hp=$resultat_round[1],$ennemi_hp=$resultat_round[2],$crit=$resultat_round[3],$crit_e=$resultat_round[4],$eva=$resultat_round[5],$eva_e=$resultat_round[6],$luckyhit=$resultat_round[7],$choix_atk=$resultat_round[8],$premier=$resultat_round[9],$mp=$resultat_round[10],$mp_use=$resultat_round[11],$hp_bouclier=$resultat_round[12],$degat_bouclier=$resultat_round[13],$degat_pv=$resultat_round[14],$ennemi_mp=$resultat_round[15]>> <<run Health2($hp, $hp_max, "horizontalhealthbar", true)>> <<run Mana($mp, $mp_max, "horizontalmanabar", true)>> <<run SP($sp, 100, "horizontalspbar", true)>> <<run Health2($ennemi_hp, $ennemi_hp_max, "horizontalhealthbar2", true)>> <<if $choix_adversaire.mp >0>> <<run Mana($ennemi_mp, $ennemi_mp_max, "horizontalmanabar2", true)>> <</if>> <<script>> window.visibility_single('affichage_combat');<</script>> <<replace ".hp_perso">>$hp / $hp_max HP<</replace>> <<replace ".mp_perso">>$mp / $mp_max MP<</replace>> <<replace ".sp_perso">>$sp / 100 SP<</replace>> <<replace ".hp_ennemi">>$ennemi_hp / $ennemi_hp_max HP<</replace>> <<if $ennemi_mp_max >0 >> <<replace ".mp_ennemi">>$ennemi_mp / $ennemi_mp_max MP<</replace>> <</if>> <<replace "#printing">><<include "affichage_combat">><</replace>> <<replace "#menu_principal">><<include "StoryCaption">><</replace>> <<replace "#after">><<include "after_combat">><</replace>> <<replace "#fight">><<include "interface_combat">><</replace>> <</button>> <<else>> <button disabled="disabled">(not enough skill points)</button> <</if>> </div> </div> <</if>> <<if $lvl >=10 >> <div class="content"> <div class="gif"> <div class="small">[img[$img_skill_6]]</div> </div> <div class="description"> <div class="mise_page">This skill doubles your magic defense for 4 turns. <strong>Cost: 70sp.</strong></div> <<if $sp >=70 >> <<button "Use">> <<set $choix_moi to 4>><<set $sp -=70>> <<set $has_combat to true>> <<set $turn_defmup to 4>> <<set $defm=(2*($defm_perso + $defm_objets))>> <<set $resultat_round to setup.degat_nul($hp,$ennemi_hp,0,$ennemi_atk,0,$ennemi_atkm,$def,$ennemi_def,$defm,$ennemi_defm,$agi,$ennemi_agi,$vit,$ennemi_vit,$luck,$item_anti_m,$item_anti_p,$mp,$hp_bouclier,$mana_life,$ennemi_mp,$ennemi_cout_sort) >> <<set $degats=$resultat_round[0],$hp=$resultat_round[1],$ennemi_hp=$resultat_round[2],$crit=$resultat_round[3],$crit_e=$resultat_round[4],$eva=$resultat_round[5],$eva_e=$resultat_round[6],$luckyhit=$resultat_round[7],$choix_atk=$resultat_round[8],$premier=$resultat_round[9],$mp=$resultat_round[10],$mp_use=$resultat_round[11],$hp_bouclier=$resultat_round[12],$degat_bouclier=$resultat_round[13],$degat_pv=$resultat_round[14],$ennemi_mp=$resultat_round[15]>> <<run Health2($hp, $hp_max, "horizontalhealthbar", true)>> <<run Mana($mp, $mp_max, "horizontalmanabar", true)>> <<run SP($sp, 100, "horizontalspbar", true)>> <<run Health2($ennemi_hp, $ennemi_hp_max, "horizontalhealthbar2", true)>> <<if $choix_adversaire.mp >0>> <<run Mana($ennemi_mp, $ennemi_mp_max, "horizontalmanabar2", true)>> <</if>> <<script>> window.visibility_single('affichage_combat');<</script>> <<replace ".hp_perso">>$hp / $hp_max HP<</replace>> <<replace ".mp_perso">>$mp / $mp_max MP<</replace>> <<replace ".sp_perso">>$sp / 100 SP<</replace>> <<replace ".hp_ennemi">>$ennemi_hp / $ennemi_hp_max HP<</replace>> <<if $ennemi_mp_max >0 >> <<replace ".mp_ennemi">>$ennemi_mp / $ennemi_mp_max MP<</replace>> <</if>> <<replace "#printing">><<include "affichage_combat">><</replace>> <<replace "#menu_principal">><<include "StoryCaption">><</replace>> <<replace "#after">><<include "after_combat">><</replace>> <<replace "#fight">><<include "interface_combat">><</replace>> <</button>> <<else>> <button disabled="disabled">(not enough skill points)</button> <</if>> </div> </div> <</if>> <</if>> <<if $classe =="paladin">> <div class="menu-main"> <div class="gif"> <div class="small">[img[$img_skill_3]]</div> </div> <div class="description"> <div class="mise_page">A weak attack attracting the attention of the target, allows to quickly accumulate skill points. <strong>Cost: 0sp.</strong></div> <<button "Use">> <<set $choix_moi to 0>> <<if $sp <= 75>> <<set $sp+= 25>> <<else>> <<set $sp = 100>> <</if>> <<set $has_combat to true>> <<set $resultat_round to setup.attaquer($hp,$ennemi_hp,(0.5*$atk),$ennemi_atk,$atkm,$ennemi_atkm,$def,$ennemi_def,$defm,$ennemi_defm,$agi,$ennemi_agi,$vit,$ennemi_vit,$luck,$item_anti_m,$item_anti_p,$mp,$hp_bouclier,$mana_life,$ennemi_mp,$ennemi_cout_sort) >> <<set $degats=$resultat_round[0],$hp=$resultat_round[1],$ennemi_hp=$resultat_round[2],$crit=$resultat_round[3],$crit_e=$resultat_round[4],$eva=$resultat_round[5],$eva_e=$resultat_round[6],$luckyhit=$resultat_round[7],$choix_atk=$resultat_round[8],$premier=$resultat_round[9],$mp=$resultat_round[10],$mp_use=$resultat_round[11],$hp_bouclier=$resultat_round[12],$degat_bouclier=$resultat_round[13],$degat_pv=$resultat_round[14],$ennemi_mp=$resultat_round[15]>> <<run Health2($hp, $hp_max, "horizontalhealthbar", true)>> <<run Mana($mp, $mp_max, "horizontalmanabar", true)>> <<run SP($sp, 100, "horizontalspbar", true)>> <<run Health2($ennemi_hp, $ennemi_hp_max, "horizontalhealthbar2", true)>> <<if $choix_adversaire.mp >0>> <<run Mana($ennemi_mp, $ennemi_mp_max, "horizontalmanabar2", true)>> <</if>> <<script>> window.visibility_single('affichage_combat');<</script>> <<replace ".hp_perso">>$hp / $hp_max HP<</replace>> <<replace ".mp_perso">>$mp / $mp_max MP<</replace>> <<replace ".sp_perso">>$sp / 100 SP<</replace>> <<replace ".hp_ennemi">>$ennemi_hp / $ennemi_hp_max HP<</replace>> <<if $ennemi_mp_max >0 >> <<replace ".mp_ennemi">>$ennemi_mp / $ennemi_mp_max MP<</replace>> <</if>> <<replace "#printing">><<include "affichage_combat">><</replace>> <<replace "#menu_principal">><<include "StoryCaption">><</replace>> <<replace "#after">><<include "after_combat">><</replace>> <<replace "#fight">><<include "interface_combat">><</replace>> <</button>> </div> </div> <div class="content"> <div class="gif"> <div class="small">[img[$img_skill_5]]</div> </div> <div class="description"> <div class="mise_page">A skill that strengthens your physical defense for this round and returns some of the opponent's attack. <strong>Cost: 20sp.</strong></div> <<if $sp >=20>> <<button "Use">> <<set $choix_moi to 0>><<set $sp -=20>> <<set $has_combat to true>> <<set $resultat_round to setup.attaquer($hp,$ennemi_hp,(0.9*$ennemi_atk),$ennemi_atk,$atkm,$ennemi_atkm,(3*$def),$ennemi_def,$defm,$ennemi_defm,$agi,$ennemi_agi,$vit,$ennemi_vit,$luck,$item_anti_m,$item_anti_p,$mp,$hp_bouclier,$mana_life,$ennemi_mp,$ennemi_cout_sort) >> <<set $degats=$resultat_round[0],$hp=$resultat_round[1],$ennemi_hp=$resultat_round[2],$crit=$resultat_round[3],$crit_e=$resultat_round[4],$eva=$resultat_round[5],$eva_e=$resultat_round[6],$luckyhit=$resultat_round[7],$choix_atk=$resultat_round[8],$premier=$resultat_round[9],$mp=$resultat_round[10],$mp_use=$resultat_round[11],$hp_bouclier=$resultat_round[12],$degat_bouclier=$resultat_round[13],$degat_pv=$resultat_round[14],$ennemi_mp=$resultat_round[15]>> <<run Health2($hp, $hp_max, "horizontalhealthbar", true)>> <<run Mana($mp, $mp_max, "horizontalmanabar", true)>> <<run SP($sp, 100, "horizontalspbar", true)>> <<run Health2($ennemi_hp, $ennemi_hp_max, "horizontalhealthbar2", true)>> <<if $choix_adversaire.mp >0>> <<run Mana($ennemi_mp, $ennemi_mp_max, "horizontalmanabar2", true)>> <</if>> <<script>> window.visibility_single('affichage_combat');<</script>> <<replace ".hp_perso">>$hp / $hp_max HP<</replace>> <<replace ".mp_perso">>$mp / $mp_max MP<</replace>> <<replace ".sp_perso">>$sp / 100 SP<</replace>> <<replace ".hp_ennemi">>$ennemi_hp / $ennemi_hp_max HP<</replace>> <<if $ennemi_mp_max >0 >> <<replace ".mp_ennemi">>$ennemi_mp / $ennemi_mp_max MP<</replace>> <</if>> <<replace "#printing">><<include "affichage_combat">><</replace>> <<replace "#menu_principal">><<include "StoryCaption">><</replace>> <<replace "#after">><<include "after_combat">><</replace>> <<replace "#fight">><<include "interface_combat">><</replace>> <</button>> <<else>> <button disabled="disabled">(not enough skill points)</button> <</if>> </div> </div> <<if $lvl >=5>> <div class="menu-main"> <div class="gif"> <div class="small">[img[$img_skill_4]]</div> </div> <div class="description"> <div class="mise_page">A skill that reinforces the magic defense for this round and injures the attacker. <strong>Cost: 20sp.</strong></div> <<if $sp >=20>> <<button "Use">> <<set $choix_moi to 0>><<set $sp -=20>> <<set $has_combat to true>> <<set $resultat_round to setup.attaquer($hp,$ennemi_hp,(0.8*$ennemi_atkm),$ennemi_atk,$atkm,$ennemi_atkm,$def,$ennemi_def,(2*$defm),$ennemi_defm,$agi,$ennemi_agi,$vit,$ennemi_vit,$luck,$item_anti_m,$item_anti_p,$mp,$hp_bouclier,$mana_life,$ennemi_mp,$ennemi_cout_sort) >> <<set $degats=$resultat_round[0],$hp=$resultat_round[1],$ennemi_hp=$resultat_round[2],$crit=$resultat_round[3],$crit_e=$resultat_round[4],$eva=$resultat_round[5],$eva_e=$resultat_round[6],$luckyhit=$resultat_round[7],$choix_atk=$resultat_round[8],$premier=$resultat_round[9],$mp=$resultat_round[10],$mp_use=$resultat_round[11],$hp_bouclier=$resultat_round[12],$degat_bouclier=$resultat_round[13],$degat_pv=$resultat_round[14],$ennemi_mp=$resultat_round[15]>> <<run Health2($hp, $hp_max, "horizontalhealthbar", true)>> <<run Mana($mp, $mp_max, "horizontalmanabar", true)>> <<run SP($sp, 100, "horizontalspbar", true)>> <<run Health2($ennemi_hp, $ennemi_hp_max, "horizontalhealthbar2", true)>> <<if $choix_adversaire.mp >0>> <<run Mana($ennemi_mp, $ennemi_mp_max, "horizontalmanabar2", true)>> <</if>> <<script>> window.visibility_single('affichage_combat');<</script>> <<replace ".hp_perso">>$hp / $hp_max HP<</replace>> <<replace ".mp_perso">>$mp / $mp_max MP<</replace>> <<replace ".sp_perso">>$sp / 100 SP<</replace>> <<replace ".hp_ennemi">>$ennemi_hp / $ennemi_hp_max HP<</replace>> <<if $ennemi_mp_max >0 >> <<replace ".mp_ennemi">>$ennemi_mp / $ennemi_mp_max MP<</replace>> <</if>> <<replace "#printing">><<include "affichage_combat">><</replace>> <<replace "#menu_principal">><<include "StoryCaption">><</replace>> <<replace "#after">><<include "after_combat">><</replace>> <<replace "#fight">><<include "interface_combat">><</replace>> <</button>> <<else>> <button disabled="disabled">(not enough skill points)</button> <</if>> </div> </div> <</if>> <<if $lvl >=10>> <div class="content"> <div class="gif"> <div class="small">[img[$img_skill_7]]</div> </div> <div class="description"> <div class="mise_page"> This skill doubles your physical defense for 4 turns.<strong>Cost: 70sp.</strong></div> <<if $sp >=70 >> <<button "Use">> <<set $choix_moi to 4>><<set $sp -=70>> <<set $has_combat to true>> <<set $turn_defup to 4>> <<set $def=(2*($def_perso + $def_objets))>> <<set $resultat_round to setup.degat_nul($hp,$ennemi_hp,0,$ennemi_atk,0,$ennemi_atkm,$def,$ennemi_def,$defm,$ennemi_defm,$agi,$ennemi_agi,$vit,$ennemi_vit,$luck,$item_anti_m,$item_anti_p,$mp,$hp_bouclier,$mana_life,$ennemi_mp,$ennemi_cout_sort) >> <<set $degats=$resultat_round[0],$hp=$resultat_round[1],$ennemi_hp=$resultat_round[2],$crit=$resultat_round[3],$crit_e=$resultat_round[4],$eva=$resultat_round[5],$eva_e=$resultat_round[6],$luckyhit=$resultat_round[7],$choix_atk=$resultat_round[8],$premier=$resultat_round[9],$mp=$resultat_round[10],$mp_use=$resultat_round[11],$hp_bouclier=$resultat_round[12],$degat_bouclier=$resultat_round[13],$degat_pv=$resultat_round[14],$ennemi_mp=$resultat_round[15]>> <<run Health2($hp, $hp_max, "horizontalhealthbar", true)>> <<run Mana($mp, $mp_max, "horizontalmanabar", true)>> <<run SP($sp, 100, "horizontalspbar", true)>> <<run Health2($ennemi_hp, $ennemi_hp_max, "horizontalhealthbar2", true)>> <<if $choix_adversaire.mp >0>> <<run Mana($ennemi_mp, $ennemi_mp_max, "horizontalmanabar2", true)>> <</if>> <<script>> window.visibility_single('affichage_combat');<</script>> <<replace ".hp_perso">>$hp / $hp_max HP<</replace>> <<replace ".mp_perso">>$mp / $mp_max MP<</replace>> <<replace ".sp_perso">>$sp / 100 SP<</replace>> <<replace ".hp_ennemi">>$ennemi_hp / $ennemi_hp_max HP<</replace>> <<if $ennemi_mp_max >0 >> <<replace ".mp_ennemi">>$ennemi_mp / $ennemi_mp_max MP<</replace>> <</if>> <<replace "#printing">><<include "affichage_combat">><</replace>> <<replace "#menu_principal">><<include "StoryCaption">><</replace>> <<replace "#after">><<include "after_combat">><</replace>> <<replace "#fight">><<include "interface_combat">><</replace>> <</button>> <<else>> <button disabled="disabled">(not enough skill points)</button> <</if>> </div> </div> <</if>> <</if>> <<if $classe =="epeiste">> <div class="menu-main"> <div class="gif"> <div class="small">[img[$img_skill_8]]</div> </div> <div class="description"> <div class="mise_page">A piercing skill, ignores a part of the opposing defense.<strong> Cost:15sp</strong> </div> <<if $sp >=15>> <<button "Use">> <<set $choix_moi to 0>><<set $sp -=15>> <<set $has_combat to true>> <<set $resultat_round to setup.attaquer($hp,$ennemi_hp,(1.2*$atk),$ennemi_atk,$atkm,$ennemi_atkm,$def,(0.7*$ennemi_def),$defm,$ennemi_defm,$agi,$ennemi_agi,$vit,$ennemi_vit,$luck,$item_anti_m,$item_anti_p,$mp,$hp_bouclier,$mana_life,$ennemi_mp,$ennemi_cout_sort) >> <<set $degats=$resultat_round[0],$hp=$resultat_round[1],$ennemi_hp=$resultat_round[2],$crit=$resultat_round[3],$crit_e=$resultat_round[4],$eva=$resultat_round[5],$eva_e=$resultat_round[6],$luckyhit=$resultat_round[7],$choix_atk=$resultat_round[8],$premier=$resultat_round[9],$mp=$resultat_round[10],$mp_use=$resultat_round[11],$hp_bouclier=$resultat_round[12],$degat_bouclier=$resultat_round[13],$degat_pv=$resultat_round[14],$ennemi_mp=$resultat_round[15]>> <<run Health2($hp, $hp_max, "horizontalhealthbar", true)>> <<run Mana($mp, $mp_max, "horizontalmanabar", true)>> <<run SP($sp, 100, "horizontalspbar", true)>> <<run Health2($ennemi_hp, $ennemi_hp_max, "horizontalhealthbar2", true)>> <<if $choix_adversaire.mp >0>> <<run Mana($ennemi_mp, $ennemi_mp_max, "horizontalmanabar2", true)>> <</if>> <<script>> window.visibility_single('affichage_combat');<</script>> <<replace ".hp_perso">>$hp / $hp_max HP<</replace>> <<replace ".mp_perso">>$mp / $mp_max MP<</replace>> <<replace ".sp_perso">>$sp / 100 SP<</replace>> <<replace ".hp_ennemi">>$ennemi_hp / $ennemi_hp_max HP<</replace>> <<if $ennemi_mp_max >0 >> <<replace ".mp_ennemi">>$ennemi_mp / $ennemi_mp_max MP<</replace>> <</if>> <<replace "#printing">><<include "affichage_combat">><</replace>> <<replace "#menu_principal">><<include "StoryCaption">><</replace>> <<replace "#after">><<include "after_combat">><</replace>> <<replace "#fight">><<include "interface_combat">><</replace>> <</button>> <<else>> <button disabled="disabled">(not enough skill points)</button> <</if>> </div> </div> <div class="content"> <div class="gif"> <div class="small">[img[$img_skill_9]]</div> </div> <div class="description"> <div class="mise_page">An attack targeting enemy weaknesses to maximize damage. <strong>Cost: 30sp.</strong></div> <<if $sp >=30>> <<button "Use">> <<set $choix_moi to 0>><<set $sp -=30>> <<set $has_combat to true>> <<set $resultat_round to setup.attaquer($hp,$ennemi_hp,(2.5*$atk),$ennemi_atk,$atkm,$ennemi_atkm,$def,(0.85*$ennemi_def),$defm,(0.85*$ennemi_defm),$agi,$ennemi_agi,$vit,$ennemi_vit,$luck,$item_anti_m,$item_anti_p,$mp,$hp_bouclier,$mana_life,$ennemi_mp,$ennemi_cout_sort) >> <<set $degats=$resultat_round[0],$hp=$resultat_round[1],$ennemi_hp=$resultat_round[2],$crit=$resultat_round[3],$crit_e=$resultat_round[4],$eva=$resultat_round[5],$eva_e=$resultat_round[6],$luckyhit=$resultat_round[7],$choix_atk=$resultat_round[8],$premier=$resultat_round[9],$mp=$resultat_round[10],$mp_use=$resultat_round[11],$hp_bouclier=$resultat_round[12],$degat_bouclier=$resultat_round[13],$degat_pv=$resultat_round[14],$ennemi_mp=$resultat_round[15]>> <<run Health2($hp, $hp_max, "horizontalhealthbar", true)>> <<run Mana($mp, $mp_max, "horizontalmanabar", true)>> <<run SP($sp, 100, "horizontalspbar", true)>> <<run Health2($ennemi_hp, $ennemi_hp_max, "horizontalhealthbar2", true)>> <<if $choix_adversaire.mp >0>> <<run Mana($ennemi_mp, $ennemi_mp_max, "horizontalmanabar2", true)>> <</if>> <<script>> window.visibility_single('affichage_combat');<</script>> <<replace ".hp_perso">>$hp / $hp_max HP<</replace>> <<replace ".mp_perso">>$mp / $mp_max MP<</replace>> <<replace ".sp_perso">>$sp / 100 SP<</replace>> <<replace ".hp_ennemi">>$ennemi_hp / $ennemi_hp_max HP<</replace>> <<if $ennemi_mp_max >0 >> <<replace ".mp_ennemi">>$ennemi_mp / $ennemi_mp_max MP<</replace>> <</if>> <<replace "#printing">><<include "affichage_combat">><</replace>> <<replace "#menu_principal">><<include "StoryCaption">><</replace>> <<replace "#after">><<include "after_combat">><</replace>> <<replace "#fight">><<include "interface_combat">><</replace>> <</button>> <<else>> <button disabled="disabled">(not enough skill points)</button> <</if>> </div> </div> <</if>> <<if $classe =="archer">> <div class="menu-main"> <div class="gif"> <div class="small">[img[$img_skill_10]]</div> </div> <div class="description"> <div class="mise_page">a quick attack, with a high critical hit rate. <strong>Cost: 20sp.</strong></div> <<if $sp >= 20>> <<button "Use">> <<set $choix_moi to 0>><<set $sp -=20>> <<set $has_combat to true>> <<set $resultat_round to setup.attaquer($hp,$ennemi_hp,$atk,$ennemi_atk,$atkm,$ennemi_atkm,$def,$ennemi_def,$defm,$ennemi_defm,(50*$agi),$ennemi_agi,(25*$vit),$ennemi_vit,$luck,$item_anti_m,$item_anti_p,$mp,$hp_bouclier,$mana_life,$ennemi_mp,$ennemi_cout_sort) >> <<set $degats=$resultat_round[0],$hp=$resultat_round[1],$ennemi_hp=$resultat_round[2],$crit=$resultat_round[3],$crit_e=$resultat_round[4],$eva=$resultat_round[5],$eva_e=$resultat_round[6],$luckyhit=$resultat_round[7],$choix_atk=$resultat_round[8],$premier=$resultat_round[9],$mp=$resultat_round[10],$mp_use=$resultat_round[11],$hp_bouclier=$resultat_round[12],$degat_bouclier=$resultat_round[13],$degat_pv=$resultat_round[14],$ennemi_mp=$resultat_round[15]>> <<run Health2($hp, $hp_max, "horizontalhealthbar", true)>> <<run Mana($mp, $mp_max, "horizontalmanabar", true)>> <<run SP($sp, 100, "horizontalspbar", true)>> <<run Health2($ennemi_hp, $ennemi_hp_max, "horizontalhealthbar2", true)>> <<if $choix_adversaire.mp >0>> <<run Mana($ennemi_mp, $ennemi_mp_max, "horizontalmanabar2", true)>> <</if>> <<script>> window.visibility_single('affichage_combat');<</script>> <<replace ".hp_perso">>$hp / $hp_max HP<</replace>> <<replace ".mp_perso">>$mp / $mp_max MP<</replace>> <<replace ".sp_perso">>$sp / 100 SP<</replace>> <<replace ".hp_ennemi">>$ennemi_hp / $ennemi_hp_max HP<</replace>> <<if $ennemi_mp_max >0 >> <<replace ".mp_ennemi">>$ennemi_mp / $ennemi_mp_max MP<</replace>> <</if>> <<replace "#printing">><<include "affichage_combat">><</replace>> <<replace "#menu_principal">><<include "StoryCaption">><</replace>> <<replace "#after">><<include "after_combat">><</replace>> <<replace "#fight">><<include "interface_combat">><</replace>> <</button>> <<else>> <button disabled="disabled">(not enough skill points)</button> <</if>> </div> </div> <div class="content"> <div class="gif"> <div class="small">[img[$img_skill_11]]</div> </div> <div class="description"> <div class="mise_page">A quick attack reducing agility of the target. <strong>Cost: 40sp.