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[[Games story]] [[Hall of fame]] Alpha version: Version: [[0.0.1]] Version: [[0.0.2]] Version: [[0.0.3]] Version: [[0.0.4]] Beta versioins: Version: [[0.1.0]] Version: [[0.1.1]] Version: [[0.1.2]] Version: [[0.1.3]] Version: [[0.1.4]] Version: [[0.1.5]] Version: [[0.1.6]] Version: [[0.1.7]] Version: [[0.1.8]] Version: [[0.1.9]] Version: [[0.1.10]] Version: [[0.1.11]] Version: [[0.1.12]] Version: [[0.1.13]] Version: [[0.1.14]] Full releases: [[Back|Start]]Alright. Lets start things up with the character creator. You will select how you want your character to look like from here. For now lets begin with your name Your name is: <<textbox "$name" `['Kichi','Joseph','Jonathan','Toya','Josuke','Jotaro','Gary','Derrick','DeezGunz','Sean','TechnoBen','Johnny Bravo','Leo','Lily','Marceline'].random()`>> Your in-game name is: <<textbox "$gamename" `['BallsDeep69','Tiffany','MUDA','xVx_K1r1t0_xVx_KillMe','Fluffles','Jeffrey','King of Ashes','Squeaker','Johnny Black','Sinon','Ben','Hamod','T0dd','Leeeeeeroy','Jeeenkins'].random()`>> <<set _skinColor = ["Pale","Light", "Medium", "Dark","White"]>>''Select your skin tone:'' <<listbox "$skinToneVal">> <<optionsfrom _skinColor>> <</listbox>> <<set _gender = ["Male","Female","Nonbinary"] >>''Select your gender:'' <<listbox "$gender">> <<optionsfrom _gender>> <</listbox>> <<set _eyecolor = ["Dark gray","Light gray","Dark red","Light red","Dark green","Light green","Dark blue","Light blue","Dark brown","Light brown","Dark purple","Light purple","Dark pink","Light pink","Dark orange","Light orange","Dark yellow","Light yellow"] >>''Select your eye color:'' <<listbox "$eyeColor">> <<optionsfrom _eyecolor>> <</listbox>> <<set _haircolor = ["Bald","Long green","Long blue","Long purple","Long pink","Long red","Long blond","Long black","Long brown","Medium green","Medium blue","Medium purple","Medium pink","Medium red","Medium blond","Medium black","Medium brown","Short green","Short blue","Short purple","Short pink","Short red","Short blond","Short black","Short brown"] >>''Select your hair style:'' <<listbox "$hairColor">> <<optionsfrom _haircolor>> <</listbox>> <<set _favColor = ["Blue","Red","Green","Pink","White","Black"] >>''Select your favorite color:'' <<listbox "$favColor">> <<optionsfrom _favColor>> <</listbox>> <<set _pantsOrSkirt = ["Pants","Skirt"] >>''Do you want a skirt or pants:'' <<listbox "_pantsChoice">> <<optionsfrom _pantsOrSkirt>> <</listbox>> Game mode: <label><<radiobutton "_gamemode" "Normal" checked>> Normal | The casual The Hundredth Floor experience</label> <<if $achievement_007 is true>><label><<radiobutton "_gamemode" "Boss rush">> Boss rush | Unlocked after killing the F1 boss</label><</if>>\ <<link [[Random character|Finish]]>> <<set $STR = 0>> <<set $DEX = 0>> <<set $INT = 0>> <<set $DEF = 0>> <<set $boots1 to true>> <<set $isBootsOn = "Starter boots">> <<set $shadowScytheAffection = 0>> <<set $radiantRoseAffection = 0>> <<set $crimsonSentinelAffection = 0>> <<set $curStamina to $maxStamina>> <<set $weaponDMG to 0>> <<set $skinToneVal = ["Pale","Light", "Medium", "Dark","White"]>> <<set $skinToneVal = $skinToneVal.random()>> <<set $gender = ["Male","Female","Nonbinary"]>> <<set $gender = $gender.random()>> <<set $eyeColor = ["Dark gray","Light gray","Dark red","Light red","Dark green","Light green","Dark blue","Light blue","Dark brown","Light brown","Dark purple","Light purple","Dark pink","Light pink","Dark orange","Light orange","Dark yellow","Light yellow"]>> <<set $eyeColor = $eyeColor.random()>> <<set $favColor = ["Blue","Red","Green","Pink","White","Black"]>> <<set $favColor = $favColor.random()>> <<set $hairColor = ["Bald","Long green","Long blue","Long purple","Long pink","Long red","Long blond","Long black","Long brown","Medium green","Medium blue","Medium purple","Medium pink","Medium red","Medium blond","Medium black","Medium brown","Short green","Short blue","Short purple","Short pink","Short red","Short blond","Short black","Short brown"]>> <<set $hairColor = $hairColor.random()>> <<set _pantsChoice = ["Pants","Skirt"]>> <<set _pantsChoice = _pantsChoice.random()>> <<if $favColor is "Blue">> <<set $shirt1 to true>> <<set $isShirtOn = "Blue shirt">> <<elseif $favColor is "Red">> <<set $shirt2 to true>> <<set $isShirtOn = "Red shirt">> <<elseif $favColor is "Green">> <<set $shirt3 to true>> <<set $isShirtOn = "Green shirt">> <<elseif $favColor is "Pink">> <<set $shirt4 to true>> <<set $isShirtOn = "Pink shirt">> <<elseif $favColor is "White">> <<set $shirt5 to true>> <<set $isShirtOn = "White shirt">> <<elseif $favColor is "Black">> <<set $shirt6 to true>> <<set $isShirtOn = "Black shirt">> <</if>> <<if _pantsChoice is "Pants">> <<set $pants1 to true>> <<set $isPantsOn to "Starter pants">> <<elseif _pantsChoice is "Skirt">> <<set $skirt1 to true>> <<set $isPantsOn to "Starter skirt">> <</if>> <<if _gamemode is "Boss rush">> <<goto "Boss rush start">> <</if>> <<set _playerTraitsRNG = ["Fearful", "Strong","Weak", "Dexterous"]>> <<set _playerTraitsRNG1 to _playerTraitsRNG.random()>> <<run $playerTraits.push(_playerTraitsRNG1)>> <</link>> <<link [[Finish]]>> <<set $STR = 0>> <<set $DEX = 0>> <<set $INT = 0>> <<set $DEF = 0>> <<set $boots1 to true>> <<set $isBootsOn = "Starter boots">> <<set $shadowScytheAffection = 0>> <<set $radiantRoseAffection = 0>> <<set $crimsonSentinelAffection = 0>> <<set $curStamina to $maxStamina>> <<set $weaponDMG to 0>> <<if $favColor is "Blue">> <<set $shirt1 to true>> <<set $isShirtOn = "Blue shirt">> <<elseif $favColor is "Red">> <<set $shirt2 to true>> <<set $isShirtOn = "Red shirt">> <<elseif $favColor is "Green">> <<set $shirt3 to true>> <<set $isShirtOn = "Green shirt">> <<elseif $favColor is "Pink">> <<set $shirt4 to true>> <<set $isShirtOn = "Pink shirt">> <<elseif $favColor is "White">> <<set $shirt5 to true>> <<set $isShirtOn = "White shirt">> <<elseif $favColor is "Black">> <<set $shirt6 to true>> <<set $isShirtOn = "Black shirt">> <</if>> <<if _pantsChoice is "Pants">> <<set $pants1 to true>> <<set $isPantsOn to "Starter pants">> <<elseif _pantsChoice is "Skirt">> <<set $skirt1 to true>> <<set $isPantsOn to "Starter skirt">> <</if>> <<if _gamemode is "Boss rush">> <<goto "Boss rush start">> <</if>> <<set _playerTraitsRNG = ["Fearful", "Strong","Weak", "Dexterous"]>> <<set _playerTraitsRNG1 to _playerTraitsRNG.random()>> <<run $playerTraits.push(_playerTraitsRNG1)>> <</link>> <center><<if $bannerRNG is 1>><img src= "Textures/The Hundredth Floor banner.png" width="65%" /><<elseif $bannerRNG is 2>><img src= "Textures/The Hundredth Floor banner 1.png" width="65%" /><<elseif $bannerRNG is 3>><img src= "Textures/The Hundredth Floor banner 2.png" width="65%" /><<elseif $bannerRNG is 4>><img src= "Textures/The Hundredth Floor banner 3.png" width="65%" /><</if>> Hello everyone and welcome to my attempt to make a game I will try to make a lot of stuff for this game and hopefully everything goes smoothly and I don't mess it up. Please note that this is my first actual game that wont suck as much as my 1st VN I have on itch.io and that this is a completely different language to what im used to. I have 0 knowledge of twine 2. If eyes are not displaying disable animated eyes in the settings! Report any bugs in the discord server, itch.io page or reddit. I do not know how to use github at all so dont go there lmao... Aight lets begin! Choose an option please :)</center>\ ------------------------------- \<center><h3>Beta version: 0.1.14 (subject to change)</h3>\ ------------------------------- \1. <<link [[Character creation]]>> <<unset $NoSideBar>> <<unset $bannerRNG>> <</link>> 2. [[Changelogs and game information]] 3. [[Links]] </center>\Alright so you have finished creating your character? Let's see what we have here... Your name is $name, you are $gender, your skin color is $skinToneVal, your eyes are $eyeColor, your hair type is $hairColor and your favorite color is $favColor. You are 18 years old. Your stats: HP: $CurHP/$MaxHP STM: $curStamina/$maxStamina Level: $Level XP: $CurXP/$MaxXP Coins: $Coins STR: $STR DEF: $DEF DEX: $DEX INT: $INT You have $Points points. Use your points: <<link [[Stat points]]>> <<set $lastVisitedPassage1 to "Finish">> <</link>> Use your achievement points: <<link [[Achievements points]]>> <</link>> (EXPERIMENTAL) (ALSO DOESNT WORK IM LOOKING FOR A SOLUTION) Customize the game: <<link [[Game customization]]>> <<set $MaxHP1 to $MaxHP>> <<set $MaxXP1 to $MaxXP>> <<set $maxStamina1 to $maxStamina>> <</link>> <<link [[Start the game]]>> <<set $curHunger -= 100>> <<set $curFatigue to 0>> <<set $location to "start">> <<if $gamename is "yelyel">> <<set $outfit1 to true>> <<set $isOutfitOn = "Outfit 1">> <<set $armorDEF += 1>> <</if>> <<if $gamename is "ImFatRat">> <<set $outfit3 to true>> <<set $isOutfitOn = "Outfit 3">> <<set $armorDEF += 1>> <</if>> <<if $gamename is "Morgana">> <<set $outfit2 to true>> <<set $isOutfitOn = "Outfit 2">> <<set $maxStamina += 25>> <</if>> <<if $gamename is "Gremlin">> <<set $outfit4 to true>> <<set $isOutfitOn = "Outfit 4">> <<set $Points += 2>> <</if>> <<if $gamename is "TechnoBen">> <<set $outfit5 to true>> <<set $isOutfitOn = "Outfit 5">> <<set $maxStamina += 50>> <<set $armorDEF += 3>> <</if>> <<if $gamename is "Nny">> <<set $outfit6 to true>> <<set $BloodSwordSkin to true>> <<set $isWeaponSkinOn to "Blood sword">> <<set $isOutfitOn = "Outfit 6">> <<set $MaxHP += 100>> <</if>> <<if $gamename is "Shadow_Fang">> <<set $outfit7 to true>> <<set $isOutfitOn = "Outfit 7">> <<set $maxStamina += 25>> <<set $armorDEF += 1>> <</if>> <<if $gamename is "Toru">> <<set $hairColor to "Long brown 2">> <<set $cape3 to true>> <<set $isCapeOn = "Mysteriously vague poncho">> <<set $pants3 to true>> <<set $isPantsOn = "White pants">> <<set $MaxHP += 10>> <<set $maxStamina += 25>> <</if>> <<if $gamename is "irfanrein">> <<set $outfit8 to true>> <<set $isOutfitOn = "Outfit 8">> <<set $armorDEF += 2.5>> <</if>> <<if $gamename is "GlazingLotl">> <<set $outfit9 to true>> <<set $isOutfitOn = "Outfit 9">> <<set $INT -= 1>> <</if>> <<if $gamename is "Love4Mary" && $name is "Marcellus">> <<set $cape6 to true>> <<set $isCapeOn to "Marcellus coat">> <<set $maxStamina += 10>> <<set $MaxHP += 2>> <<set $hairColor to "Short blue 1">> <</if>> <<if $gamename is "BUNNY GIRL">> <<set $outfit11 to true>> <<set $isOutfitOn = "Outfit 10">> <<set $INT += 2>> <</if>> <<if $gamename is "Reverse Christmas">> <<set $outfit12 to true>> <<set $isOutfitOn = "Outfit 11">> <</if>> <</link>>The "where my struggles started" version. Yeah this is the first ever version of the game. I called it the "where my struggles started" because I got stuck on the Character creator screen FOR 5 HOURS. In my defence idk what im doing! Also the logs are gonna look messy af so prepare yourself lol. Also also since idk what im really meant to do for the first ever changelog ill say what passages ive added, images, and variables ig? Also also also I dont remember everything I did for this version. Dont judge me lol I forgot to keep notes. - Made the first ever screen which is [[Start]] - Made a character creator ([[Character creation]]) - Naming saves - Name variable - Skin tone/color idk if theres a difference variable - Gender - Eye color variable - Hair color variable - Favorite color variable - Cloth textures - 4 shirts from the fav colors - Breastplate armor - Boots - Pants - Inventory - Stats - Paperdoll - Actual story - Made 3 buttons to the UI - Inventory, Stats and Social - Added in game time - Added the first ever main location [Plains] - Added combat (alone and party mode) - XP and Level system - A event activated by time - Random encounters - Added A LOT of locations - The Starter town was made - Inventory - Sleeping - Stat system [[Back|Changelogs and game information]]<<if $NoSideBar == true>>\ ------------------------------- <center><h1>THE HUNDREDTH FLOOR</h1>\ ------------------------------- A game by TechnoBen Beta version: 0.1.14 (subject to change) ------------------------------- <<if settings.buttons == true>>\ <<link "<img src='Textures/Buttons/Guide.png'>">> <<script>> Dialog.setup("Guide", "guide"); Dialog.wiki(Story.get("Guide").processText()); Dialog.open(); <</script>> <</link>> <<link "<img src='Textures/Buttons/Achievements.png'>">> <<script>> Dialog.setup("Achievements", "achievements"); Dialog.wiki(Story.get("Achievements").processText()); Dialog.open(); <</script>> <</link>> <<link "<img src='Textures/Buttons/Debug.png'>">> <<script>> Dialog.setup("Debug", "debug"); Dialog.wiki(Story.get("Debug").processText()); Dialog.open(); <</script>> <</link>> <<elseif settings.buttons == false>>\ <div class="UIButtons">\ <<button "Guide">> <<script>> Dialog.setup("Guide", "guide"); Dialog.wiki(Story.get("Guide").processText()); Dialog.open(); <</script>> <</button>> <<button "Achievements">> <<script>> Dialog.setup("Achievements", "achievements"); Dialog.wiki(Story.get("Achievements").processText()); Dialog.open(); <</script>> <</button>> <<button "Debug">> <<script>> Dialog.setup("Debug", "debug"); Dialog.wiki(Story.get("Debug").processText()); Dialog.open(); <</script>> <</button>> </div>\ <</if>>\ </center>\ ------------------------------- <<else>>\ ------------------------------- <<Player>> <</Player>> ------------------------------- <<date " [day_short] [month_short] [d], [Y] [0h12]:[0m]">> ------------------------------- \<<nobr>>\ <<if settings.UIbars == "Large">> <center><<hovertip "<<= $CurHP.toFixed(0)>>/<<= $MaxHP.toFixed(0)>>">>Health:<</hovertip>> <<showmeter 'health3' `$CurHP /$MaxHP`>></center> <center><<hovertip "<<= $curStamina.toFixed(0)>>/<<= $maxStamina.toFixed(0)>>">>Stamina:<</hovertip>> <<showmeter 'stamina3' `$curStamina /$maxStamina`>></center> <center><<hovertip "<<= $curHunger.toFixed(0)>>/<<= $maxHunger.toFixed(0)>>">>Hunger:<</hovertip>> <<showmeter 'hunger3' `$curHunger /$maxHunger`>></center> <center><<hovertip "<<= $curFatigue.toFixed(0)>>/<<= $maxFatigue.toFixed(0)>>">>Fatigue:<</hovertip>> <<showmeter 'fatigue3' `$curFatigue /$maxFatigue`>></center> <<elseif settings.UIbars == "Medium">> <center><<hovertip "<<= $CurHP.toFixed(0)>>/<<= $MaxHP.toFixed(0)>>">>Health:<</hovertip>> <<showmeter 'health2' `$CurHP /$MaxHP`>></center> <center><<hovertip "<<= $curStamina.toFixed(0)>>/<<= $maxStamina.toFixed(0)>>">>Stamina:<</hovertip>> <<showmeter 'stamina2' `$curStamina /$maxStamina`>></center> <center><<hovertip "<<= $curHunger.toFixed(0)>>/<<= $maxHunger.toFixed(0)>>">>Hunger:<</hovertip>> <<showmeter 'hunger2' `$curHunger /$maxHunger`>></center> <center><<hovertip "<<= $curFatigue.toFixed(0)>>/<<= $maxFatigue.toFixed(0)>>">>Fatigue:<</hovertip>> <<showmeter 'fatigue2' `$curFatigue /$maxFatigue`>></center> <<elseif settings.UIbars == "Small">> <center><<hovertip "<<= $CurHP.toFixed(0)>>/<<= $MaxHP.toFixed(0)>>">>Health:<</hovertip>> <<showmeter 'health' `$CurHP /$MaxHP`>></center> <center><<hovertip "<<= $curStamina.toFixed(0)>>/<<= $maxStamina.toFixed(0)>>">>Stamina:<</hovertip>> <<showmeter 'stamina' `$curStamina /$maxStamina`>></center> <center><<hovertip "<<= $curHunger.toFixed(0)>>/<<= $maxHunger.toFixed(0)>>">>Hunger:<</hovertip>> <<showmeter 'hunger' `$curHunger /$maxHunger`>></center> <center><<hovertip "<<= $curFatigue.toFixed(0)>>/<<= $maxFatigue.toFixed(0)>>">>Fatigue:<</hovertip>> <<showmeter 'fatigue' `$curFatigue /$maxFatigue`>></center> <<elseif settings.UIbars == "Extra small">> <center><<hovertip "<<= $CurHP.toFixed(0)>>/<<= $MaxHP.toFixed(0)>>">>Health:<</hovertip>> <<showmeter 'health1' `$CurHP /$MaxHP`>></center> <center><<hovertip "<<= $curStamina.toFixed(0)>>/<<= $maxStamina.toFixed(0)>>">>Stamina:<</hovertip>> <<showmeter 'stamina1' `$curStamina /$maxStamina`>></center> <center><<hovertip "<<= $curHunger.toFixed(0)>>/<<= $maxHunger.toFixed(0)>>">>Hunger:<</hovertip>> <<showmeter 'hunger1' `$curHunger /$maxHunger`>></center> <center><<hovertip "<<= $curFatigue.toFixed(0)>>/<<= $maxFatigue.toFixed(0)>>">>Fatigue:<</hovertip>> <<showmeter 'fatigue1' `$curFatigue /$maxFatigue`>></center>\<</if>><</nobr>>\ ------------------------------- <<if settings.buttons == true>>\ <<link "<img src='Textures/Buttons/Inventory.png'>">> <<script>> Dialog.setup("Inventory", "inv"); Dialog.wiki(Story.get("Inventory").processText()); Dialog.open(); <</script>> <</link>> <<link "<img src='Textures/Buttons/Stats.png'>">> <<script>> Dialog.setup("Stats", "stats"); Dialog.wiki(Story.get("Stats").processText()); Dialog.open(); <</script>> <</link>> <<link "<img src='Textures/Buttons/Social.png'>">> <<script>> Dialog.setup("Social", "social"); Dialog.wiki(Story.get("Social").processText()); Dialog.open(); <</script>> <</link>> <<link "<img src='Textures/Buttons/Guide.png'>">> <<script>> Dialog.setup("Guide", "guide"); Dialog.wiki(Story.get("Guide").processText()); Dialog.open(); <</script>> <</link>> <<link "<img src='Textures/Buttons/Achievements.png'>">> <<script>> Dialog.setup("Achievements", "achievements"); Dialog.wiki(Story.get("Achievements").processText()); Dialog.open(); <</script>> <</link>> <<link "<img src='Textures/Buttons/Debug.png'>">> <<script>> Dialog.setup("Debug", "debug"); Dialog.wiki(Story.get("Debug").processText()); Dialog.open(); <</script>> <</link>> <<elseif settings.buttons == false>>\ <div class="UIButtons">\ <<button "Inventory">> <<script>> Dialog.setup("Inventory", "inv"); Dialog.wiki(Story.get("Inventory").processText()); Dialog.open(); <</script>> <</button>> <<button "Stats">> <<script>> Dialog.setup("Stats", "stats"); Dialog.wiki(Story.get("Stats").processText()); Dialog.open(); <</script>> <</button>> <<button "Social">> <<script>> Dialog.setup("Social", "social"); Dialog.wiki(Story.get("Social").processText()); Dialog.open(); <</script>> <</button>> <<button "Guide">> <<script>> Dialog.setup("Guide", "guide"); Dialog.wiki(Story.get("Guide").processText()); Dialog.open(); <</script>> <</button>> <<button "Achievements">> <<script>> Dialog.setup("Achievements", "achievements"); Dialog.wiki(Story.get("Achievements").processText()); Dialog.open(); <</script>> <</button>> <<button "Debug">> <<script>> Dialog.setup("Debug", "debug"); Dialog.wiki(Story.get("Debug").processText()); Dialog.open(); <</script>> <</button>> </div>\ <</if>>\ ------------------------------- <</if>>Funnily enough this game was HEAVILY inspired by Sword Art Online and it was meant to be a copy of SAO. I decided to make it my own game though because It would be slightly difficult to re create SAO since its a online vr mmo and well... this isnt. I also dont know every how every floor looks so that was also a huge reason on why I decided to make it something else. This was originally gonna be a small SAO webnovel I was gonna do but I decided that I want to continue trying to make video games. I actually did start writing it but I didnt get far as my motivation just dipped like always. Originally you wouldve had a younger brother and a older sister making you the middle child. The brother, Leo was a 16 year old dumbass and was gonna be extroverted and the sister Lily not the most sociable character but loves to cook. [[Go back|Changelogs and game information]]<span class="radiant">"Wake up $name. Its almost 1PM you dumbass."</span> You hear someone saying this. You open your eyes to see your sister in your room opening the curtains. <span class="radiant">"Its about time you woke up."</span> she says in a slightly annoyed tone. <span class="radiant">"Jesus Christ your room is such a mess."</span> "I know, I know shut up now... Why are you here anyways?" you say. <span class="radiant">"Did you already forget? The new game you so wanted me to play with you is getting released in 15 or so minutes."</span> "WAIT ITS TODAY?!" You say out loud. You've been trying to convince your sister to play this new game for ages and you forgot about it. The game that everyone is so impatiently waiting for is called "The Hundredth Floor", a new VRMMO that has 100 floors and your goal is to get to the 100th floor and kill the final boss. Luckily enough you were a beta tester for the game and you got to floor 12. Which was pretty good considuring that only 9 others reached the 12th floor out of a 100 beta testers. <span class="radiant">"You've been waiting for it for so long and YOU JUST FORGOT ABOUT ITS RELEASE?!" She started screaming at you.</span> "In my defence I fell asleep at 3am!" you respond. <span class="radiant">"That's a you problem! You could've set an alarm or some shit."</span> dangit... She's right. <span class="radiant">"Just go grab something to eat and log on... Ill be waiting for you at the VR lobby. After that we will wait for the game to open."</span> "Alright..." as you responded she walks out of the room. You look around your room seeing the amount of trash there is. Though you have a nice guitar on the ground which you haven't touched in ages for some reason. You have a pc, a VR headset, a wardrobe and a small fridge which is probably the second best thing in the room after your pc and headset. [[Go out of the room]]You entered the corridor. Ahead there are 4 rooms. Where do you want to go? 1. [[Bathroom]] 2. [[Parents bedroom]] 3. [[Kitchen]] 4. [[Living room|Living room]]You entered the bathroom. It's not big but theres a shower, a toilet and a sink... You look around thinking that something is missing. "God dammit I forgot to put toilet paper after I finished using it..." [[Go back |Go out of the room]]You enter your parents bedroom. Your dad is usually at work 99% of the time so you don't get too see him a lot but your mother is just out with her friends or at work all the time. You don't see her at all. [[Go back|Go out of the room]]You entered the living room. You see a sandwich left on the table. It's probably from your sister for you. There are plant pots... A LOT of plant pots. Most of them dont even have plants in them. Your mother loves collecting those for some reason. There's a chunky TV, a balcony door which you'd prefer not to go through because it gets stuck easily, a microwave because there isn't any space in the kitchen and a table with 8 seats. There's also a sofa. 1. [[Go back |Go out of the room]] 2. <<link [[Eat the sandwich|Eat the sandwich]]>> <<set $curHunger += 1000>> <<dateadd '57m'>> <</link>>You enter the kitchen. This place is almsot full. The room is big but it has so much stuff in it that if you place a microwave in the room might as well explode. You can move around almost freely though it's a bit cramped. There are 4 fridges, 2 ovens, a huge table for cooking and some chairs... [[Go back. |Go out of the room]]You took the sandiwch and ate it. You started heading back to your room and took your VR headset. You layed on the bed and putted it on your head. "Link start!" you say closing your eyes. You find yourself in a white room. A screen pops out showing your available options. 1. [[Games]] 2. [[Friends]] 3. Store 4. Settings You click on the games button and scroll throgh it... You scroll and scroll until you find "The Hundredth Floor" and click on it. It opens and you find yourself in the title screen clicking on start. A screen comes out telling you that there are 3 minutes until release. Theres an option if you want to be sent out to a waiting lobby or not. [[Yes]] [[No]]You open your friend tab to see that 10 out of 12 friends are online. Everyone is at the lobby probably waiting for the game to launch which will be in around 5 minutes. You see that your sister "RadiantRose" is online. 1. [[Games]] 2. Store 3. Settings You click on [[Yes]] and you get sent to a room. You look around to see your sister there. In the room there's a small coffee table, a couch and a TV. It doesn't look super fancy but It looks nice. <span class="radiant">"You finally came. Took you a while."</span> she said annoyed. "Thanks for the sandwich." you respond as you look at the countdown. It says that there's 1:30 minutes left. <span class="radiant">"Hell yeah it's getting released soon."</span> she says as you both sit down at a couch still looking at the countdown. You and your sister talk about the game as you explain what you did in the beta. <<link [[The countdown ends]]>> <<set $radiantRoseAffection = 1>> <<set $breastPlate to true>> <<set $isChestplateOn to "Starter breastplate">> <<set $starterSword to true>> <<set $isWeaponOn to "Starter sword">> <<dateadd '3m'>> <<set $weaponDMG += 1>> <<set $armorDEF += 1>> <<set $location to "town">> <<set $weaponType to "Short sword">> <</link>>You decide to wait at the title screen <<link [[The countdown ends]]>> <<set $radiantRoseAffection = 1>> <<set $breastPlate to true>> <<set $isChestplateOn to "Starter breastplate">> <<set $starterSword to true>> <<set $isWeaponOn to "Starter sword">> <<dateadd '3m'>> <<set $weaponDMG += 1>> <<set $armorDEF += 1>> <<set $location to "town">> <<set $weaponType to "Short sword">> <</link>>Both of you turn to blue crystals and get teleported to a city. You look at yourself to see that you now have a breastplate. You immdetiatly recognize the city as The Starters town. You look around to see that they haven't changed the first city a lot but you don't see RadiantRose around. You see a fountain at the centre. It's huge. There are a lot of buildings around you. There is a weaponsmith, a tailor, a Inn, a shop and a lot of houses. 1. <<link [[Look for RadiantRose]]>> <<dateadd '10m'>> <</link>> 2. <<link [[Wait for RadiantRose to find you]]>> <<dateadd '45m'>> <</link>>-------------------------------------------- \Inventory: <<nobr>> <ol> <<if $outfit5>> <li>TechnoBen's outfit</li> <</if>> <<if $outfit1>> <li>yelyel's outfit</li> <</if>> <<if $outfit2>> <li>Morgana's outfit</li> <</if>> <<if $outfit3>> <li>Fatrat's outfit</li> <</if>> <<if $outfit4>> <li>Gremlin's outfit</li> <</if>> <<if $outfit6>> <li>Nny's outfit</li> <</if>> <<if $outfit7>> <li>Shadow_Fang's outfit</li> <</if>> <<if $outfit8>> <li>irfanrein's cape</li> <</if>> <<if $outfit9>> <li>GlazingLotl's maid dress</li> <</if>> <<if $outfit10>> <li>Christmas hat</li> <</if>> <<if $pumpkinHead>> <li>Pumpkin head</li> <</if>> <<if $outfit11>> <li>BUNNY GIRL's outfit</li> <</if>> <<if $outfit12>> <li>Reverse Christmas outfit</li> <</if>> <<if $ShadowScytheOutfit>> <li>ShadowScythes outfit</li> <</if>> <<if $RadiantRoseOutfit>> <li>RadiantRoses outfit</li> <</if>> <<if $CrimsonSentinelOutfit>> <li>CrimsonSentinels outfit</li> <</if>> <<if $ToruOutfit>> <li>Familiar gambit outfit</li> <</if>> <<if $KirinOutfit>> <li>Fallen grace outfit</li> <</if>> <<if $asteriaFlowerCrown>> <li>Asterias flower crown</li> <</if>> <<if $shirt1>> <li>Blue starter shirt</li> <</if>> <<if $shirt2>> <li>Red starter shirt</li> <</if>> <<if $shirt3>> <li>Green starter shirt</li> <</if>> <<if $shirt4>> <li>Pink starter shirt</li> <</if>> <<if $shirt5>> <li>White starter shirt</li> <</if>> <<if $shirt6>> <li>Black starter shirt</li> <</if>> <<if $shirt7>> <li>Blue open shoulder shirt</li> <</if>> <<if $shirt8>> <li>Red open shoulder shirt</li> <</if>> <<if $shirt9>> <li>Green open shoulder shirt</li> <</if>> <<if $shirt10>> <li>Pink open shoulder shirt</li> <</if>> <<if $shirt11>> <li>White open shoulder shirt</li> <</if>> <<if $shirt12>> <li>Black open shoulder shirt</li> <</if>> <<if $shirt13>> <li>Blue tank top</li> <</if>> <<if $shirt14>> <li>Red tank top</li> <</if>> <<if $shirt15>> <li>Green tank top</li> <</if>> <<if $shirt16>> <li>Pink tank top</li> <</if>> <<if $shirt17>> <li>White tank top</li> <</if>> <<if $shirt18>> <li>Black tank top</li> <</if>> <<if $pants1>> <li>Starter pants</li> <</if>> <<if $pants2>> <li>Gray pants</li> <</if>> <<if $pants3>> <li>White pants</li> <</if>> <<if $skirt1>> <li>Starter skirt</li> <</if>> <<if $boots1>> <li>Starter boots</li> <</if>> <<if $cape1>> <li>Red cape</li> <</if>> <<if $cape2>> <li>Shadow hunters coat</li> <</if>> <<if $cape3>> <li>Mysteriously vague poncho</li> <</if>> <<if $cape4>> <li>Otherworldly remnant</li> <</if>> <<if $cape5>> <li>Wolf fur cape</li> <</if>> <<if $cape6>> <li>Marcellus's coat</li> <</if>> <<if $breastPlate>> <li>Starter breastplate</li> <</if>> <<if $leatherCP>> <li> Leather chestplate </li> <</if>> <<if $leatherP>> <li> Leather pants </li> <</if>> <<if $leatherB>> <li>Leather boots</li> <</if>> <<if $leatherHCP>> <li>Hardened leather chestplate </li> <</if>> <<if $leatherHP>> <li>Hardened leather pants </li> <</if>> <<if $leatherHB>> <li>Hardened leather boots</li> <</if>> <<if $ironBP>> <li> Iron breastplate </li> <</if>> <<if $ironGuards>> <li> Iron guards </li> <</if>> <<if $ironFG>> <li>Iron feet guards</li> <</if>> <<if $ironCP>> <li>Iron armor </li> <</if>> <<if $ironP>> <li>Iron pants </li> <</if>> <<if $ironB>> <li>Iron boots</li> <</if>> <<if $shadowHunterHeavyCP>> <li>Heavy shadow hunters chestplate</li> <</if>> <<if $shadowHunterLightCP>> <li>Light shadow hunters chestplate</li> <</if>> <<if $lOniCP>> <li>Light Oni leather chestplate</li> <</if>> <<if $lOniP>> <li>Light Oni leather pants </li> <</if>> <<if $lOniB>> <li>Light Oni leather boots</li> <</if>> <<if $hOniCP>> <li>Heavy Oni leather chestplate</li> <</if>> <<if $hOniP>> <li>Heavy Oni leather pants</li> <</if>> <<if $hOniB>> <li>Heavy Oni leather boots</li> <</if>> <<if $hStoneCP>> <li>Heavy stone chestplate</li> <</if>> <<if $StoneCP>> <li>Light stone chestplate</li> <</if>> <<if $flowerRapierSkin>> <li>Flower rapier skin</li> <</if>> <<if $shadowTakerSkin>> <li>Shadow taker skin</li> <</if>> <<if $bloodDrainerSkin>> <li>Blood drainer skin</li> <</if>> <<if $ToruGauntletSkin>> <li>Dusters resort skin</li> <</if>> <<if $KirinSwordSkin>> <li>Tarnished imprint skin</li> <</if>> <<if $BloodSwordSkin>> <li>Blood sword skin</li> <</if>> <<if $CandyCaneSwordSkin>> <li>Candy cane sword skin</li> <</if>> <<if $CandyCaneHeavySwordSkin>> <li>Candy cane heavy sword skin</li> <</if>> <<if $CandyCaneRapierSkin>> <li>Candy cane rapier skin</li> <</if>> <<if $CandyCaneShieldAndSwordSkin>> <li>Candy cane shield and sword skin</li> <</if>> <<if $starterSword>> <li>Starter sword</li> <</if>> <<if $sword1>> <li>Copper sword</li> <</if>> <<if $swordnshield1>> <li>Copper short sword with a shield</li> <</if>> <<if $rapier1>> <li>Copper rapier</li> <</if>> <<if $heavysword1>> <li>Copper heavy sword</li> <</if>> <<if $katana1>> <li>Copper katana</li> <</if>> <<if $sword2>> <li>Copper sword with crystal fragment pieces</li> <</if>> <<if $rapier2>> <li>Copper rapier with crystal fragments</li> <</if>> <<if $heavysword2>> <li>Copper heavy sword with crystal fragments</li> <</if>> <<if $swordnshield2>> <li>Copper short sword and a shield with crystal fragments</li> <</if>> <<if $sword3>> <li>Bone sword</li> <</if>> <<if $swordnshield3>> <li>Bone short sword with a shield</li> <</if>> <<if $rapier3>> <li>Bone rapier</li> <</if>> <<if $heavysword3>> <li>Bone heavy sword</li> <</if>> <<if $sword4>> <li>Iron sword</li> <</if>> <<if $swordnshield4>> <li>Iron short sword with a shield</li> <</if>> <<if $rapier4>> <li>Iron rapier</li> <</if>> <<if $heavysword4>> <li>Iron heavy sword</li> <</if>> <<if $sword5>> <li>Iron sword with a wooden handle</li> <</if>> <<if $swordnshield5>> <li>Iron short sword and a shield with a wooden handle</li> <</if>> <<if $rapier5>> <li>Iron rapier with a wooden handle</li> <</if>> <<if $heavysword5>> <li>Iron heavy sword with a wooden handle</li> <</if>> <<if $sword6>> <li>Oni teeth sword</li> <</if>> <<if $swordnshield6>> <li>Oni teeth short sword with a shield</li> <</if>> <<if $rapier6>> <li>Oni teeth rapier</li> <</if>> <<if $heavysword6>> <li>Oni teeth heavy sword</li> <</if>> <<if $sword7>> <li>Oni teeth and leather sword</li> <</if>> <<if $swordnshield7>> <li>Oni teeth and leather short sword with a shield</li> <</if>> <<if $rapier7>> <li>Oni teeth and leather rapier</li> <</if>> <<if $heavysword7>> <li>Oni teeth and leather heavy sword</li> <</if>> <<if $heavyswordStone>> <li>Boulder slayer</li> <</if>> <<if $axe1>> <li>Iron Axe</li> <</if>> <<if $shovel1>> <li>Iron Shovel</li> <</if>> <<if $pickaxe1>> <li>Iron pickaxe</li> <</if>> <<if $diamondRing>> <li>Diamond ring: $diamondRing</li> <</if>> <<if $goldenRing>> <li>Golden ring: $goldenRing</li> <</if>> <<if $silverRing>> <li>Silver ring: $silverRing</li> <</if>> <<if $tearfulTombRing>> <li>Tearful tomb ring: $tearfulTombRing</li> <</if>> <<if $ringOfAchieving>> <li>Ring of achieving: $ringOfAchieving</li> <</if>> <<if $ringOfTheUndead>> <li>Ring of the undead: $ringOfTheUndead</li> <</if>> <<if $ringOfTheLiving>> <li>Ring of the living: $ringOfTheLiving</li> <</if>> <<if $hpPOT > 0>> <li> Health potion T1: $hpPOT </li> <</if>> <<if $hpPOT1 > 0>> <li> Health potion T2: $hpPOT1 </li> <</if>> <<if $stmPOT > 0>> <li> Stamina potion: $stmPOT </li> <</if>> <<if $boarMeat > 0>> <li><<link 'Boar meat: $boarMeat'>> <<set $boarMeat -= 1>> <<set $curHunger += 10>> <<run $('#ui-dialog-body').empty().wiki(Story.get("Inventory").processText())>> <</link>> </li> <</if>> <<if $ragoutMeat > 0>> <li> <<link 'Ragout meat: $ragoutMeat'>> <<set $ragoutMeat -= 1>> <<set $curHunger += 20>> <<run $('#ui-dialog-body').empty().wiki(Story.get("Inventory").processText())>> <</link>> </li> <</if>> <<if $wolfMeat > 0>> <li> <<link 'Wolf meat: $wolfMeat'>> <<set $wolfMeat -= 1>> <<set $curHunger += 30>> <<run $('#ui-dialog-body').empty().wiki(Story.get("Inventory").processText())>> <</link>> </li> <</if>> <<if $fish > 0>> <li> <<link 'Fish: $fish'>> <<set $fish -= 1>> <<set $curHunger += 15>> <<run $('#ui-dialog-body').empty().wiki(Story.get("Inventory").processText())>> <</link>> </li> <</if>> <<if $bread > 0>> <li> <<link 'Bread: $bread'>> <<set $bread -= 1>> <<set $curHunger += 56>> <<run $('#ui-dialog-body').empty().wiki(Story.get("Inventory").processText())>> <</link>> </li> <</if>> <<if $carrot > 0>> <li> <<link 'Carrots: $carrot'>> <<set $carrot -= 1>> <<set $curHunger += 12>> <<run $('#ui-dialog-body').empty().wiki(Story.get("Inventory").processText())>> <</link>> </li> <</if>> <<if $mushroom > 0>> <li> <<link 'Mushrooms: $mushroom'>> <<set $mushroom -= 1>> <<set $curHunger += 12>> <<run $('#ui-dialog-body').empty().wiki(Story.get("Inventory").processText())>> <</link>> </li> <</if>> <<if $oneStarMushkebab > 0>> <li> <<link '☆ Mushroom kebab: $oneStarMushkebab'>> <<set $oneStarMushkebab -= 1>> <<set $curHunger += 55>> <<set $curFatigue -= 2>> <<run $('#ui-dialog-body').empty().wiki(Story.get("Inventory").processText())>> <</link>> </li> <</if>> <<if $twoStarMushkebab > 0>> <li> <<link '☆☆ Mushroom kebab: $twoStarMushkebab'>> <<set $twoStarMushkebab -= 1>> <<set $curHunger += 67>> <<set $curFatigue -= 5>> <<run $('#ui-dialog-body').empty().wiki(Story.get("Inventory").processText())>> <</link>> </li> <</if>> <<if $threeStarMushkebab > 0>> <li> <<link '☆☆☆ Mushroom kebab: $threeStarMushkebab'>> <<set $threeStarMushkebab -= 1>> <<set $curHunger += 104>> <<run $('#ui-dialog-body').empty().wiki(Story.get("Inventory").processText())>> <</link>> </li> <</if>> <<if $oneStarBmeat > 0>> <li> <<link '☆ Cooked boar meat: $oneStarBmeat'>> <<set $oneStarBmeat -= 1>> <<set $curHunger += 65>> <<run $('#ui-dialog-body').empty().wiki(Story.get("Inventory").processText())>> <</link>> </li> <</if>> <<if $twoStarBmeat > 0>> <li> <<link '☆☆ Cooked boar meat: $twoStarBmeat'>> <<set $twoStarBmeat -= 1>> <<set $curHunger += 98>> <<set $CurHP += 2>> <<set $curStamina += 4>> <<set $curFatigue -= 2>> <<run $('#ui-dialog-body').empty().wiki(Story.get("Inventory").processText())>> <</link>> </li> <</if>> <<if $threeStarBmeat > 0>> <li> <<link '☆☆☆ Cooked boar meat: $threeStarBmeat'>> <<set $threeStarBmeat -= 1>> <<set $curHunger += 120>> <<set $CurHP += 5>> <<set $curStamina += 9>> <<set $curFatigue -= 5>> <<run $('#ui-dialog-body').empty().wiki(Story.get("Inventory").processText())>> <</link>> </li> <</if>> <<if $oneStarRmeat > 0>> <li> <<link '☆ Cooked ragout meat: $oneStarRmeat'>> <<set $oneStarRmeat -= 1>> <<set $curHunger += 73>> <<set $CurHP += 2>> <<set $curStamina += 5>> <<set $curFatigue -= 2>> <<run $('#ui-dialog-body').empty().wiki(Story.get("Inventory").processText())>> <</link>> </li> <</if>> <<if $twoStarRmeat > 0>> <li> <<link '☆☆ Cooked ragout meat: $twoStarRmeat'>> <<set $twoStarRmeat -= 1>> <<set $curHunger += 118>> <<set $CurHP += 5>> <<set $curStamina += 9>> <<set $curFatigue -= 9>> <<run $('#ui-dialog-body').empty().wiki(Story.get("Inventory").processText())>> <</link>> </li> <</if>> <<if $threeStarRmeat > 0>> <li> <<link '☆☆☆ Cooked ragout meat: $threeStarRmeat'>> <<set $threeStarRmeat -= 1>> <<set $curHunger += 174>> <<set $CurHP += 12>> <<set $curStamina += 14>> <<set $curFatigue -= 15>> <<run $('#ui-dialog-body').empty().wiki(Story.get("Inventory").processText())>> <</link>> </li> <</if>> <<if $oneStarWmeat > 0>> <li> <<link '☆ Cooked wolf meat: $oneStarWmeat'>> <<set $oneStarWmeat -= 1>> <<set $curHunger += 76>> <<set $CurHP += 3>> <<set $curStamina += 5>> <<set $curFatigue -= 2>> <<run $('#ui-dialog-body').empty().wiki(Story.get("Inventory").processText())>> <</link>> </li> <</if>> <<if $twoStarWmeat > 0>> <li> <<link '☆☆ Cooked wolf meat: $twoStarWmeat'>> <<set $twoStarWmeat -= 1>> <<set $curHunger += 138>> <<set $CurHP += 6>> <<set $curStamina += 9>> <<set $curFatigue -= 9>> <<run $('#ui-dialog-body').empty().wiki(Story.get("Inventory").processText())>> <</link>> </li> <</if>> <<if $threeStarWmeat > 0>> <li> <<link '☆☆☆ Cooked wolf meat: $threeStarWmeat'>> <<set $threeStarWmeat -= 1>> <<set $curHunger += 204>> <<set $CurHP += 13>> <<set $curStamina += 15>> <<set $curFatigue -= 15>> <<run $('#ui-dialog-body').empty().wiki(Story.get("Inventory").processText())>> <</link>> </li> <</if>> <<if $oneStarCookedFish > 0>> <li> <<link '☆ Cooked fish: $oneStarCookedFish'>> <<set $oneStarCookedFish -= 1>> <<set $curHunger += 42>> <<run $('#ui-dialog-body').empty().wiki(Story.get("Inventory").processText())>> <</link>> </li> <</if>> <<if $twoStarCookedFish > 0>> <li> <<link '☆☆ Cooked fish: $twoStarCookedFish'>> <<set $twoStarCookedFish -= 1>> <<set $curHunger += 62>> <<run $('#ui-dialog-body').empty().wiki(Story.get("Inventory").processText())>> <</link>> </li> <</if>> <<if $threeStarCookedFish > 0>> <li> <<link '☆☆☆ Cooked fish: $threeStarCookedFish'>> <<set $threeStarCookedFish -= 1>> <<set $curHunger += 85>> <<set $CurHP += 1>> <<set $curStamina += 3>> <<set $curFatigue -= 2>> <<run $('#ui-dialog-body').empty().wiki(Story.get("Inventory").processText())>> <</link>> </li> <</if>> <<if $oneStarBsandwich > 0>> <li> <<link '☆ Boar sandwich: $oneStarBsandwich'>> <<set $oneStarBsandwich -= 1>> <<set $curHunger += 89>> <<run $('#ui-dialog-body').empty().wiki(Story.get("Inventory").processText())>> <</link>> </li> <</if>> <<if $twoStarBsandwich > 0>> <li> <<link '☆☆ Boar sandwich: $twoStarBsandwich'>> <<set $twoStarBsandwich -= 1>> <<set $curHunger += 139>> <<set $CurHP += 7>> <<set $curStamina += 14>> <<set $curFatigue -= 9>> <<run $('#ui-dialog-body').empty().wiki(Story.get("Inventory").processText())>> <</link>> </li> <</if>> <<if $threeStarBsandwich > 0>> <li> <<link '☆☆☆ Boar sandwich: $threeStarBsandwich'>> <<set $threeStarBsandwich -= 1>> <<set $curHunger += 227>> <<set $CurHP += 15>> <<set $curStamina += 19>> <<set $curFatigue -= 15>> <<run $('#ui-dialog-body').empty().wiki(Story.get("Inventory").processText())>> <</link>> </li> <</if>> <<if $oneStarRsandwich > 0>> <li> <<link '☆ Ragout sandwich: $oneStarRsandwich'>> <<set $oneStarRsandwich -= 1>> <<set $curHunger += 101>> <<run $('#ui-dialog-body').empty().wiki(Story.get("Inventory").processText())>> <</link>> </li> <</if>> <<if $twoStarRsandwich > 0>> <li> <<link '☆☆ Ragout sandwich: $twoStarRsandwich'>> <<set $twoStarRsandwich -= 1>> <<set $curHunger += 186>> <<set $CurHP += 9>> <<set $curStamina += 15>> <<set $curFatigue -= 10>> <<run $('#ui-dialog-body').empty().wiki(Story.get("Inventory").processText())>> <</link>> </li> <</if>> <<if $threeStarRsandwich > 0>> <li> <<link '☆☆☆ Ragout sandwich: $threeStarRsandwich'>> <<set $threeStarRsandwich -= 1>> <<set $curHunger += 247>> <<set $CurHP += 18>> <<set $curStamina += 21>> <<set $curFatigue -= 19>> <<run $('#ui-dialog-body').empty().wiki(Story.get("Inventory").processText())>> <</link>> </li> <</if>> <<if $oneStarRSoup > 0>> <li> <<link '☆ Ragout soup: $oneStarRSoup'>> <<set $oneStarRSoup -= 1>> <<set $curHunger += 258>> <<set $CurHP += 22>> <<set $curStamina += 15>> <<set $curFatigue -= 10>> <<run $('#ui-dialog-body').empty().wiki(Story.get("Inventory").processText())>> <</link>> </li> <</if>> <<if $twoStarRSoup > 0>> <li> <<link '☆☆ Ragout soup: $twoStarRSoup'>> <<set $twoStarRSoup -= 1>> <<set $curHunger += 308>> <<set $CurHP += 36>> <<set $curStamina += 27>> <<set $curFatigue -= 19>> <<run $('#ui-dialog-body').empty().wiki(Story.get("Inventory").processText())>> <</link>> </li> <</if>> <<if $threeStarRSoup > 0>> <li> <<link '☆☆☆ Ragout soup: $threeStarRSoup'>> <<set $threeStarRSoup -= 1>> <<set $curHunger += 373>> <<set $CurHP += 34>> <<set $curStamina += 34>> <<set $curFatigue -= 25>> <<run $('#ui-dialog-body').empty().wiki(Story.get("Inventory").processText())>> <</link>> </li> <</if>> <<if $AnniversaryCakeVanilla > 0>> <li> <<link 'First year anniversary cake (Vanilla): $AnniversaryCakeVanilla'>> <<set $AnniversaryCakeVanilla -= 1>> <<set $curHunger += 50>> <<set $curFatigue -= 10>> <<run $('#ui-dialog-body').empty().wiki(Story.get("Inventory").processText())>> <</link>> </li> <</if>> <<if $AnniversaryCakeChocolate > 0>> <li> <<link 'First year anniversary cake (Chocolate): $AnniversaryCakeChocolate'>> <<set $AnniversaryCakeChocolate -= 1>> <<set $curHunger += 50>> <<set $CurHP += 10>> <<set $curStamina += 10>> <<run $('#ui-dialog-body').empty().wiki(Story.get("Inventory").processText())>> <</link>> </li> <</if>> <<if $fireStopperScroll > 0>> <li> Fire stopper scroll: $fireStopperScroll </li> <</if>> <<if $genderChangingPotion > 0>> <li>Gender changing potion: $genderChangingPotion</li> <</if>> <<if $planks > 0>> <li>Wood: $planks</li> <</if>> <<if $crystalFragments > 0>> <li>Crystal fragments: $crystalFragments</li> <</if>> <<if $mayonnaise > 0>> <li>Mayonnaise: $mayonnaise</li> <</if>> <<if $wolfFur > 0>> <li>Wolf fur: $wolfFur</li> <</if>> <<if $oniLeather > 0>> <li>Oni leather: $oniLeather</li> <</if>> <<if $oniTeeth > 0>> <li>Oni teeth: $oniTeeth</li> <</if>> <<if $iron > 0>> <li>Iron: $iron</li> <</if>> <<if $f1key > 0>> <li>Floor 1 dungeon key: $f1key</li> <</if>> </ol> <</nobr>>\ Changes won't be seen until you move! --------------------------------------------------------------------------- \<center>Your stats: HP: <<= $CurHP.toFixed(0)>>/<<= $MaxHP.toFixed(0)>> STM: <<= $curStamina.toFixed(0)>>/<<= $maxStamina.toFixed(0)>> Level: $Level XP: <<= $CurXP.toFixed(0)>>/<<= $MaxXP.toFixed(0)>> Coins: $Coins <<if $OneYearTHF == true>>Anniversary coins: $AnniversaryCoins<</if>>\ <<if $christmasEvent == true>>Candy canes: $candyCanesCur<</if>>\ STR: $STR + ($weaponDMG) DEF: $DEF + ($armorDEF) DEX: $DEX INT: $INT You have $Points points.</center>\ ------------------------------- \<div class="UIButtons">\ <<button "Game stats">> <<script>> Dialog.setup("Game stats", "gmstat"); Dialog.wiki(Story.get("Game stats").processText()); Dialog.open(); <</script>> <</button>> <<button "Skills">> <<script>> Dialog.setup("skills", "Skills"); Dialog.wiki(Story.get("Skills").processText()); Dialog.open(); <</script>> <</button>> </div>------------------------------- \<center><h3>Reputation: <<showmeter 'reputation' `$Reputation/$ReputationMax`>> Social:</h3></center>\ <<if $radiantRoseAffection >= 1>>\ RadiantRose: Level: $RadLevel XP: <<= $RadCurXP.toFixed(0)>>/<<= $RadMaxXP.toFixed(0)>> Affection: $radiantRoseAffection/100 <</if>>\ <<if $shadowScytheAffection >= 1>> ShadowScythe: Level: $ShadLevel XP: <<= $ShadCurXP.toFixed(0)>>/<<= $ShadMaxXP.toFixed(0)>> Affection: $shadowScytheAffection/100 <</if>>\ <<if $crimsonSentinelAffection >= 1>> CrimsonSentinel: Level: $CrimLevel XP: <<= $CrimCurXP.toFixed(0)>>/<<= $CrimMaxXP.toFixed(0)>> Affection: $crimsonSentinelAffection/100 <</if>>\ <<if $blueBellAffection >= 1>> Blu3B3llrex: Affection: $blueBellAffection/100 <</if>>\ <<if $mollyAffection >= 1>> XxWryEdwinx: <<if $event5part2 == 3 && $event5part3 is false>>Location: Frozen lake<</if>> Affection: $mollyAffection/100 <</if>>\ <<if $zegrathAffection >= 1>> Zegrath: Level: $zegLevel XP: <<= $zegCurXP.toFixed(0)>>/<<= $zegMaxXP.toFixed(0)>> Affection: $zegrathAffection/100 <</if>>\ <<if $marcellusAffection >= 1>> Love4Mary: Level: $marcyLevel XP: <<= $marcyCurXP.toFixed(0)>>/<<= $marcyMaxXP.toFixed(0)>> Affection: $marcellusAffection/100 <</if>>\ <<if $asteriaAffection >= 1>> Asteria: Affection: $asteriaAffection/100 <</if>>\ -------------------------------You decide to look for your sister. You aren't really sure where to start from but you go down the alley, there are a lot of people here. Most people are just walking around but there are some that are running around probably searching for their friends too. You recognize a player as they are a beta tester too. 1. <<link [[Speak to him]]>> <<dateadd '10m'>> <</link>> 2. <<link [[Don't speak with him]]>> <<dateadd '5m'>> <</link>>You decide to wait for your sister to find you. You sat down at one of the benches near the fountain and you started waiting. After 45 minutes you hear someone call you. <<link [[Next|nothingrn]]>> <<dateadd '10m'>> <</link>>"Hey there." you say to the person you recognize. You don't exactly remember his name so you are trying to remember it... He is wearing a dark purple cloak and has a scythe instead of a sword. You remember that his name had scythe in it but you seriously can't remember it. <span class="shadow">"Oh hello $gamename. It's been a while since we spoke. What floor did you get to in the beta by the way? I never found out..."</span> "Yeah It sure has been a while. I managed to get to floor 12. What about you?" <span class="shadow">"God damn that's high! I got myself to floor 10... Tell me your secrets!"</span> he said excitedly. <span class="crimson">"Hey ShadowScythe! We finally found everyone from the party you can come now!"</span> someone said. You look at where the speaking come from to see 4 people behind you walking to you and ShadowScythe. You also recognize the person that talked to ShadowScythe. His name was CrimsonSentinel and he's a tank. He is wearing a red and white robe but he doesn't have armor expect the beginner breastplate. He can be a bit shy from time to times but he is a great player that helped a lot during the beta. We both got to floor 12. You don't recognize the other 3 people. <span class="crimson">"Oh hey there $gamename! Glad to see you are here with all of us. Do you want to join us?"</span> he said. His eyes became sparkly as soon as he saw you. You two are pretty good friends. "Maybe I will sometime later. Right now im looking for my sister. I've been trying to convince my sister to play this game so I'll have to find her. Speaking of that Has anyone seen her? Her IGN is RadientRose. Not sure what she has." you ask the 5 people. They think for a bit but respond with a no. "Ah alright. Let's speak later alright?" you say as you leave them. <<link [[Next]]>> <<set $shadowScytheAffection = 1>> <<set $crimsonSentinelAffection = 1>> <</link>>You continue looking for your sister instead of talking to the man. [[Next]]You finally found your sister. She is looking at a necklace from a window of a store. "Oi sis! I finally found you." You shout at your sister. She looks at you <span class="radiant">"Oh we finally found eachother!"</span> she replies "What do you mean 'we' I found YOU. I bet you stared at that necklace since we got here." <span class="radiant">"Hey that's not true!... Anyways what are we going to do now that we found each other?"</span> You open your menu and clicked on the [SOCIAL] tab. After that you scrolled through It and found RadiantRose then you sent her a party request. "Accept my party request and lets go to the plains." you said as a screen appeared in front of her that said "Party request from $gamename! Do you accept it? [YES] [NO]" and she clicked on yes. You and your sister left the town going to the plains. <<link [[Next|Plains]]>> <<dateadd '10m'>> <<set $partyON to true>> <<set $lastVisitedPassage to "Plains">> <<set $location to "plains">> <<run $partyMembers.push("RadiantRose")>> <</link>>removed and changed to Hituros time macro!You are outside the Starter towns entarance. The entarance is HUGE. The town is also surrounded by a huge wall. The plains is a huge area with tall grass. You see bunch of players mostly chilling. <<nobr>> <<if $hasSeen1 == true>> There are a lot of boars 6 or 7 trees on which 4 of them there are players resting on them. And a path that leads to somewhere. Players usually fight the boars on this path because of the tall grass. Going to the trees is probably a huge pain in the ass because you can get attacked by a boar... You notice players going down the path. You remember that it leads to the 2nd town. <</if>> <</nobr>> Directions: 1. <<link [[Go back to town|Town entarance]]>> <<dateadd '2m'>> <<set $location to "town">> <</link>> <<if $discoveredPath1 == true>>\2. <<link [[Follow the path|Path 1]]>> <<dateadd '4m'>> <</link>> <</if>> You can: 1. <<link [[Look for a boar|Combat remake]]>> <<Boar1>> <</Boar1>> <<dateadd '10m'>> <<set $curFatigue += 10>> <<set $lastVisitedPassage to "Plains">> <</link>> 2. <<link [[Look around]]>> <<dateadd '3m'>> <<set $discoveredPath1 to true>> <</link>> 3. <<link [[Waste time|Plains]]>> <<dateadd '10m'>> <<set $curStamina += 5 + $INT>> <</link>> <<datesetup>> <<dateset "12h 0m 6d 11mo 2022y">> <<set $newUI to true>> <<set $bannerRNG to kitsuneRNG(1, 4)>> <<set $killedSWK to 0>> <<set $killedWW to 0>> <<set $killedWWP to 0>> <<set $killedSK to 0>> <<set $killedPM to 0>> <<set $killedPZ to 0>> <<set $killedBG to 0>> <<set $killedGC to 0>> <<set $killedRabbits = 0>> <<set $killedBoars = 0>> <<set $killedOnis = 0>> <<set $boarMeat = 0>> <<set $ragoutMeat = 0>> <<set $wolfMeat = 0>> <<set $wolfFur = 0>> <<set $mobLvl to 0>> <<set $oniLeather = 0>> <<set $oniTeeth = 0>> <<set $timeTillBossDies to 0>> <<set $event2 to false>> <<set $event3 to false>> <<set $event4 to false>> <<set $event5 to false>> <<set $event6 to false>> <<set $achvPoints to 0>> <<set $achievement_001 to recall('achievement_001')>> <<set $achievement_002 to recall('achievement_002')>> <<set $achievement_003 to recall('achievement_003')>> <<set $achievement_004 to recall('achievement_004')>> <<set $achievement_005 to recall('achievement_005')>> <<set $achievement_006 to recall('achievement_006')>> <<set $achievement_007 to recall('achievement_007')>> <<set $achievement_008 to recall('achievement_008')>> <<set $achievement_009 to recall('achievement_009')>> <<set $achievement_010 to recall('achievement_010')>> <<set $achievement_011 to recall('achievement_011')>> <<set $achievement_012 to recall('achievement_012')>> <<set $achievement_013 to recall('achievement_013')>> <<set $achievement_014 to recall('achievement_014')>> <<if $achievement_001 == true>> <<set $achvPoints += 1>> <</if>> <<if $achievement_002 == true>> <<set $achvPoints += 1>> <</if>> <<if $achievement_003 == true>> <<set $achvPoints += 1>> <</if>> <<if $achievement_004 == true>> <<set $achvPoints += 1>> <</if>> <<if $achievement_005 == true>> <<set $achvPoints += 1>> <</if>> <<if $achievement_006 == true>> <<set $achvPoints += 1>> <</if>> <<if $achievement_007 == true>> <<set $achvPoints += 2>> <</if>> <<if $achievement_008 == true>> <<set $achvPoints += 2>> <</if>> <<if $achievement_009 == true>> <<set $achvPoints += 1>> <</if>> <<if $achievement_010 == true>> <<set $achvPoints += 3>> <</if>> <<if $achievement_011 == true>> <<set $achvPoints += 2>> <</if>> <<if $achievement_012 == true>> <<set $achvPoints += 2>> <</if>> <<if $achievement_013 == true>> <<set $achvPoints += 2>> <</if>> <<if $achievement_014 == true>> <<set $achvPoints += 2>> <</if>> <<set $F1BossHP to 350>> <<set $f1bosskilled to false>> <<set $tppadONE to false>> <<set $tppadTWO to false>> <<set $tppadTHREE to false>> <<set $tppadFOUR to false>> <<set $tppadFIVE to false>> <<set $tppadSIX to false>> <<set $tppadFIVE to false>> <<set $battleEvent1 = [ "None", "None2", "Boar"]>> <<set $battleEvent2 = [ "None","Rabbit","Plant monster","Dungeon"]>> <<set $battleEvent3 = [ "None","SkeletonWarrior"]>> <<set $workone to false>> <<set $drinkserved to 0>> <<set $location to "house">> // LARGE <<newmeter 'fatigue3' 17>> <<sizing '220px' '15px'>> <<colors 'purple' 'blue'>> <</newmeter>> <<newmeter 'health3' 18>> <<colors 'red' 'orange'>> <<sizing '220px' '15px'>> <</newmeter>> <<newmeter 'hunger3' 19>> <<colors 'yellow' 'orange'>> <<sizing '220px' '15px'>> <</newmeter>> <<newmeter 'stamina3' 20>> <<sizing '220px' '15px'>> <</newmeter>> // MEDIUM <<newmeter 'fatigue2' 13>> <<sizing '220px' '10px'>> <<colors 'purple' 'blue'>> <</newmeter>> <<newmeter 'health2' 14>> <<colors 'red' 'orange'>> <<sizing '220px' '10px'>> <</newmeter>> <<newmeter 'hunger2' 15>> <<colors 'yellow' 'orange'>> <<sizing '220px' '10px'>> <</newmeter>> <<newmeter 'stamina2' 16>> <<sizing '220px' '10px'>> <</newmeter>> // SMALL <<newmeter 'fatigue' 0>> <<sizing '220px' '5px'>> <<colors 'purple' 'blue'>> <</newmeter>> <<newmeter 'health' 1>> <<colors 'red' 'orange'>> <<sizing '220px' '5px'>> <</newmeter>> <<newmeter 'hunger' 2>> <<colors 'yellow' 'orange'>> <<sizing '220px' '5px'>> <</newmeter>> <<newmeter 'stamina' 3>> <<sizing '220px' '5px'>> <</newmeter>> <<newmeter 'cooking' 4>> <<sizing '220px'>> <</newmeter>> <<newmeter 'EveseRead' 5>> <<sizing '220px'>> <</newmeter>> <<newmeter 'EveseSpeaking' 6>> <<sizing '220px'>> <</newmeter>> <<newmeter 'crafting' 7>> <<sizing '220px'>> <</newmeter>> <<newmeter 'reputation' 8>> <<colors 'red' 'green'>> <<sizing '220px'>> <</newmeter>> // EXTRA SMALL <<newmeter 'fatigue1' 9>> <<sizing '220px' '3px'>> <<colors 'purple' 'blue'>> <</newmeter>> <<newmeter 'health1' 10>> <<colors 'red' 'orange'>> <<sizing '220px' '3px'>> <</newmeter>> <<newmeter 'hunger1' 11>> <<colors 'yellow' 'orange'>> <<sizing '220px' '3px'>> <</newmeter>> <<newmeter 'stamina1' 12>> <<sizing '220px' '3px'>> <</newmeter>> <<set $bread to 3>> <<set $carrot to 0>> <<set $mushroom to 0>> <<set $mayonnaise to 0>> <<set $fish to 0>> <<set $oneStarRSoup to 0>> <<set $twoStarRSoup to 0>> <<set $threeStarRSoup to 0>> <<set $oneStarMushkebab to 0>> <<set $twoStarMushkebab to 0>> <<set $threeStarMushkebab to 0>> <<set $oneStarRmeat to 0>> <<set $twoStarRmeat to 0>> <<set $threeStarRmeat to 0>> <<set $oneStarWmeat to 0>> <<set $twoStarWmeat to 0>> <<set $threeStarWmeat to 0>> <<set $oneStarBmeat to 0>> <<set $twoStarBmeat to 0>> <<set $threeStarBmeat to 0>> <<set $oneStarRsandwich to 0>> <<set $twoStarRsandwich to 0>> <<set $threeStarRsandwich to 0>> <<set $oneStarBsandwich to 0>> <<set $twoStarBsandwich to 0>> <<set $threeStarBsandwich to 0>> <<set $oneStarCookedFish to 0>> <<set $twoStarCookedFish to 0>> <<set $threeStarCookedFish to 0>> <<set $SpeakingSkill to 1>> <<set $SpeakingXP to 0>> <<set $SpeakingMaxXP to 1000>> <<set $ReadingSkill to 1>> <<set $ReadingXP to 0>> <<set $ReadingMaxXP to 1000>> <<set $CookingSkill to 0>> <<set $CookingXP to 0>> <<set $CookingMaxXP to 1000>> <<set $CraftingSkill to 0>> <<set $CraftingXP to 0>> <<set $CraftingMaxXP to 1000>> <<set $Reputation to 500>> <<set $ReputationMax to 1000>> <<set $axe1 to false>> <<set $shovel1 to false>> <<set $planks = 0>> <<set $iron = 0>> <<set $goldenRing = 0>> <<set $diamondRing = 0>> <<set $silverRing = 0>> <<set $ringOfTheUndead = 0>> <<set $ringOfTheLiving = 0>> <<set $tearfulTombRing = 0>> <<set $ringOfAchieving to 0>> <<set $AchvRingKeep to 0>> <<set $fireStopperScroll to 0>> <<set $MaxHP = 250>> <<set $fatigueFaint = 0>> <<set $maxHunger = 1000>> <<set $curHunger = 1000>> <<set $CurHP = 250>> <<set $STR = 0>> <<set $DEX = 0>> <<set $INT = 0>> <<set $DEF = 0>> <<set $Points = 1>> <<set $MaxXP = 150>> <<set $CurXP = 0>> <<set $Coins = 0>> <<set $curStamina to 100>> <<set $maxStamina to 100>> <<set $weaponDMG to 0>> <<set $Level to 0>> <<set $stmPOT to 3>> <<set $hpPOT to 3>> <<set $curFatigue to 0>> <<set $maxFatigue to 1250>> <<set $armorDEF to 0>> <<set $weaponDMG to 0>> <<set $isArmorPantsOn to "None">> <<set $isArmorBootsOn to "None">> <<set $isWeaponSkinOn to "None">> <<set $isBootsOn to "None">> <<set $isPantsOn to "None">> <<set $isOutfitOn to "None">> <<set $isChestplateOn to "None">> <<set $isWeaponOn to "None">> <<set $isShirtOn to "None">> <<set $isCapeOn = "None">> <<set $Finger1 to "None">> <<set $Finger2 to "None">> <<set $Finger3 to "None">> <<set $Finger4 to "None">> <<set $Finger5 to "None">> <<set $Finger6 to "None">> <<set $Finger7 to "None">> <<set $Finger8 to "None">> <<set $Finger9 to "None">> <<set $Finger10 to "None">> <<set $RegenHP to 0>> <<set $RegenAmount to 0>> <<set $hpPOT1 to 0>> <<set $paralized to 0>> <<set $potCooldown to 0>> <<set $CurFear to 0>> <<set $MaxFear to 100>> <<set $fearDebuff to 0>> <<set $STRPercentDebuff to 0>> <<set $STRPercentBuff to 0>> <<set $DEXPercentDebuff to 0>> <<set $DEXPercentBuff to 0>> <<set $hungerDebuff to 0>> <<set $fatigueDebuff to 0>> <<set $gameStarted to false>> <<set $paidForInn1 to false>> <<set $paidForInn2 to false>> <<set $raidHP to 1000>> <<set $raidMaxHP to 1000>> <<set $raidPartyArmorTier to 1>> <<set $raidParty to false>> <<set $f1DungeonFound = false>> <<set $GatheringEvent = false>> <<set $f1key to 0>> <<set $f1bosskilled to false>> <<set $f1secretbosskilled to false>> <<set $f2BossKilled to false>> <<set $f2BossTimeKilled to false>> <<set $f3BossKilled to false>> <<set $f3BossTimeKilled to false>> <<set $pathDone to false>> <<set $pathProgress to 0>> <<set $hutEvent to false>> <<set $hutTask5 to false>> <<set $hutTask4 to false>> <<set $hutTask3 to false>> <<set $hutTask2 to false>> <<set $hutTask1 to false>> <<set $hutCleaned = 0>> <<set $isHutFinished to false>> <<set $isHutPurchased to false>> <<set $campBuild1 to false>> <<set $pathDone1 to false>> <<set $pathProgress1 to 0>> <<set $radiantRoseAffection = 0>> <<set $shadowScytheAffection = 0>> <<set $crimsonSentinelAffection = 0>> <<set $zegrathAffection = 0>> <<set $marcellusAffection = 0>> <<set $asteriaAffection = 0>> <<set $blueBellAffection = 0>> <<set $hasSpokenWithRadiant to false>> <<set $hasSpokenWithShadow to false>> <<set $hasSpokenWithBlue to false>> <<set $hasSpokenWithCrimson to false>> <<set $radiantRoseParty to false>> <<set $shadowScytheParty to false>> <<set $crimsonSentinelParty to false>> <<set $shadowScytheDead to false>> <<set $radiantRoseDead to false>> <<set $zegrathDead to false>> <<set $marcellusDead to false>> <<set $MaxHPShadowScythe = 250>> <<set $CurHPShadowScythe = 250>> <<set $curStaminaShadowScythe to 100>> <<set $maxStaminaShadowScythe to 100>> <<set $weaponDMGShadowScythe to 2>> <<set $DEXShadowScythe = 1>> <<set $DEFShadowScythe = 1>> <<set $STRShadowScythe = 2>> <<set $shadPartyTime to 0>> <<set $MaxHPRadiantRose = 250>> <<set $CurHPRadiantRose = 250>> <<set $curStaminaRadiantRose to 125>> <<set $maxStaminaRadiantRose to 125>> <<set $weaponDMGRadiantRose to 1>> <<set $DEXRadiantRose = 1>> <<set $DEFRadiantRose = 1>> <<set $STRRadiantRose = 1>> <<set $radPartyTime to 0>> <<set $MaxHPCrimsonSentinel = 250>> <<set $CurHPCrimsonSentinel = 250>> <<set $curStaminaCrimsonSentinel to 80>> <<set $maxStaminaCrimsonSentinel to 80>> <<set $weaponDMGCrimsonSentinel to 2>> <<set $DEXCrimsonSentinel = 1>> <<set $DEFCrimsonSentinel = 3>> <<set $STRCrimsonSentinel = 1>> <<set $crimPartyTime to 0>> <<set $MaxHPZegrath = 500>> <<set $CurHPZegrath = 500>> <<set $curStaminaZegrath to 200>> <<set $maxStaminaZegrath to 200>> <<set $weaponDMGZegrath to 9>> <<set $DEXZegrath = 3>> <<set $DEFZegrath = 4>> <<set $STRZegrath = 5>> <<set $zegrathPartyTime to 0>> <<set $ZegrathFireSword to 0>> <<set $MaxHPMarcellus = 450>> <<set $CurHPMarcellus = 450>> <<set $curStaminaMarcellus to 250>> <<set $maxStaminaMarcellus to 250>> <<set $weaponDMGMarcellus to 5>> <<set $DEXMarcellus = 4>> <<set $DEFMarcellus = 2>> <<set $STRMarcellus = 7>> <<set $marcellusPartyTime to 0>> <<set $marcyCurXP to 0>> <<set $marcyMaxXP to 750>> <<set $marcyLevel to 4>> <<set $zegCurXP to 0>> <<set $zegMaxXP to 937>> <<set $zegLevel to 5>> <<set $RadCurXP to 0>> <<set $RadMaxXP to 150>> <<set $RadLevel to 0>> <<set $ShadCurXP to 0>> <<set $ShadMaxXP to 150>> <<set $ShadLevel to 0>> <<set $CrimCurXP to 0>> <<set $CrimMaxXP to 150>> <<set $CrimLevel to 0>> <<set $partyMembers to ["Player"]>> <<set $combatSkills to ["Do nothing", "Stab", "Charge"]>> <<set $playerTraits to []>> <<set $faints to 0>> <<set $cookedmeals to 0>> <<set $hoursWorked to 0>> <<set $hairColor to "None">> <<set $onFire to 0>> <<set $SP to 1>> <<set $poisoned1 to 0>> <<set $NoSideBar to true>> <<set $exportReminder to 150>> <<set $dmgDealt = { "Total" : 0, "Combat" : 0, }>>You killed the boar and won the battle, gaining <<print ($mobLvl * 1.5 + $mobXP).toFixed(0)>> XP and $mobCoins Coins and Boar meat. <<EventCurrencies>>\ <<link "Go back">> <<goto $lastVisitedPassage>> <<set $killedBoars += 1>> <<set $boarMeat += 1>> <<MobRewards>> <</link>><center><img src = "Textures/You are dead.png" width="100%"/> You can't really undo this. You can go back to your last save. If you want to. <span class="pointybtn"><<button "Start a new game...">> <<script>> Engine.restart(); <</script>> <</button>></span></center><span class="radiant">"Hey $name! I finally found you."