</strong></div> <<if $sp >=40>> <<button "Use">> <<set $choix_moi to 0>><<set $has_combat to true>> <<set $sp -=40>> <<set $resultat_round to setup.attaquer($hp,$ennemi_hp,(1.8*$atk),$ennemi_atk,$atkm,$ennemi_atkm,(0.9*$def),$ennemi_def,$defm,$ennemi_defm,$agi,(0.5*$ennemi_agi),$vit,$ennemi_vit,$luck,$item_anti_m,$item_anti_p,$mp,$hp_bouclier,$mana_life,$ennemi_mp,$ennemi_cout_sort) >> <<set $degats=$resultat_round[0],$hp=$resultat_round[1],$ennemi_hp=$resultat_round[2],$crit=$resultat_round[3],$crit_e=$resultat_round[4],$eva=$resultat_round[5],$eva_e=$resultat_round[6],$luckyhit=$resultat_round[7],$choix_atk=$resultat_round[8],$premier=$resultat_round[9],$mp=$resultat_round[10],$mp_use=$resultat_round[11],$hp_bouclier=$resultat_round[12],$degat_bouclier=$resultat_round[13],$degat_pv=$resultat_round[14],$ennemi_mp=$resultat_round[15]>> <<run Health2($hp, $hp_max, "horizontalhealthbar", true)>> <<run Mana($mp, $mp_max, "horizontalmanabar", true)>> <<run SP($sp, 100, "horizontalspbar", true)>> <<run Health2($ennemi_hp, $ennemi_hp_max, "horizontalhealthbar2", true)>> <<if $choix_adversaire.mp >0>> <<run Mana($ennemi_mp, $ennemi_mp_max, "horizontalmanabar2", true)>> <</if>> <<script>> window.visibility_single('affichage_combat');<</script>> <<replace ".hp_perso">>$hp / $hp_max HP<</replace>> <<replace ".mp_perso">>$mp / $mp_max MP<</replace>> <<replace ".sp_perso">>$sp / 100 SP<</replace>> <<replace ".hp_ennemi">>$ennemi_hp / $ennemi_hp_max HP<</replace>> <<if $ennemi_mp_max >0 >> <<replace ".mp_ennemi">>$ennemi_mp / $ennemi_mp_max MP<</replace>> <</if>> <<replace "#printing">><<include "affichage_combat">><</replace>> <<replace "#menu_principal">><<include "StoryCaption">><</replace>> <<replace "#after">><<include "after_combat">><</replace>> <<replace "#fight">><<include "interface_combat">><</replace>> <</button>> <<else>> <button disabled="disabled">(not enough skill points)</button> <</if>> </div> </div> <</if>> <<if $classe =="berserke">> <div class="menu-main"> <div class="gif"> <div class="small">[img[$img_skill_12]]</div> </div> <div class="description"> <div class="mise_page">A skill to launch a raging attack to the detriment of the defense.<strong> Cost:25sp</strong></div> <<if $sp >=25>> <<button "Use">> <<set $choix_moi to 0>><<set $sp -=25>> <<set $has_combat to true>> <<set $resultat_round to setup.attaquer($hp,$ennemi_hp,(2.8*$atk),$ennemi_atk,$atkm,$ennemi_atkm,(0.5*$def),$ennemi_def,$defm,$ennemi_defm,$agi,$ennemi_agi,$vit,$ennemi_vit,$luck,$item_anti_m,$item_anti_p,$mp,$hp_bouclier,$mana_life,$ennemi_mp,$ennemi_cout_sort) >> <<set $degats=$resultat_round[0],$hp=$resultat_round[1],$ennemi_hp=$resultat_round[2],$crit=$resultat_round[3],$crit_e=$resultat_round[4],$eva=$resultat_round[5],$eva_e=$resultat_round[6],$luckyhit=$resultat_round[7],$choix_atk=$resultat_round[8],$premier=$resultat_round[9],$mp=$resultat_round[10],$mp_use=$resultat_round[11],$hp_bouclier=$resultat_round[12],$degat_bouclier=$resultat_round[13],$degat_pv=$resultat_round[14],$ennemi_mp=$resultat_round[15]>> <<run Health2($hp, $hp_max, "horizontalhealthbar", true)>> <<run Mana($mp, $mp_max, "horizontalmanabar", true)>> <<run SP($sp, 100, "horizontalspbar", true)>> <<run Health2($ennemi_hp, $ennemi_hp_max, "horizontalhealthbar2", true)>> <<if $choix_adversaire.mp >0>> <<run Mana($ennemi_mp, $ennemi_mp_max, "horizontalmanabar2", true)>> <</if>> <<script>> window.visibility_single('affichage_combat');<</script>> <<replace ".hp_perso">>$hp / $hp_max HP<</replace>> <<replace ".mp_perso">>$mp / $mp_max MP<</replace>> <<replace ".sp_perso">>$sp / 100 SP<</replace>> <<replace ".hp_ennemi">>$ennemi_hp / $ennemi_hp_max HP<</replace>> <<if $ennemi_mp_max >0 >> <<replace ".mp_ennemi">>$ennemi_mp / $ennemi_mp_max MP<</replace>> <</if>> <<replace "#printing">><<include "affichage_combat">><</replace>> <<replace "#menu_principal">><<include "StoryCaption">><</replace>> <<replace "#after">><<include "after_combat">><</replace>> <<replace "#fight">><<include "interface_combat">><</replace>> <</button>> <<else>> <button disabled="disabled">(not enough skill points)</button> <</if>> </div> </div> <div class="content"> <div class="gif"> <div class="small">[img[$img_skill_13]]</div> </div> <div class="description"> <div class="mise_page">Sacrifice 20% of its vitality to launch an extremely powerful attack. <strong>Cost: 30sp.</strong></div> <<if $sp >=30>> <<button "Use">> <<set $choix_moi to 0>><<set $sp -=30>> <<set $has_combat to true>> <<set $resultat_round to setup.attaquer(Math.round(($hp-0.2*$hp_max)),$ennemi_hp,(4*$atk),$ennemi_atk,$atkm,$ennemi_atkm,$def,$ennemi_def,$defm,$ennemi_defm,$agi,$ennemi_agi,$vit,$ennemi_vit,$luck,$item_anti_m,$item_anti_p,$mp,$hp_bouclier,$mana_life,$ennemi_mp,$ennemi_cout_sort) >> <<set $degats=$resultat_round[0],$hp=$resultat_round[1],$ennemi_hp=$resultat_round[2],$crit=$resultat_round[3],$crit_e=$resultat_round[4],$eva=$resultat_round[5],$eva_e=$resultat_round[6],$luckyhit=$resultat_round[7],$choix_atk=$resultat_round[8],$premier=$resultat_round[9],$mp=$resultat_round[10],$mp_use=$resultat_round[11],$hp_bouclier=$resultat_round[12],$degat_bouclier=$resultat_round[13],$degat_pv=$resultat_round[14],$ennemi_mp=$resultat_round[15]>> <<run Health2($hp, $hp_max, "horizontalhealthbar", true)>> <<run Mana($mp, $mp_max, "horizontalmanabar", true)>> <<run SP($sp, 100, "horizontalspbar", true)>> <<run Health2($ennemi_hp, $ennemi_hp_max, "horizontalhealthbar2", true)>> <<if $choix_adversaire.mp >0>> <<run Mana($ennemi_mp, $ennemi_mp_max, "horizontalmanabar2", true)>> <</if>> <<script>> window.visibility_single('affichage_combat');<</script>> <<replace ".hp_perso">>$hp / $hp_max HP<</replace>> <<replace ".mp_perso">>$mp / $mp_max MP<</replace>> <<replace ".sp_perso">>$sp / 100 SP<</replace>> <<replace ".hp_ennemi">>$ennemi_hp / $ennemi_hp_max HP<</replace>> <<if $ennemi_mp_max >0 >> <<replace ".mp_ennemi">>$ennemi_mp / $ennemi_mp_max MP<</replace>> <</if>> <<replace "#printing">><<include "affichage_combat">><</replace>> <<replace "#menu_principal">><<include "StoryCaption">><</replace>> <<replace "#after">><<include "after_combat">><</replace>> <<replace "#fight">><<include "interface_combat">><</replace>> <</button>> <<else>> <button disabled="disabled">(not enough skill points)</button> <</if>> </div> </div> <<if $lvl >=10 >> <div class="content"> <div class="gif"> <div class="small">[img[$img_skill_14]]</div> </div> <div class="description"> <div class="mise_page">This skill doubles your attack and reduce to half your defense for 3 turns. <strong>Cost: 70sp.</strong></div> <<if $sp >=70 >> <<button "Use">> <<set $choix_moi to 4>><<set $sp -=70>> <<set $has_combat to true>> <<set $turn_berserke to 3>> <<set $def=(0.5*($def_perso + $def_objets))>> <<set $atk=(2*($atk_perso + $atk_objets))>> <<set $resultat_round to setup.degat_nul($hp,$ennemi_hp,0,$ennemi_atk,0,$ennemi_atkm,$def,$ennemi_def,$defm,$ennemi_defm,$agi,$ennemi_agi,$vit,$ennemi_vit,$luck,$item_anti_m,$item_anti_p,$mp,$hp_bouclier,$mana_life,$ennemi_mp,$ennemi_cout_sort) >> <<set $degats=$resultat_round[0],$hp=$resultat_round[1],$ennemi_hp=$resultat_round[2],$crit=$resultat_round[3],$crit_e=$resultat_round[4],$eva=$resultat_round[5],$eva_e=$resultat_round[6],$luckyhit=$resultat_round[7],$choix_atk=$resultat_round[8],$premier=$resultat_round[9],$mp=$resultat_round[10],$mp_use=$resultat_round[11],$hp_bouclier=$resultat_round[12],$degat_bouclier=$resultat_round[13],$degat_pv=$resultat_round[14],$ennemi_mp=$resultat_round[15]>> <<run Health2($hp, $hp_max, "horizontalhealthbar", true)>> <<run Mana($mp, $mp_max, "horizontalmanabar", true)>> <<run SP($sp, 100, "horizontalspbar", true)>> <<run Health2($ennemi_hp, $ennemi_hp_max, "horizontalhealthbar2", true)>> <<if $choix_adversaire.mp >0>> <<run Mana($ennemi_mp, $ennemi_mp_max, "horizontalmanabar2", true)>> <</if>> <<script>> window.visibility_single('affichage_combat');<</script>> <<replace ".hp_perso">>$hp / $hp_max HP<</replace>> <<replace ".mp_perso">>$mp / $mp_max MP<</replace>> <<replace ".sp_perso">>$sp / 100 SP<</replace>> <<replace ".hp_ennemi">>$ennemi_hp / $ennemi_hp_max HP<</replace>> <<if $ennemi_mp_max >0 >> <<replace ".mp_ennemi">>$ennemi_mp / $ennemi_mp_max MP<</replace>> <</if>> <<replace "#printing">><<include "affichage_combat">><</replace>> <<replace "#menu_principal">><<include "StoryCaption">><</replace>> <<replace "#after">><<include "after_combat">><</replace>> <<replace "#fight">><<include "interface_combat">><</replace>> <</button>> <<else>> <button disabled="disabled">(not enough skill points)</button> <</if>> </div> </div> <</if>> <</if>> </div> </div> <div id="sorts"> <div class="diapo"> <div class="menu-main"> <div class="gif"> <div class="small">[img[$img_sort_1]]</div> </div> <div class="description"> <div class="mise_page">A small fireball, enough to light a fire at most. <strong>Cost: 20mp.</strong></div> <<if $mp >= 20>> <<button "Use">> <<set $mp -=20>> <<set $choix_moi to 1>> <<set $has_combat to true>> <<set $resultat_round to setup.m_attaquer($hp,$ennemi_hp,$atk,$ennemi_atk,$atkm,$ennemi_atkm,$def,$ennemi_def,$defm,$ennemi_defm,$agi,$ennemi_agi,$vit,$ennemi_vit,$luck,$item_anti_m,$item_anti_p,"fire",$ennemi_type,$mp,$hp_bouclier,$mana_life,$ennemi_mp,$ennemi_cout_sort) >> <<set $degats=$resultat_round[0],$hp=$resultat_round[1],$ennemi_hp=$resultat_round[2],$crit=$resultat_round[3],$crit_e=$resultat_round[4],$eva=$resultat_round[5],$eva_e=$resultat_round[6],$luckyhit=$resultat_round[7],$choix_atk=$resultat_round[8],$efficacite=$resultat_round[9],$premier=$resultat_round[10],$mp=$resultat_round[11],$mp_use=$resultat_round[12],$hp_bouclier=$resultat_round[13],$degat_bouclier=$resultat_round[14],$degat_pv=$resultat_round[15],$ennemi_mp=$resultat_round[16] >> <<run Health2($hp, $hp_max, "horizontalhealthbar", true)>> <<run Mana($mp, $mp_max, "horizontalmanabar", true)>> <<run SP($sp, 100, "horizontalspbar", true)>> <<run Health2($ennemi_hp, $ennemi_hp_max, "horizontalhealthbar2", true)>> <<if $choix_adversaire.mp >0>> <<run Mana($ennemi_mp, $ennemi_mp_max, "horizontalmanabar2", true)>> <</if>> <<script>> window.visibility_single('affichage_combat');<</script>> <<replace ".hp_perso">>$hp / $hp_max HP<</replace>> <<replace ".mp_perso">>$mp / $mp_max MP<</replace>> <<replace ".sp_perso">>$sp / 100 SP<</replace>> <<replace ".hp_ennemi">>$ennemi_hp / $ennemi_hp_max HP<</replace>> <<if $ennemi_mp_max >0 >> <<replace ".mp_ennemi">>$ennemi_mp / $ennemi_mp_max MP<</replace>> <</if>> <<replace "#printing">><<include "affichage_combat">><</replace>> <<replace "#menu_principal">><<include "StoryCaption">><</replace>> <<replace "#after">><<include "after_combat">><</replace>> <<replace "#fight">><<include "interface_combat">><</replace>> <</button>> <<else>> <button disabled="disabled">(not enough mana)</button> <</if>> </div> </div> <div class="content"> <div class="gif"> <div class="small">[img[$img_sort_2]]</div> </div> <div class="description"> <div class="mise_page">It's a lightning bolt! <strong>Cost: 25mp.</strong></div> <<if $mp >= 25>> <<button "Use">> <<set $mp -=25>> <<set $choix_moi to 1>> <<set $has_combat to true>> <<set $resultat_round to setup.m_attaquer($hp,$ennemi_hp,$atk,$ennemi_atk,$atkm,$ennemi_atkm,$def,$ennemi_def,$defm,$ennemi_defm,$agi,$ennemi_agi,$vit,$ennemi_vit,$luck,$item_anti_m,$item_anti_p,"thunder",$ennemi_type,$mp,$hp_bouclier,$mana_life,$ennemi_mp,$ennemi_cout_sort) >> <<set $degats=$resultat_round[0],$hp=$resultat_round[1],$ennemi_hp=$resultat_round[2],$crit=$resultat_round[3],$crit_e=$resultat_round[4],$eva=$resultat_round[5],$eva_e=$resultat_round[6],$luckyhit=$resultat_round[7],$choix_atk=$resultat_round[8],$efficacite=$resultat_round[9],$premier=$resultat_round[10],$mp=$resultat_round[11],$mp_use=$resultat_round[12],$hp_bouclier=$resultat_round[13],$degat_bouclier=$resultat_round[14],$degat_pv=$resultat_round[15],$ennemi_mp=$resultat_round[16] >> <<run Health2($hp, $hp_max, "horizontalhealthbar", true)>> <<run Mana($mp, $mp_max, "horizontalmanabar", true)>> <<run SP($sp, 100, "horizontalspbar", true)>> <<run Health2($ennemi_hp, $ennemi_hp_max, "horizontalhealthbar2", true)>> <<if $choix_adversaire.mp >0>> <<run Mana($ennemi_mp, $ennemi_mp_max, "horizontalmanabar2", true)>> <</if>> <<script>> window.visibility_single('affichage_combat');<</script>> <<replace ".hp_perso">>$hp / $hp_max HP<</replace>> <<replace ".mp_perso">>$mp / $mp_max MP<</replace>> <<replace ".sp_perso">>$sp / 100 SP<</replace>> <<replace ".hp_ennemi">>$ennemi_hp / $ennemi_hp_max HP<</replace>> <<if $ennemi_mp_max >0 >> <<replace ".mp_ennemi">>$ennemi_mp / $ennemi_mp_max MP<</replace>> <</if>> <<replace "#printing">><<include "affichage_combat">><</replace>> <<replace "#menu_principal">><<include "StoryCaption">><</replace>> <<replace "#after">><<include "after_combat">><</replace>> <<replace "#fight">><<include "interface_combat">><</replace>> <</button>> <<else>> <button disabled="disabled">(not enough mana)</button> <</if>> </div> </div> <div class="menu-main"> <div class="gif"> <div class="small">[img[$img_sort_3]]</div> </div> <div class="description"> <div class="mise_page">It's a little water geyser! <strong>Cost: 25mp.</strong></div> <<if $mp >= 25>> <<button "Use">> <<set $mp -=25>> <<set $choix_moi to 1>> <<set $has_combat to true>> <<set $resultat_round to setup.m_attaquer($hp,$ennemi_hp,$atk,$ennemi_atk,$atkm ,$ennemi_atkm,$def,$ennemi_def,$defm,$ennemi_defm,$agi,$ennemi_agi,$vit,$ennemi_vit,$luck,$item_anti_m,$item_anti_p,"water",$ennemi_type,$mp,$hp_bouclier,$mana_life,$ennemi_mp,$ennemi_cout_sort) >> <<set $degats=$resultat_round[0],$hp=$resultat_round[1],$ennemi_hp=$resultat_round[2],$crit=$resultat_round[3],$crit_e=$resultat_round[4],$eva=$resultat_round[5],$eva_e=$resultat_round[6],$luckyhit=$resultat_round[7],$choix_atk=$resultat_round[8],$efficacite=$resultat_round[9],$premier=$resultat_round[10],$mp=$resultat_round[11],$mp_use=$resultat_round[12],$hp_bouclier=$resultat_round[13],$degat_bouclier=$resultat_round[14],$degat_pv=$resultat_round[15],$ennemi_mp=$resultat_round[16] >> <<run Health2($hp, $hp_max, "horizontalhealthbar", true)>> <<run Mana($mp, $mp_max, "horizontalmanabar", true)>> <<run SP($sp, 100, "horizontalspbar", true)>> <<run Health2($ennemi_hp, $ennemi_hp_max, "horizontalhealthbar2", true)>> <<if $choix_adversaire.mp >0>> <<run Mana($ennemi_mp, $ennemi_mp_max, "horizontalmanabar2", true)>> <</if>> <<script>> window.visibility_single('affichage_combat');<</script>> <<replace ".hp_perso">>$hp / $hp_max HP<</replace>> <<replace ".mp_perso">>$mp / $mp_max MP<</replace>> <<replace ".sp_perso">>$sp / 100 SP<</replace>> <<replace ".hp_ennemi">>$ennemi_hp / $ennemi_hp_max HP<</replace>> <<if $ennemi_mp_max >0 >> <<replace ".mp_ennemi">>$ennemi_mp / $ennemi_mp_max MP<</replace>> <</if>> <<replace "#printing">><<include "affichage_combat">><</replace>> <<replace "#menu_principal">><<include "StoryCaption">><</replace>> <<replace "#after">><<include "after_combat">><</replace>> <<replace "#fight">><<include "interface_combat">><</replace>> <</button>> <<else>> <button disabled="disabled">(not enough mana)</button> <</if>> </div> </div> <div class="content"> <div class="gif"> <div class="small">[img[$img_sort_4]]</div> </div> <div class="description"> <div class="mise_page">Summon a liana that attacks the opponent.<strong>Cost: 25mp.</strong></div> <<if $mp >= 25>> <<button "Use">> <<set $mp -=25>> <<set $choix_moi to 1>> <<set $has_combat to true>> <<set $resultat_round to setup.m_attaquer($hp,$ennemi_hp,$atk,$ennemi_atk,$atkm,$ennemi_atkm,$def,$ennemi_def,$defm,$ennemi_defm,$agi,$ennemi_agi,$vit,$ennemi_vit,$luck,$item_anti_m,$item_anti_p,"wood",$ennemi_type,$mp,$hp_bouclier,$mana_life,$ennemi_mp,$ennemi_cout_sort) >> <<set $degats=$resultat_round[0],$hp=$resultat_round[1],$ennemi_hp=$resultat_round[2],$crit=$resultat_round[3],$crit_e=$resultat_round[4],$eva=$resultat_round[5],$eva_e=$resultat_round[6],$luckyhit=$resultat_round[7],$choix_atk=$resultat_round[8],$efficacite=$resultat_round[9],$premier=$resultat_round[10],$mp=$resultat_round[11],$mp_use=$resultat_round[12],$hp_bouclier=$resultat_round[13],$degat_bouclier=$resultat_round[14],$degat_pv=$resultat_round[15],$ennemi_mp=$resultat_round[16] >> <<run Health2($hp, $hp_max, "horizontalhealthbar", true)>> <<run Mana($mp, $mp_max, "horizontalmanabar", true)>> <<run SP($sp, 100, "horizontalspbar", true)>> <<run Health2($ennemi_hp, $ennemi_hp_max, "horizontalhealthbar2", true)>> <<if $choix_adversaire.mp >0>> <<run Mana($ennemi_mp, $ennemi_mp_max, "horizontalmanabar2", true)>> <</if>> <<script>> window.visibility_single('affichage_combat');<</script>> <<replace ".hp_perso">>$hp / $hp_max HP<</replace>> <<replace ".mp_perso">>$mp / $mp_max MP<</replace>> <<replace ".sp_perso">>$sp / 100 SP<</replace>> <<replace ".hp_ennemi">>$ennemi_hp / $ennemi_hp_max HP<</replace>> <<if $ennemi_mp_max >0 >> <<replace ".mp_ennemi">>$ennemi_mp / $ennemi_mp_max MP<</replace>> <</if>> <<replace "#printing">><<include "affichage_combat">><</replace>> <<replace "#menu_principal">><<include "StoryCaption">><</replace>> <<replace "#after">><<include "after_combat">><</replace>> <<replace "#fight">><<include "interface_combat">><</replace>> <</button>> <<else>> <button disabled="disabled">(not enough mana)</button> <</if>> </div> </div> <div class="menu-main"> <div class="gif"> <div class="small">[img[$img_sort_5]]</div> </div> <div class="description"> <div class="mise_page">Light heal! (+ 10% of hp) <strong>Cost: 35mp.</strong></div> <<if $mp >= 35>> <<if ($hp+0.1*$hp_max)<= $hp_max >> <<button "Use">> <<set $mp -=35>> <<set $choix_moi to 3>> <<set $soin to Math.round((0.1*$hp_max))>> <<set $has_combat to true>> <<set $resultat_round to setup.degat_nul(Math.round(($hp+0.1*$hp_max)),$ennemi_hp,0,$ennemi_atk,0,$ennemi_atkm,$def,$ennemi_def,$defm,$ennemi_defm,$agi,$ennemi_agi,$vit,$ennemi_vit,$luck,$item_anti_m,$item_anti_p,$mp,$hp_bouclier,$mana_life,$ennemi_mp,$ennemi_cout_sort) >> <<set $degats=$resultat_round[0],$hp=$resultat_round[1],$ennemi_hp=$resultat_round[2],$crit=$resultat_round[3],$crit_e=$resultat_round[4],$eva=$resultat_round[5],$eva_e=$resultat_round[6],$luckyhit=$resultat_round[7],$choix_atk=$resultat_round[8],$premier=$resultat_round[9],$mp=$resultat_round[10],$mp_use=$resultat_round[11],$hp_bouclier=$resultat_round[12],$degat_bouclier=$resultat_round[13],$degat_pv=$resultat_round[14],$ennemi_mp=$resultat_round[15]>> <<run Health2($hp, $hp_max, "horizontalhealthbar", true)>> <<run Mana($mp, $mp_max, "horizontalmanabar", true)>> <<run SP($sp, 100, "horizontalspbar", true)>> <<run Health2($ennemi_hp, $ennemi_hp_max, "horizontalhealthbar2", true)>> <<if $choix_adversaire.mp >0>> <<run Mana($ennemi_mp, $ennemi_mp_max, "horizontalmanabar2", true)>> <</if>> <<script>> window.visibility_single('affichage_combat');<</script>> <<replace ".hp_perso">>$hp / $hp_max HP<</replace>> <<replace ".mp_perso">>$mp / $mp_max MP<</replace>> <<replace ".sp_perso">>$sp / 100 SP<</replace>> <<replace ".hp_ennemi">>$ennemi_hp / $ennemi_hp_max HP<</replace>> <<if $ennemi_mp_max >0 >> <<replace ".mp_ennemi">>$ennemi_mp / $ennemi_mp_max MP<</replace>> <</if>> <<replace "#printing">><<include "affichage_combat">><</replace>> <<replace "#menu_principal">><<include "StoryCaption">><</replace>> <<replace "#after">><<include "after_combat">><</replace>> <<replace "#fight">><<include "interface_combat">><</replace>> <</button>> <<elseif $hp <$hp_max>> <<button "Use">> <<set $mp -=35>> <<set $choix_moi to 3>> <<set $soin to ($hp_max-$hp) >> <<set $has_combat to true>> <<set $resultat_round to setup.degat_nul($hp_max,$ennemi_hp,0,$ennemi_atk,0,$ennemi_atkm,$def,$ennemi_def,$defm,$ennemi_defm,$agi,$ennemi_agi,$vit,$ennemi_vit,$luck,$item_anti_m,$item_anti_p,$mp,$hp_bouclier,$mana_life,$ennemi_mp,$ennemi_cout_sort) >> <<set $degats=$resultat_round[0],$hp=$resultat_round[1],$ennemi_hp=$resultat_round[2],$crit=$resultat_round[3],$crit_e=$resultat_round[4],$eva=$resultat_round[5],$eva_e=$resultat_round[6],$luckyhit=$resultat_round[7],$choix_atk=$resultat_round[8],$premier=$resultat_round[9],$mp=$resultat_round[10],$mp_use=$resultat_round[11],$hp_bouclier=$resultat_round[12],$degat_bouclier=$resultat_round[13],$degat_pv=$resultat_round[14],$ennemi_mp=$resultat_round[15]>> <<run Health2($hp, $hp_max, "horizontalhealthbar", true)>> <<run Mana($mp, $mp_max, "horizontalmanabar", true)>> <<run SP($sp, 100, "horizontalspbar", true)>> <<run Health2($ennemi_hp, $ennemi_hp_max, "horizontalhealthbar2", true)>> <<if $choix_adversaire.mp >0>> <<run Mana($ennemi_mp, $ennemi_mp_max, "horizontalmanabar2", true)>> <</if>> <<script>> window.visibility_single('affichage_combat');<</script>> <<replace ".hp_perso">>$hp / $hp_max HP<</replace>> <<replace ".mp_perso">>$mp / $mp_max MP<</replace>> <<replace ".sp_perso">>$sp / 100 SP<</replace>> <<replace ".hp_ennemi">>$ennemi_hp / $ennemi_hp_max HP<</replace>> <<if $ennemi_mp_max >0 >> <<replace ".mp_ennemi">>$ennemi_mp / $ennemi_mp_max MP<</replace>> <</if>> <<replace "#printing">><<include "affichage_combat">><</replace>> <<replace "#menu_principal">><<include "StoryCaption">><</replace>> <<replace "#after">><<include "after_combat">><</replace>> <<replace "#fight">><<include "interface_combat">><</replace>> <</button>> <<else>> <button disabled="disabled">Spell unavailable.