</span> you hear your sister screaming. "DON'T SAY MY REAL NAME YOU DUMBASS!" <span class="radiant">"Sorry... Anyways what do we do now?"</span> "I'll send you a party request." you say as you open the [SOCIAL], scrolling through your friends list and clicking on RadiantRose. A screen appeared infront of her saying "Party request from $gamename! Do you accept it? [YES] [NO]". She clicks yes. "Now we will go kill some boars so we can get our level higer." you say. She nods and you guys head to the plains <<link [[Next|Plains]]>> <<dateadd '10m'>> <<set $partyON to true>> <<set $lastVisitedPassage to "Plains">> <<set $location to "plains">> <<run $partyMembers.push("RadiantRose")>> <</link>><<nobr>> <<if !tags().includesAny('player-turn', 'enemy-turn')>> <<if $waterTime1 >= 1>> <<if $plantType1 !== "Nothing">> <<set _rngWater to random(1,3)>> <<set _rngGrowth to random(1,8)>> <<set $waterTime1 -= _rngWater>> <<set $timeTillGrowth1 -= _rngGrowth>> <</if>> <</if>> <<if $waterTime2 >= 1>> <<if $plantType2 !== "Nothing">> <<set _rngWater to random(1,3)>> <<set _rngGrowth to random(1,8)>> <<set $waterTime2 -= _rngWater>> <<set $timeTillGrowth2 -= _rngGrowth>> <</if>> <</if>> <<if $waterTime3 >= 1>> <<if $plantType3 !== "Nothing">> <<set _rngWater to random(1,3)>> <<set _rngGrowth to random(1,8)>> <<set $waterTime3 -= _rngWater>> <<set $timeTillGrowth3 -= _rngGrowth>> <</if>> <</if>> <</if>> <<if !tags().includesAny('player-turn' , 'enemy-turn' , 'no-fainting-or-hunger') && $curFatigue >= (99*$maxFatigue)/100>> <<set $curStamina -= 1 + $INT/3>> <<set $curStaminaShadowScythe += 1>> <<set $curStaminaRadiantRose += 1>> <<set $curStaminaCrimsonSentinel += 1>> <<set $curStaminaZegrath += 2>> <<set $curStaminaMarcellus += 2>> <<elseif !tags().includesAny('player-turn' , 'enemy-turn' , 'no-fainting-or-hunger') && $curFatigue >= (75*$maxFatigue)/100>> <<set $curStamina += 1/4 + $INT/12>> <<set $curStaminaShadowScythe += 1>> <<set $curStaminaRadiantRose += 1>> <<set $curStaminaCrimsonSentinel += 1>> <<set $curStaminaZegrath += 2>> <<set $curStaminaMarcellus += 2>> <<elseif !tags().includesAny('player-turn' , 'enemy-turn' , 'no-fainting-or-hunger') && $curFatigue >= (50*$maxFatigue)/100>> <<set $curStamina += 1/3 + $INT/9>> <<set $curStaminaShadowScythe += 1>> <<set $curStaminaRadiantRose += 1>> <<set $curStaminaCrimsonSentinel += 1>> <<set $curStaminaZegrath += 2>> <<set $curStaminaMarcellus += 2>> <<elseif !tags().includesAny('player-turn' , 'enemy-turn' , 'no-fainting-or-hunger') && $curFatigue >= (25*$maxFatigue)/100>> <<set $curStamina += 1/2 + $INT/6>> <<set $curStaminaShadowScythe += 1>> <<set $curStaminaRadiantRose += 1>> <<set $curStaminaCrimsonSentinel += 1>> <<set $curStaminaZegrath += 2>> <<set $curStaminaMarcellus += 2>> <<elseif !tags().includesAny('player-turn' , 'enemy-turn' , 'no-fainting-or-hunger') && $curFatigue >= (0*$maxFatigue)/100>> <<set $curStamina += 1 + $INT/3>> <<set $curStaminaShadowScythe += 1>> <<set $curStaminaRadiantRose += 1>> <<set $curStaminaCrimsonSentinel += 1>> <<set $curStaminaZegrath += 2>> <<set $curStaminaMarcellus += 2>> <</if>> <<if setup.datesystems.default.getDate().h lte 9>> <<set $paidForInn1 to false>> <<set $paidForInn2 to false>> <<set $paidForInn3 to false>> <<set $paidForInn4 to false>> <<set $paidForInn5 to false>> <<set $paidForInn6 to false>> <<set $paidForInn7 to false>> <<set $paidForInn8 to false>> <</if>> <<set $statsNPC to random(1,2)>> <<if $RadCurXP >= $RadMaxXP>> <<if $statsNPC == 1>> <<set $DEXRadiantRose += 1>> <<set $maxStaminaRadiantRose += 25>> <<elseif $statsNPC == 2>> <<set $DEFRadiantRose += 1>> <</if>> <<set $RadLevel += 1>> <<set $RadCurXP -= $RadMaxXP>> <<set $MaxHPRadiantRose += 50>> <<set $CurHPRadiantRose = $MaxHPRadiantRose>> <<set $RadMaxXP *= 1.25>> <</if>> <<if $zegCurXP >= $zegMaxXP>> <<if $statsNPC == 1>> <<set $DEXZegrath += 1>> <<set $maxStaminaZegrath += 25>> <<elseif $statsNPC == 2>> <<set $DEFZegrath += 1>> <</if>> <<set $zegLevel += 1>> <<set $zegCurXP -= $zegMaxXP>> <<set $MaxHPZegrath += 50>> <<set $CurHPZegrath = $MaxHPZegrath>> <<set $zegMaxXP *= 1.25>> <</if>> <<if $marcyCurXP >= $marcyMaxXP>> <<if $statsNPC == 1>> <<set $DEXMarcellus += 1>> <<set $maxStaminaMarcellus += 25>> <<elseif $statsNPC == 2>> <<set $STRMarcellus += 1>> <</if>> <<set $marcyLevel += 1>> <<set $marcyCurXP -= $marcyMaxXP>> <<set $MaxHPMarcellus += 50>> <<set $CurHPMarcellus = $MaxHPMarcellus>> <<set $marcyMaxXP *= 1.25>> <</if>> <<if $ShadCurXP >= $ShadMaxXP>> <<if $statsNPC == 1>> <<set $DEXShadowScythe += 1>> <<set $maxStaminaShadowScythe += 25>> <<elseif $statsNPC == 2>> <<set $STRShadowScythe += 1>> <</if>> <<set $ShadLevel += 1>> <<set $ShadCurXP -= $ShadMaxXP>> <<set $MaxHPShadowScythe += 50>> <<set $CurHPShadowScythe = $MaxHPShadowScythe>> <<set $ShadMaxXP *= 1.25>> <</if>> <<if $CrimCurXP >= $CrimMaxXP>> <<if $statsNPC == 1>> <<set $STRCrimsonSentinel += 1>> <<elseif $statsNPC == 2>> <<set $DEFCrimsonSentinel += 1>> <</if>> <<set $CrimLevel += 1>> <<set $CrimCurXP -= $CrimMaxXP>> <<set $MaxHPCrimsonSentinel += 50>> <<set $CurHPCrimsonSentinel = $MaxHPCrimsonSentinel>> <<set $CrimMaxXP *= 1.25>> <</if>> <<if $CurHP <= 0>> <<set $CurHP to 1>> <<goto "lose">> <</if>> <<if $ReadingXP >= $ReadingMaxXP>> <<set $ReadingSkill += 1>> <<set $ReadingXP -= $ReadingMaxXP>> <<set $ReadingMaxXP *= 1.65>> <</if>> <<if $SpeakingXP >= $SpeakingMaxXP>> <<set $SpeakingSkill += 1>> <<set $SpeakingXP -= $SpeakingMaxXP>> <<set $SpeakingMaxXP *= 1.65>> <</if>> <<if $CookingXP >= $CookingMaxXP>> <<set $CookingSkill += 3>> <<set $CookingXP -= $CookingMaxXP>> <<set $CookingMaxXP *= 1.65>> <</if>> <<if $CraftingXP >= $CraftingMaxXP>> <<set $CraftingSkill += 1>> <<set $CraftingXP -= $CraftingMaxXP>> <<set $CraftingMaxXP *= 1.65>> <</if>> <<set $kills to $killedBoars + $killedRabbits + $killedPM + $killedSK + $killedSWK + $killedWW + $killedWWP + $killedOnis + $killedBG + $killedPZ + $killedGC>> <<if $pathProgress >= 20>> <<set $pathDone to true>> <<set $pathProgress to 0>> <</if>> <<if $pathProgress1 >= 35>> <<set $pathDone1 to true>> <<set $pathProgress1 to 0>> <</if>> <<if $hutEvent is false>> <<if $hutTask1 == true>> <<if $hutTask2 == true>> <<if $hutTask3 == true>> <<if $hutTask4 == true>> <<if $hutTask5 == true>> <<set $isHutFinished to true>> <<set $hutEvent to true>> <<goto "hut event">> <</if>> <</if>> <</if>> <</if>> <</if>> <</if>> <<if !tags().includesAny('no-fainting-or-hunger')>> <<set $curHunger -= 1>> <<set $curFatigue += 2>> <<if $curHunger <= 0>> <<set $curHunger to -1>> <<set $curFatigue += 10>> <<set $CurHP -= 25>> <</if>> <<if $curFatigue <= -1>> <<set $curFatigue = 0>> <</if>> <<if $curFatigue >= $maxFatigue>> <<set $curFatigue to $maxFatigue + 1>> <<set $fatigueFaint += 1>> <<if $CurHP >= 1>> <<if $fatigueFaint >= 5 && $CurHP >= 1>> <<set $curFatigue -= 100>> <<set $fatigueFaint to 0>> <<set $faints += 1>> <<set $coinsloss to random(5000)>> <<set $Coins -= $coinsloss>> <<if $Coins < 0>> <<set $Coins to 0>> <</if>> <<goto "Faint">> <</if>> <</if>> <</if>> <</if>> <<if $raidHP lte 0>> <<set $raidParty to false>> <</if>> <<if $curHunger >= $maxHunger>> <<set $curHunger to $maxHunger>> <</if>> <<if $curStamina >= $maxStamina>> <<set $curStamina to $maxStamina>> <</if>> <<if $CurHP >= $MaxHP>> <<set $CurHP to $MaxHP>> <</if>> <<if $curStaminaShadowScythe >= $maxStaminaShadowScythe>> <<set $curStaminaShadowScythe to $maxStaminaShadowScythe>> <</if>> <<if $CurHPShadowScythe >= $MaxHPShadowScythe>> <<set $CurHPShadowScythe to $MaxHPShadowScythe>> <</if>> <<if $curStaminaRadiantRose >= $maxStaminaRadiantRose>> <<set $curStaminaRadiantRose to $maxStaminaRadiantRose>> <</if>> <<if $CurHPRadiantRose >= $MaxHPRadiantRose>> <<set $CurHPRadiantRose to $MaxHPRadiantRose>> <</if>> <<if $curStaminaCrimsonSentinel >= $maxStaminaCrimsonSentinel>> <<set $curStaminaCrimsonSentinel to $maxStaminaCrimsonSentinel>> <</if>> <<if $CurHPCrimsonSentinel >= $MaxHPCrimsonSentinel>> <<set $CurHPCrimsonSentinel to $MaxHPCrimsonSentinel>> <</if>> <<if $wolfCurSTM >= $wolfMaxSTM>> <<set $wolfCurSTM to $wolfMaxSTM>> <</if>> <<if $wolfCurHP >= $wolfMaxHP>> <<set $wolfCurHP to $wolfMaxHP>> <</if>> <<if $curStaminaZegrath >= $maxStaminaZegrath>> <<set $curStaminaZegrath to $maxStaminaZegrath>> <</if>> <<if $CurHPZegrath >= $MaxHPZegrath>> <<set $CurHPZegrath to $MaxHPZegrath>> <</if>> <<if $hairColor?.includes('Pompadour') && $achievement_001 === undefined>> <<run memorize('achievement_001', true), $achievement_001 to true>> <<notify>> <img src = "Textures/achievements/achievements cards/Secret easy.png" width="50%" /><</notify>> <</if>> <<if $killedBoars >= 10 && $achievement_002 === undefined>> <<run memorize('achievement_002', true), $achievement_002 to true>> <<notify>><img src = "Textures/achievements/achievements cards/achv 002.png" width="50%" /><</notify>> <</if>> <<if $killedRabbits >= 10 && $achievement_003 === undefined>> <<run memorize('achievement_003', true), $achievement_003 to true>> <<notify>><img src = "Textures/achievements/achievements cards/achv 003.png" width="50%" /><</notify>> <</if>> <<if $killedPM >= 10 && $achievement_004 === undefined>> <<run memorize('achievement_004', true), $achievement_004 to true>> <<notify>><img src = "Textures/achievements/achievements cards/achv 004.png" width="50%" /><</notify>> <</if>> <<if $killedSK >= 10 && $achievement_005 === undefined>> <<run memorize('achievement_005', true), $achievement_005 to true>> <<notify>><img src = "Textures/achievements/achievements cards/achv 005.png" width="50%" /><</notify>> <</if>> <<if $killedSWK >= 10 && $achievement_006 === undefined>> <<run memorize('achievement_006', true), $achievement_006 to true>> <<notify>><img src = "Textures/achievements/achievements cards/achv 006.png" width="50%" /><</notify>> <</if>> <<if $f1bosskilled == true && $achievement_007 === undefined>> <<run memorize('achievement_007', true), $achievement_007 to true>> <<notify>><img src = "Textures/achievements/achievements cards/achv 007.png" width="50%" /><</notify>> <</if>> <<if $hoursWorked >= 500 && $achievement_008 === undefined>> <<run memorize('achievement_008', true), $achievement_008 to true>> <<notify>><img src = "Textures/achievements/achievements cards/achv 008.png" width="50%" /><</notify>> <</if>> <<if $killedWWP >= 10 && $killedWW >= 10 && $achievement_009 === undefined>> <<run memorize('achievement_009', true), $achievement_009 to true>> <<notify>><img src = "Textures/achievements/achievements cards/achv 009.png" width="50%" /><</notify>> <</if>> <<if $kills >= 1000 && $achievement_010 === undefined>> <<run memorize('achievement_010', true), $achievement_010 to true>> <<notify>><img src = "Textures/achievements/achievements cards/achv 010.png" width="50%" /><</notify>> <</if>> <<if $Coins >= 1000000 && $achievement_011 === undefined>> <<run memorize('achievement_011', true), $achievement_011 to true>> <<notify>><img src = "Textures/achievements/achievements cards/achv 011.png" width="50%" /><</notify>> <</if>> <<if $f2BossKilled == true && $achievement_012 === undefined>> <<run memorize('achievement_012', true), $achievement_012 to true>> <<notify>><img src = "Textures/achievements/achievements cards/achv 012.png" width="50%" /><</notify>> <</if>> <<if $CurFear >= 99 && $curHunger <= 10 && $achievement_013 === undefined>> <<run memorize('achievement_013', true), $achievement_013 to true>> <<notify>><img src = "Textures/achievements/achievements cards/achv 013.png" width="50%" /><</notify>> <</if>> <<if $shadowScytheDead == true && $achievement_014 === undefined>> <<run memorize('achievement_014', true), $achievement_014 to true>> <<notify>><img src = "Textures/achievements/achievements cards/achv 014.png" width="50%" /><</notify>> <</if>> <<if $gameStarted is false>> <<if $time >= setup.datesystems.default.dateToTime("6d 11mo 2022y 15h")>> <<goto "3PM event">> <<set $gameStarted to true>> <<set $radiantRoseParty to false>> <<set $partyON to false>> <<set $partyMembers to ["Player"]>> <</if>> <</if>> <<if $wolfSTRgoal >= $wolfSTRgoalMax>> <<set $wolfSTRgoal -= $wolfSTRgoalMax>> <<set $wolfSTR += 1>> <<set $wolfSTRgoalMax *= 1.2>> <</if>> <<if $wolfDEFgoal >= $wolfDEFgoalMax>> <<set $wolfDEFgoal -= $wolfDEFgoalMax>> <<set $wolfDEF += 1>> <<set $wolfMaxHP += 50>> <<set $wolfCurHP += 50>> <<set $wolfDEFgoalMax *= 1.2>> <</if>> <<if $wolfDEXgoal >= $wolfDEXgoalMax>> <<set $wolfDEXgoal -= $wolfDEXgoalMax>> <<set $wolfDEX += 1>> <<set $wolfMaxSTM += 25>> <<set $wolfCurSTM += 25>> <<set $wolfDEXgoalMax *= 1.2>> <</if>> <<if $wolfINTgoal >= $wolfINTgoalMax>> <<set $wolfINTgoal -= $wolfINTgoalMax>> <<set $wolfINT += 1>> <<set $wolfINTgoalMax *= 1.2>> <</if>> /* Fear gain*/ <<if tags().includesAny('player-turn', 'enemy-turn') && $Level*4 < $mobLvl>> <<set _fearGainChance to kitsuneRNG(0, 100)>> <<set $test to true>> <<if _fearGainChance lte 50>> <<set $CurFear += 3>> <</if>> <<elseif tags().includesAny('player-turn', 'enemy-turn') && $Level*3 < $mobLvl>> <<set _fearGainChance to kitsuneRNG(0, 100)>> <<set $test to true>> <<if _fearGainChance lte 50>> <<set $CurFear += 2>> <</if>> <<elseif tags().includesAny('player-turn', 'enemy-turn') && $Level*2 < $mobLvl>> <<set _fearGainChance to kitsuneRNG(0, 100)>> <<set $test to true>> <<if _fearGainChance lte 50>> <<set $CurFear += 1>> <</if>> <</if>> <<if $floorBossBattle == true>> <<set _fearGainChance to kitsuneRNG(0, 100)>> <<if _fearGainChance lte 25>> <<set $CurFear += 3>> <</if>> <</if>> <<if $CurHP <= (10*$MaxHP)/100>> <<set $CurFear += 1>> <</if>> <<if $CurHPCrimsonSentinel <= (10*$MaxHPCrimsonSentinel)/100 && $partyMembers.includes("CrimsonSentinel")>> <<set $CurFear += 1>> <</if>> <<if $CurHPMarcellus <= (10*$MaxHPMarcellus)/100 && $partyMembers.includes("Love4Mary")>> <<set $CurFear += 1>> <</if>> <<if $CurHPRadiantRose <= (10*$MaxHPRadiantRose)/100 && $partyMembers.includes("RadiantRose")>> <<set $CurFear += 1>> <</if>> <<if $CurHPShadowScythe <= (10*$MaxHPShadowScythe)/100 && $partyMembers.includes("ShadowScythe")>> <<set $CurFear += 1>> <</if>> <<if $CurHPZegrath <= (10*$MaxHPZegrath)/100 && $partyMembers.includes("Zegrath")>> <<set $CurFear += 1>> <</if>> <<if $wolfCurHP <= (10*$wolfMaxHP)/100 && $partyMembers.includes($wolfName)>> <<set $CurFear += 1>> <</if>> <<if setup.datesystems.default.getDate().h gte 2 and setup.datesystems.default.getDate().h lte 5>> <<set _fearGainChance1 to kitsuneRNG(0, 100)>> <<if _fearGainChance1 lte 25>> <<set $CurFear += 1>> <</if>> <</if>> <<if $beingFollowedPK >= 2>> <<set $CurFear += 1>> <</if>> <<if $beingFollowedSK >= 2>> <<set $CurFear += 3>> <</if>> /* Fear effects */ <<if $CurFear >= 40 && $fearDebuff == 0>> <<set $fearDebuff to 1>> <</if>> <<if $CurFear >= 70 && $fearDebuff == 2>> <<set $fearDebuff to 3>> <</if>> <<if $CurFear >= 99 && $fearDebuff == 4>> <<set $fearDebuff to 5>> <</if>> <<if $CurFear <= 39 && $fearDebuff == 2>> <<set $STRPercentDebuff -= 10>> <<set $fearDebuff to 0>> <<elseif $CurFear <= 69 && $fearDebuff == 4>> <<set $STRPercentDebuff -= 20>> <<set $fearDebuff to 0>> <<elseif $CurFear <= 98 && $fearDebuff == 6>> <<set $STRPercentDebuff -= 50>> <<set $fearDebuff to 0>> <</if>> /* Other fear stuff */ <<if $CurFear >= $MaxFear>> <<set $CurFear to $MaxFear>> <</if>> <<if $CurFear <= -1>> <<set $CurFear to 0>> <</if>> /* Hunger effects */ <<if $curHunger <= 700 && $hungerDebuff == 0>> <<set $hungerDebuff to 1>> <</if>> <<if $curHunger <= 500 && $hungerDebuff == 2>> <<set $hungerDebuff to 3>> <</if>> <<if $curHunger <= 200 && $hungerDebuff == 4>> <<set $hungerDebuff to 5>> <</if>> <<if $curHunger >= 701 && $hungerDebuff == 2>> <<set $STRPercentDebuff -= 15>> <<set $hungerDebuff to 0>> <<elseif $curHunger >= 501 && $hungerDebuff == 4>> <<set $STRPercentDebuff -= 25>> <<set $hungerDebuff to 0>> <<elseif $curHunger >= 201 && $hungerDebuff == 6>> <<set $STRPercentDebuff -= 50>> <<set $hungerDebuff to 0>> <</if>> /* Fatigue effects */ <<if $curFatigue >= (25*$maxFatigue)/100 && $fatigueDebuff == 0>> <<set $fatigueDebuff to 1>> <</if>> <<if $curFatigue >= (50*$maxFatigue)/100 && $fatigueDebuff == 2>> <<set $fatigueDebuff to 3>> <</if>> <<if $curFatigue >= (75*$maxFatigue)/100 && $fatigueDebuff == 4>> <<set $fatigueDebuff to 5>> <</if>> <<if $curFatigue <= (25*$maxFatigue)/100 && $fatigueDebuff == 2>> <<set $STRPercentDebuff -= 2>> <<set $fatigueDebuff to 0>> <<elseif $curFatigue <= (50*$maxFatigue)/100 && $fatigueDebuff == 4>> <<set $STRPercentDebuff -= 5>> <<set $fatigueDebuff to 0>> <<elseif $curFatigue <= (75*$maxFatigue)/100 && $fatigueDebuff == 6>> <<set $STRPercentDebuff -= 10>> <<set $fatigueDebuff to 0>> <</if>> <</nobr>><span class="radiant">"Hey $name... Do you feel like something is off?"</span> says RadiantRose slightly concerned "Huh that's a weird question? Why?" you say, opening your screen to open your inventory... Though you notice something odd in it. "Hey Radiant... Is the log out button grayed out for you too?" you say also concerned. She opens her menu to also check it <span class="radiant">"Shit it is."</span> she says while trying to click it but instead of her getting logged out a slight buzz noise comes out. "Hey the log out button doesn't work!" you hear someone from the distance saying it. "Huh? It doesn't? That must be a bug right?!" you hear another person after which you see blue polygons coming out of you and everyone else. [YOUR PARTY HAS BEEN DISBANDED] was what you last saw. You tried to reach out and grab your sister but it was too late for you to do it. You open your eyes to see find your self once again, seperated from your sister. You seem to be located at the Starters town's centre but you aren't so sure because of the huge crowd around you. You can see a big fountain though. That's all yo ucan tell from now. "This... This wasn's in the beta. What is going on? A event for the launch? Why 2 hours after the release though. Something doesn't add up." you whisper to your self. There's a huge crowd around you. After a while we heard someone scream "EVERYONE! LOOK AT THE SKY!" as we all looked up to see a red laser coming down from the sky. at some point it touched the fountain and the water from the fountain started going to the red laser and it started turning into a eye. After which 3 other eyes came out of the water and they combined turning into a person... "What did I just watch? Was that really necessary???" a player said out loud... <span class="Techno">"Yes. Yes it was. I spent a bit too long making this animation which was meant for a boss but I had to scrap it. I wanted to use it somewhere because I SPENT 5 GOD DAMN HOURS ON IT so I decided to show it off with this fancy opening."</span> said the person that just appeared out of the 4 eyes. Everyone around me looked confused... Some weren't sure if they should laugh at this dumb joke or not. <span class="Techno">"Anyways hello everyone. TechnoBen here. The creator of this game. As you might've noticed the log out button has been disabled. You might be wondering "What is going on?" "Why can't I log off?" "Is this a bug?" so I will be answering those questions. The answer to these questions is that you are stuck inside of this game until you reach floor one hundred. No this is not a joke or a bug and yes death in here will result in death in real life. Trying to forcefully remove the VR headset will result in death too. I've changed some stuff around the game as you might have noticed as of now like the inventory and health system. You can no longer regenerate health unless you sleep or use a potion... Or eat food but not every food regens. I've also removed the safe zones from towns so PK can happen inside towns too. Since the beta I have also added a new language to this world that you the players have to learn if you want to speak to NPCs. You can find books in the libraries or inside of Inn rooms... They can be found in a lot of places actually. But you can't find a lot of them on this floor. As of now there are 25193 players online and only 27 have died. I repeat. Death in here means death in real life. Clear the one hundred floors and you will be released from the game."</span> as he said that he started turning into water and it fell on the fountain... Some people froze up in fear, others were still confused and most started going to their direction while I stood there looking for RadiantRose... <<set $event1 to true>> <<set $location to "town">> [[Town centre]]Game maker: TechnoBen Beta testers: Mochi CyberFang Morgana ImFatRat CyberStone2159 YelYel Tainted_taboo Kamikumia Nny Ren_Akaya Sef Optimystic Jaedo Shorboss1459 [[Go back|Changelogs and game information]]You decide to look around. In the Plains you can see pretty tall grass, a lot of boars 6 or 7 trees on which 4 of them there are players resting on them. And a path that leads to somewhere. Players usually fight the boars on this path because of the tall grass. Going to the trees is probably a huge pain in the ass because you can get attacked by a boar... <<set $hasSeen1 to true>> You notice players going down the path. You remember that it leads to the 2nd town. [[Go back|Plains]]You looked at the path leading to the 2nd town. From the beta you remember that it leads there but you also remember that it leads to another place but you cannot remember where... You also dont remember how long It would take to get to the 2nd town... <<set $lastVisitedPassage to "Path 1">> You can go forward or backward... or you can fight a boar! Directions: 1. <<link [[Go forward|Path 2]]>> <<set _randomencounter to random(100)>> <<if _randomencounter lte 15>> <<set $lastVisitedPassage to "Path 2">> <<goto "Encounter F1">> <</if>> <<dateadd '30m'>> <<set $curFatigue += 25>> <</link>> 2. <<link [[Go backward|Plains]]>> <<dateadd '4m'>> <<set _randomencounter to random(100)>> <<if _randomencounter lte 15>> <<set $lastVisitedPassage to "Plains">> <<goto "Encounter F1">> <</if>> <</link>> You can: 1. <<link [[Look for a boar|Combat remake]]>> <<Boar1>> <</Boar1>> <<dateadd '10m'>> <<set $curFatigue += 10>> <</link>>You are at the gate of the Starters town. Its a pretty busy place. You can see a lot of people going walking around and doing their stuff. There is a shop for armor in here. There's been claims that this is the best shop for armor in this floor. There is also a hospital in here. You assume its at the entarance so its quicker for players that are almost dead to get in. Directions: 1. <<link [[Go down the street|Town street 1]]>> <<dateadd '5m'>> <</link>> 2. <<link [[Go to the Plains|Plains]]>> <<dateadd '2m'>> <<set $location to "plains">> <<set $lastVisitedPassage to "Plains">> <</link>> Locations: 1. <<if setup.datesystems.default.getDate().h gte 8 and setup.datesystems.default.getDate().h lte 18>> <<link [[Go to the armor shop|Armor shop 1]]>> <<dateadd '1m'>> <</link>> <<else>>Armor shop | Closed<</if>> 2. <<link [[Go to the hospital|Hospital]]>> <<dateadd '2m'>> <</link>> You started walking down the path. <<set $lastVisitedPassage to "Path 2">> You can go forward or backward... or you can fight a boar! In the distance you can see a campfire. Perhaps you can cook in there? Directions: 1. <<link [[Go forward|Path 3]]>> <<dateadd '30m'>> <<set $curFatigue += 25>> <</link>> 2. <<link [[Go backward|Path 1]]>> <<set $curFatigue += 25>> <<dateadd '30m'>> <</link>> You can: 1. <<link [[Look for a boar|Combat remake]]>> <<Boar1>> <</Boar1>> <<dateadd '10m'>> <</link>> 2. [[Go to the campfire]]You started walking down the path. You don't see boars anymore... They could probably attack you at some point though. Don't drop your guard down. You can go forward or backward... <<nobr>> <<if $time >= setup.datesystems.default.dateToTime("20d 1mo 2023y 18h")>> A tree in the distance seems to have decorations now. You wonder what that's about. <</if>> <</nobr>> Directions: 1. <<link [[Go forward|Path 4]]>> <<dateadd '30m'>> <<set $curFatigue += 25>> <<set $randomEncounter1 = $battleEvent1.random()>> <<if $randomEncounter1 == "None" && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<elseif $randomEncounter1 == "Boar" && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<Boar1>> <</Boar1>> <<set $lastVisitedPassage to "Path 3">> <<goto "Combat remake">> <</if>> <</link>> 2. <<link [[Go backward|Path 2]]>> <<dateadd '30m'>> <<set $curFatigue += 25>> <</link>> <<if $time >= setup.datesystems.default.dateToTime("20d 1mo 2023y 18h")>>\3. <<link [[Check out the tree|Tree 1]]>> <<dateadd '2m'>> <</link>> <</if>>You noticed that there is a forest nearby. There's another path to the right. You suddenly remember that it leads to a small hut in the forest that had a npc in it. There are also stronger mobs... So you better be careful... Directions: 1. <<link [[Go forward|Path5]]>> <<dateadd '10m'>> <<set $curFatigue += 25>> <<set $randomEncounter1 = $battleEvent1.random()>> <<if $randomEncounter1 == "None" && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<elseif $randomEncounter1 == "Boar" && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<Boar1>> <</Boar1>> <<set $lastVisitedPassage to "Path 4">> <<goto "Combat remake">> <</if>> <</link>> 2. <<link [[Follow the 2nd path|Path 3.1]]>> <<set $curFatigue += 15>> <<dateadd '15m'>> <<set $battleEvent2 = [ "None","Rabbit","Plant monster","Dungeon"]>> <<set $location to "forest1">> <</link>> 3. <<link [[Go backward|Path 3]]>> <<dateadd '30m'>> <<set $curFatigue += 25>> <<set $randomEncounter1 = $battleEvent1.random()>> <<if $randomEncounter1 == "None" && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<elseif $randomEncounter1 == "Boar" && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<Boar1>> <</Boar1>> <<set $lastVisitedPassage to "Path 4">> <<goto "Combat remake">> <</if>> <</link>> <<nobr>> <<if $pathDone == true>>4. <<link [[Path to your house|Forest fin outside]]>> <<dateadd '25m'>> <<set $curFatigue += 23>> <<set $location to "forest1">> <</link>> <</if>> <</nobr>> You are standing infront of the 2nd towns entrance. Theres a wooden wall surrounding it but there isn't a gate for the town. There's also a big sign saying "Oakhearts entarance" On the left you can see a path leading to somewhere... You don't remember where it leads to. You can go inside the town or you can go backwards... Directions: 1. <<link [[Go backwards|Path 4]]>> <<dateadd '30m'>> <<set $curFatigue += 25>> <<set $randomEncounter1 = $battleEvent1.random()>> <<if $randomEncounter1 == "None">> <<elseif $randomEncounter1 == "Boar">> <<Boar1>> <</Boar1>> <<set $lastVisitedPassage to "Path5">> <<goto "Combat remake">> <</if>> <</link>> 2. <<link [[Go to the other path|Path 5.1]]>> <<dateadd '30m'>> <<set $curFatigue += 25>> <<set $randomEncounter1 = $battleEvent1.random()>> <<if $randomEncounter1 == "None">> <<elseif $randomEncounter1 == "Boar">> <<Boar1>> <</Boar1>> <<set $lastVisitedPassage to "Path 5.1">> <<goto "Combat remake">> <</if>> <</link>> Locations: 1. <<link [[Go to Oakhearts|2nd town entarance]]>> <<dateadd '2m'>> <<set $location to "town">> <</link>>You enter Oakheart to see a not so great looking place. It seems to have a inn, a shop and a weaponsmith in this part of the town though The buildings are made out of wood just like the wall. There is barely any stone used actually... Locations: 1. <<link [[Go to the Inn|Inn 1]]>> <<set $lastvisitedpassage to "2nd town entarance">> <<dateadd '1m'>> <</link>> 2. <<if setup.datesystems.default.getDate().h gte 10 and setup.datesystems.default.getDate().h lte 22>> <<link [[Go to the weaponsmith|Weaponsmith 2]]>> <<dateadd '1m'>> <</link>> <<else>>Weaponsmith | Closed<</if>> Directions: 1. <<link [[Walk forward|Oakheart centre]]>> <<dateadd '2m'>> <</link>> 2. <<link [[Go back|Path5]]>> <<dateadd '2m'>> <<set $location to "plains">> <</link>> You started going down the forest. At some point the path ends. There are a lot of trees and its oddly quiet. Go deeper into the forest: <<link [[Go in running|Path 3.2]]>> <<dateadd '5m'>> <<set $curFatigue += 55>> <<set $location to "forest2">> <<set $randomEncounter2 = $battleEvent2.random()>> <<if $randomEncounter2 == "None" && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<elseif $randomEncounter2 == "Rabbit" && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 3.1">> <<Rabbit>><</Rabbit>> <<dateadd '10m'>> <<set $curFatigue += 10>> <<goto "Combat remake">> <<elseif $randomEncounter2 == "Plant monster" && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 3.1">> <<PlantMonster>><</PlantMonster>> <<dateadd '10m'>> <<set $curFatigue += 10>> <<goto "Combat remake">> <<elseif $randomEncounter2 == "Dungeon" && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage1 to "Path 3.1">> <<goto "Dungeon1">> <</if>> <</link>> <<link [[Go in carefully|Path 3.2]]>> <<dateadd '30m'>> <<set $curFatigue += 15>> <<set $location to "forest2">> <<set $randomEncounter2 = $battleEvent2.random()>> <<if $randomEncounter2 == "None" && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<elseif $randomEncounter2 == "Rabbit" && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 3.1">> <<Rabbit>><</Rabbit>> <<goto "Combat remake">> <<dateadd '10m'>> <<set $curFatigue += 10>> <<elseif $randomEncounter2 == "Dungeon" && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage1 to "Path 3.1">> <<goto "Dungeon1">> <</if>> <</link>> Go back: <<link [[Go backwards|Path 4]]>> <<dateadd '30m'>> <<set $location to "plains">> <<set $curFatigue += 25>> <<set $location to "plains">> <<set $randomEncounter1 = $battleEvent1.random()>> <<if $randomEncounter1 == "None" && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<elseif $randomEncounter1 == "Boar" && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $mobLvl to random(0, 7)>> <<set $lastVisitedPassage to "Path 3.1">> <<Boar1>><</Boar1>> <<goto "Combat remake">> <</if>> <</link>> You can: <<link [[Waste time|Path 3.1]]>> <<dateadd '10m'>> <<set $curStamina += 5 + $INT>> <</link>> <<if $axe1 == true>>\ <<link [[Chop down wood|Path 3.1]]>> <<set $planks += 1>> <<set $curFatigue += 20>> <<dateadd '15m'>> <</link>> <<elseif $axe1 == false>>\ You need a iron axe to chop down wood! <</if>>\You are in of the town streets. This one leads to the entarance and the centre so it gets the most attraction. There's a jewelry shop, a restaurant and some houses that are currently being sold. You can probably buy one if you have the money to. Directions: 1. <<link [[Go to the town centre|Town centre]]>> <<set _randomencounter to random(100)>> <<if _randomencounter lte 15>> <<set $lastVisitedPassage to "Town centre">> <<goto "Encounter F1">> <</if>> <<dateadd '5m'>> <</link>> 2. <<link [[Go to the town entarance|Town entarance]]>> <<set _randomencounter to random(100)>> <<if _randomencounter lte 15>> <<set $lastVisitedPassage to "Town entarance">> <<goto "Encounter F1">> <</if>> <<dateadd '5m'>> <</link>> Locations: 1. <<if setup.datesystems.default.getDate().h gte 12 and setup.datesystems.default.getDate().h lte 22>> <<link [[Go to the restaurant|Restaurant 1]]>> <<dateadd '1m'>> <</link>> <<else>>Restaurant | Closed<</if>> 2. <<if setup.datesystems.default.getDate().h gte 8 and setup.datesystems.default.getDate().h lte 18>> <<link [[Go to the jewelry shop|Jewelry shop 1]]>> <<dateadd '1m'>> <</link>> <<else>>Jewelry shop | Closed<</if>> You are at The Starter town centre. You see a fountain at the centre. Its huge. There are a lot of buildings around you. There is a weaponsmith, a tailor, a Inn, a adventurers guild, a shop and a lot of houses. You can also use a magical chest to access your inventory. People in here: <<nobr>> <<if $event1 == true>> <ol> <<if setup.datesystems.default.getDate().h gte 8 and setup.datesystems.default.getDate().h lte 17 && $radiantRoseDead == false>> <li><<link [[Speak to RadiantRose|RadiantRoseConvo]]>> <<if $hasSpokenWithRadiant == false>> <<goto "Radiant 1">> <</if>><</link>> </li><<else>><</if>> <<if setup.datesystems.default.getDate().h gte 1 and setup.datesystems.default.getDate().h lte 8 && $shadowScytheDead == false>> <li><<link [[Speak to ShadowScythe|ShadowScytheConvo]]>> <<if $hasSpokenWithShadow == false>> <<goto "Shadow 1">> <</if>><</link>> </li><<else>><</if>> <<if setup.datesystems.default.getDate().h gte 12 and setup.datesystems.default.getDate().h lte 20>> <li><<link [[Speak to CrimsonSentinel|CrimsonSentinelConvo]]>> <<if $hasSpokenWithCrimson == false>> <<goto "Crimson 1">> <</if>><</link>> </li><<else>><</if>> </ol><</if>><</nobr>> You can: <<link [[Sit down at one of the benches|Town centre]]>> <<dateadd '10m'>> <<set $curStamina += 5>> <</link>> <<link [[Wardrobe|Wardrobe]]>> <<set $lastVisitedPassage1 to "Town centre">> <</link>> <<link [[Sleep on a bench|Sleep 1]]>> <<set $lastVisitedPassage1 to "Town centre">> <</link>> <<if $Reputation <= 400>>\ <<link [[Rob a player|Robbing]]>> <<set $robbedCoins to random(125, 325)>> <<dateadd '25m'>> <<set $curFatigue += 75>> <<set $Reputation -= 15>> <<set $lastVisitedPassage to passage()>> <</link>> <</if>>\ Directions: <<link [[Go down the street|Town street 1]]>> <<dateadd '5m'>> <</link>> Locations: 1. <<if setup.datesystems.default.getDate().h gte 8 and setup.datesystems.default.getDate().h lte 20>> <<link [[Go to the weaponsmith|Weaponsmith 1]]>> <<dateadd '1m'>> <</link>> <<else>>Weaponsmith | Closed<</if>> 2. <<if setup.datesystems.default.getDate().h gte 6 and setup.datesystems.default.getDate().h lte 16>> <<link [[Go to the tailor|Tailor 1]]>> <<dateadd '1m'>> <</link>> <<else>>Tailor | Closed<</if>> 3. <<link [[Go to the Inn|Inn 1]]>> <<set $lastvisitedpassage to "Town centre">> <<dateadd '1m'>><</link>> 4. <<if setup.datesystems.default.getDate().h gte 2 and setup.datesystems.default.getDate().h lte 22>> <<link [[Go to the shop|Shop 1]]>> <<dateadd '1m'>><</link>><<else>>Shop | Closed<</if>> 5.<<nobr>><<if $tppadONE == false>> <<link [[Teleportaion pad|Tp pad 1 purchase]]>> <</link>> <<elseif $tppadONE == true>> <<link [[Teleportaion pad|Tp pad]]>> <<set $lastVisitedPassage1 to "Town centre">> <</link>> <</if>> <</nobr>> <<if $OneYearTHF == true>>6. <<link [[The Hundredth Floor anniversary shop|THF shop]]>> <<dateadd '2m'>> <</link>><</if>>\ <<if $christmasEvent == true>>6. <<link [[Christmas shop|ChristmasEvent]]>> <<dateadd '2m'>> <</link>><</if>>\You enter the Armor shop to see a woman on the counter. She looks pretty happy to see a customer. "Hey there! Are you here to buy armor?" she says cheerfully. You decided to look around the shop to see all sorts of armor, leather, chainmail, iron armor and other types of armor. 1. [[Buy gear]] 2. <<link [[Go to the wardrobe|Wardrobe]]>> <<set $lastVisitedPassage1 to "Armor shop 1">> <</link>> 3. <<link [[Go back|Town entarance]]>> <<dateadd '1m'>> <</link>>You go inside the restaurant to see people that no one here is wearing armor... You are a bit confused as of why considering that PKers can attack at any time. You sit down at one of the tables and a waitress comes to you. "Would you like to order something?" asks you the waitress 1. [[Order food]] 2. <<link [[Go to the wardrobe|Wardrobe]]>> <<set $lastVisitedPassage1 to "Jewelry shop 1">> <</link>> 3. <<link [[Go back|Town entarance]]>> <<dateadd '1m'>> <</link>>You go inside the jewelry shop to see a 3 people at the counter. "Hello there! Are you in need of something?" asked one of the people... "No not really. I'm just looking around." you say as 2 of them sigh... You started looking around the shop to see a LOT of diamond related stuff and less gold related jewelry. 1. [[Buy jewelry]] 2. <<link [[Go to the wardrobe|Wardrobe]]>> <<set $lastVisitedPassage1 to "Jewelry shop 1">> <</link>> 3. <<link [[Go back|Town entarance]]>> <<dateadd '1m'>> <</link>>You enter the weaponsmith to see a buff man hitting a sword on a anvil... There are a lot of sword displayed on the counter and some attached on the walls. "Ya here for a weapon kid?" he says still hitting the sword on the anvil. "Get whatever sword you want and leave the money on the counter. Im too busy to sell you a sword right now." he says. 1. [[Buy weapons]] 2. <<link [[Go to the wardrobe|Wardrobe]]>> <<set $lastVisitedPassage1 to "Weaponsmith 1">> <</link>> 3. <<link [[Go back|Town centre]]>> <<dateadd '1m'>> <</link>>You go inside the tailor to see a old man on the counter. He looks too old to be working here. Around you there are a lot of clothes. They look really well made. 1. [[Buy clothes]] 2. <<link [[Go to the wardrobe|Wardrobe]]>> <<set $lastVisitedPassage1 to "Tailor 1">> <</link>> 3. <<link [[Go back|Town centre]]>> <<dateadd '1m'>> <</link>>You entered the Inn. There's a woman on the counter. She looks tired. Its super lively in here. Music goes off in the background, people are drinking and eating food, and others are just having fun. There are some people playing with cards. (?FUTURE FEATURE?) You can: 1. <<link [[Work]]>> <<if $workone == false>> <<goto "Ask for work">> <</if>> <</link>> 2. <<link [[Go upstairs]]>> <<dateadd '1m'>> <</link>> 3. <<link "Exit the Inn">> <<dateadd '1m'>> <<goto $lastvisitedpassage>> <</link>>You enter the shop. Inside you see a glass counter with items inside of it and food on the other side of the shop with baskets full off food and ingredients. You also see a wardrobe that you can access. 1. [[Buy items]] 2. <<link [[Go to the wardrobe|Wardrobe]]>> <<set $lastVisitedPassage1 to "Shop 1">> <</link>> 3. <<link [[Go back|Town centre]]>> <<dateadd '1m'>> <</link>>You went upstairs. There are at least 10 rooms with 3 of them being free. <div class="UIButtons"> <<button "Rent a room">> <<if $Coins >= 100>> <<set $Coins -= 100>> <<set $paidForInn1 to true>> <<goto "Go upstairs">> <<elseif $paidForInn1 == true>> <<script>> UI.alert("You already rented a room!"); <</script>> <<elseif $Coins <= 99>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> </div> <<if $paidForInn1 == true>> You can: 1. <<link [[Go to your Inn room.|Inn room]]>> <<set $lastVisitedPassage1 to "Inn room">> <</link>> <<elseif $paidForInn1 == false>> 1. Renting a room costs: 100 Coins per day. <</if>>\ 2. <<link [[Go back|Inn 1]]>> <<dateadd '1m'>> <</link>>You go in your room. There's a fine looking bed to the left and a window next to your bed. There's a desk to the right and a wardrobe right next to it. On the wall next to you bed there's a sign. It says <span class=Evese> "Don't forget that you need to pay 100 coins per day!"</span> <<linkreplace "Translate">> <<if $ReadingSkill == 1>> You don't understand what the text says... At all. <<elseif $ReadingSkill == 2>> .... you can see that it has something to do with payment. <<elseif $ReadingSkill == 3>> Don't ??? about some payment. <<elseif $ReadingSkill == 4>> Don't forget about some payment. <<elseif $ReadingSkill == 5>> Don't forget about a payment with 100 coins. <<elseif $ReadingSkill == 6>> The sign says "Don't forget that you need to pay 100 coins per day!"<</if>> <<set $ReadingXP += 5>><</linkreplace>> You can: 1. <<link [[Sleep]]>> <</link>> 2. <<link [[Open the wardrobe|Wardrobe]]>> <<set $lastVisitedPassage1 to "Inn room">> <</link>> 3. <<link [[Open the stats menu|Stat points]]>> <</link>> 4. <<link [[Read a book|Book 1]]>> <<set $lastVisitedPassage1 to "Inn room">> <<set $curFatigue += 12>> <<dateadd '30m'>> <<dateadd '1h'>> <</link>> 5. [[Go out of your room|Go upstairs]]You lay down on your bed and close your eyes. The bed is not really comfortable. You sleep for: <<link [[Sleep for 1 hour|Sleep]]>> <<dateadd '1h'>> <<set $curStamina += 50>> <<set $curFatigue -= 110>> <<set $CurHP += 50>> <<set $fatigueFaint to 0>> <<set $curHunger -= 15>> <<set $CurHPShadowScythe += 20>> <<set $curStaminaShadowScythe += 20>> <<set $CurHPRadiantRose += 20>> <<set $curStaminaRadiantRose += 20>> <<set $CurHPCrimsonSentinel += 20>> <<set $curStaminaCrimsonSentinel += 20>> <<set $curStaminaZegrath += 20>> <<set $CurHPZegrath += 20>> <<set $wolfCurSTM += 20>> <<set $wolfCurHP += 20>> <<set $CurFear -= 10>> <</link>> <<link [[Sleep for 2 hour|Sleep]]>> <<set $fatigueFaint to 0>> <<dateadd '2h'>> <<set $curStamina += 100>> <<set $CurHP += 100>> <<set $curFatigue -= 175>> <<set $curHunger -= 20>> <<set $CurHPShadowScythe += 40>> <<set $curStaminaShadowScythe += 40>> <<set $CurHPRadiantRose += 40>> <<set $curStaminaRadiantRose += 40>> <<set $CurHPCrimsonSentinel += 40>> <<set $curStaminaCrimsonSentinel += 40>> <<set $curStaminaZegrath += 40>> <<set $CurHPZegrath += 40>> <<set $wolfCurSTM += 40>> <<set $wolfCurHP += 40>> <<set $CurFear -= 20>> <</link>> <<link [[Sleep for 3 hour|Sleep]]>> <<dateadd '3h'>> <<set $fatigueFaint to 0>> <<set $curStamina += 150>> <<set $CurHP += 150>> <<set $curFatigue -= 230>> <<set $curHunger -= 25>> <<set $CurHPShadowScythe += 60>> <<set $curStaminaShadowScythe += 60>> <<set $CurHPRadiantRose += 60>> <<set $curStaminaRadiantRose += 60>> <<set $CurHPCrimsonSentinel += 60>> <<set $curStaminaCrimsonSentinel += 60>> <<set $curStaminaZegrath += 60>> <<set $CurHPZegrath += 60>> <<set $wolfCurSTM += 60>> <<set $wolfCurHP += 60>> <<set $CurFear -= 30>> <</link>> <<link [[Sleep for 4 hour|Sleep]]>> <<set $fatigueFaint to 0>> <<dateadd '4h'>> <<set $curStamina += 200>> <<set $CurHP += 200>> <<set $curFatigue -= 310>> <<set $curHunger -= 30>> <<set $CurHPShadowScythe += 80>> <<set $curStaminaShadowScythe += 80>> <<set $CurHPRadiantRose += 80>> <<set $curStaminaRadiantRose += 80>> <<set $CurHPCrimsonSentinel += 80>> <<set $curStaminaCrimsonSentinel += 80>> <<set $curStaminaZegrath += 80>> <<set $CurHPZegrath += 80>> <<set $wolfCurSTM += 80>> <<set $wolfCurHP += 80>> <<set $CurFear -= 40>> <</link>> <<link [[Sleep for 5 hour|Sleep]]>> <<dateadd '5h'>> <<set $fatigueFaint to 0>> <<set $curStamina += 250>> <<set $CurHP += 250>> <<set $curFatigue -= 420>> <<set $curHunger -= 40>> <<set $CurHPShadowScythe += 100>> <<set $curStaminaShadowScythe += 100>> <<set $CurHPRadiantRose += 100>> <<set $curStaminaRadiantRose += 100>> <<set $CurHPCrimsonSentinel += 100>> <<set $curStaminaCrimsonSentinel += 100>> <<set $curStaminaZegrath += 100>> <<set $CurHPZegrath += 100>> <<set $wolfCurSTM += 100>> <<set $wolfCurHP += 100>> <<set $CurFear -= 50>> <</link>> <<link [[Sleep for 6 hour|Sleep]]>> <<set $fatigueFaint to 0>> <<dateadd '6h'>> <<set $curStamina += 300>> <<set $CurHP += 300>> <<set $curFatigue -= 630>> <<set $curHunger -= 45>> <<set $CurHPShadowScythe += 120>> <<set $curStaminaShadowScythe += 120>> <<set $CurHPRadiantRose += 120>> <<set $curStaminaRadiantRose +=120>> <<set $CurHPCrimsonSentinel += 120>> <<set $curStaminaCrimsonSentinel += 120>> <<set $curStaminaZegrath += 120>> <<set $CurHPZegrath += 120>> <<set $wolfCurSTM += 120>> <<set $wolfCurHP += 120>> <<set $CurFear -= 60>> <</link>> <<link [[Sleep for 7 hour|Sleep]]>> <<dateadd '7h'>> <<set $fatigueFaint to 0>> <<set $curStamina += 350>> <<set $CurHP += 350>> <<set $curFatigue -= 820>> <<set $curHunger -= 55>> <<set $CurHPShadowScythe += 140>> <<set $curStaminaShadowScythe += 140>> <<set $CurHPRadiantRose += 140>> <<set $curStaminaRadiantRose += 140>> <<set $CurHPCrimsonSentinel += 140>> <<set $curStaminaCrimsonSentinel += 140>> <<set $wolfCurSTM += 140>> <<set $wolfCurHP += 140>> <<set $curStaminaZegrath += 140>> <<set $CurHPZegrath += 140>> <<set $CurFear -= 70>> <</link>> <<link [[Sleep for 8 hour|Sleep]]>> <<set $fatigueFaint to 0>> <<dateadd '8h'>> <<set $curStamina += 400>> <<set $CurHP += 400>> <<set $curFatigue -= 950>> <<set $curHunger -= 68>> <<set $CurHPShadowScythe += 160>> <<set $curStaminaShadowScythe += 160>> <<set $CurHPRadiantRose += 160>> <<set $curStaminaRadiantRose += 160>> <<set $CurHPCrimsonSentinel += 160>> <<set $curStaminaCrimsonSentinel += 160>> <<set $wolfCurSTM += 160>> <<set $wolfCurHP += 160>> <<set $curStaminaZegrath += 160>> <<set $CurHPZegrath += 160>> <<set $CurFear -= 80>> <</link>> <<link [[Sleep for 9 hour|Sleep]]>> <<set $fatigueFaint to 0>> <<dateadd '9h'>> <<set $curStamina += 450>> <<set $CurHP += 450>> <<set $curFatigue -= 1000>> <<set $curHunger -= 78>> <<set $CurHPShadowScythe += 180>> <<set $curStaminaShadowScythe += 180>> <<set $CurHPRadiantRose += 180>> <<set $curStaminaRadiantRose += 180>> <<set $CurHPCrimsonSentinel += 180>> <<set $curStaminaCrimsonSentinel += 180>> <<set $curStaminaZegrath += 180>> <<set $CurHPZegrath += 180>> <<set $wolfCurSTM += 180>> <<set $wolfCurHP += 180>> <<set $CurFear -= 90>> <</link>> <<link "Go back">> <<goto $lastVisitedPassage1>> <</link>><h1><b>Your equipment</b></h1>\ Body: <<if $isShirtOn is "None">> None <<else>> <<link "$isShirtOn">> <<if $isShirtOn?.includes('shirt')>> <<set $isShirtOn to "None">> <</if>> <<set $isShirtOn = "None">> <<goto "Wardrobe">> <</link>> <</if>> + <<if $isChestplateOn is "None">> None <<else>> <<link "$isChestplateOn">> <<if $isChestplateOn is "Starter breastplate">> <<set $armorDEF -= 1>> <<elseif $isChestplateOn is "Leather chestplate">> <<set $armorDEF -= 2>> <<elseif $isChestplateOn is "Hardened leather chestplate">> <<set $armorDEF -= 4>> <<set $maxStamina += 24>> <<elseif $isChestplateOn is "Iron breastplate">> <<set $armorDEF -= 5>> <<elseif $isChestplateOn is "Iron armor">> <<set $armorDEF -= 8>> <<set $maxStamina += 30>> <<elseif $isChestplateOn is "Heavy shadow hunter chestplate">> <<set $armorDEF -= 10>> <<set $maxStamina += 39>> <<elseif $isChestplateOn is "Light shadow hunter chestplate">> <<set $armorDEF -= 6>> <<elseif $isChestplateOn is "Heavy Oni leather chestplate">> <<set $armorDEF -= 13>> <<set $maxStamina += 45>> <<elseif $isChestplateOn is "Light Oni leather chestplate">> <<set $armorDEF -= 9>> <<elseif $isChestplateOn is "Heavy stone chestplate">> <<set $armorDEF -= 21>> <<set $maxStamina += 97>> <<elseif $isChestplateOn is "Light stone chestplate">> <<set $armorDEF -= 16>> <<set $maxStamina += 20>> <</if>> <<set $isChestplateOn = "None">> <<goto "Wardrobe">> <</link>> <</if>> + <<if $isCapeOn is "None">> None <<else>><<link "$isCapeOn">> <<if $isCapeOn is "Red cape">> <<set $maxStamina -= 20>> <<elseif $isCapeOn is "Marcellus coat">> <<set $maxStamina -= 10>> <<set $MaxHP -= 2>> <<elseif $isCapeOn is "Shadow hunters coat">> <<set $MaxHP -= 97>> <<set $maxStamina -= 85>> <<elseif $isCapeOn is "Wolf fur cape">> <<set $MaxHP -= 112>> <<set $maxStamina -= 95>> <<elseif $isCapeOn is "Mysteriously vague poncho">> <<set $MaxHP -= 10>> <<set $maxStamina -= 25>> <<elseif $isCapeOn is "Otherworldly remnant">> <<set $MaxHP -= 34>> <<set $maxStamina -= 33>> <</if>> <<goto "Wardrobe">> <<set $isCapeOn = "None">> <</link>> <</if>> + <<if $isOutfitOn is "None">> None <<else>> <<link "$isOutfitOn">> <<if $isShirtOn is "Outfit 5">> <<set $maxStamina -= 50>> <<set $armorDEF -= 3>> <<set $isShirtOn to "None">> <<elseif $isShirtOn is "RadiantRose outfit">> <<elseif $isShirtOn is "ShadowScythe outfit">> <<elseif $isShirtOn is "ShadowScythe outfit 1">> <<elseif $isShirtOn is "CrimsonSentinel outfit">> <<elseif $isShirtOn is "CrimsonSentinel outfit 1">> <<elseif $isShirtOn is "Fallen grace outfit">> <<elseif $isShirtOn is "Familiar gambit outfit">> <<elseif $isShirtOn is "Christmas hat">> <<elseif $isShirtOn is "Outfit 1">> <<set $isShirtOn to "None">> <<set $armorDEF -= 1>> <<elseif $isShirtOn is "Outfit 2">> <<set $isShirtOn to "None">> <<set $maxStamina -= 25>> <<elseif $isShirtOn is "Outfit 4">> <<set $isShirtOn to "None">> <<elseif $isShirtOn is "Outfit 7">> <<set $isShirtOn = "None">><<set $maxStamina -= 25>> <<set $armorDEF -= 1>> <<elseif $isShirtOn is "Outfit 9">> <<set $isShirtOn = "None">><<set $INT += 1>> <<elseif $isShirtOn is "Outfit 10">> <<set $isShirtOn = "None">><<set $INT -= 2>> <</if>> <<set $isOutfitOn to "None">> <<goto "Wardrobe">> <</link>> <</if>> Legs: <<if $isPantsOn is "None">> None <<else>> <<link "$isPantsOn">> <<goto "Wardrobe">> <<set $isPantsOn to "None">> <</link>> <</if>> + <<if $isArmorPantsOn is "None">> None <<else>> <<link "$isArmorPantsOn">> <<if $isArmorPantsOn is "Leather pants">> <<set $armorDEF -= 2>> <<elseif $isArmorPantsOn is "Hardened leather pants">> <<set $armorDEF -= 4>> <<set $maxStamina += 17>> <<elseif $isArmorPantsOn is "Iron leg guards">> <<set $armorDEF -= 3>> <<elseif $isArmorPantsOn is "Iron pants">> <<set $armorDEF -= 6>> <<set $maxStamina += 27>> <<elseif $isArmorPantsOn is "Light Oni leather pants">> <<set $armorDEF -= 7>> <<elseif $isArmorPantsOn is "Heavy Oni leather pants">> <<set $armorDEF -= 10>> <<set $maxStamina += 39>> <</if>> <<goto "Wardrobe">> <<set $isArmorPantsOn to "None">> <</link>> <</if>> Feet: <<if $isBootsOn is "None">> None <<else>> <<link "$isBootsOn">> <<goto "Wardrobe">> <<set $isBootsOn to "None">> <</link>> <</if>> + <<if $isArmorBootsOn is "None">> None <<else>> <<link "$isArmorBootsOn">> <<if $isArmorBootsOn is "Leather boots">> <<set $armorDEF -= 1>> <<elseif $isArmorBootsOn is "Hardened leather boots">> <<set $armorDEF -= 3>> <<set $maxStamina += 17>> <<elseif $isArmorBootsOn is "Iron feet guards">> <<set $armorDEF -= 2>> <<elseif $isArmorBootsOn is "Iron boots">> <<set $armorDEF -= 5>> <<set $maxStamina += 20>> <<elseif $isArmorBootsOn is "Light Oni leather boots">> <<set $armorDEF -= 5>> <<elseif $isArmorBootsOn is "Heavy Oni leather boots">> <<set $armorDEF -= 8>> <<set $maxStamina += 33>> <</if>> <<goto "Wardrobe">> <<set $isArmorBootsOn to "None">> <</link>> <</if>> Weapon: <<if $isWeaponOn is "None">> None <<else>> <<link "$isWeaponOn">> <<if $isWeaponOn is "Starter sword">> <<set $weaponDMG -= 1>> <<elseif $isWeaponOn is "Copper sword">> <<set $weaponDMG -= 2>> <<elseif $isWeaponOn is "Iron sword">> <<set $weaponDMG -= 6>> <<elseif $isWeaponOn is "Iron sword with a wooden handle">> <<set $weaponDMG -= 7>> <<elseif $isWeaponOn is "Copper sword with crystal fragments">> <<set $weaponDMG -= 5>><<elseif $isWeaponOn is "Copper short sword and a shield">> <<set $weaponDMG -= 1>> <<set $armorDEF -= 1>> <<elseif $isWeaponOn is "Copper rapier">> <<set $weaponDMG -= 1>> <<elseif $isWeaponOn is "Copper heavy sword">> <<set $weaponDMG -= 4>> <<elseif $isWeaponOn is "Copper heavy sword with crystal fragments">> <<set $weaponDMG -= 10>> <<elseif $isWeaponOn is "Copper short sword and a shield with crystal fragments">> <<set $weaponDMG -= 3>> <<set $armorDEF -= 2>> <<elseif $isWeaponOn is "Copper rapier with crystal fragments">> <<set $weaponDMG -= 3>> <<elseif $isWeaponOn is "Copper katana">> <<set $weaponDMG -= 1>> <<elseif $isWeaponOn is "Bone sword">> <<set $weaponDMG -= 8>> <<elseif $isWeaponOn is "Bone short sword and a shield">> <<set $weaponDMG -= 5>> <<set $armorDEF -= 4>><<elseif $isWeaponOn is "Iron short sword and a shield">> <<set $weaponDMG -= 4>> <<set $armorDEF -= 3>> <<elseif $isWeaponOn is "Iron short sword and a shield with a wooden handle">> <<set $weaponDMG -= 4.5>> <<set $armorDEF -= 3.5>> <<elseif $isWeaponOn is "Bone rapier">> <<set $weaponDMG -= 5>> <<elseif $isWeaponOn is "Bone heavy sword">> <<set $weaponDMG -= 15>> <<elseif $isWeaponOn is "Iron Axe">> <<set $weaponDMG -= 2>> <<elseif $isWeaponOn is "Iron Shovel">> <<set $weaponDMG -= 1>> <<elseif $isWeaponOn is "Iron pickaxe">> <<set $weaponDMG -= 1>> <<elseif $isWeaponOn is "Iron rapier">> <<set $weaponDMG -= 4>> <<elseif $isWeaponOn is "Iron rapier with a wooden handle">> <<set $weaponDMG -= 4.5>> <<elseif $isWeaponOn is "Iron heavy sword">> <<set $weaponDMG -= 12>> <<elseif $isWeaponOn is "Iron heavy sword with a wooden handle">> <<set $weaponDMG -= 13>> <<elseif $isWeaponOn is "Oni teeth rapier">> <<set $weaponDMG -= 8>> <<elseif $isWeaponOn is "Oni teeth heavy sword">> <<set $weaponDMG -= 19>> <<elseif $isWeaponOn is "Oni teeth sword">> <<set $weaponDMG -= 11>> <<elseif $isWeaponOn is "Oni teeth short sword and a shield">> <<set $weaponDMG -= 8>> <<set $armorDEF -= 7>> <<elseif $isWeaponOn is "Oni teeth and leather rapier">> <<set $weaponDMG -= 9>> <<elseif $isWeaponOn is "Oni teeth and leather heavy sword">> <<set $weaponDMG -= 21>> <<elseif $isWeaponOn is "Oni teeth and leather sword">> <<set $weaponDMG -= 13>> <<elseif $isWeaponOn is "Oni teeth and leather short sword and a shield">> <<set $weaponDMG -= 9>> <<set $armorDEF -= 8>> <<elseif $isWeaponOn is "Boulder slayer">> <<set $weaponDMG -= 25>> <</if>> <<goto "Wardrobe">> <<set $isWeaponOn to "None">> <<set $weaponType = "None">> <</link>> <</if>><<if $isWeaponSkinOn !== "None">> + <<link "$isWeaponSkinOn">> <<set $isWeaponSkinOn to "None">> <<goto "Wardrobe">> <</link>> <</if>> <<nobr>>Left hand: <<for _i = 1; _i lte 5; _i++>> <<capture _i>> <<if _i != 1>>+<</if>> <<if State.variables["Finger" + _i] is "None">> None <<else>> <<link `State.variables["Finger" + _i]`>> <<if State.variables["Finger" + _i] is "Tearful tomb ring">> <<set $tearfulTombRing += 1>> <<set $STRPercentBuff -= 5>> <<elseif State.variables["Finger" + _i] is "Diamond ring">> <<set $diamondRing += 1>> <<elseif State.variables["Finger" + _i] is "Golden ring">> <<set $goldenRing += 1>> <<elseif State.variables["Finger" + _i] is "Silver ring">> <<set $silverRing += 1>> <<elseif State.variables["Finger" + _i] is "Ring of achieving">> <<set $ringOfAchieving += 1>> <<set $STRPercentBuff -= $AchvRingKeep>> <<elseif State.variables["Finger" + _i] is "Ring of the undead">> <<set $ringOfTheUndead += 1>> <<set $maxStamina -= 20>> <<set $STRPercentBuff -= 2>> <<set $DEXPercentBuff -= 7>> <<elseif State.variables["Finger" + _i] is "Ring of the living">> <<set $ringOfTheLiving += 1>> <</if>> <<set State.variables["Finger" + _i] to "None">> <<goto "Wardrobe">> <</link>> <</if>> <</capture>> <</for>><</nobr>> <<nobr>>Right hand: <<for _i = 6; _i lte 10; _i++>> <<capture _i>> <<if _i != 6>>+<</if>> <<if State.variables["Finger" + _i] is "None">> None <<else>> <<link `State.variables["Finger" + _i]`>> <<if State.variables["Finger" + _i] is "Tearful tomb ring">> <<set $tearfulTombRing += 1>> <<set $STRPercentBuff -= 5>> <<elseif State.variables["Finger" + _i] is "Diamond ring">> <<set $diamondRing += 1>> <<elseif State.variables["Finger" + _i] is "Golden ring">> <<set $goldenRing += 1>> <<elseif State.variables["Finger" + _i] is "Silver ring">> <<set $silverRing += 1>> <<elseif State.variables["Finger" + _i] is "Ring of achieving">> <<set $ringOfAchieving += 1>> <<set $STRPercentBuff -= $AchvRingKeep>> <<elseif State.variables["Finger" + _i] is "Ring of the undead">> <<set $ringOfTheUndead += 1>> <<set $maxStamina -= 20>> <<set $STRPercentBuff -= 2>> <<set $DEXPercentBuff -= 7>> <<elseif State.variables["Finger" + _i] is "Ring of the living">> <<set $ringOfTheLiving += 1>> <</if>> <<set State.variables["Finger" + _i] to "None">> <<goto "Wardrobe">> <</link>> <</if>> <</capture>> <</for>><</nobr>> Weapon damage: $weaponDMG Armor defence: $armorDEF <h1><b>CLOTHES</b></h1>\ <<nobr>>\ <ol> <<if $outfit5>> <li><<hovertip "The outfit of the creator of this game. Max stamina + 50, DEF +3">>TechnoBen's outfit<</hovertip>> | <<link "Equip">> <<if $isOutfitOn is "None">> <<set $isOutfitOn to "Outfit 5">> <<set $armorDEF += 3>> <<set $maxStamina += 50>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $outfit1>> <li><<hovertip "A beta tester outfit. DEF +1">>yelyel's outfit <</hovertip>> | <<link "Equip">> <<if $isOutfitOn is "None">> <<set $isOutfitOn to "Outfit 1">> <<set $armorDEF += 1>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $outfit3>> <li><<hovertip "A beta tester outfit. DEF +1">>ImFatRat's outfit <</hovertip>> | <<link "Equip">> <<if $isOutfitOn is "None">> <<set $isOutfitOn to "Outfit 3">> <<set $armorDEF += 1>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $outfit2>> <li><<hovertip "A beta tester outfit. Max stamina +25">>Morgana's outfit <</hovertip>> <<link "Equip">> <<if $isOutfitOn is "None">> <<set $isOutfitOn to "Outfit 2">> <<set $maxStamina += 25>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $outfit4>> <li><<hovertip "A beta tester outfit.">>Gremlin's outfit<</hovertip>> | <<link "Equip">> <<set $isOutfitOn = "Outfit 4">><<goto "Wardrobe">><</link>></li> <</if>> <<if $outfit6>> <li><<hovertip "A beta tester outfit. Max HP +100">>Nny's outfit <</hovertip>> | <<link "Equip">> <<if $isOutfitOn is "None">> <<set $isOutfitOn to "Outfit 6">> <<set $MaxHP += 100>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $outfit7>> <li><<hovertip "A beta tester outfit. Max stamina +25, DEF +1">>Shadow_Fang's outfit <</hovertip>> | <<link "Equip">> <<set $isOutfitOn = "Outfit 7">> <<set $armorDEF += 1>> <<set $maxStamina += 25>> <<goto "Wardrobe">><</link>></li> <</if>> <<if $outfit8>> <li><<hovertip "This person won a outfit giveaway. DEF + 2.5 (other feature in progress)">>irfanrein's cape <</hovertip>> | <<link "Equip">> <<set $isOutfitOn = "Outfit 8">> <<set $armorDEF += 2.5>> <<goto "Wardrobe">><</link>> </li> <</if>> <<if $outfit9>> <li><<hovertip "This person won a outfit giveaway. INT - 1">>GlazingLotl's outfit <</hovertip>> | <<link "Equip">> <<set $isOutfitOn = "Outfit 9">> <<set $INT -= 1>> <<goto "Wardrobe">><</link>></li> <</if>> <<if $outfit10>> <li><<hovertip "Merry Christmas everyone! I hope you have an amazing holiday. This goes on the shirt slot for now though because there isnt a head slot... -2023 present">>Christmas hat<</hovertip>> | <<link "Equip">> <<set $isOutfitOn = "Christmas hat">> <<goto "Wardrobe">><</link>></li> <</if>> <<if $outfit11>> <li><<hovertip "This person won a outfit giveaway. INT + 2">>BUNNY GIRL's outfit<</hovertip>> | <<link "Equip">> <<set $isOutfitOn = "Outfit 10">> <<set $INT += 2>> <<goto "Wardrobe">><</link>></li> <</if>> <<if $outfit12>> <li><<hovertip "This person won a outfit giveaway.">>Reverse Christmas outfit<</hovertip>> | <<link "Equip">> <<set $isOutfitOn = "Outfit 11">> <<goto "Wardrobe">><</link>></li> <</if>> <<if $pumpkinHead>> <li><li><<hovertip "Trick or treat!">>Pumpkin head<</hovertip>> | <<link "Equip">> <<set $isOutfitOn = "Pumpkin head">> <<goto "Wardrobe">><</link>></li></li> <</if>> <<if $ShadowScytheOutfit>> <li><<hovertip "First year anniversary event item.">>ShadowScythes outfit<</hovertip>> | <<link "Hood down">> <<set $isOutfitOn = "ShadowScythe outfit 1">> <<goto "Wardrobe">><</link>> | <<link "Hood up">> <<set $isOutfitOn = "ShadowScythe outfit">> <<goto "Wardrobe">><</link>></li> <</if>> <<if $RadiantRoseOutfit>> <li><<hovertip "First year anniversary event item.">>RadiantRoses outfit<</hovertip>> | <<link "Equip">> <<set $isOutfitOn = "RadiantRose outfit">> <<goto "Wardrobe">><</link>></li> <</if>> <<if $CrimsonSentinelOutfit>> <li><<hovertip "First year anniversary event item.">>CrimsonSentinels outfit<</hovertip>> | <<link "Without cape">> <<set $isOutfitOn = "CrimsonSentinel outfit">> <<goto "Wardrobe">><</link>> | <<link "With cape">> <<set $isOutfitOn = "CrimsonSentinel outfit 1">> <<goto "Wardrobe">><</link>></li> <</if>> <<if $ToruOutfit>> <li><<hovertip "First year anniversary event item, Torus outfit.">>Familiar gambit outfit<</hovertip>> | <<link "Equip">> <<set $isOutfitOn = "Familiar gambit outfit">> <<goto "Wardrobe">><</link>></li> <</if>> <<if $KirinOutfit>> <li><<hovertip "First year anniversary event item, Kirins outfit.">>Fallen grace outfit<</hovertip>> | <<link "Equip">> <<set $isOutfitOn = "Fallen grace outfit">> <<goto "Wardrobe">><</link>></li> <</if>> <<if $asteriaFlowerCrown>> <li><<hovertip "A flower crown made by Asteria. You feel comfortable with it near you.">>Asterias flower crown<</hovertip>> | <<link "Equip">> <<set $isOutfitOn = "Asterias flower crown">> <<goto "Wardrobe">><</link>></li> <</if>> <<if $shirt1>> <li>Blue starter shirt | <<link "Equip">> <<set $isShirtOn = "Blue shirt">><<goto "Wardrobe">><</link>></li> <</if>> <<if $shirt2>> <li>Red starter shirt | <<link "Equip">> <<set $isShirtOn = "Red shirt">><<goto "Wardrobe">><</link>></li> <</if>> <<if $shirt3>> <li>Green starter shirt | <<link "Equip">> <<set $isShirtOn = "Green shirt">><<goto "Wardrobe">><</link>></li> <</if>> <<if $shirt4>> <li>Pink starter shirt | <<link "Equip">> <<set $isShirtOn = "Pink shirt">><<goto "Wardrobe">><</link>></li> <</if>> <<if $shirt5>> <li>White starter shirt | <<link "Equip">> <<set $isShirtOn = "White shirt">><<goto "Wardrobe">><</link>></li> <</if>> <<if $shirt6>> <li>Black starter shirt | <<link "Equip">> <<set $isShirtOn = "Black shirt">><<goto "Wardrobe">><</link>></li> <</if>> <<if $shirt7>> <li>Blue open shoulder shirt | <<link "Equip">> <<set $isShirtOn = "Blue open shoulder shirt">><<goto "Wardrobe">><</link>></li> <</if>> <<if $shirt8>> <li>Red open shoulder shirt | <<link "Equip">> <<set $isShirtOn = "Red open shoulder shirt">><<goto "Wardrobe">><</link>></li> <</if>> <<if $shirt9>> <li>Green open shoulder shirt | <<link "Equip">> <<set $isShirtOn = "Green open shoulder shirt">><<goto "Wardrobe">><</link>></li> <</if>> <<if $shirt10>> <li>Pink open shoulder shirt | <<link "Equip">> <<set $isShirtOn = "Pink open shoulder shirt">><<goto "Wardrobe">><</link>></li> <</if>> <<if $shirt11>> <li>White open shoulder shirt | <<link "Equip">> <<set $isShirtOn = "White open shoulder shirt">><<goto "Wardrobe">><</link>></li> <</if>> <<if $shirt12>> <li>Black open shoulder shirt | <<link "Equip">> <<set $isShirtOn = "Black open shoulder shirt">><<goto "Wardrobe">><</link>></li> <</if>> <<if $shirt13>> <li>Blue tank top | <<link "Equip">> <<set $isShirtOn = "Blue tank top">><<goto "Wardrobe">><</link>></li> <</if>> <<if $shirt14>> <li>Red tank top | <<link "Equip">> <<set $isShirtOn = "Red tank top">><<goto "Wardrobe">><</link>></li> <</if>> <<if $shirt15>> <li>Green tank top | <<link "Equip">> <<set $isShirtOn = "Green tank top">><<goto "Wardrobe">><</link>></li> <</if>> <<if $shirt16>> <li>Pink tank top | <<link "Equip">> <<set $isShirtOn = "Pink tank top">><<goto "Wardrobe">><</link>></li> <</if>> <<if $shirt17>> <li>White tank top | <<link "Equip">> <<set $isShirtOn = "White tank top">><<goto "Wardrobe">><</link>></li> <</if>> <<if $shirt18>> <li>Black tank top | <<link "Equip">> <<set $isShirtOn = "Black tank top">><<goto "Wardrobe">><</link>></li> <</if>> <<if $pants1>> <li>Starter pants | <<link "Equip">> <<set $isPantsOn = "Starter pants">><<goto "Wardrobe">><</link>></li> <</if>> <<if $pants2>> <li>Gray pants | <<link "Equip">> <<set $isPantsOn = "Gray pants">><<goto "Wardrobe">><</link>></li> <</if>> <<if $pants3>> <li>White pants | <<link "Equip">> <<set $isPantsOn = "White pants">><<goto "Wardrobe">><</link>></li> <</if>> <<if $skirt1>> <li>Starter skirt | <<link "Equip">> <<set $isPantsOn = "Starter skirt">><<goto "Wardrobe">><</link>></li> <</if>> <<if $boots1>> <li>Starter boots | <<link "Equip">> <<set $isBootsOn = "Starter boots">><<goto "Wardrobe">><</link>></li> <</if>> </ol> <</nobr>>\ <h1><b>ARMOR</b></h1>\ <<nobr>>\ <ol> <<if $cape1>> <li><<hovertip "Max stamina +20">>Red cape <</hovertip>> | <<link "Equip">> <<if $isCapeOn is "None">> <<set $isCapeOn to "Red cape">> <<set $maxStamina += 20>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $cape2>> <li><<hovertip "Max stamina +85, Max HP +97">>Shadow hunters coat <</hovertip>> | <<link "Equip">> <<if $isCapeOn is "None">> <<set $isCapeOn to "Shadow hunters coat">> <<set $MaxHP += 97>> <<set $maxStamina += 85>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $cape3>> <li><<hovertip "A poncho that came from a mysterious but oddly familiar girl. You can't pin your finger on it but it feels like you've seen this poncho somewhere. Max stamina +25, Max HP +10">>Mysteriously vague poncho <</hovertip>> | <<link "Equip">> <<if $isCapeOn is "None">> <<set $isCapeOn to "Mysteriously vague poncho">> <<set $MaxHP += 10>> <<set $maxStamina += 25>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $cape4>> <li><<hovertip "A navy blue jacket with an arm guard and a belt. This jacket is unlike anything you've seen before. But somehow you feel like you have seen someone wear this before into battle. Ominous in nature but Mysterious to be curious at. Max stamina +33, Max HP +34">>Otherworldly remnant <</hovertip>> | <<link "Equip">> <<if $isCapeOn is "None">> <<set $isCapeOn to "Otherworldly remnant">> <<set $MaxHP += 34>> <<set $maxStamina += 33>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $cape5>> <li><<hovertip "A really comfortable cape made out of wolf fur. Max stamina +95, Max HP +112">>Wolf fur cape <</hovertip>> | <<link "Equip">> <<if $isCapeOn is "None">> <<set $isCapeOn to "Wolf fur cape">> <<set $maxStamina += 95>> <<set $MaxHP += 112>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $cape6>> <li><<hovertip "A coat made out of boar skin... There are 2 yellow tridents on it and on each of the sleeves is one diagonal yellow stripe across the upper arm that look like they've been drawn with spray paint. It looks really old and beaten up. Max stamina +10, Max HP +2">>Marcellus's coat <</hovertip>> | <<link "Equip">> <<if $isCapeOn is "None">> <<set $isCapeOn to "Marcellus coat">> <<set $maxStamina += 10>> <<set $MaxHP += 2>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $breastPlate>> <li><<hovertip "The first ever armor you get... DEF +1">>Starter breastplate<</hovertip>> | <<link "Equip">> <<if $isChestplateOn is "None">> <<set $isChestplateOn to "Starter breastplate">> <<set $armorDEF += 1>> <<goto "Wardrobe">><</if>><</link>> </li> <<if $leatherCP>> <li><<hovertip "A light piece of armor. DEF +2">>Leather chestplate <</hovertip>> | <<link "Equip">> <<if $isChestplateOn is "None">> <<set $isChestplateOn to "Leather chestplate">> <<set $armorDEF += 2>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $leatherP>> <li><<hovertip "A light piece of armor. DEF +2">>Leather pants <</hovertip>> | <<link "Equip">> <<if $isArmorPantsOn is "None">> <<set $isArmorPantsOn to "Leather pants">> <<set $armorDEF += 2>> <<goto "Wardrobe">> <</if>> <</link>> </li> <</if>> <<if $leatherB>> <li><<hovertip "A light piece of armor. DEF +1">>Leather boots <</hovertip>> | <<link "Equip">> <<if $isArmorBootsOn is "None">> <<set $isArmorBootsOn to "Leather boots">> <<set $armorDEF += 1>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <</if>> <<if $leatherHCP>> <li><<hovertip "A pretty heavy peace of armor. Max stamina -24, DEF +4">>Hardened leather chestplate <</hovertip>> | <<link "Equip">> <<if $isChestplateOn is "None">> <<set $isChestplateOn to "Hardened leather chestplate">> <<set $armorDEF += 4>> <<set $maxStamina -= 24>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $leatherHP>> <li><<hovertip "A pretty heavy peace of armor. Max stamina -17, DEF +4">>Hardened leather pants <</hovertip>> | <<link "Equip">> <<if $isArmorPantsOn is "None">> <<set $isArmorPantsOn to "Hardened leather pants">> <<set $armorDEF += 4>> <<set $maxStamina -= 17>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $leatherHB>> <li><<hovertip "A pretty heavy peace of armor. Max stamina -17, DEF +3">>Hardened leather boots <</hovertip>> | <<link "Equip">> <<if $isArmorBootsOn is "None">> <<set $isArmorBootsOn to "Hardened leather boots">> <<set $armorDEF += 3>> <<set $maxStamina -= 17>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $shadowHunterHeavyCP>> <li><<hovertip "A pretty boneish and heavy peace of armor. Max stamina -39, DEF +10">>Hardened shadow hunter chestplate <</hovertip>> | <<link "Equip">> <<if $isChestplateOn is "None">> <<set $isChestplateOn to "Heavy shadow hunter chestplate">> <<set $armorDEF += 10>> <<set $maxStamina -= 39>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $shadowHunterLightCP>> <li><<hovertip "A boneish and light peace of armor. DEF +6">>Light shadow hunters chestplate <</hovertip>> | <<link "Equip">> <<if $isChestplateOn is "None">> <<set $isChestplateOn to "Light shadow hunter chestplate">> <<set $armorDEF += 6>> <<goto "Wardrobe">> <</if>> <</link>> </li> <</if>> <<if $ironBP>> <li><<hovertip "A breastplate made out of iron. Its surprisingly light. DEF +5">>Iron breastplate<</hovertip>> | <<link "Equip">> <<if $isChestplateOn is "None">> <<set $isChestplateOn to "Iron breastplate">> <<set $armorDEF += 5>> <<goto "Wardrobe">><</if>><</link>> </li> <</if>> <<if $ironGuards>> <li><<hovertip "Leg guards made out of iron. Its surprisingly light. DEF +3">>Iron leg guards<</hovertip>> | <<link "Equip">> <<if $isArmorPantsOn is "None">> <<set $isArmorPantsOn to "Iron leg guards">> <<set $armorDEF += 3>> <<goto "Wardrobe">> <</if>> <</link>> </li> <</if>> <<if $ironFG>> <li><<hovertip "Feet guards made out of iron. Its surprisingly light. DEF +2">>Iron feet guards<</hovertip>> | <<link "Equip">> <<if $isArmorBootsOn is "None">> <<set $isArmorBootsOn to "Iron feet guards">> <<set $armorDEF += 2>> <<goto "Wardrobe">> <</if>> <</link>> </li> <</if>> <<if $ironCP>> <li><<hovertip "A pretty heavy peace of iron armor. Max stamina -30, DEF +8">>Iron armor <</hovertip>> | <<link "Equip">> <<if $isChestplateOn is "None">> <<set $isChestplateOn to "Iron armor">> <<set $armorDEF += 8>> <<set $maxStamina -= 30>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $ironP>> <li><<hovertip "A pretty heavy peace of iron armor. Max stamina -27, DEF +6">>Iron pants <</hovertip>> | <<link "Equip">> <<if $isArmorPantsOn is "None">> <<set $isArmorPantsOn to "Iron pants">> <<set $armorDEF += 6>> <<set $maxStamina -= 27>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $ironB>> <li><<hovertip "A pretty heavy peace of iron armor. Max stamina -20, DEF +5">>Iron boots <</hovertip>> | <<link "Equip">> <<if $isArmorBootsOn is "None">> <<set $isArmorBootsOn to "Iron boots">> <<set $armorDEF += 5>> <<set $maxStamina -= 20>> <<goto "Wardrobe">> <</if>> <</link>> </li> <</if>> <<if $lOniCP>> <li><<hovertip "A chestplate made out of Oni leather. DEF +9">>Light Oni leather chestplate<</hovertip>> | <<link "Equip">> <<if $isChestplateOn is "None">> <<set $isChestplateOn to "Light Oni leather chestplate">> <<set $armorDEF += 9>> <<goto "Wardrobe">><</if>><</link>> </li> <</if>> <<if $lOniP>> <li><<hovertip "Pants made out of Oni leather. DEF +7">>Light Oni leather pants<</hovertip>> | <<link "Equip">> <<if $isArmorPantsOn is "None">> <<set $isArmorPantsOn to "Light Oni leather pants">> <<set $armorDEF += 7>> <<goto "Wardrobe">> <</if>> <</link>> </li> <</if>> <<if $lOniB>> <li><<hovertip "Boots made out of Oni leather... Its kinda hard to make light boots out of this but its good DEF +5">>Light Oni leather boots<</hovertip>> | <<link "Equip">> <<if $isArmorBootsOn is "None">> <<set $isArmorBootsOn to "Light Oni leather boots">> <<set $armorDEF += 5>> <<goto "Wardrobe">> <</if>> <</link>> </li> <</if>> <<if $hOniCP>> <li><<hovertip "A chestplate made out of Oni leather and iron. Its really heavy. Max stamina -45, DEF +13">>Heavy Oni leather chestplate <</hovertip>> | <<link "Equip">> <<if $isChestplateOn is "None">> <<set $isChestplateOn to "Heavy Oni leather chestplate">> <<set $armorDEF += 13>> <<set $maxStamina -= 45>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $hOniP>> <li><<hovertip "Pants made out of Oni leather and iron. Its really heavy. Max stamina -39, DEF +10">>Heavy Oni leather pants <</hovertip>> | <<link "Equip">> <<if $isArmorPantsOn is "None">> <<set $isArmorPantsOn to "Heavy Oni leather pants">> <<set $armorDEF += 10>> <<set $maxStamina -= 39>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $hOniB>> <li><<hovertip "Boots made out of Oni leather and iron. Its really heavy. Max stamina -33, DEF +8">>Heavy Oni leather boots <</hovertip>> | <<link "Equip">> <<if $isArmorBootsOn is "None">> <<set $isArmorBootsOn to "Heavy Oni leather boots">> <<set $armorDEF += 8>> <<set $maxStamina -= 33>> <<goto "Wardrobe">> <</if>> <</link>> </li> <</if>> <<if $hStoneCP>> <li><<hovertip "Chestplate made out of stone. Its a bit too heavy. You are unsure how you are gonna be able to wear it. Max stamina -97, DEF +21">>Heavy stone chestplate<</hovertip>> | <<link "Equip">> <<if $isChestplateOn is "None">> <<set $isChestplateOn to "Heavy stone chestplate">> <<set $armorDEF += 21>> <<set $maxStamina -= 97>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $StoneCP>> <li><<hovertip "Chestplate made out of stone. Its a bit heavy. Max stamina -20, DEF +16">>Light stone chestplate<</hovertip>> | <<link "Equip">> <<if $isChestplateOn is "None">> <<set $isChestplateOn to "Light stone chestplate">> <<set $armorDEF += 16>> <<set $maxStamina -= 20>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> </ol> <</nobr>>\ <h1><b>WEAPONS</b></h1>\ <<nobr>>\ <ol> <<if $flowerRapierSkin>> <li><<hovertip "First year anniversary event item.">>Flower rapier skin<</hovertip>> | <<link "Equip skin">> <<set $isWeaponSkinOn to "Flower rapier">> <<goto "Wardrobe">> <</link>> </li> <</if>> <<if $bloodDrainerSkin>> <li><<hovertip "First year anniversary event item.">>Blood drainer skin<</hovertip>> | <<link "Equip skin">> <<set $isWeaponSkinOn to "Blood drainer">> <<goto "Wardrobe">> <</link>></li> <</if>> <<if $shadowTakerSkin>> <li><<hovertip "First year anniversary event item.">>Shadow taker skin<</hovertip>> | <<link "Equip skin">> <<set $isWeaponSkinOn to "Shadow taker">> <<goto "Wardrobe">> <</link>></li> <</if>> <<if $ToruGauntletSkin>> <li><<hovertip "First year anniversary event item.">>Dusters resort skin<</hovertip>> | <<link "Equip skin">> <<set $isWeaponSkinOn to "Dusters resort">> <<goto "Wardrobe">> <</link>></li> <</if>> <<if $KirinSwordSkin>> <li><<hovertip "First year anniversary event item.">>Tarnished imprint skin<</hovertip>> | <<link "Equip skin">> <<set $isWeaponSkinOn to "Tarnished imprint">> <<goto "Wardrobe">> <</link>></li> <</if>> <<if $BloodSwordSkin>> <li><<hovertip "Legend says it gives blood to an old god and that's what gives it power. Blood for the blood god! - giveaway sword">>Blood sword skin<</hovertip>> | <<link "Equip skin">> <<set $isWeaponSkinOn to "Blood sword">> <<goto "Wardrobe">> <</link>></li> <</if>> <<if $CandyCaneSwordSkin>> <li><<hovertip "Christmas event item.">>Candy cane sword skin<</hovertip>> | <<link "Equip skin">> <<set $isWeaponSkinOn to "Candy cane sword">> <<goto "Wardrobe">> <</link>> </li> <</if>> <<if $CandyCaneHeavySwordSkin>> <li><<hovertip "Christmas event item.">>Candy cane heavy sword skin<</hovertip>> | <<link "Equip skin">> <<set $isWeaponSkinOn to "Candy cane heavy sword">> <<goto "Wardrobe">> <</link>> </li> <</if>> <<if $CandyCaneRapierSkin>> <li><<hovertip "Christmas event item.">>Candy cane rapier skin<</hovertip>> | <<link "Equip skin">> <<set $isWeaponSkinOn to "Candy cane rapier">> <<goto "Wardrobe">> <</link>> </li> <</if>> <<if $CandyCaneShieldAndSwordSkin>> <li><<hovertip "Christmas event item.">>Candy cane shield and sword skin<</hovertip>> | <<link "Equip skin">> <<set $isWeaponSkinOn to "Candy cane shield and sword">> <<goto "Wardrobe">> <</link>> </li> <</if>> <<if $starterSword>> <li>Starter sword | <<link "Equip">> <<if $isWeaponOn is "None">> <<set $isWeaponOn to "Starter sword">> <<set $weaponType = "Short sword">> <<set $weaponDMG += 1>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $sword1>> <li>Copper sword | <<link "Equip">> <<if $isWeaponOn is "None">> <<set $isWeaponOn to "Copper sword">> <<set $weaponType = "Short sword">> <<set $weaponDMG += 2>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $swordnshield1>> <li>Copper short sword with a shield | <<link "Equip">> <<if $isWeaponOn is "None">> <<set $isWeaponOn to "Copper short sword and a shield">> <<set $weaponType = "Short sword">> <<set $weaponDMG += 1>> <<set $armorDEF += 1>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $rapier1>> <li>Copper rapier | <<link "Equip">> <<if $isWeaponOn is "None">> <<set $isWeaponOn to "Copper rapier">> <<set $weaponType = "Rapier">> <<set $weaponDMG += 1>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $heavysword1>> <li>Copper heavy sword | <<link "Equip">> <<if $isWeaponOn is "None">> <<set $isWeaponOn to "Copper heavy sword">> <<set $weaponType = "Heavy sword">> <<set $weaponDMG += 4>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $katana1>> <li>Copper katana | <<link "Equip">> <<if $isWeaponOn is "None">> <<set $isWeaponOn to "Copper katana">> <<set $weaponType = "Rapier">> <<set $weaponDMG += 1>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $sword2>> <li>Copper sword with crystal fragment pieces | <<link "Equip">> <<if $isWeaponOn is "None">> <<set $isWeaponOn to "Copper sword with crystal fragments">> <<set $weaponType = "Short sword">> <<set $weaponDMG += 5>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $heavysword2>> <li>Copper heavy sword with crystal fragments | <<link "Equip">> <<if $isWeaponOn is "None">> <<set $isWeaponOn to "Copper heavy sword with crystal fragments">> <<set $weaponType = "Heavy sword">> <<set $weaponDMG += 10>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $swordnshield2>> <li>Copper short sword and a shield with crystal fragments | <<link "Equip">> <<if $isWeaponOn is "None">> <<set $isWeaponOn to "Copper short sword and a shield with crystal fragments">> <<set $weaponType = "Short sword">> <<set $weaponDMG += 3>> <<set $armorDEF += 2>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $rapier2>> <li>Copper rapier with crystal fragments | <<link "Equip">> <<if $isWeaponOn is "None">> <<set $isWeaponOn to "Copper rapier with crystal fragments">> <<set $weaponType = "Rapier">> <<set $weaponDMG += 3>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $sword3>> <li>Bone sword | <<link "Equip">> <<if $isWeaponOn is "None">> <<set $isWeaponOn to "Bone sword">> <<set $weaponType = "Short sword">> <<set $weaponDMG += 8>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $swordnshield3>> <li>Bone short sword with a shield | <<link "Equip">> <<if $isWeaponOn is "None">> <<set $isWeaponOn to "Bone short sword and a shield">> <<set $weaponType = "Short sword">> <<set $weaponDMG += 5>> <<set $armorDEF += 4>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $rapier3>> <li>Bone rapier | <<link "Equip">> <<if $isWeaponOn is "None">> <<set $isWeaponOn to "Bone rapier">> <<set $weaponType = "Rapier">> <<set $weaponDMG += 5>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $heavysword3>> <li>Bone heavy sword | <<link "Equip">> <<if $isWeaponOn is "None">> <<set $isWeaponOn to "Bone heavy sword">> <<set $weaponType = "Heavy sword">> <<set $weaponDMG += 15>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $sword4>> <li>Iron sword | <<link "Equip">> <<if $isWeaponOn is "None">> <<set $isWeaponOn to "Iron sword">> <<set $weaponType = "Short sword">> <<set $weaponDMG += 6>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $swordnshield4>> <li>Iron short sword with a shield | <<link "Equip">> <<if $isWeaponOn is "None">> <<set $isWeaponOn to "Iron short sword and a shield">> <<set $weaponType = "Short sword">> <<set $weaponDMG += 4>> <<set $armorDEF += 3>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $rapier4>> <li>Iron rapier | <<link "Equip">> <<if $isWeaponOn is "None">> <<set $isWeaponOn to "Iron rapier">> <<set $weaponType = "Rapier">> <<set $weaponDMG += 4>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $heavysword4>> <li>Iron heavy sword | <<link "Equip">> <<if $isWeaponOn is "None">> <<set $isWeaponOn to "Iron heavy sword">> <<set $weaponType = "Heavy sword">> <<set $weaponDMG += 12>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $sword5>> <li>Iron sword with a wooden handle | <<link "Equip">> <<if $isWeaponOn is "None">> <<set $isWeaponOn to "Iron sword with a wooden handle">> <<set $weaponType = "Short sword">> <<set $weaponDMG += 7>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $swordnshield5>> <li>Iron short sword and a shield with a wooden handle | <<link "Equip">> <<if $isWeaponOn is "None">> <<set $isWeaponOn to "Iron short sword and a shield with a wooden handle">> <<set $weaponType = "Short sword">> <<set $weaponDMG += 4.5>> <<set $armorDEF += 3.5>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $rapier5>> <li>Iron rapier with a wooden handle | <<link "Equip">> <<if $isWeaponOn is "None">> <<set $isWeaponOn to "Iron rapier with a wooden handle">> <<set $weaponType = "Rapier">> <<set $weaponDMG += 4.5>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $heavysword5>> <li>Iron heavy sword with a wooden handle | <<link "Equip">> <<if $isWeaponOn is "None">> <<set $isWeaponOn to "Iron heavy sword with a wooden handle">> <<set $weaponType = "Heavy sword">> <<set $weaponDMG += 13>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $sword6>> <li>Oni teeth sword | <<link "Equip">> <<if $isWeaponOn is "None">> <<set $isWeaponOn to "Oni teeth sword">> <<set $weaponType = "Short sword">> <<set $weaponDMG += 11>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $swordnshield6>> <li>Oni teeth short sword with a shield | <<link "Equip">> <<if $isWeaponOn is "None">> <<set $isWeaponOn to "Oni teeth short sword and a shield">> <<set $weaponType = "Short sword">> <<set $weaponDMG += 8>> <<set $armorDEF += 7>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $rapier6>> <li>Oni teeth rapier | <<link "Equip">> <<if $isWeaponOn is "None">> <<set $isWeaponOn to "Oni teeth rapier">> <<set $weaponType = "Rapier">> <<set $weaponDMG += 8>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $heavysword6>> <li>Oni teeth heavy sword | <<link "Equip">> <<if $isWeaponOn is "None">> <<set $isWeaponOn to "Oni teeth heavy sword">> <<set $weaponType = "Heavy sword">> <<set $weaponDMG += 19>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $sword7>> <li>Oni teeth and leather sword | <<link "Equip">> <<if $isWeaponOn is "None">> <<set $isWeaponOn to "Oni teeth and leather sword">> <<set $weaponType = "Short sword">> <<set $weaponDMG += 13>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $swordnshield7>> <li>Oni teeth and leather short sword with a shield | <<link "Equip">> <<if $isWeaponOn is "None">> <<set $isWeaponOn to "Oni teeth and leather short sword and a shield">> <<set $weaponType = "Short sword">> <<set $weaponDMG += 9>> <<set $armorDEF += 8>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $rapier7>> <li>Oni teeth and leather rapier | <<link "Equip">> <<if $isWeaponOn is "None">> <<set $isWeaponOn to "Oni teeth and leather rapier">> <<set $weaponType = "Rapier">> <<set $weaponDMG += 9>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $heavysword7>> <li>Oni teeth and leather heavy sword | <<link "Equip">> <<if $isWeaponOn is "None">> <<set $isWeaponOn to "Oni teeth and leather heavy sword">> <<set $weaponType = "Heavy sword">> <<set $weaponDMG += 21>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $heavyswordStone>> <li>Boulder slayer | <<link "Equip">> <<if $isWeaponOn is "None">> <<set $isWeaponOn to "Boulder slayer">> <<set $weaponType = "Heavy sword">> <<set $weaponDMG += 25>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $axe1>> <li>Iron Axe | <<link "Equip">> <<if $isWeaponOn is "None">> <<set $weaponType = "Heavy sword">> <<set $isWeaponOn to "Iron Axe">> <<set $weaponDMG += 2>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $shovel1>> <li>Iron Shovel | <<link "Equip">> <<if $isWeaponOn is "None">> <<set $weaponType = "Heavy sword">> <<set $isWeaponOn to "Iron Shovel">> <<set $weaponDMG += 1>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $pickaxe1>> <li>Iron pickaxe | <<link "Equip">> <<if $isWeaponOn is "None">> <<set $weaponType = "Heavy sword">> <<set $isWeaponOn to "Iron pickaxe">> <<set $weaponDMG += 1>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> </ol> <</nobr>>\ <h1><b>Rings</b></h1>\ <<nobr>>\ <ol> <<if $diamondRing>> <li> <<hovertip "A ring with a diamond on top.">>Diamond ring: $diamondRing<</hovertip>> <<for _i = 1; _i lte 10; _i++>> <<capture _i>> | <<link `_i`>> <<if State.variables["Finger" + _i] is "None">> <<set State.variables["Finger" + _i] to "Diamond ring">> <<set $diamondRing -= 1>> <<goto "Wardrobe">> <</if>> <</link>> <</capture>> <</for>> </li> <</if>> <<if $goldenRing>> <li> <<hovertip "A ring made out of gold.">>Golden ring: $goldenRing<</hovertip>> <<for _i = 1; _i lte 10; _i++>> <<capture _i>> | <<link `_i`>> <<if State.variables["Finger" + _i] is "None">> <<set State.variables["Finger" + _i] to "Golden ring">> <<set $goldenRing -= 1>> <<goto "Wardrobe">> <</if>> <</link>> <</capture>> <</for>> </li> <</if>> <<if $silverRing>> <li> <<hovertip "A ring made out of silver.">>Silver ring: $silverRing<</hovertip>> <<for _i = 1; _i lte 10; _i++>> <<capture _i>> | <<link `_i`>> <<if State.variables["Finger" + _i] is "None">> <<set State.variables["Finger" + _i] to "Silver ring">> <<set $silverRing -= 1>> <<goto "Wardrobe">> <</if>> <</link>> <</capture>> <</for>> </li> <</if>> <<if $tearfulTombRing>> <li> <<hovertip "A ring that proves youre part of the Tearful tomb guild. +5% STR">>Tearful tomb ring: $tearfulTombRing<</hovertip>> <<for _i = 1; _i lte 10; _i++>> <<capture _i>> | <<link `_i`>> <<if State.variables["Finger" + _i] is "None">> <<set State.variables["Finger" + _i] to "Tearful tomb ring">> <<set $tearfulTombRing -= 1>> <<set $STRPercentBuff += 5>> <<goto "Wardrobe">> <</if>> <</link>> <</capture>> <</for>> </li> <</if>> <<if $ringOfAchieving>> <li> <<hovertip "A ring that boosts your STR by 0.5% per every achievement unlocked. Make sure to re-equip whenever you unlock a achievement!.">>Ring of achieving: $ringOfAchieving<</hovertip>> <<for _i = 1; _i lte 10; _i++>> <<capture _i>> | <<link `_i`>> <<if State.variables["Finger" + _i] is "None">> <<set State.variables["Finger" + _i] to "Ring of achieving">> <<if $achievement_001 == true>> <<set $STRPercentBuff += 0.5>> <<set $AchvRingKeep += 0.5>> <</if>> <<if $achievement_002 == true>> <<set $STRPercentBuff += 0.5>> <<set $AchvRingKeep += 0.5>> <</if>> <<if $achievement_003 == true>> <<set $STRPercentBuff += 0.5>> <<set $AchvRingKeep += 0.5>> <</if>> <<if $achievement_004 == true>> <<set $STRPercentBuff += 0.5>> <<set $AchvRingKeep += 0.5>> <</if>> <<if $achievement_005 == true>> <<set $STRPercentBuff += 0.5>> <<set $AchvRingKeep += 0.5>> <</if>> <<if $achievement_006 == true>> <<set $STRPercentBuff += 0.5>> <<set $AchvRingKeep += 0.5>> <</if>> <<if $achievement_007 == true>> <<set $STRPercentBuff += 0.5>> <<set $AchvRingKeep += 0.5>> <</if>> <<if $achievement_008 == true>> <<set $STRPercentBuff += 0.5>> <<set $AchvRingKeep += 0.5>> <</if>> <<if $achievement_009 == true>> <<set $STRPercentBuff += 0.5>> <<set $AchvRingKeep += 0.5>> <</if>> <<if $achievement_010 == true>> <<set $STRPercentBuff += 0.5>> <<set $AchvRingKeep += 0.5>> <</if>> <<if $achievement_011 == true>> <<set $STRPercentBuff += 0.5>> <<set $AchvRingKeep += 0.5>> <</if>> <<if $achievement_012 == true>> <<set $STRPercentBuff += 0.5>> <<set $AchvRingKeep += 0.5>> <</if>> <<if $achievement_013 == true>> <<set $STRPercentBuff += 0.5>> <<set $AchvRingKeep += 0.5>> <</if>> <<if $achievement_014 == true>> <<set $STRPercentBuff += 0.5>> <<set $AchvRingKeep += 0.5>> <</if>> <<set $ringOfAchieving -= 1>> <<goto "Wardrobe">> <</if>> <</link>> <</capture>> <</for>> </li> <</if>> <<if $ringOfTheUndead>> <li> <<hovertip "A ring made out of bones. +2% STR, +7% DEX, +20 stamina">>Ring of the undead: $ringOfTheUndead<</hovertip>> <<for _i = 1; _i lte 10; _i++>> <<capture _i>> | <<link `_i`>> <<if State.variables["Finger" + _i] is "None">> <<set State.variables["Finger" + _i] to "Ring of the undead">> <<set $ringOfTheUndead -= 1>> <<set $STRPercentBuff += 2>> <<set $STRPercentBuff += 7>> <<set $maxStamina += 20>> <<goto "Wardrobe">> <</if>> <</link>> <</capture>> <</for>> </li> <</if>> <<if $ringOfTheLiving>> <li> <<hovertip "A ring made out of blood. Regenerates 1/3rd of the damage dealt to your enemy.">>Ring of the living: $ringOfTheLiving<</hovertip>> <<for _i = 1; _i lte 10; _i++>> <<capture _i>> | <<link `_i`>> <<if State.variables["Finger" + _i] is "None">> <<set State.variables["Finger" + _i] to "Ring of the living">> <<set $ringOfTheLiving -= 1>> <<goto "Wardrobe">> <</if>> <</link>> <</capture>> <</for>> </li> <</if>> </ol> <</nobr>>\ <h1><b>CONSUMABLES</b></h1>\ <<nobr>>\ <ol> <<if $hpPOT > 0>> <li>Health potion T1: $hpPOT | <<link "Use potion">> <<if $potCooldown <= 0>> <<set $CurHP += 50>> <<set $potCooldown += 2>> <<set $hpPOT -= 1>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $hpPOT1 > 0>> <li>Health potion T2: $hpPOT1 | <<link "Use potion">> <<if $potCooldown <= 0>> <<set $RegenHP += 2>> <<set $RegenAmount to 60>> <<set $potCooldown += 4>> <<set $hpPOT1 -= 1>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $stmPOT > 0>> <li>Stamina potion: $stmPOT | <<link "Use potion">> <<if $potCooldown <= 0>> <<set $curStamina += 50>> <<set $stmPOT -= 1>> <<set $potCooldown += 2>> <<set $curFatigue -= 100>> <<goto "Wardrobe">> <</if>> <</link>></li> <</if>> <<if $boarMeat > 0>> <li>Boar meat: $boarMeat | <<link "Eat">> <<set $boarMeat -= 1>> <<set $curHunger += 10>> <<goto "Wardrobe">> <</link>> </li> <</if>> <<if $ragoutMeat > 0>> <li>Ragout meat: $ragoutMeat | <<link "Eat">> <<set $ragoutMeat -= 1>> <<set $curHunger += 20>> <<goto "Wardrobe">> <</link>> </li> <</if>> <<if $wolfMeat > 0>> <li>Wolf meat: $wolfMeat | <<link "Eat">> <<set $wolfMeat -= 1>> <<set $curHunger += 30>> <<goto "Wardrobe">> <</link>> </li> <</if>> <<if $bread > 0>> <li> Bread: $bread | <<link "Eat">> <<set $bread -= 1>> <<set $curHunger += 56>> <<goto "Wardrobe">> <</link>> </li> <</if>> <<if $carrot > 0>> <li> Carrots: $carrot | <<link "Eat">> <<set $carrot -= 1>> <<set $curHunger += 12>> <<goto "Wardrobe">> <</link>> </li> <</if>> <<if $mushroom > 0>> <li> Mushrooms: $mushroom | <<link "Eat">> <<set $mushroom -= 1>> <<set $curHunger += 12>> <<goto "Wardrobe">> <</link>> </li> <</if>> <<if $oneStarMushkebab > 0>> <li> ☆ Mushroom kebab: $oneStarMushkebab | <<link "Eat">> <<set $oneStarMushkebab -= 1>> <<set $curHunger += 55>> <<set $curFatigue -= 2>> <<goto "Wardrobe">> <</link>> </li> <</if>> <<if $twoStarMushkebab > 0>> <li> ☆☆ Mushroom kebab: $twoStarMushkebab | <<link "Eat">> <<set $twoStarMushkebab -= 1>> <<set $curHunger += 67>> <<set $curFatigue -= 5>> <<goto "Wardrobe">> <</link>> </li> <</if>> <<if $threeStarMushkebab > 0>> <li> ☆☆☆ Mushroom kebab: $threeStarMushkebab | <<link "Eat">> <<set $threeStarMushkebab -= 1>> <<set $curHunger += 104>> <<goto "Wardrobe">> <</link>> </li> <</if>> <<if $oneStarBsandwich > 0>> <li> ☆ Boar sandwich: $oneStarBsandwich | <<link "Eat">> <<set $oneStarBsandwich -= 1>> <<set $curHunger += 89>> <<goto "Wardrobe">> <</link>> </li> <</if>> <<if $twoStarBsandwich > 0>> <li> ☆☆ Boar sandwich: $twoStarBsandwich | <<link "Eat">> <<set $twoStarBsandwich -= 1>> <<set $curHunger += 139>> <<set $CurHP += 7>> <<set $curStamina += 14>> <<set $curFatigue -= 9>> <<goto "Wardrobe">> <</link>> </li> <</if>> <<if $threeStarBsandwich > 0>> <li> ☆☆☆ Boar sandwich: $threeStarBsandwich | <<link "Eat">> <<set $threeStarBsandwich -= 1>> <<set $curHunger += 227>> <<set $CurHP += 15>> <<set $curStamina += 19>> <<set $curFatigue -= 15>> <<goto "Wardrobe">> <</link>> </li> <</if>> <<if $oneStarRsandwich > 0>> <li> ☆ Ragout sandwich: $oneStarRsandwich | <<link "Eat">> <<set $oneStarRsandwich -= 1>> <<set $curHunger += 101>> <<goto "Wardrobe">> <</link>> </li> <</if>> <<if $twoStarRsandwich > 0>> <li> ☆☆ Ragout sandwich: $twoStarRsandwich | <<link "Eat">> <<set $twoStarRsandwich -= 1>> <<set $curHunger += 186>> <<set $CurHP += 9>> <<set $curStamina += 15>> <<set $curFatigue -= 10>> <<goto "Wardrobe">> <</link>> </li> <</if>> <<if $threeStarRsandwich > 0>> <li> ☆☆☆ Ragout sandwich: $threeStarRsandwich | <<link "Eat">> <<set $threeStarRsandwich -= 1>> <<set $curHunger += 247>> <<set $CurHP += 18>> <<set $curStamina += 21>> <<set $curFatigue -= 19>> <<goto "Wardrobe">> <</link>> </li> <</if>> <<if $oneStarBmeat > 0>> <li> ☆ Cooked boar meat: $oneStarBmeat | <<link "Eat">> <<set $oneStarBmeat -= 1>> <<set $curHunger += 65>> <<goto "Wardrobe">> <</link>> </li> <</if>> <<if $twoStarBmeat > 0>> <li> ☆☆ Cooked boar meat: $twoStarBmeat | <<link "Eat">> <<set $twoStarBmeat -= 1>> <<set $curHunger += 98>> <<set $CurHP += 2>> <<set $curStamina += 4>> <<set $curFatigue -= 2>> <<goto "Wardrobe">> <</link>> </li> <</if>> <<if $threeStarBmeat > 0>> <li> ☆☆☆ Cooked boar meat: $threeStarBmeat | <<link "Eat">> <<set $threeStarBmeat -= 1>> <<set $curHunger += 120>> <<set $CurHP += 5>> <<set $curStamina += 9>> <<set $curFatigue -= 5>> <<goto "Wardrobe">> <</link>> </li> <</if>> <<if $oneStarRmeat > 0>> <li> ☆ Cooked ragout meat: $oneStarRmeat | <<link "Eat">> <<set $oneStarRmeat -= 1>> <<set $curHunger += 73>> <<set $CurHP += 2>> <<set $curStamina += 5>> <<set $curFatigue -= 2>> <<goto "Wardrobe">> <</link>> </li> <</if>> <<if $twoStarRmeat > 0>> <li> ☆☆ Cooked ragout meat: $twoStarRmeat | <<link "Eat">> <<set $twoStarRmeat -= 1>> <<set $curHunger += 118>> <<set $CurHP += 5>> <<set $curStamina += 9>> <<set $curFatigue -= 9>> <<goto "Wardrobe">> <</link>> </li> <</if>> <<if $threeStarRmeat > 0>> <li> ☆☆☆ Cooked ragout meat: $threeStarRmeat | <<link "Eat">> <<set $threeStarRmeat -= 1>> <<set $curHunger += 174>> <<set $CurHP += 12>> <<set $curStamina += 14>> <<set $curFatigue -= 15>> <<goto "Wardrobe">> <</link>> </li> <</if>> <<if $oneStarWmeat > 0>> <li> ☆ Cooked wolf meat: $oneStarWmeat | <<link "Eat">> <<set $oneStarWmeat -= 1>> <<set $curHunger += 76>> <<set $CurHP += 3>> <<set $curStamina += 5>> <<set $curFatigue -= 2>> <<goto "Wardrobe">> <</link>> </li> <</if>> <<if $twoStarWmeat > 0>> <li> ☆☆ Cooked wolf meat: $twoStarWmeat | <<link "Eat">> <<set $twoStarWmeat -= 1>> <<set $curHunger += 138>> <<set $CurHP += 6>> <<set $curStamina += 9>> <<set $curFatigue -= 9>> <<goto "Wardrobe">> <</link>> </li> <</if>> <<if $threeStarWmeat > 0>> <li> ☆☆☆ Cooked wolf meat: $threeStarWmeat | <<link "Eat">> <<set $threeStarWmeat -= 1>> <<set $curHunger += 204>> <<set $CurHP += 13>> <<set $curStamina += 15>> <<set $curFatigue -= 15>> <<goto "Wardrobe">> <</link>> </li> <</if>> <<if $oneStarCookedFish > 0>> <li> ☆ Cooked fish: $oneStarCookedFish | <<link "Eat">> <<set $oneStarCookedFish -= 1>> <<set $curHunger += 42>> <<goto "Wardrobe">> <</link>> </li> <</if>> <<if $twoStarCookedFish > 0>> <li> ☆☆ Cooked fish: $twoStarCookedFish | <<link "Eat">> <<set $twoStarCookedFish -= 1>> <<set $curHunger += 62>> <<goto "Wardrobe">> <</link>> </li> <</if>> <<if $threeStarCookedFish > 0>> <li> ☆☆☆ Cooked fish: $threeStarCookedFish | <<link "Eat">> <<set $threeStarCookedFish -= 1>> <<set $curHunger += 85>> <<set $CurHP += 1>> <<set $curStamina += 3>> <<set $curFatigue -= 2>> <<goto "Wardrobe">> <</link>> </li> <</if>> <<if $oneStarRSoup > 0>> <li> ☆ Ragout soup: $oneStarRSoup | <<link "Eat">> <<set $oneStarRSoup -= 1>> <<set $curHunger += 258>> <<set $CurHP += 22>> <<set $curStamina += 15>> <<set $curFatigue -= 10>> <<goto "Wardrobe">> <</link>> </li> <</if>> <<if $twoStarRSoup > 0>> <li> ☆☆ Ragout soup: $twoStarRSoup | <<link "Eat">> <<set $twoStarRSoup -= 1>> <<set $curHunger += 308>> <<set $CurHP += 36>> <<set $curStamina += 27>> <<set $curFatigue -= 19>> <<goto "Wardrobe">> <</link>> </li> <</if>> <<if $threeStarRSoup > 0>> <li> ☆☆☆ Ragout soup: $threeStarRSoup | <<link "Eat">> <<set $threeStarRSoup -= 1>> <<set $curHunger += 373>> <<set $CurHP += 34>> <<set $curStamina += 34>> <<set $curFatigue -= 25>> <<goto "Wardrobe">> <</link>> </li> <</if>> <<if $AnniversaryCakeVanilla > 0>> <li> First year anniversary cake (Vanilla): $AnniversaryCakeVanilla | <<link "Eat">> <<set $AnniversaryCakeVanilla -= 1>> <<set $curHunger += 50>> <<set $curFatigue -= 10>> <<goto "Wardrobe">> <</link>> </li> <</if>> <<if $AnniversaryCakeChocolate > 0>> <li> First year anniversary cake (Chocolate): $AnniversaryCakeChocolate | <<link "Eat">> <<set $AnniversaryCakeChocolate -= 1>> <<set $curHunger += 50>> <<set $CurHP += 10>> <<set $curStamina += 10>> <<goto "Wardrobe">> <</link>> </li> <</if>> <<if $fireStopperScroll > 0>> <li> Fire stopper scroll: $fireStopperScroll | <<link "Read it">> <<script>> UI.alert("You learn the fire stop skill. Whenever you get set on fire you will have the option to set it off but it will cost stamina."); <</script>> <<run $combatSkills.push("Fire stop")>> <<goto "Wardrobe">> <<set $fireStopperScroll -= 1>> <</link>> </li> <</if>> <<if $genderChangingPotion > 0>> <li> Gender changing potion: $genderChangingPotion | <<link "Male">> <<set $gender to "Male">> <<set $genderChangingPotion -= 1>> <<goto "Wardrobe">> <</link>> | <<link "Female">> <<set $genderChangingPotion -= 1>> <<set $gender to "Female">> <<goto "Wardrobe">> <</link>> | <<link "Nonbinary">> <<set $genderChangingPotion -= 1>> <<set $gender to "Nonbinary">> <<goto "Wardrobe">> <</link>> </li> <</if>> </ol> <</nobr>>\ <h1><b>MATERIALS</b></h1>\ <<nobr>>\ <ol> <<if $planks > 0>> <li>Wood: $planks</li> <</if>> <<if $crystalFragments > 0>> <li>Crystal fragments: $crystalFragments</li> <</if>> <<if $mayonnaise > 0>> <li>Mayonnaise: $mayonnaise</li> <</if>> <<if $wolfFur > 0>> <li>Wolf fur: $wolfFur</li> <</if>> <<if $oniLeather > 0>> <li>Oni leather: $oniLeather</li> <</if>> <<if $oniTeeth > 0>> <li>Oni teeth: $oniTeeth</li> <</if>> <<if $iron > 0>> <li>Iron: $iron</li> <</if>> </ol> <</nobr>>\ <h1><b>KEYS</b></h1>\ <<nobr>>\ <ol> <<if $f1key > 0>> <li>Floor 1 dungeon key: $f1key</li> <</if>> </ol> <</nobr>>\ <<link "Go back">> <<goto $lastVisitedPassage1>> <</link>><div class="UIButtons"> Your stats: HP: <<= $CurHP.toFixed(0)>>/<<= $MaxHP.toFixed(0)>> STM: <<= $curStamina.toFixed(0)>>/<<= $maxStamina.toFixed(0)>> Level: $Level XP: <<= $CurXP.toFixed(0)>>/<<= $MaxXP.toFixed(0)>> Coins: $Coins STR: $STR <<nobr>> <<button "Add a point to STR">> <<if $Points >= 1>> <<set $Points -= 1>> <<set $STR += 1>> <<goto "Stat points">> <<elseif $Points < 1>> <<script>> UI.alert("You dont have enough points!"); <</script>> <</if>> <</button>> DEF: $DEF <<button "Add a point to DEF">> <<if $Points >= 1>> <<set $Points -= 1>> <<set $DEF += 1>> <<goto "Stat points">> <<elseif $Points < 1>> <<script>> UI.alert("You dont have enough points!"); <</script>> <</if>> <</button>> DEX: $DEX <<button "Add a point to DEX">> <<if $Points >= 1>> <<set $Points -= 1>> <<set $DEX += 1>> <<set $maxStamina += 25>> <<goto "Stat points">> <<elseif $Points < 1>> <<script>> UI.alert("You dont have enough points!"); <</script>> <</if>> <</button>> INT: $INT <<button "Add a point to INT">> <<if $Points >= 1>> <<set $Points -= 1>> <<set $INT += 1>> <<goto "Stat points">> <<elseif $Points < 1>> <<script>> UI.alert("You dont have enough points!"); <</script>> <</if>> <</button>> <</nobr>> You have $Points points. </div> <<link "Go back">> <<goto $lastVisitedPassage1>> <</link>>You started going deeper into the forest. There are a lot of trees and its oddly quiet. Go deeper into the forest: <<link [[Go in running|Path 3.3]]>> <<dateadd '5m'>> <<set $curFatigue += 55>> <<set $randomEncounter2 = $battleEvent2.random()>> <<if $randomEncounter2 == "None" && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<elseif $randomEncounter2 == "Rabbit" && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 3.2">> <<Rabbit>><</Rabbit>> <<dateadd '10m'>> <<set $curFatigue += 10>> <<goto "Combat remake">> <<elseif $randomEncounter2 == "Plant monster" && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 3.2">> <<PlantMonster>><</PlantMonster>> <<dateadd '10m'>> <<set $curFatigue += 10>> <<goto "Combat remake">> <<elseif $randomEncounter2 == "Dungeon" && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage1 to "Path 3.2">> <<goto "Dungeon1">> <</if>> <</link>> <<link [[Go in carefully|Path 3.3]]>> <<dateadd '30m'>> <<set $curFatigue += 15>> <<set $randomEncounter2 = $battleEvent2.random()>> <<if $randomEncounter2 == "None" && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<elseif $randomEncounter2 == "Rabbit" && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<Rabbit>><</Rabbit>> <<set $lastVisitedPassage to "Path 3.2">> <<goto "Combat remake">> <<elseif $randomEncounter2 == "Dungeon" && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage1 to "Path 3.2">> <<goto "Dungeon1">> <</if>> <</link>> Go back: <<link [[Go back running|Path 3.1]]>> <<dateadd '5m'>> <<set $curFatigue += 55>> <<set $location to "forest1">> <<set $randomEncounter2 = $battleEvent2.random()>> <<if $randomEncounter2 == "None" && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<elseif $randomEncounter2 == "Rabbit" && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 3.2">> <<Rabbit>><</Rabbit>> <<dateadd '10m'>> <<set $curFatigue += 10>> <<goto "Combat remake">> <<elseif $randomEncounter2 == "Plant monster" && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 3.2">> <<PlantMonster>><</PlantMonster>> <<dateadd '10m'>> <<set $curFatigue += 10>> <<goto "Combat remake">> <<elseif $randomEncounter2 == "Dungeon" && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage1 to "Path 3.2">> <<goto "Dungeon1">> <</if>> <</link>> <<link [[Go back carefully|Path 3.1]]>> <<dateadd '30m'>><<set $location to "forest1">> <<set $curFatigue += 15>> <<set $randomEncounter2 = $battleEvent2.random()>> <<if $randomEncounter2 == "None" && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<elseif $randomEncounter2 == "Rabbit" && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 3.2">> <<Rabbit>><</Rabbit>> <<dateadd '10m'>> <<set $curFatigue += 10>> <<goto "Combat remake">> <<elseif $randomEncounter2 == "Dungeon" && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage1 to "Path 3.2">> <<goto "Dungeon1">> <</if>> <</link>> You can: <<link [[Waste time|Path 3.2]]>> <<dateadd '10m'>> <<set $curStamina += 5 + $INT>> <</link>> <<link [[Look for a rabbit|Combat remake]]>> <<set $lastVisitedPassage to "Path 3.2">> <<Rabbit>><</Rabbit>> <<dateadd '10m'>> <<set $curFatigue += 10>> <<dateadd '35m'>> <<set $curFatigue += 15>> <</link>> <<link [[Look for mushrooms|Path 3.2]]>> <<set $finditem to random(10)>> <<set $curFatigue += 15>> <<dateadd '10m'>> <<if $finditem <= 9>> <<set $mushroom += 1>> <</if>> <</link>> <<if $axe1 == true>>\ <<link [[Chop down wood|Path 3.2]]>> <<set $planks += 1>> <<set $curFatigue += 20>> <<dateadd '15m'>> <</link>> <<elseif $axe1 == false>>\ You need a iron axe to chop down wood! <</if>>\You killed the rabbit and won the battle, gaining <<print ($mobLvl*1.5 + $mobXP).toFixed(0)>> XP and $mobCoins Coins and Raggout meat. <<EventCurrencies>>\ <<link "Go back">> <<goto $lastVisitedPassage>> <<set $killedRabbits += 1>> <<set $ragoutMeat += 1>> <<MobRewards>> <</link>>You killed the plant monster and won the battle, gaining <<print ($mobLvl*3 + $mobXP).toFixed(0)>> XP and $mobCoins Coins. <<EventCurrencies>>\ <<link "Go back">> <<goto $lastVisitedPassage>> <<set $killedPM += 1>> <<MobRewards>> <</link>>You started going deeper into the forest. There are a lot of trees and its oddly quiet. Go deeper into the forest: <<link [[Go in running|Path 3.4]]>> <<dateadd '5m'>> <<set $curFatigue += 55>> <<set $randomEncounter2 = $battleEvent2.random()>> <<if $randomEncounter2 == "None">> <<elseif $randomEncounter2 == "Rabbit">> <<set $lastVisitedPassage to "Path 3.3">> <<Rabbit>><</Rabbit>> <<dateadd '10m'>> <<set $curFatigue += 10>> <<goto "Combat remake">> <<elseif $randomEncounter2 == "Plant monster">> <<set $lastVisitedPassage to "Path 3.3">> <<PlantMonster>><</PlantMonster>> <<dateadd '10m'>> <<set $curFatigue += 10>> <<goto "Combat remake">> <<elseif $randomEncounter2 == "Dungeon">> <<set $lastVisitedPassage1 to "Path 3.3">> <<goto "Dungeon1">> <</if>> <</link>> <<link [[Go in carefully|Path 3.4]]>> <<dateadd '30m'>> <<set $curFatigue += 15>> <<set $randomEncounter2 = $battleEvent2.random()>> <<if $randomEncounter2 == "None">> <<elseif $randomEncounter2 == "Rabbit">> <<Rabbit>><</Rabbit>> <<dateadd '10m'>> <<set $curFatigue += 10>> <<set $lastVisitedPassage to "Path 3.4">> <<goto "Combat remake">> <<elseif $randomEncounter2 == "Dungeon">> <<set $lastVisitedPassage1 to "Path 3.4">> <<goto "Dungeon1">> <</if>> <</link>> Go back: <<link [[Go back running|Path 3.2]]>> <<dateadd '5m'>> <<set $curFatigue += 55>> <<set $randomEncounter2 = $battleEvent2.random()>> <<if $randomEncounter2 == "None">> <<elseif $randomEncounter2 == "Rabbit">> <<set $lastVisitedPassage to "Path 3.3">> <<Rabbit>><</Rabbit>> <<dateadd '10m'>> <<set $curFatigue += 10>> <<goto "Combat remake">> <<elseif $randomEncounter2 == "Plant monster">> <<set $lastVisitedPassage to "Path 3.3">> <<PlantMonster>><</PlantMonster>> <<dateadd '10m'>> <<set $curFatigue += 10>> <<goto "Combat remake">> <<elseif $randomEncounter2 == "Dungeon">> <<set $lastVisitedPassage1 to "Path 3.3">> <<goto "Dungeon1">> <</if>> <</link>> <<link [[Go back carefully|Path 3.2]]>> <<dateadd '30m'>> <<set $curFatigue += 15>> <<set $randomEncounter2 = $battleEvent2.random()>> <<if $randomEncounter2 == "None">> <<elseif $randomEncounter2 == "Rabbit">> <<Rabbit>><</Rabbit>> <<dateadd '10m'>> <<set $curFatigue += 10>> <<set $lastVisitedPassage to "Path 3.3">> <<goto "Combat remake">> <<elseif $randomEncounter2 == "Dungeon">> <<set $lastVisitedPassage1 to "Path 3.3">> <<goto "Dungeon1">> <</if>> <</link>> You can: <<link [[Waste time|Path 3.3]]>> <<dateadd '10m'>> <<set $curStamina += 5 + $INT>> <</link>> <<link [[Look for a plant monster|Combat remake]]>> <<PlantMonster>><</PlantMonster>> <<dateadd '10m'>> <<set $curFatigue += 10>> <<dateadd '1h'>> <<set $lastVisitedPassage to "Path 3.3">> <<set $curFatigue += 15>> <</link>> <<if $axe1 == true>>\ <<link [[Chop down wood|Path 3.3]]>> <<set $planks += 1>> <<set $curFatigue += 20>> <<dateadd '15m'>> <</link>> <<elseif $axe1 == false>>\ You need a iron axe to chop down wood! <</if>>\ <<if $isHutFinished == false>> You found a small hut in the forest. It looks pretty destroyed and you can see a person next to it. By memory from the beta its an NPC. <<elseif $isHutFinished == true>> You are outside your hut. You have spent a long time building it and now you can happily live in it. You feel proud of your work. <</if>> <<nobr>> <<if $isHutFinished == false>> <<if $isHutPurchased == false>> <<link [[Speak to the NPC|Forest hut]]>> <</link>> <<elseif $isHutPurchased == true>> <<link [[Go to the hut|Forest unfin outside]]>> <</link>> <</if>> <<elseif $isHutFinished == true>> <<link [[Go to the hut|Forest fin outside]]>> <</link>> <</if>> <</nobr>> Go back: <<link [[Go back running|Path 3.3]]>> <<dateadd '5m'>> <<set $curFatigue += 55>> <<set $randomEncounter2 = $battleEvent2.random()>> <<if $randomEncounter2 == "None">> <<elseif $randomEncounter2 == "Rabbit">> <<Rabbit>><</Rabbit>> <<dateadd '10m'>> <<set $curFatigue += 10>> <<set $lastVisitedPassage to "Path 3.3">> <<goto "Combat remake">> <<elseif $randomEncounter2 == "Plant monster">> <<set $lastVisitedPassage to "Path 3.3">> <<PlantMonster>><</PlantMonster>> <<dateadd '10m'>> <<set $curFatigue += 10>> <<goto "Combat remake">> <<elseif $randomEncounter2 == "Dungeon">> <<set $lastVisitedPassage1 to "Path 3.3">> <<goto "Dungeon1">> <</if>> <</link>> <<link [[Go back carefully|Path 3.3]]>> <<dateadd '30m'>> <<set $curFatigue += 15>> <<set $randomEncounter2 = $battleEvent2.random()>> <<if $randomEncounter2 == "None">> <<elseif $randomEncounter2 == "Rabbit">> <<set $lastVisitedPassage to "Path 3.3">> <<Rabbit>><</Rabbit>> <<dateadd '10m'>> <<set $curFatigue += 10>> <<goto "Combat remake">> <<elseif $randomEncounter2 == "Dungeon">> <<set $lastVisitedPassage1 to "Path 3.3">> <<goto "Dungeon1">> <</if>> <</link>> You can: <<link [[Waste time|Path 3.4]]>> <<dateadd '10m'>> <<set $curStamina += 5 + $INT>> <</link>> <<if $axe1 == true>>\ <<link [[Chop down wood|Path 3.4]]>> <<set $planks += 1>> <<set $curFatigue += 20>> <<dateadd '15m'>> <</link>> <<elseif $axe1 == false>>\ You need a iron axe to chop down wood! <</if>>\You get closer to RadiantRose. <span class="radiant">"What do you want?"