</button> <</if>> <<else>> <button disabled="disabled">(not enough mana)</button> <</if>> </div> </div> <div class="content"> <div class="gif"> <div class="small">[img[$img_sort_6]]</div> </div> <div class="description"> <div class="mise_page">A flash containing a large concentration of sacred element. <strong>Cost: 40mp.</strong></div> <<if $mp >= 40>> <<button "Use">> <<set $mp -=40>> <<set $choix_moi to 1>> <<set $has_combat to true>> <<set $resultat_round to setup.m_attaquer($hp,$ennemi_hp,$atk,$ennemi_atk,(1.2* $atkm),$ennemi_atkm,$def,$ennemi_def,$defm,$ennemi_defm,$agi,$ennemi_agi,$vit,$ennemi_vit,$luck,$item_anti_m,$item_anti_p,"light",$ennemi_type,$mp,$hp_bouclier,$mana_life,$ennemi_mp,$ennemi_cout_sort) >> <<set $degats=$resultat_round[0],$hp=$resultat_round[1],$ennemi_hp=$resultat_round[2],$crit=$resultat_round[3],$crit_e=$resultat_round[4],$eva=$resultat_round[5],$eva_e=$resultat_round[6],$luckyhit=$resultat_round[7],$choix_atk=$resultat_round[8],$efficacite=$resultat_round[9],$premier=$resultat_round[10],$mp=$resultat_round[11],$mp_use=$resultat_round[12],$hp_bouclier=$resultat_round[13],$degat_bouclier=$resultat_round[14],$degat_pv=$resultat_round[15],$ennemi_mp=$resultat_round[16] >> <<run Health2($hp, $hp_max, "horizontalhealthbar", true)>> <<run Mana($mp, $mp_max, "horizontalmanabar", true)>> <<run SP($sp, 100, "horizontalspbar", true)>> <<run Health2($ennemi_hp, $ennemi_hp_max, "horizontalhealthbar2", true)>> <<if $choix_adversaire.mp >0>> <<run Mana($ennemi_mp, $ennemi_mp_max, "horizontalmanabar2", true)>> <</if>> <<script>> window.visibility_single('affichage_combat');<</script>> <<replace ".hp_perso">>$hp / $hp_max HP<</replace>> <<replace ".mp_perso">>$mp / $mp_max MP<</replace>> <<replace ".sp_perso">>$sp / 100 SP<</replace>> <<replace ".hp_ennemi">>$ennemi_hp / $ennemi_hp_max HP<</replace>> <<if $ennemi_mp_max >0 >> <<replace ".mp_ennemi">>$ennemi_mp / $ennemi_mp_max MP<</replace>> <</if>> <<replace "#printing">><<include "affichage_combat">><</replace>> <<replace "#menu_principal">><<include "StoryCaption">><</replace>> <<replace "#after">><<include "after_combat">><</replace>> <<replace "#fight">><<include "interface_combat">><</replace>> <</button>> <<else>> <button disabled="disabled">(not enough mana)</button> <</if>> </div> </div> <<if $classe =="mage" or $classe =="archer">> <<if ($classe =="archer" and $lvl >= 15 ) or $classe =="mage" >> <div class="menu-main"> <div class="gif"> <div class="small">[img[$img_sort_7]]</div> </div> <div class="description"> <div class="mise_page">Intermediate health! (+ 25% of hp) <strong>Cost: 55mp.</strong></div> <<if $mp >= 55>> <<if ($hp+0.25*$hp_max)<= $hp_max >> <<button "Use">> <<set $mp -=55>> <<set $soin to Math.round((0.25*$hp_max))>> <<set $choix_moi to 3>> <<set $has_combat to true>> <<set $resultat_round to setup.degat_nul(Math.round(($hp+0.25*$hp_max)),$ennemi_hp,0,$ennemi_atk,0,$ennemi_atkm,$def,$ennemi_def,$defm,$ennemi_defm,$agi,$ennemi_agi,$vit,$ennemi_vit,$luck,$item_anti_m,$item_anti_p,$mp,$hp_bouclier,$mana_life,$ennemi_mp,$ennemi_cout_sort) >> <<set $degats=$resultat_round[0],$hp=$resultat_round[1],$ennemi_hp=$resultat_round[2],$crit=$resultat_round[3],$crit_e=$resultat_round[4],$eva=$resultat_round[5],$eva_e=$resultat_round[6],$luckyhit=$resultat_round[7],$choix_atk=$resultat_round[8],$premier=$resultat_round[9],$mp=$resultat_round[10],$mp_use=$resultat_round[11],$hp_bouclier=$resultat_round[12],$degat_bouclier=$resultat_round[13],$degat_pv=$resultat_round[14],$ennemi_mp=$resultat_round[15]>> <<run Health2($hp, $hp_max, "horizontalhealthbar", true)>> <<run Mana($mp, $mp_max, "horizontalmanabar", true)>> <<run SP($sp, 100, "horizontalspbar", true)>> <<run Health2($ennemi_hp, $ennemi_hp_max, "horizontalhealthbar2", true)>> <<if $choix_adversaire.mp >0>> <<run Mana($ennemi_mp, $ennemi_mp_max, "horizontalmanabar2", true)>> <</if>> <<script>> window.visibility_single('affichage_combat');<</script>> <<replace ".hp_perso">>$hp / $hp_max HP<</replace>> <<replace ".mp_perso">>$mp / $mp_max MP<</replace>> <<replace ".sp_perso">>$sp / 100 SP<</replace>> <<replace ".hp_ennemi">>$ennemi_hp / $ennemi_hp_max HP<</replace>> <<if $ennemi_mp_max >0 >> <<replace ".mp_ennemi">>$ennemi_mp / $ennemi_mp_max MP<</replace>> <</if>> <<replace "#printing">><<include "affichage_combat">><</replace>> <<replace "#menu_principal">><<include "StoryCaption">><</replace>> <<replace "#after">><<include "after_combat">><</replace>> <<replace "#fight">><<include "interface_combat">><</replace>> <</button>> <<elseif $hp < $hp_max>> <<button "Use">> <<set $mp -=55>> <<set $choix_moi to 3>> <<set $soin to ($hp_max-$hp) >> <<set $has_combat to true>> <<set $resultat_round to setup.degat_nul($hp_max,$ennemi_hp,0,$ennemi_atk,0,$ennemi_atkm,$def,$ennemi_def,$defm,$ennemi_defm,$agi,$ennemi_agi,$vit,$ennemi_vit,$luck,$item_anti_m,$item_anti_p,$mp,$hp_bouclier,$mana_life,$ennemi_mp,$ennemi_cout_sort) >> <<set $degats=$resultat_round[0],$hp=$resultat_round[1],$ennemi_hp=$resultat_round[2],$crit=$resultat_round[3],$crit_e=$resultat_round[4],$eva=$resultat_round[5],$eva_e=$resultat_round[6],$luckyhit=$resultat_round[7],$choix_atk=$resultat_round[8],$premier=$resultat_round[9],$mp=$resultat_round[10],$mp_use=$resultat_round[11],$hp_bouclier=$resultat_round[12],$degat_bouclier=$resultat_round[13],$degat_pv=$resultat_round[14],$ennemi_mp=$resultat_round[15]>> <<run Health2($hp, $hp_max, "horizontalhealthbar", true)>> <<run Mana($mp, $mp_max, "horizontalmanabar", true)>> <<run SP($sp, 100, "horizontalspbar", true)>> <<run Health2($ennemi_hp, $ennemi_hp_max, "horizontalhealthbar2", true)>> <<if $choix_adversaire.mp >0>> <<run Mana($ennemi_mp, $ennemi_mp_max, "horizontalmanabar2", true)>> <</if>> <<script>> window.visibility_single('affichage_combat');<</script>> <<replace ".hp_perso">>$hp / $hp_max HP<</replace>> <<replace ".mp_perso">>$mp / $mp_max MP<</replace>> <<replace ".sp_perso">>$sp / 100 SP<</replace>> <<replace ".hp_ennemi">>$ennemi_hp / $ennemi_hp_max HP<</replace>> <<if $ennemi_mp_max >0 >> <<replace ".mp_ennemi">>$ennemi_mp / $ennemi_mp_max MP<</replace>> <</if>> <<replace "#printing">><<include "affichage_combat">><</replace>> <<replace "#menu_principal">><<include "StoryCaption">><</replace>> <<replace "#after">><<include "after_combat">><</replace>> <<replace "#fight">><<include "interface_combat">><</replace>> <</button>> <<else>> <button disabled="disabled">Spell unavailable.</button> <</if>> <<else>> <button disabled="disabled">(not enough mana)</button> <</if>> </div> </div> <</if>> <<if ($classe =="archer" and $lvl >= 20 ) or ($classe =="mage" and $lvl >= 5 ) >> <div class="content"> <div class="gif"> <div class="small">[img[$img_sort_8]]</div> </div> <div class="description"> <div class="mise_page">It's a green fireball! <strong>Cost: 60mp.</strong></div> <<if $mp >= 60>> <<button "Use">> <<set $mp -=60>> <<set $choix_moi to 1>> <<set $has_combat to true>> <<set $resultat_round to setup.m_attaquer($hp,$ennemi_hp,$atk,$ennemi_atk,(1.8* $atkm),$ennemi_atkm,$def,$ennemi_def,$defm,$ennemi_defm,$agi,$ennemi_agi,$vit,$ennemi_vit,$luck,$item_anti_m,$item_anti_p,"fire",$ennemi_type,$mp,$hp_bouclier,$mana_life,$ennemi_mp,$ennemi_cout_sort) >> <<set $degats=$resultat_round[0],$hp=$resultat_round[1],$ennemi_hp=$resultat_round[2],$crit=$resultat_round[3],$crit_e=$resultat_round[4],$eva=$resultat_round[5],$eva_e=$resultat_round[6],$luckyhit=$resultat_round[7],$choix_atk=$resultat_round[8],$efficacite=$resultat_round[9],$premier=$resultat_round[10],$mp=$resultat_round[11],$mp_use=$resultat_round[12],$hp_bouclier=$resultat_round[13],$degat_bouclier=$resultat_round[14],$degat_pv=$resultat_round[15],$ennemi_mp=$resultat_round[16] >> <<run Health2($hp, $hp_max, "horizontalhealthbar", true)>> <<run Mana($mp, $mp_max, "horizontalmanabar", true)>> <<run SP($sp, 100, "horizontalspbar", true)>> <<run Health2($ennemi_hp, $ennemi_hp_max, "horizontalhealthbar2", true)>> <<if $choix_adversaire.mp >0>> <<run Mana($ennemi_mp, $ennemi_mp_max, "horizontalmanabar2", true)>> <</if>> <<script>> window.visibility_single('affichage_combat');<</script>> <<replace ".hp_perso">>$hp / $hp_max HP<</replace>> <<replace ".mp_perso">>$mp / $mp_max MP<</replace>> <<replace ".sp_perso">>$sp / 100 SP<</replace>> <<replace ".hp_ennemi">>$ennemi_hp / $ennemi_hp_max HP<</replace>> <<if $ennemi_mp_max >0 >> <<replace ".mp_ennemi">>$ennemi_mp / $ennemi_mp_max MP<</replace>> <</if>> <<replace "#printing">><<include "affichage_combat">><</replace>> <<replace "#menu_principal">><<include "StoryCaption">><</replace>> <<replace "#after">><<include "after_combat">><</replace>> <<replace "#fight">><<include "interface_combat">><</replace>> <</button>> <<else>> <button disabled="disabled">(not enough mana)</button> <</if>> </div> </div> <</if>> <</if>> <<if $classe=="mage" and $lvl >= 12>> <<if $lvl >=10>> <div class="menu-main"> <div class="gif"> <div class="small">[img[$img_sort_9]]</div> </div> <div class="description"> <div class="mise_page">Advanced health! (+ 60% of hp) <strong>Cost: 125mp.</strong></div> <<if $mp >= 125>> <<if ($hp+0.6*$hp_max)<= $hp_max >> <<button "Use">> <<set $mp -=125>> <<set $choix_moi to 3>> <<set $soin to Math.round((0.6*$hp_max))>> <<set $has_combat to true>> <<set $resultat_round to setup.degat_nul(Math.round(($hp+0.6*$hp_max)),$ennemi_hp,0,$ennemi_atk,0,$ennemi_atkm,$def,$ennemi_def,$defm,$ennemi_defm,$agi,$ennemi_agi,$vit,$ennemi_vit,$luck,$item_anti_m,$item_anti_p,$mp,$hp_bouclier,$mana_life,$ennemi_mp,$ennemi_cout_sort) >> <<set $degats=$resultat_round[0],$hp=$resultat_round[1],$ennemi_hp=$resultat_round[2],$crit=$resultat_round[3],$crit_e=$resultat_round[4],$eva=$resultat_round[5],$eva_e=$resultat_round[6],$luckyhit=$resultat_round[7],$choix_atk=$resultat_round[8],$premier=$resultat_round[9],$mp=$resultat_round[10],$mp_use=$resultat_round[11],$hp_bouclier=$resultat_round[12],$degat_bouclier=$resultat_round[13],$degat_pv=$resultat_round[14],$ennemi_mp=$resultat_round[15]>> <<run Health2($hp, $hp_max, "horizontalhealthbar", true)>> <<run Mana($mp, $mp_max, "horizontalmanabar", true)>> <<run SP($sp, 100, "horizontalspbar", true)>> <<run Health2($ennemi_hp, $ennemi_hp_max, "horizontalhealthbar2", true)>> <<if $choix_adversaire.mp >0>> <<run Mana($ennemi_mp, $ennemi_mp_max, "horizontalmanabar2", true)>> <</if>> <<script>> window.visibility_single('affichage_combat');<</script>> <<replace ".hp_perso">>$hp / $hp_max HP<</replace>> <<replace ".mp_perso">>$mp / $mp_max MP<</replace>> <<replace ".sp_perso">>$sp / 100 SP<</replace>> <<replace ".hp_ennemi">>$ennemi_hp / $ennemi_hp_max HP<</replace>> <<if $ennemi_mp_max >0 >> <<replace ".mp_ennemi">>$ennemi_mp / $ennemi_mp_max MP<</replace>> <</if>> <<replace "#printing">><<include "affichage_combat">><</replace>> <<replace "#menu_principal">><<include "StoryCaption">><</replace>> <<replace "#after">><<include "after_combat">><</replace>> <<replace "#fight">><<include "interface_combat">><</replace>> <</button>> <<elseif $hp < $hp_max>> <<button "Use">> <<set $mp -=125>> <<set $choix_moi to 3>> <<set $soin to ($hp_max-$hp) >> <<set $has_combat to true>> <<set $resultat_round to setup.degat_nul($hp_max,$ennemi_hp,0,$ennemi_atk,0,$ennemi_atkm,$def,$ennemi_def,$defm,$ennemi_defm,$agi,$ennemi_agi,$vit,$ennemi_vit,$luck,$item_anti_m,$item_anti_p,$mp,$hp_bouclier,$mana_life,$ennemi_mp,$ennemi_cout_sort) >> <<set $degats=$resultat_round[0],$hp=$resultat_round[1],$ennemi_hp=$resultat_round[2],$crit=$resultat_round[3],$crit_e=$resultat_round[4],$eva=$resultat_round[5],$eva_e=$resultat_round[6],$luckyhit=$resultat_round[7],$choix_atk=$resultat_round[8],$premier=$resultat_round[9],$mp=$resultat_round[10],$mp_use=$resultat_round[11],$hp_bouclier=$resultat_round[12],$degat_bouclier=$resultat_round[13],$degat_pv=$resultat_round[14],$ennemi_mp=$resultat_round[15]>> <<run Health2($hp, $hp_max, "horizontalhealthbar", true)>> <<run Mana($mp, $mp_max, "horizontalmanabar", true)>> <<run SP($sp, 100, "horizontalspbar", true)>> <<run Health2($ennemi_hp, $ennemi_hp_max, "horizontalhealthbar2", true)>> <<if $choix_adversaire.mp >0>> <<run Mana($ennemi_mp, $ennemi_mp_max, "horizontalmanabar2", true)>> <</if>> <<script>> window.visibility_single('affichage_combat');<</script>> <<replace ".hp_perso">>$hp / $hp_max HP<</replace>> <<replace ".mp_perso">>$mp / $mp_max MP<</replace>> <<replace ".sp_perso">>$sp / 100 SP<</replace>> <<replace ".hp_ennemi">>$ennemi_hp / $ennemi_hp_max HP<</replace>> <<if $ennemi_mp_max >0 >> <<replace ".mp_ennemi">>$ennemi_mp / $ennemi_mp_max MP<</replace>> <</if>> <<replace "#printing">><<include "affichage_combat">><</replace>> <<replace "#menu_principal">><<include "StoryCaption">><</replace>> <<replace "#after">><<include "after_combat">><</replace>> <<replace "#fight">><<include "interface_combat">><</replace>> <</button>> <<else>> <button disabled="disabled">Spell unavailable.</button> <</if>> <<else>> <button disabled="disabled">(not enough mana)</button> <</if>> </div> </div> <</if>> <<if $lvl >=20>> <div class="content"> <div class="gif"> <div class="small">[img[$img_sort_10]]</div> </div> <div class="description"> <div class="mise_page">It's a huge fireball! <strong>Cost: 140mp.</strong></div> <<if $mp >= 140>> <<button "Use">> <<set $mp -=140>> <<set $choix_moi to 1>> <<set $has_combat to true>> <<set $resultat_round to setup.m_attaquer($hp,$ennemi_hp,$atk,$ennemi_atk,(2.5* $atkm),$ennemi_atkm,$def,$ennemi_def,$defm,$ennemi_defm,$agi,$ennemi_agi,$vit,$ennemi_vit,$luck,$item_anti_m,$item_anti_p,"fire",$ennemi_type,$mp,$hp_bouclier,$mana_life,$ennemi_mp,$ennemi_cout_sort) >> <<set $degats=$resultat_round[0],$hp=$resultat_round[1],$ennemi_hp=$resultat_round[2],$crit=$resultat_round[3],$crit_e=$resultat_round[4],$eva=$resultat_round[5],$eva_e=$resultat_round[6],$luckyhit=$resultat_round[7],$choix_atk=$resultat_round[8],$efficacite=$resultat_round[9],$premier=$resultat_round[10],$mp=$resultat_round[11],$mp_use=$resultat_round[12],$hp_bouclier=$resultat_round[13],$degat_bouclier=$resultat_round[14],$degat_pv=$resultat_round[15],$ennemi_mp=$resultat_round[16] >> <<run Health2($hp, $hp_max, "horizontalhealthbar", true)>> <<run Mana($mp, $mp_max, "horizontalmanabar", true)>> <<run SP($sp, 100, "horizontalspbar", true)>> <<run Health2($ennemi_hp, $ennemi_hp_max, "horizontalhealthbar2", true)>> <<if $choix_adversaire.mp >0>> <<run Mana($ennemi_mp, $ennemi_mp_max, "horizontalmanabar2", true)>> <</if>> <<script>> window.visibility_single('affichage_combat');<</script>> <<replace ".hp_perso">>$hp / $hp_max HP<</replace>> <<replace ".mp_perso">>$mp / $mp_max MP<</replace>> <<replace ".sp_perso">>$sp / 100 SP<</replace>> <<replace ".hp_ennemi">>$ennemi_hp / $ennemi_hp_max HP<</replace>> <<if $ennemi_mp_max >0 >> <<replace ".mp_ennemi">>$ennemi_mp / $ennemi_mp_max MP<</replace>> <</if>> <<replace "#printing">><<include "affichage_combat">><</replace>> <<replace "#menu_principal">><<include "StoryCaption">><</replace>> <<replace "#after">><<include "after_combat">><</replace>> <<replace "#fight">><<include "interface_combat">><</replace>> <</button>> <<else>> <button disabled="disabled">(not enough mana)</button> <</if>> </div> </div> <</if>> <<if $lvl >= 8>> <div class="menu-main"> <div class="gif"> <div class="small">[img[$img_skill_1]]</div> </div> <div class="description"> <div class="mise_page">Summons a 150hp shield for up to 3 turns. <strong>Cost: 50mp.</strong></div> <<if $mp >=50 >> <<button "Use">> <<set $choix_moi to 4>><<set $mp -=50>> <<set $has_combat to true>> <<set $turn_bouclier to 3,$hp_bouclier to 150>> <<set $resultat_round to setup.degat_nul($hp,$ennemi_hp,0,$ennemi_atk,0,$ennemi_atkm,$def,$ennemi_def,$defm,$ennemi_defm,$agi,$ennemi_agi,$vit,$ennemi_vit,$luck,$item_anti_m,$item_anti_p,$mp,$hp_bouclier,$mana_life,$ennemi_mp,$ennemi_cout_sort) >> <<set $degats=$resultat_round[0],$hp=$resultat_round[1],$ennemi_hp=$resultat_round[2],$crit=$resultat_round[3],$crit_e=$resultat_round[4],$eva=$resultat_round[5],$eva_e=$resultat_round[6],$luckyhit=$resultat_round[7],$choix_atk=$resultat_round[8],$premier=$resultat_round[9],$mp=$resultat_round[10],$mp_use=$resultat_round[11],$hp_bouclier=$resultat_round[12],$degat_bouclier=$resultat_round[13],$degat_pv=$resultat_round[14],$ennemi_mp=$resultat_round[15]>> <<run Health2($hp, $hp_max, "horizontalhealthbar", true)>> <<run Mana($mp, $mp_max, "horizontalmanabar", true)>> <<run SP($sp, 100, "horizontalspbar", true)>> <<run Health2($ennemi_hp, $ennemi_hp_max, "horizontalhealthbar2", true)>> <<if $choix_adversaire.mp >0>> <<run Mana($ennemi_mp, $ennemi_mp_max, "horizontalmanabar2", true)>> <</if>> <<script>> window.visibility_single('affichage_combat');<</script>> <<replace ".hp_perso">>$hp / $hp_max HP<</replace>> <<replace ".mp_perso">>$mp / $mp_max MP<</replace>> <<replace ".sp_perso">>$sp / 100 SP<</replace>> <<replace ".hp_ennemi">>$ennemi_hp / $ennemi_hp_max HP<</replace>> <<if $ennemi_mp_max >0 >> <<replace ".mp_ennemi">>$ennemi_mp / $ennemi_mp_max MP<</replace>> <</if>> <<replace "#printing">><<include "affichage_combat">><</replace>> <<replace "#menu_principal">><<include "StoryCaption">><</replace>> <<replace "#after">><<include "after_combat">><</replace>> <<replace "#fight">><<include "interface_combat">><</replace>> <</button>> <<else>> <button disabled="disabled">(not enough mana)</button> <</if>> </div> </div> <</if>> <<if $lvl >= 25 >> <div class="content"> <div class="gif"> <div class="small">[img[$img_skill_1]]</div> </div> <div class="description"> <div class="mise_page">This spell allows full immunity to enemy attacks for 4 turns. <strong>Cost: 60% of your mp.</strong></div> <<if $mp >= (0.6*$mp_max) >> <<button "Use">> <<set $choix_moi to 4>><<set $mp -=(0.6*$mp_max)>> <<set $has_combat to true>> <<set $turn_immune to 4>> <<set $ennemi_atkm=0,$ennemi_atk=0 >> <<set $resultat_round to setup.degat_nul($hp,$ennemi_hp,0,$ennemi_atk,0,$ennemi_atkm,$def,$ennemi_def,$defm,$ennemi_defm,$agi,$ennemi_agi,$vit,$ennemi_vit,$luck,$item_anti_m,$item_anti_p,$mp,$hp_bouclier,$mana_life,$ennemi_mp,$ennemi_cout_sort) >> <<set $degats=$resultat_round[0],$hp=$resultat_round[1],$ennemi_hp=$resultat_round[2],$crit=$resultat_round[3],$crit_e=$resultat_round[4],$eva=$resultat_round[5],$eva_e=$resultat_round[6],$luckyhit=$resultat_round[7],$choix_atk=$resultat_round[8],$premier=$resultat_round[9],$mp=$resultat_round[10],$mp_use=$resultat_round[11],$hp_bouclier=$resultat_round[12],$degat_bouclier=$resultat_round[13],$degat_pv=$resultat_round[14],$ennemi_mp=$resultat_round[15]>> <<run Health2($hp, $hp_max, "horizontalhealthbar", true)>> <<run Mana($mp, $mp_max, "horizontalmanabar", true)>> <<run SP($sp, 100, "horizontalspbar", true)>> <<run Health2($ennemi_hp, $ennemi_hp_max, "horizontalhealthbar2", true)>> <<if $choix_adversaire.mp >0>> <<run Mana($ennemi_mp, $ennemi_mp_max, "horizontalmanabar2", true)>> <</if>> <<script>> window.visibility_single('affichage_combat');<</script>> <<replace ".hp_perso">>$hp / $hp_max HP<</replace>> <<replace ".mp_perso">>$mp / $mp_max MP<</replace>> <<replace ".sp_perso">>$sp / 100 SP<</replace>> <<replace ".hp_ennemi">>$ennemi_hp / $ennemi_hp_max HP<</replace>> <<if $ennemi_mp_max >0 >> <<replace ".mp_ennemi">>$ennemi_mp / $ennemi_mp_max MP<</replace>> <</if>> <<replace "#printing">><<include "affichage_combat">><</replace>> <<replace "#menu_principal">><<include "StoryCaption">><</replace>> <<replace "#after">><<include "after_combat">><</replace>> <<replace "#fight">><<include "interface_combat">><</replace>> <</button>> <<else>> <button disabled="disabled">(not enough mana)</button> <</if>> </div> </div> <</if>> <<if $lvl >=15>> <div class="menu-main"> <div class="gif"> <div class="small">[img[$img_skill_1]]</div> </div> <div class="description"> <div class="mise_page">Your mana becomes a lifesaver for 8 turns (2mana ratio for 1pv) <strong>Cost: 50mp.