</span> 1. <<link [[Speak to her|speak to her]]>> <</link>> 2. <<link [[Invite her to your party|invite her to your party]]>> <<set $lastVisitedPassage to "Town centre">> <</link>> 3. [[Nevermind|Town centre]]<<nobr>><h2>Potions:</h2><</nobr>> <<button "Buy health potion | 48 coins">> <<if $Coins >= 48>> <<set $hpPOT += 1>> <<goto "Buy items">> <<set $Coins -= 48>> <<elseif $Coins <= 47>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy stamina potion | 56 coins">> <<if $Coins >= 56>> <<set $stmPOT += 1>> <<goto "Buy items">> <<set $Coins -= 56>> <<elseif $Coins <= 55>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<nobr>><h2>Food/Ingredients:</h2><</nobr>> <<button "Buy bread | 21 coins">> <<if $Coins >= 21>> <<set $bread += 1>> <<goto "Buy items">> <<set $Coins -= 21>> <<elseif $Coins <= 20>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a carrot | 6 coins">> <<if $Coins >= 6>> <<set $carrot += 1>> <<goto "Buy items">> <<set $Coins -= 6>> <<elseif $Coins <= 5>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a mushroom | 9 coins">> <<if $Coins >= 9>> <<set $mushroom += 1>> <<goto "Buy items">> <<set $Coins -= 9>> <<elseif $Coins <= 8>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy mayonnaise | 23 coins">> <<if $Coins >= 23>> <<set $mayonnaise += 1>> <<goto "Buy items">> <<set $Coins -= 23>> <<elseif $Coins <= 22>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> [[Go back|Shop 1]]You enter the hospital. It is not the same hospital as the beta so you are confused... Infront of you there's a receptionist. There's a small sign saying: "If you need healing ask the receptionish for meds. Doc is away." You stare at it confused, "Doesn't this place need a doctor to heal people? What if its something a potion cant do..." is what you think... 1. <<link [[Ask for healing|Doc heal]]>> <</link>> 2. <<link [[Go back|Town entarance]]>> <<dateadd '1m'>> <</link>>"Hey there. What do you need from me?" asks the receptionist. "I need to heal..." you respond. "Healing will cost 50 Coins... We will heal you back to max health." Your hp: $CurHP/$MaxHP Do you accept? 1. <<link [[Yes|Doc heal]]>> <<if $Coins >= 50>> <<set $Coins -= 50>> <<set $CurHP to $MaxHP>> <<set $CurHP to $MaxHP>> <<set $CurHPRadiantRose to $MaxHPRadiantRose>> <<set $CurHPShadowScythe to $MaxHPShadowScythe>> <<set $CurHPCrimsonSentinel to $MaxHPCrimsonSentinel>> <<set $wolfCurHP to $wolfMaxHP>> <</if>> <</link>> 2. [[No|Hospital]] You lay down, closing your eyes... Its super uncomfortable. You sleep for: <<link [[Sleep for 1 hour|Sleep 1]]>> <<set $fatigueFaint to 0>> <<dateadd '1h'>> <<set $curStamina += 25>> <<set $CurHP += 10>> <<set $curFatigue -= 50>> <<set $curHunger -= 10>> <<set $CurHPShadowScythe += 20>> <<set $curStaminaShadowScythe += 20>> <<set $CurHPRadiantRose += 20>> <<set $curStaminaRadiantRose += 20>> <<set $CurHPCrimsonSentinel += 20>> <<set $curStaminaCrimsonSentinel += 20>> <<set $curStaminaZegrath += 20>> <<set $CurHPZegrath += 20>> <<set $wolfCurSTM += 20>> <<set $wolfCurHP += 20>> <<set $CurFear -= 10>> <</link>> <<link [[Sleep for 2 hour|Sleep 1]]>> <<dateadd '2h'>> <<set $fatigueFaint to 0>> <<set $curStamina += 50>> <<set $CurHP += 20>> <<set $curFatigue -= 100>> <<set $curHunger -= 20>> <<set $CurHPShadowScythe += 40>> <<set $curStaminaShadowScythe += 40>> <<set $CurHPRadiantRose += 40>> <<set $curStaminaRadiantRose += 40>> <<set $CurHPCrimsonSentinel += 40>> <<set $curStaminaCrimsonSentinel += 40>> <<set $curStaminaZegrath += 40>> <<set $CurHPZegrath += 40>> <<set $wolfCurSTM += 40>> <<set $wolfCurHP += 40>> <<set $CurFear -= 20>> <</link>> <<link [[Sleep for 3 hour|Sleep 1]]>> <<set $fatigueFaint to 0>> <<dateadd '3h'>> <<set $curStamina += 75>> <<set $CurHP += 30>> <<set $curFatigue -= 150>> <<set $curHunger -= 30>> <<set $CurHPShadowScythe += 60>> <<set $curStaminaShadowScythe += 60>> <<set $CurHPRadiantRose += 60>> <<set $curStaminaRadiantRose += 60>> <<set $CurHPCrimsonSentinel += 60>> <<set $curStaminaCrimsonSentinel += 60>> <<set $wolfCurSTM += 60>> <<set $wolfCurHP += 60>> <<set $curStaminaZegrath += 60>> <<set $CurHPZegrath += 60>> <<set $CurFear -= 30>> <</link>> <<link [[Sleep for 4 hour|Sleep 1]]>> <<set $fatigueFaint to 0>> <<dateadd '4h'>> <<set $curStamina += 100>> <<set $CurHP += 40>> <<set $curFatigue -= 200>> <<set $curHunger -= 40>> <<set $CurHPShadowScythe += 80>> <<set $curStaminaShadowScythe += 80>> <<set $CurHPRadiantRose += 80>> <<set $curStaminaRadiantRose += 80>> <<set $CurHPCrimsonSentinel += 80>> <<set $curStaminaCrimsonSentinel += 80>> <<set $wolfCurSTM += 80>> <<set $wolfCurHP += 80>> <<set $curStaminaZegrath += 80>> <<set $CurHPZegrath += 80>> <<set $CurFear -= 40>> <</link>> <<link [[Sleep for 5 hour|Sleep 1]]>> <<set $fatigueFaint to 0>> <<dateadd '5h'>> <<set $curStamina += 125>> <<set $CurHP += 50>> <<set $curFatigue -= 250>> <<set $curHunger -= 50>> <<set $CurHPShadowScythe += 100>> <<set $curStaminaShadowScythe += 100>> <<set $CurHPRadiantRose += 100>> <<set $curStaminaRadiantRose += 100>> <<set $CurHPCrimsonSentinel += 100>> <<set $curStaminaCrimsonSentinel += 100>> <<set $curStaminaZegrath += 100>> <<set $CurHPZegrath += 100>> <<set $wolfCurSTM += 100>> <<set $wolfCurHP += 100>> <<set $CurFear -= 50>> <</link>> <<link [[Sleep for 6 hour|Sleep 1]]>> <<set $fatigueFaint to 0>> <<dateadd '6h'>> <<set $curStamina += 150>> <<set $CurHP += 60>> <<set $curFatigue -= 300>> <<set $curHunger -= 60>> <<set $CurHPShadowScythe += 120>> <<set $curStaminaShadowScythe += 120>> <<set $CurHPRadiantRose += 120>> <<set $curStaminaRadiantRose += 120>> <<set $CurHPCrimsonSentinel += 120>> <<set $curStaminaCrimsonSentinel += 120>> <<set $curStaminaZegrath += 120>> <<set $CurHPZegrath += 120>> <<set $wolfCurSTM += 120>> <<set $wolfCurHP += 120>> <<set $CurFear -= 60>> <</link>> <<link [[Sleep for 7 hour|Sleep 1]]>> <<set $fatigueFaint to 0>> <<dateadd '7h'>> <<set $curFatigue -= 350>> <<set $curStamina += 175>> <<set $CurHP += 70>> <<set $curHunger -= 70>> <<set $CurHPShadowScythe += 140>> <<set $curStaminaShadowScythe += 140>> <<set $CurHPRadiantRose += 140>> <<set $curStaminaRadiantRose += 140>> <<set $CurHPCrimsonSentinel += 140>> <<set $curStaminaCrimsonSentinel += 140>> <<set $curStaminaZegrath += 140>> <<set $CurHPZegrath += 140>> <<set $wolfCurSTM += 140>> <<set $wolfCurHP += 140>> <<set $CurFear -= 70>> <</link>> <<link [[Sleep for 8 hour|Sleep 1]]>> <<set $fatigueFaint to 0>> <<dateadd '8h'>> <<set $curStamina += 200>> <<set $curFatigue -= 400>> <<set $CurHP += 80>> <<set $curHunger -= 80>> <<set $CurHPShadowScythe += 160>> <<set $curStaminaShadowScythe += 160>> <<set $CurHPRadiantRose += 160>> <<set $curStaminaRadiantRose += 160>> <<set $CurHPCrimsonSentinel += 160>> <<set $curStaminaCrimsonSentinel += 160>> <<set $curStaminaZegrath += 160>> <<set $CurHPZegrath += 160>> <<set $wolfCurSTM += 160>> <<set $wolfCurHP += 160>> <<set $CurFear -= 80>> <</link>> <<link [[Sleep for 9 hour|Sleep 1]]>> <<set $fatigueFaint to 0>> <<dateadd '9h'>> <<set $curStamina += 225>> <<set $CurHP += 90>> <<set $curFatigue -= 450>> <<set $curHunger -= 90>> <<set $CurHPShadowScythe += 180>> <<set $curStaminaShadowScythe += 180>> <<set $CurHPRadiantRose += 180>> <<set $curStaminaRadiantRose += 180>> <<set $CurHPCrimsonSentinel += 180>> <<set $curStaminaCrimsonSentinel += 180>> <<set $curStaminaZegrath += 180>> <<set $CurHPZegrath += 180>> <<set $wolfCurSTM += 180>> <<set $wolfCurHP += 180>> <<set $CurFear -= 90>> <</link>> <<link "Go back">> <<goto $lastVisitedPassage1>> <</link>> [[Back|Changelogs and game information]] - You can now speak to Radiant at the town centre. - You can now invite Radiant to your party. - You can now speak to Crismon and Shadow at their specific time - You can now buy stuff from the First towns shop - You can use potions in the inventory and during combat - Charge not working on Plant monster - Changed Planet monsters HP from 90 to 75 - RadiantRose's health also gets filled when you go to the hospital - Secret names. Some have their own outfits that are unobtainable. - You start with 1 points now - Fixed a type in the finish char creation screen - Updated the finish char creation screen to now include stat editing - STR no longer gets counted when using Charge - Added fatigue - Added Fainting - Added meters (thanks to ChapelRs custom macro!) - Most places close at a specific time - Raised the Max XP multiplier from 1.1 to 1.25 - Made the max HP gained from leveling up from 125 to 50 - Added colored text for important characters - The tailor shop has been finished - The weaponsmith was finished. - Some weapons take more stamina than other weapons - Running away from combat has been added - Added convo with Radiant after the 3pm event - Added a materials tab in the wardrobe inventory - The forest hut has been finished. This one was extremely annoying to make. AND I MEAN IT THIS FUCKING PEACE OF SHIT TOOK ME 10 GOD DAMN HOURS FOR A GOD DAMN HOUSE IM NEVER DOING THIS SHIT AGAIN - Finally made the Inn a daily purchase thing. It resets around 12am to 9am doe so watch out not to leave ur room at those hours... - Added a day/nigh cycle - Added locations to the paperdoll (im sorry about how bad it looks) - Radiant has 125 max Stamina and a 1 DEX point - Int was finally given a purpose - Fixed looking for a rabbit and killing it would send you a passage behind - Fixed some punctuation mistakes in the text - Fixed some typos in link places cuz im dumb - Fixed a bug where the player could have more than the allowed HP - Fixed winning against a rabbit or a plant monster saying that you gained boar meat - Fixed the 2 meats not appearing on the sidescreen INV - Fixed DEX not giving max stamina, it was giving just stamina - Fixed Player damage bug if you have higher DEF than the hp taken away when hit - Fixed the time not getting changed with 10 minutes when looking for a boar in some places - Fixed Stat point screen saying add to STR only. - Fixed not being able to use potions when fighting boars if you are not in a party. - Fixed starting with 1 DEX and 1 STR??? Idk how I let that one slip through??? - Sleeping for 1 hour on a good bed not giving hp - Fixed Radiants stab depending on your STR stat - Fixed a bug where the player wont be able to get some of the new features if they are on a older version of the game NEW ITEMS: HP potions Tier 1 Stamina potions Leather chestplate Leather leggings Leather boots Axe Shovel Wood Copper sword Copper rapier Copper heavy sword [[Back|Changelogs and game information]]"Hey, Radiant what are you doing right now?" you ask. <span class="radiant">"Nothing much. Just looking around the city. The jewelry here is amazing though."</span> "Oh yeah the jewlry here is amazing." The two of you talk about jewelry. <<link [[Go back|Town centre]]>> <<dateadd '1h'>> <<set $radiantRoseAffection += 1>> <<set $CurFear -= 1>> <</link>> "Hey Radiant." you say <span class="radiant">"What is it $gamename"</span> she responds... "Wanna join my party?" <span class="radiant">"Yeah sure."</span> she says as you send her a party request. She accepts it. <<link "Go back">> <<if $partyMembers.includes("RadiantRose") or $partyMembers.length >= 4>> <<else>> <<run $partyMembers.push("RadiantRose")>> <<set $partyON to true>> <<dateadd '5m'>> <</if>> <<goto $lastVisitedPassage>> <</link>><<button "Buy leather chesplate | 120 coins">> <<if $Coins >= 120>> <<set $leatherCP to true>> <<set $Coins -= 120>> <<goto "Buy gear">> <<elseif $Coins <= 119>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy leather pants | 112 coins">> <<if $Coins >= 112>> <<set $leatherP to true>> <<set $Coins -= 112>> <<goto "Buy gear">> <<elseif $Coins <= 111>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy leather boots | 98 coins">> <<if $Coins >= 98>> <<set $leatherB to true>> <<set $Coins -= 98>> <<goto "Buy gear">> <<elseif $Coins <= 97>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy hardened leather chestplate | 175 coins">> <<if $Coins >= 175>> <<set $leatherHCP to true>> <<set $Coins -= 175>> <<goto "Buy gear">> <<elseif $Coins <= 174>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy hardened leather pants | 157 coins">> <<if $Coins >= 157>> <<set $leatherHP to true>> <<set $Coins -= 157>> <<goto "Buy gear">> <<elseif $Coins <= 156>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy hardened leather boots | 123 coins">> <<if $Coins >= 123>> <<set $leatherHB to true>> <<set $Coins -= 123>> <<goto "Buy gear">> <<elseif $Coins <= 122>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> [[Go back|Armor shop 1]]<span class="radiant">"$name... $name! Wake up!"</span> you hear someone say... You open your eyes to see that you are laying on a bed in a room. RadiantRose is right next to you sitting on a chair. <span class="radiant">"You god damn dumbass what did you do?! How did you manage to faint!"</span> she says worried. "Sorry... I just got a bit too tired..." you respond. Still tired. A person comes in and you recognize them. It's the receptionist from the hospital. "Hey kid. You finally woke up?" she says. "Yeah... Thanks for taking care of me? How did I get here anyways?" you asked the receptionist. "No worries. This girl says that she randomly found you. She carried you all the way to here. You should rest up by the way. It wont be a problem." "I see... Thank you all for helping me.." you respond. You decided to check your stats and see that you are missing some coins... You seem to be messing $coinsloss Coins... <<dateadd '10h'>> 1. <<link [[Sleep|Sleep 1]]>> <<set $lastVisitedPassage1 to "Faint">> <</link>> 2. [[Hospital]] <<button "Buy a red cape | 150 coins">> <<if $Coins >= 150>> <<set $cape1 to true>> <<set $Coins -= 150>> <<goto "Buy clothes">> <<elseif $Coins <= 149>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a blue shirt | 25 coins">> <<if $Coins >= 25>> <<set $shirt1 to true>> <<set $Coins -= 25>> <<goto "Buy clothes">> <<elseif $Coins <= 24>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a red shirt | 25 coins">> <<if $Coins >= 25>> <<set $shirt2 to true>> <<set $Coins -= 25>> <<goto "Buy clothes">> <<elseif $Coins <= 24>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a green shirt | 25 coins">> <<if $Coins >= 25>> <<set $shirt3 to true>> <<set $Coins -= 25>> <<goto "Buy clothes">> <<elseif $Coins <= 24>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a pink shirt | 25 coins">> <<if $Coins >= 25>> <<set $shirt4 to true>> <<set $Coins -= 25>> <<goto "Buy clothes">> <<elseif $Coins <= 24>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a white shirt | 25 coins">> <<if $Coins >= 25>> <<set $shirt5 to true>> <<set $Coins -= 25>> <<goto "Buy clothes">> <<elseif $Coins <= 24>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a black shirt | 25 coins">> <<if $Coins >= 25>> <<set $shirt6 to true>> <<set $Coins -= 25>> <<goto "Buy clothes">> <<elseif $Coins <= 24>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a blue open shoulder shirt | 25 coins">> <<if $Coins >= 25>> <<set $shirt7 to true>> <<set $Coins -= 25>> <<goto "Buy clothes">> <<elseif $Coins <= 24>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a red open shoulder shirt | 25 coins">> <<if $Coins >= 25>> <<set $shirt8 to true>> <<set $Coins -= 25>> <<goto "Buy clothes">> <<elseif $Coins <= 24>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a green open shoulder shirt | 25 coins">> <<if $Coins >= 25>> <<set $shirt9 to true>> <<set $Coins -= 25>> <<goto "Buy clothes">> <<elseif $Coins <= 24>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a pink open shoulder shirt | 25 coins">> <<if $Coins >= 25>> <<set $shirt10 to true>> <<set $Coins -= 25>> <<goto "Buy clothes">> <<elseif $Coins <= 24>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a white open shoulder shirt | 25 coins">> <<if $Coins >= 25>> <<set $shirt11 to true>> <<set $Coins -= 25>> <<goto "Buy clothes">> <<elseif $Coins <= 24>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a black open shoulder shirt | 25 coins">> <<if $Coins >= 25>> <<set $shirt12 to true>> <<set $Coins -= 25>> <<goto "Buy clothes">> <<elseif $Coins <= 24>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a blue tank top | 16 coins">> <<if $Coins >= 16>> <<set $shirt13 to true>> <<set $Coins -= 16>> <<goto "Buy clothes">> <<elseif $Coins <= 15>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a red tank top | 16 coins">> <<if $Coins >= 16>> <<set $shirt14 to true>> <<set $Coins -= 16>> <<goto "Buy clothes">> <<elseif $Coins <= 15>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a green tank top | 16 coins">> <<if $Coins >= 16>> <<set $shirt15 to true>> <<set $Coins -= 16>> <<goto "Buy clothes">> <<elseif $Coins <= 15>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a pink tank top | 16 coins">> <<if $Coins >= 16>> <<set $shirt16 to true>> <<set $Coins -= 16>> <<goto "Buy clothes">> <<elseif $Coins <= 15>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a white tank top | 16 coins">> <<if $Coins >= 16>> <<set $shirt17 to true>> <<set $Coins -= 16>> <<goto "Buy clothes">> <<elseif $Coins <= 15>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a black tank top | 16 coins">> <<if $Coins >= 16>> <<set $shirt18 to true>> <<set $Coins -= 16>> <<goto "Buy clothes">> <<elseif $Coins <= 15>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy pants | 25 coins">> <<if $Coins >= 25>> <<set $pants1 to true>> <<set $Coins -= 25>> <<goto "Buy clothes">> <<elseif $Coins <= 24>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy gray pants | 25 coins">> <<if $Coins >= 25>> <<set $pants2 to true>> <<set $Coins -= 25>> <<goto "Buy clothes">> <<elseif $Coins <= 24>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy white pants | 25 coins">> <<if $Coins >= 25>> <<set $pants3 to true>> <<set $Coins -= 25>> <<goto "Buy clothes">> <<elseif $Coins <= 24>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a skirt | 25 coins">> <<if $Coins >= 25>> <<set $skirt1 to true>> <<set $Coins -= 25>> <<goto "Buy clothes">> <<elseif $Coins <= 24>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> [[Go back|Tailor 1]]<<button "Buy a copper sword | 132 coins">> <<if $Coins >= 132>> <<set $sword1 to true>> <<set $Coins -= 132>> <<goto "Buy weapons">> <<elseif $Coins <= 131>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a copper short sword with a shield | 132 coins">> <<if $Coins >= 132>> <<set $swordnshield1 to true>> <<set $Coins -= 132>> <<goto "Buy weapons">> <<elseif $Coins <= 131>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a copper rapier | 134 coins">> <<if $Coins >= 134>> <<set $rapier1 to true>> <<set $Coins -= 134>> <<goto "Buy weapons">> <<elseif $Coins <= 133>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a copper heavy sword | 156 coins">> <<if $Coins >= 156>> <<set $heavysword1 to true>> <<set $Coins -= 156>> <<goto "Buy weapons">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy an axe | 65 coins">> <<if $Coins >= 65>> <<set $axe1 to true>> <<set $Coins -= 65>> <<goto "Buy weapons">> <<elseif $Coins <= 64>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a shovel | 65 coins">> <<if $Coins >= 65>> <<set $shovel1 to true>> <<set $Coins -= 65>> <<goto "Buy weapons">> <<elseif $Coins <= 64>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> [[Go back|Weaponsmith 1]] You decided that you should run away... <<link "Go back">> <<goto $lastVisitedPassage>> <</link>>You see Crimson looking at some of the weapons at the weaponsmith. You went to see him. "What's up Crimson." you say. <span class="crimson">"Oh hey there $gamename. Do you need anything?"</span> 1. <<link [[Speak to him|speak to crimson]]>> <</link>> 2. <<link [[Invite him to your party|invite crimson to your party]]>> <<set $lastVisitedPassage to "Town centre">> <</link>> 3. [[Nevermind|Town centre]]You see Shadow in the distance, sitting on a bench. You decide to approach him. "What's up." you say. <span class="shadow">"Nothing much. Just chilling y'know? What do you need anyways." </span> 1. <<link [[Speak to him|speak to shadow]]>> <</link>> 2. <<link [[Invite him to your party|invite shadow to your party]]>> <<set $lastVisitedPassage to "Town centre">> <</link>> 3. [[Nevermind|Town centre]]You manage to find your sister. She has sat down on the floor and is saying something... <span class="radiant">"What the... What the fuck happened?! Did he actually mean it?! That we are stuck until we beat the game... and if we die... we die for real?! Is that some messed up joke?" </span> she says. You get close to her and sat next to her. "I don't know what's going on here or why he decided to do this but we will get out of here alive." you tell her, she looks at you with tears in her eyes. <span class="radiant"> "This is messed up..." </span> "Yeah it is... We should get going though. We need to get stronger so we get out of here alive." you say opening your menu and sending her a party invite. She accepts it. <span class="radiant"> "Alright... Let's get going." </span> she says in a shaky voice. <<link [[Town centre]]>> <<set $hasSpokenWithRadiant to true>> <<set $partyON to true>> <<run $partyMembers.push("RadiantRose")>> <</link>>You are walking down the street going looking for the Inn. <span class="crimson">"HEY $gamename COME HERE!"</span> you hear someone screaming to you. You turned back to see CrimsonSentinel and ShadowScythe. "YO WHAT IS IT!" you scream back, going to them. <span class="crimson">"Me and Shadow were arguing on what is better... Cats or dogs and we wanted to get your opinion on it..."</span> he says... <span class="shadow">"$gamename listen this is a REALLY serious, life changing question that could end the ENTIRE world if you give the wrong anser."</span> "W H A T" <<link [[Dogs|Dogs]]>> <<set $crimsonSentinelAffection += 1>> <</link>> <<link [[Cats|Cats]]>> <<set $shadowScytheAffection += 1>> <</link>> You see ShadowScythe sitting on a bench talking to CrimsonSentinel You decide to go to them. "Hey yall." you say to them, they turn to you. <span class="shadow">"Oh hey there $gamename... What are you up to?"</span> "Nothing much, just saw the 2 of you and decided to say hi. Why are the 2 of you up so late anyways?" you ask them. <span class="crimson">"This crazy man decided to get me at this late hour to level up!"</span> he says EXTREMELY tired, now that you look at him he looks extremely tired... "I see... Mind if I join yall?" <span class="shadow">"Yeah sure..."</span> <span class="crimson">"Oh look you have $gamename to come with you! I'll go sleep now thanks!"</span> says Crimson as he quickly starts heading back to his inn room... ShadowScythe tries to stop him but he trips on something and fell... <<link [[Town centre]]>> <<set $hasSpokenWithShadow to true>> <<run $partyMembers.push("ShadowScythe")>> <<set $partyON to true>> <</link>> You get closer to the NPC and he says "Hey there, im looking to sell this house. It's barely worth anything and Its pretty destroyed." <div class="UIButtons"> <<button "Buy the hut | 1200 coins">> <<if $Coins >= 1200>> <<set $Coins -= 1200>> <<set $isHutPurchased to true>> <<goto "Path 3.4">> <<elseif $isHutPurchased == true>> <<script>> UI.alert("You already bought the house!"); <</script>> <<elseif $Coins <= 1119>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> </div> [[Go back|Path 3.4]]You go inside your forest hut. It's <<if $hutTask1 == false>>pretty dusty<<elseif $hutTask1>>clean<</if>>, the floor is <<if $hutTask2 == false>>pretty much destroyed<<elseif $hutTask2>>fixed<</if>>. <<nobr>> <<if $hutTask4 == false>>The bedroom looks really, really bad. You can barely go inside of it but its somehow manageable. There are vines inside of it, theres a small tree coming out of the floor, the floor is absolutely missing, the wardrobe is barely kept together. Its just a huge mess. <<elseif $hutTask4 == true>> The bedroom looks much better now. Its clean, the floor is nice, and the wardrobe is in a much better condition than it was. <</if>> <</nobr>> <<nobr>> <<if $hutTask5 == false>>The kitchen looks better than the bedroom. It has a stove, a fridge and a table. It has a chair to the corner but its broken in two... The floor is missing a few planks. <<elseif $hutTask5 == true>> The kitchen looks good to you. The floor is well made, the chair is fixed, the table is cleaner and everything about it looks better. <</if>> <</nobr>> <<nobr>> <<if $hutTask1 == false>> <<link [[Clean up the place|Forest unfin]]>> <<dateadd '1h'>> <<set $curFatigue += 85>> <<set $hutCleaned += 1>> <</link>> | Cleanliness: $hutCleaned/20 <<elseif $hutTask1 == true>> The hut is now clean. Well done. <</if>> <<if $hutCleaned >= 20>> <<set $hutTask1 to true>> <<set $hutCleaned to 0>> <<goto "Forest unfin">> <</if>> <</nobr>> <<nobr>> <<if $hutTask2 == false>> <<link [[Repair the floor|Forest unfin]]>> <<if $planks >= 25>> <<dateadd '5h'>> <<set $curFatigue += 625>> <<set $hutTask2 to true>> <<set $planks -= 25>> <</if>> <</link>> | Planks needed $planks/25 <<elseif $hutTask2 == true>> The floor is now fixed. Well done. <</if>> <</nobr>> <<nobr>> <<if $hutTask4 == false>> <<link [[Repair the bedroom|Forest unfin]]>> <<if $planks >= 55>> <<dateadd '12h'>> <<set $curFatigue += 925>> <<set $hutTask4 to true>> <<set $planks -= 55>> <</if>> <</link>> | Planks needed $planks/55 <<elseif $hutTask4 == true>> The bedroom is now repaired. Well done. <</if>> <</nobr>> <<nobr>> <<if $hutTask5 == false>> <<link [[Repair the kitchen|Forest unfin]]>> <<if $planks >= 35>> <<dateadd '10h'>> <<set $curFatigue += 885>> <<set $hutTask5 to true>> <<set $planks -= 35>> <</if>> <</link>> | Planks needed $planks/35 <<elseif $hutTask5 == true>> The kitchen is now repaired. Well done. <</if>> <</nobr>> <<link [[Go outside|Forest unfin outside]]>> <<set $location to "forest1">> <</link>> <<link [[Go to the bedroom|Sleep 1]]>> <<set $lastVisitedPassage1 to "Forest unfin">> <</link>> <<link [[Open the stats menu|Stat points]]>> <<set $lastVisitedPassage1 to "Forest unfin">> <</link>>You are at the outside of the hut. <<if $hutTask3 == false>> The roof is pretty much destroyed. There's a lot of holes on it and it looks like its about to fall over. <<elseif $hutTask3 == true>> The roof of the house is looking good. There are no holes on it, it looks clean and its an actual roof now. <</if>> <<nobr>> <<if $hutTask3 == false>> <<link [[Repair the floor|Forest unfin]]>> <<if $planks >= 50>> <<dateadd '10h'>> <<set $curFatigue += 825>> <<set $hutTask3 to true>> <<set $planks -= 50>> <</if>> <</link>> | Planks needed $planks/50 <<elseif $hutTask3 == true>> The roof is now fixed. Well done. <</if>> <</nobr>> <<link [[Go to the path|Path 3.4]]>> <<set $location to "forest2">> <</link>> <<link [[Go in the hut|Forest unfin]]>> <<set $location to "start">> <</link>>You are standing outside your house. You took a lot of time fixing your house and you are happy with what you did. You can: 1. <<link [[Go inside your house|Forest hut corridor]]>> <<set $location to "start">> <</link>> 2. <<link [[Sit down on a chair|Forest fin outside]]>> <<dateadd '5m'>> <<set $curFatigue -=10>> <<set $curStamina += 5>> <</link>> Directions: 1. <<link [[Go to the forest|Path 3.4]]>> <<set $location to "forest1">> <</link>> 2. <<if $pathDone == true>><<link [[Path to the plains|Path 4]]>> <<dateadd '25m'>> <<set $curFatigue += 23>> <<set $location to "plains">> <</link>> <<elseif $pathDone is false>> You haven't made the path yet. <</if>> <<nobr>> <<if $shovel1 == true>> <<if $pathDone == false>> <<link [[Make a path|Forest fin outside]]>> <<set $pathProgress += 1>> <<dateadd '34m'>> <<set $curFatigue += 58>> <</link>> <</if>> <</if>> <<if $shovel1 is false>> You need a iron shovel to make a path! <</if>> <<if $pathDone == false>> <<if $pathProgress <= 20>> | $pathProgress/20 <</if>> <</if>> <</nobr>> You entered your house. Inside there are 3 doors. One leads to the kitchen, the other leads to the bedroom and another one leads to the garden. You can: 1. [[Go to the kitchen|Hut kitchen]] 2. [[Go to your bedroom|Hut bedroom]] 3. <<link [[Go to the backyard]]>> <<set $location to "forest1">> <</link>> 4. <<link [[Go outside|Forest fin outside]]>> <<set $location to "forest1">> <</link>>You finally finished your hut. You come out of the house to take a look at your house when you hear a stick snap from behind. You quickly turn back reaching out for your sword to see a person come out. <span class="radiant">"Wait, wait! It's me!"</span> you hear the person say... "Radiant? What are you doing here? How did you know I was here?" <span class="radiant">"Actually It's me, Crimson and Shadow... We saw you going to the forest a lot and decided to follow you here..."</span> says your sister while you put your sword back. You then see CrimsonSentinel and ShadowScythe coming out of the forest too. <span class="shadow">"God dammit Crimson you loud dumbass!"</span> <span class="crimson">"Hey I didn't mean to step on that stick! How was I meant to see it"</span> "Does it really matter...? So uh... I bought this house a few days ago and decided to turn it into a house I can live in... And I just finished fixing it. So yall wanna do something or...?" you ask them. <span class="shadow">"Hell yeah we do! We decided to bring some food with us. We were gonna ask you to come with us to eat out but now that you have this house let's do it inside!"</span> <span class="radiant">"Man we have some good stuff with us! Look at this!!!"</span> says Radiant, taking out a huge piece of meat from her bag. It looked really well cooked. Though you are a bit confused on //why// its inside a bag "Aight lets go in then..." you say as you all go inside the house. Everyone goes in as you get them to the bedroom since there Isn't really a living room. You bring the table from the kitchen and some chairs. After that Crimson and Radiant fell asleep leaving you and Shadow awake. <span class="shadow">"These two sure fell asleep fast..."</span> "Yeah... So what are you up to these days?" <span class="shadow">"Well nothing much. Just going out to level up. I'm trying to get to level 20 so I can go inside the harder dungeons and shit y'know?"</span> "Alright. Make sure not to die though. The mobs there used to be tougher than the others. The beta at least had them a bit too hard... Perhaps they were buffed." <span class="shadow">"Nah they are still at the same stats as the beta. Speaking off enemies have you noticed anyone following you?"</span> his question takes you out by surprise. What did he mean by that? Has someone been following me? "Huh no? What do you mean?" <span class="shadow">"What I mean is have you seen a PKer. I've heard that they have started appearing a lot more lately. I've had to deal with 1 of them myself. I didn't kill him though because that's just... Wrong. Even for me."</span> "PKers?! Why would anyone do that in a game where death is permament?!" <span class="shadow">"Who knows. This is gonna be a problem if they do continue though."</span> "It sure is gonna be a problem." <span class="shadow">"So um... What are we gonna do now?"</span> "I don't know... You should go to sleep though." <span class="shadow">"Yeah sure."</span> I stood out of my chair and went to my bed... Radiant was laying on it so I just decided to sleep on the floor today. You look over at ShadowScythe. He said <span class="shadow">"The floor eh? That sounds uncomfy. I'm sleeping on this chair"</span> he says. You close your eyes and fall asleep. As you woke up you saw that everyone had left the hut expect for you. <<dateadd '10h'>> <<set $curFatigue to 0>> [[Continue|Hut bedroom]] You enter your bedroom. Inside there's a pretty comfy bed, a wardrobe, four chairs and a table. You can: 1. <<link [[Open your stats screen|Stat points]]>> <<set $lastVisitedPassage1 to "Hut bedroom">> <</link>> 2. <<link [[Open the wardrobe|Wardrobe]]>> <<set $lastVisitedPassage1 to "Hut bedroom">> <</link>> 3. <<link [[Sleep|Sleep]]>> <<set $lastVisitedPassage1 to "Hut bedroom">> <</link>> 4. <<link [[Invite friends over|InviteSelect1]]>> <<set $hutInvites to []>> <</link>> 5. [[Go outside your room|Forest hut corridor]]You enter the kitchen. Inside there's a fridge and a oven. You can: 1. <<link [[Cook|Cooking]]>> <<set $lastvisitedpassage1 to "Hut kitchen">> <</link>> 2. [[Go back|Forest hut corridor]] You are in your backyard. You look around to see 3 clay pots... 1. Clay pot <<if $plantType1 !== "Nothing">>(<<if $waterTime1 <= 50>>The $plantType1 are dry.<<else>>The $plantType1 are not dry.<</if>>)<</if>> <<if $plantType1 !== "Nothing">>\ <<link "Water plants">> <<dateadd "30m">> <<set $curFatigue += 50>> <<set $waterTime1 += 100>> <<goto "Go to the backyard">> <</link>> <<if $timeTillGrowth1 <= 0>>\ <<link "Harvest plants">> <<if $plantType1 == "Carrots">> <<dateadd "30m">> <<set $curFatigue += 50>> <<set $carrot += 25>> <<set $plantType1 to "Nothing">> <<set $waterTime1 to 0>> <<set $timeTillGrowth1 to 0>> <<goto "Go to the backyard">> <<elseif $plantType1 == "Mushrooms">> <<dateadd "30m">> <<set $curFatigue += 50>> <<set $mushroom += 25>> <<set $plantType1 to "Nothing">> <<set $waterTime1 to 0>> <<set $timeTillGrowth1 to 0>> <<goto "Go to the backyard">> <</if>> <</link>> <</if>>\ <</if>>\ <<if $plantType1 == "Nothing">>\ <<if $carrot >= 5>>\ <<link "Plant carrots (5 carrots)">> <<dateadd "15m">> <<set $curFatigue += 20>> <<set $carrot -= 5>> <<set $plantType1 to "Carrots">> <<set $waterTime1 to 0>> <<set $timeTillGrowth1 to 450>> <<goto "Go to the backyard">> <</link>> <</if>>\ <<if $mushroom >= 5>>\ <<link "Plant mushrooms (5 mushrooms)">> <<dateadd "15m">> <<set $curFatigue += 20>> <<set $mushroom -= 5>> <<set $plantType1 to "Mushrooms">> <<set $waterTime1 to 0>> <<set $timeTillGrowth1 to 500>> <<goto "Go to the backyard">> <</link>> <</if>>\ <</if>>\ 2. Clay pot <<if $plantType2 !== "Nothing">>(<<if $waterTime2 <= 50>>The $plantType2 are dry.<<else>>The $plantType2 are not dry.<</if>>)<</if>> <<if $plantType2 !== "Nothing">>\ <<link "Water plants">> <<dateadd "30m">> <<set $curFatigue += 50>> <<set $waterTime2 += 100>> <<goto "Go to the backyard">> <</link>> <<if $timeTillGrowth2 <= 0>>\ <<link "Harvest plants">> <<if $plantType2 == "Carrots">> <<dateadd "30m">> <<set $curFatigue += 50>> <<set $carrot += 25>> <<set $plantType2 to "Nothing">> <<set $waterTime2 to 0>> <<set $timeTillGrowth2 to 0>> <<goto "Go to the backyard">> <<elseif $plantType2 == "Mushrooms">> <<dateadd "30m">> <<set $curFatigue += 50>> <<set $mushroom += 25>> <<set $plantType2 to "Nothing">> <<set $waterTime2 to 0>> <<set $timeTillGrowth2 to 0>> <<goto "Go to the backyard">> <</if>> <</link>> <</if>>\ <</if>>\ <<if $plantType2 == "Nothing">>\ <<if $carrot >= 5>>\ <<link "Plant carrots (5 carrots)">> <<dateadd "15m">> <<set $curFatigue += 20>> <<set $carrot -= 5>> <<set $plantType2 to "Carrots">> <<set $waterTime2 to 0>> <<set $timeTillGrowth2 to 450>> <<goto "Go to the backyard">> <</link>> <</if>>\ <<if $mushroom >= 5>>\ <<link "Plant mushrooms (5 mushrooms)">> <<dateadd "15m">> <<set $curFatigue += 20>> <<set $mushroom -= 5>> <<set $plantType2 to "Mushrooms">> <<set $waterTime2 to 0>> <<set $timeTillGrowth2 to 500>> <<goto "Go to the backyard">> <</link>> <</if>>\ <</if>>\ 3. Clay pot <<if $plantType3 !== "Nothing">>(<<if $waterTime3 <= 50>>The $plantType3 are dry.<<else>>The $plantType3 are not dry.<</if>>)<</if>> <<if $plantType3 !== "Nothing">>\ <<link "Water plants">> <<dateadd "30m">> <<set $curFatigue += 50>> <<set $waterTime3 += 100>> <<goto "Go to the backyard">> <</link>> <<if $timeTillGrowth3 <= 0>>\ <<link "Harvest plants">> <<if $plantType3 == "Carrots">> <<dateadd "30m">> <<set $curFatigue += 50>> <<set $carrot += 25>> <<set $plantType3 to "Nothing">> <<set $waterTime3 to 0>> <<set $timeTillGrowth3 to 0>> <<goto "Go to the backyard">> <<elseif $plantType3 == "Mushrooms">> <<dateadd "30m">> <<set $curFatigue += 50>> <<set $mushroom += 25>> <<set $plantType3 to "Nothing">> <<set $waterTime3 to 0>> <<set $timeTillGrowth3 to 0>> <<goto "Go to the backyard">> <</if>> <</link>> <</if>>\ <</if>>\ <<if $plantType3 == "Nothing">>\ <<if $carrot >= 5>>\ <<link "Plant carrots (5 carrots)">> <<dateadd "15m">> <<set $curFatigue += 20>> <<set $carrot -= 5>> <<set $plantType3 to "Carrots">> <<set $waterTime3 to 0>> <<set $timeTillGrowth3 to 450>> <<goto "Go to the backyard">> <</link>> <</if>>\ <<if $mushroom >= 5>>\ <<link "Plant mushrooms (5 mushrooms)">> <<dateadd "15m">> <<set $curFatigue += 20>> <<set $mushroom -= 5>> <<set $plantType3 to "Mushrooms">> <<set $waterTime3 to 0>> <<set $timeTillGrowth3 to 500>> <<goto "Go to the backyard">> <</link>> <</if>>\ <</if>>\ <<link [[Go back|Forest hut corridor]]>> <<set $location to "start">> <</link>>"So... What are you up to?" <span class="shadow">"Well nothing much. My scythe has been starting to break though so I gotta get It fixed."</span> "Ah I see." The two of you talk about scythes. <<link [[Go back|Town centre]]>> <<dateadd '1h'>> <<set $shadowScytheAffection += 1>> <<set $CurFear -= 1>> <</link>><<if $shadowScytheAffection <= 9>>\ "Oi Shadow... wanna join my party?" you ask ShadowScythe. <span class="shadow">"Nah I can't do that right now."</span> he responds... Maybe he doesn't trust you enough... You should speak to him more. <<link "Go back">> <<dateadd '5m'>> <<goto $lastVisitedPassage>> <</link>> <<elseif $shadowScytheAffection >= 10>>\ "Oi Shadow... wanna join my party?" you ask ShadowScythe. <span class="shadow">"I mean... sure?"</span> he responds... You open your SOCIAL menu, sending him a party request. He accepts it. <<link "Go back">> <<if $partyMembers.includes("ShadowScythe") or $partyMembers.length >= 4>> <<else>> <<run $partyMembers.push("ShadowScythe")>> <<dateadd '5m'>> <<set $partyON to true>> <</if>> <<goto $lastVisitedPassage>> <</link>> <</if>>"So what are you looking for anyways?" <span class="crimson">"I can't decide which sword to get for myself..."</span> "Mmmm wouldn't a heavy sword be good for you?" <span class="crimson">"I can't really swing heavy swords with this armor... Its kinda hard to do so." </span> The 2 of you talk about what sword he should take... You don't come with an answer. <<link [[Go back|Town centre]]>> <<dateadd '1h'>> <<set $crimsonSentinelAffection += 1>> <<set $CurFear -= 1>> <</link>><<if $crimsonSentinelAffection <= 9>>\ "Hey Crimson... wanna join my party?" you ask CrimsonSentinel. <span class="crimson">"Sorry but I can't really do that right now."</span> he responds... Maybe he doesn't trust you enough... You should speak to him more. <<link "Go back">> <<dateadd '5m'>> <<goto $lastVisitedPassage>> <</link>> <<elseif $crimsonSentinelAffection >= 10>>\ "Oi Crimson... Do you want to join my party?" you ask CrimsonSentinel. <span class="crimson">"Absolutely! I would love to join your party!"</span> he responds... You open your SOCIAL menu, sending him a party request. He accepts it. <<link "Go back">> <<if $partyMembers.includes("CrimsonSentinel") or $partyMembers.length >= 4>> <<else>> <<run $partyMembers.push("CrimsonSentinel")>> <<dateadd '5m'>> <<set $partyON to true>> <</if>> <<goto $lastVisitedPassage>> <</link>> <</if>><span class="crimson">"I completely agree with you $gamename Dogs are cleary better than cats because they are friendly and absolutely love you while cats don't love you and aren't that freidnly."</span> <span class= "shadow">"$gamename you have ended this world..."</span> <span class= "crimson"> "Anyways do you want to join my party? I'll be farming for some boar meat..."</span> "Yeah sure..." <<link [[Town centre]]>> <<run $partyMembers.push("CrimsonSentinel")>> <<set $hasSpokenWithCrimson to true>> <<set $partyON to true>> <</link>><span class= "shadow">"HAH I WIIIIIIIIIIIIIIIIIIIIIIIIIIIIN!!! THE WORLD IS NOW A BETTER PLACE AND IT WILL STAY SAFE FOREVER!!!!" <span class= "crimson">"I disagree with your opinion but It's 2 against 1..."</span> <span class= "crimson"> "Anyways $gamename do you want to join my party? I'll be farming for some boar meat..."</span> "Yeah sure..." <<link [[Town centre]]>> <<run $partyMembers.push("CrimsonSentinel")>> <<set $hasSpokenWithCrimson to true>> <<set $partyON to true>> <</link>> [[Back|Changelogs and game information]] - Added nonbinary as a option - Reorganized folder for the textures... Now its still bad - Remade the forest - Added the first ever dungeon - Added more backgrouns - Stamina potions remove 100 fatigue - Attacking adds less fatigue than it used to - Added the floor dungeon - Added a skeleton - Added a skeleton warrior - Added the first floor boss - Made the stats screen a bit more clean - Added a game banner... Its not great but its something - Started working on Oakheart - Made a new event in there - Made a new character - Lowered down the coins given from rabbits and plant monsters - Fatigue gain while doing anything has been lowerd to 2. It was at 5 - Fixed buying clothes from the tailor would sent you to the armor smith... - Fixed buttons not working when trying to buy clothes - Fixed Crimson and Shadow staying in your party after you disband it. - Fixed some places not having backgrounds (like when going from the huts path back to the plains) - Fixed ShadowScythes first convo not working - Fixed ShadowScythe and CrimsonSentinel not getting healed in the hospital - Fixed your XP getting set to 0 even though you had more than the required XP to level up - Fixed the path to your house leading to inside the house and not outside... NEW ITEMS: Red cape Copper short sword with a shield Crystal fragments Floor one key Hardened leather chestplate Hardened leather pants Hardened leather boots The shadow hunters coat Shadow hunters heavy chestplate Shadow hunters light chetsplate Bone heavy sword Bone sword Bone rapier Bone short sword and shield [[Back|Changelogs and game information]]You are standing outside a dungeon that you randomly found in the forest. Directions: <<link [[Go in|Dungeon1.1]]>> <<set $location to "dungeon">> <<set $lastVisitedPassage to "Dungeon1">> <</link>> <<link "Go back">> <<goto $lastVisitedPassage1>> <</link>>You went inside the dungeon. You can walk straight from here but there are a lot of skeletons infront of you. Directions: <<link [[Go forward|Dungeon1.2]]>> <<set $lastVisitedPassage to "Dungeon1.2">> <<Skeleton>><</Skeleton>> <<set $curFatigue += 20>> <<dateadd '12m'>> <<goto "Combat remake">> <</link>> <<link [[Go back|Dungeon1]]>> <<set $location to "forest1">> <<set $lastVisitedPassage to "Dungeon1.1">> <</link>>You went deeper into the dungeon. You can walk left from here but there are a lot of skeletons infront of you. Directions: <<link [[Go left|Dungeon1.3]]>> <<set $lastVisitedPassage to "Dungeon1.3">> <<set $curFatigue += 20>> <<dateadd '12m'>> <<Skeleton>><</Skeleton>> <<goto "Combat remake">> <</link>> <<link [[Go back|Dungeon1.1]]>> <<set $lastVisitedPassage to "Dungeon1.1">> <</link>>You killed the skeleton and won the battle, gaining <<print ($mobLvl*1.5 + $mobXP).toFixed(0)>> XP and $mobXP Coins<<if $lootchance lte 5>> a ring of the undead<</if>> and a crystal fragment. <<EventCurrencies>>\ <<link "Go back">> <<if $lootchance lte 5>> <<set $ringOfTheUndead += 1>> <</if>> <<goto $lastVisitedPassage>> <<set $killedSK += 1>> <<set $crystalFragments += 1>> <<MobRewards>> <</link>>You went deeper into the dungeon. You can walk forward from here but there are a lot of skeletons infront of you. <<set $lootchance to random(100)>> Directions: <<link [[Go forward|Dungeon1.4]]>> <<set $curFatigue += 20>> <<dateadd '12m'>> <<set _randomEncounterDungeon to random(100)>> <<if _randomEncounterDungeon lte 15>> <<goto "Dungeon 1.5">> <<elseif _randomEncounterDungeon lte 100>> <<set $lastVisitedPassage to "Dungeon1.4">> <<Skeleton>><</Skeleton>> <<goto "Combat remake">> <</if>> <</link>> <<link [[Go back|Dungeon1.2]]>> <<set $lastVisitedPassage to "Dungeon1.1">> <</link>>As you walk forward you see a door. You open it to see a treasure chest... You open the chest to see 389 Coins, 2 healing potions<<if $lootchance lte 35>>, a tier 2 healing potion<</if>> and 6 crystal fragments. <<link "Leave the dungeon">> <<goto $lastVisitedPassage1>> <<set $Coins += 389>> <<set $hpPOT += 2>> <<if $lootchance lte 35>> <<set $hpPOT1 += 1>> <</if>> <<set $crystalFragments += 6>> <</link>>You decide to go to the new path you see... Directions: 1. <<link [[Go forward|Path 5.2]]>> <<dateadd '30m'>> <<set $curFatigue += 25>> <<set $randomEncounter1 = $battleEvent1.random()>> <<if $randomEncounter1 == "None" && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<elseif $randomEncounter1 == "Boar" && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 5.1">> <<Boar2>> <</Boar2>> <<goto "Combat remake">> <</if>> <</link>> 2. <<link [[Go backwards|Path5]]>> <<dateadd '30m'>> <<set $curFatigue += 25>> <<set $randomEncounter1 = $battleEvent1.random()>> <<if $randomEncounter1 == "None" && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<elseif $randomEncounter1 == "Boar" && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path5">> <<Boar2>> <</Boar2>> <<goto "Combat remake">> <</if>> <</link>>You can see a huge structure in the distance... You wonder if it was for the floor dungeon. You still cannot remember. Directions: 1. <<link [[Go forward|Path 5.3]]>> <<dateadd '30m'>> <<set $f1DungeonFound to true>> <<set $curFatigue += 25>> <<set $randomEncounter1 = $battleEvent1.random()>> <<if $randomEncounter1 == "None" && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<elseif $randomEncounter1 == "Boar" && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 5.2">> <<Boar2>> <</Boar2>> <<goto "Combat remake">> <</if>> <</link>> 2. <<link [[Go backwards|Path 5.1]]>> <<dateadd '30m'>> <<set $curFatigue += 25>> <<set $randomEncounter1 = $battleEvent1.random()>> <<if $randomEncounter1 == "None" && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<elseif $randomEncounter1 == "Boar" && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<Boar2>> <</Boar2>> <<set $lastVisitedPassage to "Path 5.2">> <<goto "Combat remake">> <</if>> <</link>>You get closer to the said structure. Its the floor dungeon. There is a small camp next to you... There doesn't seem to be any players or NPCs Directions: 1. <<link [[Go backwards|Path 5.2]]>> <<dateadd '30m'>> <<set $curFatigue += 25>> <<set $randomEncounter1 = $battleEvent1.random()>> <<if $randomEncounter1 == "None">> <<elseif $randomEncounter1 == "Boar">> <<Boar2>> <</Boar2>> <<set $lastVisitedPassage to "Path 5.3">> <<goto "Combat remake">> <</if>> <</link>> Locations: 1. <<link [[Go inside the floor dungeon|FD1]]>> <<dateadd '2m'>> <<set $location to "dungeon">> <<set $battleEvent3 = [ "None","SkeletonWarrior"]>> <<set $curFatigue += 25>> <</link>> 2. <<link [[Small camp]]>> <<dateadd '2m'>> <</link>>You go inside the floor dungeon. This place is HUGE from the inside. You dont remember it being THIS big in the beta of the game so you are wondering why it has been changed... "God damn this place is massive" you say to yourself. There are no enemies in here so far but you can see a huge door. You get closer to it and it opens. Directions: <<link [[Go deeper into the floor dungeon...|FD 1.1]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter3 = $battleEvent3.random()>> <<if $randomEncounter3 == "SkeletonWarrior">> <<set $lastVisitedPassage to "FD 1.1">> <<SkeletonWarrior>><</SkeletonWarrior>> <<goto "Combat remake">> <</if>> <</link>> <<link [[Go back...|Path 5.3]]>> <<set $location to "plains">> <</link>>You go to the small camp. There's a fire pit, a cauldron and 3 tents... There's also a wardrobe. You wonder how it got here and if someone dragged it to here or just built it... Or it was placed by the game makers. Who knows. Directions: 1. [[Go back|Path 5.3]] You can: 1. <<link [[Sleep in the tent|Sleep 1]]>> <<set $lastVisitedPassage1 to "Small camp">><</link>> 2. <<link [[Cook on the fire|Cooking]]>> <<set $lastvisitedpassage1 to "Small camp">> <</link>> 3. <<link [[Open the wardrobe|Wardrobe]]>> <<set $lastVisitedPassage1 to "Small camp">> <</link>>You decided to do some cooking. Snacks: <<if $mushroom >= 5>>\ Cook mushroom kebab <<button "Cook | 5 mushrooms">> <<dateadd '4m'>> <<set $cookedmeals += 1>> <<set $curFatigue += 15>> <<set $mushroom -= 5>> <<set $foodrarity to random(100)>> <<if $foodrarity + $INT + $CookingSkill lte 76>> <<set $oneStarMushkebab += 1>> <<set $CookingXP += 6>> <<goto "Cooking">> <<elseif $foodrarity + $INT + $CookingSkill lte 89>> <<set $twoStarMushkebab += 1>> <<set $CookingXP += 15>> <<goto "Cooking">> <<elseif $foodrarity + $INT + $CookingSkill lte 100>> <<set $CookingXP += 25>> <<set $threeStarMushkebab += 1>> <<goto "Cooking">> <</if>> <</button>> <</if>>\ Meals: <<if $boarMeat >= 1>>\ Cook boar meat <<button "Cook | 1 boar meat">> <<dateadd '13m'>> <<set $cookedmeals += 1>> <<set $curFatigue += 15>> <<set $boarMeat -= 1>> <<set $foodrarity to random(100)>> <<if $foodrarity + $INT + $CookingSkill lte 76>> <<set $oneStarBmeat += 1>> <<set $CookingXP += 12>> <<goto "Cooking">> <<elseif $foodrarity + $INT + $CookingSkill lte 89>> <<set $twoStarBmeat += 1>> <<set $CookingXP += 18>> <<goto "Cooking">> <<elseif $foodrarity + $INT + $CookingSkill lte 100>> <<set $CookingXP += 25>> <<set $threeStarBmeat += 1>> <<goto "Cooking">> <</if>> <</button>> <</if>>\ <<if $ragoutMeat >= 1>>\ Cook ragout meat <<button "Cook | 1 ragout meat">> <<set $cookedmeals += 1>> <<dateadd '13m'>> <<set $curFatigue += 15>> <<set $ragoutMeat -= 1>> <<set $foodrarity to random(100)>> <<if $foodrarity + $INT + $CookingSkill lte 76>> <<set $oneStarRmeat += 1>> <<set $CookingXP += 15>> <<goto "Cooking">> <<elseif $foodrarity + $INT + $CookingSkill lte 89>> <<set $twoStarRmeat += 1>> <<set $CookingXP += 19>> <<goto "Cooking">> <<elseif $foodrarity + $INT + $CookingSkill lte 100>> <<set $threeStarRmeat += 1>> <<set $CookingXP += 26>> <<goto "Cooking">> <</if>> <</button>> <</if>>\ <<if $wolfMeat >= 1>>\ Cook wolf meat <<button "Cook | 1 wolf meat">> <<set $cookedmeals += 1>> <<dateadd '14m'>> <<set $curFatigue += 16>> <<set $wolfMeat -= 1>> <<set $foodrarity to random(100)>> <<if $foodrarity + $INT + $CookingSkill lte 76>> <<set $oneStarWmeat += 1>> <<set $CookingXP += 19>> <<goto "Cooking">> <<elseif $foodrarity + $INT + $CookingSkill lte 89>> <<set $twoStarWmeat += 1>> <<set $CookingXP += 23>> <<goto "Cooking">> <<elseif $foodrarity + $INT + $CookingSkill lte 100>> <<set $threeStarWmeat += 1>> <<set $CookingXP += 39>> <<goto "Cooking">> <</if>> <</button>> <</if>>\ <<if $fish >= 1>>\ Cook fish <<button "Cook | 1 fish">> <<dateadd '5m'>> <<set $cookedmeals += 1>> <<set $curFatigue += 7>> <<set $fish -= 1>> <<set $foodrarity to random(100)>> <<if $foodrarity + $INT + $CookingSkill lte 76>> <<set $oneStarCookedFish += 1>> <<set $CookingXP += 7>> <<goto "Cooking">> <<elseif $foodrarity + $INT + $CookingSkill lte 89>> <<set $twoStarCookedFish += 1>> <<set $CookingXP += 12>> <<goto "Cooking">> <<elseif $foodrarity + $INT + $CookingSkill lte 100>> <<set $CookingXP += 18>> <<set $threeStarCookedFish += 1>> <<goto "Cooking">> <</if>> <</button>> <</if>>\ <<if $boarMeat >= 1>>\ <<if $bread >= 1>>\ <<if $mayonnaise >= 1>>\ <<if $mushroom >= 2>>\ Boar sandwich <<button "Cook | 1 boar meat, 1 bread, 1 mayonnaise, 2 mushrooms">> <<dateadd '13m'>> <<set $cookedmeals += 1>> <<set $curFatigue += 15>> <<set $boarMeat -= 1>> <<set $bread -= 1>> <<set $mayonnaise -= 1>> <<set $mushroom -= 2>> <<set $foodrarity to random(100)>> <<if $foodrarity + $INT + $CookingSkill lte 76>> <<set $oneStarBsandwich += 1>> <<set $CookingXP += 19>> <<goto "Cooking">> <<elseif $foodrarity + $INT + $CookingSkill lte 89>> <<set $twoStarBsandwich += 1>> <<set $CookingXP += 26>> <<goto "Cooking">> <<elseif $foodrarity + $INT + $CookingSkill lte 100>> <<set $threeStarBsandwich += 1>> <<set $CookingXP += 35>> <<goto "Cooking">> <</if>> <</button>> <</if>>\ <</if>>\ <</if>>\ <</if>>\ <<if $ragoutMeat >= 1>>\ <<if $bread >= 1>>\ <<if $mayonnaise >= 1>>\ <<if $mushroom >= 2>>\ Ragout sandwich <<button "Cook | 1 ragout meat, 1 bread, 1 mayonnaise, 2 mushrooms">> <<dateadd '13m'>> <<set $cookedmeals += 1>> <<set $curFatigue += 15>> <<set $ragoutMeat -= 1>> <<set $bread -= 1>> <<set $mayonnaise -= 1>> <<set $mushroom -= 2>> <<set $foodrarity to random(100)>> <<if $foodrarity + $INT + $CookingSkill lte 76>> <<set $oneStarRsandwich += 1>> <<set $CookingXP += 19>> <<goto "Cooking">> <<elseif $foodrarity + $INT + $CookingSkill lte 89>> <<set $twoStarRsandwich += 1>> <<set $CookingXP += 26>> <<goto "Cooking">> <<elseif $foodrarity + $INT + $CookingSkill lte 100>> <<set $threeStarRsandwich += 1>> <<set $CookingXP += 35>> <<goto "Cooking">> <</if>> <</button>> <</if>>\ <</if>>\ <</if>>\ <</if>>\ <<if $ragoutMeat >= 2>>\ <<if $carrot >= 5>>\ <<if $mushroom >= 3>>\ Ragout soup <<button "Cook | 5 carrots, 3 mushrooms and 2 ragout meat">> <<dateadd '30m'>> <<set $curFatigue += 35>> <<set $cookedmeals += 1>> <<set $mushroom -= 3>> <<set $carrot -= 5>> <<set $ragoutMeat -= 2>> <<set $foodrarity to random(100)>> <<if $foodrarity + $INT + $CookingSkill lte 76>> <<set $oneStarRSoup += 1>> <<set $CookingXP += 36>> <<goto "Cooking">> <<elseif $foodrarity + $INT + $CookingSkill lte 89>> <<set $twoStarRSoup += 1>> <<set $CookingXP += 48>> <<goto "Cooking">> <<elseif $foodrarity + $INT + $CookingSkill lte 100>> <<set $threeStarRSoup += 1>> <<set $CookingXP += 56>> <<goto "Cooking">> <</if>> <</button>> <</if>>\ <</if>>\ <</if>>\ <<link "Go back">> <<goto $lastvisitedpassage1>> <</link>> You went in deeper into the dungeon. The corridor is going straight so far. Directions: <<link [[Go deeper into the floor dungeon...|FD 1.2]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter3 = $battleEvent3.random()>> <<if $randomEncounter3 == "SkeletonWarrior">> <<set $lastVisitedPassage to "FD 1.2">> <<SkeletonWarrior>><</SkeletonWarrior>> <<goto "Combat remake">> <</if>> <</link>> <<link [[Go back...|FD1]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter3 = $battleEvent3.random()>> <<if $randomEncounter3 == "SkeletonWarrior">> <<set $lastVisitedPassage to "FD1">> <<SkeletonWarrior>><</SkeletonWarrior>> <<goto "Combat remake">> <</if>> <</link>>You went in deeper into the dungeon to see that the corridor now has a left and right way to go... You can't remember which way to go. Directions: <<link [[Go left...|FD 1.3]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter3 = $battleEvent3.random()>> <<if $randomEncounter3 == "SkeletonWarrior">> <<set $lastVisitedPassage to "FD 1.3">> <<SkeletonWarrior>><</SkeletonWarrior>> <<goto "Combat remake">> <</if>> <</link>> <<link [[Go right...|FD 1.4]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter3 = $battleEvent3.random()>> <<if $randomEncounter3 == "SkeletonWarrior">> <<set $lastVisitedPassage to "FD 1.4">> <<SkeletonWarrior>><</SkeletonWarrior>> <<goto "Combat remake">> <</if>> <</link>> <<link [[Go back...|FD 1.1]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter3 = $battleEvent3.random()>> <<if $randomEncounter3 == "SkeletonWarrior">> <<set $lastVisitedPassage to "FD 1.1">> <<SkeletonWarrior>><</SkeletonWarrior>> <<goto "Combat remake">> <</if>> <</link>>You went left and started walking down the corridor, you see a small door infront of you. You can: <<link [[Go in the room...|FD 1.5]]>> <<dateadd '15m'>> <</link>> Directions: <<link [[Go back...|FD 1.2]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter3 = $battleEvent3.random()>> <<if $randomEncounter3 == "SkeletonWarrior">> <<set $lastVisitedPassage to "FD 1.2">> <<SkeletonWarrior>><</SkeletonWarrior>> <<goto "Combat remake">> <</if>> <</link>> You went right... Infront of you there is a huge door with a keyhole in it... You are wondering where you'll get the key from. You can: <<nobr>> <<if $f1key >= 1>> <<link [[Unlock the door|F1 BOSS]]>> <<dateadd '10m'>> <<set $f1key -= 1>> <</link>> <<elseif $f1key <= 0>> You need a key to unlock this door. <</if>> <</nobr>> Directions: <<link [[Go back...|FD 1.2]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter3 = $battleEvent3.random()>> <<if $randomEncounter3 == "SkeletonWarrior">> <<set $lastVisitedPassage to "FD 1.2">> <<SkeletonWarrior>><</SkeletonWarrior>> <<set $mobLvl to random(0, 15)>> <<goto "Combat remake">> <</if>> <</link>>You went inside the room. Inside of it you see a lot of beds and chests... You are extremely confused. A safe room inside the floor dungeon...? <<nobr>> <<if $f1key >= 1>> You found a key inside the chests... <</if>> <</nobr>> You can: <<link [[Look around|FD 1.5]]>> <<set $f1key to 1>> <<dateadd '45m'>> <</link>> Directions: <<link [[Go back...|FD 1.3]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter3 = $battleEvent3.random()>> <<if $randomEncounter3 == "SkeletonWarrior">> <<set $lastVisitedPassage to "FD 1.3">> <<SkeletonWarrior>><</SkeletonWarrior>> <<goto "Combat remake">> <</if>> <</link>>You go inside the room. The floor boss room is just as you remember it. There hasn't been a single change to it. The room is big, it would take you a good 5 minutes to walk from the entarance to the bosses throne. On the sides there are pillars. You hear rumbling behind you. You turn back to see the door close. You don't remember that being in the beta. You can: <<nobr>> <<if $f1bosskilled == false>> <<link [[Fight the floor boss|F1BOSSBATTLE]]>> <<set $floorBossBattle to true>> <<set $lastVisitedPassage to "F1 BOSS">> <<deathlord>><</deathlord>> <</link>> <<elseif $f1bosskilled == true>> You have already killed the floor boss... You can't kill it twice. <</if>> <</nobr>> <<set $secretboss1 to random(100)>> Directions: <<nobr>> <<if $f1bosskilled == false>> You need to kill the First floor boss to proceed to floor 2. <<elseif $f1bosskilled == true>> <<link [[Staircase to floor 2|Floor 2 staircase 1]]>> <<if $secretboss1 lte 25>> <<dateadd '2h'>> <<set $curFatigue += 250>> <<goto "Floor 2 staircase">> <<else>> <<dateadd '1h'>> <<set $location to "snowy1">> <<set $curFatigue += 150>> <</if>> <</link>> <</if>> <</nobr>> <<if $f1bosskilled == false>>\ You can't go back unless you kill the floor boss. <<elseif $f1bosskilled == true>>\ [[Go back|FD 1.4]] <</if>>You are looking across the hall to see the boss sitting on a throne. You get closer to the boss as it's eyes glow red and it stands up, grabbing a huge axe. As it stood up you see the name "Deathlord" pop up and 3 health bars just like in the beta. It started comming to you. <<if $raidParty == true>>\ <span class="Blu3b3llrex">"Alright everyone. Let's get this done quickly. Healers give everyone a potion just in case someone needs it!"</span> <<set $hpPOT += 1>> <</if>>\ You can: <<if $raidParty == true>>\ <<link [[Command your people to attack|F1BOSSBATTLE 1.1]]>> <<set $MonsterHP -= 45>> <</link>> <<link [[Command your people to charge|F1BOSSBATTLE 1.1]]>> <<set $MonsterHP -= 52>> <</link>> <<link [[Command your people to dodge|F1BOSSBATTLE 1.1]]>> <</link>> <<elseif $raidParty == false>>\ You don't have a raid party to command. <</if>>\ [[Fight it alone|Combat remake]]You started walking up the stairs. It's been a long time since you started walking. "Why would the dev make the staircase longer..." you ask yourself. "This has been taking a while... A bit too long actually." you say as you see a door... "Well that wasn't here in the beta... I wonder what it is." You can: 1. <<link [[Continue climbing the stairs|Floor 2 staircase 1]]>> <<dateadd '1h'>> <<set $location to "snowy1">> <<set $curFatigue += 150>> <</link>> <<if $f1secretbosskilled == false>>\ 2. <<link [[Open the door|Secret room]]>> <</link>> <<else>> 2. You tried opening the door but a screen pops out saying "Immortal object"... You are not even trying to hit it? <</if>>\ 3. <<link [[Go back|F1 BOSS]]>> <</link>>You killed the skeleton and won the battle, gaining <<print ($mobLvl*1.5 + $mobXP).toFixed(0)>> XP and $mobCoins Coins<<if $lootchance lte 5>> a ring of the undead<</if>> and a crystal fragment. <<EventCurrencies>>\ <<link "Go back">> <<if $lootchance lte 5>> <<set $ringOfTheUndead += 1>> <</if>> <<goto $lastVisitedPassage>> <<set $killedSWK += 1>> <<set $crystalFragments += 1>> <<MobRewards>> <</link>>You are fighting Deathlord, The floor 1 boss. It has <<= $F1BossHP.toFixed(2)>> HP. \<<CombatText>>\<</CombatText>>\ Your stats: HP: $CurHP/$MaxHP STM: $curStamina/$maxStamina HP pots: $hpPOT STM potions: $stmPOT <<if $floorBoss <<if $raidParty == true>>\ Raid party hp: $raidHP/1000 <</if>>\ <<if $radiantRoseParty == true>>\ RadiantRose's stats: HP: $CurHPRadiantRose/$MaxHPRadiantRose STM: $curStaminaRadiantRose/$maxStaminaRadiantRose <</if>>\ <<if $shadowScytheParty == true>>\ ShadowScythe's stats: HP: $CurHPShadowScythe/$MaxHPShadowScythe STM: $curStaminaShadowScythe/$maxStaminaShadowScythe <</if>>\ <<if $crimsonSentinelParty == true>>\ CrimsonSentinel's stats: HP: $CurHPCrimsonSentinel/$MaxHPCrimsonSentinel STM: $curStaminaCrimsonSentinel/$maxStaminaCrimsonSentinel <</if>>\ <<set _attacks = ["Do nothing","Stab","Charge","Drink a HP potion", "Drink a STM potion"] >>''Select your attack:'' <<listbox "$attack">> <<optionsfrom _attacks>> <</listbox>> <<if $radiantRoseParty == true>>\ <<set _attacksRadiantRose = ["Do nothing","Stab","Charge","Give a HP potion to RadiantRose","Give a STM potion to RadiantRose"] >>''Select RadiantRose's attack:'' <<listbox "$attackRadiantRose">> <<optionsfrom _attacksRadiantRose>> <</listbox>> <</if>>\ <<if $shadowScytheParty == true>>\ <<set _attacksShadowScythe = ["Do nothing","Stab","Charge","Give a HP potion to ShadowScythe","Give a STM potion to ShadowScythe"] >>''Select ShadowScythe's attack:'' <<listbox "$attackShadowScythe">> <<optionsfrom _attacksShadowScythe>> <</listbox>> <</if>>\ <<if $crimsonSentinelParty == true>>\ <<set _attacksCrimsonSentinel = ["Do nothing","Stab","Charge","Give a HP potion to CrimsonSentinel","Give a STM potion to CrimsonSentinel"] >>''Select CrimsonSentinel's attack:'' <<listbox "$attackCrimsonSentinel">> <<optionsfrom _attacksCrimsonSentinel>> <</listbox>> <</if>>\ <<link "Continue...">> <<if $raidParty == true>> <<set $F1BossHP -= 10>> <<set $raidHP -= 133>> <</if>> <<if $shadowScytheParty == true>> <<if $DEFShadowScythe < 133>> <<set $CurHPShadowScythe -= 133 - $DEFShadowScythe>> <<elseif $DEFShadowScythe >= 133>> <<set $CurHPShadowScythe -= 1>> <</if>> <</if>> <<if $crimsonSentinelParty == true>> <<if $DEFCrimsonSentinel < 133>> <<set $CurHPCrimsonSentinel -= 133 - $DEFCrimsonSentinel>> <<elseif $DEFCrimsonSentinel >= 133>> <<set $CurHPCrimsonSentinel -= 1>> <</if>> <</if>> <<if $radiantRoseParty == true>> <<if $DEFRadiantRose < 133>> <<set $CurHPRadiantRose -= 133 - $DEFRadiantRose>> <<elseif $DEFRadiantRose >= 133>> <<set $CurHPRadiantRose -= 1>> <</if>> <</if>> <<if $armorDEF + $DEF < 133>> <<set $CurHP -= 133 - $DEF - $armorDEF>> <<elseif $armorDEF + $DEF >= 133>> <<set $CurHP -= 1>> <</if>> <<dateadd '1m'>> <<if $attack is "Do nothing">> <<if $curStamina <= $maxStamina >> <<set $curStamina += 5 + $INT>> <<elseif $curStamina >= $maxStamina>> <<set $curStamina -= 5 + $INT>> <</if>> <</if>> <<if $attack is "Stab">> <<if $curStamina >= 9>> <<set $F1BossHP -= ($STR + $weaponDMG)>> <<set $curStamina -= 10>> <<set $curFatigue += 3>> <<elseif $curStamina<=9>> <<set $curStamina += 5>> <</if>> <</if>> <<if $attack is "Charge">> <<if $curStamina >= 16>> <<set $curFatigue += 7>> <<set $F1BossHP -= ($weaponDMG + $DEX/2 + $STR)>> <<set $curStamina -= 16>> <<elseif $curStamina<=16>> <<set $curStamina += 5>> <</if>> <</if>> <<if $attack is "Drink a HP potion">> <<if $hpPOT >= 1>> <<set $CurHP += 183>> <<set $hpPOT -= 1>> <</if>> <</if>> <<if $attack is "Drink a STM potion">> <<if $stmPOT >= 1>> <<set $curStamina += 50>> <<set $curFatigue -= 100>> <<set $stmPOT -= 1>> <</if>> <</if>> <<if $radiantRoseParty == true>> <<if $attackRadiantRose is "Do nothing">> <<if $curStaminaRadiantRose <= $maxStaminaRadiantRose >> <<set $curStaminaRadiantRose += 5>> <<elseif $curStaminaRadiantRose >= $maxStaminaRadiantRose>> <<set $curStaminaRadiantRose -= 5>> <</if>> <</if>> <<if $attackRadiantRose is "Stab">> <<if $curStaminaRadiantRose >= 9>> <<set $F1BossHP -= ($STRRadiantRose + $weaponDMGRadiantRose)>> <<set $curStaminaRadiantRose -= 10>> <<elseif $curStaminaRadiantRose<=9>> <<set $curStaminaRadiantRose += 5>> <</if>> <</if>> <<if $attackRadiantRose is "Charge">> <<if $curStaminaRadiantRose >= 16>> <<set $F1BossHP -= ($weaponDMGRadiantRose + $DEXRadiantRose/2 + $STRRadiantRose)>> <<set $curStaminaRadiantRose -= 16>> <<elseif $curStaminaRadiantRose<=16>> <<set $curStaminaRadiantRose += 5>> <</if>> <</if>> <<if $attackRadiantRose is "Give a HP potion to RadiantRose">> <<if $hpPOT >= 1>> <<set $CurHPRadiantRose += 183>> <<set $hpPOT -= 1>> <</if>> <</if>> <<if $attackRadiantRose is "Give a STM potion to RadiantRose">> <<if $stmPOT >= 1>> <<set $curStaminaRadiantRose += 50>> <<set $stmPOT -= 1>> <</if>> <</if>> <</if>> <<if $shadowScytheParty == true>> <<if $attackShadowScythe is "Do nothing">> <<if $curStaminaShadowScythe <= $maxStaminaShadowScythe >> <<set $curStaminaShadowScythe += 5>> <<elseif $curStaminaShadowScythe >= $maxStaminaShadowScythe>> <<set $curStaminaShadowScythe -= 5>> <</if>> <</if>> <<if $attackShadowScythe is "Stab">> <<if $curStaminaShadowScythe >= 9>> <<set $F1BossHP -= ($STRShadowScythe + $weaponDMGShadowScythe)>> <<set $curStaminaShadowScythe -= 10>> <<elseif $curStaminaShadowScythe<=9>> <<set $curStaminaShadowScythe += 5>> <</if>> <</if>> <<if $attackShadowScythe is "Charge">> <<if $curStaminaShadowScythe >= 16>> <<set $F1BossHP -= ($weaponDMGShadowScythe + $DEXShadowScythe/2 + $STRShadowScythe)>> <<set $curStaminaShadowScythe -= 16>> <<elseif $curStaminaShadowScythe<=16>> <<set $curStaminaShadowScythe += 5>> <</if>> <</if>> <<if $attackShadowScythe is "Give a HP potion to ShadowScythe">> <<if $hpPOT >= 1>> <<set $CurHPShadowScythe += 183>> <<set $hpPOT -= 1>> <</if>> <</if>> <<if $attackShadowScythe is "Give a STM potion to ShadowScythe">> <<if $stmPOT >= 1>> <<set $curStaminaShadowScythe += 50>> <<set $stmPOT -= 1>> <</if>> <</if>> <</if>> <<if $crimsonSentinelParty == true>> <<if $attackCrimsonSentinel is "Do nothing">> <<if $curStaminaCrimsonSentinel <= $maxStaminaCrimsonSentinel >> <<set $curStaminaCrimsonSentinel += 5>> <<elseif $curStaminaCrimsonSentinel >= $maxStaminaCrimsonSentinel>> <<set $curStaminaCrimsonSentinel -= 5>> <</if>> <</if>> <<if $attackCrimsonSentinel is "Stab">> <<if $curStaminaCrimsonSentinel >= 9>> <<set $F1BossHP -= ($STRCrimsonSentinel + $weaponDMGCrimsonSentinel)>> <<set $curStaminaCrimsonSentinel -= 10>> <<elseif $curStaminaCrimsonSentinel<=9>> <<set $curStaminaCrimsonSentinel += 5>> <</if>> <</if>> <<if $attackCrimsonSentinel is "Charge">> <<if $curStaminaCrimsonSentinel >= 16>> <<set $F1BossHP -= ($weaponDMGCrimsonSentinel + $DEXCrimsonSentinel/2 + $STRCrimsonSentinel)>> <<set $curStaminaCrimsonSentinel -= 16>> <<elseif $curStaminaCrimsonSentinel <= 16>> <<set $curStaminaCrimsonSentinel += 5>> <</if>> <</if>> <<if $attackCrimsonSentinel is "Give a HP potion to CrimsonSentinel">> <<if $hpPOT >= 1>> <<set $CurHPCrimsonSentinel += 183>> <<set $hpPOT -= 1>> <</if>> <</if>> <<if $attackCrimsonSentinel is "Give a STM potion to CrimsonSentinel">> <<if $stmPOT >= 1>> <<set $curStaminaCrimsonSentinel += 50>> <<set $stmPOT -= 1>> <</if>> <</if>> <</if>> <<if $attack is "Stab">> <<if $weaponType is "Heavy Sword">> <<set $curStamina -= 15>> <<set $curHunger -= 4>> <</if>> <</if>> <<if $attack is "Charge">> <<if $weaponType is "Heavy Sword">> <<set $curStamina -= 15>> <<set $curHunger -= 5>> <</if>> <</if>> <<if $attack is "Stab">> <<if $weaponType is "Rapier">> <<set $curStamina += 4>> <<set $curHunger += 1>> <</if>> <</if>> <<if $attack is "Charge">> <<if $weaponType is "Rapier">> <<set $curStamina += 4>> <<set $curHunger += 1>> <</if>> <</if>> <<set $curHunger -= 1>> <<set $attack to "Do nothing">> <<set $attackRadiantRose to "Do nothing">> <<if $F1BossHP lte 0>> <<if $blueRaid == true>> <<goto "Blue f1boss">> <<else>> <<goto "win F1Boss">> <</if>> <<else>> <<set _currentp to passage()>> <<goto _currentp>> <</if>> <<if $raidHP lte 0>> <<set $raidParty to false>> <</if>> <<if $CurHP lte 0>> <<goto "lose">> <</if>> <<if $CurHPRadiantRose lte 0>> <<set $radiantRoseParty to false>> <<set $radiantRoseAffection to 0>> <</if>> <<if $CurHPShadowScythe lte 0>> <<set $shadowScytheParty to false>> <<set $shadowScytheAffection to 0>> <</if>> <<if $CurHPCrimsonSentinel lte 0>> <<set $crimsonSentinelParty to false>> <<set $crimsonSentinelAffection to 0>> <</if>> <</link>> You can't run away from this fight... Not like you have to anyways.The boss health bar got to red, you go in for your last strike and succesfully hit it. It turns into ashes and a screen pops up <<set $floorBossBattle to false>> <<set $blueRaid to false>> <<set $raidParty to false>> <center><img src = "Textures/Congratulations!!!.png" width="100%"/></center> "You have beaten the floor 1 boss Everyone who participated in this battle will get a choice to get 1 item! Choose wisely. You also got 2030 XP and 2942 Coins." "Well that's a surprise. This wasn't in the beta." you say to yourself as you choose a item. You can chose: <<link [[A coat|F1 BOSS]]>> <<set $CurXP += 2030>> <<set $Coins += 2942>> <<set $f1bosskilled to true>> <<set $cape2 to true>> <<if $radiantRoseParty is true>> <<set $RadCurXP += 2030>> <<elseif $radiantRoseParty is false>> <<set $RadCurXP += 1015>> <</if>> <<if $shadowScytheParty is true>> <<set $ShadCurXP += 2030>> <<elseif $shadowScytheParty is false>> <<set $ShadCurXP += 1015>> <</if>> <<if $crimsonSentinelParty is true>> <<set $CrimCurXP += 2030>> <<elseif $crimsonSentinelParty is false>> <<set $CrimCurXP += 1015>> <</if>> <</link>> <<link [[Heavy armor|F1 BOSS]]>> <<set $CurXP += 2030>> <<set $Coins += 2942>> <<set $f1bosskilled to true>> <<set $shadowHunterHeavyCP to true>> <<if $radiantRoseParty is true>> <<set $RadCurXP += 2030>> <<elseif $radiantRoseParty is false>> <<set $RadCurXP += 1015>> <</if>> <<if $shadowScytheParty is true>> <<set $ShadCurXP += 2030>> <<elseif $shadowScytheParty is false>> <<set $ShadCurXP += 1015>> <</if>> <<if $crimsonSentinelParty is true>> <<set $CrimCurXP += 2030>> <<elseif $crimsonSentinelParty is false>> <<set $CrimCurXP += 1015>> <</if>> <</link>> <<link [[Light armor|F1 BOSS]]>> <<set $CurXP += 2030>> <<set $Coins += 2942>> <<set $f1bosskilled to true>> <<set $shadowHunterLightCP to true>> <</link>> Or you can get: <<link [[A heavy sword|F1 BOSS]]>> <<set $CurXP += 2030>> <<set $Coins += 2942>> <<set $f1bosskilled to true>> <<set $heavysword3 to true>> <<if $radiantRoseParty is true>> <<set $RadCurXP += 2030>> <<elseif $radiantRoseParty is false>> <<set $RadCurXP += 1015>> <</if>> <<if $shadowScytheParty is true>> <<set $ShadCurXP += 2030>> <<elseif $shadowScytheParty is false>> <<set $ShadCurXP += 1015>> <</if>> <<if $crimsonSentinelParty is true>> <<set $CrimCurXP += 2030>> <<elseif $crimsonSentinelParty is false>> <<set $CrimCurXP += 1015>> <</if>> <</link>> <<link [[A rapier|F1 BOSS]]>> <<set $CurXP += 2030>> <<if $radiantRoseParty is true>> <<set $RadCurXP += 2030>> <<elseif $radiantRoseParty is false>> <<set $RadCurXP += 1015>> <</if>> <<if $shadowScytheParty is true>> <<set $ShadCurXP += 2030>> <<elseif $shadowScytheParty is false>> <<set $ShadCurXP += 1015>> <</if>> <<if $crimsonSentinelParty is true>> <<set $CrimCurXP += 2030>> <<elseif $crimsonSentinelParty is false>> <<set $CrimCurXP += 1015>> <</if>> <<set $Coins += 2942>> <<set $f1bosskilled to true>> <<set $rapier3 to true>> <</link>> <<link [[A sword|F1 BOSS]]>> <<if $radiantRoseParty is true>> <<set $RadCurXP += 2030>> <<elseif $radiantRoseParty is false>> <<set $RadCurXP += 1015>> <</if>> <<if $shadowScytheParty is true>> <<set $ShadCurXP += 2030>> <<elseif $shadowScytheParty is false>> <<set $ShadCurXP += 1015>> <</if>> <<if $crimsonSentinelParty is true>> <<set $CrimCurXP += 2030>> <<elseif $crimsonSentinelParty is false>> <<set $CrimCurXP += 1015>> <</if>> <<set $CurXP += 2030>> <<set $Coins += 2942>> <<set $f1bosskilled to true>> <<set $sword3 to true>> <</link>> <<link [[A sword with a shield|F1 BOSS]]>> <<if $radiantRoseParty is true>> <<set $RadCurXP += 2030>> <<elseif $radiantRoseParty is false>> <<set $RadCurXP += 1015>> <</if>> <<if $shadowScytheParty is true>> <<set $ShadCurXP += 2030>> <<elseif $shadowScytheParty is false>> <<set $ShadCurXP += 1015>> <</if>> <<if $crimsonSentinelParty is true>> <<set $CrimCurXP += 2030>> <<elseif $crimsonSentinelParty is false>> <<set $CrimCurXP += 1015>> <</if>> <<set $CurXP += 2030>> <<set $Coins += 2942>> <<set $f1bosskilled to true>> <<set $swordnshield3 to true>> <</link>> <<set $timeTillBossDies to 0>> <<set $DEFCrimsonSentinel += 3>> <<set $weaponDMGCrimsonSentinel += 3>> <<set $weaponDMGRadiantRose += 2>> <<set $weaponDMGShadowScythe += 5>> <<set $raidParty to false>> <<set $raidMaxHP += 75>>------------------------------- \<center>Kills: <<nobr>>\ <ol> <<if $killedBoars>> <li>Killed boars: $killedBoars</li> <</if>> <<if $killedRabbits>> <li>KIlled rabbits: $killedRabbits</li> <</if>> <<if $killedPM>> <li>Killed plant monsters: $killedPM</li> <</if>> <<if $killedSK>> <li>Killed skeletons: $killedSK</li> <</if>> <<if $killedSWK>> <li>Killed skeleton warriors: $killedSWK</li> <</if>> <<if $killedWW>> <li>Killed white wolves: $killedWW</li> <</if>> <<if $killedWWP>> <li>Killed white wolf pups: $killedWWP</li> <</if>> <<if $killedOnis>> <li>Killed onis: $killedOnis</li> <</if>> <<if $killedPZ>> <li>Killed poisonous lizards: $killedPZ</li> <</if>> <<if $killedBG>> <li>Killed guardian boulders: $killedBG</li> <</if>> <<if $killedGC>> <li>Killed glowing chests: $killedGC</li> <</if>> </ol> <</nobr>>\ Total kills: $kills</center>\ ------------------------------- \<center>Time until the floor boss dies: <<= $percentFboss.toFixed(2)>>%</center>\ ------------------------------- \<center>Player state: Hunger: $curHunger/$maxHunger Fatigue: $curFatigue/$maxFatigue Fainting: $fatigueFaint/5 </center>\ ------------------------------- \<center> Misc: Total damage dealt: <<= $dmgDealt.Total.toFixed(2)>> Amount of times fainted: $faints Amount of cooked meals made: $cookedmeals Drinks served: $drinkserved Hours worked: $hoursWorked Cooking stats: XP: $CookingXP/$CookingMaxXP Cooking boost: $CookingSkill + $INT INT Crafting stats: XP: $CraftingXP/$CraftingMaxXP Cooking boost: $CraftingSkill + $INT INT Language: Reading XP: <<= $ReadingXP.toFixed(0)>>/<<= $ReadingMaxXP.toFixed(0)>> Speaking XP: <<= $SpeakingXP.toFixed(0)>>/<<= $SpeakingMaxXP.toFixed(0)>></center>\ ------------------------------- \<div class="UIButtons">\ <<button "Stats">> <<script>> Dialog.setup("Stats", "stats"); Dialog.wiki(Story.get("Stats").processText()); Dialog.open(); <</script>> <</button>> <<button "Skills">> <<script>> Dialog.setup("skills", "Skills"); Dialog.wiki(Story.get("Skills").processText()); Dialog.open(); <</script>> <</button>> </div>You reached the towns centre... There Isn't much in here but you see a what seems to be a gathering area. There seems to be a lot of people in there waiting for someone. You can: <<link [[Sit down at one of the benches|Oakheart centre]]>> <<dateadd '10m'>> <<set $curStamina += 5>> <</link>> <<link [[Wardrobe|Wardrobe]]>> <<set $lastVisitedPassage1 to "Oakheart centre">> <</link>> <<link [[Sleep on a bench|Sleep 1]]>> <<set $lastVisitedPassage1 to "Oakheart centre">> <</link>> <<nobr>> <<if $GatheringEvent == false>> <<link [[Check out what's going on...]]>> <</link>> <<elseif $GatheringEvent == true>> <<link [[Gathering area]]>> <</link>> <</if>> <</nobr>> Locations: 1. <<if setup.datesystems.default.getDate().h gte 6 and setup.datesystems.default.getDate().h lte 18>> <<link [[Go to the hair salon|Hairsalon 1]]>> <<dateadd '1m'>> <</link>> <<else>>Hair salon | Closed<</if>> 2. <<link [[Cooking spot|Cooking spot 1]]>> <<dateadd '1m'>> <</link>> 3.<<nobr>><<if $tppadTWO == false>> <<link [[Teleportation pad|Tp pad 2 purchase]]>> <</link>> <<elseif $tppadTWO == true>> <<link [[Teleportation pad|Tp pad]]>> <<set $lastVisitedPassage1 to "Oakheart centre">> <</link>> <</if>> <</nobr>> <<if $Reputation <= 400>>\ <<link [[Rob a player|Robbing]]>> <<set $robbedCoins to random(105, 312)>> <<dateadd '25m'>> <<set $curFatigue += 75>> <<set $Reputation -= 15>> <<set $lastVisitedPassage to passage()>> <</link>> <</if>>\ Directions: 1. <<link [[Go back|2nd town entarance]]>> <<set _randomencounter to random(100)>> <<if _randomencounter lte 15>> <<set $lastVisitedPassage to "2nd town entarance">> <<goto "Encounter F1">> <</if>> <<dateadd '2m'>> <</link>>You decide to check out what's the gathering about. After 5 mins you see a person coming to the meeting. She is wearing a black coat, a blue shirt and green jeans. Her hair color is green and her eyes are blue... What a weird person you think to yourself. You remember her from somewhere too so you think about it more. <span class="Blu3b3llrex">"Alright so... Where do I begin... Thank you everyone for gathering here. I have something pretty important to discuss. What I want to talk about is getting to floor 2. We should start preparing for a floor raid."</span> she said... She looks slightly nervous but also confident? It's hard to say how exactly she is feeling right now. As she continues to speak you are getting even more and more ideas from where you might know her. You feel like she is from the beta so you check the social tab but you haven't friended her. <span class="Blu3b3llrex">"We need health potions, stamina potions, and above all else, teamwork. And to ensure that we work effectively, I suggest we divide ourselves into two groups. I will lead one, and I will carefully choose a leader for the other."</span>she says. She doesn't seem as nervous now and she is speaking with confidence. You suddenly remember the name Blu3b3llrex... That was her name. We used to strategize the floor raids together during the beta and we always succeeded with going to the next floor. There was this one time where we failed but that was because I was logged off because the electricity decided to go off... After that the team I was leading got unorganized and because of that it all went to hell... I remember Shadow and Crimson being part of the teams too. It was really fun. At some point we stopped working together though. Sadly at some point our team fell apart and it was me and Crismon left... <span class="Blu3b3llrex">"So uh... Whoever wants to join me in this quest to get to the next floor please come behind me."</span> No one seemed to stand up... The crowd is silent, not a single word is being said... "And why should we risk our lives...?" a person from the crowd said as they stood up. "Death in here is permament... If we do a single slip up we could very well die. This just sounds like a suicide plan." says the person. <span class="Blu3b3llrex">"Well that's a good question. Unfortunetly I don't really have a answer to this question but if we work together we could achieve a lot of things. Since you can't really raid a floor dungeon on your own you have to do it in a team."</span> "Like hell we will. I bet everyone from here is gonna try to run away as soon as they get hit once." <span class="Blu3b3llrex">"That's why we will have healing potions... Even if we get hit once we will heal eachother. There's a quick way to give someone a potion. Unless TechnoBen has removed it, it should still work. In the beta we used to have a healer behind the groups that would transfer healing potions to everyone that was in need of one. The only difficult part is having to look over the health bars of everyone."</span> "Speaking of Beta players... Most of us don't have any gear because of them. They have raided all the good spots that have good loot!" the crowd looks at the man like he is the dumbest person to ever exist... which to be honest is true... <span class="Blu3b3llrex">"That's not possible... Dungeon loot gets placed back every week or so..."</span> "... I call bs..." the crowd still staring him decide to push him away from the place... <span class="Blu3b3llrex">"Did I really have this convo?"</span> she says... You are also extremely confused on what happened. <span class="Blu3b3llrex">"Anyways so to start with preparation we should first find the first floor dungeon. If anyone does find it please speak to me. I will be here a lot."</span> she says as she starts looking at the crowd. She seems to be looking at your direction... <span class="Blu3b3llrex">"$gamename... Is that you by any chance or am I mistaking you for someone else... Wait is ShadowScythe there too?!"</span> she asks... "Yes I am here Blu3! I saw the crowd and decided to check what's going on..." wait did she say Shadow too?! Where is that guy??? You started looking around. You do not find him... <span class="Blu3b3llrex">"Ah well Im glad you are here! I was starting to think that you didn't join the game! Hey Shadow come down here you dumbass!"</span> she yells at that last bit... You turn back to see that Shadow was at the roof of one of the houses... Why there of all places?! <span class="shadow">"Yo Blu3! Long time no see! Nice speech-talk or whatever you call this shit by the way!"</span> he yells from the other side of the town... He didn't jump down. <span class="Blu3b3llrex">"Let's speak later ok! $gamename you too!"</span> she responds, you nod... <<dateadd '55m'>> <<set $GatheringEvent to true>> [[Oakheart centre]] You are in the gathering area. There are around 50 chairs and a table with a chair. It looks like it was placed there pretty quickly because someone was running out of time. You assume that it was not from the creators of the game... Theres a small sign left "I'm here from 8am to 12pm!" People in here: <<if setup.datesystems.default.getDate().h gte 8 and setup.datesystems.default.getDate().h lte 12>> <li><<link [[Speak to Blu3B3llrex|Blu3B3llrexConvo]]>> <<if $hasSpokenWithBlue== false>> <<goto "Blue 1">> <</if>><</link>> </li><<else>><</if>> Direction: <<link [[Go back|Oakheart centre]]>> <</link>>You see Blu3B3llrex moving some boxes from one place to another. It seems like they are potions. <<nobr>> <<if $f1DungeonFound == false>> 1. You need to find the floor dungeon before you can talk about the raid. <<elseif $f1DungeonFound == true>> 1. <<link [[Speak to her about the floor raid|Blue floor raid]]>> <</link>> <</if>> <</nobr>> 2. <<link [[Speak to her|Speak to blue]]>> <</link>> 3. <<link [[Help her with moving the boxes|Help blue]]>> <</link>> 4. <<link [[Raid party ideas|Raid party upgrade]]>> <</link>> 5. <<link [[Go back|Oakheart centre]]>> <</link>>"Hey Blu3! Finally got to speak with you haha...It's been a while hasn't it." <span class="Blu3b3llrex">"It sure has been. What did you doa fter the floor 9 raid after I had to leave?"</span> "Well the team pretty much fell apart so it was me and Crimson... We pretty much got a few floors higher." <span class="Blu3b3llrex">"Ah I see. Sorry that I had to leave so suddenly by the way. Something came up..."</span> "Nah don't worry about it. So what did you want to talk about?" <span class="Blu3b3llrex">"Well I was thinking of having you lead the 2nd team. After all we were pretty good when we worked together. I also wanted to ask you to find the floor dungeon while we prepare for the raid." </span> <<link [[I'll think about it|Gathering area]]>> <<dateadd '5m'>> <<set $hasSpokenWithBlue to true>> <</link>> "That's fine. Take your time.""Yo Blu3! Wanna talk about the most random bullshit ever?" <span class="Blu3b3llrex">"Sure! What are we gonna talk about...?"</span> "Uhhh.... Why didn't you opened a guild in the beta?" <span class="Blu3b3llrex">"Pfff idk... I could do it this time though. Which floor had the guild bs again?" </span> "The 2nd or the 3rd floor..." You guys think about how cool it would be to lead a guild... <<set $blueBellAffection += 1>> <<link [[Go back|Gathering area]] <<dateadd '1h'>> <</link>><span class="Blu3b3llrex">"So have you found the floor dungeon yet?"</span> she asks you as she puts a box to the floor. "Yeah I did find it." <span class="Blu3b3llrex">"So are we gonna work together? I feel like it would be way better than you going in alone with probably Crimson and Shadow. The boss could've been buffed or they could've made a new one. After all they did change a lot of stuff like the damned inventory and stat system... We can't even message people now. It's such a pain"</span> "Yeah it sure is a pain." <<link [[Let's work together.|Gathering area]]>> <<set $raidParty to true>> <<set $blueRaid to true>> <<set $raidHP to $raidMaxHP>> <</link>> <<link [[I think I'll go alone.|Gathering area]]>> <<set $raidParty to false>> <</link>> <<link [[I don't think I can go right now.|Gathering area]]>> <</link>>You decided to help Blu3B3llrex out. "What's up. Can I help you somehow? <span class="Blu3b3llrex">"Yeah you can help me move some of the boxes if you want... There are way too much of them anyways..."</span> A hour and 30 minutes later you and Blu3 decide to take a small break... <<set $blueBellAffection += 2>> <<link [[Go back|Gathering area]] <<set $curFatigue += 55>> <<dateadd '1h'>> <<dateadd '30m'>> <</link>>The boss has came closer to you and your raid party. As it basically gets next to you all it takes out 2 axes out of nowhere and it swings at you all. Blu3B3llrex seems to have her group under control. They managed to dodge it. Floor boss health: $MonsterHP Your HP: $CurHP/$MaxHP Your raid partys HP: $raidHP/1000 You can: <<if $raidParty == true>> <<link [[Command your people to attack|F1BOSSBATTLE 1.2]]>> <<set $MonsterHP -= 45>> <<set $raidHP -= 243>> <<set $CurHP -= 123>> <</link>> <<link [[Command your people to charge|F1BOSSBATTLE 1.2]]>> <<set $MonsterHP -= 52>> <<set $raidHP -= 283>> <<set $CurHP -= 153>> <</link>> <<link [[Command your people to dodge|F1BOSSBATTLE 1.2]]>> <</link>> <<elseif $raidParty == false>> You don't have a raid party to command. <</if>> [[Fight it alone|Combat remake]]Deathlord has swung its axe. Blu3 tried to tell her group to go back but most of the people took damage leaving them low health. The boss is preparing to throw its axe at your group. By the next command you give it should have thrown it. Floor boss health: $MonsterHP Your HP: $CurHP/$MaxHP Your raid partys HP: $raidHP/1000 You can: <<if $raidParty == true>> <<link [[Command your people to attack|F1BOSSBATTLE 1.3]]>> <<set $MonsterHP -= 45>> <<set $raidHP -= 243>> <<set $CurHP -= 123>> <</link>> <<link [[Command your people to charge|F1BOSSBATTLE 1.3]]>> <<set $MonsterHP -= 52>> <<set $raidHP -= 283>> <<set $CurHP -= 153>> <</link>> <<link [[Command your people to dodge|F1BOSSBATTLE 1.3]]>> <</link>> <<elseif $raidParty == false>> You don't have a raid party to command. <</if>> [[Fight it alone|Combat remake]]The boss throws one of its axes at you and your raid group. <span class="Blu3b3llrex">"Are yall alright?!"</span> you hear blu3 scream at you. "Yeah! We are fine... so far." The boss has tired itself out... It seems to be realizing that you and Blu3 are leading the group, so its preparing for a attack. Floor boss health: $MonsterHP Your HP: $CurHP/$MaxHP Your raid partys HP: $raidHP/1000 You can: <<if $raidParty == true>> <<link [[Command your people to attack|F1BOSSBATTLE 1.4]]>> <<set $MonsterHP -= 45>> <</link>> <<link [[Command your people to charge|F1BOSSBATTLE 1.4]]>> <<set $MonsterHP -= 52>> <</link>> <<link [[Command your people to dodge|F1BOSSBATTLE 1.4]]>> <</link>> <<elseif $raidParty == false>> You don't have a raid party to command. <</if>> [[Fight it alone|Combat remake]]The boss is charging towards you. You can either fight it or order your raid party to charge at it which would cause A LOT of damage to everyone. On the other hand if you do fight it alone the others wouldn't be able to help because it would be moving too much... Floor boss health: $MonsterHP Your HP: $CurHP/$MaxHP Your raid partys HP: $raidHP/1000 You can: <<if $raidParty == true>> <<link [[Command your people to attack|F1BOSSBATTLE 1.5]]>> <<set $raidHP -= 379>> <<set $CurHP -= 373>> <</link>> <<link [[Command your people to charge|F1BOSSBATTLE 1.5]]>> <<set $MonsterHP -= 52>> <<set $raidHP -= 379>> <<set $CurHP -= 100>> <</link>> <<link [[Command your people to dodge|F1BOSSBATTLE 1.5]]>> <<set $CurHP -= 100>> <</link>> <<elseif $raidParty == false>> You don't have a raid party to command. <</if>> [[Fight it alone|Combat remake]]The boss manages to go through the attack of the raid party and manages to hit you back. You get thrown to the gate of the room hitting your back to the wall. You scream in pain but your HP is still mostly fine. <span class="Blu3b3llrex">"$gamename! SOMEONE GET TO HIM!" </span>you hear Blu3 scream but the boss is coming to you for a 2nd attack. It took back its 2nd weapon and is going for a swing from the right side... You would need to be pretty fast to dodge this while also in a lot of pain... Floor boss health: $MonsterHP Your HP: $CurHP/$MaxHP Your raid partys HP: $raidHP/1000 You can: <<link [[Dodge|F1BOSSBATTLE 1.6]]>> <<if $DEX <= 5>> <<set $CurHP -= 340>> <<set $curStamina -= 80>> <<elseif $DEX >= 6>> <<set $curStamina -= 60>> <</if>> <</link>> [[Fight it alone|Combat remake]]<span class="Blu3b3llrex">"HOLY SHIT ARE YOU ALRIGHT?!"</span> she screams as she and her raid party gets closer and closer to you. You party tried to attack it too but they can't get close because it has went berserk. They did deal some damage to it though. <<set $MonsterHP -= 25>> It's swinging its arms around like a madman... It's getting closer and closer you as It's basically slashing everywhere, destroying the floor and pillars around you all. Floor boss health: $MonsterHP Your HP: $CurHP/$MaxHP Your raid partys HP: $raidHP/1000 You can: [[Fight it alone|Combat remake]] [[Back|Changelogs and game information]] - Changed a lot of the textures - Centerized the banner at the start of the game - Added cooking (finally) - Made it possible for some stuff to be useable in the sidebar inventory - Added hunger: - If your hunger is at 0 you get: - 25 HP taken away every passage you go through - 50 Fatgiue taken away every passage you go through - Removed the extra link that I forgot to remove when you kill the floor boss - Centerized the text at the stats and game stats UI's because it was seriously annoying - Added player state to the game stats - You can find mushrooms in the forest - You can now lose coins. Its a rng between 0 and 5000 - Added more info to game stats like amount of faint, amount of cooked meals and total kills - You start the game with 3 bread - Remade the 3pm event - Added color to TechnoBen whenever he speaks - Added long black and brown hair - A hair salon has finally opened its doors at Oakheart - You can now visit the Inn at Oakheart (its the same place as in the First town... I just linked it there because I didnt see the point of making a new inn as of now lol) - You can now visit the weaponsmith in Oakheart - You can sit down, sleep on a bench and open a wardrobe in Oakheart - Sitting down on a bench or wasting time gives you back a bit of stamina - You can now blink. I dont want to hear anything about that because it took me 2 HOURS because i couldnt find a program to make gifs... Im not even joking - The restaurant has food that you can now order - The jewelry is now open but you cannot buy anything from it - You can now work in the Inn - NPCs finally regen HP and STM when you sleep - Fixed the Starters town being called the First town... That was going to be the name originally but it doesnt sound as good as Starters town lol - Fixed the inside of the forest hut not having numbers on the links - Fixed Radiant using your STR when she stabs during combat (expect for the boar battle lol) - Removed the adventurers guild from the first town as it will be used in later floors (maybe) NEW ITEMS: C a r r o t s Mushrooms Bread Mayonnaise 3 tiers of ragout soup 3 tiers of cooked ragout meat 3 tiers of cooked boar meat 3 tiers of boar sandwiches 3 tiers of ragout sandwiches Copper katana [[Back|Changelogs and game information]]You decided to go to the counter. "Hey can I work in here?" you ask the tired woman. "Huh? Are you sure?" "Yeah I'm sure. Do I need to fill out documents or something?" "No you don't... Actually I'm so tired you can start working now. Is that alright with you? After that you will work from 12 AM to 7 AM though. You can come in at any time..." <<set $workone to true>> [[Alright|Work]]You go inside the hair saloon to see a really tired man... "Oh hey there... Here for a haircut?" he says barely awake. He looks so tired that he might as well fall asleep while cutting your hair. <<set $achievement_001 to recall('achievement_001')>> 1. [[Take a haircut]] 2. <<link [[Go back|Oakheart centre]]>> <<dateadd '1m'>> <</link>>You enter the shop to see a girl talking to her self... "Ugh I can't believe I spent all my money and resources for the god damn Katana to be a damned reskin of the rapier! That's so stupid... No one is going to buy this dumb ass weapon which costs a lot more than a casual rapier!" she seems to have noticed you... "Do I... get out?" you ask... "Ah nono! Please come ahah! Im sorry about that welcome to my weapon smith! Please look around and get a katana because im gonna get bankrupt!" "I'll... think about it thanks..." you decided to look around the store. 1. [[Buy weapons |Buy weapons 1]] 2. <<link [[Go to the wardrobe|Wardrobe]]>> <<set $lastVisitedPassage1 to "Weaponsmith 2">> <</link>> 3. <<link [[Go back|2nd town entarance]]>> <<dateadd '1m'>> <</link>><<button "Make me bald | 120 coins">> <<if $Coins >= 120>> <<set $hairColor to "Bald">> <<set $Coins -= 120>> <<goto "Take a haircut">> <<elseif $Coins <= 119>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short brown hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short brown">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short brown hair 1 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short brown 1">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short spiky brown hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short brown spiky">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me pompadour brown hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Pompadour brown">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium brown hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium brown">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium brown hair 2 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium brown 2">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium brown hair 3 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium brown 3">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium brown over eye hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium brown over eye">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me spiky brown hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Spiky brown">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me long brown hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Long brown">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me long brown hair 2 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Long brown 2">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short black hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short black">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short black hair 1 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short black 1">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short spiky black hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short black spiky">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me pompadour black hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Pompadour black">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium black hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium black">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium black hair 2 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium black 2">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium black hair 3 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium black 3">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium black over eye hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium black over eye">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me spiky black hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Spiky black">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me long black hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Long black">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me long black hair 2 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Long black 2">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short blond hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short blond">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short blond hair 1 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short blond 1">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short spiky blond hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short blond spiky">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me pompadour blond hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Pompadour blond">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium blond hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium blond">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium blond 2 hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium blond 2">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium blond 3 hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium blond 3">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium blond over eye hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium blond over eye">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me spiky blond hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Spiky blond">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me long blond hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Long blond">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me long blond hair 2 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Long blond 2">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short red hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short red">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short red hair 1 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short red 1">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short spiky red hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short red spiky">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me pompadour red hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Pompadour red">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium red hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium red">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium red hair 2 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium red 2">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium red hair 3 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium red 3">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium red over eye hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium red over eye">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me spiky red hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Spiky red">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me long red hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Long red">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me long red hair 2 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Long red 2">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short blue hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short blue">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short blue hair 1 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short blue 1">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short spiky blue hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short blue spiky">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me pompadour blue hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Pompadour blue">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium blue hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium blue">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium blue hair 2 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium blue 2">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium blue hair 3 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium blue 3">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium blue over eye hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium blue over eye">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me spiky blue hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Spiky blue">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me long blue hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Long blue">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me long blue hair 2 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Long blue 2">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short pink hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short pink">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short pink hair 1 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short pink 1">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short spiky pink hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short pink spiky">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me pompadour pink hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Pompadour pink">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium pink hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium pink">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium pink hair 2 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium pink 2">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium pink hair 3 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium pink 3">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium pink over eye hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium pink over eye">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me spiky pink hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Spiky pink">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me long pink hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Long pink">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me long pink hair 2 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Long pink 2">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short purple hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short purple">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short purple hair 1 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short purple 1">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short spiky purple hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short purple spiky">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me pompadour purple hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Pompadour purple">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium purple hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium purple">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium purple hair 2 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium purple 2">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium purple hair 3 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium purple 3">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium purple over eye hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium purple over eye">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me spiky purple hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Spiky purple">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me long purple hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Long purple">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me long purple hair 2 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Long purple 2">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short green hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short green">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short green hair 1 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short green 1">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short spiky green hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short green spiky">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me pompadour green hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Pompadour green">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium green hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium green">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium green hair 2 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium green 2">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium green hair 3 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium green 3">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium green over eye hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium green over eye">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me spiky green hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Spiky green">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me long green hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Long green">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me long green hair 2 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Long green 2">> <<set $Coins -= 156>> <<goto "Take a haircut">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> [[Go back|Hairsalon 1]]<<button "Buy a copper sword | 132 coins">> <<if $Coins >= 132>> <<set $sword1 to true>> <<set $Coins -= 132>> <<goto "Buy weapons 1">> <<elseif $Coins <= 131>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a copper short sword with a shield | 132 coins">> <<if $Coins >= 132>> <<set $swordnshield1 to true>> <<set $Coins -= 132>> <<goto "Buy weapons 1">> <<elseif $Coins <= 131>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a copper rapier | 134 coins">> <<if $Coins >= 134>> <<set $rapier1 to true>> <<set $Coins -= 134>> <<goto "Buy weapons 1">> <<elseif $Coins <= 133>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a copper heavy sword | 156 coins">> <<if $Coins >= 156>> <<set $heavysword1 to true>> <<set $Coins -= 156>> <<goto "Buy weapons 1">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a copper katana | 246 coins">> <<if $Coins >= 246>> <<set $katana1 to true>> <<set $Coins -= 246>> <<goto "Buy weapons 1">> <<elseif $Coins <= 245>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> [[Go back|Weaponsmith 2]] <<button "Buy one star cooked boar meat | 58 coins">> <<if $Coins >= 58>> <<set $oneStarBmeat += 1>> <<set $Coins -= 58>> <<dateadd '26m'>> <<goto "Order food">> <<elseif $Coins <= 57>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy one star cooked ragout meat | 65 coins">> <<if $Coins >= 65>> <<set $oneStarRmeat += 1>> <<set $Coins -= 65>> <<dateadd '30m'>> <<goto "Order food">> <<elseif $Coins <= 64>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a one star boar sandwich | 89 coins">> <<if $Coins >= 89>> <<set $oneStarBsandwich += 1>> <<set $Coins -= 89>> <<dateadd '45m'>> <<goto "Order food">> <<elseif $Coins <= 88>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a one star ragout sandwich | 105 coins">> <<if $Coins >= 105>> <<set $oneStarRsandwich += 1>> <<set $Coins -= 105>> <<dateadd '50m'>> <<goto "Order food">> <<elseif $Coins <= 104>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> [[Go back|Restaurant 1]]You decided to do some work around the Inn. Work hours: 12:00AM - 07:00AM You can: <<if setup.datesystems.default.getDate().h gte 0 and setup.datesystems.default.getDate().h lte 6>>\ <<link [[Serve drinks (20 coins per hour)|Work]]>> <<dateadd '1h'>> <<set $Coins += 20>> <<set $drinksrng to random(27)>> <<set $drinkserved += 10 + $drinksrng>> <<set $curFatigue += 60>> <<set $hoursWorked += 1>> <</link>> <<if $hoursWorked >= 20>>\ <<link [[Sweep the floor (35 coins per 1 hour)|Work]]>> <<dateadd '1h'>> <<set $Coins += 35>> <<set $curFatigue += 80>> <<set $hoursWorked += 1>> <</link>> <<elseif $hoursWorked <= 19>>\ You need to work for 20 hours before being able to swipe the floor!