</strong></div> <<if $mp >=50 >> <<button "Use">> <<set $choix_moi to 4>><<set $mp -=50>> <<set $has_combat to true>> <<set $turn_mana to 8,$mana_life=1>> <<set $resultat_round to setup.degat_nul($hp,$ennemi_hp,0,$ennemi_atk,0,$ennemi_atkm,$def,$ennemi_def,$defm,$ennemi_defm,$agi,$ennemi_agi,$vit,$ennemi_vit,$luck,$item_anti_m,$item_anti_p,$mp,$hp_bouclier,$mana_life,$ennemi_mp,$ennemi_cout_sort) >> <<set $degats=$resultat_round[0],$hp=$resultat_round[1],$ennemi_hp=$resultat_round[2],$crit=$resultat_round[3],$crit_e=$resultat_round[4],$eva=$resultat_round[5],$eva_e=$resultat_round[6],$luckyhit=$resultat_round[7],$choix_atk=$resultat_round[8],$premier=$resultat_round[9],$mp=$resultat_round[10],$mp_use=$resultat_round[11],$hp_bouclier=$resultat_round[12],$degat_bouclier=$resultat_round[13],$degat_pv=$resultat_round[14],$ennemi_mp=$resultat_round[15]>> <<run Health2($hp, $hp_max, "horizontalhealthbar", true)>> <<run Mana($mp, $mp_max, "horizontalmanabar", true)>> <<run SP($sp, 100, "horizontalspbar", true)>> <<run Health2($ennemi_hp, $ennemi_hp_max, "horizontalhealthbar2", true)>> <<if $choix_adversaire.mp >0>> <<run Mana($ennemi_mp, $ennemi_mp_max, "horizontalmanabar2", true)>> <</if>> <<script>> window.visibility_single('affichage_combat');<</script>> <<replace ".hp_perso">>$hp / $hp_max HP<</replace>> <<replace ".mp_perso">>$mp / $mp_max MP<</replace>> <<replace ".sp_perso">>$sp / 100 SP<</replace>> <<replace ".hp_ennemi">>$ennemi_hp / $ennemi_hp_max HP<</replace>> <<if $ennemi_mp_max >0 >> <<replace ".mp_ennemi">>$ennemi_mp / $ennemi_mp_max MP<</replace>> <</if>> <<replace "#printing">><<include "affichage_combat">><</replace>> <<replace "#menu_principal">><<include "StoryCaption">><</replace>> <<replace "#after">><<include "after_combat">><</replace>> <<replace "#fight">><<include "interface_combat">><</replace>> <</button>> <<else>> <button disabled="disabled">(not enough mana)</button> <</if>> </div> </div> <</if>> <<if $lvl >=30 >> <div class="content"> <div class="gif"> <div class="small">[img[$img_sort_10]]</div> </div> <div class="description"> <div class="mise_page">Summon the power of darkness <strong>Cost: 250mp.</strong></div> <<if $mp >= 250>> <<button "Use">> <<set $mp -=250>> <<set $choix_moi to 1>> <<set $has_combat to true>> <<set $resultat_round to setup.m_attaquer($hp,$ennemi_hp,$atk,$ennemi_atk,(4.5* $atkm),$ennemi_atkm,$def,$ennemi_def,$defm,$ennemi_defm,$agi,$ennemi_agi,$vit,$ennemi_vit,$luck,$item_anti_m,$item_anti_p,"dark",$ennemi_type,$mp,$hp_bouclier,$mana_life,$ennemi_mp,$ennemi_cout_sort) >> <<set $degats=$resultat_round[0],$hp=$resultat_round[1],$ennemi_hp=$resultat_round[2],$crit=$resultat_round[3],$crit_e=$resultat_round[4],$eva=$resultat_round[5],$eva_e=$resultat_round[6],$luckyhit=$resultat_round[7],$choix_atk=$resultat_round[8],$efficacite=$resultat_round[9],$premier=$resultat_round[10],$mp=$resultat_round[11],$mp_use=$resultat_round[12],$hp_bouclier=$resultat_round[13],$degat_bouclier=$resultat_round[14],$degat_pv=$resultat_round[15],$ennemi_mp=$resultat_round[16] >> <<run Health2($hp, $hp_max, "horizontalhealthbar", true)>> <<run Mana($mp, $mp_max, "horizontalmanabar", true)>> <<run SP($sp, 100, "horizontalspbar", true)>> <<run Health2($ennemi_hp, $ennemi_hp_max, "horizontalhealthbar2", true)>> <<if $choix_adversaire.mp >0>> <<run Mana($ennemi_mp, $ennemi_mp_max, "horizontalmanabar2", true)>> <</if>> <<script>> window.visibility_single('affichage_combat');<</script>> <<replace ".hp_perso">>$hp / $hp_max HP<</replace>> <<replace ".mp_perso">>$mp / $mp_max MP<</replace>> <<replace ".sp_perso">>$sp / 100 SP<</replace>> <<replace ".hp_ennemi">>$ennemi_hp / $ennemi_hp_max HP<</replace>> <<if $ennemi_mp_max >0 >> <<replace ".mp_ennemi">>$ennemi_mp / $ennemi_mp_max MP<</replace>> <</if>> <<replace "#printing">><<include "affichage_combat">><</replace>> <<replace "#menu_principal">><<include "StoryCaption">><</replace>> <<replace "#after">><<include "after_combat">><</replace>> <<replace "#fight">><<include "interface_combat">><</replace>> <</button>> <<else>> <button disabled="disabled">(not enough mana)</button> <</if>> </div> </div> <</if>> <</if>> </div> </div> <div id="faveur"> <div class="diapo"> <div class="menu-main"> <div class="gif"> <div class="small">[img[$img_faveur_1]]</div> </div> <div class="description"> <div class="mise_page">An overpowering heal spell (+ 500% life). <strong>Cost: 50favors.</strong></div> <<if $faveurs >= 50>> <<button "Use">> <<set $faveurs-=50>> <<set $resultat_round to setup.degat_nul(Math.round(($hp+5*$hp_max)),$ennemi_hp,0,$ennemi_atk,0,$ennemi_atkm,$def,$ennemi_def,$defm,$ennemi_defm,$agi,$ennemi_agi,$vit,$ennemi_vit,$luck,$item_anti_m,$item_anti_p,$mp,$hp_bouclier,$mana_life,$ennemi_mp,$ennemi_cout_sort) >> <<set $degats=$resultat_round[0],$hp=$resultat_round[1],$ennemi_hp=$resultat_round[2],$crit=$resultat_round[3],$crit_e=$resultat_round[4],$eva=$resultat_round[5],$eva_e=$resultat_round[6],$luckyhit=$resultat_round[7],$choix_atk=$resultat_round[8],$premier=$resultat_round[9],$mp=$resultat_round[10],$mp_use=$resultat_round[11],$hp_bouclier=$resultat_round[12],$degat_bouclier=$resultat_round[13],$degat_pv=$resultat_round[14],$ennemi_mp=$resultat_round[15]>> <<run Health2($hp, $hp_max, "horizontalhealthbar", true)>> <<run Mana($mp, $mp_max, "horizontalmanabar", true)>> <<run SP($sp, 100, "horizontalspbar", true)>> <<run Health2($ennemi_hp, $ennemi_hp_max, "horizontalhealthbar2", true)>> <<if $choix_adversaire.mp >0>> <<run Mana($ennemi_mp, $ennemi_mp_max, "horizontalmanabar2", true)>> <</if>> <<script>> window.visibility_single('affichage_combat');<</script>> <<replace ".hp_perso">>$hp / $hp_max HP<</replace>> <<replace ".mp_perso">>$mp / $mp_max MP<</replace>> <<replace ".sp_perso">>$sp / 100 SP<</replace>> <<replace ".hp_ennemi">>$ennemi_hp / $ennemi_hp_max HP<</replace>> <<if $ennemi_mp_max >0 >> <<replace ".mp_ennemi">>$ennemi_mp / $ennemi_mp_max MP<</replace>> <</if>> <<replace "#printing">><<include "affichage_combat">><</replace>> <<replace "#menu_principal">><<include "StoryCaption">><</replace>> <<replace "#after">><<include "after_combat">><</replace>> <<replace "#fight">><<include "interface_combat">><</replace>> <</button>> <<else>> <button disabled="disabled">(not enough divine favors)</button> <</if>> </div> </div> <div class="content"> <div class="gif"> <div class="small">[img[$img_faveur_2]]</div> </div> <div class="description"> <div class="mise_page">A spell providing an extraordinary amount of mana (+ 500% mana). <strong>Cost: 50favors.</strong></div> <<if $faveurs >= 50>> <<button "Use">> <<set $faveurs-=50>> <<set $resultat_round to setup.degat_nul($hp,$ennemi_hp,0,$ennemi_atk,0,$ennemi_atkm,$def,$ennemi_def,$defm,$ennemi_defm,$agi,$ennemi_agi,$vit,$ennemi_vit,$luck,$item_anti_m,$item_anti_p,Math.round($mp+(5*$mp_max)),$hp_bouclier,$mana_life,$ennemi_mp,$ennemi_cout_sort) >> <<set $degats=$resultat_round[0],$hp=$resultat_round[1],$ennemi_hp=$resultat_round[2],$crit=$resultat_round[3],$crit_e=$resultat_round[4],$eva=$resultat_round[5],$eva_e=$resultat_round[6],$luckyhit=$resultat_round[7],$choix_atk=$resultat_round[8],$premier=$resultat_round[9],$mp=$resultat_round[10],$mp_use=$resultat_round[11],$hp_bouclier=$resultat_round[12],$degat_bouclier=$resultat_round[13],$degat_pv=$resultat_round[14],$ennemi_mp=$resultat_round[15]>> <<run Health2($hp, $hp_max, "horizontalhealthbar", true)>> <<run Mana($mp, $mp_max, "horizontalmanabar", true)>> <<run SP($sp, 100, "horizontalspbar", true)>> <<run Health2($ennemi_hp, $ennemi_hp_max, "horizontalhealthbar2", true)>> <<if $choix_adversaire.mp >0>> <<run Mana($ennemi_mp, $ennemi_mp_max, "horizontalmanabar2", true)>> <</if>> <<script>> window.visibility_single('affichage_combat');<</script>> <<replace ".hp_perso">>$hp / $hp_max HP<</replace>> <<replace ".mp_perso">>$mp / $mp_max MP<</replace>> <<replace ".sp_perso">>$sp / 100 SP<</replace>> <<replace ".hp_ennemi">>$ennemi_hp / $ennemi_hp_max HP<</replace>> <<if $ennemi_mp_max >0 >> <<replace ".mp_ennemi">>$ennemi_mp / $ennemi_mp_max MP<</replace>> <</if>> <<replace "#printing">><<include "affichage_combat">><</replace>> <<replace "#menu_principal">><<include "StoryCaption">><</replace>> <<replace "#after">><<include "after_combat">><</replace>> <<replace "#fight">><<include "interface_combat">><</replace>> <</button>> <<else>> <button disabled="disabled">(not enough favors)</button> <</if>> </div> </div> </div> </div> <</nobr>><</if>>
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<<nobr>><br><div id="arme"> <strong> List of your equipable weapons: </strong> <br><br> <<for _key range _musthave>> <<if $items[_key].type =="arme" and $items[_key].equipped ==false and $items[_key].nombre_joueur >=1 and $items[_key].requirements[0]<= $lvl and $items[_key].requirements[1]<= $strength and $items[_key].requirements[2]<= $constitution and $items[_key].requirements[3]<= $dexterity and $items[_key].requirements[4]<= $agility and $items[_key].requirements[5]<= $intelligence and $items[_key].requirements[6]<= $charisma and $items[_key].requirements[7]<= $resistance and $items[_key].requirements[8]<= $luck>> <span>$items[_key].name :</span> <<if $items[_key].hp > $arme.hp >> <div id="full_life"> + <<print $items[_key].hp - $items[$arme].hp >> hp</div> | <<elseif $items[_key].hp < $items[$arme].hp >> <div id="low_life"> <<print $items[_key].hp - $items[$arme].hp >> hp</div> | <</if>> <<if $items[_key].mp > $items[$arme].mp >> <div id="full_life"> + <<print $items[_key].mp - $items[$arme].mp >> mp</div> | <<elseif $items[_key].mp < $items[$arme].mp >> <div id="low_life"> <<print $items[_key].mp - $items[$arme].mp>> mp</div> | <</if>> <<if $items[_key].atk > $items[$arme].atk >> <div id="full_life"> + <<print $items[_key].atk - $items[$arme].atk >> atk</div> | <<elseif $items[_key].atk < $items[$arme].atk >> <div id="low_life"> <<print $items[_key].atk - $items[$arme].atk >> atk</div> | <</if>> <<if $items[_key].atkm > $items[$arme].atkm >> <div id="full_life"> + <<print $items[_key].atkm - $items[$arme].atkm >> atkm</div> | <<elseif $items[_key].atkm < $items[$arme].atkm >> <div id="low_life"> <<print $items[_key].atkm - $items[$arme].atkm >> atkm</div> | <</if>> <<if $items[_key].def > $items[$arme].def >> <div id="full_life"> + <<print $items[_key].def - $items[$arme].def >> def</div> | <<elseif $items[_key].def < $items[$arme].def >> <div id="low_life"> <<print $items[_key].def - $items[$arme].def >> def</div> | <</if>> <<if $items[_key].defm > $items[$arme].defm >> <div id="full_life"> + <<print $items[_key].defm - $items[$arme].defm >> defm</div> | <<elseif $items[_key].defm < $items[$arme].defm >> <div id="low_life"> <<print $items[_key].defm - $items[$arme].defm >> defm</div> | <</if>> <<if $items[_key].agi > $items[$arme].agi >> <div id="full_life"> + <<print $items[_key].agi - $items[$arme].agi >> agi</div> | <<elseif $items[_key].agi < $items[$arme].agi >> <div id="low_life"> <<print $items[_key].agi - $items[$arme].agi >> agi</div> | <</if>> <<if $items[_key].vit > $items[$arme].vit >> <div id="full_life"> + <<print $items[_key].vit - $items[$arme].vit >> vit</div> | <<elseif $items[_key].vit < $items[$arme].vit >> <div id="low_life"> <<print $items[_key].vit - $items[$arme].vit >> vit</div> | <</if>> <<if $items[_key].cha > $items[$arme].cha >> <div id="full_life"> + <<print $items[_key].cha - $items[$arme].cha >> cha</div> | <<elseif $items[_key].cha < $items[$arme].cha >> <div id="low_life"> <<print $items[_key].cha - $items[$arme].cha >> cha</div> | <</if>> <<capture _key>> <<link "equip">><<set $items[$arme].equipped to false, $items[_key].equipped to true >><<set $arme to _key >><<replace "#nom_arme">>$items[_key].name<</replace>> <<replace "#arme">><<include "arme" >><</replace>><</link>> <</capture>> <br> <</if>> <</for>> </div><</nobr>>
<<nobr>><br><div id="tete"> <strong> List of your equipable helmets: </strong> <br><br> <<for _key range _musthave>> <<if $items[_key].type =="tete" and $items[_key].equipped ==false and $items[_key].nombre_joueur >=1 and $items[_key].requirements[0]<= $lvl and $items[_key].requirements[1]<= $strength and $items[_key].requirements[2]<= $constitution and $items[_key].requirements[3]<= $dexterity and $items[_key].requirements[4]<= $agility and $items[_key].requirements[5]<= $intelligence and $items[_key].requirements[6]<= $charisma and $items[_key].requirements[7]<= $resistance and $items[_key].requirements[8]<= $luck>> <span>$items[_key].name :</span> <<if $items[_key].hp > $tete.hp >> <div id="full_life"> + <<print $items[_key].hp - $items[$tete].hp >> hp</div> | <<elseif $items[_key].hp < $items[$tete].hp >> <div id="low_life"> <<print $items[_key].hp - $items[$tete].hp >> hp</div> | <</if>> <<if $items[_key].mp > $items[$tete].mp >> <div id="full_life"> + <<print $items[_key].mp - $items[$tete].mp >> mp</div> | <<elseif $items[_key].mp < $items[$tete].mp >> <div id="low_life"> <<print $items[_key].mp - $items[$tete].mp>> mp</div> | <</if>> <<if $items[_key].atk > $items[$tete].atk >> <div id="full_life"> + <<print $items[_key].atk - $items[$tete].atk >> atk</div> | <<elseif $items[_key].atk < $items[$tete].atk >> <div id="low_life"> <<print $items[_key].atk - $items[$tete].atk >> atk</div> | <</if>> <<if $items[_key].atkm > $items[$tete].atkm >> <div id="full_life"> + <<print $items[_key].atkm - $items[$tete].atkm >> atkm</div> | <<elseif $items[_key].atkm < $items[$tete].atkm >> <div id="low_life"> <<print $items[_key].atkm - $items[$tete].atkm >> atkm</div> | <</if>> <<if $items[_key].def > $items[$tete].def >> <div id="full_life"> + <<print $items[_key].def - $items[$tete].def >> def</div> | <<elseif $items[_key].def < $items[$tete].def >> <div id="low_life"> <<print $items[_key].def - $items[$tete].def >> def</div> | <</if>> <<if $items[_key].defm > $items[$tete].defm >> <div id="full_life"> + <<print $items[_key].defm - $items[$tete].defm >> defm</div> | <<elseif $items[_key].defm < $items[$tete].defm >> <div id="low_life"> <<print $items[_key].defm - $items[$tete].defm >> defm</div> | <</if>> <<if $items[_key].agi > $items[$tete].agi >> <div id="full_life"> + <<print $items[_key].agi - $items[$tete].agi >> agi</div> | <<elseif $items[_key].agi < $items[$tete].agi >> <div id="low_life"> <<print $items[_key].agi - $items[$tete].agi >> agi</div> | <</if>> <<if $items[_key].vit > $items[$tete].vit >> <div id="full_life"> + <<print $items[_key].vit - $items[$tete].vit >> vit</div> | <<elseif $items[_key].vit < $items[$tete].vit >> <div id="low_life"> <<print $items[_key].vit - $items[$tete].vit >> vit</div> | <</if>> <<if $items[_key].cha > $items[$tete].cha >> <div id="full_life"> + <<print $items[_key].cha - $items[$tete].cha >> cha</div> | <<elseif $items[_key].cha < $items[$tete].cha >> <div id="low_life"> <<print $items[_key].cha - $items[$tete].cha >> cha</div> | <</if>> <<capture _key>> <<link "equip">><<set $items[$tete].equipped to false, $items[_key].equipped to true >><<set $tete to _key >> <<replace "#nom_tete">>$items[_key].name<</replace>> <<replace "#tete">><<include "tete" >><</replace>><</link>> <</capture>> <br> <</if>> <</for>> </div><</nobr>>
<<nobr>><br><div id="chaussure"> <strong> List of your equipable shoes: </strong> <br><br> <<for _key range _musthave>> <<if $items[_key].type =="chaussure" and $items[_key].equipped ==false and $items[_key].nombre_joueur >=1 and $items[_key].requirements[0]<= $lvl and $items[_key].requirements[1]<= $strength and $items[_key].requirements[2]<= $constitution and $items[_key].requirements[3]<= $dexterity and $items[_key].requirements[4]<= $agility and $items[_key].requirements[5]<= $intelligence and $items[_key].requirements[6]<= $charisma and $items[_key].requirements[7]<= $resistance and $items[_key].requirements[8]<= $luck>> <span>$items[_key].name :</span> <<if $items[_key].hp > $chaussure.hp >> <div id="full_life"> + <<print $items[_key].hp - $items[$chaussure].hp >> hp</div> | <<elseif $items[_key].hp < $items[$chaussure].hp >> <div id="low_life"> <<print $items[_key].hp - $items[$chaussure].hp >> hp</div> | <</if>> <<if $items[_key].mp > $items[$chaussure].mp >> <div id="full_life"> + <<print $items[_key].mp - $items[$chaussure].mp >> mp</div> | <<elseif $items[_key].mp < $items[$chaussure].mp >> <div id="low_life"> <<print $items[_key].mp - $items[$chaussure].mp>> mp</div> | <</if>> <<if $items[_key].atk > $items[$chaussure].atk >> <div id="full_life"> + <<print $items[_key].atk - $items[$chaussure].atk >> atk</div> | <<elseif $items[_key].atk < $items[$chaussure].atk >> <div id="low_life"> <<print $items[_key].atk - $items[$chaussure].atk >> atk</div> | <</if>> <<if $items[_key].atkm > $items[$chaussure].atkm >> <div id="full_life"> + <<print $items[_key].atkm - $items[$chaussure].atkm >> atkm</div> | <<elseif $items[_key].atkm < $items[$chaussure].atkm >> <div id="low_life"> <<print $items[_key].atkm - $items[$chaussure].atkm >> atkm</div> | <</if>> <<if $items[_key].def > $items[$chaussure].def >> <div id="full_life"> + <<print $items[_key].def - $items[$chaussure].def >> def</div> | <<elseif $items[_key].def < $items[$chaussure].def >> <div id="low_life"> <<print $items[_key].def - $items[$chaussure].def >> def</div> | <</if>> <<if $items[_key].defm > $items[$chaussure].defm >> <div id="full_life"> + <<print $items[_key].defm - $items[$chaussure].defm >> defm</div> | <<elseif $items[_key].defm < $items[$chaussure].defm >> <div id="low_life"> <<print $items[_key].defm - $items[$chaussure].defm >> defm</div> | <</if>> <<if $items[_key].agi > $items[$chaussure].agi >> <div id="full_life"> + <<print $items[_key].agi - $items[$chaussure].agi >> agi</div> | <<elseif $items[_key].agi < $items[$chaussure].agi >> <div id="low_life"> <<print $items[_key].agi - $items[$chaussure].agi >> agi</div> | <</if>> <<if $items[_key].vit > $items[$chaussure].vit >> <div id="full_life"> + <<print $items[_key].vit - $items[$chaussure].vit >> vit</div> | <<elseif $items[_key].vit < $items[$chaussure].vit >> <div id="low_life"> <<print $items[_key].vit - $items[$chaussure].vit >> vit</div> | <</if>> <<if $items[_key].cha > $items[$chaussure].cha >> <div id="full_life"> + <<print $items[_key].cha - $items[$chaussure].cha >> cha</div> | <<elseif $items[_key].cha < $items[$chaussure].cha >> <div id="low_life"> <<print $items[_key].cha - $items[$chaussure].cha >> cha</div> | <</if>> <<capture _key>> <<link "equip">><<set $items[$chaussure].equipped to false, $items[_key].equipped to true >><<set $chaussure to _key >> <<replace "#nom_chaussure">>$items[_key].name<</replace>> <<replace "#chaussure">><<include "chaussure" >><</replace>><</link>> <</capture>> <br> <</if>> <</for>> </div><</nobr>>