<</if>>\ <<else>>[[You can't work anymore!|Inn 1]] <</if>>\ [[Go back|Inn 1]] [[Back|Changelogs and game information]] Small note: For the custom languages when its being spoken there will be a - after a letter so you wont get confused. If people REALLY dont want that to be a thing ill remove them though. Example: Henz-aie-ai! which translates to Hey! - Changed the starting screen for the text to be in the middle. - Added a secret boss :) you have a 25% of finding it by the way - Added the first ever look of F2 - You can now travel in F2 (Going up and down the path at the mountain) - You can no longer use potions from your inventory as it could create some problems during combat - Added a cooking skill which when leveled up gives a boost the tier of food you get when cooking - Charge no longer deals damage by DEX alone. Now DEX gets devided by 2 but STR is counted - Boosted Shadow Hunters coat - Added a language system (Evese) with a custom font for it <span class= Evese> Here's how it looks! </span> - Added more text about the new language system at the 3pm event - Changed the pants outlines to be a bit lighter - Blue shirt was updated since i forgot... - Remade combat for it to be easier to edit. Might run into some issues though as I mightve skipped some stuff when you encounter a monster. - You can now cook at the small camp next to the F1 dungeon - Added a new location to the path to Oakheart - Added a new area for cooking in Oakheart - You lose less hunger when sleeping - Added a new scene if you fight the floor boss with blues help - Added mushroob kebab - Added blond as a hair option - Made the chance to get mushrooms higher... No idea why it was at 33%. - Added a guide button - Changed the location of the party information to be at the top instead of the bottom. - Added blue eyes - Fixed the weird spacing in The Starters town - Fixed the player going to the restaurant if they click on Go back when going to work at the Inn - Fixed skeleton warrior kills not being displayed in the game stats (wrong variable time goes brrr) - Fixed the huge amount of spacing during combat... I finally figured how lol - Decimals being just... a lot. Now they aren't :) - Fixed other players stats being more than the max if you sleep - Removed 'a' from the I am a (gender) as it seems to be wrong... Or not? Idk it is deffo wrong if ur non doe. I dont want to spend time writing a If statement to check ur gender. Instead im gonna write this even more time wasting sentence! Good job me! - Fixed the player being tped to the first weaponsmith if you click any of the exit options in the 2nd weaponsmith - Fixed typos - Fixed a bug where you won't die outside of combat and you can undo death. Now without a save you cant undo your death :) - Fixed a spot where theres a chance to get sent to the old combat (rabbit, Path 3.2) - The game now completely restarts when dying (if you click on start a new game) - Removed the warning that the game is in alpha (also changed the text to say beta B)) and putted it in the start screen. - Removed the spacing between the bars and buttons on the sidebar (and stats screen) NEW ITEMS: Mushroom kebab (3 tiers) [[Back|Changelogs and game information]]<<if $event4 is true>>\ You climbed up the stairs to see a gate. You stand next to the gate and it opened by itself to see that you are on top of a really high mountain. There is snow everywhere. There's a path next to you which goes down the mountain and another that goes up the mountain. Theres also a bench next to you. <<set $secretboss1 to random(100)>> You can: <<link [[Sit down at one of the benches|Floor 2 staircase 1]]>> <<dateadd '10m'>> <<set $curStamina += 5>> <</link>> <<link [[Sleep on a bench|Sleep 1]]>> <<set $lastVisitedPassage1 to "Floor 2 staircase 1">> <</link>> <<link [[Look for a white wolf|Combat remake]]>> <<set $lastVisitedPassage to "Floor 2 staircase 1">> <<Wolf1>><</Wolf1>> <<dateadd '10m'>> <<set $curFatigue += 10>> <<dateadd '35m'>> <<set $curFatigue += 15>> <</link>> Directions: 1. <<link [[Staircase to floor 1|F1 BOSS]]>> <<set $location to "dungeon">> <<if $secretboss1 lte 25>> <<dateadd '2h'>> <<set $curFatigue += 250>> <<goto "Floor 2 staircase">> <<else>> <<dateadd '1h'>> <<set $curFatigue += 150>> <</if>> <</link>> 2. <<link [[Go down the path]]>> <<dateadd '30m'>> <<set $curFatigue += 30>> <</link>> 3. <<link [[Go up the path]]>> <<dateadd '30m'>> <<set $curFatigue += 30>> <</link>> <<else>> You climbed up the stairs to see a gate. Opening it you see that you are on top of a mountain and that hte whole place is full of snow. The view is amazing but it's cold. Really cold. <<if $blueRaid == true>>\ Behind you is Blu3B3llrex. <span class="Blu3b3llrex">"Woaaah this view is amazing!"</span> she says amazed by the view. <span class="Blu3b3llrex">"They sure have changed the floor to look better than the beta!"</span> "Yeah it looks good." you say. <span class="Blu3b3llrex">"Well... I guess ill start heading to the new towns and unlock the tp pads. Don't really feel like walking all the way to floor 1. Ill check if we can make guilds here too."</span> "Alright. See you then." <</if>>\ <<if $radiantRoseParty is true>>\ <<linkreplace "Speak to RadiantRose">>\ You go to speak to Radiant. She seems to be admiring the view. "Hey Radiant! We finally got here huh..." you say. <span class="radiant">"Woah this place is beautiful!" she says not hearing anything you said.</span> <span class="radiant">"Ah sorry what did you say?"</span> "I said that im glad that we finally got here." <span class="radiant">"Im glad that we are here too."</span> <<set $radiantRoseAffection += 2>>\ <</linkreplace>> <</if>>\ <<if $shadowScytheParty is true>>\ <<linkreplace "Speak to ShadowScythe">>\ You decided to speak with Shadow. "Thanks for the help during the fight." <span class="shadow">"Nah don't thank me. I did what friends do."</span> he responds with. "If you say so. Anyways now that you are here what will you do?" you ask. <span class="shadow">"Well im probably gonna start doing what I was best at during the beta. Hunt down PKers."</span> "Ah I see." <span class="shadow">"Hey $gamename. If you become a PKer I will come for your head too. Don't think that I wont. Im just warning you."</span> he looks at you with a serious look in his eyes. "Don't worry. I don't plan to become one." you say as he starts heading up the path. <<set $shadowScytheAffection += 1>>\ <</linkreplace>> <</if>>\ <<if $crimsonSentinelParty is true>>\ <<linkreplace "Speak to CrimsonSentinel">>\ You go to Crimson. He looks tired. "Hey Crimson! You good?" <span class="crimson">"Just a little tired... Thanks for asking. How about you?"</span> "Im pretty good myself. You should go to the first floor and rest. Do you want me to take you there just in case something happens?" you ask. <span class="crimson">"No ill be fine on my own. Thanks for the offer though. Ill head out now."</span> <<set $crimsonSentinelParty to false>>\ <<set $crimPartyTime to 0>>\ <<set $crimsonSentinelAffection += 2>>\ <</linkreplace>> <</if>>\ <<link [[Continue|Floor 2 staircase 1]]>> <<set $event4 to true>> <</link>> <</if>>You open the room to see a completely black room. In the middle of the room theres a doll standing there. It doesn't have hair, clothes, a face or anything at all... It's just sitting there... You can: 1. <<link [[Touch the doll|Secret room 1]]>> <<set $dollHP to $MaxHP>> <<set $dollSTR to $STR + $DEX + $weaponDMG>> <<set $dollDEF to $DEF + $armorDEF>> <</link>> 2.<<link [[Go back|Floor 2 staircase]]>> <</link>>The doll transforms into you... It looks up and stares at you. You feel a bit uneasy but it doesn't seem to be doing anything... You are slowly walking to the door and as you grabbed the doorknob you can see something move in the reflection of the doorknow, you quickly turned around to see the doll charging at you with your own weapon. You jumpto the side as it slams itself into the door and you take out your weapon. <<link [[Doll fight]]>> <<set $monstername to "doll">> <</link>>The doll is staring at you with its own red eyes... You feel creeped out having to fight yourself. It has $dollHP HP left... \<<CombatText>>\<</CombatText>>\ Your stats: HP: $CurHP/$MaxHP STM: $curStamina/$maxStamina HP pots: $hpPOT STM potions: $stmPOT <<set _attacks = ["Do nothing","Stab","Charge","Drink a HP potion", "Drink a STM potion"] >>''Select your attack:'' <<listbox "$attack">> <<optionsfrom _attacks>> <</listbox>> <<link "Continue...">> <<if $armorDEF + $DEF < $dollSTR>> <<set $CurHP -= $dollSTR - $DEF - $armorDEF>> <<elseif $armorDEF + $DEF >= $dollSTR>> <<set $CurHP -= 1>> <</if>> <<dateadd '1m'>> <<if $attack is "Do nothing">> <<if $curStamina <= $maxStamina >> <<set $curStamina += 5 + $INT>> <<elseif $curStamina >= $maxStamina>> <<set $curStamina -= 5 + $INT>> <</if>> <</if>> <<if $attack is "Stab">> <<if $curStamina >= 9>> <<set $dollHP -= ($STR + $weaponDMG - $dollDEF)>> <<set $curStamina -= 10>> <<set $curFatigue += 3>> <<elseif $curStamina<=9>> <<set $curStamina += 5>> <</if>> <</if>> <<if $attack is "Charge">> <<if $curStamina >= 16>> <<set $curFatigue += 7>> <<set $dollHP -= ($weaponDMG + $DEX/2 + $STR - $dollDEF)>> <<set $curStamina -= 16>> <<elseif $curStamina<=16>> <<set $curStamina += 5>> <</if>> <</if>> <<if $attack is "Drink a HP potion">> <<if $hpPOT >= 1>> <<set $CurHP += 50 + $dollSTR>> <<set $hpPOT -= 1>> <</if>> <</if>> <<if $attack is "Drink a STM potion">> <<if $stmPOT >= 1>> <<set $curStamina += 50>> <<set $curFatigue -= 100>> <<set $stmPOT -= 1>> <</if>> <</if>> <<if $attack is "Stab">> <<if $weaponType is "Heavy Sword">> <<set $curStamina -= 15>> <<set $curHunger -= 4>> <</if>> <</if>> <<if $attack is "Charge">> <<if $weaponType is "Heavy Sword">> <<set $curStamina -= 15>> <<set $curHunger -= 5>> <</if>> <</if>> <<if $attack is "Stab">> <<if $weaponType is "Rapier">> <<set $curStamina += 4>> <<set $curHunger += 1>> <</if>> <</if>> <<if $attack is "Charge">> <<if $weaponType is "Rapier">> <<set $curStamina += 4>> <<set $curHunger += 1>> <</if>> <</if>> <<set $curHunger -= 1>> <<set $attack to "Do nothing">> <<set $attackRadiantRose to "Do nothing">> <<if $dollHP lte 0>> <<goto "win doll">> <<else>> <<set _currentp to passage()>> <<goto _currentp>> <</if>> <<if $CurHP lte 0>> <<goto "lose">> <</if>> <</link>> The doll is blocking the door... Even if you tried to run away it seems to have the same DEX stats as you so you wouldn't be able to run away...You went for one more strike and the doll fell to the ground shattering to many peaces. A small screen pops out. "The secret boss has been defeated! Claim one of the selected items as your reward." "Well this was weird... Free item though I can't complain." You can chose: <<link [[A coat|Floor 2 staircase]]>> <<set $f1secretbosskilled to true>> <<set $cape2 to true>> <</link>> <<link [[Heavy armor|Floor 2 staircase]]>> <<set $f1secretbosskilled to true>> <<set $shadowHunterHeavyCP to true>> <</link>> <<link [[Light armor|Floor 2 staircase]]>> <<set $f1secretbosskilled to true>> <<set $shadowHunterLightCP to true>> <</link>> Or you can get: <<link [[A heavy sword|Floor 2 staircase]]>> <<set $f1secretbosskilled to true>> <<set $heavysword3 to true>> <</link>> <<link [[A rapier|Floor 2 staircase]]>> <<set $f1secretbosskilled to true>> <<set $rapier3 to true>> <</link>> <<link [[A sword|Floor 2 staircase]]>> <<set $f1secretbosskilled to true>> <<set $sword3 to true>> <</link>> <<link [[A sword with a shield|Floor 2 staircase]]>> <<set $f1secretbosskilled to true>> <<set $swordnshield3 to true>> <</link>>You started going down the path. There seems to be snow that reaches your kneecaps. You can: <<link [[Look for a white wolf|Combat remake]]>> <<set $lastVisitedPassage to "Go down the path">> <<Wolf1>><</Wolf1>> <<dateadd '10m'>> <<set $curFatigue += 10>> <<dateadd '35m'>> <<set $curFatigue += 15>> <</link>> Locations: 1. <<link [[Follow the path|Path 6]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <</link>> 2. <<link [[Go back|Floor 2 staircase 1]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <</link>>You decided to go up the path. As you walk by you notice a huge tree in that is taking a huge part of the path. You walk around it but you notice that it has a entarance. You can: <<link [[Enter the tree|Library 1]]>> <<dateadd '1m'>> <</link>> Directions: 1. <<link [[Go back|Floor 2 staircase 1]]>> <<dateadd '30m'>> <<set $curFatigue += 30>> <</link>>------------------------------- \<center>Your skills: <center>Cooking: <<if $CookingSkill == 0>> F <<elseif $CookingSkill == 3>> D <<elseif $CookingSkill == 6>> C <<elseif $CookingSkill == 9>> B <<elseif $CookingSkill == 12>> A <<elseif $CookingSkill == 15>> S <</if>> <<showmeter 'cooking' `$CookingXP /$CookingMaxXP`>> Crafting: <<if $CraftingSkill == 0>> F <<elseif $CraftingSkill == 1>> D <<elseif $CraftingSkill == 2>> C <<elseif $CraftingSkill == 3>> B <<elseif $CraftingSkill == 4>> A <<elseif $CookingSkill == 5>> S <</if>> <<showmeter 'crafting' `$CraftingXP /$CraftingMaxXP`>></center>\ ------------------------------- \Language skills: <center>Speaking: <<if $SpeakingSkill == 1>> F <<elseif $SpeakingSkill == 2>> D <<elseif $SpeakingSkill == 3>> C <<elseif $SpeakingSkill == 4>> B <<elseif $SpeakingSkill == 5>> A <<elseif $SpeakingSkill == 6>> S <</if>> <<showmeter 'EveseSpeaking' `$SpeakingXP /$SpeakingMaxXP`>></center>\ <center>Reading: <<if $ReadingSkill == 1>> F <<elseif $ReadingSkill == 2>> D <<elseif $ReadingSkill == 3>> C <<elseif $ReadingSkill == 4>> B <<elseif $ReadingSkill == 5>> A <<elseif $ReadingSkill == 6>> S <</if>> <<showmeter 'EveseRead' `$ReadingXP /$ReadingMaxXP`>></center>\ </center>\ ------------------------------- \<div class="UIButtons">\ <<button "Game stats">> <<script>> Dialog.setup("Game stats", "gmstat"); Dialog.wiki(Story.get("Game stats").processText()); Dialog.open(); <</script>> <</button>> <<button "Stats">> <<script>> Dialog.setup("Stats", "stats"); Dialog.wiki(Story.get("Stats").processText()); Dialog.open(); <</script>> <</button>> </div>You started going down the path. There seems to be snow that reaches your kneecaps. You can: <<link [[Look for a white wolf|Combat remake]]>> <<set $lastVisitedPassage to "Path 6">> <<Wolf1>><</Wolf1>> <<dateadd '10m'>> <<set $curFatigue += 10>> <<dateadd '35m'>> <<set $curFatigue += 15>> <</link>> Locations: 1. <<link [[Follow the path|Path 7]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <</link>> 2. <<link [[Go back|Floor 2 staircase 1]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <</link>><<if $event3 is true>>\ You started going down the path. There seems to be snow that reaches your kneecaps. Theres a new path to the right... You remember that it leads to a cave where you used to go for resources. 1. <<link [[Follow the path|Path 8]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 15 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 8">> <<Wolf1>><</Wolf1>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 30 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 8">> <<Wolf2>><</Wolf2>> <<goto "Combat remake">> <</if>> <</link>> 2. <<link [[Follow the 2nd path|Path 7.1]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 15 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 7.1">> <<Wolf1>><</Wolf1>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 30 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 7.1">> <<Wolf2>><</Wolf2>> <<goto "Combat remake">> <</if>> <</link>> 3. <<link [[Go back|Path 6]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <</link>> <<else>> You are walking down the path as you hear some noises coming from the left, you thinking it's a mob, you crouch down and try to peek to see 2 players beating another player... You stand there watching for a bit until they take out their weapons. The other player seems to have dropped their weapon somewhere. <div id="opt4"> <<link "Stop the PKers">><<replace "#opt4">> You look around for the dropped weapon to see that its near you. You grab it and scream out "Catch your sword!" and you throw it to the player getting beaten up. She catched it and you rush out to the PKers while they are still distracted. "And who the fuck are you?!" says one of the PKers. "It doesn't matter who I am. It's not cool to attack a defendless player. If you wanna fight then go ahead and fight me." "Well then. Let's get rid of both" the other PKer says as both of start coming to you. One is going to your right while the other one is going to the girl that got attacked. "Defend yourself!" You say to the girl as she gets in a battle stance. The player coming at you is charging at you with their rapier. <div id="opt5">\ <<link "Block the attack">><<replace "#opt5">> <<if $weaponType is "Heavy sword" or $weaponType is "Short sword">>\ You decided to block the attack, you get ready to block the incoming charge and you do. The PKer is stumbling so you take the chance and you kick him to the floor and kicking his rapier off his hand. You point the sword to his face and you look over to the girl to see that the PKer is swinging at her and shes barely dodging the attacks. You stab the PKer under you in the leg and tell him "Stay down or I will end you." you go to the other PKer from the behind. The girl notices you and she looks a bit more confident. The PKer starts to panic a bit and looks at the 2 of you "Wait wait we can talk about this-" he says. "Leave us and we won't do anything. Find us again and we will kill you AND your friend over there." you say as you point your sword to the PKer that you have defeated. He and his friend run away. "Thank you for helping me." the girl says as she puts her sword in her sheath. "I was trying to find a town to rest at but these two PKers came out of nowhere and started beating me up..." "Glad to know you are safe now. You should get better gear... Yours is kinda weak." you tell her. "Well I've been focused on gathering materials so I can work on my blacksmithing skill but that seems to be a bit of a bad idea..." "Oh you want to be a blacksmith?" "Yeah... It looks fun to do." "Good luck in that. I'll make sure to check out your shop once you are done with it." "Ah thank you! If you have some materials you would want to sell I would gladly take them... Once I open my own shop though." <<else>> You get yourself ready to block the attack but your sword doesn't seem to be good enough for blocking so you end up getting stabbed in the chest a few times. <<set $CurHP -= 27>> "Come here you little fucker!" screams the PKer that is attacking the girl and the person you are fighting gets distracted. You take the opportunity and push the PKer to the ground. You point the sword to his face and you look over to the girl to see that the PKer is swinging at her and shes barely dodging the attacks. You stab the PKer under you in the leg and tell him "Stay down or I will end you." you go to the other PKer from the behind. The girl notices you and she looks a bit more confident. The PKer starts to panic a bit and looks at the 2 of you "Wait wait we can talk about this-" he says. "Leave us and we won't do anything. Find us again and we will kill you AND your friend over there." you say as you point your sword to the PKer that you have defeated. He and his friend run away. "Thank you for helping me." the girl says as she puts her sword in her sheath. "I was trying to find a town to rest at but these two PKers came out of nowhere and started beating me up..." "Glad to know you are safe now. You should get better gear... Yours is kinda weak." you tell her. "Well I've been focused on gathering materials so I can work on my blacksmithing skill but that seems to be a bit of a bad idea..." "Oh you want to be a blacksmith?" "Yeah... It looks fun to do." "Good luck with that. I'll make sure to check out your shop once you are done with it." "Ah thank you! If you have some materials you would want to sell I would gladly take them... Once I open my own shop though." <</if>> <<link [[Continue|Path 8]]>> <<set $AmberEmberAlive to true>> <<set $AmberEmberShop to true>> <<set $PKencounters to true>> <<set $PKGuildIn to false>> <<set $event3 to true>> <</link>> <</replace>><</link>> <<link "Dodge the attack">><<replace "#opt5">> <<if $weaponType is "Rapier">>\ You decided to dodge the incoming attack. As the enemy is charging at you, you jump back and take out your sword to prepare yourself to attack back. The enemy is continuously throwing attacks at you as you keep on dodging. You can see the PKer getting tired. His arm starts to get really tired so you take the chance and strike back hitting his fingers after which he jumps back but he trips and falls. You place your foot on his chest and point your sword to his face, looking over to the girl to see that the PKer is swinging at her and her barely dodging the attacks. You stab the PKer under you in the leg and tell him "Stay down or I will end you." you go to the other PKer from the behind. The girl notices you and she looks a bit more confident. The PKer starts to panic a bit and looks at the 2 of you "Wait wait we can talk about this-" he says. "Leave us and we won't do anything. Find us again and we will kill you AND your friend over there." you say as you point your sword to the PKer that you have defeated. He and his friend run away. "Thank you for helping me." the girl says as she puts her sword in her sheath. "I was trying to find a town to rest at but these two PKers came out of nowhere and started beating me up..." "Glad to know you are safe now. You should get better gear... Yours is kinda weak." you tell her. "Well I've been focused on gathering materials so I can work on my blacksmithing skill but that seems to be a bit of a bad idea..." "Oh you want to be a blacksmith?" "Yeah... It looks fun to do." "Good luck in that. I'll make sure to check out your shop once you are done with it." "Ah thank you! If you have some materials you would want to sell I would gladly take them... Once I open my own shop though." <<else>>\ You decided to dodge the incoming attack. As the enemy is charging at you, you jump back but instead you trip and fall on the floor. The PKer takes the chance and stabs you. <<set$CurHP -= 27>>You stand up and take out your sword to prepare yourself to attack back. The enemy is continuously throwing attacks at you as you keep on dodging. You can see the PKer getting tired. His arm starts to get really tired so you take the chance and strike back hitting his fingers after which he jumps back but he trips and falls. You place your foot on his chest and point your sword to his face, looking over to the girl to see that the PKer is swinging at her and her barely dodging the attacks. You stab the PKer under you in the leg and tell him "Stay down or I will end you." you go to the other PKer from the behind. The girl notices you and she looks a bit more confident. The PKer starts to panic a bit and looks at the 2 of you "Wait wait we can talk about this-" he says. "Leave us and we won't do anything. Find us again and we will kill you AND your friend over there." you say as you point your sword to the PKer that you have defeated. He and his friend run away. "Thank you for helping me." the girl says as she puts her sword in her sheath. "I was trying to find a town to rest at but these two PKers came out of nowhere and started beating me up..." "Glad to know you are safe now. You should get better gear... Yours is kinda weak." you tell her. "Well I've been focused on gathering materials so I can work on my blacksmithing skill but that seems to be a bit of a bad idea..." "Oh you want to be a blacksmith?" "Yeah... It looks fun to do." "Good luck in that. I'll make sure to check out your shop once you are done with it." "Ah thank you! If you have some materials you would want to sell I would gladly take them... Once I open my own shop though." <</if>> <<link [[Continue|Path 8]]>> <<set $AmberEmberAlive to true>> <<set $AmberEmberShop to true>> <<set $PKencounters to true>> <<set $PKGuildIn to false>> <<set $event3 to true>> <<dateadd '30m'>> <</link>> <</replace>><</link>> </div>\ <</replace>><</link>> <<link "Walk away">><<replace "#opt4">> You decide to do nothing. You walk away not minding whatever is happening there. <<link [[Continue|Path 8]]>> <<set $AmberEmberAlive to false>> <<set $AmberEmberShop to false>> <<set $PKencounters to true>> <<set $PKGuildIn to false>> <<set $event3 to true>> <<dateadd '5m'>> <</link>> <</replace>><</link>> <<link "Join the PKers">><<replace "#opt4">> You walk to the PKers "Mind if I join in the fun?" you ask. The girl looks at you in fear. "And who the hell are you?" the PKer asks you as you answer "$gamename. Now can I join yall?" the PKers look at eachother... "Sure go ahead." they say as you come in and kick the person. At some point the innocent player dies. You killed a player. "If you want to join our group you will find us over one of the towns in this floor." the PKer says as they walk away. <<link [[Continue|Path 8]]>> <<set $AmberEmberAlive to false>> <<set $AmberEmberShop to false>> <<set $PKencounters to false>> <<set $PKGuildIn to true>> <<dateadd '15m'>> <<set $event3 to true>> <</link>> <</replace>><</link>> </div> <</if>> You walk down to path to see that it splits. On the new way theres a sign <span class= Evese>"Small establishment nearby."</span> <<linkreplace "Translate">> <<if $ReadingSkill == 1>> You don't understand what the text says... At all. <<elseif $ReadingSkill == 2>> .... It says something about a establishment? <<elseif $ReadingSkill >= 3>> Small establishment nearby. <</if>> <<set $ReadingXP += 55>><</linkreplace>> The snow there seems to be getting higher there though... 1. <<link [[Follow the path|Path 9]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 15 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 9">> <<Wolf1>><</Wolf1>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 30 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 9">> <<Wolf2>><</Wolf2>> <<goto "Combat remake">> <</if>> <</link>> 2. <<link [[Follow the 2nd path|Path 8.1]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 15 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "FD 1.2">> <<Wolf1>><</Wolf1>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 30 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 8.1">> <<Wolf2>><</Wolf2>> <<goto "Combat remake">> <</if>> <</link>> 3. <<link [[Go back|Path 7]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 15 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 7">> <<Wolf1>><</Wolf1>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 30 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 7">> <<Wolf2>><</Wolf2>> <<goto "Combat remake">> <</if>> <</link>> You went down the path. Theres snow that reaches your kneecaps. 1. <<link [[Follow the path|Path 7.2]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 15 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 7.2">> <<Wolf1>><</Wolf1>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 30 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 7.2">> <<Wolf2>><</Wolf2>> <<goto "Combat remake">> <</if>> <</link>> 2. <<link [[Go back|Path 7]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 15 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 7">> <<Wolf1>><</Wolf1>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 30 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 7">> <<Wolf2>><</Wolf2>> <<goto "Combat remake">> <</if>> <</link>>You started going down the path. There seems to be snow that reaches your kneecaps. Once again you see the path split to a new location. You don't remember where it leads to. 1. <<link [[Follow the path|Path 10]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 15 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 10">> <<Wolf1>><</Wolf1>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 30 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 10">> <<Wolf2>><</Wolf2>> <<goto "Combat remake">> <</if>> <</link>> 2. <<link [[Follow the 2nd path|Path 9.1]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 15 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 9.1">> <<Wolf1>><</Wolf1>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 30 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 9.1">> <<Wolf2>><</Wolf2>> <<goto "Combat remake">> <</if>> <</link>> 3. <<link [[Go back|Path 8]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 15 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 8">> <<Wolf1>><</Wolf1>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 30 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 8">> <<Wolf2>><</Wolf2>> <<goto "Combat remake">> <</if>> <</link>>You started going down the path. There seems to be snow that reaches your kneecaps. The path suddenly turns left... There's a sign nearby that says <span class= Evese>"Whitewall town at the end of the path."</span> <<linkreplace "Translate">> <<if $ReadingSkill == 1>> You don't understand what the text says... At all. <<elseif $ReadingSkill == 2>> .... It says something about a town? <<elseif $ReadingSkill >= 3>> Whitewall town at the end of the path. <</if>> <<set $ReadingXP += 5>><</linkreplace>> 1. <<link [[Follow the path|Path 10.1]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 15 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 10.1">> <<Wolf1>><</Wolf1>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 30 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 10.1">> <<Wolf2>><</Wolf2>> <<goto "Combat remake">> <</if>> <</link>> 2. <<link [[Go back|Path 9]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 15 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 9">> <<Wolf1>><</Wolf1>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 30 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 9">> <<Wolf2>><</Wolf2>> <<goto "Combat remake">> <</if>> <</link>>You went down the path. Theres snow that reaches your kneecaps. 1. <<link [[Follow the path|Path 9.2]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 15 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 9.2">> <<Wolf1>><</Wolf1>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 30 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 9.2">> <<Wolf2>><</Wolf2>> <<goto "Combat remake">> <</if>> <</link>> 2. <<link [[Go back|Path 9]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 15 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 9">> <<Wolf1>><</Wolf1>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 30 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 9">> <<Wolf2>><</Wolf2>> <<goto "Combat remake">> <</if>> <</link>>You started going down the path. There seems to be snow that reaches your kneecaps. 1. <<link [[Follow the path|Path 10.2]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 15 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 10.2">> <<Wolf1>><</Wolf1>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 30 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 10.2">> <<Wolf2>><</Wolf2>> <<goto "Combat remake">> <</if>> <</link>> 2. <<link [[Go back|Path 10]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 15 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 10">> <<Wolf1>><</Wolf1>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 30 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 10">> <<Wolf2>><</Wolf2>> <<goto "Combat remake">> <</if>> <</link>>You open the language book... Inside you can see the Evese alphabet. The book doesn't seem to have enough information on how to pronounce the words or how you would know to speak the language... You dont seen to find the punctuations too so you don't seem to know what punctation is what but the alphabet is here. You don't remember seeing a library. Perhaps the other floors have a book on pronounciation. <center> <span class= Evese> Learn the Evese alphabet. </span> Learn the Evese alphabet. <span class= Evese> Q </span>= Q <span class= Evese> W </span>= W <span class= Evese> E </span>= E <span class= Evese> R </span>= R <span class= Evese> T </span>= T <span class= Evese> Y </span>= Y <span class= Evese> U </span>= U <span class= Evese> I </span>= I <span class= Evese> O </span>= O <span class= Evese> P </span>= P <span class= Evese> A </span>= A <span class= Evese> S </span>= S <span class= Evese> D </span>= D <span class= Evese> F </span>= F <span class= Evese> G </span>= G <span class= Evese> H </span>= H <span class= Evese> J </span>= J <span class= Evese> K </span>= K <span class= Evese> L </span>= L <span class= Evese> Z </span>= Z <span class= Evese> X </span>= X <span class= Evese> C </span>= C <span class= Evese> V </span>= V <span class= Evese> B </span>= B <span class= Evese> N </span>= N <span class= Evese> M </span>= M </center> <<if $ReadingSkill <= 1>>\ You feel like you got a bit better in reading... <<set $ReadingXP += 150>> <<elseif $ReadingSkill >= 2>>\ You seem to understand the alphabet well enough for this book to be of any help... <</if>>\ <<link "Close the book">> <<goto $lastVisitedPassage1>> <</link>>You have encountered a level $mobLvl $monstername, it has <<= $MonsterHP.toFixed(2)>> HP $gamename stats: HP: <<= $CurHP.toFixed(0)>>/<<= $MaxHP.toFixed(0)>> STM: <<= $curStamina.toFixed(0)>>/<<= $maxStamina.toFixed(0)>> <ol>\ <<if $hpPOT >= 1>><li>HP pots: $hpPOT</li><</if>> <<if $hpPOT1 >= 1>><li>HP pots T2: $hpPOT1</li><</if>> <<if $stmPOT >= 1>><li>STM potions: $stmPOT</li><</if>> </ol>\ <<if $floorBossBattle == true>>\ <<if $raidParty == true>>\ Raid party hp: $raidHP/1000 <</if>>\ <</if>>\ <<if $partyMembers.includes("RadiantRose")>>\ <span class="radiant">RadiantRose</span>'s stats: HP: <<= $CurHPRadiantRose.toFixed(0)>>/<<= $MaxHPRadiantRose.toFixed(0)>> STM: $curStaminaRadiantRose/$maxStaminaRadiantRose <</if>>\ <<if $partyMembers.includes("ShadowScythe")>>\ <span class="shadow">ShadowScythe</span>'s stats: HP: <<= $CurHPShadowScythe.toFixed(0)>>/<<= $MaxHPShadowScythe.toFixed(0)>> STM: $curStaminaShadowScythe/$maxStaminaShadowScythe <</if>>\ <<if $partyMembers.includes("CrimsonSentinel")>>\ <span class="crimson">CrimsonSentinel</span>'s stats: HP: <<= $CurHPCrimsonSentinel.toFixed(0)>>/<<= $MaxHPCrimsonSentinel.toFixed(0)>> STM: $curStaminaCrimsonSentinel/$maxStaminaCrimsonSentinel <</if>>\ <<if $partyMembers.includes($wolfName)>>\ $wolfName's stats: HP: <<= $wolfCurHP.toFixed(0)>>/<<= $wolfMaxHP.toFixed(0)>> STM: $wolfCurSTM/$wolfMaxSTM <</if>>\ <<if $partyMembers.includes("Zegrath")>>\ <span class="zegrath">Zegrath</span>'s stats: HP: <<= $CurHPZegrath.toFixed(0)>>/<<= $MaxHPZegrath.toFixed(0)>> STM: $curStaminaZegrath/$maxStaminaZegrath <</if>>\ Select your attack: <<if $combatSkills.includes("Do nothing")>><label><<radiobutton "$attack" "Do nothing" checked>> Do nothing</label><<elseif $combatSkills.includes("Do nothing+")>><label><<radiobutton "$attack" "Do nothing+">> Do nothing+</label><<elseif $combatSkills.includes("Do nothing++")>><label><<radiobutton "$attack" "Do nothing++">> Do nothing++</label><</if>> | <<if $combatSkills.includes("Stab")>><label><<radiobutton "$attack" "Stab">> Stab</label><<elseif $combatSkills.includes("Stab+")>><label><<radiobutton "$attack" "Stab+">> Stab+</label><<elseif $combatSkills.includes("Stab++")>><label><<radiobutton "$attack" "Stab++">> Stab++</label><</if>> | <label><<radiobutton "$attack" "Charge">> Charge</label> <<if $partyMembers.includes("RadiantRose")>>\ Select <span class="radiant">RadiantRose</span>'s attack: <label><<radiobutton "$attackRadiantRose" "Do nothing" checked>> Do nothing</label> | <label><<radiobutton "$attackRadiantRose" "Stab">> Stab</label> | <label><<radiobutton "$attackRadiantRose" "Charge">> Charge</label> <</if>>\ <<if $partyMembers.includes("ShadowScythe")>>\ Select <span class="shadow">ShadowScythe</span>'s attack: <label><<radiobutton "$attackShadowScythe" "Do nothing" checked>> Do nothing</label> | <label><<radiobutton "$attackShadowScythe" "Stab">> Stab</label> | <label><<radiobutton "$attackShadowScythe" "Charge">> Charge</label> <</if>>\ <<if $partyMembers.includes("CrimsonSentinel")>>\ Select <span class="crimson">CrimsonSentinel</span>'s attack: <label><<radiobutton "$attackCrimsonSentinel" "Do nothing" checked>> Do nothing</label> | <label><<radiobutton "$attackCrimsonSentinel" "Stab">> Stab</label> | <label><<radiobutton "$attackCrimsonSentinel" "Charge">> Charge</label> <</if>>\ <<if $partyMembers.includes("Zegrath")>>\ Select <span class="zegrath">Zegrath</span>'s attack: <label><<radiobutton "$attackZegrath" "Do nothing" checked>> Do nothing</label> | <label><<radiobutton "$attackZegrath" "Stab">> Stab</label> | <label><<radiobutton "$attackZegrath" "Charge">> Charge</label> | <label><<radiobutton "$attackZegrath" "FireSword">> Set sword on fire</label> <</if>>\ <<link [[Next|Enemy turn]]>> /* Player attacks */ /* Doing nothing */ <<if $attack == "Do nothing">> <<set $attackText to "Do nothing">> <<if $curStamina <= $maxStamina >> <<set $curStamina += 5 + $INT>> <<elseif $curStamina >= $maxStamina>> <<set $curStamina -= 5 + $INT>> <</if>> <</if>> /* Stabs */ <<if $attack == "Stab">> <<set $attackText to "Stab">> <<if $weaponType == "Heavy sword">> <<if $curStamina >= 25>> <<set $curStamina -= 25>> <<set $curHunger -= 4>> <<set $curFatigue += 5>> <<set $MonsterHP -= ($STR + $weaponDMG - ($STRPercentDebuff*($STR + $weaponDMG)/100) + ($STRPercentBuff*($STR + $weaponDMG)/100))>> <<set $dmgDealt.Combat to ($STR + $weaponDMG - ($STRPercentDebuff*($STR + $weaponDMG)/100) + ($STRPercentBuff*($STR + $weaponDMG)/100))>> <<set $dmgDealt.Total += ($STR + $weaponDMG - ($STRPercentDebuff*($STR + $weaponDMG)/100) + ($STRPercentBuff*($STR + $weaponDMG)/100))>> <<elseif $curStamina <= 24>> <<set $attack to "Nothing">> <<set $attackText to "Do nothing">> <<set $curStamina += 5 + $INT>> <</if>> <<elseif $weaponType == "Rapier">> <<if $curStamina >= 6>> <<set $curStamina -= 6>> <<set $curHunger -= 1>> <<set $curFatigue += 1>> <<set $MonsterHP -= ($STR + $weaponDMG - ($STRPercentDebuff*($STR + $weaponDMG)/100) + ($STRPercentBuff*($STR + $weaponDMG)/100))>> <<set $dmgDealt.Combat to ($STR + $weaponDMG - ($STRPercentDebuff*($STR + $weaponDMG)/100) + ($STRPercentBuff*($STR + $weaponDMG)/100))>> <<set $dmgDealt.Total += ($STR + $weaponDMG - ($STRPercentDebuff*($STR + $weaponDMG)/100) + ($STRPercentBuff*($STR + $weaponDMG)/100))>> <<elseif $curStamina <= 5>> <<set $attack to "Do nothing">> <<set $attackText to "Do nothing">> <<set $curStamina += 5 + $INT>> <</if>> <<elseif $weaponType == "None">> <<if $curStamina >= 5>> <<set $curStamina -= 5>> <<set $curHunger -= 1>> <<set $curFatigue += 1>> <<set $MonsterHP -= ($STR/2 - ($STRPercentDebuff*($STR/2)/100) + ($STRPercentBuff*($STR/2)/100))>> <<set $dmgDealt.Combat to ($STR/2 - ($STRPercentDebuff*($STR/2)/100) + ($STRPercentBuff*($STR/2)/100))>> <<set $dmgDealt.Total += ($STR/2 - ($STRPercentDebuff*($STR/2)/100) + ($STRPercentBuff*($STR/2)/100))>> <<elseif $curStamina <= 4>> <<set $attack to "Do nothing">> <<set $attackText to "Do nothing">> <<set $curStamina += 5 + $INT>> <</if>> <<elseif $weaponType == "Short sword">> <<if $curStamina >= 10>> <<set $curStamina -= 10>> <<set $curHunger -= 1>> <<set $curFatigue += 3>> <<set $MonsterHP -= ($STR + $weaponDMG - ($STRPercentDebuff*($STR + $weaponDMG)/100) + ($STRPercentBuff*($STR + $weaponDMG)/100))>> <<set $dmgDealt.Combat to ($STR + $weaponDMG - ($STRPercentDebuff*($STR + $weaponDMG)/100) + ($STRPercentBuff*($STR + $weaponDMG)/100))>> <<set $dmgDealt.Total += ($STR + $weaponDMG - ($STRPercentDebuff*($STR + $weaponDMG)/100) + ($STRPercentBuff*($STR + $weaponDMG)/100))>> <<elseif $curStamina <= 9>> <<set $attack to "Do nothing">> <<set $attackText to "Do nothing">> <<set $curStamina += 5 + $INT>> <</if>> <</if>> <</if>> /* Charges */ <<if $attack == "Charge">> <<set $attackText to "Charge">> <<if $weaponType == "Heavy sword">> <<if $curStamina >= 31>> <<set $curStamina -= 31>> <<set $curHunger -= 4>> <<set $curFatigue += 11>> <<set $MonsterHP -= ($weaponDMG + $DEX/2 - ($DEXPercentDebuff*($DEX/2)/100) + ($DEXPercentBuff*($DEX/2)/100) + $STR - ($STRPercentDebuff*($STR + $weaponDMG)/100) + ($STRPercentBuff*($STR + $weaponDMG)/100))>> <<set $dmgDealt.Combat to ($weaponDMG + $DEX/2 - ($DEXPercentDebuff*($DEX/2)/100) + ($DEXPercentBuff*($DEX/2)/100) + $STR - ($STRPercentDebuff*($STR + $weaponDMG)/100) + ($STRPercentBuff*($STR + $weaponDMG)/100))>> <<set $dmgDealt.Total += ($weaponDMG + $DEX/2 - ($DEXPercentDebuff*($DEX/2)/100) + ($DEXPercentBuff*($DEX/2)/100) + $STR - ($STRPercentDebuff*($STR + $weaponDMG)/100) + ($STRPercentBuff*($STR + $weaponDMG)/100))>> <<elseif $curStamina <= 30>> <<set $attack to "Do nothing">> <<set $attackText to "Do nothing">> <<set $curStamina += 5 + $INT>> <</if>> <<elseif $weaponType == "Rapier">> <<if $curStamina >= 12>> <<set $curStamina -= 12>> <<set $curHunger -= 1>> <<set $curFatigue += 4>> <<set $MonsterHP -= ($weaponDMG + $DEX/2 - ($DEXPercentDebuff*($DEX/2)/100) + ($DEXPercentBuff*($DEX/2)/100) + $STR - ($STRPercentDebuff*($STR + $weaponDMG)/100) + ($STRPercentBuff*($STR + $weaponDMG)/100))>> <<set $dmgDealt.Combat to ($weaponDMG + $DEX/2 - ($DEXPercentDebuff*($DEX/2)/100) + ($DEXPercentBuff*($DEX/2)/100) + $STR - ($STRPercentDebuff*($STR + $weaponDMG)/100) + ($STRPercentBuff*($STR + $weaponDMG)/100))>> <<set $dmgDealt.Total += ($weaponDMG + $DEX/2 - ($DEXPercentDebuff*($DEX/2)/100) + ($DEXPercentBuff*($DEX/2)/100) + $STR - ($STRPercentDebuff*($STR + $weaponDMG)/100) + ($STRPercentBuff*($STR + $weaponDMG)/100))>> <<elseif $curStamina <= 11>> <<set $attack to "Do nothing">> <<set $attackText to "Do nothing">> <<set $curStamina += 5 + $INT>> <</if>> <<elseif $weaponType == "None">> <<if $curStamina >= 10>> <<set $curStamina -= 10>> <<set $curHunger -= 1>> <<set $curFatigue += 1>> <<set $MonsterHP -= ($STR/2 + $DEX/2.5 - ($DEXPercentDebuff*($DEX/2.5)/100) + ($DEXPercentBuff*($DEX/2.5)/100) - ($STRPercentDebuff*($STR/2)/100) + ($STRPercentBuff*($STR/2 + $weaponDMG)/100))>> <<set $dmgDealt.Combat to ($STR/2 + $DEX/2.5 - ($DEXPercentDebuff*($DEX/2.5)/100) + ($DEXPercentBuff*($DEX/2.5)/100) - ($STRPercentDebuff*($STR/2)/100) + ($STRPercentBuff*($STR/2 + $weaponDMG)/100))>> <<set $dmgDealt.Total += ($STR/2 + $DEX/2.5 - ($DEXPercentDebuff*($DEX/2.5)/100) + ($DEXPercentBuff*($DEX/2.5)/100) - ($STRPercentDebuff*($STR/2)/100) + ($STRPercentBuff*($STR/2 + $weaponDMG)/100))>> <<elseif $curStamina <= 9>> <<set $attack to "Do nothing">> <<set $attackText to "Do nothing">> <<set $curStamina += 5 + $INT>> <</if>> <<elseif $weaponType == "Short sword">> <<if $curStamina >= 16>> <<set $curStamina -= 16>> <<set $curHunger -= 1>> <<set $curFatigue += 7>> <<set $MonsterHP -= ($weaponDMG + $DEX/2 - ($DEXPercentDebuff*($DEX/2)/100) + ($DEXPercentBuff*($DEX/2)/100) + $STR - ($STRPercentDebuff*($STR + $weaponDMG)/100) + ($STRPercentBuff*($STR + $weaponDMG)/100))>> <<set $dmgDealt.Combat to ($weaponDMG + $DEX/2 - ($DEXPercentDebuff*($DEX/2)/100) + ($DEXPercentBuff*($DEX/2)/100) + $STR - ($STRPercentDebuff*($STR + $weaponDMG)/100) + ($STRPercentBuff*($STR + $weaponDMG)/100))>> <<set $dmgDealt.Total += ($weaponDMG + $DEX/2 - ($DEXPercentDebuff*($DEX/2)/100) + ($DEXPercentBuff*($DEX/2)/100) + $STR - ($STRPercentDebuff*($STR + $weaponDMG)/100) + ($STRPercentBuff*($STR + $weaponDMG)/100))>> <<elseif $curStamina <= 15>> <<set $attack to "Do nothing">> <<set $attackText to "Do nothing">> <<set $curStamina += 5 + $INT>> <</if>> <</if>> <</if>> /* Party combat */ /* RadiantRose */ <<if $partyMembers.includes("RadiantRose")>> <<if $attackRadiantRose is "Do nothing">> <<if $curStaminaRadiantRose <= $maxStaminaRadiantRose >> <<set $curStaminaRadiantRose += 5>> <<elseif $curStaminaRadiantRose >= $maxStaminaRadiantRose>> <<set $curStaminaRadiantRose -= 5>> <</if>> <</if>> <<if $attackRadiantRose is "Stab">> <<if $curStaminaRadiantRose >= 6>> <<set $MonsterHP -= ($STRRadiantRose + $weaponDMGRadiantRose)>> <<set $curStaminaRadiantRose -= 6>> <<elseif $curStaminaRadiantRose<= 5>> <<set $curStaminaRadiantRose += 5>> <</if>> <</if>> <<if $attackRadiantRose is "Charge">> <<if $curStaminaRadiantRose >= 12>> <<set $MonsterHP -= ($weaponDMGRadiantRose + $DEXRadiantRose/2 + $STRRadiantRose)>> <<set $curStaminaRadiantRose -= 12>> <<elseif $curStaminaRadiantRose<= 11>> <<set $curStaminaRadiantRose += 5>> <</if>> <</if>> <</if>> /* ShadowScythe */ <<if $partyMembers.includes("ShadowScythe")>> <<if $attackShadowScythe is "Do nothing">> <<if $curStaminaShadowScythe <= $maxStaminaShadowScythe >> <<set $curStaminaShadowScythe += 5>> <<elseif $curStaminaShadowScythe >= $maxStaminaShadowScythe>> <<set $curStaminaShadowScythe -= 5>> <</if>> <</if>> <<if $attackShadowScythe is "Stab">> <<if $curStaminaShadowScythe >= 25>> <<set $MonsterHP -= ($STRShadowScythe + $weaponDMGShadowScythe)>> <<set $curStaminaShadowScythe -= 25>> <<elseif $curStaminaShadowScythe<= 24>> <<set $curStaminaShadowScythe += 5>> <</if>> <</if>> <<if $attackShadowScythe is "Charge">> <<if $curStaminaShadowScythe >= 31>> <<set $MonsterHP -= ($weaponDMGShadowScythe + $DEXShadowScythe/2 + $STRShadowScythe)>> <<set $curStaminaShadowScythe -= 31>> <<elseif $curStaminaShadowScythe<= 30>> <<set $curStaminaShadowScythe += 5>> <</if>> <</if>> <</if>> /* CrimsonSentinel */ <<if $partyMembers.includes("CrimsonSentinel")>> <<if $attackCrimsonSentinel is "Do nothing">> <<if $curStaminaCrimsonSentinel <= $maxStaminaCrimsonSentinel >> <<set $curStaminaCrimsonSentinel += 5>> <<elseif $curStaminaCrimsonSentinel >= $maxStaminaCrimsonSentinel>> <<set $curStaminaCrimsonSentinel -= 5>> <</if>> <</if>> <<if $attackCrimsonSentinel is "Stab">> <<if $curStaminaCrimsonSentinel >= 9>> <<set $MonsterHP -= ($STRCrimsonSentinel + $weaponDMGCrimsonSentinel)>> <<set $curStaminaCrimsonSentinel -= 10>> <<elseif $curStaminaCrimsonSentinel<=9>> <<set $curStaminaCrimsonSentinel += 5>> <</if>> <</if>> <<if $attackCrimsonSentinel is "Charge">> <<if $curStaminaCrimsonSentinel >= 16>> <<set $MonsterHP -= ($weaponDMGCrimsonSentinel + $DEXCrimsonSentinel/2 + $STRCrimsonSentinel)>> <<set $curStaminaCrimsonSentinel -= 16>> <<elseif $curStaminaCrimsonSentinel <= 16>> <<set $curStaminaCrimsonSentinel += 5>> <</if>> <</if>> <</if>> /* Zegrath */ <<if $partyMembers.includes("Zegrath")>> <<if $attackZegrath is "Do nothing">> <<if $curStaminaZegrath <= $maxStaminaZegrath >> <<set $curStaminaZegrath += 5>> <<elseif $curStaminaZegrath >= $maxStaminaZegrath>> <<set $curStaminaZegrath -= 5>> <</if>> <</if>> <<if $attackZegrath is "Stab">> <<if $curStaminaZegrath >= 9>> <<if $ZegrathFireSword >= 1>> <<set $MonsterHP -= kitsuneRNG(($STRZegrath + $weaponDMGZegrath), (125*($STRZegrath + $weaponDMGZegrath)/100))>> <<set $curStaminaZegrath -= 10>> <<else>> <<set $MonsterHP -= kitsuneRNG((50*($STRZegrath + $weaponDMGZegrath))/100, (75*($STRZegrath + $weaponDMGZegrath)/100))>> <<set $curStaminaZegrath -= 12>> <</if>> <<elseif $curStaminaZegrath<= 9>> <<set $curStaminaZegrath += 5>> <</if>> <</if>> <<if $attackZegrath is "Charge">> <<if $curStaminaZegrath >= 16>> <<if $ZegrathFireSword >= 1>> <<set $MonsterHP -= kitsuneRNG(($weaponDMGZegrath + $DEXZegrath/2 + $STRZegrath), (125*($weaponDMGZegrath + $DEXZegrath/2 + $STRZegrath)/100))>> <<set $curStaminaZegrath -= 20>> <<else>> <<set $MonsterHP -= kitsuneRNG((50*($weaponDMGZegrath + $DEXZegrath/2 + $STRZegrath))/100, (75*($weaponDMGZegrath + $DEXZegrath/2 + $STRZegrath)/100))>> <<set $curStaminaZegrath -= 16>> <</if>> <<elseif $curStaminaZegrath <= 16>> <<set $curStaminaZegrath += 5>> <</if>> <</if>> <<if $attackZegrath is "FireSword">> <<if $curStaminaZegrath >= 40>> <<set $curStaminaZegrath -= 40>> <<set $ZegrathFireSword += 10>> <<elseif $curStaminaZegrath <= 39>> <<set $curStaminaZegrath += 5>> <</if>> <</if>> <</if>> /* Black wolf attacks */ <<if $partyMembers.includes($wolfName)>> <<if $wolfCurSTM >= 10 && $wolfTimeOut <= 0>> <<set $MonsterHP -= $wolfSTR>> <<set $wolfCurSTM -= 10>> <<elseif $wolfCurSTM >= 0 && $wolfTimeOut >= 1>> <<set $wolfCurSTM += $wolfINT>> <<set $wolfTimeOut -= 1>> <<elseif $wolfTimeOut <= 0 && $wolfCurSTM <= 10>> <<set $wolfTimeOut to kitsuneRNG(5, 12)>> <<set $wolfCurSTM += $wolfINT>> <</if>> <</if>> /* Raid party */ <<if $floorBossBattle == true>> <<if $raidParty == true>> <<set $MonsterHP -= 10>> <<set $raidHP -= $monsterSTR>> <</if>> <</if>> /* Player death */ <<if $CurHP lte 0>> <<goto "lose">> <</if>> /* Party death*/ <<if $CurHPRadiantRose lte 0>> <<set $radiantRoseAffection to 0>> <<run $partyMembers.delete("RadiantRose")>> <</if>> <<if $CurHPShadowScythe lte 0>> <<set $shadowScytheAffection to 0>> <<run $partyMembers.delete("ShadowScythe")>> <</if>> <<if $CurHPCrimsonSentinel lte 0>> <<set $crimsonSentinelAffection to 0>> <<run $partyMembers.delete("CrimsonSentinel")>> <</if>> <<if $wolfCurHP lte 0>> <<set $blackWolfDead to true>> <<run $partyMembers.delete($wolfName)>> <</if>> <<if $CurHPZegrath lte 0>> <<set $zegrathDead to true>> <<run $partyMembers.delete("Zegrath")>> <</if>> /* Ring effects */ <<for _i = 1; _i lte 10; _i++>> <<capture _i>> <<if State.variables["Finger" + _i] is "Ring of the living">> <<set $CurHP += $dmgDealt.Combat / 3>> <</if>> <</capture>> <</for>> /* Combat end */ <<if $MonsterHP lte 0>> <<if $monstername is "wild Boar">> <<goto "win boar">> <<elseif $monstername is "Rabbit">> <<goto "win rabbit">> <<elseif $monstername is "Plant monster">> <<goto "win pm">> <<set $lootchance to random(100)>> <<elseif $monstername is "Skeleton">> <<set $lootchance to random(100)>> <<goto "win skeleton">> <<elseif $monstername is "Skeleton warrior">> <<set $lootchance to random(100)>> <<goto "win skeletonW">> <<elseif $monstername is "White wolf">> <<goto "win WW">> <<set $lootchance to random(100)>> <<elseif $monstername is "White Wolf Pup">> <<goto "win WWP">> <<set $lootchance to random(100)>> <<elseif $monstername is "Skulltron">> <<goto "win Skulltron">> <<elseif $monstername is "PKer">> <<goto "win PKer">> <<elseif $monstername is "ShadowScythe">> <<goto "win SC">> <<elseif $monstername is "Oni">> <<goto "win Oni">> <<set $lootchance to random(100)>> <<elseif $monstername is "Black wolf">> <<goto "win Black wolf">> <<elseif $monstername is "Zegrath">> <<goto "win Zegrath">> <<elseif $monstername is "Love4Mary">> <<goto "win Marcellus">> <<elseif $monstername is "Poisonous lizard">> <<goto "win PZ">> <<elseif $monstername is "Boulder guardian">> <<goto "win BG">> <<set $lootchance to random(100)>> <<elseif $monstername is "Glowing chest">> <<goto "win GC">> <<elseif $monstername is "Boldegar">> <<goto "win F2Boss">> <</if>> /* Events */ /* Anniversary */ <<if $OneYearTHF == true>> <<set $AnniversaryCoinDrop to Math.round(kitsuneRNG(1, 20) + kitsuneRNG(1, 20)*($mobLvl/6))>> <</if>> /* Christmas */ <<if $christmasEvent == true>> <<set $candyCanesCurDrop to Math.round(kitsuneRNG(1, 20) + kitsuneRNG(1, 20)*($mobLvl/6))>> <</if>> <</if>> <<if $floorBossBattle == true>> <<if $MonsterHP lte 0 && $monstername is "Deathlord">> <<if $blueRaid == true>> <<goto "Blue f1boss">> <<else>> <<goto "win F1Boss">> <</if>> <<elseif $MonsterHP lte 0 && $monstername is "Boldegar">> <<if $blueRaid == true>> <<goto "Blue f2boss">> <<else>> <<goto "win F2Boss">> <</if>> <</if>> <</if>> /*Boss rush mode*/ <<if $monstername is "Deathlord" && $bossRush >= 1 && $MonsterHP lte 0>> <<goto "bossrush f1 win">> <</if>> <<if $monstername is "Boldegar" && $bossRush >= 1 && $MonsterHP lte 0>> <<goto "bossrush f2 win">> <</if>> /* Attack text */ <<set $attacktxt to random(100)>> /* Mob attack (on which side) */ <<set $Mobattack to random(100)>> <</link>> <<link "Run away">> <<set _escape to kitsuneRNG(1, 100) + $DEX>> <<set $attackText to "Run fail">> /* Attack text */ <<set $attacktxt to random(100)>> /* Mob attack (on which side) */ <<set $Mobattack to random(100)>> <<if $curStamina >= 30>> <<if _escape >= $monsterDEX>> <<set $curStamina -= 30>> <<set $curFatigue += 25>> <<goto "Run away...">> <<else>> <<set $curStamina -= 15>> <<set $curFatigue += 12>> <<goto "Enemy turn">> <</if>> <</if>> <</link>> | 30 stamina BenIsDyingAgain/TechnoBen You can see 2 people sitting around the fire talking to eachother. You wave your hand and they look at you "Henz-aie-ai hirt-henz-aie-rie-aie! Zet-oumf ai-oumf-ourt vai-an-negt-hirt hirt-oumf zei-oumf-ikz-negt ourt-sou?" <<linkreplace "Translate">> <<if $SpeakingSkill == 1>> You don't understand what they are saying at all says. <<elseif $SpeakingSkill == 2>> Hey thr! Do join us! <<elseif $SpeakingSkill >= 3>> Hey there! Do you want to join us? <</if>> <<set $SpeakingXP += 5>><</linkreplace>> They seem friendly so you sit down. Direction: 1. [[Go back|Path 2]] You can: 1. <<link [[Cook on the fire|Cooking]]>> <<set $lastvisitedpassage1 to "Go to the campfire">> <</link>> 2. <<link [[Sleep in the tent|Sleep 1]]>> <<set $lastVisitedPassage1 to "Go to the campfire">><</link>>You open the book. It seems to have a lot of information about the language but you are not sure what its about. Perhaps giving it a read would help you understand it. <<set $ReadingSkill to 3>> <center> <span class= Evese> Learn how to speak Evese for advanced readers. </span> <<linkreplace "Translate">> <<if $ReadingSkill == 1>> You don't understand what the text says... At all. <<elseif $ReadingSkill == 2>> Learn speak Evese. Advanced <<elseif $ReadingSkill >= 3>> Learn how to speak Evese for advanced readers. <</if>> <<set $ReadingXP += 5>><</linkreplace>> <span class= Evese>Hello to whoever is reading this book. I assume that if you are reading this book then you probably don't know how to read or write well so I will try to make this as simple as possible </span> <<linkreplace "Translate">> <<if $ReadingSkill == 1>> You don't understand what the text says... At all. <<elseif $ReadingSkill == 2>> Hello whoever book reading. If reading this assume probably don't know read well. I make simple possible. <<elseif $ReadingSkill >= 3>> Hello to whoever is reading this book. I assume that if you are reading this book then you probably don't know how to read or write well so I will try to make this as simple as possible <</if>> <<set $ReadingXP += 5>><</linkreplace>> <span class= Evese>Let's start with the basics. In Evese we don't say the punctuations like the dots ( . ), the exclamation mark ( ! ) or the question mark ( ? ) at the end of our sentences like in the other lost languages around the world.