<<nobr>><br><div id="armure"> <strong> List of your equipables armor : </strong> <br><br> <<for _key range _musthave>> <<if $items[_key].type =="armure" and $items[_key].equipped ==false and $items[_key].nombre_joueur >=1 and $items[_key].requirements[0]<= $lvl and $items[_key].requirements[1]<= $strength and $items[_key].requirements[2]<= $constitution and $items[_key].requirements[3]<= $dexterity and $items[_key].requirements[4]<= $agility and $items[_key].requirements[5]<= $intelligence and $items[_key].requirements[6]<= $charisma and $items[_key].requirements[7]<= $resistance and $items[_key].requirements[8]<= $luck>> <span>$items[_key].name :</span> <<if $items[_key].hp > $armure.hp >> <div id="full_life"> + <<print $items[_key].hp - $items[$armure].hp >> hp</div> | <<elseif $items[_key].hp < $items[$armure].hp >> <div id="low_life"> <<print $items[_key].hp - $items[$armure].hp >> hp</div> | <</if>> <<if $items[_key].mp > $items[$armure].mp >> <div id="full_life"> + <<print $items[_key].mp - $items[$armure].mp >> mp</div> | <<elseif $items[_key].mp < $items[$armure].mp >> <div id="low_life"> <<print $items[_key].mp - $items[$armure].mp>> mp</div> | <</if>> <<if $items[_key].atk > $items[$armure].atk >> <div id="full_life"> + <<print $items[_key].atk - $items[$armure].atk >> atk</div> | <<elseif $items[_key].atk < $items[$armure].atk >> <div id="low_life"> <<print $items[_key].atk - $items[$armure].atk >> atk</div> | <</if>> <<if $items[_key].atkm > $items[$armure].atkm >> <div id="full_life"> + <<print $items[_key].atkm - $items[$armure].atkm >> atkm</div> | <<elseif $items[_key].atkm < $items[$armure].atkm >> <div id="low_life"> <<print $items[_key].atkm - $items[$armure].atkm >> atkm</div> | <</if>> <<if $items[_key].def > $items[$armure].def >> <div id="full_life"> + <<print $items[_key].def - $items[$armure].def >> def</div> | <<elseif $items[_key].def < $items[$armure].def >> <div id="low_life"> <<print $items[_key].def - $items[$armure].def >> def</div> | <</if>> <<if $items[_key].defm > $items[$armure].defm >> <div id="full_life"> + <<print $items[_key].defm - $items[$armure].defm >> defm</div> | <<elseif $items[_key].defm < $items[$armure].defm >> <div id="low_life"> <<print $items[_key].defm - $items[$armure].defm >> defm</div> | <</if>> <<if $items[_key].agi > $items[$armure].agi >> <div id="full_life"> + <<print $items[_key].agi - $items[$armure].agi >> agi</div> | <<elseif $items[_key].agi < $items[$armure].agi >> <div id="low_life"> <<print $items[_key].agi - $items[$armure].agi >> agi</div> | <</if>> <<if $items[_key].vit > $items[$armure].vit >> <div id="full_life"> + <<print $items[_key].vit - $items[$armure].vit >> vit</div> | <<elseif $items[_key].vit < $items[$armure].vit >> <div id="low_life"> <<print $items[_key].vit - $items[$armure].vit >> vit</div> | <</if>> <<if $items[_key].cha > $items[$armure].cha >> <div id="full_life"> + <<print $items[_key].cha - $items[$armure].cha >> cha</div> | <<elseif $items[_key].cha < $items[$armure].cha >> <div id="low_life"> <<print $items[_key].cha - $items[$armure].cha >> cha</div> | <</if>> <<capture _key>> <<link "equip">><<set $items[$armure].equipped to false, $items[_key].equipped to true >><<set $armure to _key >> <<replace "#nom_armure">>$items[_key].name<</replace>> <<replace "#armure">><<include "armure" >><</replace>><</link>> <</capture>> <br> <</if>> <</for>> </div><</nobr>>
<<nobr>><br><div id="accessoire2"> <strong> List of your equipables accessories (slot 2) : </strong> <br><br> <<for _key range _musthave>> <<if $items[_key].type =="accessoire2" and $items[_key].equipped ==false and $items[_key].nombre_joueur >=1 and $items[_key].requirements[0]<= $lvl and $items[_key].requirements[1]<= $strength and $items[_key].requirements[2]<= $constitution and $items[_key].requirements[3]<= $dexterity and $items[_key].requirements[4]<= $agility and $items[_key].requirements[5]<= $intelligence and $items[_key].requirements[6]<= $charisma and $items[_key].requirements[7]<= $resistance and $items[_key].requirements[8]<= $luck>> <span>$items[_key].name :</span> <<if $items[_key].hp > $accessoire2.hp >> <div id="full_life"> + <<print $items[_key].hp - $items[$accessoire2].hp >> hp</div> | <<elseif $items[_key].hp < $items[$accessoire2].hp >> <div id="low_life"> <<print $items[_key].hp - $items[$accessoire2].hp >> hp</div> | <</if>> <<if $items[_key].mp > $items[$accessoire2].mp >> <div id="full_life"> + <<print $items[_key].mp - $items[$accessoire2].mp >> mp</div> | <<elseif $items[_key].mp < $items[$accessoire2].mp >> <div id="low_life"> <<print $items[_key].mp - $items[$accessoire2].mp>> mp</div> | <</if>> <<if $items[_key].atk > $items[$accessoire2].atk >> <div id="full_life"> + <<print $items[_key].atk - $items[$accessoire2].atk >> atk</div> | <<elseif $items[_key].atk < $items[$accessoire2].atk >> <div id="low_life"> <<print $items[_key].atk - $items[$accessoire2].atk >> atk</div> | <</if>> <<if $items[_key].atkm > $items[$accessoire2].atkm >> <div id="full_life"> + <<print $items[_key].atkm - $items[$accessoire2].atkm >> atkm</div> | <<elseif $items[_key].atkm < $items[$accessoire2].atkm >> <div id="low_life"> <<print $items[_key].atkm - $items[$accessoire2].atkm >> atkm</div> | <</if>> <<if $items[_key].def > $items[$accessoire2].def >> <div id="full_life"> + <<print $items[_key].def - $items[$accessoire2].def >> def</div> | <<elseif $items[_key].def < $items[$accessoire2].def >> <div id="low_life"> <<print $items[_key].def - $items[$accessoire2].def >> def</div> | <</if>> <<if $items[_key].defm > $items[$accessoire2].defm >> <div id="full_life"> + <<print $items[_key].defm - $items[$accessoire2].defm >> defm</div> | <<elseif $items[_key].defm < $items[$accessoire2].defm >> <div id="low_life"> <<print $items[_key].defm - $items[$accessoire2].defm >> defm</div> | <</if>> <<if $items[_key].agi > $items[$accessoire2].agi >> <div id="full_life"> + <<print $items[_key].agi - $items[$accessoire2].agi >> agi</div> | <<elseif $items[_key].agi < $items[$accessoire2].agi >> <div id="low_life"> <<print $items[_key].agi - $items[$accessoire2].agi >> agi</div> | <</if>> <<if $items[_key].vit > $items[$accessoire2].vit >> <div id="full_life"> + <<print $items[_key].vit - $items[$accessoire2].vit >> vit</div> | <<elseif $items[_key].vit < $items[$accessoire2].vit >> <div id="low_life"> <<print $items[_key].vit - $items[$accessoire2].vit >> vit</div> | <</if>> <<if $items[_key].cha > $items[$accessoire2].cha >> <div id="full_life"> + <<print $items[_key].cha - $items[$accessoire2].cha >> cha</div> | <<elseif $items[_key].cha < $items[$accessoire2].cha >> <div id="low_life"> <<print $items[_key].cha - $items[$accessoire2].cha >> cha</div> | <</if>> <<capture _key>> <<link "equip">><<set $items[$accessoire2].equipped to false, $items[_key].equipped to true >><<set $accessoire2 to _key >> <<replace "#nom_accessoire2">>$items[_key].name<</replace>> <<replace "#accessoire2">><<include "accessoire2" >><</replace>><</link>> <</capture>> <br> <</if>> <</for>> </div><</nobr>>
<<nobr>><br><div id="accessoire1"> <strong> List of your equipables accessories (slot 1) : </strong> <br><br> <<for _key range _musthave>> <<if $items[_key].type =="accessoire1" and $items[_key].equipped ==false and $items[_key].nombre_joueur >=1 and $items[_key].requirements[0]<= $lvl and $items[_key].requirements[1]<= $strength and $items[_key].requirements[2]<= $constitution and $items[_key].requirements[3]<= $dexterity and $items[_key].requirements[4]<= $agility and $items[_key].requirements[5]<= $intelligence and $items[_key].requirements[6]<= $charisma and $items[_key].requirements[7]<= $resistance and $items[_key].requirements[8]<= $luck>> <span>$items[_key].name :</span> <<if $items[_key].hp > $accessoire1.hp >> <div id="full_life"> + <<print $items[_key].hp - $items[$accessoire1].hp >> hp</div> | <<elseif $items[_key].hp < $items[$accessoire1].hp >> <div id="low_life"> <<print $items[_key].hp - $items[$accessoire1].hp >> hp</div> | <</if>> <<if $items[_key].mp > $items[$accessoire1].mp >> <div id="full_life"> + <<print $items[_key].mp - $items[$accessoire1].mp >> mp</div> | <<elseif $items[_key].mp < $items[$accessoire1].mp >> <div id="low_life"> <<print $items[_key].mp - $items[$accessoire1].mp>> mp</div> | <</if>> <<if $items[_key].atk > $items[$accessoire1].atk >> <div id="full_life"> + <<print $items[_key].atk - $items[$accessoire1].atk >> atk</div> | <<elseif $items[_key].atk < $items[$accessoire1].atk >> <div id="low_life"> <<print $items[_key].atk - $items[$accessoire1].atk >> atk</div> | <</if>> <<if $items[_key].atkm > $items[$accessoire1].atkm >> <div id="full_life"> + <<print $items[_key].atkm - $items[$accessoire1].atkm >> atkm</div> | <<elseif $items[_key].atkm < $items[$accessoire1].atkm >> <div id="low_life"> <<print $items[_key].atkm - $items[$accessoire1].atkm >> atkm</div> | <</if>> <<if $items[_key].def > $items[$accessoire1].def >> <div id="full_life"> + <<print $items[_key].def - $items[$accessoire1].def >> def</div> | <<elseif $items[_key].def < $items[$accessoire1].def >> <div id="low_life"> <<print $items[_key].def - $items[$accessoire1].def >> def</div> | <</if>> <<if $items[_key].defm > $items[$accessoire1].defm >> <div id="full_life"> + <<print $items[_key].defm - $items[$accessoire1].defm >> defm</div> | <<elseif $items[_key].defm < $items[$accessoire1].defm >> <div id="low_life"> <<print $items[_key].defm - $items[$accessoire1].defm >> defm</div> | <</if>> <<if $items[_key].agi > $items[$accessoire1].agi >> <div id="full_life"> + <<print $items[_key].agi - $items[$accessoire1].agi >> agi</div> | <<elseif $items[_key].agi < $items[$accessoire1].agi >> <div id="low_life"> <<print $items[_key].agi - $items[$accessoire1].agi >> agi</div> | <</if>> <<if $items[_key].vit > $items[$accessoire1].vit >> <div id="full_life"> + <<print $items[_key].vit - $items[$accessoire1].vit >> vit</div> | <<elseif $items[_key].vit < $items[$accessoire1].vit >> <div id="low_life"> <<print $items[_key].vit - $items[$accessoire1].vit >> vit</div> | <</if>> <<if $items[_key].cha > $items[$accessoire1].cha >> <div id="full_life"> + <<print $items[_key].cha - $items[$accessoire1].cha >> cha</div> | <<elseif $items[_key].cha < $items[$accessoire1].cha >> <div id="low_life"> <<print $items[_key].cha - $items[$accessoire1].cha >> cha</div> | <</if>> <<capture _key>> <<link "equip">><<set $items[$accessoire1].equipped to false, $items[_key].equipped to true >><<set $accessoire1 to _key >> <<replace "#nom_accessoire1">>$items[_key].name<</replace>> <<replace "#accessoire1">><<include "accessoire1" >><</replace>><</link>> <</capture>> <br> <</if>> <</for>> </div><</nobr>>
This night of sleep was invigorating! You leave in great shape on a new adventure. <<button [[Wake up|$lieu_respawn]]>> <<set $base to setup.set_base($classe)>> <<set $hp_base =$base[0],$mp_base=$base[1],$atk_base=$base[2],$atkm_base=$base[3],$def_base=$base[4],$defm_base=$base[5],$vit_base=$base[6],$agi_base=$base[7]>> <<set $hp_perso to setup.calcul_hp($constitution)>> <<set $mp_perso to setup.calcul_mp($intelligence)>> <<set $atk_perso to setup.calcul_atk($strength)>> <<set $atkm_perso to setup.calcul_atkm($intelligence)>> <<set $def_perso to setup.calcul_def($resistance)>> <<set $defm_perso to setup.calcul_defm($intelligence,$resistance)>> <<set $agi_perso to setup.calcul_agi($agility)>> <<set $vit_perso to setup.calcul_vit($agility,$dexterity)>> <<set $atk=$atk_perso + $atk_objets>> <<set $atkm=$atkm_perso + $atkm_objets>> <<set $def=$def_perso + $def_objets>> <<set $defm=$defm_perso + $defm_objets>> <<set $agi=$agi_perso + $agi_objets>> <<set $vit=$vit_perso + $vit_objets>> <<set $hp_max=$hp_perso + $hp_objets>> <<set $mp_max=$mp_perso + $mp_objets>> <<set $combat to false>> <<set $has_combat to false>> <<if $hp> $hp_max and $mp> $mp_max >> <<set $action_left to $action_left_max,$jour+=1,$dejeuner_jour=false>> <<elseif $hp> $hp_max>> <<set $mp to $mp_max,$action_left to $action_left_max,$jour+=1,$dejeuner_jour=false>> <<elseif $mp> $mp_max>> <<set $hp to $hp_max,$action_left to $action_left_max,$jour+=1,$dejeuner_jour=false>> <<else>> <<set $hp to $hp_max, $mp to $mp_max,$action_left to $action_left_max,$jour+=1,$dejeuner_jour=false>> <</if>> <</button>>
<<include "Map System">>
<<nobr>> <<include "init">> <<set $chance_piege =0, $chance_coffre =0>> <<set $donjon_actuel to "mercenaire_cave" >> <<set $lieu to "Map System">> <</nobr>> [[Testing our map]]
<span id="map"><<nobr>> <<for $i to 0; $i lt $mapArray.length; $i++>> <<for $k to 0; $k lt $mapArray[$i].length; $k++>> <<if $k eq $positionY and $i eq $positionX>> <<print "P">> <<elseif $mapArray[$i][$k] eq 1 >> <<if (Math.abs($positionX-$i)==0 and Math.abs($positionY-$k)<3) or ((Math.abs($positionX-$i)<3 and Math.abs($positionY-$k)==0)) or $mapArray_discovered[$i][$k] == 1>> <<print ".">> <<set $mapArray_discovered[$i][$k] to 1>> <<else>> <<print "?">> <</if>> <<elseif $mapArray[$i][$k] eq 0>> <<if (Math.abs($positionX-$i)==0 and Math.abs($positionY-$k)<3) or ((Math.abs($positionX-$i)<3 and Math.abs($positionY-$k)==0)) or $mapArray_discovered[$i][$k] == 1>> <<print "#">> <<set $mapArray_discovered[$i][$k] to 1>> <<else>> <<print "?">> <</if>> <<elseif $mapArray[$i][$k] eq 2>> <<if (Math.abs($positionX-$i)==0 and Math.abs($positionY-$k)<3) or ((Math.abs($positionX-$i)<3 and Math.abs($positionY-$k)==0)) or $mapArray_discovered[$i][$k] == 1>> <<print "E">> <<set $mapArray_discovered[$i][$k] to 1>> <<else>> <<print "?">> <</if>> <<elseif $mapArray[$i][$k] eq 3>> <<if (Math.abs($positionX-$i)==0 and Math.abs($positionY-$k)<3) or ((Math.abs($positionX-$i)<3 and Math.abs($positionY-$k)==0)) or $mapArray_discovered[$i][$k] == 1>> <<print "F">> <<set $mapArray_discovered[$i][$k] to 1>> <<else>> <<print "?">> <</if>> <<elseif $mapArray[$i][$k] eq 4>> <<if (Math.abs($positionX-$i)==0 and Math.abs($positionY-$k)<3) or ((Math.abs($positionX-$i)<3 and Math.abs($positionY-$k)==0)) or $mapArray_discovered[$i][$k] == 1>> <<print "T">> <<set $mapArray_discovered[$i][$k] to 1>> <<else>> <<print "?">> <</if>> <<elseif $mapArray[$i][$k] eq 5>> <<if (Math.abs($positionX-$i)==0 and Math.abs($positionY-$k)<3) or ((Math.abs($positionX-$i)<3 and Math.abs($positionY-$k)==0)) or $mapArray_discovered[$i][$k] == 1>> <<print "C">> <<set $mapArray_discovered[$i][$k] to 1>> <<else>> <<print "?">> <</if>> <<elseif $mapArray[$i][$k] eq 6>> <<if (Math.abs($positionX-$i)==0 and Math.abs($positionY-$k)<3) or ((Math.abs($positionX-$i)<3 and Math.abs($positionY-$k)==0)) or $mapArray_discovered[$i][$k] == 1>> <<print "D">> <<set $mapArray_discovered[$i][$k] to 1>> <<else>> <<print "?">> <</if>> <</if>> <</for>> <<print "<br>">> <</for>> <</nobr>> </span>
<<nobr>> <<set $mapArray to [ [0,0,0,0,0,0,0,0,0,0,0], [0,6,1,1,0,1,1,1,1,1,0], [0,0,0,1,0,0,0,0,0,1,0], [0,1,0,1,1,1,1,1,0,1,0], [0,1,0,0,0,0,0,1,0,1,0], [0,1,1,1,1,1,1,1,0,1,0], [0,0,0,0,0,0,0,1,0,1,0], [0,1,0,1,1,1,1,1,1,1,0], [0,1,0,1,0,0,0,1,0,0,0], [0,1,1,1,0,1,1,1,1,2,0], [0,0,0,0,0,0,0,0,0,0,0]]>> <<set $mapArray_discovered to [ [1,1,1,1,1,1,1,1,1,1,1], [1,1,1,1,1,1,1,1,1,1,1], [1,1,1,1,1,1,1,1,1,1,1], [1,1,1,1,1,1,1,1,1,1,1], [1,1,1,1,1,1,1,1,1,1,1], [1,1,1,1,1,1,1,1,1,1,1], [1,1,1,1,1,1,1,1,1,1,1], [1,1,1,1,1,1,1,1,1,1,1], [1,1,1,1,1,1,1,1,1,1,1], [1,1,1,1,1,1,1,1,1,1,1], [1,1,1,1,1,1,1,1,1,1,1]]>> /* <<set $mapArray_discovered to [ [0,0,0,0,0,0,0,0,0,0,0], [0,0,0,0,0,0,0,0,0,0,0], [0,0,0,0,0,0,0,0,0,0,0], [0,0,0,0,0,0,0,0,0,0,0], [0,0,0,0,0,0,0,0,0,0,0], [0,0,0,0,0,0,0,0,0,0,0], [0,0,0,0,0,0,0,0,0,0,0], [0,0,0,0,0,0,0,0,0,0,0], [0,0,0,0,0,0,0,0,0,0,0], [0,0,0,0,0,0,0,0,0,0,0], [0,0,0,0,0,0,0,0,0,0,0]]>> */ <<set $positionX to 1>> <<set $positionY to 1>> <<set $nombre_coffres_restant to 12>> <<set $nombre_coffres to random(3, 6)>> <<set $nombre_ennemi_restant to 8>> <<set $nombre_ennemi to random(5, 10)>> <<for $i to 0; $i lt $mapArray.length; $i++>> <<for $k to 0; $k lt $mapArray[$i].length; $k++>> <<if $mapArray[$i][$k] == 1>> <<set $chance to random(1, 100)>> <<if $chance <=6 and $nombre_ennemi >0 >> <<set $mapArray[$i][$k] to 3, $nombre_ennemi -= 1,$nombre_ennemi_restant=12 >> <<elseif $nombre_ennemi_restant == 0 and $nombre_ennemi >0>> <<set $mapArray[$i][$k] to 3, $nombre_ennemi -= 1,$nombre_ennemi_restant=12 >> <</if>> <<set $nombre_ennemi_restant -= 1>> <</if>> <</for>> <</for>> <<for $i to 0; $i lt $mapArray.length; $i++>> <<for $k to 0; $k lt $mapArray[$i].length; $k++>> <<if $mapArray[$i][$k] == 1>> <<set $chance to random(1, 100)>> <<if $chance <=6 and $nombre_coffres >0 >> <<set $mapArray[$i][$k] to 4, $nombre_coffres -= 1,$nombre_coffres_restant=12 >> <<elseif $nombre_coffres_restant == 0 and $nombre_coffres >0>> <<set $mapArray[$i][$k] to 4, $nombre_coffres -= 1,$nombre_coffres_restant=12 >> <</if>> <<set $nombre_coffres_restant -= 1>> <</if>> <</for>> <</for>> <<set $nombre_piege_restant to 8>> <<set $nombre_piege to random(5, 10)>> <<for $i to 0; $i lt $mapArray.length; $i++>> <<for $k to 0; $k lt $mapArray[$i].length; $k++>> <<if $mapArray[$i][$k] == 1>> <<set $chance to random(1, 100)>> <<if $chance <=6 and $nombre_piege >0 >> <<set $mapArray[$i][$k] to 5, $nombre_piege -= 1,$nombre_piege_restant=12 >> <<elseif $nombre_piege_restant == 0 and $nombre_piege >0>> <<set $mapArray[$i][$k] to 5, $nombre_piege -= 1,$nombre_piege_restant=12 >> <</if>> <<set $nombre_piege_restant -= 1>> <</if>> <</for>> <</for>> <</nobr>>
<<include "Location">><<nobr>> <<if $mapArray[$positionX-1][$positionY] eq 1>>/* couloir*/ [[North]] <<elseif $mapArray[$positionX-1][$positionY] eq 2>>/* sortie*/ [[Exit]] <<elseif $mapArray[$positionX-1][$positionY] eq 3>>/* ennemi */ <<set $lieu to "Map System">> <<silently>> <<include "combat_before_donjon">> <</silently>> [[Fight|combat_donjon][$move to "nord"]] <<elseif $mapArray[$positionX-1][$positionY] eq 4>> /* coffre */ [[North][$chance_coffre =1]] <<elseif $mapArray[$positionX-1][$positionY] eq 5>> /* piege */ [[North][$chance_piege =1]] <<elseif $mapArray[$positionX-1][$positionY] eq 6>> /* départ */ [[quit the dungeon|depart_donjon]] <<else>> <a class="disable-me">North</a> <</if>> | <<if $mapArray[$positionX][$positionY+1] eq 1>> [[East]] <<elseif $mapArray[$positionX][$positionY+1] eq 2>>/* sortie*/ [[Exit]] <<elseif $mapArray[$positionX][$positionY+1] eq 3>>/* ennemi */ <<set $lieu to "Map System">> <<silently>> <<include "combat_before_donjon">> <</silently>> [[Fight|combat_donjon][$move to "est"]] <<elseif $mapArray[$positionX][$positionY+1] eq 4>> /* coffre */ [[East][$chance_coffre =1]] <<elseif $mapArray[$positionX][$positionY+1] eq 5>> /* piege */ [[East][$chance_piege =1]] <<elseif $mapArray[$positionX][$positionY+1] eq 6>> /* départ */ [[quit the dungeon|depart_donjon]] <<else>> <a class="disable-me">East</a> <</if>> | <<if $mapArray[$positionX+1][$positionY] eq 1>> [[South]] <<elseif $mapArray[$positionX+1][$positionY] eq 2>>/* sortie*/ [[Exit]] <<elseif $mapArray[$positionX+1][$positionY] eq 3>>/* ennemi */ <<set $lieu to "Map System">> <<silently>> <<include "combat_before_donjon">> <</silently>> [[fight|combat_donjon][$move to "sud"]] <<elseif $mapArray[$positionX+1][$positionY] eq 4>> /* coffre */ [[South][$chance_coffre =1]] <<elseif $mapArray[$positionX+1][$positionY] eq 5>> /* piege */ [[South][$chance_piege =1]] <<elseif $mapArray[$positionX+1][$positionY] eq 6>> /* départ */ [[quit the dungeon|depart_donjon]] <<else>> <a class="disable-me">South</a> <</if>> | <<if $mapArray[$positionX][$positionY-1] eq 1>> [[West]] <<elseif $mapArray[$positionX][$positionY-1] eq 2>>/* sortie*/ [[Exit]] <<elseif $mapArray[$positionX][$positionY-1] eq 3>>/* ennemi */ <<set $lieu to "Map System">> <<silently>> <<include "combat_before_donjon">> <</silently>> [[Fight|combat_donjon][$move to "ouest"]] <<elseif $mapArray[$positionX][$positionY-1] eq 4>> /* coffre */ [[West][$chance_coffre =1]] <<elseif $mapArray[$positionX][$positionY-1] eq 5>> /* piege */ [[West][$chance_piege =1]] <<elseif $mapArray[$positionX][$positionY-1] eq 6>> /* départ */ [[quit the dungeon|depart_donjon]] <<else>> <a class="disable-me">West</a> <</if>> | <</nobr>> <<if $chance_piege==1 or $chance_coffre==1>><hr><</if>> <<include "piege_donjon">><<include "coffre_donjon">>
<<nobr>><<set $positionX -= 1>> <<include "Map System">> <</nobr>>
<<nobr>><<set $positionY += 1>> <<include "Map System">> <</nobr>>
<<nobr>><<set $positionX += 1>> <<include "Map System">> <</nobr>>
<<nobr>><<set $positionY -= 1>> <<include "Map System">> <</nobr>>
You exit the donjon <<button "Continue">> <<set $combat to false, $has_combat to false>> <<goto "instance_tutoriel">> <</button>>
You escaped the donjon!
<<nobr>> <<set $combat to true>> <<set $fuite_e=false>> <<set $turns=0>> <<set $choix_adversaire_before to either($donjon[$donjon_actuel].mob) >> <<set $choix_adversaire to $ennemis[$choix_adversaire_before] >> <<set $adversaire_lvl to setup.lvl_ennemi($choix_adversaire.min_lvl,$choix_adversaire.max_lvl)>> <<if $choix_adversaire.name=="slime métallique">> <<set $ennemi_hp to $choix_adversaire.hp>> <<set $ennemi_hp_max to $choix_adversaire.hp>> <<else>> <<set $ennemi_hp to setup.calcul_hp_ennemi($choix_adversaire.hp)>> <<set $ennemi_hp_max to setup.calcul_hp_ennemi($choix_adversaire.hp)>> <</if>> <<set $ennemi_mp_max to setup.calcul_mp_ennemi($choix_adversaire.mp)>> <<set $ennemi_mp to setup.calcul_mp_ennemi($choix_adversaire.mp)>> <<set $ennemi_cout_sort to $choix_adversaire.cout_sort>> <<set $ennemi_atk to setup.calcul_atk_ennemi($choix_adversaire.atk)>> <<set $ennemi_atkm to setup.calcul_atkm_ennemi($choix_adversaire.atkm)>> <<set $ennemi_def to setup.calcul_def_ennemi($choix_adversaire.def)>> <<set $ennemi_defm to setup.calcul_defm_ennemi($choix_adversaire.defm)>> <<set $ennemi_agi to setup.calcul_agi_ennemi($choix_adversaire.agi)>> <<set $ennemi_vit to setup.calcul_vit_ennemi($choix_adversaire.agi,$choix_adversaire.vit)>> <<set $ennemi_type to $choix_adversaire.type>> <<set $ennemi_xp to setup.xp_ennemi($adversaire_lvl,$choix_adversaire.xp)>> <<set $ennemi_or to setup.or_ennemi($adversaire_lvl,$choix_adversaire.or)>> <<set $img_combat=$choix_adversaire.img >> <<set $hp_bouclier=0,$turn_bouclier=0,$degat_pv=0,$degat_bouclier=0,$mp_use=0,$turn_immune=0,$turn_defup=0,$turn_defmup=0,$turn_mana to 0,$mana_life=0,$hp_kill=0,$turn_berserke=0>> <</nobr>>
<<nobr>><<set $has_fuite to setup.fuite($agi,$ennemi_agi)>> <<script>> $(document).one(':passagerender', function (ev) { Health2(State.variables.hp, State.variables.hp_max, "horizontalhealthbar", true, ev.content); }); $(document).one(':passagerender', function (ev) { Mana(State.variables.mp, State.variables.mp_max, "horizontalmanabar", true, ev.content); }); $(document).one(':passagerender', function (ev) { SP(State.variables.sp, 100, "horizontalspbar", true, ev.content); }); $(document).one(':passagerender', function (ev) { Health2(State.variables.ennemi_hp, State.variables.ennemi_hp_max, "horizontalhealthbar2", true, ev.content); }); $(document).one(':passagerender', function (ev) { Mana(State.variables.ennemi_mp, State.variables.ennemi_mp_max, "horizontalmanabar2", true, ev.content); }); <</script>> <div class="general"> <div class="fenetre_combat"> <div class="joueur"> <div class="img_joueur"> [img[$img_joueur]] </div> <div class="barres_joueur"> <div class="entete_joueur"> <span> <strong> $name </strong> </span> <span> | </span> <span> lvl. $lvl </span> </div> <div class="div_vie_joueur"> <div class="hp_perso"> $hp / $hp_max HP </div> <div class="horizontalhealthbarbkg"> <div class="horizontalhealthbar"> </div> </div> </div> <div class="div_mp_joueur"> <div class="mp_perso"> $mp / $mp_max MP </div> <div class="horizontalmanabarbkg"> <div class="horizontalmanabar"> </div> </div> </div> <div class="div_sp_joueur"> <div class="sp_perso"> $sp / 100 SP </div> <div class="horizontalspbarbkg"> <div class="horizontalspbar"> </div> </div> </div> </div> </div> <div class="ennemi"> <div class="barres_joueur"> <div class="entete_joueur"> <span> <strong> $choix_adversaire.name </strong> </span> <span> | </span> <span> lvl. $adversaire_lvl </span> </div> <div class="div_vie_joueur"> <div class="hp_ennemi"> $ennemi_hp / $ennemi_hp_max HP </div> <div class="horizontalhealthbar2bkg"> <div class="horizontalhealthbar2"> </div> </div> </div> <<if $ennemi_mp_max >0 >> <div class="div_mp_joueur"> <div class="mp_ennemi"> $ennemi_mp / $ennemi_mp_max MP </div> <div class="horizontalmanabar2bkg"> <div class="horizontalmanabar2"> </div> </div> </div> <</if>> </div> <div class="img_joueur"> [img[$img_combat]] </div> </div> </div> <div class="fenetre_interface"> <div id="fight"><<include "interface_combat">></div> <div id="affichage_combat"> <span id="printing"><<include "affichage_combat">></span> </div> <span id="after"><<include "after_combat">></span> <<if $fuite_e == true and $ennemi_hp != 0>> $choix_adversaire.name runs away. <<button [[continue|$lieu]]>> <</button>> <</if>> </div> </div> <</nobr>>
<<if $chance_piege ==1>> It's a trap! <<set $mapArray[$positionX][$positionY] to 1 >> <<set $chance_piege =0>> <</if>>
<<nobr>> <<if $chance_coffre ==1>> <<set $random_chance_coffre to random(1,100)>> <<set $random_or to random($donjon[$donjon_actuel].or_min,$donjon[$donjon_actuel].or_max)>> <<set $random_item_nombre to random($donjon[$donjon_actuel].item_min,$donjon[$donjon_actuel].item_max)>> <<set $random_item2_nombre to random($donjon[$donjon_actuel].item_min,$donjon[$donjon_actuel].item_max)>> <<set $array_selection to $donjon[$donjon_actuel].item.randomMany(2) >> /* changer le nombre 2 par le nombre d'objet a séléctionner */ <<set $array_selection_rare to $donjon[$donjon_actuel].item_rare.randomMany(2) >> <<set $random_item to $array_selection[0]>> <<set $random_item2 to $array_selection[1]>> <<set $random_item_rare to $array_selection_rare[0]>> <<set $random_item_rare2 to $array_selection_rare[1]>> <<set $random_item_rare_nombre to random($donjon[$donjon_actuel].item_rare_min,$donjon[$donjon_actuel].item_rare_max)>> <<set $random_item_rare2_nombre to random($donjon[$donjon_actuel].item_rare_min,$donjon[$donjon_actuel].item_rare_max)>> <<if $random_chance_coffre <= 5>> You discover a treasure chest, by opening it, you get $random_or ¤ , <<print $random_item_nombre +2 >> $items[$random_item].name and <<print $random_item2_nombre +2 >> $items[$random_item2].name . You get as well <<print $random_item_rare_nombre +2 >> $items[$random_item_rare].name and <<print $random_item_rare2_nombre +2 >> $items[$random_item_rare2].name . <<set $money += $random_or>> <<set $items[$random_item_rare].nombre_joueur += ($random_item_rare_nombre +2) >> <<set $items[$random_item_rare2].nombre_joueur += ($random_item_rare2_nombre +2) >> <<set $items[$random_item].nombre_joueur += ($random_item_nombre +2) >> <<set $items[$random_item2].nombre_joueur += ($random_item2_nombre +2) >> <<elseif $random_chance_coffre <= 10>> You discover a treasure chest, by opening it, you get <<print $random_item_nombre +2 >> $items[$random_item].name and <<print $random_item2_nombre +2 >> $items[$random_item2].name . You aso get <<print $random_item_rare_nombre +1 >> $items[$random_item_rare].name . <<set $items[$random_item_rare].nombre_joueur += ($random_item_rare_nombre +1) >> <<set $items[$random_item].nombre_joueur += ($random_item_nombre +2) >> <<set $items[$random_item2].nombre_joueur += ($random_item2_nombre +2) >> <<elseif $random_chance_coffre <= 15>> /* cas où on combat mimic*/ You discover a treasure chest, trying to open it, you discover that it is a mimicry ~~ Fight (soon) <<elseif $random_chance_coffre <= 25>> You discover a treasure chest, by opening it, you get $random_or ¤ and <<print $random_item_rare_nombre +1 >> $items[$random_item_rare].name . <<set $money += $random_or>> <<set $items[$random_item_rare].nombre_joueur += ($random_item_rare_nombre +1) >> <<elseif $random_chance_coffre <= 35>> You discover an old treasure chest, opening it, you find many cobwebs, and in the bottom of it, <<print $random_item_rare_nombre >> $items[$random_item_rare].name . <<set $items[$random_item_rare].nombre_joueur += $random_item_rare_nombre >> <<elseif $random_chance_coffre <= 50>> You discover a treasure chest, by opening it, you get $random_or ¤ , <<print $random_item_nombre >> $items[$random_item].name and <<print $random_item2_nombre >> $items[$random_item2].name . <<set $money += $random_or>> <<set $items[$random_item].nombre_joueur += $random_item_nombre >> <<set $items[$random_item2].nombre_joueur += $random_item2_nombre >> <<elseif $random_chance_coffre <= 70>> You discover a treasure chest, by opening it, you get $random_or ¤ , <<print $random_item_nombre >> $items[$random_item].name . <<set $money += $random_or>> <<set $items[$random_item].nombre_joueur += $random_item_nombre >> <<else>> You discover a treasure chest, by opening it, you get $random_or ¤. <<set $money += $random_or>> <</if>> <<set $mapArray[$positionX][$positionY] to 1 >> <<set $chance_coffre =0>> <</if>> <</nobr>>
<strong>Name: $items[_key].name</strong> <<nobr>> <<if $items[_key].hp >0 or $items[_key].mp >0 or $items[_key].atk >0 or $items[_key].atkm >0 or $items[_key].def >0 or $items[_key].defm >0 or $items[_key].agi >0 or $items[_key].vit >0 or $items[_key].cha >0>> <strong>Effect(s): </strong> <br><br> <<if $items[_key].hp >0>> + $items[_key].hp hp. <br> <</if>> <<if $items[_key].mp >0>> + $items[_key].mp mana.<br> <</if>> <<if $items[_key].atk >0>> + $items[_key].atk atk.<br> <</if>> <<if $items[_key].atkm >0>> + $items[_key].atkm m-atk.<br> <</if>> <<if $items[_key].def >0>> + $items[_key].def de def.<br> <</if>> <<if $items[_key].defm >0>> + $items[_key].defm de m-def.<br> <</if>> <<if $items[_key].agi >0>> + $items[_key].agi agi.<br> <</if>> <<if $items[_key].vit >0>> + $items[_key].vit vit.<br> <</if>> <<if $items[_key].cha >0>> + $items[_key].cha cha.<br> <</if>> <<else>> <strong>Effect(s): </strong> <br><br> None.<br> <</if>> <br> <<if $items[_key].type=="arme" or $items[_key].type=="tete" or $items[_key].type=="chaussure" or $items[_key].type=="armure" or $items[_key].type=="accessoire1" or $items[_key].type=="accessoire2" >> <<if $items[_key].requirements[0]>0 or $items[_key].requirements[1]>0 or $items[_key].requirements[2]>0 or $items[_key].requirements[3]>0 or $items[_key].requirements[4]>0 or $items[_key].requirements[5]>0 or $items[_key].requirements[6]>0 or $items[_key].requirements[7]>0 or $items[_key].requirements[8]>0 >> <strong>requirement(s) : </strong> <br> <br> <<if $items[_key].requirements[0] >0 >> level: <<print $items[_key].requirements[0] >> <br> <</if>> <<if $items[_key].requirements[1] >0 >> Strength: <<print $items[_key].requirements[1] >> <br> <</if>> <<if $items[_key].requirements[2] >0 >> Stamina: <<print $items[_key].requirements[2] >> <br> <</if>> <<if $items[_key].requirements[3] >0 >> Dexterity: <<print $items[_key].requirements[3] >> <br> <</if>> <<if $items[_key].requirements[4] >0 >> Agility: <<print $items[_key].requirements[4] >> <br> <</if>> <<if $items[_key].requirements[5] >0 >> Intelligence: <<print $items[_key].requirements[5] >> <br> <</if>> <<if $items[_key].requirements[6] >0 >> Charisma: <<print $items[_key].requirements[6] >> <br> <</if>> <<if $items[_key].requirements[7] >0 >> Resistance: <<print $items[_key].requirements[7] >> <br> <</if>> <<if $items[_key].requirements[8] >0 >> Luck: <<print $items[_key].requirements[8] >> <br> <</if>> <<else>> <strong>requirement(s) : </strong> <br> <br> None. <br> <</if>> <br> <</if>> <strong>resale price: </strong> <<print Math.round(0.75*$items[_key].prix)>> ¤ . <</nobr>>
[[return|$lieu]] <strong>remaining attribute points: <span id="pointsrestants">$points_attributs </span> </strong> <<nobr>> Strength: <span id="stats-str"><<print $strength>></span> <span id="addpoints"><<button "+">> <<set $strength++,$points_attributs-->> <<replace "#stats-str">> <<print $strength>> <<if $points_attributs == 0>> <<replace "#continuer">> <<button [[confirm|$lieu]] >> <<set $base to setup.set_base($classe)>> <<set $hp_base =$base[0],$mp_base=$base[1],$atk_base=$base[2],$atkm_base=$base[3],$def_base=$base[4],$defm_base=$base[5],$vit_base=$base[6],$agi_base=$base[7]>> <<set $hp_perso to setup.calcul_hp($constitution)>> <<set $mp_perso to setup.calcul_mp($intelligence)>> <<set $atk_perso to setup.calcul_atk($strength)>> <<set $atkm_perso to setup.calcul_atkm($intelligence)>> <<set $def_perso to setup.calcul_def($resistance)>> <<set $defm_perso to setup.calcul_defm($intelligence,$resistance)>> <<set $agi_perso to setup.calcul_agi($agility)>> <<set $vit_perso to setup.calcul_vit($agility,$dexterity)>> <<set $atk=$atk_perso + $atk_objets>> <<set $atkm=$atkm_perso + $atkm_objets>> <<set $def=$def_perso + $def_objets>> <<set $defm=$defm_perso + $defm_objets>> <<set $agi=$agi_perso + $agi_objets>> <<set $vit=$vit_perso + $vit_objets>> <<set $hp_max=$hp_perso + $hp_objets>> <<set $mp_max=$mp_perso + $mp_objets>> <</button>> <</replace>> <<replace "#addpoints">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints2">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints3">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints4">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints5">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints6">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints7">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints8">> <button disabled="disabled">+</button> <</replace>> <</if>> <<replace "#pointsrestants">> $points_attributs <</replace>> <</replace>> <</button>></span> <</nobr>> <<nobr>> Stamina: <span id="stats-const"><<print $constitution>></span> <span id="addpoints2"><<button "+">> <<set $constitution++,$points_attributs-->> <<replace "#stats-const">> <<print $constitution>> <<if $points_attributs == 0>> <<replace "#continuer">> <<button [[confirm|$lieu]] >> <<set $base to setup.set_base($classe)>> <<set $hp_base =$base[0],$mp_base=$base[1],$atk_base=$base[2],$atkm_base=$base[3],$def_base=$base[4],$defm_base=$base[5],$vit_base=$base[6],$agi_base=$base[7]>> <<set $hp_perso to setup.calcul_hp($constitution)>> <<set $mp_perso to setup.calcul_mp($intelligence)>> <<set $atk_perso to setup.calcul_atk($strength)>> <<set $atkm_perso to setup.calcul_atkm($intelligence)>> <<set $def_perso to setup.calcul_def($resistance)>> <<set $defm_perso to setup.calcul_defm($intelligence,$resistance)>> <<set $agi_perso to setup.calcul_agi($agility)>> <<set $vit_perso to setup.calcul_vit($agility,$dexterity)>> <<set $atk=$atk_perso + $atk_objets>> <<set $atkm=$atkm_perso + $atkm_objets>> <<set $def=$def_perso + $def_objets>> <<set $defm=$defm_perso + $defm_objets>> <<set $agi=$agi_perso + $agi_objets>> <<set $vit=$vit_perso + $vit_objets>> <<set $hp_max=$hp_perso + $hp_objets>> <<set $mp_max=$mp_perso + $mp_objets>> <</button>> <</replace>> <<replace "#addpoints">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints2">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints3">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints4">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints5">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints6">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints7">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints8">> <button disabled="disabled">+</button> <</replace>> <</if>> <<replace "#pointsrestants">> $points_attributs <</replace>> <</replace>> <</button>></span> <</nobr>> <<nobr>> Dexterity: <span id="stats-dext"><<print $dexterity>></span> <span id="addpoints3"><<button "+">> <<set $dexterity++,$points_attributs-->> <<replace "#stats-dext">> <<print $dexterity>> <<if $points_attributs == 0>> <<replace "#continuer">> <<button [[confirm|$lieu]] >> <<set $base to setup.set_base($classe)>> <<set $hp_base =$base[0],$mp_base=$base[1],$atk_base=$base[2],$atkm_base=$base[3],$def_base=$base[4],$defm_base=$base[5],$vit_base=$base[6],$agi_base=$base[7]>> <<set $hp_perso to setup.calcul_hp($constitution)>> <<set $mp_perso to setup.calcul_mp($intelligence)>> <<set $atk_perso to setup.calcul_atk($strength)>> <<set $atkm_perso to setup.calcul_atkm($intelligence)>> <<set $def_perso to setup.calcul_def($resistance)>> <<set $defm_perso to setup.calcul_defm($intelligence,$resistance)>> <<set $agi_perso to setup.calcul_agi($agility)>> <<set $vit_perso to setup.calcul_vit($agility,$dexterity)>> <<set $atk=$atk_perso + $atk_objets>> <<set $atkm=$atkm_perso + $atkm_objets>> <<set $def=$def_perso + $def_objets>> <<set $defm=$defm_perso + $defm_objets>> <<set $agi=$agi_perso + $agi_objets>> <<set $vit=$vit_perso + $vit_objets>> <<set $hp_max=$hp_perso + $hp_objets>> <<set $mp_max=$mp_perso + $mp_objets>> <</button>> <</replace>> <<replace "#addpoints">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints2">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints3">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints4">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints5">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints6">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints7">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints8">> <button disabled="disabled">+</button> <</replace>> <</if>> <<replace "#pointsrestants">> $points_attributs <</replace>> <</replace>> <</button>></span> <</nobr>> <<nobr>> Agility: <span id="stats-agi"><<print $agility>></span> <span id="addpoints4"><<button "+">> <<set $agility++,$points_attributs-->> <<replace "#stats-agi">> <<print $agility>> <<if $points_attributs == 0>> <<replace "#continuer">> <<button [[confirm|$lieu]] >> <<set $base to setup.set_base($classe)>> <<set $hp_base =$base[0],$mp_base=$base[1],$atk_base=$base[2],$atkm_base=$base[3],$def_base=$base[4],$defm_base=$base[5],$vit_base=$base[6],$agi_base=$base[7]>> <<set $hp_perso to setup.calcul_hp($constitution)>> <<set $mp_perso to setup.calcul_mp($intelligence)>> <<set $atk_perso to setup.calcul_atk($strength)>> <<set $atkm_perso to setup.calcul_atkm($intelligence)>> <<set $def_perso to setup.calcul_def($resistance)>> <<set $defm_perso to setup.calcul_defm($intelligence,$resistance)>> <<set $agi_perso to setup.calcul_agi($agility)>> <<set $vit_perso to setup.calcul_vit($agility,$dexterity)>> <<set $atk=$atk_perso + $atk_objets>> <<set $atkm=$atkm_perso + $atkm_objets>> <<set $def=$def_perso + $def_objets>> <<set $defm=$defm_perso + $defm_objets>> <<set $agi=$agi_perso + $agi_objets>> <<set $vit=$vit_perso + $vit_objets>> <<set $hp_max=$hp_perso + $hp_objets>> <<set $mp_max=$mp_perso + $mp_objets>> <</button>> <</replace>> <<replace "#addpoints">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints2">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints3">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints4">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints5">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints6">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints7">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints8">> <button disabled="disabled">+</button> <</replace>> <</if>> <<replace "#pointsrestants">> $points_attributs <</replace>> <</replace>> <</button>></span> <</nobr>> <<nobr>> Intelligence: <span id="stats-int"><<print $intelligence>></span> <span id="addpoints5"><<button "+">> <<set $intelligence++,$points_attributs-->> <<replace "#stats-int">> <<print $intelligence>> <<if $points_attributs == 0>> <<replace "#continuer">> <<button [[confirm|$lieu]] >> <<set $base to setup.set_base($classe)>> <<set $hp_base =$base[0],$mp_base=$base[1],$atk_base=$base[2],$atkm_base=$base[3],$def_base=$base[4],$defm_base=$base[5],$vit_base=$base[6],$agi_base=$base[7]>> <<set $hp_perso to setup.calcul_hp($constitution)>> <<set $mp_perso to setup.calcul_mp($intelligence)>> <<set $atk_perso to setup.calcul_atk($strength)>> <<set $atkm_perso to setup.calcul_atkm($intelligence)>> <<set $def_perso to setup.calcul_def($resistance)>> <<set $defm_perso to setup.calcul_defm($intelligence,$resistance)>> <<set $agi_perso to setup.calcul_agi($agility)>> <<set $vit_perso to setup.calcul_vit($agility,$dexterity)>> <<set $atk=$atk_perso + $atk_objets>> <<set $atkm=$atkm_perso + $atkm_objets>> <<set $def=$def_perso + $def_objets>> <<set $defm=$defm_perso + $defm_objets>> <<set $agi=$agi_perso + $agi_objets>> <<set $vit=$vit_perso + $vit_objets>> <<set $hp_max=$hp_perso + $hp_objets>> <<set $mp_max=$mp_perso + $mp_objets>> <</button>> <</replace>> <<replace "#addpoints">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints2">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints3">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints4">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints5">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints6">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints7">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints8">> <button disabled="disabled">+</button> <</replace>> <</if>> <<replace "#pointsrestants">> $points_attributs <</replace>> <</replace>> <</button>></span> <</nobr>> <<nobr>> Charisma: <span id="stats-cha"><<print $charisma>></span> <span id="addpoints6"><<button "+">> <<set $charisma++,$points_attributs-->> <<replace "#stats-cha">> <<print $charisma>> <<if $points_attributs == 0>> <<replace "#continuer">> <<button [[confirm|$lieu]] >> <<set $base to setup.set_base($classe)>> <<set $hp_base =$base[0],$mp_base=$base[1],$atk_base=$base[2],$atkm_base=$base[3],$def_base=$base[4],$defm_base=$base[5],$vit_base=$base[6],$agi_base=$base[7]>> <<set $hp_perso to setup.calcul_hp($constitution)>> <<set $mp_perso to setup.calcul_mp($intelligence)>> <<set $atk_perso to setup.calcul_atk($strength)>> <<set $atkm_perso to setup.calcul_atkm($intelligence)>> <<set $def_perso to setup.calcul_def($resistance)>> <<set $defm_perso to setup.calcul_defm($intelligence,$resistance)>> <<set $agi_perso to setup.calcul_agi($agility)>> <<set $vit_perso to setup.calcul_vit($agility,$dexterity)>> <<set $atk=$atk_perso + $atk_objets>> <<set $atkm=$atkm_perso + $atkm_objets>> <<set $def=$def_perso + $def_objets>> <<set $defm=$defm_perso + $defm_objets>> <<set $agi=$agi_perso + $agi_objets>> <<set $vit=$vit_perso + $vit_objets>> <<set $hp_max=$hp_perso + $hp_objets>> <<set $mp_max=$mp_perso + $mp_objets>> <</button>> <</replace>> <<replace "#addpoints">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints2">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints3">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints4">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints5">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints6">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints7">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints8">> <button disabled="disabled">+</button> <</replace>> <</if>> <<replace "#pointsrestants">> $points_attributs <</replace>> <</replace>> <</button>></span> <</nobr>> <<nobr>> Resistance: <span id="stats-res"><<print $resistance>></span> <span id="addpoints7"><<button "+">> <<set $resistance++,$points_attributs-->> <<replace "#stats-res">> <<print $resistance>> <<if $points_attributs == 0>> <<replace "#continuer">> <<button [[confirm|$lieu]] >> <<set $base to setup.set_base($classe)>> <<set $hp_base =$base[0],$mp_base=$base[1],$atk_base=$base[2],$atkm_base=$base[3],$def_base=$base[4],$defm_base=$base[5],$vit_base=$base[6],$agi_base=$base[7]>> <<set $hp_perso to setup.calcul_hp($constitution)>> <<set $mp_perso to setup.calcul_mp($intelligence)>> <<set $atk_perso to setup.calcul_atk($strength)>> <<set $atkm_perso to setup.calcul_atkm($intelligence)>> <<set $def_perso to setup.calcul_def($resistance)>> <<set $defm_perso to setup.calcul_defm($intelligence,$resistance)>> <<set $agi_perso to setup.calcul_agi($agility)>> <<set $vit_perso to setup.calcul_vit($agility,$dexterity)>> <<set $atk=$atk_perso + $atk_objets>> <<set $atkm=$atkm_perso + $atkm_objets>> <<set $def=$def_perso + $def_objets>> <<set $defm=$defm_perso + $defm_objets>> <<set $agi=$agi_perso + $agi_objets>> <<set $vit=$vit_perso + $vit_objets>> <<set $hp_max=$hp_perso + $hp_objets>> <<set $mp_max=$mp_perso + $mp_objets>> <</button>> <</replace>> <<replace "#addpoints">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints2">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints3">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints4">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints5">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints6">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints7">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints8">> <button disabled="disabled">+</button> <</replace>> <</if>> <<replace "#pointsrestants">> $points_attributs <</replace>> <</replace>> <</button>></span> <</nobr>> <<nobr>> Luck: <span id="stats-luck"><<print $luck>></span> <span id="addpoints8"><<button "+">> <<set $luck++,$points_attributs-->> <<replace "#stats-luck">> <<print $luck>> <<if $points_attributs == 0>> <<replace "#continuer">> <<button [[confirm|$lieu]] >> <<set $base to setup.set_base($classe)>> <<set $hp_base =$base[0],$mp_base=$base[1],$atk_base=$base[2],$atkm_base=$base[3],$def_base=$base[4],$defm_base=$base[5],$vit_base=$base[6],$agi_base=$base[7]>> <<set $hp_perso to setup.calcul_hp($constitution)>> <<set $mp_perso to setup.calcul_mp($intelligence)>> <<set $atk_perso to setup.calcul_atk($strength)>> <<set $atkm_perso to setup.calcul_atkm($intelligence)>> <<set $def_perso to setup.calcul_def($resistance)>> <<set $defm_perso to setup.calcul_defm($intelligence,$resistance)>> <<set $agi_perso to setup.calcul_agi($agility)>> <<set $vit_perso to setup.calcul_vit($agility,$dexterity)>> <<set $atk=$atk_perso + $atk_objets>> <<set $atkm=$atkm_perso + $atkm_objets>> <<set $def=$def_perso + $def_objets>> <<set $defm=$defm_perso + $defm_objets>> <<set $agi=$agi_perso + $agi_objets>> <<set $vit=$vit_perso + $vit_objets>> <<set $hp_max=$hp_perso + $hp_objets>> <<set $mp_max=$mp_perso + $mp_objets>> <</button>> <</replace>> <<replace "#addpoints">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints2">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints3">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints4">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints5">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints6">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints7">> <button disabled="disabled">+</button> <</replace>> <<replace "#addpoints8">> <button disabled="disabled">+</button> <</replace>> <</if>> <<replace "#pointsrestants">> $points_attributs <</replace>> <</replace>> <</button>></span> <</nobr>> <span id="continuer"><button disabled="disabled">confirm</button></span> <button onclick="window.visibilitysingle('info');">Details</button> <div style="display:none" id="info"> <strong>Here is the influence on each stat that gives you 1 extra attribute point:</strong> Strength: + <<print Math.round(0.1*$atk_base)>> atk Stamina: + <<print Math.round(0.5*$hp_base)>> hp Dexterity: + <<print Math.round(0.08*$vit_base)>> vit Agility: + <<print Math.round(0.1*$agi_base)>> agi + <<print Math.round(0.02*$vit_base)>> vit Intelligence: + <<print Math.round(0.2*$mp_base)>> mp + <<print Math.round(0.1*$atkm_base)>> atk_magique + <<print Math.round(0.06*$defm_base)>> def_magique Resistance: + <<print Math.round(0.1*$def_base)>> def + <<print Math.round(0.04*$defm_base)>> def_magique </div>
Decription: This is a twine game set in a medieval/fantasy world. The main character wake up in bad shape in a secluded village without any memories. Without any goal except to get back his memory, the main character will help the youths of the village while discovering the world of Ioggommar. But will he be able to protected his loved one from the apocalypse threatening this world ? Note: As you can imagine it is an rpg story, with at the moment mostly hentai arts. Mostly because of the medival/fantasy fantasy. It start as a classical rpg, with a management of slave/companion after some time, who will be able to do mission like in "No Haven". At the moment the porn art are a little secondary, and will happened during quests, at random moment and while talking to some people.
brutal aggressive slutty
<<nobr>> <<include "code_crea_perso">> <<include "code_affichage_perso">> <div class="general"> <div class="fenetre_stat"> <div class="partie_stat"> <div class="img_perso"> <div class="img_companion"> [img[_img_companion]] </div> </div> <div class="info"> <div class="entete"> _prenom_companion | Lvl. _lvl_companion | <<if _class != "" >> _class | <</if>><i id="refresh_compa" class="fa fa-refresh" aria-hidden="true" onclick="window.visibilitydouble('stat','stat2');" ></i> </div> <div class="contenu_stat"> <div id="stat"> <span class="titre">Stats:</span> Health: _sante_companion <br> Stamina: _stamina <br> Reputation: _rep_companion <br> Loyalty: _loyaute <br> Trust: _peur <br> Beauty: _beauty <br> Libido: _libido <br> Intelligence: _intelligence_companion <br> Charisma: _charisma <br> </div> <div id="stat2" style="display:none" > <span class="titre">Sex stat:</span> Handjob: _handjob <br> Blowjob: _blowjob <br> Vaginal: _vaginal <br> Anal: _anal <br> Bondage: _bondage <br> Gangbang: _gangbang <br> <hr> <span class="titre">Job skill:</span> Stripping: _strip <br> Cooking: _cooking <br> Bartending: _bartending <br> Cleaning: _cleaning <br> Gambling: _gambling <br> </div> <div class="skill"> <span class="titre">Skills:</span> <ul> <<if _skill1 !="None">><li>_skill1</li><</if>> <<if _skill2 !="None">><li>_skill2</li><</if>> <<if _skill3 !="None">><li>_skill3</li><</if>> </ul> <hr> <span class="titre">Traits:</span> <ul> _list_traits </ul> </div> </div> </div> </div> <div class="description_companion"> <span style="font-weight: bold;">Description: </span> <div class="texte_info"> <<nobr>> _prenom_companion is a _age_companion years old <<if _sexe_companion==0>>man <<else>>woman <</if>> of the _race_companion race.<<if _sexe_companion==0>>He <<else>> She<</if>> seems _sante_companion_text. <<if _sexe_companion==0>>He <<else>> She<</if>> is _loyaute_text and _peur_text of you. <<if _sexe_companion==0>>He <<else>> She<</if>> is _taille_text at _taille cm and is _imc_text at _poid kg.<<if _sexe_companion==0>> He <<else>> She<</if>> has _couleur_yeux eyes and _cheveux_type _cheveux_couleur hair, overall <<if _sexe_companion==0>>his <<else>> her<</if>> face is _face_text. <br> <br> <<if _sexe_companion==0>>He <<else>> She<</if>> is _intelligence_companion_text and tends to be _personnality . <<if _sexe_companion==0>>He <<else>> She<</if>> was a _metier,<<if _sexe_companion==0>>his <<else>> her<</if>> past job will definitly be useful for certains situation. <br><br> <<if _sexe_companion==0>> He has a _dick cm dick and _balls balls. His _shoulder shoulders and _hips hips give him _contrast_phys.<br> <<if _virgin <= 5 >> He never slept with any woman, a real virgin. <</if>> <<else>>/* female */ She has a _boobs ccs breasts and _ass butt. Her _shoulder shoulders and _hips hips give her _contrast_phys.<br> <<if _vag_virgin == true and _ass_virgin == true and _virgin <= 60 >> She never slept with any woman or man, a real virgin. <</if>> <<if _ass_virgin == true and _vag_virgin == true>> She has a virgin pussy as well as a virgin asshole. She is unskilled in both vaginal and anal.<br> <<elseif _vag_virgin == true>> She has a virgin pussy. She is unskilled at taking vaginal.<br> <<elseif _ass_virgin == true>> She has a virgin asshole. She is unskilled at taking anal.<br> <<else>> <</if>> <</if>> <br> <<if _sexe_companion==0>>He <<else>> She<</if>> receive <<if _rarete=="commun">>a common<<elseif _rarete=="rare">> an uncommon <<else>> a rare <</if>> benediction which give <<if _sexe_companion==0>>him <<else>> her<</if>> <<if _rarete=="commun">>1 skill<<elseif _rarete=="rare">> 2 skills <<else>> 3 skills<</if>>. <</nobr>> </div> </div> </div> <div class="fenetre_info"> [[retry|gen_perso]] <br> <<link "save as a employee/slave and retry a new companion" "gen_perso">> <<set _class = "employee" >> <<set $companion to { "sexe_companion": _sexe_companion, "prenom_companion": _prenom_companion, "age_companion":_age_companion , "race_companion": _race_companion, "sante_companion": _sante_companion, "loyaute": _loyaute, "peur": _peur, "face": _face, "taille": _taille, "intelligence_companion": _intelligence_companion, "poid":_poid, "imc": _imc, "rarete": _rarete, "skill1": _skill1, "skill2": _skill2, "skill3": _skill3, "cheveux_couleur": _cheveux_couleur, "cheveux_type":_cheveux_type, "couleur_yeux": _couleur_yeux, "metier": _metier, "personnality": _personnality, "ass_virgin": _ass_virgin, "vag_virgin":_vag_virgin, "ass_luck": _ass_luck, "ass": _ass, "boobs": _boobs, "dick": _dick, "balls_luck": _balls_luck, "balls": _balls, "shoulder_choice": _shoulder_choice, "shoulder": _shoulder, "hips_choice": _hips_choice, "hips": _hips, "contrast_phys": _contrast_phys, "contrast_phys_value": _contrast_phys_value, "lvl_companion": _lvl_companion, "list_traits": _list_traits, "stamina_random": _stamina_random, "stamina": _stamina, "libido": _libido, "beauty_random": _value_beauty_random, "beauty": _beauty, "charisma_random": _value_charisma_random, "charisma": _charisma, "virgin": _virgin, "handjob": _handjob, "blowjob": _blowjob, "vaginal": _vaginal, "anal": _anal, "bondage": _bondage, "gangbang": _gangbang, "value_strip_random": _value_strip_random, "strip": _strip, "cooking": _cooking, "bartending": _bartending, "cleaning": _cleaning, "gambling": _gambling, "rep_companion": _rep_companion, "class": _class, "img_companion": _img_companion }>> <<set $liste_companion.push($companion) >> <</link>> <br> <<link "save as a companion and retry a new companion" "gen_perso">> <<set _class = "companion" >> <<set $companion to { "sexe_companion": _sexe_companion, "prenom_companion": _prenom_companion, "age_companion":_age_companion , "race_companion": _race_companion, "sante_companion": _sante_companion, "loyaute": _loyaute, "peur": _peur, "face": _face, "taille": _taille, "intelligence_companion": _intelligence_companion, "poid":_poid, "imc": _imc, "rarete": _rarete, "skill1": _skill1, "skill2": _skill2, "skill3": _skill3, "cheveux_couleur": _cheveux_couleur, "cheveux_type":_cheveux_type, "couleur_yeux": _couleur_yeux, "metier": _metier, "personnality": _personnality, "ass_virgin": _ass_virgin, "vag_virgin":_vag_virgin, "ass_luck": _ass_luck, "ass": _ass, "boobs": _boobs, "dick": _dick, "balls_luck": _balls_luck, "balls": _balls, "shoulder_choice": _shoulder_choice, "shoulder": _shoulder, "hips_choice": _hips_choice, "hips": _hips, "contrast_phys": _contrast_phys, "contrast_phys_value": _contrast_phys_value, "lvl_companion": _lvl_companion, "list_traits": _list_traits, "stamina_random": _stamina_random, "stamina": _stamina, "libido": _libido, "beauty_random": _value_beauty_random, "beauty": _beauty, "charisma_random": _value_charisma_random, "charisma": _charisma, "virgin": _virgin, "handjob": _handjob, "blowjob": _blowjob, "vaginal": _vaginal, "anal": _anal, "bondage": _bondage, "gangbang": _gangbang, "value_strip_random": _value_strip_random, "strip": _strip, "cooking": _cooking, "bartending": _bartending, "cleaning": _cleaning, "gambling": _gambling, "rep_companion": _rep_companion, "class": _class, "img_companion": _img_companion }>> <<set $liste_companion.push($companion) >> <</link>> <br> <<link "see all my companion(s) and employee(s)" "affichage_perso_saved">> <<set $x to 0>> <</link>> <br> </div> </div> <</nobr>>
<<nobr>> <<set $companion_actuel = $liste_companion[$x] >> <<include "code_affichage_perso2">> <div class="general"> <div class="fenetre_stat"> <div class="partie_stat"> <div class="img_perso"> <div class="img_companion"> [img[$companion_actuel.img_companion]] </div> </div> <div class="info"> <div class="entete"> $companion_actuel.prenom_companion | Lvl. $companion_actuel.lvl_companion | <<if $companion_actuel.class != "" >> $companion_actuel.class | <</if>><i id="refresh_compa" class="fa fa-refresh" aria-hidden="true" onclick="window.visibilitydouble('stat','stat2');" ></i> </div> <div class="contenu_stat"> <div id="stat"> <span class="titre">Stats:</span> Health: $companion_actuel.sante_companion <br> Stamina: $companion_actuel.stamina <br> Reputation: $companion_actuel.rep_companion <br> Loyalty: $companion_actuel.loyaute <br> Trust: $companion_actuel.peur <br> Beauty: $companion_actuel.beauty <br> Libido: $companion_actuel.libido <br> Intelligence: $companion_actuel.intelligence_companion <br> Charisma: $companion_actuel.charisma <br> </div> <div id="stat2" style="display:none" > <span class="titre">Sex stat:</span> Handjob: $companion_actuel.handjob <br> Blowjob: $companion_actuel.blowjob <br> Vaginal: $companion_actuel.vaginal <br> Anal: $companion_actuel.anal <br> Bondage: $companion_actuel.bondage <br> Gangbang: $companion_actuel.gangbang <br> <hr> <span class="titre">Job skill:</span> Stripping: $companion_actuel.strip <br> Cooking: $companion_actuel.cooking <br> Bartending: $companion_actuel.bartending <br> Cleaning: $companion_actuel.cleaning <br> Gambling: $companion_actuel.gambling <br> </div> <div class="skill"> <span class="titre">Skills:</span> <ul> <<if $companion_actuel.skill1 !="None">><li>$companion_actuel.skill1</li><</if>> <<if $companion_actuel.skill2 !="None">><li>$companion_actuel.skill2</li><</if>> <<if $companion_actuel.skill3 !="None">><li>$companion_actuel.skill3</li><</if>> </ul> <hr> <span class="titre">Traits:</span> <ul> $companion_actuel.list_traits </ul> </div> </div> </div> </div> <div class="description_companion"> <span style="font-weight: bold;">Description: </span> <div class="texte_info"> <<nobr>> $companion_actuel.prenom_companion is a $companion_actuel.age_companion years old <<if $companion_actuel.sexe_companion==0>>man <<else>>woman <</if>> of the $companion_actuel.race_companion race.<<if $companion_actuel.sexe_companion==0>>He <<else>> She<</if>> seems $companion_actuel.sante_companion_text. <<if $companion_actuel.sexe_companion==0>>He <<else>> She<</if>> is $companion_actuel.loyaute_text and $companion_actuel.peur_text of you. <<if $companion_actuel.sexe_companion==0>>He <<else>> She<</if>> is $companion_actuel.taille_text at $companion_actuel.taille cm and is $companion_actuel.imc_text at $companion_actuel.poid kg.<<if $companion_actuel.sexe_companion==0>> He <<else>> She<</if>> has $companion_actuel.couleur_yeux eyes and $companion_actuel.cheveux_type $companion_actuel.cheveux_couleur hair, overall <<if $companion_actuel.sexe_companion==0>>his <<else>> her<</if>> face is $companion_actuel.face_text. <br> <br> <<if $companion_actuel.sexe_companion==0>>He <<else>> She<</if>> is $companion_actuel.intelligence_companion_text and tends to be $companion_actuel.personnality . <<if $companion_actuel.sexe_companion==0>>He <<else>> She<</if>> was a $companion_actuel.metier,<<if $companion_actuel.sexe_companion==0>>his <<else>> her<</if>> past job will definitly be useful for certains situation. <br><br> <<if $companion_actuel.sexe_companion==0>> He has a $companion_actuel.dick cm dick and $companion_actuel.balls balls. His $companion_actuel.shoulder shoulders and $companion_actuel.hips hips give him $companion_actuel.contrast_phys.<br> <<if $companion_actuel.virgin <= 5 >> He never slept with any woman, a real virgin. <</if>> <<else>>/* female */ She has a $companion_actuel.boobs ccs breasts and $companion_actuel.ass butt. Her $companion_actuel.shoulder shoulders and $companion_actuel.hips hips give her $companion_actuel.contrast_phys.<br> <<if $companion_actuel.ass_virgin == true and $companion_actuel.vag_virgin == true>> She has a virgin pussy as well as a virgin asshole. She is unskilled in both vaginal and anal.<br> <<elseif $companion_actuel.vag_virgin == true>> She has a virgin pussy. She is unskilled at taking vaginal.<br> <<elseif $companion_actuel.ass_virgin == true>> She has a virgin asshole. She is unskilled at taking anal.<br> <<else>> <</if>> <</if>> <br> <<if $companion_actuel.sexe_companion==0>>He <<else>> She<</if>> receive <<if $companion_actuel.rarete=="commun">>a common<<elseif $companion_actuel.rarete=="rare">> an uncommon <<else>> a rare <</if>> benediction which give <<if $companion_actuel.sexe_companion==0>>him <<else>> her<</if>> <<if $companion_actuel.rarete=="commun">>1 skill<<elseif $companion_actuel.rarete=="rare">> 2 skills <<else>> 3 skills<</if>>. <</nobr>> </div> </div> </div> <div class="fenetre_info"> <<set $longueur_file to $liste_companion.length >> <<link "prec" "affichage_perso_saved">> <<if $x > 0 >> <<set $x -=1>> <<else>> <<set $x = $liste_companion.length -1 >> <</if>> <</link>> <br> <<link "next" "affichage_perso_saved">> <<if $x == $liste_companion.length - 1 >> <<set $x = 0>> <<else>> <<set $x += 1 >> <</if>> <</link>> </div> </div> <</nobr>> $companion_actuel.imc imc
<<nobr>><link rel="stylesheet" href="data/font-awesome-4.7.0/css/font-awesome.min.css"> <<set _luck_sexe to random(0,100)>> <<if _luck_sexe <= 25 >> <<set _sexe_companion to 0>> <<else>> <<set _sexe_companion to 1>> <</if>> <<if _sexe_companion==0>> <<set _content to Story.get("Nom homme")>> <<set _passageText to _content.text>> <<set _splitcontent to _passageText.split("\n")>> <<set _randomNumber to random(0,_splitcontent.length-1)>> <<set _prenom_companion to _splitcontent[_randomNumber]>> <<else>> <<set _content to Story.get("Nom femme")>> <<set _passageText to _content.text>> <<set _splitcontent to _passageText.split("\n")>> <<set _randomNumber to random(0,_splitcontent.length-1)>> <<set _prenom_companion to _splitcontent[_randomNumber]>> <</if>> <<set _luck_age to random(0,100)>> <<if _luck_age <= 70 >> <<set _age_companion to random(18,30)>> <<else>> <<set _age_companion to random(25,40)>> <</if>> <<set _content to Story.get("Race")>> <<set _passageText to _content.text>> <<set _splitcontent to _passageText.split("\n")>> <<set _randomNumber to random(0,_splitcontent.length-1)>> <<set _race_companion to _splitcontent[_randomNumber]>> <<set _luck_sante to random(0,100)>> <<if _luck_sante <= 70 >> <<set _sante_companion to random(20,50)>> <<elseif _luck_sante <= 95>> <<set _sante_companion to random(30,70)>> <<else>> <<set _sante_companion to random(65,100)>> <</if>> <<set _luck_loyaute to random(0,100)>> <<if _luck_loyaute <= 70 >> <<set _loyaute to random(20,56)>> <<elseif _luck_loyaute <= 95>> <<set _loyaute to random(30,60)>> <<else>> <<set _loyaute to random(65,100)>> <</if>> <<set _luck_peur to random(0,100)>> <<if _luck_peur <= 65 >> <<set _peur to random(30,60)>> <<elseif _luck_peur <= 95>> <<set _peur to random(40,65)>> <<else>> <<set _peur to random(60,100)>> <</if>> <<set _luck_face to random(0,100)>> <<if _luck_face <= 30 >> <<set _face to random(5,70)>> <<elseif _luck_face <= 70>> <<set _face to random(15,78)>> <<elseif _luck_face <= 95>> <<set _face to random(15,95)>> <<else>> <<set _face to random(60,100)>> <</if>> <<if _sexe_companion == 0 >> <<set _taille to random(150,195)>> <<else>> <<set _taille to random(140,185)>> <</if>> <<set _luck_intelligence to random(0,100)>> <<if _luck_intelligence <= 60 >> <<set _intelligence_companion to random(5,65)>> <<else>> <<set _intelligence_companion to random(35,100)>> <</if>> <<set _luck_poid to random(0,100)>> <<if _sexe_companion ==0>> <<if _luck_poid <= 45 >> <<set _poid to random(55,72)>> <<elseif _luck_poid <= 90 >> <<set _poid to random(75,100)>> <<else>> <<set _poid to random(68,78)>> <</if>> <<else>> <<if _luck_poid <= 45 >> <<set _poid to random(40,58)>> <<elseif _luck_poid <= 90 >> <<set _poid to random(55,75)>> <<else>> <<set _poid to random(58,68)>> <</if>> <</if>> <<set _imc to ((_poid /(_taille * _taille ))*10000)*10>> /* *10 a la fin pour arrondir */ <<set _imc to Math.round(_imc)/10>> <<set _content to Story.get("rareté")>> <<set _passageText to _content.text>> <<set _splitcontent to _passageText.split("\n")>> <<set _randomNumber1 to random(0,_splitcontent.length-1)>> <<set _rarete to _splitcontent[_randomNumber1]>> <<if _rarete=="commun">> <<set _content to Story.get("skill")>> <<set _passageText to _content.text>> <<set _splitcontent to _passageText.split("\n")>> <<set _randomNumber to random(0,_splitcontent.length-1)>> <<set _skill1 to _splitcontent[_randomNumber]>> <<set _skill2 to "None">> <<set _skill3 to "None">> <<elseif _rarete=="rare">> <<set _content to Story.get("skill")>> <<set _passageText to _content.text>> <<set _splitcontent to _passageText.split("\n")>> <<set _randomNumber1 to random(0,_splitcontent.length-1)>> <<set _randomNumber2 to random(0,_splitcontent.length-1)>> <<for _randomNumber1== _randomNumber2>> <<set _content to Story.get("skill")>> <<set _passageText to _content.text>> <<set _splitcontent to _passageText.split("\n")>> <<set _randomNumber1 to random(0,_splitcontent.length-1)>> <</for>> <<set _skill1 to _splitcontent[_randomNumber1]>> <<set _skill2 to _splitcontent[_randomNumber2]>> <<set _skill3 to "None">> <<else>> <<set _content to Story.get("skill")>> <<set _passageText to _content.text>> <<set _splitcontent to _passageText.split("\n")>> <<set _randomNumber1 to random(0,_splitcontent.length-1)>> <<set _randomNumber2 to random(0,_splitcontent.length-1)>> <<set _randomNumber3 to random(0,_splitcontent.length-1)>> <<for _randomNumber1== _randomNumber2 or _randomNumber1== _randomNumber3 or _randomNumber2== _randomNumber3>> <<set _content to Story.get("skill")>> <<set _passageText to _content.text>> <<set _splitcontent to _passageText.split("\n")>> <<set _randomNumber1 to random(0,_splitcontent.length-1)>> <<set _randomNumber2 to random(0,_splitcontent.length-1)>> <</for>> <<set _skill1 to _splitcontent[_randomNumber1]>> <<set _skill2 to _splitcontent[_randomNumber2]>> <<set _skill3 to _splitcontent[_randomNumber3]>> <</if>> <<set _content to Story.get("couleur cheveux")>> <<set _passageText to _content.text>> <<set _splitcontent to _passageText.split("\n")>> <<set _randomNumber1 to random(0,_splitcontent.length-1)>> <<set _cheveux_couleur to _splitcontent[_randomNumber1]>> <<set _content to Story.get("type cheveux")>> <<set _passageText to _content.text>> <<set _splitcontent to _passageText.split("\n")>> <<set _randomNumber1 to random(0,_splitcontent.length-1)>> <<set _cheveux_type to _splitcontent[_randomNumber1]>> <<set _content to Story.get("couleur yeux")>> <<set _passageText to _content.text>> <<set _splitcontent to _passageText.split("\n")>> <<set _randomNumber1 to random(0,_splitcontent.length-1)>> <<set _couleur_yeux to _splitcontent[_randomNumber1]>> <<set _content to Story.get("metier")>> <<set _passageText to _content.text>> <<set _splitcontent to _passageText.split("\n")>> <<set _randomNumber1 to random(0,_splitcontent.length-1)>> <<set _metier to _splitcontent[_randomNumber1]>> <<set _content to Story.get("Personnality")>> <<set _passageText to _content.text>> <<set _splitcontent to _passageText.split("\n")>> <<set _randomNumber1 to random(0,_splitcontent.length-1)>> <<set _personnality to _splitcontent[_randomNumber1]>> <<if _sexe_companion == 0 >> <<set _ass_virgin_luck to random(0,100)>> <<set _vag_virgin to false >> <<else>> <<set _ass_virgin_luck to random(0,100)>> <<set _vag_virgin_luck to random(0,100)>> <</if>> <<if _sexe_companion == 0>> <<if _age_companion <= 35>> <<if _ass_virgin_luck <= 85 >> <<set _ass_virgin to true >> <<else>> <<set _ass_virgin to false >> <</if>> <<else>> <<if _ass_virgin_luck <= 70 >> <<set _ass_virgin to true >> <<else>> <<set _ass_virgin to false >> <</if>> <</if>> <<else>> <<if _age_companion <= 35>> <<if _ass_virgin_luck <= 60 >> <<set _ass_virgin to true >> <<else>> <<set _ass_virgin to false >> <</if>> <<if _vag_virgin_luck <= 30 >> <<set _vag_virgin to true >> <<else>> <<set _vag_virgin to false >> <</if>> <<else>> <<if _ass_virgin_luck <= 50 >> <<set _ass_virgin to true >> <<else>> <<set _ass_virgin to false >> <</if>> <<if _vag_virgin_luck <= 20 >> <<set _vag_virgin to true >> <<else>> <<set _vag_virgin to false >> <</if>> <</if>> <</if>> <<if _sexe_companion == 0 >> <<set _ass to "none", _boobs to "none">> <<set _luck to random(0,100)>> <<if _luck <= 15>> <<set _dick to random(8,50)>> <<set _balls_luck to random(0,3)>> <<else>> <<set _dick to random(12,25)>> <<set _balls_luck to random(1,2)>> <</if>> <<if _balls_luck == 0>> <<set _balls to "small">> <<elseif _balls_luck == 1>> <<set _balls to "average size">> <<elseif _balls_luck == 2>> <<set _balls to "big">> <<else>> <<set _balls to "enourmous">> <</if>> <<else>> <<set _balls to "none", _dick to "none">> <<set _luck to random(0,100)>> <<if _luck <= 15>> <<set _boobs to random(200,800)>> <<set _ass_luck to random(0,3)>> <<else>> <<set _boobs to random(300,650)>> <<set _ass_luck to random(1,2)>> <</if>> <<if _ass_luck == 0>> <<set _ass to "a small">> <<elseif _ass_luck == 1>> <<set _ass to " an average size">> <<elseif _ass_luck == 2>> <<set _ass to "a big">> <<else>> <<set _ass to "an enourmous">> <</if>> <</if>> <<set _luck_shoulder to random(0,100)>> <<if _luck_shoulder <= 15>> <<set _soulder_choice to random(0,4)>> <<else>> <<set _shoulder_choice to random(1,3)>> <</if>> <<if _shoulder_choice == 0>> <<set _shoulder to " very narrow">> <<elseif _shoulder_choice == 1>> <<set _shoulder to " narrow">> <<elseif _shoulder_choice == 2>> <<set _shoulder to "normal">> <<elseif _shoulder_choice == 3>> <<set _shoulder to "broad">> <<else>> <<set _shoulder to "very broad">> <</if>> <<set _luck_hips to random(0,100)>> <<if _luck_ships <= 15>> <<set _hips_choice to random(0,4)>> <<else>> <<set _hips_choice to random(1,3)>> <</if>> <<if _hips_choice == 0>> <<set _hips to " very narrow">> <<elseif _hips_choice == 1>> <<set _hips to " narrow">> <<elseif _hips_choice == 2>> <<set _hips to "normal">> <<elseif _hips_choice == 3>> <<set _hips to "broad">> <<else>> <<set _hips to "very broad">> <</if>> <<if _shoulder_choice >= _hips_choice+2 >> <<set _contrast_phys to "an unattractive, somewhat mannish, appearance", _contrast_phys_value to -10 >> <<elseif _shoulder_choice <= _hips_choice-2 >> <<set _contrast_phys to "an unattractive appearance", _contrast_phys_value to -5 >> <<else>> <<set _contrast_phys to "an attractive physical appearance", _contrast_phys_value to 10 >> <</if>> <<set _lvl_companion to 1 >> <<set _content to Story.get("traits")>> <<set _passageText to _content.text>> <<set _splitcontent to _passageText.split("\n")>> <<set _randomNumber1 to random(0,_splitcontent.length-1)>> <<set _list_traits to _splitcontent[_randomNumber1]>> <<set _luck_stamina to random(0,100)>> <<if _luck_stamina <= 70 >> <<set _stamina_random to random(30,60)>> <<elseif _luck_stamina <= 95>> <<set _stamina_random to random(40,85)>> <<else>> <<set _stamina_random to random(75,100)>> <</if>> <<if _imc <= 16>> <<set _stamina = _stamina_random - 15 >> <<if _stamina < 1>> <<set _stamina = 1 >> <</if>> <<elseif _imc > 16 and _imc <= 17>> <<set _stamina = _stamina_random - 5 >> <<if _stamina < 1>> <<set _stamina = 1 >> <</if>> <<elseif _imc > 17 and _imc <= 18.4>> <<set _stamina = _stamina_random >> <<elseif _imc > 18.5 and _imc <= 25>> <<set _stamina = _stamina_random + 5 >> <<if _stamina >100>> <<set _stamina = 100 >> <</if>> <<elseif _imc > 25 and _imc <= 28>> <<set _stamina = _stamina_random + 5 >> <<if _stamina >100>> <<set _stamina = 100 >> <</if>> <<elseif _imc > 28 and _imc <= 30>> <<set _stamina = _stamina_random >> <<elseif _imc > 30 and _imc <= 35>> <<set _stamina = _stamina_random - 15 >> <<if _stamina < 1>> <<set _stamina = 1 >> <</if>> <<else>> <<set _stamina = _stamina_random - 25 >> <<if _stamina < 1>> <<set _stamina = 1 >> <</if>> <</if>> <<set _luck_libido to random(0,100)>> <<if _luck_libido <= 70 >> <<set _libido to random(10,60)>> <<elseif _luck_libido <= 95>> <<set _libido to random(40,75)>> <<else>> <<set _libido to random(75,100)>> <</if>> <<if _personnality =="slutty">> <<set _libido += 25>> <<if _libido > 100 >> <<set _libido to 100 >> <</if>> <</if>> <<set _luck_beauty to random(0,100)>> <<if _luck_beauty <= 70 >> <<set _value_beauty_random to random(20,80) >> <<else>> <<set _value_beauty_random to random(40,80) >> <</if>> <<set _beauty to Math.round( _contrast_phys_value +( _value_beauty_random + 10*( _face /50) ) )>> <<if _beauty > 100 >> <<set _beauty to 100 >> <</if>> <<set _luck_charisma to random(0,100)>> <<if _luck_charisma <= 70 >> <<set _value_charisma_random to random(20,65) >> <<else>> <<set _value_charisma_random to random(40,80) >> <</if>> <<set _charisma to Math.round( 0.2* ( _intelligence_companion - 10 ) +( _value_charisma_random + 8*( _face /50) ) )>> <<if _charisma > 100 >> <<set _charisma to 100 >> <</if>> <<if _sexe_companion ==0 >> <<set _virgin to random (0,100)>> <<if _virgin <= 5 >> <<set _handjob = Math.round( _libido * 0.4)+ random(0,30) >> <<set _blowjob = 0 >> <<set _vaginal = 0 >> <<set _anal = 0 >> <<set _bondage = 0 >> <<set _gangbang = 0 >> <<else>> <<set _handjob = Math.round( _libido * 0.25)+ random(0,30) >> <<set _blowjob = Math.round( _libido * 0.15)+ random(0,40) >> <<set _vaginal = Math.round( _libido * 0.1)+ random(0,55) >> <<set _anal = Math.round( _libido * 0.1)+ random(0,55) >> <<set _bondage = Math.round( _libido * 0.05)+ random(0,10) >> <<set _gangbang = Math.round( _libido * 0.02)+ random(0,5) >> <</if>> <<else>> <<set _virgin to random (0,100)>> <<if _vag_virgin == true and _ass_virgin == true and _virgin <= 60 >> <<set _handjob = 0 >> <<set _blowjob = 0 >> <<set _vaginal = 0 >> <<set _anal = 0 >> <<set _bondage = 0 >> <<set _gangbang = 0 >> <<else>> <<if _vag_virgin == true >> <<set _vaginal = 0>> <<else>> <<set _vaginal = Math.round( _libido * 0.1)+ random(0,55) >> <</if>> <<if _ass_virgin == true >> <<set _anal = 0>> <<else>> <<set _anal = Math.round( _libido * 0.2)+ random(0,40) >> <</if>> <<set _handjob = Math.round( _libido * 0.2)+ random(0,40) >> <<set _blowjob = Math.round( _libido * 0.15)+ random(0,40) >> <<set _bondage = Math.round( _libido * 0.05)+ random(0,10) >> <<set _gangbang = Math.round( _libido * 0.02)+ random(0,5) >> <</if>> <</if>> <<set _luck_strip to random(0,100)>> <<if _luck_strip <= 70 >> <<set _value_strip_random to random(0,35) >> <<else>> <<set _value_strip_random to random(20,60) >> <</if>> <<if _metier == "stripper">> <<set _value_strip_random += 25 >> <</if>> <<set _strip = _value_strip_random + Math.round(0.1* _charisma) >> <<if _strip >100>> <<set _strip = 100>> <</if>> <<set _luck_cooking to random(0,100)>> <<if _luck_cooking <= 80 >> <<set _cooking to random(0,25) >> <<else>> <<set _cooking to random(20,70) >> <</if>> <<set _luck_bartending to random(0,100)>> <<if _luck_bartending <= 80 >> <<set _bartending to random(0,25) >> <<else>> <<set _bartending to random(20,70) >> <</if>> <<set _luck_cleaning to random(0,100)>> <<if _luck_cleaning <= 80 >> <<set _cleaning to random(0,25) >> <<else>> <<set _cleaning to random(20,70) >> <</if>> <<set _luck_gambling to random(0,100)>> <<if _luck_gambling <= 80 >> <<set _gambling to random(0,25) >> <<else>> <<set _gambling to random(20,70) >> <</if>> <<set _img_companion="other\\"+_sexe_companion+".jpg" >> <<set _rep_companion to 0, _class="" >> <</nobr>>
<<nobr>> <<if _sante_companion <= 0 >> <<set _sante_companion_text to "mort" >> <<elseif _sante_companion > 0 and _sante_companion <= 20>> <<set _sante_companion_text to "extremely unhealthy" >> <<elseif _sante_companion > 20 and _sante_companion <= 40>> <<set _sante_companion_text to "unhealthy" >> <<elseif _sante_companion > 40 and _sante_companion <= 70>> <<set _sante_companion_text to "healthy" >> <<elseif _sante_companion > 70 and _sante_companion <= 90>> <<set _sante_companion_text to "very healthy" >> <<else>> <<set _sante_companion_text to "extremely healthy" >> <</if>> <<if _loyaute <= 15>> <<set _loyaute_text to "utterly Hateful" >> <<elseif _loyaute > 15 and _loyaute <= 25 >> <<set _loyaute_text to "hateful" >> <<elseif _loyaute > 25 and _loyaute <= 40 >> <<set _loyaute_text to "resistant" >> <<elseif _loyaute > 40 and _loyaute <= 55 >> <<set _loyaute_text to "ambivalent" >> <<elseif _loyaute > 55 and _loyaute <= 75 >> <<set _loyaute_text to "accepting" >> <<elseif _loyaute > 75 and _loyaute <= 90 >> <<set _loyaute_text to "devoted" >> <<else>> <<set _loyaute_text to "worshipful" >> <</if>> <<if _peur <= 10>> <<set _peur_text to "abjectly terrified" >> <<elseif _peur > 10 and _peur <= 25>> <<set _peur_text to "terrified" >> <<elseif _peur > 25 and _peur <= 35>> <<set _peur_text to "frightened" >> <<elseif _peur > 35 and _peur <= 50>> <<set _peur_text to "fearful" >> <<elseif _peur > 50 and _peur <= 75 >> <<set _peur_text to "careful" >> <<elseif _peur > 75 and _peur <= 95 >> <<set _peur_text to "trusting" >> <<else>> <<set _peur_text to "has an absolute trust" >> <</if>> <<if _face <= 10 >> <<set _face_text to "very ugly" >> <<elseif _face > 10 and _face <= 20 >> <<set _face_text to "ugly" >> <<elseif _face > 20 and _face <= 40>> <<set _face_text to "unattractive" >> <<elseif _face > 40 and _face <= 60 >> <<set _face_text to "average" >> <<elseif _face > 60 and _face <= 75>> <<set _face_text to "attractive" >> <<elseif _face > 75 and _face <= 90 >> <<set _face_text to "beautiful" >> <<else>> <<set _face_text to "very beautiful" >> <</if>> <<if _sexe_companion == 0>> <<if _taille <= 165>> <<set _taille_text to "short" >> <<elseif _taille > 165 and _taille <= 178>> <<set _taille_text to "of average height" >> <<else>> <<set _taille_text to "tall" >> <</if>> <<else>> <<if _taille <= 155>> <<set _taille_text to "short" >> <<elseif _taille > 155 and _taille <= 168>> <<set _taille_text to "of average height" >> <<else>> <<set _taille_text to "tall" >> <</if>> <</if>> <<if _intelligence_companion <= 10 >> <<set _intelligence_companion_text to "moronic" >> <<elseif _intelligence_companion > 10 and _intelligence_companion <= 20>> <<set _intelligence_companion_text to "very stupid" >> <<elseif _intelligence_companion > 20 and _intelligence_companion <= 40 >> <<set _intelligence_companion_text to "stupid" >> <<elseif _intelligence_companion > 40 and _intelligence_companion <= 60 >> <<set _intelligence_companion_text to "average Intelligence" >> <<elseif _intelligence_companion > 60 and _intelligence_companion <= 75 >> <<set _intelligence_companion_text to "smart" >> <<elseif _intelligence_companion > 75 and _intelligence_companion <= 95 >> <<set _intelligence_companion_text to "very smart" >> <<else>> <<set _intelligence_companion_text to "brilliant" >> <</if>> <<if _imc <= 16>> <<set _imc_text to "emaciated" >> <<elseif _imc > 16 and _imc <= 17>> <<set _imc_text to "skinny" >> <<elseif _imc > 17 and _imc <= 18.4>> <<set _imc_text to "thin" >> <<elseif _imc > 18.4 and _imc <= 25>> <<set _imc_text to "of average weigth" >> <<elseif _imc > 25 and _imc <= 28>> <<set _imc_text to "plush" >> <<elseif _imc > 28 and _imc <= 30>> <<set _imc_text to "chubby" >> <<elseif _imc > 30 and _imc <= 35>> <<set _imc_text to "fat" >> <<else>> <<set _imc_text to "obese" >> <</if>> <</nobr>>
<<nobr>> <<if $companion_actuel.sante_companion <= 0 >> <<set $companion_actuel.sante_companion_text to "mort" >> <<elseif $companion_actuel.sante_companion > 0 and $companion_actuel.sante_companion <= 20>> <<set $companion_actuel.sante_companion_text to "extremely unhealthy" >> <<elseif $companion_actuel.sante_companion > 20 and $companion_actuel.sante_companion <= 40>> <<set $companion_actuel.sante_companion_text to "unhealthy" >> <<elseif $companion_actuel.sante_companion > 40 and $companion_actuel.sante_companion <= 70>> <<set $companion_actuel.sante_companion_text to "healthy" >> <<elseif $companion_actuel.sante_companion > 70 and $companion_actuel.sante_companion <= 90>> <<set $companion_actuel.sante_companion_text to "very healthy" >> <<else>> <<set $companion_actuel.sante_companion_text to "extremely healthy" >> <</if>> <<if $companion_actuel.loyaute <= 15>> <<set $companion_actuel.loyaute_text to "utterly Hateful" >> <<elseif $companion_actuel.loyaute > 15 and $companion_actuel.loyaute <= 25 >> <<set $companion_actuel.loyaute_text to "hateful" >> <<elseif $companion_actuel.loyaute > 25 and $companion_actuel.loyaute <= 40 >> <<set $companion_actuel.loyaute_text to "resistant" >> <<elseif $companion_actuel.loyaute > 40 and $companion_actuel.loyaute <= 55 >> <<set $companion_actuel.loyaute_text to "ambivalent" >> <<elseif $companion_actuel.loyaute > 55 and $companion_actuel.loyaute <= 75 >> <<set $companion_actuel.loyaute_text to "accepting" >> <<elseif $companion_actuel.loyaute > 75 and $companion_actuel.loyaute <= 90 >> <<set $companion_actuel.loyaute_text to "devoted" >> <<else>> <<set $companion_actuel.loyaute_text to "worshipful" >> <</if>> <<if $companion_actuel.peur <= 10>> <<set $companion_actuel.peur_text to "abjectly terrified" >> <<elseif $companion_actuel.peur > 10 and $companion_actuel.peur <= 25>> <<set $companion_actuel.peur_text to "terrified" >> <<elseif $companion_actuel.peur > 25 and $companion_actuel.peur <= 35>> <<set $companion_actuel.peur_text to "frightened" >> <<elseif $companion_actuel.peur > 35 and $companion_actuel.peur <= 50>> <<set $companion_actuel.peur_text to "fearful" >> <<elseif $companion_actuel.peur > 50 and $companion_actuel.peur <= 75 >> <<set $companion_actuel.peur_text to "careful" >> <<elseif $companion_actuel.peur > 75 and $companion_actuel.peur <= 95 >> <<set $companion_actuel.peur_text to "trusting" >> <<else>> <<set $companion_actuel.peur_text to "has an absolute trust" >> <</if>> <<if $companion_actuel.face <= 10 >> <<set $companion_actuel.face_text to "very ugly" >> <<elseif $companion_actuel.face > 10 and $companion_actuel.face <= 20 >> <<set $companion_actuel.face_text to "ugly" >> <<elseif $companion_actuel.face > 20 and $companion_actuel.face <= 40>> <<set $companion_actuel.face_text to "unattractive" >> <<elseif $companion_actuel.face > 40 and $companion_actuel.face <= 60 >> <<set $companion_actuel.face_text to "average" >> <<elseif $companion_actuel.face > 60 and $companion_actuel.face <= 75>> <<set $companion_actuel.face_text to "attractive" >> <<elseif $companion_actuel.face > 75 and $companion_actuel.face <= 90 >> <<set $companion_actuel.face_text to "beautiful" >> <<else>> <<set $companion_actuel.face_text to "very beautiful" >> <</if>> <<if $companion_actuel.sexe_companion == 0>> <<if $companion_actuel.taille <= 165>> <<set $companion_actuel.taille_text to "short" >> <<elseif $companion_actuel.taille > 165 and $companion_actuel.taille <= 178>> <<set $companion_actuel.taille_text to "of average height" >> <<else>> <<set $companion_actuel.taille_text to "tall" >> <</if>> <<else>> <<if $companion_actuel.taille <= 155>> <<set $companion_actuel.taille_text to "short" >> <<elseif $companion_actuel.taille > 155 and $companion_actuel.taille <= 168>> <<set $companion_actuel.taille_text to "of average height" >> <<else>> <<set $companion_actuel.taille_text to "tall" >> <</if>> <</if>> <<if $companion_actuel.intelligence_companion <= 10 >> <<set $companion_actuel.intelligence_companion_text to "moronic" >> <<elseif $companion_actuel.intelligence_companion > 10 and $companion_actuel.intelligence_companion <= 20>> <<set $companion_actuel.intelligence_companion_text to "very stupid" >> <<elseif $companion_actuel.intelligence_companion > 20 and $companion_actuel.intelligence_companion <= 40 >> <<set $companion_actuel.intelligence_companion_text to "stupid" >> <<elseif $companion_actuel.intelligence_companion > 40 and $companion_actuel.intelligence_companion <= 60 >> <<set $companion_actuel.intelligence_companion_text to "average Intelligence" >> <<elseif $companion_actuel.intelligence_companion > 60 and $companion_actuel.intelligence_companion <= 75 >> <<set $companion_actuel.intelligence_companion_text to "smart" >> <<elseif $companion_actuel.intelligence_companion > 75 and $companion_actuel.intelligence_companion <= 95 >> <<set $companion_actuel.intelligence_companion_text to "very smart" >> <<else>> <<set $companion_actuel.intelligence_companion_text to "brilliant" >> <</if>> <<if $companion_actuel.imc <= 16>> <<set $companion_actuel.imc_text to "emaciated" >> <<elseif $companion_actuel.imc > 16 and $companion_actuel.imc <= 17>> <<set $companion_actuel.imc_text to "skinny" >> <<elseif $companion_actuel.imc > 17 and $companion_actuel.imc <= 18.4>> <<set $companion_actuel.imc_text to "thin" >> <<elseif $companion_actuel.imc > 18.4 and $companion_actuel.imc <= 25>> <<set $companion_actuel.imc_text to "of average weigth" >> <<elseif $companion_actuel.imc > 25 and $companion_actuel.imc <= 28>> <<set $companion_actuel.imc_text to "plush" >> <<elseif $companion_actuel.imc > 28 and $companion_actuel.imc <= 30>> <<set $companion_actuel.imc_text to "chubby" >> <<elseif $companion_actuel.imc > 30 and $companion_actuel.imc <= 35>> <<set $companion_actuel.imc_text to "fat" >> <<else>> <<set $companion_actuel.imc_text to "obese" >> <</if>> <</nobr>>
<<set _content to Story.get("Nom_building_pocket")>> <<set _passageText to _content.text>> <<set _splitcontent to _passageText.split("\n")>> <<set $liste_batiments to []>> <<for _i to 0; _i < _splitcontent.length; _i++>> <<set _nom to _splitcontent[_i]>> <<set $building to{ "nom": _nom, "nb_customers": random(0,100), "income": random(100,1000), "lvl": random(0,10), "img": "data\\images\\build_pocket\\"+_nom+".jpg" }>> <<set $liste_batiments.push($building) >> <</for>> <br> [[v2|test_batiment2]]
bank school market church inn armor_shop
<<nobr>> <div class="center_button"> <strong> <<print $liste_batiments[_i].nom >></strong> </div> <br> Nomber of customers: $liste_batiments[_i].nb_customers <br> Income: $liste_batiments[_i].income <br> <</nobr>>
<div class="visites"> <div class="tete_batiments"> <span style="margin-right:1vh;">Filter By:</span> <<set _Options1 = { "alphabetical order" : "nom", "number of customers" : "nb_customers", "income" : "income" }>> <<listbox "$order1" >> <<optionsfrom _Options1>> <</listbox>> <<set _Options2 = { "asc" : "asc", "desc" : "desc" }>> <<listbox "$order2" >> <<optionsfrom _Options2>> <</listbox>> <<button [[apply the filter|test_batiment2]]>> <<set $liste_batiments.sort(compareValues($order1, $order2)) >> <</button>> </div> <hr style="border-top: 1px solid white;"> <<for _i to 0; _i < $liste_batiments.length; _i++>> <<capture _i>> <div class="notif" style="cursor:pointer" @onclick="'window.test_dialog(' + _i + ');'"> <div class="image">[img[$liste_batiments[_i].img]]</div> <div class="nom" >$liste_batiments[_i].nom</div> </div> <</capture>> <</for>> </div>
<<set _content to Story.get("Nom_building_pocket")>> <<set _passageText to _content.text>> <<set _splitcontent to _passageText.split("\n")>> <<set $liste_batiments to []>> <<for _i to 0; _i < _splitcontent.length; _i++>> <<set _nom to _splitcontent[_i]>> <<set $building to{ "nom": _nom, "nb_customers": random(0,100), "income": random(100,1000), "lvl": random(0,10), "img": "data\\images\\build_pocket\\"+_nom+".jpg" }>> <<set $liste_batiments.push($building) >> <</for>> <br> [[v2|planning_bat]]
<div class="visites"> <div class="tete_batiments"> <span style="margin-right:1vh;">Filter By:</span> <<set _Options1 = { "alphabetical order" : "nom", "number of customers" : "nb_customers", "income" : "income" }>> <<listbox "$order1" >> <<optionsfrom _Options1>> <</listbox>> <<set _Options2 = { "asc" : "asc", "desc" : "desc" }>> <<listbox "$order2" >> <<optionsfrom _Options2>> <</listbox>> <<button [[apply the filter|planning_bat]]>> <<set $liste_batiments.sort(compareValues($order1, $order2)) >> <</button>> </div> <hr style="border-top: 1px solid white;"> <<for _i to 0; _i < $liste_batiments.length; _i++>> <<capture _i>> <div class="notif" style="cursor:pointer" @onclick="'window.planning(' + _i + ');'"> <div class="image">[img[$liste_batiments[_i].img]]</div> <div class="nom" >$liste_batiments[_i].nom</div> </div> <</capture>> <</for>> </div>
<div class="center_button"> <strong> <<print $liste_batiments[_i].nom >> planning </strong> <i id="journey" class="fa fa-sun-o" aria-hidden="true" ></i> | <i id="journey" class="fa fa-moon-o" aria-hidden="true"></i> </div>