</span> <<linkreplace "Translate">> <<if $ReadingSkill == 1>> You don't understand what the text says... At all. <<elseif $ReadingSkill == 2>> Basics. Evese don't say punctations dots, exclamation mark or question mark like other languages in world <<elseif $ReadingSkill >= 3>>Let's start with the basics. In Evese we don't say the punctuations like the dots ( . ), the exclamation mark ( ! ) or the question mark ( ? ) at the end of our sentences like in the other lost languages around the world. <</if>> <<set $ReadingXP += 5>><</linkreplace>> <span class= Evese>While speaking there are a bit of rules. Like when you are saying hello would be pronounced without one of the L's so that you won't have to repeat yourself a bunch of time. Example: Hello would be pronounced "henz-ale-lai-oumf" AND NOT "henz-ale-lai-lai-oumf". Food would be pronounced "rohf-oumf-zet" AND NOT "rohf-oumf-oumf-zet".</span> <<linkreplace "Translate">> <<if $ReadingSkill == 1>> You don't understand what the text says... At all. <<elseif $ReadingSkill == 2>> While speak rules. If say hello no use two L's so no repeat yourself. Example: Hello pronounced: "henz-ale-lai-oumf" NOT "henz-ale-lai-lai-oumf". You can't read the other example... <<elseif $ReadingSkill >= 3>> While speaking there are a bit of rules. Like when you are saying hello would be pronounced without one of the L's so that you won't have to repeat yourself a bunch of time. Example: Hello would be pronounced "henz-ale-lai-oumf" AND NOT "henz-ale-lai-lai-oumf". Food would be pronounced "rohf-oumf-zet" AND NOT "rohf-oumf-oumf-zet". <</if>> <<set $ReadingXP += 5>><</linkreplace>> <span class= Evese>Anyways lets begin with the pronounciations. Q = kai W = vai E = aie R = rie T = hirt Y = ai U = ourt I = ikz O = oumf P = imf A = an S = sou D = zet F = ronf G = gon H = henz J = zei K = kinz L = lai Z = cai X = heij C = siz V = vau B = benz N = negt M = mau</span> <<linkreplace "Translate">><<if $ReadingSkill == 1>> You don't understand what the text says... At all. <<elseif $ReadingSkill >= 2>> Anyways lets begin with the pronounciations. Q = kai W = vai E = aie R = rie T = hirt Y = ai U = ourt I = ikz O = oumf P = imf A = an S = sou D = zet F = ronf G = gon H = henz J = zei K = kinz L = lai Z = cai X = heij C = siz V = vau B = benz N = negt M = mau <</if>> <<set $ReadingXP += 5>><</linkreplace>> <<if $SpeakingSkill <= 1>>\ You feel like you got a bit better in speaking... <<set $SpeakingXP += 150>> <<elseif $SpeakingSkill >= 2>>\ You seem to understand the vocals well enough for this book to be of any help... <</if>>\ <<link "Close the book">> <<goto $lastVisitedPassage1>> <</link>> </center>The bosses HP gets to 0. You can hear your team screaming in happiness that they managed to do it. <span class="Blu3b3llrex">"$gamename are you alright?! You got pretty beat up! Do you need a healing potion!?"</span> "Don't worry Im fine... Can't believe we managed to do it though." <span class="Blu3b3llrex">"Yeah it sure was! I can't tell if the devs made the boss harder or if it's because we are all scared of dying..."</span> "It could've gone worse though. Im glad we somehow did it." <span class="Blu3b3llrex">"Also good job out there. You guys did well."</span> "You guys did well too." [[Next|win F1Boss]] You went to the cooking spot to see a few people doing their stuff. A person in there seems to be making a REALLY good looking meal. The place looks pretty quickly put together by players so they can cook their meals. The whole place is 4 logs and some cloth on top... On the center there's a few cooking pots. You can: 1. <<link [[Cook|Cooking]]>> <<set $lastvisitedpassage1 to "Cooking spot 1">> <</link>> 2. <<link [[Cook book|Book 3]]>> <<set $lastVisitedPassage1 to "Cooking spot 1">> <<set $curFatigue += 12>> <<dateadd '20m'>> <</link>> 3. <<link [[Go back|Oakheart centre]]>> <<dateadd '1m'>> <</link>>------------------------------- \<div class="UIButtons">\ <<button "Inventory">> <<script>> Dialog.setup("Inventory guide", "guide2"); Dialog.wiki(Story.get("Guide2").processText()); Dialog.open(); <</script>> <</button>> <<button "Stats">> <<script>> Dialog.setup("Stats guide", "guide1"); Dialog.wiki(Story.get("Guide1").processText()); Dialog.open(); <</script>> <</button>> <<button "Combat">> <<script>> Dialog.setup("Combat guide", "guide3"); Dialog.wiki(Story.get("Guide3").processText()); Dialog.open(); <</script>> <</button>> <<button "Parties">> <<script>> Dialog.setup("Parties guide", "guide4"); Dialog.wiki(Story.get("Guide4").processText()); Dialog.open(); <</script>> <</button>> <<button "Achievements guide">> <<script>> Dialog.setup("Achievements guide", "guide5"); Dialog.wiki(Story.get("Guide5").processText()); Dialog.open(); <</script>> <</button>> </div>\ -------------------------------------------------------------- \Where can we use our stat points? Stat points can be used inside safe houses like the forest hut (F1) and Inn rooms. ------------------------------- \What do the stats do? <<if $STR >= 1>>On each STR level you will get +1 damage.<<else>>You need to have at least 1 level of STR to know what it does!<</if>> <<if $DEF >= 1>>On each DEF level you will get +1 defense.<<else>>You need to have at least 1 level of DEF to know what it does!<</if>> <<if $DEX >= 1>>On each DEX level you will gain 25 stamina and deal more damage on attacks that would need DEX. For an example you would deal 0.5 more damage if you use Charge.<<else>>You need to have at least 1 level of DEX to know what it does!<</if>> <<if $INT >= 1>>On each INT level you will gain +1 stamina when doing nothing during combat, INT/3 when stamina regen outside of combat and you'll have a higher chance to get better tier items when cooking and more xp while crafting. <<else>>You need to have at least 1 level of INT to know what it does! <</if>> ------------------------------- \<div class="UIButtons">\ <<button "Go back">> <<script>> Dialog.setup("Guide", "guide"); Dialog.wiki(Story.get("Guide").processText()); Dialog.open(); <</script>> <</button>> </div>\ -------------------------------------------------------------- \Curious about our inventory system? Simply click the Inventory button on your sidebar to view all of your current items. However, please note that anything in your inventory that isn't highlighted in blue is not usable from there alone. To use anything else, you'll need to find a wardrobe at various locations throughout the game, such as houses, inns, villages, and shops. Once you open the wardrobe, you'll be able to consume potions and food, as well as equip armor or weapons. Do keep in mind, however, that these actions can only be taken outside of combat. ------------------------------- \<div class="UIButtons">\ <<button "Go back">> <<script>> Dialog.setup("Guide", "guide"); Dialog.wiki(Story.get("Guide").processText()); Dialog.open(); <</script>> <</button>> </div>\ -------------------------------------------------------------- \In combat, you have a variety of moves to choose from. - Doint nothing: Doing nothing will give you 5 stamina<<if $INT == 1>> + INT ($INT)<</if>> - Stab: Stabbing will deal the amount of damage you deal with your weapon ($weaponDMG) + STR ($STR) - Charge: Charing will deal the amount of damage you deal with you weapon ($weaponDMG) + STR + DEX devided by 2 ($DEX/2) - Drink a HP pot: Drinks a hp pot... pretty self explanatory. - Drink a STM pot: Does it need a explanation...? ------------------------------- \<div class="UIButtons">\ <<button "Go back">> <<script>> Dialog.setup("Guide", "guide"); Dialog.wiki(Story.get("Guide").processText()); Dialog.open(); <</script>> <</button>> </div>\ -------------------------------<<nobr>> <ol> <<if $partyON == true>> Party members | <<link "Disband party">> <<set $partyON to false>> <<set $radPartyTime to 0>> <<set $crimPartyTime to 0>> <<set $shadPartyTime to 0>> <<set $zegrathTime to 0>> <<set $partyMembers to ["Player"]>> <</link>> <li> $gamename ★ </li> <<if $partyMembers[1]>> <li>$partyMembers[1]</li> <</if>> <<if $partyMembers[2]>> <li>$partyMembers[2]</li> <</if>> <<if $partyMembers[3]>> <li>$partyMembers[3]</li> <</if>> <<if $partyMembers[4]>> <li>$partyMembers[4]</li> <</if>> <</if>> </ol> <<if $curStamina >= 6 + $INT>> <<set $staminaTaken to $curStamina>> <</if>> <ol> <<if $CurXP >= $MaxXP>> <img src = "Textures/You leveled up.png" width="100%"/> <<set $Level += 1>> <<set $Points += 1>> <<set $CurXP -= $MaxXP>> <<set $MaxHP += 50>> <<set $maxFatigue += 10>> <<set $CurHP = $MaxHP>> <<set $MaxXP *= 1.25>> <</if>> </ol> <ol> <<if !tags().includesAny('player-turn', 'enemy-turn','no-party-time-loss')>> <<if $partyMembers.includes("RadiantRose")>> <<set _timeRad to random(1, 13)>> <<set $radPartyTime += _timeRad>> <<if $radPartyTime >= 1000>> <span class="radiant">"Hey $gamename I'll be leaving the party. See you later."</span> <<run $partyMembers.delete("RadiantRose")>> <<set $radPartyTime to 0>> <</if>> <</if>> <<if $partyMembers.includes("ShadowScythe")>> <<set _timeShad to random(1, 13)>> <<set $shadPartyTime += _timeShad>> <<if $shadPartyTime >= 1000>> <<run $partyMembers.delete("ShadowScythe")>> <<set $shadPartyTime to 0>> <span class="shadow">"Hey $gamename I'll be leaving the party. See you later."</span> <</if>> <</if>> <<if $partyMembers.includes("CrimsonSentinel")>> <<set _timeCrim to random(1, 13)>> <<set $crimPartyTime += _timeCrim>> <<if $crimPartyTime >= 1000>> <<run $partyMembers.delete("CrimsonSentinel")>> <<set $crimPartyTime to 0>> <span class="crimson">"Hey $gamename I'll be leaving the party. See you later."</span> <</if>> <</if>> <<if $zegrathParty is true>> <<set _timeZeg to random(1, 13)>> <<set $zegrathPartyTime += _timeZeg>> <<if $zegrathPartyTime >= 850>> <<run $partyMembers.delete("Zegrath")>> <<set $zegrathTime to 0>> <span class="zegrath">"Hey you fucking piss stain. I'm leaving. Don't call me again!"</span> <</if>> <</if>> <<if $marcellusParty is true>> <<set _timeMarcy to random(1, 13)>> <<set $marcellusPartyTime += _timeMarcy>> <<if $marcellusPartyTime >= 1100>> <<run $partyMembers.delete("Love4Mary")>> <<set $zegrathTime to 0>> <span class="Marcellus">"Yo <<if $gender == "Male" or $gender == "Nonbinary">>muscly boy<<else>>dollface<</if>>, I'll be leaving the party to check up on my wife."</span> <</if>> <</if>> <<if $f1bosskilled == false>> <<set _timeBoss to random(0, 7)>> <<set $timeTillBossDies += _timeBoss>> <<set $percentFboss to (($timeTillBossDies / 10000) * 100)>> <<if $timeTillBossDies >= 10000>> <<set $percentFboss to 0>> <<set $timeTillBossDies to 0>> <<set $f1bosskilled to true>> <<set $raidParty to false>> <<set $blueRaid>> There are some rumors that players have defeated the first floor boss... Perhaps the way to the new floor is now open. <</if>> <<elseif $f2BossTimeKilled == false && $f2BossKilled == false>> <<set _timeBoss to random(0, 3)>> <<set $timeTillBossDies += _timeBoss>> <<set $percentFboss to (($timeTillBossDies / 10000) * 100)>> <<if $timeTillBossDies >= 10000>> <<set $percentFboss to 0>> <<set $timeTillBossDies to 0>> <<set $f2BossTimeKilled to true>> <<set $raidParty to false>> <<set $blueRaid to false>> There are some rumors that players have defeated the second floor boss... Perhaps the way to the new floor is now open. <</if>> <<elseif $f3BossTimeKilled == true && $f3BossKilled == true>> <<set _timeBoss to random(0, 7)>> <<set $timeTillBossDies += _timeBoss>> <<set $percentFboss to (($timeTillBossDies / 10000) * 100)>> <<if $timeTillBossDies >= 10000>> <<set $percentFboss to 0>> <<set $timeTillBossDies to 0>> <<set $f3BossTimeKilled to true>> <<set $raidParty to false>> <<set $blueRaid to false>> There are some rumors that players have defeated the third floor boss... Perhaps the way to the new floor is now open. <</if>> <</if>> <</if>> </ol> <ol> <<if $overkill == 1>> <<set $overkill to 0>> <<set $STRPercentBuff -= 100>> <<set $DEXPercentBuff -= 100>> <<elseif $overkill >= 2>> <li>Your enemy is scared.</li> <<set $overkill -= 1>> <</if>> <<if $hungerDebuff == 1>> <<set $hungerDebuff += 1>> <<set $STRPercentDebuff += 15>> <<elseif $hungerDebuff == 2>> <li>You are feeling peckish.</li> <<elseif $hungerDebuff == 3>> <<set $hungerDebuff += 1>> <<set $STRPercentDebuff += 10>> <<elseif $hungerDebuff == 4>> <li>You are feeling hungry.</li> <<elseif $hungerDebuff == 5>> <<set $hungerDebuff += 1>> <<set $STRPercentDebuff += 25>> <<elseif $hungerDebuff == 6>> <li>You are starving.</li> <</if>> <<if $fatigueDebuff == 1>> <<set $fatigueDebuff += 1>> <<set $STRPercentDebuff += 2>> <<elseif $fatigueDebuff == 2>> <li>You are drowsy.</li> <<elseif $fatigueDebuff == 3>> <<set $fatigueDebuff += 1>> <<set $STRPercentDebuff += 3>> <<elseif $fatigueDebuff == 4>> <li>You are tired.</li> <<elseif $fatigueDebuff == 5>> <<set $fatigueDebuff += 1>> <<set $STRPercentDebuff += 5>> <<elseif $fatigueDebuff == 6>> <li>You are very tired.</li> <</if>> <<if $fearDebuff == 1>> <<set $fearDebuff += 1>> <<set $STRPercentDebuff += 10>> <<elseif $fearDebuff == 2>> <li>You are feeling anxious.</li> <<elseif $fearDebuff == 3>> <<set $fearDebuff += 1>> <<set $STRPercentDebuff += 10>> <<elseif $fearDebuff == 4>> <li>You are feeling fearful.</li> <<elseif $fearDebuff == 5>> <<set $fearDebuff += 1>> <<set $STRPercentDebuff += 30>> <<elseif $fearDebuff == 6>> <li>You are feeling paranoid.</li> <</if>> <<if $RegenHP >= 1>> <<set $CurHP += $RegenAmount>> <<set $RegenHP -= 1>> <li> A potion is regenerating your HP! </li> <</if>> <<if $paralized >= 2>> <li> You are paralized! </li> <<set $paralized -= 1>> <<set $curStamina to 0>> <<elseif $paralized == 1>> <<set $paralized to 0>> <<set $curStamina to $staminaTaken>> <<set $staminaTaken to 0>> <</if>> <<if $potCooldown >= 1>> <li> You have potion sickness! </li> <<set $potCooldown -= 1>> <</if>> <<if $onFire >= 1>> <li> IT BURNS! <<if $combatSkills.includes("Fire stop")>><<link "Use Fire stopper skill">> <<if $curStamina >= 25>> <<set $onFire to 0>> <<set $curStamina -= 25>> <<script>> UI.alert("You stopped the fire! (changes will be seen once you do a action"); <</script>> <<else>> <<script>> UI.alert("You are too tired to use this skill!"); <</script>> <</if>> <</link>> | 25 stamina<</if>></li> <<set $onFire -= 1>> <<set $CurHP -= Math.round($MaxHP / 20)>> <</if>> <<if $poisoned1 >= 1>> <li> You've been poisoned! </li> <<set $poisoned1 -= 1>> <<set $CurHP -= Math.round($CurHP / 20)>> <</if>> <<if $ZegrathFireSword >= 1>> <li> <span class="zegrath">Zegrath</span>'s swords are on fire! </li> <<set $ZegrathFireSword -= 1>> <</if>> </ol> <<if tags().includes('Path') && $event3 is true>> <<if $beingFollowedPK <= 0 && $PKGuildIn == false>> <<set $followedChancePK to random(100)>> <<if $followedChancePK lte 10>> <<set $beingFollowedPK to 4>> <</if>> <<elseif $beingFollowedSC <= 0 && $PKGuildIn == true>> <<set $followedChanceSC to random(100)>> <<if $followedChanceSC lte 15>> <<set $beingFollowedSC to 6>> <</if>> <</if>> <</if>> <<if $beingFollowedPK >= 2>> <ol>You feel like you are being followed...</ol> <<set $beingFollowedPK -= 1>> <<if $beingFollowedPK == 1>> <<set $lastVisitedPassage to passage()>> <<goto "PK Encounter">> <</if>> <</if>> <<if $beingFollowedSC >= 2 && $shadowScytheDead == false>> <ol><span class="shadow">You feel a terrible presence following you...</span></ol> <<set $beingFollowedSC -= 1>> <<if $beingFollowedSC == 1>> <<set $lastVisitedPassage to passage()>> <<goto "SC Encounter">> <</if>> <</if>> <<if $exportReminder >= 1 && settings.exportReminder == true>> <<set $exportReminder -= 1>> <<elseif $exportReminder <= 0 && settings.exportReminder == true>> <ol><span class= "death">Exporting the game as a file is a good way to prevent save loses. Make sure to do it regularly!</span> | <<link "Export">><<script>>UI.saves()<</script>> <<set $exportReminder to 150>><</link>> | <<link "OK">> <<set $exportReminder to 150>> <</link>> </ol> <</if>> <<if $OneYearTHF == true && $OneYearTHFmsg !== true>> <ol><span class="Techno">Hello there $name (or $gamename, if you prefer that). It's been 1 year since The Hundredth Floors' first release on itch.io, so I decided to make a small event about it. When you open your stats menu, you might notice something new; the same goes for your inventory. You might also notice a change in the first town. You might want to give it a check. No pressure, of course. Anyways, thank you for playing my game. I can't believe it's been a year. It's genuinely crazy to me that I'm still making this game. When I first started this, I imagined I wouldn't get past floor 1 and my motivation would die faster than me realizing how doomed I am during a math exam. The game has changed a ton since the start, which is also pretty fun to see. You can always check how much the game has progressed by downloading older versions of the game. But yeah, thank you for playing my game. Have fun, and I hope this event is fun and that you will enjoy it. As a thank you for playing I will be hosting a outfit giveaway in my discord server. Hope to see you there! | <<link "Close message">> <<set $OneYearTHFmsg to true>> <<set $lootchance to kitsuneRNG(1, 100)>> <<if $lootchance lte 50>> <<set $AnniversaryCakeVanilla += 1>> <<elseif $lootchance lte 100>> <<set $AnniversaryCakeChocolate += 1>> <</if>> <</link>> </span></ol> <</if>> <<if tags().includes('Town')>> <<set $beingFollowedSC to 0>> <<set $beingFollowedPK to 0>> <</if>> <</nobr>>\<center> <h1>Official discord server:</h1> <iframe src="https://discord.com/widget?id=1102868070172721212&theme=dark" width="350" height="500" allowtransparency="true" frameborder="0" sandbox="allow-popups allow-popups-to-escape-sandbox allow-same-origin allow-scripts"></iframe> <h1>Official game page:</h1> <iframe frameborder="0" src="https://itch.io/embed/1986244?bg_color=222222&amp;fg_color=aacc8e&amp;link_color=528e2f&amp;border_color=ff6060" width="552" height="167"><a href="https://benisdyingagain.itch.io/the-hundredt-floor">The Hundredt Floor by TechnoBen</a></iframe> <h1>Official subreddit:</h1> https://www.reddit.com/r/TheHundredthFloor/ <h1>To-do list:</h1> https://github.com/users/TechnoBen/projects/1/views/1 <h1>THF forum (made by Jaedo)</h1> https://technoben.online/benforum/forum.php [[Go back|Start]] </center> ------------------------------- \In case you haven't noticed yet, my game has a party system that allows you to team up with other players and take on enemies together. This is ideal if you want to level up quickly and tackle difficult areas, such as dungeons and bosses. Whenever you meet a new player, you automatically join a party together, although not every player can be grouped up. Once you leave the party or your teammate dies, you won't be able to invite them back unless you've developed a high affection for one another. If your teammate dies while you're together, your affection for them will be back at 0. The good news is that you're always free to disband your party if you want a change of pace, but that will also remove all members of the party. ------------------------------- \<div class="UIButtons">\ <<button "Go back">> <<script>> Dialog.setup("Guide", "guide"); Dialog.wiki(Story.get("Guide").processText()); Dialog.open(); <</script>> <</button>> </div>\ ------------------------------- [[Back|Changelogs and game information]] - Added autosaves. They trigger every time you go to sleep and on some other spots. (mainly from sleeping and winning battles) - Added combat text - Added new guides - Some guides were re-written as they were pretty bad lol - Better save names - Added red hair (my new fav hair lmao) - NPCs can now level up too :) - Teleportation pads - Being female is now visually shown... I had to redo every texture too so please help me and my sanity - Made the player model a widget - Added a choice between a skirt or pants during the character customization - F1 tailor getting more clothes - Added spiky hair style (Hairsalon at Oakheart) - Added pompadour hair style (Hairsalon at Oakheart) - Added pink hair - Added purple hair - Added blue hair - Added a new outfit (texture by Nny) - Added green hair - Added another new outfit - Fixed not being able to gain affection when speaking to Blu3... I dont know why it didnt work. - Typos NEW ITEMS: Black shirt White shirt Starter skirt [[Back|Changelogs and game information]]<<widget "CombatText" container>> <<if $attackText == "Do nothing">>\ <<if $attacktxt lte 10>> You stand there doing nothing. The $monstername comes at you from the <<if $Mobattack <= 50>>left side. <<elseif $Mobattack >= 51>>right side.<</if>> <<elseif $attacktxt lte 20>> You decide to do nothing. While doing absolutely nothing the $monstername charges at you <<if $Mobattack <= 50>> to the left side. <<elseif $Mobattack >= 51>>to the right side.<</if>> <<elseif $attacktxt lte 30>> You do nothing. The $monstername comes to the <<if $Mobattack <= 50>>left side. <<elseif $Mobattack >= 51>>right side.<</if>> <<elseif $attacktxt lte 40>> You take a break and do nothing. The $monstername comes to the <<if $Mobattack <= 50>>left side<<elseif $Mobattack >= 51>>right side<</if>> for an attack. <<elseif $attacktxt lte 100>> You do nothing. The $monstername is comming to the <<if $Mobattack <= 50>>left side<<elseif $Mobattack >= 51>>right side<</if>> for an attack. <</if>>\ <<elseif $attackText == "Stab">>\ <<if $attacktxt lte 20>> You stab the $monstername, dealing <<= $dmgDealt.Combat.toFixed(2)>> damage! The $monstername is comming to the <<if $Mobattack <= 50>>left side<<elseif $Mobattack >= 51>>right side<</if>> for an attack. <<elseif $attacktxt lte 40>> You plunge your weapon into the enemy, dealing <<= $dmgDealt.Combat.toFixed(2)>> damage! The $monstername is comming to the <<if $Mobattack <= 50>>left side<<elseif $Mobattack >= 51>>right side<</if>> for an attack. <<elseif $attacktxt lte 70>> You bury your weapon deep into the $monstername, dealing <<= $dmgDealt.Combat.toFixed(2)>> damage! It's comming to the <<if $Mobattack <= 50>>left side<<elseif $Mobattack >= 51>>right side<</if>> for an attack. <<elseif $attacktxt lte 100>> You prepeare yourself to stab the $monstername and you end up stabbing it, dealing <<= $dmgDealt.Combat.toFixed(2)>> damage. The $monstername is comming to the <<if $Mobattack <= 50>>left side<<elseif $Mobattack >= 51>>right side<</if>> for an attack. <</if>>\ <<elseif $attackText == "Charge">>\ <<if $attacktxt lte 35>> You charge at the $monstername, dealing <<= $dmgDealt.Combat.toFixed(2)>> damage! The $monstername is comming to the <<if $Mobattack <= 50>>left side<<elseif $Mobattack >= 51>>right side<</if>> for an attack. <<elseif $attacktxt lte 70>> You rush forward with your weapon at the ready, striking the $monstername, dealing <<= $dmgDealt.Combat.toFixed(2)>> damage! It's comming to the <<if $Mobattack <= 50>>left side<<elseif $Mobattack >= 51>>right side<</if>> for an attack. <<elseif $attacktxt lte 100>> You prepeare yourself to charge at the $monstername. After a bit you finally do it and deal <<= $dmgDealt.Combat.toFixed(2)>> damage. The $monstername is comming to the <<if $Mobattack <= 50>>left side<<elseif $Mobattack >= 51>>right side<</if>> for an attack. <</if>>\ <<elseif $attackText == "Drink a HP potion">>\ <<if $attacktxt lte 100>> You drank a HP potion, gaining 50 HP. You have $hpPOT HP potions left <</if>>\ <<elseif $attackText == "Drink a HP potion tier 2">>\ <<if $attacktxt lte 100>> You drank a HP potion, gaining 60 HP back this turn. You have $hpPOT HP potions left <</if>>\ <<elseif $attackText == "Drink a STM potion">>\ <<if $attacktxt lte 100>> You drank a STM potion, gaining 50 Stamina and you feel less tired. You have $stmPOT STM potions left <</if>>\ <<elseif $attackText == "Feed dog">>\ <<if $attacktxt lte 100>> You gave the Black wolf meat. It looks pretty happy... <</if>>\ <<elseif $attackText == "Run fail">>\ <<if $attacktxt lte 50>> You tried running away but you trip and fall. The $monstername comes at you from the <<if $Mobattack <= 50>>left side. <<elseif $Mobattack >= 51>>right side.<</if>> <<elseif $attacktxt lte 100>> You tried running away but the $monstername catches up to you. The $monstername comes at you from the <<if $Mobattack <= 50>>left side. <<elseif $Mobattack >= 51>>right side.<</if>> <</if>>\ <</if>>\ <</widget>>You get closer to the Teleportation pad to see a screen popup infront of you... "You need to buy access to the Teleportation pad to use it." <div class="UIButtons"> <<button "Buy access to the teleportation pad. | 1000 coins">> <<if $Coins >= 1000>> <<set $Coins -= 1000>> <<set $tppadONE to true>> <<goto "Town centre">> <<elseif $tppadONE == true>> <<script>> UI.alert("You already bought the house!"); <</script>> <<elseif $Coins <= 999>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> </div> [[Go back|Town centre]]You stepped on the teleportation pad... A screen comes out asking you where to teleport: <<link "Go back">> <<goto $lastVisitedPassage1>> <</link>> -------------------------------------------- \<center>Floor 1 <<if $tppadONE == false>>\ You havent bought access to this Teleportation pad! <<else>>\ <<link [[Starters town|Town centre]]>> <<set $location to "town">> <</link>> <</if>>\ <<if $tppadTWO == false>>\ You havent bought access to this Teleportation pad! <<else>>\ <<link [[Oakheart|Oakheart centre]]>> <<set $location to "town">> <</link>> <</if>>\ </center>\ -------------------------------------------- \<center>Floor 2 <<if $tppadTHREE == false>>\ You havent bought access to this Teleportation pad! <<else>>\ <<link [[Tree library|Library 1]]>> <<set $location to "snowy1">> <</link>> <</if>>\ <<if $tppadFOUR == false>>\ You havent bought access to this Teleportation pad! <<else>>\ <<link [[Whitewall entarance|3rd town entarance]]>> <<set $location to "town">> <</link>> <</if>>\ </center>\ -------------------------------------------- \<<link "Go back">> <<goto $lastVisitedPassage1>> <</link>>You get closer to the Teleportation pad to see a screen popup infront of you... "You need to buy access to the Teleportation pad to use it." <div class="UIButtons"> <<button "Buy access to the teleportation pad. | 1500 coins">> <<if $Coins >= 1500>> <<set $Coins -= 1500>> <<set $tppadTWO to true>> <<goto "Oakheart centre">> <<elseif $tppadTWO == true>> <<script>> UI.alert("You already bought the house!"); <</script>> <<elseif $Coins <= 1499>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> </div> [[Go back|Oakheart centre]]<<widget "Player" container>>\ <<nobr>> <div class="paperdoll"> /*TIME*/ <<if setup.datesystems.default.getDate().h lte 6>> <img class="time" src = "Textures/Time/NIGHT.png" width="140%" /> <<elseif setup.datesystems.default.getDate().h lte 9>> <img class="time" src = "Textures/Time/DAY.png" width="140%" /> <<elseif setup.datesystems.default.getDate().h lte 18>> <img class="time" src = "Textures/Time/AFTERNOON.png" width="140%" /> <<elseif setup.datesystems.default.getDate().h lte 23>> <img class="time" src = "Textures/Time/EVENING.png" width="140%" /> <</if>> <<if $location is "plains">> <img class="location" src = "Textures/Locations/Plains.png" width="140%" /> <<elseif $location is "start">> <img class="location" src = "Textures/Locations/house 1.png" width="140%" /> <<elseif $location is "forest2">> <img class="location" src = "Textures/Locations/Forest2.png" width="140%" /> <<elseif $location is "forest1">> <img class="location" src = "Textures/Locations/Forest1.png" width="140%" /> <<elseif $location is "town">> <img class="location" src = "Textures/Locations/town.png" width="140%" /> <<elseif $location is "snowy1">> <img class="location" src = "Textures/Locations/SnowyField1.png" width="140%" /> <<elseif $location is "dungeon">> <img class="location" src = "Textures/Locations/dungeon.png" width="140%" /> <<elseif $location is "cave1">> <img class="location" src = "Textures/Locations/cave1.png" width="140%" /> <</if>> /* FEAR */ <<if settings.eyes == true && settings.eyesFear == true>> <<if $CurFear <= 99>> <<if $CurFear >= 10>> <img class="location" src = "Textures/Body/Fear/Eye 1.gif" width="140%" /> <</if>> <<if $CurFear >= 20>> <img class="location" src = "Textures/Body/Fear/Eye 2.gif" width="140%" /> <</if>> <<if $CurFear >= 30>> <img class="location" src = "Textures/Body/Fear/Eye 3.gif" width="140%" /> <</if>> <<if $CurFear >= 40>> <img class="location" src = "Textures/Body/Fear/Eye 4.gif" width="140%" /> <</if>> <<if $CurFear >= 50>> <img class="location" src = "Textures/Body/Fear/Eye 5.gif" width="140%" /> <</if>> <<if $CurFear >= 60>> <img class="location" src = "Textures/Body/Fear/Eye 6.gif" width="140%" /> <</if>> <<if $CurFear >= 70>> <img class="location" src = "Textures/Body/Fear/Eye 7.gif" width="140%" /> <</if>> <<if $CurFear >= 80>> <img class="location" src = "Textures/Body/Fear/Eye 8.gif" width="140%" /> <</if>> <<if $CurFear >= 90>> <img class="location" src = "Textures/Body/Fear/Eye 9.gif" width="140%" /> <</if>> <<elseif $CurFear >= 99>> <img class="location" src = "Textures/Body/Fear/Eye 10.gif" width="140%" /> <</if>> <<elseif settings.eyes == false && settings.eyesFear == true>> <<if $CurFear <= 99>> <<if $CurFear >= 10>> <img class="location" src = "Textures/Body/Fear/Eye 1.png" width="140%" /> <</if>> <<if $CurFear >= 20>> <img class="location" src = "Textures/Body/Fear/Eye 2.png" width="140%" /> <</if>> <<if $CurFear >= 30>> <img class="location" src = "Textures/Body/Fear/Eye 3.png" width="140%" /> <</if>> <<if $CurFear >= 40>> <img class="location" src = "Textures/Body/Fear/Eye 4.png" width="140%" /> <</if>> <<if $CurFear >= 50>> <img class="location" src = "Textures/Body/Fear/Eye 5.png" width="140%" /> <</if>> <<if $CurFear >= 60>> <img class="location" src = "Textures/Body/Fear/Eye 6.png" width="140%" /> <</if>> <<if $CurFear >= 70>> <img class="location" src = "Textures/Body/Fear/Eye 7.png" width="140%" /> <</if>> <<if $CurFear >= 80>> <img class="location" src = "Textures/Body/Fear/Eye 8.png" width="140%" /> <</if>> <<if $CurFear >= 90>> <img class="location" src = "Textures/Body/Fear/Eye 9.png" width="140%" /> <</if>> <<elseif $CurFear >= 99>> <img class="location" src = "Textures/Body/Fear/Eye 10.png" width="140%" /> <</if>> <</if>> /* BODY */ <<nobr>> <<if $gender == "Male" or $gender == "Nonbinary">> <<if $skinToneVal is "Pale">> <img class="skin" src = "Textures/Body/Body Pale.png" width="140%" /> <<elseif $skinToneVal is "Light">> <img class="skin" src = "Textures/Body/Body Light.png" width="140%" /> <<elseif $skinToneVal is "Medium">> <img class="skin" src = "Textures/Body/Body Medium.png" width="140%" /> <<elseif $skinToneVal is "Dark">> <img class="skin" src = "Textures/Body/Body Dark.png" width="140%" /> <<elseif $skinToneVal is "White">> <img class="skin" src = "Textures/Body/Body White.png" width="140%" /> <</if>> <<elseif $gender == "Female">> <<if $skinToneVal is "Pale">> <img class="skin" src = "Textures/Body/Fem Body Pale.png" width="140%" /> <<elseif $skinToneVal is "Light">> <img class="skin" src = "Textures/Body/Fem Body Light.png" width="140%" /> <<elseif $skinToneVal is "Medium">> <img class="skin" src = "Textures/Body/Fem Body Medium.png" width="140%" /> <<elseif $skinToneVal is "White">> <img class="skin" src = "Textures/Body/Fem Body White.png" width="140%" /> <<elseif $skinToneVal is "Dark">> <img class="skin" src = "Textures/Body/Fem Body Dark.png" width="140%" /> <</if>> <</if>> <</nobr>> /* EYES */ <<nobr>> <<if settings.eyes == true>> <<if $eyeColor is "Dark gray">> <img class="eyes" src = "Textures/Eyes/Dark Gray eyes.gif" width="140%" /> <<elseif $eyeColor is "Light gray">> <img class="eyes" src = "Textures/Eyes/Light Gray Eyes.gif" width="140%" /> <<elseif $eyeColor is "Dark brown">> <img class="eyes" src = "Textures/Eyes/Dark Brown eyes.gif" width="140%" /> <<elseif $eyeColor is "Light brown">> <img class="eyes" src = "Textures/Eyes/Light Brown Eyes.gif" width="140%" /> <<elseif $eyeColor is "Dark purple">> <img class="eyes" src = "Textures/Eyes/Dark Purple eyes.gif" width="140%" /> <<elseif $eyeColor is "Light purple">> <img class="eyes" src = "Textures/Eyes/Light Purple eyes.gif" width="140%" /> <<elseif $eyeColor is "Dark red">> <img class="eyes" src = "Textures/Eyes/Dark Red eyes.gif" width="140%" /> <<elseif $eyeColor is "Light red">> <img class="eyes" src = "Textures/Eyes/Light Red eyes.gif" width="140%" /> <<elseif $eyeColor is "Dark green">> <img class="eyes" src = "Textures/Eyes/Dark Green eyes.gif" width="140%" /> <<elseif $eyeColor is "Light green">> <img class="eyes" src = "Textures/Eyes/Light Green eyes.gif" width="140%" /> <<elseif $eyeColor is "Dark blue">> <img class="eyes" src = "Textures/Eyes/Dark Blue eyes.gif" width="140%" /> <<elseif $eyeColor is "Light blue">> <img class="eyes" src = "Textures/Eyes/Light Blue eyes.gif" width="140%" /> <<elseif $eyeColor is "Dark pink">> <img class="eyes" src = "Textures/Eyes/Dark Pink Eyes.gif" width="140%" /> <<elseif $eyeColor is "Light pink">> <img class="eyes" src = "Textures/Eyes/Light Pink Eyes.gif" width="140%" /> <<elseif $eyeColor is "Dark orange">> <img class="eyes" src = "Textures/Eyes/Dark Orange Eyes.gif" width="140%" /> <<elseif $eyeColor is "Light orange">> <img class="eyes" src = "Textures/Eyes/Light Orange Eyes.gif" width="140%" /> <<elseif $eyeColor is "Dark yellow">> <img class="eyes" src = "Textures/Eyes/Dark Yellow Eyes.gif" width="140%" /> <<elseif $eyeColor is "Light yellow">> <img class="eyes" src = "Textures/Eyes/Light Yellow Eyes.gif" width="140%" /> <</if>> <<elseif settings.eyes == false>> <<if $eyeColor is "Dark gray">> <img class="eyes" src = "Textures/Eyes/Dark Gray eyes.png" width="140%" /> <<elseif $eyeColor is "Light gray">> <img class="eyes" src = "Textures/Eyes/Light Gray Eyes.png" width="140%" /> <<elseif $eyeColor is "Dark brown">> <img class="eyes" src = "Textures/Eyes/Dark Brown eyes.png" width="140%" /> <<elseif $eyeColor is "Light brown">> <img class="eyes" src = "Textures/Eyes/Light Brown Eyes.png" width="140%" /> <<elseif $eyeColor is "Dark purple">> <img class="eyes" src = "Textures/Eyes/Dark Purple eyes.png" width="140%" /> <<elseif $eyeColor is "Light purple">> <img class="eyes" src = "Textures/Eyes/Light Purple eyes.png" width="140%" /> <<elseif $eyeColor is "Dark red">> <img class="eyes" src = "Textures/Eyes/Dark Red eyes.png" width="140%" /> <<elseif $eyeColor is "Light red">> <img class="eyes" src = "Textures/Eyes/Light Red eyes.png" width="140%" /> <<elseif $eyeColor is "Dark green">> <img class="eyes" src = "Textures/Eyes/Dark Green eyes.png" width="140%" /> <<elseif $eyeColor is "Light green">> <img class="eyes" src = "Textures/Eyes/Light Green eyes.png" width="140%" /> <<elseif $eyeColor is "Dark blue">> <img class="eyes" src = "Textures/Eyes/Dark Blue eyes.png" width="140%" /> <<elseif $eyeColor is "Light blue">> <img class="eyes" src = "Textures/Eyes/Light Blue eyes.png" width="140%" /> <<elseif $eyeColor is "Dark pink">> <img class="eyes" src = "Textures/Eyes/Dark Pink Eyes.png" width="140%" /> <<elseif $eyeColor is "Light pink">> <img class="eyes" src = "Textures/Eyes/Light Pink Eyes.png" width="140%" /> <<elseif $eyeColor is "Dark orange">> <img class="eyes" src = "Textures/Eyes/Dark Orange Eyes.png" width="140%" /> <<elseif $eyeColor is "Light orange">> <img class="eyes" src = "Textures/Eyes/Light Orange Eyes.png" width="140%" /> <<elseif $eyeColor is "Dark yellow">> <img class="eyes" src = "Textures/Eyes/Dark Yellow Eyes.png" width="140%" /> <<elseif $eyeColor is "Light yellow">> <img class="eyes" src = "Textures/Eyes/Light Yellow Eyes.png" width="140%" /> <</if>> <</if>> <</nobr>> /* Clothes */ <<nobr>> <<if settings.clothes == true>> <<if $gender == "Male" or $gender == "Nonbinary">> <<if $isShirtOn is "Blue shirt">> <img class="shirt" src = "Textures/armor/StarterGear/BlueShirt.png" width="140%" /> <<elseif $isShirtOn is "Red shirt">> <img class="shirt" src = "Textures/armor/StarterGear/RedShirt.png" width="140%" /> <<elseif $isShirtOn is "Green shirt">> <img class="shirt" src = "Textures/armor/StarterGear/GreenShirt.png" width="140%" /> <<elseif $isShirtOn is "Pink shirt">> <img class="shirt" src = "Textures/armor/StarterGear/PinkShirt.png" width="140%" /> <<elseif $isShirtOn is "White shirt">> <img class="shirt" src = "Textures/armor/StarterGear/WhiteShirt.png" width="140%" /> <<elseif $isShirtOn is "Black shirt">> <img class="shirt" src = "Textures/armor/StarterGear/BlackShirt.png" width="140%" /> <<elseif $isShirtOn is "Blue open shoulder shirt">> <img class="shirt" src = "Textures/armor/StarterGear/BlueShirtOpenSholder.png" width="140%" /> <<elseif $isShirtOn is "Red open shoulder shirt">> <img class="shirt" src = "Textures/armor/StarterGear/RedShirtOpenSholder.png" width="140%" /> <<elseif $isShirtOn is "Green open shoulder shirt">> <img class="shirt" src = "Textures/armor/StarterGear/GreenShirtOpenSholder.png" width="140%" /> <<elseif $isShirtOn is "Pink open shoulder shirt">> <img class="shirt" src = "Textures/armor/StarterGear/PinkShirtOpenSholder.png" width="140%" /> <<elseif $isShirtOn is "White open shoulder shirt">> <img class="shirt" src = "Textures/armor/StarterGear/WhiteShirtOpenSholder.png" width="140%" /> <<elseif $isShirtOn is "Black open shoulder shirt">> <img class="shirt" src = "Textures/armor/StarterGear/BlackShirtOpenSholder.png" width="140%" /> <<elseif $isShirtOn is "Blue tank top">> <img class="shirt" src = "Textures/armor/Clothes/Blue tank top.png" width="140%" /> <<elseif $isShirtOn is "Red tank top">> <img class="shirt" src = "Textures/armor/Clothes/Red tank top.png" width="140%" /> <<elseif $isShirtOn is "Green tank top">> <img class="shirt" src = "Textures/armor/Clothes/Green tank top.png" width="140%" /> <<elseif $isShirtOn is "Pink tank top">> <img class="shirt" src = "Textures/armor/Clothes/Pink tank top.png" width="140%" /> <<elseif $isShirtOn is "White tank top">> <img class="shirt" src = "Textures/armor/Clothes/White tank top.png" width="140%" /> <<elseif $isShirtOn is "Black tank top">> <img class="shirt" src = "Textures/armor/Clothes/Black tank top.png" width="140%" /> <</if>> <<elseif $gender == "Female">> <<if $isShirtOn is "Blue open shoulder shirt">> <img class="shirt" src = "Textures/armor/StarterGear/FemBlueShirtOpenSholder.png" width="140%" /> <<elseif $isShirtOn is "Red open shoulder shirt">> <img class="shirt" src = "Textures/armor/StarterGear/FemRedShirtOpenSholder.png" width="140%" /> <<elseif $isShirtOn is "Green open shoulder shirt">> <img class="shirt" src = "Textures/armor/StarterGear/FemGreenShirtOpenSholder.png" width="140%" /> <<elseif $isShirtOn is "Pink open shoulder shirt">> <img class="shirt" src = "Textures/armor/StarterGear/FemPinkShirtOpenSholder.png" width="140%" /> <<elseif $isShirtOn is "White open shoulder shirt">> <img class="shirt" src = "Textures/armor/StarterGear/FemWhiteShirtOpenSholder.png" width="140%" /> <<elseif $isShirtOn is "Black open shoulder shirt">> <img class="shirt" src = "Textures/armor/StarterGear/FemBlackShirtOpenSholder.png" width="140%" /> <<elseif $isShirtOn is "Blue shirt">> <img class="shirt" src = "Textures/armor/StarterGear/FemBlueShirt.png" width="140%" /> <<elseif $isShirtOn is "Red shirt">> <img class="shirt" src = "Textures/armor/StarterGear/FemRedShirt.png" width="140%" /> <<elseif $isShirtOn is "Green shirt">> <img class="shirt" src = "Textures/armor/StarterGear/FemGreenShirt.png" width="140%" /> <<elseif $isShirtOn is "Pink shirt">> <img class="shirt" src = "Textures/armor/StarterGear/FemPinkShirt.png" width="140%" /> <<elseif $isShirtOn is "White shirt">> <img class="shirt" src = "Textures/armor/StarterGear/FemWhiteShirt.png" width="140%" /> <<elseif $isShirtOn is "Black shirt">> <img class="shirt" src = "Textures/armor/StarterGear/FemBlackShirt.png" width="140%" /> <<elseif $isShirtOn is "Blue tank top">> <img class="shirt" src = "Textures/armor/Clothes/Blue tank top fem.png" width="140%" /> <<elseif $isShirtOn is "Red tank top">> <img class="shirt" src = "Textures/armor/Clothes/Red tank top fem.png" width="140%" /> <<elseif $isShirtOn is "Green tank top">> <img class="shirt" src = "Textures/armor/Clothes/Green tank top fem.png" width="140%" /> <<elseif $isShirtOn is "Pink tank top">> <img class="shirt" src = "Textures/armor/Clothes/Pink tank top fem.png" width="140%" /> <<elseif $isShirtOn is "White tank top">> <img class="shirt" src = "Textures/armor/Clothes/White tank top fem.png" width="140%" /> <<elseif $isShirtOn is "Black tank top">> <img class="shirt" src = "Textures/armor/Clothes/Black tank top fem.png" width="140%" /> <</if>> <</if>> <</if>> <</nobr>> /*pants and boots*/ <<if $gender == "Male" or $gender == "Nonbinary">> <<if settings.clothes == true>> <<if $isPantsOn is "Starter pants">> <img class="pants" src = "Textures/armor/StarterGear/Pants.png" width="140%" /> <<elseif $isPantsOn is "White pants">> <img class="pants" src = "Textures/armor/StarterGear/White pants.png" width="140%" /> <<elseif $isPantsOn is "Gray pants">> <img class="pants" src = "Textures/armor/StarterGear/Gray pants.png" width="140%" /> <</if>> <<if $isBootsOn is "Starter boots">> <img class="boots" src = "Textures/armor/StarterGear/Boots.png" width="140%" /> <</if>> <</if>> <<if settings.armor == true>> <<if $isArmorBootsOn is "Leather boots">> <img class="armor1" src = "Textures/armor/leatherarmor/leatherBoots.png" width="140%" /> <<elseif $isArmorBootsOn is "Hardened leather boots">> <img class="armor1" src = "Textures/armor/heavyleatherarmor/hleatherarmorboots.png" width="140%" /> <<elseif $isArmorBootsOn is "Iron feet guards">> <img class="armor1" src = "Textures/armor/armor/Iron feet guards.png" width="140%" /> <<elseif $isArmorBootsOn is "Iron boots">> <img class="armor1" src = "Textures/armor/armor/Iron feet armor.png" width="140%" /> <<elseif $isArmorBootsOn is "Heavy Oni leather boots">> <img class="armor1" src = "Textures/armor/armor/Heavy Oni leather boots.png" width="140%" /> <<elseif $isArmorBootsOn is "Light Oni leather boots">> <img class="armor1" src = "Textures/armor/armor/Light Oni leather boots.png" width="140%" /> <</if>> <</if>> <<if settings.armor == true>> <<if $isArmorPantsOn is "Leather pants">> <img class="armor1" src = "Textures/armor/leatherarmor/leatherPants.png" width="140%" /> <<elseif $isArmorPantsOn is "Hardened leather pants">> <img class="armor1" src = "Textures/armor/heavyleatherarmor/hleatherarmorpants.png" width="140%" /> <<elseif $isArmorPantsOn is "Iron leg guards">> <img class="armor1" src = "Textures/armor/armor/Iron leg guards.png" width="140%" /> <<elseif $isArmorPantsOn is "Iron pants">> <img class="armor1" src = "Textures/armor/armor/Iron pants.png" width="140%" /> <<elseif $isArmorPantsOn is "Heavy Oni leather pants">> <img class="armor1" src = "Textures/armor/armor/Heavy Oni leather pants.png" width="140%" /> <<elseif $isArmorPantsOn is "Light Oni leather pants">> <img class="armor1" src = "Textures/armor/armor/Light Oni leather pants.png" width="140%" /> <</if>> <</if>> <<if $isPantsOn is "Starter skirt" && settings.clothes == true>> <img class="pants" src = "Textures/armor/StarterGear/StarterSkirt.png" width="140%" /> <</if>> <<elseif $gender == "Female">> <<if settings.clothes == true>> <<if $isPantsOn is "Starter pants">> <img class="pants" src = "Textures/armor/StarterGear/FemPants.png" width="140%" /> <<elseif $isPantsOn is "White pants">> <img class="pants" src = "Textures/armor/StarterGear/Fem white pants.png" width="140%" /> <<elseif $isPantsOn is "Gray pants">> <img class="pants" src = "Textures/armor/StarterGear/Fem gray pants.png" width="140%" /> <</if>> <</if>> <<if $isBootsOn is "Starter boots" && settings.clothes == true>> <img class="boots" src = "Textures/armor/StarterGear/FemBoots.png" width="140%" /> <</if>> <<if settings.armor == true>> <<if $isArmorBootsOn is "Leather boots">> <img class="armor1" src = "Textures/armor/leatherarmor/FemleatherBoots.png" width="140%" /> <<elseif $isArmorBootsOn is "Hardened leather boots">> <img class="armor1" src = "Textures/armor/heavyleatherarmor/Femhleatherarmorboots.png" width="140%" /> <<elseif $isArmorBootsOn is "Iron feet guards">> <img class="armor1" src = "Textures/armor/armor/Fem Iron feet guards.png" width="140%" /> <<elseif $isArmorBootsOn is "Iron boots">> <img class="armor1" src = "Textures/armor/armor/Fem Iron feet armor.png" width="140%" /> <<elseif $isArmorBootsOn is "Heavy Oni leather boots">> <img class="armor1" src = "Textures/armor/armor/Heavy Oni leather boots fem.png" width="140%" /> <<elseif $isArmorBootsOn is "Light Oni leather boots">> <img class="armor1" src = "Textures/armor/armor/Light Oni leather boots fem.png" width="140%" /> <</if>> <</if>> <<if settings.armor == true>> <<if $isArmorPantsOn is "Leather pants">> <img class="armor1" src = "Textures/armor/leatherarmor/FemleatherPants.png" width="140%" /> <<elseif $isArmorPantsOn is "Hardened leather pants">> <img class="armor1" src = "Textures/armor/heavyleatherarmor/Femhleatherarmorpants.png" width="140%" /> <<elseif $isArmorPantsOn is "Iron leg guards">> <img class="armor1" src = "Textures/armor/armor/Fem Iron leg guards.png" width="140%" /> <<elseif $isArmorPantsOn is "Iron pants">> <img class="armor1" src = "Textures/armor/armor/Fem Iron pants.png" width="140%" /> <<elseif $isArmorPantsOn is "Heavy Oni leather pants">> <img class="armor1" src = "Textures/armor/armor/Heavy Oni leather pants fem.png" width="140%" /> <<elseif $isArmorPantsOn is "Light Oni leather pants">> <img class="armor1" src = "Textures/armor/armor/Light Oni leather pants fem.png" width="140%" /> <</if>> <</if>> <<if $isPantsOn is "Starter skirt" && settings.clothes == true>> <img class="pants" src = "Textures/armor/StarterGear/FemSkirt.png" width="140%" /> <</if>> <</if>> /*outfits*/ <<if settings.outfits == true>> <<if $isOutfitOn is "Outfit 1">> <img class="outfit" src = "Textures/armor/Outfits/outfit1.png" width="140%" /> <</if>> <<if $isOutfitOn is "Outfit 2">> <img class="outfit" src = "Textures/armor/Outfits/outfit2.png" width="140%" /> <</if>> <<if $isOutfitOn is "Outfit 4">> <img class="outfit" src = "Textures/armor/Outfits/outfit4.png" width="140%" /> <</if>> <<if $isOutfitOn is "Outfit 3">> <img class="outfit" src = "Textures/armor/Outfits/outfit3.png" width="140%" /> <</if>> <<if $isOutfitOn is "Outfit 6">> <img class="outfit" src = "Textures/armor/Outfits/outfit6.png" width="140%" /> <</if>> <<if $isOutfitOn is "Outfit 5">> <img class="outfit" src = "Textures/armor/Outfits/outfit5.png" width="140%" /> <</if>> <<if $isOutfitOn is "Outfit 7">> <img class="outfit" src = "Textures/armor/Outfits/outfit7.png" width="140%" /> <</if>> <<if $gender == "Male" or $gender == "Nonbinary">> <<if $isOutfitOn is "Outfit 8">> <img class="outfit" src = "Textures/armor/Outfits/outfit8male.png" width="140%" /> <</if>> <<if $isOutfitOn is "Outfit 9">> <img class="outfit" src = "Textures/armor/Outfits/outfit9male.png" width="140%" /> <</if>> <<if $isOutfitOn is "Outfit 10">> <img class="outfit" src = "Textures/armor/Outfits/outfit10male.png" width="140%" /> <</if>> <<if $isOutfitOn is "Outfit 11">> <img class="outfit" src = "Textures/armor/Outfits/outfit11male.png" width="140%" /> <</if>> <<if $isOutfitOn is "ShadowScythe outfit">> <img class="outfit" src = "Textures/armor/Outfits/ShadowScytheMale.png" width="140%" /> <</if>> <<if $isOutfitOn is "ShadowScythe outfit 1">> <img class="outfit" src = "Textures/armor/Outfits/ShadowScytheMale1.png" width="140%" /> <</if>> <<if $isOutfitOn is "CrimsonSentinel outfit">> <img class="outfit" src = "Textures/armor/Outfits/CrimsonSentinelMale.png" width="140%" /> <</if>> <<if $isOutfitOn is "CrimsonSentinel outfit 1">> <img class="outfit" src = "Textures/armor/Outfits/CrimsonSentinelMale1.png" width="140%" /> <</if>> <<if $isOutfitOn is "RadiantRose outfit">> <img class="outfit" src = "Textures/armor/Outfits/RadiantRoseMale.png" width="140%" /> <</if>> <<if $isOutfitOn is "Fallen grace outfit">> <img class="outfit" src = "Textures/armor/Outfits/Kirin outfit M.png" width="140%" /> <</if>> <<if $isOutfitOn is "Familiar gambit outfit">> <img class="outfit" src = "Textures/armor/Outfits/Toru outfit M.png" width="140%" /> <</if>> <<elseif $gender == "Female">> <<if $isOutfitOn is "Outfit 8">> <img class="outfit" src = "Textures/armor/Outfits/outfit8female.png" width="140%" /> <</if>> <<if $isOutfitOn is "Outfit 9">> <img class="outfit" src = "Textures/armor/Outfits/outfit9female.png" width="140%" /> <</if>> <<if $isOutfitOn is "Outfit 10">> <img class="outfit" src = "Textures/armor/Outfits/outfit10female.png" width="140%" /> <</if>> <<if $isOutfitOn is "Outfit 11">> <img class="outfit" src = "Textures/armor/Outfits/outfit11female.png" width="140%" /> <</if>> <<if $isOutfitOn is "ShadowScythe outfit">> <img class="outfit" src = "Textures/armor/Outfits/ShadowScytheFem.png" width="140%" /> <</if>> <<if $isOutfitOn is "ShadowScythe outfit 1">> <img class="outfit" src = "Textures/armor/Outfits/ShadowScytheFem1.png" width="140%" /> <</if>> <<if $isOutfitOn is "CrimsonSentinel outfit">> <img class="outfit" src = "Textures/armor/Outfits/CrimsonSentinelFem.png" width="140%" /> <</if>> <<if $isOutfitOn is "CrimsonSentinel outfit 1">> <img class="outfit" src = "Textures/armor/Outfits/CrimsonSentinelFem1.png" width="140%" /> <</if>> <<if $isOutfitOn is "RadiantRose outfit">> <img class="outfit" src = "Textures/armor/Outfits/RadiantRoseFem.png" width="140%" /> <</if>> <<if $isOutfitOn is "Fallen grace outfit">> <img class="outfit" src = "Textures/armor/Outfits/Kirin outfit F.png" width="140%" /> <</if>> <<if $isOutfitOn is "Familiar gambit outfit">> <img class="outfit" src = "Textures/armor/Outfits/Toru outfit F.png" width="140%" /> <</if>> <</if>> <</if>> /*hair*/ <<if settings.hair == true>> <<if $hairColor is "Bald">> <<elseif $hairColor is "Medium black">> <img class="hair" src = "Textures/Body/Hair/MediumBlack.png" width="140%" /> <<elseif $hairColor is "Medium red">> <img class="hair" src = "Textures/Body/Hair/MediumRed.png" width="140%" /> <<elseif $hairColor is "Medium blond">> <img class="hair" src = "Textures/Body/Hair/MediumBlond.png" width="140%" /> <<elseif $hairColor is "Medium brown">> <img class="hair" src = "Textures/Body/Hair/MediumBrown.png" width="140%" /> <<elseif $hairColor is "Medium purple">> <img class="hair" src = "Textures/Body/Hair/MediumPurple.png" width="140%" /> <<elseif $hairColor is "Medium blue">> <img class="hair" src = "Textures/Body/Hair/MediumBlue.png" width="140%" /> <<elseif $hairColor is "Medium green">> <img class="hair" src = "Textures/Body/Hair/MediumGreen.png" width="140%" /> <<elseif $hairColor is "Medium pink">> <img class="hair" src = "Textures/Body/Hair/MediumPink.png" width="140%" /> <<elseif $hairColor is "Short brown">> <img class="hair" src = "Textures/Body/Hair/ShortBrown.png" width="140%" /> <<elseif $hairColor is "Short red">> <img class="hair" src = "Textures/Body/Hair/ShortRed.png" width="140%" /> <<elseif $hairColor is "Short green">> <img class="hair" src = "Textures/Body/Hair/ShortGreen.png" width="140%" /> <<elseif $hairColor is "Short pink">> <img class="hair" src = "Textures/Body/Hair/ShortPink.png" width="140%" /> <<elseif $hairColor is "Short purple">> <img class="hair" src = "Textures/Body/Hair/ShortPurple.png" width="140%" /> <<elseif $hairColor is "Short blue">> <img class="hair" src = "Textures/Body/Hair/ShortBlue.png" width="140%" /> <<elseif $hairColor is "Short black">> <img class="hair" src = "Textures/Body/Hair/ShortBlack.png" width="140%" /> <<elseif $hairColor is "Short blond">> <img class="hair" src = "Textures/Body/Hair/ShortBlond.png" width="140%" /> <<elseif $hairColor is "Long blue">> <img class="hair" src = "Textures/Body/Hair/LongBlue.png" width="140%" /> <<elseif $hairColor is "Long pink">> <img class="hair" src = "Textures/Body/Hair/LongPink.png" width="140%" /> <<elseif $hairColor is "Long purple">> <img class="hair" src = "Textures/Body/Hair/LongPurple.png" width="140%" /> <<elseif $hairColor is "Long black">> <img class="hair" src = "Textures/Body/Hair/LongBlack.png" width="140%" /> <<elseif $hairColor is "Long blond">> <img class="hair" src = "Textures/Body/Hair/LongBlond.png" width="140%" /> <<elseif $hairColor is "Long red">> <img class="hair" src = "Textures/Body/Hair/LongRed.png" width="140%" /> <<elseif $hairColor is "Long green">> <img class="hair" src = "Textures/Body/Hair/LongGreen.png" width="140%" /> <<elseif $hairColor is "Long brown">> <img class="hair" src = "Textures/Body/Hair/LongBrown.png" width="140%" /> <<elseif $hairColor is "Spiky brown">> <img class="hair" src = "Textures/Body/Hair/Spiky brown.png" width="140%" /> <<elseif $hairColor is "Spiky black">> <img class="hair" src = "Textures/Body/Hair/Spiky black.png" width="140%" /> <<elseif $hairColor is "Spiky blond">> <img class="hair" src = "Textures/Body/Hair/Spiky blond.png" width="140%" /> <<elseif $hairColor is "Spiky purple">> <img class="hair" src = "Textures/Body/Hair/Spiky purple.png" width="140%" /> <<elseif $hairColor is "Spiky green">> <img class="hair" src = "Textures/Body/Hair/Spiky green.png" width="140%" /> <<elseif $hairColor is "Spiky pink">> <img class="hair" src = "Textures/Body/Hair/Spiky pink.png" width="140%" /> <<elseif $hairColor is "Spiky blue">> <img class="hair" src = "Textures/Body/Hair/Spiky blue.png" width="140%" /> <<elseif $hairColor is "Spiky red">> <img class="hair" src = "Textures/Body/Hair/Spiky red.png" width="140%" /> <<elseif $hairColor is "Pompadour brown">> <img class="hair" src = "Textures/Body/Hair/Beautiful brown hair.png" width="140%" /> <<elseif $hairColor is "Pompadour black">> <img class="hair" src = "Textures/Body/Hair/Beautiful black hair.png" width="140%" /> <<elseif $hairColor is "Pompadour green">> <img class="hair" src = "Textures/Body/Hair/Beautiful green hair.png" width="140%" /> <<elseif $hairColor is "Pompadour blond">> <img class="hair" src = "Textures/Body/Hair/Beautiful blond hair.png" width="140%" /> <<elseif $hairColor is "Pompadour red">> <img class="hair" src = "Textures/Body/Hair/Beautiful red hair.png" width="140%" /> <<elseif $hairColor is "Pompadour purple">> <img class="hair" src = "Textures/Body/Hair/Beautiful purple hair.png" width="140%" /> <<elseif $hairColor is "Pompadour pink">> <img class="hair" src = "Textures/Body/Hair/Beautiful pink hair.png" width="140%" /> <<elseif $hairColor is "Pompadour blue">> <img class="hair" src = "Textures/Body/Hair/Beautiful blue hair.png" width="140%" /> <<elseif $hairColor is "Medium black 2">> <img class="hair" src = "Textures/Body/Hair/Medium black 2.png" width="140%" /> <<elseif $hairColor is "Medium red 2">> <img class="hair" src = "Textures/Body/Hair/Medium red 2.png" width="140%" /> <<elseif $hairColor is "Medium blond 2">> <img class="hair" src = "Textures/Body/Hair/Medium blond 2.png" width="140%" /> <<elseif $hairColor is "Medium brown 2">> <img class="hair" src = "Textures/Body/Hair/Medium brown 2.png" width="140%" /> <<elseif $hairColor is "Medium purple 2">> <img class="hair" src = "Textures/Body/Hair/Medium purple 2.png" width="140%" /> <<elseif $hairColor is "Medium blue 2">> <img class="hair" src = "Textures/Body/Hair/Medium blue 2.png" width="140%" /> <<elseif $hairColor is "Medium green 2">> <img class="hair" src = "Textures/Body/Hair/Medium green 2.png" width="140%" /> <<elseif $hairColor is "Medium pink 2">> <img class="hair" src = "Textures/Body/Hair/Medium pink 2.png" width="140%" /> <<elseif $hairColor is "Short brown spiky">> <img class="hair" src = "Textures/Body/Hair/Short brown spiky.png" width="140%" /> <<elseif $hairColor is "Short red spiky">> <img class="hair" src = "Textures/Body/Hair/Short red spiky.png" width="140%" /> <<elseif $hairColor is "Short green spiky">> <img class="hair" src = "Textures/Body/Hair/Short green spiky.png" width="140%" /> <<elseif $hairColor is "Short pink spiky">> <img class="hair" src = "Textures/Body/Hair/Short pink spiky.png" width="140%" /> <<elseif $hairColor is "Short purple spiky">> <img class="hair" src = "Textures/Body/Hair/Short purple spiky.png" width="140%" /> <<elseif $hairColor is "Short blue spiky">> <img class="hair" src = "Textures/Body/Hair/Short blue spiky.png" width="140%" /> <<elseif $hairColor is "Short black spiky">> <img class="hair" src = "Textures/Body/Hair/Short black spiky.png" width="140%" /> <<elseif $hairColor is "Short blond spiky">> <img class="hair" src = "Textures/Body/Hair/Short blond spiky.png" width="140%" /> <<elseif $hairColor is "Medium black over eye">> <img class="hair" src = "Textures/Body/Hair/Medium black over eye.png" width="140%" /> <<elseif $hairColor is "Medium red over eye">> <img class="hair" src = "Textures/Body/Hair/Medium red over eye.png" width="140%" /> <<elseif $hairColor is "Medium blond over eye">> <img class="hair" src = "Textures/Body/Hair/Medium blond over eye.png" width="140%" /> <<elseif $hairColor is "Medium brown over eye">> <img class="hair" src = "Textures/Body/Hair/Medium brown over eye.png" width="140%" /> <<elseif $hairColor is "Medium purple over eye">> <img class="hair" src = "Textures/Body/Hair/Medium purple over eye.png" width="140%" /> <<elseif $hairColor is "Medium blue over eye">> <img class="hair" src = "Textures/Body/Hair/Medium blue over eye.png" width="140%" /> <<elseif $hairColor is "Medium green over eye">> <img class="hair" src = "Textures/Body/Hair/Medium green over eye.png" width="140%" /> <<elseif $hairColor is "Medium pink over eye">> <img class="hair" src = "Textures/Body/Hair/Medium pink over eye.png" width="140%" /> <<elseif $hairColor is "Long blue 2">> <img class="hair" src = "Textures/Body/Hair/Long Blue 2.png" width="140%" /> <<elseif $hairColor is "Long pink 2">> <img class="hair" src = "Textures/Body/Hair/Long Pink 2.png" width="140%" /> <<elseif $hairColor is "Long purple 2">> <img class="hair" src = "Textures/Body/Hair/Long Purple 2.png" width="140%" /> <<elseif $hairColor is "Long black 2">> <img class="hair" src = "Textures/Body/Hair/Long Black 2.png" width="140%" /> <<elseif $hairColor is "Long blond 2">> <img class="hair" src = "Textures/Body/Hair/Long Blond 2.png" width="140%" /> <<elseif $hairColor is "Long red 2">> <img class="hair" src = "Textures/Body/Hair/Long Red 2.png" width="140%" /> <<elseif $hairColor is "Long green 2">> <img class="hair" src = "Textures/Body/Hair/Long Green 2.png" width="140%" /> <<elseif $hairColor is "Long brown 2">> <img class="hair" src = "Textures/Body/Hair/Long Brown 2.png" width="140%" /> <<elseif $hairColor is "Medium black 3">> <img class="hair" src = "Textures/Body/Hair/Medium black 3.png" width="140%" /> <<elseif $hairColor is "Medium red 3">> <img class="hair" src = "Textures/Body/Hair/Medium red 3.png" width="140%" /> <<elseif $hairColor is "Medium blond 3">> <img class="hair" src = "Textures/Body/Hair/Medium blond 3.png" width="140%" /> <<elseif $hairColor is "Medium brown 3">> <img class="hair" src = "Textures/Body/Hair/Medium brown 3.png" width="140%" /> <<elseif $hairColor is "Medium purple 3">> <img class="hair" src = "Textures/Body/Hair/Medium purple 3.png" width="140%" /> <<elseif $hairColor is "Medium blue 3">> <img class="hair" src = "Textures/Body/Hair/Medium blue 3.png" width="140%" /> <<elseif $hairColor is "Medium green 3">> <img class="hair" src = "Textures/Body/Hair/Medium green 3.png" width="140%" /> <<elseif $hairColor is "Medium pink 3">> <img class="hair" src = "Textures/Body/Hair/Medium pink 3.png" width="140%" /> <<elseif $hairColor is "Short brown 1">> <img class="hair" src = "Textures/Body/Hair/Short brown 1.png" width="140%" /> <<elseif $hairColor is "Short red 1">> <img class="hair" src = "Textures/Body/Hair/Short red 1.png" width="140%" /> <<elseif $hairColor is "Short green 1">> <img class="hair" src = "Textures/Body/Hair/Short green 1.png" width="140%" /> <<elseif $hairColor is "Short pink 1">> <img class="hair" src = "Textures/Body/Hair/Short pink 1.png" width="140%" /> <<elseif $hairColor is "Short purple 1">> <img class="hair" src = "Textures/Body/Hair/Short purple 1.png" width="140%" /> <<elseif $hairColor is "Short blue 1">> <img class="hair" src = "Textures/Body/Hair/Short blue 1.png" width="140%" /> <<elseif $hairColor is "Short black 1">> <img class="hair" src = "Textures/Body/Hair/Short black 1.png" width="140%" /> <<elseif $hairColor is "Short blond 1">> <img class="hair" src = "Textures/Body/Hair/Short blond 1.png" width="140%" /> <</if>> <</if>> <<if settings.armor == true>> <<if $gender == "Male" or $gender == "Nonbinary">> <<if $isChestplateOn is "Starter breastplate">> <img class="armor1" src = "Textures/armor/StarterGear/Breastplate.png" width="140%" /> <<elseif $isChestplateOn is "Leather chestplate">> <img class="armor1" src = "Textures/armor/leatherarmor/leatherChestplate.png" width="140%" /> <<elseif $isChestplateOn is "Heavy shadow hunter chestplate">> <img class="armor1" src = "Textures/armor/armor/shadowhunterschestplate.png" width="140%" /> <<elseif $isChestplateOn is "Light shadow hunter chestplate">> <img class="armor1" src = "Textures/armor/armor/shadowhunterschestplatelight.png" width="140%" /> <<elseif $isChestplateOn is "Hardened leather chestplate">> <img class="armor1" src = "Textures/armor/heavyleatherarmor/hleatherarmorchestplate.png" width="140%" /> <<elseif $isChestplateOn is "Iron breastplate">> <img class="armor1" src = "Textures/armor/armor/Iron breastplate.png" width="140%" /> <<elseif $isChestplateOn is "Iron armor">> <img class="armor1" src = "Textures/armor/armor/Iron armor.png" width="140%" /> <<elseif $isChestplateOn is "Light Oni leather chestplate">> <img class="armor1" src = "Textures/armor/armor/Light Oni leather chestplate.png" width="140%" /> <<elseif $isChestplateOn is "Heavy Oni leather chestplate">> <img class="armor1" src = "Textures/armor/armor/Heavy Oni leather chestplate.png" width="140%" /> <<elseif $isChestplateOn is "Heavy stone chestplate">> <img class="armor1" src = "Textures/armor/armor/Heavy stone chestplate.png" width="140%" /> <<elseif $isChestplateOn is "Light stone chestplate">> <img class="armor1" src = "Textures/armor/armor/Light stone chestplate.png" width="140%" /> <</if>> <<elseif $gender == "Female">> <<if $isChestplateOn is "Starter breastplate">> <img class="armor1" src = "Textures/armor/StarterGear/FemBreastplate.png" width="140%" /> <<elseif $isChestplateOn is "Leather chestplate">> <img class="armor1" src = "Textures/armor/leatherarmor/FemleatherChestplate.png" width="140%" /> <<elseif $isChestplateOn is "Heavy shadow hunter chestplate">> <img class="armor1" src = "Textures/armor/armor/Femshadowhunterschestplate.png" width="140%" /> <<elseif $isChestplateOn is "Light shadow hunter chestplate">> <img class="armor1" src = "Textures/armor/armor/Femshadowhunterschestplatelight.png" width="140%" /> <<elseif $isChestplateOn is "Hardened leather chestplate">> <img class="armor1" src = "Textures/armor/heavyleatherarmor/Femhleatherarmorchestplate.png" width="140%" /> <<elseif $isChestplateOn is "Iron breastplate">> <img class="armor1" src = "Textures/armor/armor/Fem Iron breastplate.png" width="140%" /> <<elseif $isChestplateOn is "Iron armor">> <img class="armor1" src = "Textures/armor/armor/Fem Iron armor.png" width="140%" /> <<elseif $isChestplateOn is "Light Oni leather chestplate">> <img class="armor1" src = "Textures/armor/armor/Light Oni leather chestplate fem.png" width="140%" /> <<elseif $isChestplateOn is "Heavy Oni leather chestplate">> <img class="armor1" src = "Textures/armor/armor/Heavy Oni leather chestplate fem.png" width="140%" /> <<elseif $isChestplateOn is "Heavy stone chestplate">> <img class="armor1" src = "Textures/armor/armor/Heavy stone chestplate fem.png" width="140%" /> <<elseif $isChestplateOn is "Light stone chestplate">> <img class="armor1" src = "Textures/armor/armor/Light stone chestplate fem.png" width="140%" /> <</if>> <</if>> <</if>> /* capes */ <<if settings.capes == true>> <<if $gender == "Male" or $gender == "Nonbinary">> <<if $isCapeOn is "Red cape">> <img class="armor1" src = "Textures/armor/capes/red cape.png" width="140%" /> <<elseif $isCapeOn is "Shadow hunters coat">> <img class="armor1" src = "Textures/armor/capes/shadowhuntercoat.png" width="140%" /> <<elseif $isCapeOn is "Mysteriously vague poncho">> <img class="armor1" src = "Textures/armor/capes/Mysteriously Vague Poncho.png" width="140%" /> <<elseif $isCapeOn is "Otherworldly remnant">> <img class="armor1" src = "Textures/armor/capes/Otherworldly Remnant.png" width="140%" /> <<elseif $isCapeOn is "Wolf fur cape">> <img class="armor1" src = "Textures/armor/capes/wolf fur cape.png" width="140%" /> <<elseif $isCapeOn is "Marcellus coat">> <img class="armor1" src = "Textures/armor/capes/Marcellus coat male.png" width="140%" /> <</if>> <<elseif $gender == "Female">> <<if $isCapeOn is "Red cape">> <img class="armor1" src = "Textures/armor/capes/Femred cape.png" width="140%" /> <<elseif $isCapeOn is "Shadow hunters coat">> <img class="armor1" src = "Textures/armor/capes/Femshadowhuntercoat.png" width="140%" /> <<elseif $isCapeOn is "Mysteriously vague poncho">> <img class="armor1" src = "Textures/armor/capes/Mysteriously Vague Poncho fem.png" width="140%" /> <<elseif $isCapeOn is "Otherworldly remnant">> <img class="armor1" src = "Textures/armor/capes/Otherworldly Remnant fem.png" width="140%" /> <<elseif $isCapeOn is "Wolf fur cape">> <img class="armor1" src = "Textures/armor/capes/wolf fur cape fem.png" width="140%" /> <<elseif $isCapeOn is "Marcellus coat">> <img class="armor1" src = "Textures/armor/capes/Marcellus coat female.png" width="140%" /> <</if>> <</if>> <</if>> /* weapons */ <<if settings.weapons == true>> <<if $isWeaponSkinOn == "None">> <<if $isWeaponOn is "Starter sword">> <img class="sword" src = "Textures/armor/StarterGear/Starter Sword.png" width="140%" /> <<elseif $isWeaponOn is "Iron Shovel">> <img class="sword" src = "Textures/weapons/ironshovel.png" width="140%" /> <<elseif $isWeaponOn is "Copper short sword and a shield">> <img class="sword" src = "Textures/weapons/coppershortswordwshield.png" width="140%" /> <<elseif $isWeaponOn is "Copper sword">> <img class="sword" src = "Textures/weapons/coppersword.png" width="140%" /> <<elseif $isWeaponOn is "Copper rapier">> <img class="sword" src = "Textures/weapons/copperrapier.png" width="140%" /> <<elseif $isWeaponOn is "Copper katana">> <img class="sword" src = "Textures/weapons/copperkatana.png" width="140%" /> <<elseif $isWeaponOn is "Copper heavy sword">> <img class="sword" src = "Textures/weapons/copperheavysword.png" width="140%" /> <<elseif $isWeaponOn is "Iron Axe">> <img class="sword" src = "Textures/weapons/ironaxe.png" width="140%" /> <<elseif $isWeaponOn is "Iron pickaxe">> <img class="sword" src = "Textures/weapons/pickaxe.png" width="140%" /> <<elseif $isWeaponOn is "Bone heavy sword">> <img class="sword" src = "Textures/weapons/boneheavysword.png" width="140%" /> <<elseif $isWeaponOn is "Bone sword">> <img class="sword" src = "Textures/weapons/bonesword.png" width="140%" /> <<elseif $isWeaponOn is "Bone rapier">> <img class="sword" src = "Textures/weapons/bonerapier.png" width="140%" /> <<elseif $isWeaponOn is "Bone short sword and a shield">> <img class="sword" src = "Textures/weapons/boneshortswordwshield.png" width="140%" /> <<elseif $isWeaponOn is "Copper sword with crystal fragments">> <img class="sword" src = "Textures/weapons/copperswordwithcrystalfragments.png" width="140%" /> <<elseif $isWeaponOn is "Copper rapier with crystal fragments">> <img class="sword" src = "Textures/weapons/copperrapierwithcrystalfragments.png" width="140%" /> <<elseif $isWeaponOn is "Copper heavy sword with crystal fragments">> <img class="sword" src = "Textures/weapons/copperheavyswordwithcrystalfragments.png" width="140%" /> <<elseif $isWeaponOn is "Copper short sword and a shield with crystal fragments">> <img class="sword" src = "Textures/weapons/coppershortswordwshieldwithcrystalfragments.png" width="140%" /> <<elseif $isWeaponOn is "Iron short sword and a shield">> <img class="sword" src = "Textures/weapons/Iron sword n shield.png" width="140%" /> <<elseif $isWeaponOn is "Iron sword">> <img class="sword" src = "Textures/weapons/Iron sword.png" width="140%" /> <<elseif $isWeaponOn is "Iron rapier">> <img class="sword" src = "Textures/weapons/Iron rapier.png" width="140%" /> <<elseif $isWeaponOn is "Iron heavy sword">> <img class="sword" src = "Textures/weapons/Iron heavy sword.png" width="140%" /> <<elseif $isWeaponOn is "Iron short sword and a shield with a wooden handle">> <img class="sword" src = "Textures/weapons/Iron sword n shield with a wooden handle.png" width="140%" /> <<elseif $isWeaponOn is "Iron sword with a wooden handle">> <img class="sword" src = "Textures/weapons/Iron sword with a wooden handle.png" width="140%" /> <<elseif $isWeaponOn is "Iron rapier with a wooden handle">> <img class="sword" src = "Textures/weapons/Iron rapier with a wooden handle.png" width="140%" /> <<elseif $isWeaponOn is "Iron heavy sword with a wooden handle">> <img class="sword" src = "Textures/weapons/Iron heavy sword with a wooden handle.png" width="140%" /> <<elseif $isWeaponOn is "Oni teeth heavy sword">> <img class="sword" src = "Textures/weapons/Oni teeth heavy sword.png" width="140%" /> <<elseif $isWeaponOn is "Oni teeth sword">> <img class="sword" src = "Textures/weapons/Oni teeth sword.png" width="140%" /> <<elseif $isWeaponOn is "Oni teeth rapier">> <img class="sword" src = "Textures/weapons/Oni teeth rapier.png" width="140%" /> <<elseif $isWeaponOn is "Oni teeth short sword and a shield">> <img class="sword" src = "Textures/weapons/Oni teeth shield n sword.png" width="140%" /> <<elseif $isWeaponOn is "Oni teeth and leather heavy sword">> <img class="sword" src = "Textures/weapons/Oni teeth and leather heavy sword.png" width="140%" /> <<elseif $isWeaponOn is "Oni teeth and leather sword">> <img class="sword" src = "Textures/weapons/Oni teeth and leather sword.png" width="140%" /> <<elseif $isWeaponOn is "Oni teeth and leather rapier">> <img class="sword" src = "Textures/weapons/Oni teeth and leather rapier.png" width="140%" /> <<elseif $isWeaponOn is "Oni teeth and leather short sword and a shield">> <img class="sword" src = "Textures/weapons/Oni teeth and leather shield n sword.png" width="140%" /> <<elseif $isWeaponOn is "Boulder slayer">> <img class="sword" src = "Textures/weapons/Boulder slayer.png" width="140%" /> <</if>> <<elseif $isWeaponSkinOn !== "None">> <<if $isWeaponSkinOn is "Flower rapier">> <img class="sword" src = "Textures/weapons/Flower rapier.png" width="140%" /> <<elseif $isWeaponSkinOn is "Blood drainer">> <img class="sword" src = "Textures/weapons/Blood drainer.png" width="140%" /> <<elseif $isWeaponSkinOn is "Shadow taker">> <img class="sword" src = "Textures/weapons/Shadow taker.png" width="140%" /> <<elseif $isWeaponSkinOn is "Tarnished imprint">> <img class="sword" src = "Textures/weapons/Kirin sword.png" width="140%" /> <<elseif $isWeaponSkinOn is "Dusters resort">> <img class="sword" src = "Textures/weapons/Toru gauntlets.png" width="140%" /> <<elseif $isWeaponSkinOn is "Blood sword">> <img class="sword" src = "Textures/weapons/Blood sword.gif" width="140%" /> <<elseif $isWeaponSkinOn is "Candy cane sword">> <img class="sword" src = "Textures/weapons/Candy cane sword.png" width="140%" /> <<elseif $isWeaponSkinOn is "Candy cane heavy sword">> <img class="sword" src = "Textures/weapons/Candy cane heavy sword.png" width="140%" /> <<elseif $isWeaponSkinOn is "Candy cane rapier">> <img class="sword" src = "Textures/weapons/Candy cane rapier.png" width="140%" /> <<elseif $isWeaponSkinOn is "Candy cane shield and sword">> <img class="sword" src = "Textures/weapons/Candy cane shield n sword.png" width="140%" /> <</if>> <</if>> <</if>> /* RINGS */ <<nobr>> <<if $Finger1 is "Diamond ring">> <img class="sword" src = "Textures/Ring/Diamond ring 1.png" width="140%" /> <</if>> <<if $Finger2 is "Diamond ring">> <img class="sword" src = "Textures/Ring/Diamond ring 2.png" width="140%" /> <</if>> <<if $Finger3 is "Diamond ring">> <img class="sword" src = "Textures/Ring/Diamond ring 3.png" width="140%" /> <</if>> <<if $Finger4 is "Diamond ring">> <img class="sword" src = "Textures/Ring/Diamond ring 4.png" width="140%" /> <</if>> <<if $Finger5 is "Diamond ring">> <img class="sword" src = "Textures/Ring/Diamond ring 5.png" width="140%" /> <</if>> <<if $Finger9 is "Diamond ring">> <img class="sword" src = "Textures/Ring/Diamond ring 6.png" width="140%" /> <</if>> <<if $Finger10 is "Diamond ring">> <img class="sword" src = "Textures/Ring/Diamond ring 7.png" width="140%" /> <</if>> <<if $Finger1 is "Silver ring">> <img class="sword" src = "Textures/Ring/Silver ring 1.png" width="140%" /> <</if>> <<if $Finger2 is "Silver ring">> <img class="sword" src = "Textures/Ring/Silver ring 2.png" width="140%" /> <</if>> <<if $Finger3 is "Silver ring">> <img class="sword" src = "Textures/Ring/Silver ring 3.png" width="140%" /> <</if>> <<if $Finger4 is "Silver ring">> <img class="sword" src = "Textures/Ring/Silver ring 4.png" width="140%" /> <</if>> <<if $Finger5 is "Silver ring">> <img class="sword" src = "Textures/Ring/Silver ring 5.png" width="140%" /> <</if>> <<if $Finger9 is "Silver ring">> <img class="sword" src = "Textures/Ring/Silver ring 6.png" width="140%" /> <</if>> <<if $Finger10 is "Silver ring">> <img class="sword" src = "Textures/Ring/Silver ring 7.png" width="140%" /> <</if>> <<if $Finger1 is "Golden ring">> <img class="sword" src = "Textures/Ring/Golden ring 1.png" width="140%" /> <</if>> <<if $Finger2 is "Golden ring">> <img class="sword" src = "Textures/Ring/Golden ring 2.png" width="140%" /> <</if>> <<if $Finger3 is "Golden ring">> <img class="sword" src = "Textures/Ring/Golden ring 3.png" width="140%" /> <</if>> <<if $Finger4 is "Golden ring">> <img class="sword" src = "Textures/Ring/Golden ring 4.png" width="140%" /> <</if>> <<if $Finger5 is "Golden ring">> <img class="sword" src = "Textures/Ring/Golden ring 5.png" width="140%" /> <</if>> <<if $Finger9 is "Golden ring">> <img class="sword" src = "Textures/Ring/Golden ring 6.png" width="140%" /> <</if>> <<if $Finger10 is "Golden ring">> <img class="sword" src = "Textures/Ring/Golden ring 7.png" width="140%" /> <</if>> <<if $Finger1 is "Tearful tomb ring">> <img class="sword" src = "Textures/Ring/Tearful tomb ring 1.png" width="140%" /> <</if>> <<if $Finger2 is "Tearful tomb ring">> <img class="sword" src = "Textures/Ring/Tearful tomb ring 2.png" width="140%" /> <</if>> <<if $Finger3 is "Tearful tomb ring">> <img class="sword" src = "Textures/Ring/Tearful tomb ring 3.png" width="140%" /> <</if>> <<if $Finger4 is "Tearful tomb ring">> <img class="sword" src = "Textures/Ring/Tearful tomb ring 4.png" width="140%" /> <</if>> <<if $Finger5 is "Tearful tomb ring">> <img class="sword" src = "Textures/Ring/Tearful tomb ring 5.png" width="140%" /> <</if>> <<if $Finger9 is "Tearful tomb ring">> <img class="sword" src = "Textures/Ring/Tearful tomb ring 6.png" width="140%" /> <</if>> <<if $Finger10 is "Tearful tomb ring">> <img class="sword" src = "Textures/Ring/Tearful tomb ring 7.png" width="140%" /> <</if>> <<if $Finger1 is "Ring of achieving">> <img class="sword" src = "Textures/Ring/Ring of achieving 1.png" width="140%" /> <</if>> <<if $Finger2 is "Ring of achieving">> <img class="sword" src = "Textures/Ring/Ring of achieving 2.png" width="140%" /> <</if>> <<if $Finger3 is "Ring of achieving">> <img class="sword" src = "Textures/Ring/Ring of achieving 3.png" width="140%" /> <</if>> <<if $Finger4 is "Ring of achieving">> <img class="sword" src = "Textures/Ring/Ring of achieving 4.png" width="140%" /> <</if>> <<if $Finger5 is "Ring of achieving">> <img class="sword" src = "Textures/Ring/Ring of achieving 5.png" width="140%" /> <</if>> <<if $Finger9 is "Ring of achieving">> <img class="sword" src = "Textures/Ring/Ring of achieving 6.png" width="140%" /> <</if>> <<if $Finger10 is "Ring of achieving">> <img class="sword" src = "Textures/Ring/Ring of achieving 7.png" width="140%" /> <</if>> <<if $Finger1 is "Ring of the undead">> <img class="sword" src = "Textures/Ring/Undead ring 1.png" width="140%" /> <</if>> <<if $Finger2 is "Ring of the undead">> <img class="sword" src = "Textures/Ring/Undead ring 2.png" width="140%" /> <</if>> <<if $Finger3 is "Ring of the undead">> <img class="sword" src = "Textures/Ring/Undead ring 3.png" width="140%" /> <</if>> <<if $Finger4 is "Ring of the undead">> <img class="sword" src = "Textures/Ring/Undead ring 4.png" width="140%" /> <</if>> <<if $Finger5 is "Ring of the undead">> <img class="sword" src = "Textures/Ring/Undead ring 5.png" width="140%" /> <</if>> <<if $Finger9 is "Ring of the undead">> <img class="sword" src = "Textures/Ring/Undead ring 6.png" width="140%" /> <</if>> <<if $Finger10 is "Ring of the undead">> <img class="sword" src = "Textures/Ring/Undead ring 7.png" width="140%" /> <</if>> <<if $Finger1 is "Ring of the living">> <img class="sword" src = "Textures/Ring/Ring of the living 1.png" width="140%" /> <</if>> <<if $Finger2 is "Ring of the living">> <img class="sword" src = "Textures/Ring/Ring of the living 2.png" width="140%" /> <</if>> <<if $Finger3 is "Ring of the living">> <img class="sword" src = "Textures/Ring/Ring of the living 3.png" width="140%" /> <</if>> <<if $Finger4 is "Ring of the living">> <img class="sword" src = "Textures/Ring/Ring of the living 4.png" width="140%" /> <</if>> <<if $Finger5 is "Ring of the living">> <img class="sword" src = "Textures/Ring/Ring of the living 5.png" width="140%" /> <</if>> <<if $Finger9 is "Ring of the living">> <img class="sword" src = "Textures/Ring/Ring of the living 6.png" width="140%" /> <</if>> <<if $Finger10 is "Ring of the living">> <img class="sword" src = "Textures/Ring/Ring of the living 7.png" width="140%" /> <</if>> /* OUTFIT FRONT */ <<if $isOutfitOn is "Asterias flower crown">> <img class="outfit" src = "Textures/armor/Outfits/Asteria flower crown.png" width="140%" /> <</if>> <<if $isOutfitOn is "Christmas hat">> <img class="outfit" src = "Textures/armor/Outfits/Christmas hat.png" width="140%" /> <</if>> <<if $isOutfitOn is "Pumpkin head">> <img class="outfit" src = "Textures/armor/Outfits/Pumpkin head.png" width="140%" /> <</if>> <</nobr>> <<if $location is "dungeon" or $location is "cave1">> <img class="time" src = "Textures/Time/Dungeon lightning.png" width="140%" /> <</if>> <<if settings.characterFrame == true>> <img class="location" src = "Textures/Locations/Frame.png" width="140%" /> <</if>> </div> <</nobr>> <</widget>> [[Back|Changelogs and game information]] - Added a level cap at the alphabet book at F1's Inn - Added a new job at the Inn - Added random encounters (15% of happening on some spots like towns and paths) - Changed up the death screen - Added notifications - Added achievements button - Added achievements (ACHIEVEMENTS ARE STORED ON BROWSERS! DONT SWITCH OR YOULL USE THEM! SAVES ARE FINE THOUGH!) - Added achievement points - Added a new tab to character customization for achievement points - Added a new guide - Made the buttons glow when hovered on - F2 has more path descriptions - F2 has a establishment in the making - Added white skin (suggested by Nny) - Added medium hair 2 (amazing name ik) - Added short spiky hair - Added medium over eye hair - Added long hair 2 - Fixed some spacing - Removed the adventurers guild from the story at the start NEW ENEMIES: White Wolves White Wolves Pups NEW ITEMS: Wolf meat Wolf fur 3 tiers of cooked wolf meat Open sholder shirts [[Back|Changelogs and game information]]<<set _randomencounter1 to random(50)>>\ <<if _randomencounter1 lte 10 && $event5 == false>> You are walking around as you see a tall, white man wearing white clothes with a long red cape and a red hood, he has bright red eyes and long blonde hair... Something about him feels weird. "Is something wrong?" he asks holding his sword. "Oh no. Sorry." you respond, trying not to start a fight. <<link "Continue">> <<goto $lastVisitedPassage>> <<set $event5 to true>> <<set $event5part1 to false>> <<set $event5fail to false>> <</link>> <<elseif _randomencounter1 lte 10>> Some dude walks past you and hits you by the shoulder... "Sorry this was an accident..." he says as he continues on his way... <<set $coinsloss to random(400)>>\ <<set $Coins -= $coinsloss>>\ <<if $Coins < 0>>\ <<set $Coins to 0>>\ <</if>>\ Later on you realize that $coinsloss coins are missing from you... <<if $INT >= 2>>\ <<linkreplace "Check youself">> You decided to check if something is missing from you. You realize that you are $coinsloss short so you run back. "Hey there. Seems like you stole something from me." You say as you draw your weapon... "WAIT WAIT NO! TAKE IT BACK!" The thief says back, throwing your coins back. <<set $Coins += $coinsloss>><</linkreplace>> <</if>>\ <<link "Continue">> <<goto $lastVisitedPassage>> <</link>> <<elseif _randomencounter1 lte 20>> While walking you notice a person staring at you. You look at them. "Ah sorry for staring! You just have a cool outfit!" they say at you as they start running away awkwardly... <<link "Continue">> <<goto $lastVisitedPassage>> <</link>> <<elseif _randomencounter1 lte 30>> You see a small, red feathery dragon walking across the path... It looked like it was in hury... You wonder where It's headed to. <<link "Continue">> <<goto $lastVisitedPassage>> <</link>> <<elseif _randomencounter1 lte 40>> You are walking on the path until some random person waves at you... "Hey mind if you give me a hand here? My friend did something dumb and needs to be carried to the hospital..." he seems pretty worried... You are unsure of what to do. @@#opt3; <<link "Help them">><<replace "#opt3">> You decided to help them. "Alright where is your friend..." "Right over there" he says as he point to the location. You guys head there. The person looks like he has fainted... You pick him up with the other person and head to the hospital. "Thank you for helping us... Please take this as a reward." he hands you 100 coins. "Its not much since we are slightly poor but It's something..." <<set $Coins += 100>> <<dateadd '1h'>> <<link [[Next|Hospital]]>> <<set $Reputation += 5>> <</link>> <</replace>><</link>> <<link "Continue on your way">><<replace "#opt3">> <<goto $lastVisitedPassage>> <</replace>><</link>> @@ <<elseif _randomencounter1 lte 50>> <<if $event2 == true>>\ You are walking on the path until some random person waves at you... "Hey mind if you give me a hand here? My friend did something dumb and needs to be carried to the hospital..." he seems pretty worried... You are unsure of what to do. @@#opt3; <<link "Help them">><<replace "#opt3">> You decided to help them. "Alright where is your friend..." "Right over there" he says as he point to the location. You guys head there. The person looks like he has fainted... You pick him up with the other person and head to the hospital. "Thank you for helping us... Please take this as a reward." he hands you 100 coins. "Its not much since we are slightly poor but It's something..." <<set $Coins += 100>> <<dateadd '1h'>> <<link [[Next|Hospital]]>> <<set $Reputation += 5>> <</link>> <</replace>><</link>> <<link "Continue on your way">><<replace "#opt3">> <<goto $lastVisitedPassage>> <</replace>><</link>> @@ <<elseif $event2 == false>>\ You are walking around to wherever you are going to. As you are walking you can see some lost looking girl in a blue poncho, a blue shirt, what seems to be the starter chestplate and white jeans looking around. She sees you and started coming at you. <<if $gamename is "Toru">>\ "Woah you look like me? That's so weird-" says the girl... <</if>> "Have you seen a man that is slightly taller than me, wears a white coat with a cool black star on the back of it, a gray shirt, boots, the starter chestplate, jeans and a belt His name is Kirin." she asks looking slightly worried. @@#opt1; <<link "I haven't seen him but I can help you look for him.">> <<replace "#opt1">>\ You say that you haven't seen him but you can help with searching for him. "Ah thank you so much!" she replies... "So where do we start looking?" you ask and she looks at you unsure of what to say... "How about you decide...?" she says... @@#opt2; <<link "The inn.">><<replace "#opt2">>\ You think it would be a good idea to look for him at the inn. The two of you head to the inn. "So how did you guys loose eachother...?" you ask out of curiosity. "Well we decided to go at some dungeon after which he realized that he forgot to take something so he went back... He has been taking a bit too long and I decided to go and find him..." she responds. "Oh yeah. My name is Toru. I forgot to tell you." "Ah I see. My name is $gamename by the way." After a while you get there and go inside. "Hey yall. We are looking for a player named Kirin. He is wearing a white coat and a gray shirt. Has anyone seen him?" you ask as everyone looks at you. A player says back "Kirin you say? I remember seeing him going up stairs but i'm pretty sure he left by now. It's been a while since he got up there." they respond with. Toru has already started going upstairs and you follow her. Toru goes to the left hall so you head to the right hall of the 2nd floor. You can see a open door in the distance and you go to it. "Anyone there?" you say as you see a man in a white coat look for something inside his room. "God dammit where did I put it!" he says. He doesn't seem to notice you. You look over to Toru who is still on the other side of the hall and wave at her. The man finally seems to notice you... "Oh hello there do you need something?" he says slightly confused. "Your friend Toru has been looking for you... So we were looking for you." you say. "Oh shit was I taking ages...?" the man says as Toru enters the room. "Finally found you! What the hell were you looking for all this time?!" Toru says as she lightly punches Kirin. "Thank you for helping me $gamename, please take this." she says as she opens her menu to unequip her poncho. She then hands it to you. "I will ask my friend to craft me a new one so don't worry about that." You take it and leave. <<link [[Continue|Town centre]]>> <<set $Reputation += 5>> <<set $cape3 to true>> <<set $event2 to true>> <<dateadd '1h'>> <</link>> <</replace>><</link>> <<link "The forest.">><<replace "#opt2">> You think it would be a good idea to check out the forest. The two of you head to the forest. "So how did you guys loose eachother...?" you ask out of curiosity. "Well we decided to go at some dungeon after which he realized that he forgot to take something so he went back... He has been taking a bit too long and I decided to go and find him..." she responds. "Oh yeah. My name is Toru. I forgot to tell you." "Ah I see. My name is $gamename by the way." After a while the two of you reach the forest. "So if yall were at the forest dungeon perhaps he has already went back and you passed each other. It would be a good idea to check just in case I guess..." you say. "Ah that's possible. Maybe we did." you two continue walking around the forest seeing a bunch of rabbits and plant monsters. You avoid them. After a while you get close to the dungeon they were at and you can hear movement... You hide behind a nearby bush to see a player running away from 3 rabbits. He is wearing a white coat with a black star on the behind and you remember the description Toru gave you. You jump out of the bush "Yo your friend has been looking for you!" you say as you see Kirin getting scared. The two of you kill the rabbits and Toru sees the two of you and comes. "What took you so long? I've been looking for you for a while!" says Toru as she lightly punches him... "Sorry... I was looking for something in my Inn room. I ended up finding it though." he says as he hands her something. "Thank you for helping me $gamename, please take this." she says as she opens her menu to unequip her poncho. She then hands it to you. "I will ask my friend to craft me a new one so don't worry about that." You take it and leave. <<link [[Continue|Path 3.3]]>> <<set $Reputation += 5>> <<set $cape3 to true>> <<set $event2 to true>> <<dateadd '1h'>> <<dateadd '30m'>> <</link>> <</replace>><</link>> @@ <</replace>> <</link>> <<link "No">> <<replace "#opt1">>\ You say that you haven't seen him and continue on your way... <<link "Continue on your way">> <<set $event2 to true>> <<goto $lastVisitedPassage>> <</link>> <</replace>> <</link>> @@ <</if>> <</if>> <center>Achievements points: $achvPoints <div class="UIButtons">\ <<button "Easy">> <<script>> Dialog.setup("Easy achievements", "easy"); Dialog.wiki(Story.get("easy achv").processText()); Dialog.open(); <</script>> <</button>> <<button "Medium">> <<script>> Dialog.setup("Medium achievements", "med"); Dialog.wiki(Story.get("med achv").processText()); Dialog.open(); <</script>> <</button>> <<button " Hard ">> <<script>> Dialog.setup("Hard achievements", "hard"); Dialog.wiki(Story.get("hard achv").processText()); Dialog.open(); <</script>> <</button>> <<button "Secret">> <<script>> Dialog.setup("Secret achievements", "secret"); Dialog.wiki(Story.get("secret achv").processText()); Dialog.open(); <</script>> <</button>> </div>\ </center>\<div class="UIButtons">\ Your achievement points: $achvPoints <<button "Start with 50 bonus coins | 1 achievement points">> <<if $achvPoints >= 1>> <<set $Coins += 50>> <<set $achvPoints -= 1>> <<goto "Achievements points">> <<elseif $achvPoints < 1>> <<script>> UI.alert("You dont have enough achievements points!"); <</script>> <</if>> <</button>> <<button "Start with 1 bonus bread | 1 achievement points">> <<if $achvPoints >= 1>> <<set $bread += 1>> <<set $achvPoints -= 1>> <<goto "Achievements points">> <<elseif $achvPoints < 1>> <<script>> UI.alert("You dont have enough achievements points!"); <</script>> <</if>> <</button>> <<button "Add 25 HP | 2 achievement points">> <<if $achvPoints >= 2>> <<set $MaxHP += 25>> <<set $achvPoints -= 2>> <<goto "Achievements points">> <<elseif $achvPoints < 2>> <<script>> UI.alert("You dont have enough achievements points!"); <</script>> <</if>> <</button>> <<button "Add 10 STM | 2 achievement points">> <<if $achvPoints >= 2>> <<set $maxStamina += 10>> <<set $achvPoints -= 2>> <<goto "Achievements points">> <<elseif $achvPoints < 2>> <<script>> UI.alert("You dont have enough achievements points!"); <</script>> <</if>> <</button>> <<button "Add 1 bonus point | 6 achievement points">> <<if $achvPoints >= 6>> <<set $Points += 1>> <<set $achvPoints -= 6>> <<goto "Achievements points">> <<elseif $achvPoints < 6>> <<script>> UI.alert("You dont have enough achievements points!"); <</script>> <</if>> <</button>> <<button "Buy a ring of achieving | 15 achievement points">> <<if $achvPoints >= 1>> <<script>> UI.alert("You cant buy more than 1 rings of achieving!"); <</script>> <<elseif $achvPoints >= 15>> <<set $ringOfAchieving += 1>> <<set $achvPoints -= 15>> <<goto "Achievements points">> <<elseif $achvPoints < 15>> <<script>> UI.alert("You dont have enough achievements points!"); <</script>> <</if>> <</button>> </div>\ [[Go back|Finish]]------------------------------- \In The Hundredth Floor, you can earn Achievements by completing specific conditions listed on each Achievement card. For example, if an Achievement requires you to kill 10 boars, you must do so to unlock it. There are also secret Achievements that you can unlock by meeting certain conditions. Achievements come in various tiers, including: - Easy (1 point) - Medium (2 points) - Hard (3 points) - Floor bosses (2 points) The reason Floor bosses give 2 points is because there will be many of them - after all, the game will have 100 floors! ------------------------------- \You can use your Achievement points during character creation to give yourself an advantage on a new run. Just navigate to the bottom of the list, where you'll find a button allowing you to spend your points on bonuses like extra HP. ------------------------------- \<div class="UIButtons">\ <<button "Go back">> <<script>> Dialog.setup("Guide", "guide"); Dialog.wiki(Story.get("Guide").processText()); Dialog.open(); <</script>> <</button>> </div>\ -------------------------------You walk down to path. The snow has gotten to your chest. Forward you can see a cave and at the entarance theres a sign <span class= Evese>"Welcome to our small establishment!" </span> <<linkreplace "Translate">> <<if $ReadingSkill == 1>> You don't understand what the text says... At all. <<elseif $ReadingSkill == 2>> .... It says something about a small establishment? <<elseif $ReadingSkill >= 3>> Welcome to our small establishment! <</if>> <<set $ReadingXP += 55>><</linkreplace>> 1. <<link [[Enter the small establishment|Path 8.2]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <</link>> 2. <<link [[Go back|Path 8]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <</link>>You entered the small establishment. There are a few people there that have sat down on the floor. One of them is looking at their shield. There's a campfire, a few tents, a spot that looks like a small bar and a anvil... One person has putted a display of their weapons and seems to be selling them. They are a player. You can: <<link [[Cook on the fire|Cooking]]>> <<set $lastvisitedpassage1 to "Path 8.2">> <</link>> <<link [[Sleep in the tent|Sleep 1]]>> <<set $lastVisitedPassage1 to "Path 8.2">> <</link>> <<link [[Wardrobe|Wardrobe]]>> <<set $lastVisitedPassage1 to "Path 8.2">> <</link>> <<link [[Use the anvil|Crafting]]>> <<set $lastvisitedpassage1 to "Path 8.2">> <</link>> <<link [[Check out what the person is selling|Weaponsmith 3]] <<dateadd '1m'>> <</link>> Locations: 1. <<link [[Exit the small establishment|Path 8.1]]>> <<dateadd '15m'>> <<set $location to "snowy1">> <<set $curFatigue += 15>> <</link>> 2. <<link [[Small bar|Inn 2]]>> <<dateadd '1m'>> <</link>>You killed the white wolf and won the battle, gaining <<print ($mobLvl*2 + $mobXP).toFixed(0)>> XP and $mobCoins Coins<<if $lootchance lte 45>> and Wolf meat.<<elseif $lootchance lte 75>> and Wolf fur.<<elseif $lootchance lte 100>>.<</if>> <<EventCurrencies>>\ <<link "Go back">> <<goto $lastVisitedPassage>> <<if $lootchance lte 45>> <<set $wolfMeat += 1>> <<elseif $lootchance lte 75>> <<set $wolfFur += 1>> <</if>> <<set $killedWW += 1>> <<MobRewards>> <</link>>You killed the white wolf pup and won the battle, gaining <<print ($mobLvl*1.5 + $mobXP).toFixed(0)>> XP and $mobCoins Coins<<if $lootchance lte 45>> and Wolf meat.<<elseif $lootchance lte 75>> and Wolf fur.<<elseif $lootchance lte 100>>.<</if>> <<EventCurrencies>>\ <<link "Go back">> <<goto $lastVisitedPassage>> <<if $lootchance lte 45>> <<set $wolfMeat += 1>> <<elseif $lootchance lte 75>> <<set $wolfFur += 1>> <</if>> <<set $killedWWP += 1>> <<set $attack to "Empty">> <<MobRewards>> <</link>> [[Back|Changelogs and game information]] - Rewrote the entire combat system. It's not really noticeable but a lot of bugs were fixed that way - Added a mob turn - Added a way to block attacks by 50% - Stamina costs have been changed by a bit - Code is WAYYY more organized! Finally I can read this shit without suffering lol. - Reworked escaping - Added mob lvl - mob lvls deal (mob dmg) + (mob level)/2 - mob lvls give more xp depending on their level. Some mobs give more XP than others though. (boars for an example are 10XP + (mob lvl * 1.5)) - You can finally punch now... does STR/2 damage but it takes 5 stamina - Meals/Snacks wont appear on the crafting menu UNLESS you have the mats needed to cook the certain item. - Added a cook book at the cooking spot in floor 1, Oakheart - Party members stay for a limited amount of time now. - Reworked the inventory... My eyes really fucking hurt after that one and the code is still messy. I dont want to organize it as im scared of breaking something - Item descriptions - Buffed the light shadow hunters def from 5 to 6 - Added a new secret name :) - Added a new secret boss :) - Made the max fatigue from 1000 to 1250 - You now gain 25 max fatigue on lvl up - Added a level up message (changed the message to a image :thumbsup:) - Made choices less scuffed in the random interactions - You now exist in the party list lmao - The floor boss can now be killed by players if you wait for... ages... - Armor and weapon stats get displayed in the stats screen too (and removed from the game stats screen) - Lowered the DEX needed to dodge the floor boss attack - Congratulations!!! image for when you beat the fboss - Fixed a bug where you could use weapons even if you dont have the stamina needed - Fixed a bug in the stats guide - Fixed a bug where 3 star wolf meat would appear if you have three star ragout meat - Fixed a bug where the text gets connected to the other text when a party member leaves your party - Fixed a bug where your INT gets set to 3 if you get robbed... Forgot to remove it from testing in [[0.1.2]] lol - Fixed some typos - Fixed some caps - Removed the text before the living room and eating the sandwich NEW ITEMS: Open shoulder shirts for every color Otherworldy remnant Mysteriously vague pancho White pants Gray pants [[Back|Changelogs and game information]]You have encountered a level $mobLvl $monstername, it has <<= $MonsterHP.toFixed(2)>> HP \<<CombatText>>\<</CombatText>>\ $gamename stats: HP: <<= $CurHP.toFixed(0)>>/<<= $MaxHP.toFixed(0)>> STM: <<= $curStamina.toFixed(0)>>/<<= $maxStamina.toFixed(0)>> <ol>\ <<if $hpPOT >= 1>><li>HP pots: $hpPOT</li><</if>> <<if $hpPOT1 >= 1>><li>HP pots T2: $hpPOT1</li><</if>> <<if $stmPOT >= 1>><li>STM potions: $stmPOT</li><</if>> </ol>\ <<if $floorBossBattle == true>>\ <<if $raidParty == true>>\ Raid party hp: $raidHP/1000 <</if>>\ <</if>>\ <<if $partyMembers.includes("RadiantRose")>>\ <span class="radiant">RadiantRose</span>'s stats: HP: <<= $CurHPRadiantRose.toFixed(0)>>/<<= $MaxHPRadiantRose.toFixed(0)>> STM: $curStaminaRadiantRose/$maxStaminaRadiantRose <</if>>\ <<if $partyMembers.includes("ShadowScythe")>>\ <span class="shadow">ShadowScythe</span>'s stats: HP: <<= $CurHPShadowScythe.toFixed(0)>>/<<= $MaxHPShadowScythe.toFixed(0)>> STM: $curStaminaShadowScythe/$maxStaminaShadowScythe <</if>>\ <<if $partyMembers.includes("CrimsonSentinel")>>\ <span class="crimson">CrimsonSentinel</span>'s stats: HP: <<= $CurHPCrimsonSentinel.toFixed(0)>>/<<= $MaxHPCrimsonSentinel.toFixed(0)>> STM: $curStaminaCrimsonSentinel/$maxStaminaCrimsonSentinel <</if>>\ <<if $partyMembers.includes($wolfName)>>\ $wolfName's stats: HP: <<= $wolfCurHP.toFixed(0)>>/<<= $wolfMaxHP.toFixed(0)>> STM: $wolfCurSTM/$wolfMaxSTM <</if>>\ <<if $partyMembers.includes("Zegrath")>>\ <span class="zegrath">Zegrath</span>'s stats: HP: <<= $CurHPZegrath.toFixed(0)>>/<<= $MaxHPZegrath.toFixed(0)>> STM: $curStaminaZegrath/$maxStaminaZegrath <</if>>\ Select your move: <label><<radiobutton "$attack" "Do nothing" checked>> Do nothing</label> | <label><<radiobutton "$attack" "Block left">> Block left</label> | <label><<radiobutton "$attack" "Block right">> Block right</label> <<if $hpPOT >= 1>>| <label><<radiobutton "$attack" "Drink a HP potion">> Drink a tier 1 health potion</label> <</if>> <<if $hpPOT1 >= 1>>| <label><<radiobutton "$attack" "Drink a HP potion tier 2">> Drink a tier 2 health potion</label> <</if>> <<if $stmPOT >= 1>>| <label><<radiobutton "$attack" "Drink a STM potion">> Drink a tier 1 stamina potion</label><</if>> <<if $ragoutMeat >= 1 && $monstername == "Black wolf">>| <label><<radiobutton "$attack" "Feed dog">> Give the dog ragout meat</label><</if>> <<if $partyMembers.includes("RadiantRose")>>\ Select <span class="radiant">RadiantRose</span>'s move: <label><<radiobutton "$attackRadiantRose" "Do nothing" checked>> Do nothing</label> | <label><<radiobutton "$attackRadiantRose" "Block left">> Block left</label> | <label><<radiobutton "$attackRadiantRose" "Block right">> Block right</label> <<if $hpPOT >= 1>>| <label><<radiobutton "$attackRadiantRose" "Give a HP potion to RadiantRose">> Give a tier 1 health potion to RadiantRose</label> <</if>> <<if $hpPOT1 >= 1>>| <label><<radiobutton "$attackRadiantRose" "Give a HP potion tier 2 to RadiantRose">> Drink a tier 2 health potion</label> <</if>> <<if $stmPOT >= 1>>| <label><<radiobutton "$attackRadiantRose" "Give a STM potion to RadiantRose">> Give a tier 1 stamina potion to RadiantRose</label> <</if>> <</if>>\ <<if $partyMembers.includes("ShadowScythe")>>\ Select <span class="shadow">ShadowScythe</span>'s move: <label><<radiobutton "$attackShadowScythe" "Do nothing" checked>> Do nothing</label> | <label><<radiobutton "$attackShadowScythe" "Block left">> Block left</label> | <label><<radiobutton "$attackShadowScythe" "Block right">> Block right</label> <<if $hpPOT >= 1>>| <label><<radiobutton "$attackShadowScythe" "Give a HP potion to ShadowScythe">> Give a tier 1 health potion to ShadowScythe</label> <</if>> <<if $hpPOT1 >= 1>>| <label><<radiobutton "$attackShadowScythe" "Give a HP potion tier 2 to ShadowScythe">> Drink a tier 2 health potion</label> <</if>> <<if $stmPOT >= 1>>| <label><<radiobutton "$attackShadowScythe" "Give a STM potion to ShadowScythe">> Give a tier 1 stamina potion to ShadowScythe</label> <</if>> <</if>>\ <<if $partyMembers.includes("CrimsonSentinel")>>\ Select <span class="crimson">CrimsonSentinel</span>'s move: <label><<radiobutton "$attackCrimsonSentinel" "Do nothing" checked>> Do nothing</label> | <label><<radiobutton "$attackCrimsonSentinel" "Block left">> Block left</label> | <label><<radiobutton "$attackCrimsonSentinel" "Block right">> Block right</label> <<if $hpPOT >= 1>>| <label><<radiobutton "$attackCrimsonSentinel" "Give a HP potion to CrimsonSentinel">> Give a tier 1 health potion to CrimsonSentinel</label> <</if>> <<if $hpPOT1 >= 1>>| <label><<radiobutton "$attackCrimsonSentinel" "Give a HP potion tier 2 to CrimsonSentinel">> Drink a tier 2 health potion</label> <</if>> <<if $stmPOT >= 1>>| <label><<radiobutton "$attackCrimsonSentinel" "Give a STM potion to CrimsonSentinel">> Give a tier 1 stamina potion to CrimsonSentinel</label> <</if>> <</if>>\ <<if $partyMembers.includes($wolfName)>>\ Select $wolfName's action: <label><<radiobutton "$attackWolf" "Do nothing" checked>> Do nothing</label> <<if $hpPOT >= 1>>| <label><<radiobutton "$attackWolf" "Give a HP potion to wolf">> Give a tier 1 health potion to $wolfName</label> <</if>> <<if $hpPOT1 >= 1>>| <label><<radiobutton "$attackWolf" "Give a HP potion tier 2 to wolf">> Give a tier 2 health potion to $wolfName</label> <</if>> <<if $stmPOT >= 1>>| <label><<radiobutton "$attackWolf" "Give a STM potion to wolf">> Give a tier 1 stamina potion to $wolfName</label> <</if>> <</if>>\ <<if $partyMembers.includes("Zegrath")>>\ Select <span class="zegrath">Zegrath</span>'s move: <label><<radiobutton "$attackZegrath" "Do nothing" checked>> Do nothing</label> | <label><<radiobutton "$attackZegrath" "Block left">> Block left</label> | <label><<radiobutton "$attackZegrath" "Block right">> Block right</label> <<if $hpPOT >= 1>>| <label><<radiobutton "$attackZegrath" "Give a HP potion to Zegrath">> Give a tier 1 health potion to Zegrath</label> <</if>> <<if $hpPOT1 >= 1>>| <label><<radiobutton "$attackZegrath" "Give a HP potion tier 2 to Zegrath">> Drink a tier 2 health potion</label> <</if>> <<if $stmPOT >= 1>>| <label><<radiobutton "$attackZegrath" "Give a STM potion to Zegrath">> Give a tier 1 stamina potion to Zegrath</label> <</if>> <</if>>\ <<link [[Next|Combat remake]]>> /* Player moves */ /* Doing nothing */ <<if $attack == "Do nothing">> <<set $attackText to "Do nothing">> <<if $armorDEF + $DEF < $monsterSTR>> <<set $CurHP -= $monsterSTR - $DEF - $armorDEF>> <<elseif $armorDEF + $DEF >= $monsterSTR>> <<set $CurHP -= 1>> <</if>> <</if>> /* Block left */ <<if $attack == "Block left">> <<set $attackText to "Block left">> <<if $Mobattack <= 50>> <<if $curStamina >= 8>> <<set $curStamina -= 8>> <<set $curFatigue += 2>> <<if $armorDEF + $DEF < $monsterSTR/2>> <<set $CurHP -= $monsterSTR/2- $DEF - $armorDEF>> <<elseif $armorDEF + $DEF >= $monsterSTR>> <<set $CurHP -= 1/2>> <</if>> <<elseif $curStamina <= 7>> <<if $armorDEF + $DEF < $monsterSTR>> <<set $CurHP -= $monsterSTR - $DEF - $armorDEF>> <<elseif $armorDEF + $DEF >= $monsterSTR>> <<set $CurHP -= 1>> <</if>> <</if>> <<elseif $Mobattack >= 51>> <<if $armorDEF + $DEF < $monsterSTR>> <<set $CurHP -= $monsterSTR - $DEF - $armorDEF>> <<elseif $armorDEF + $DEF >= $monsterSTR>> <<set $CurHP -= 1>> <</if>> <</if>> <</if>> /* Block right */ <<if $attack == "Block right">> <<set $attackText to "Block right">> <<if $Mobattack >= 51>> <<if $curStamina >= 8>> <<set $curStamina -= 8>> <<set $curFatigue += 2>> <<if $armorDEF + $DEF < $monsterSTR/2>> <<set $CurHP -= $monsterSTR/2 - $DEF - $armorDEF>> <<elseif $armorDEF + $DEF >= $monsterSTR>> <<set $CurHP -= 1/2>> <</if>> <<elseif $curStamina <= 7>> <<if $armorDEF + $DEF < $monsterSTR>> <<set $CurHP -= $monsterSTR - $DEF - $armorDEF>> <<elseif $armorDEF + $DEF >= $monsterSTR>> <<set $CurHP -= 1>> <</if>> <</if>> <<elseif $Mobattack <= 50>> <<if $armorDEF + $DEF < $monsterSTR>> <<set $CurHP -= $monsterSTR - $DEF - $armorDEF>> <<elseif $armorDEF + $DEF >= $monsterSTR>> <<set $CurHP -= 1>> <</if>> <</if>> <</if>> /* HP pot tier 1 */ <<if $attack is "Drink a HP potion">> <<set $attackText to "Drink a HP potion">> <<if $hpPOT >= 1 && $potCooldown <= 0>> <<set $CurHP += 50>> <<set $hpPOT -= 1>> <<set $potCooldown += 2>> <<elseif $hpPOT <= 0>> <<if $armorDEF + $DEF < $monsterSTR/2>> <<set $CurHP -= $monsterSTR/2- $DEF - $armorDEF>> <<elseif $armorDEF + $DEF >= $monsterSTR>> <<set $CurHP -= 1/2>> <</if>> <<set $attack to "Do nothing">> <</if>> <</if>> /* HP pot tier 2 */ <<if $attack is "Drink a HP potion tier 2">> <<set $attackText to "Drink a HP potion tier 2">> <<if $hpPOT1 >= 1 && $potCooldown <= 0>> <<set $RegenHP += 2>> <<set $RegenAmount to 60>> <<set $hpPOT1 -= 1>> <<set $potCooldown += 4>> <<elseif $hpPOT1 <= 0>> <<set $attack to "Do nothing">> <<else>> <<if $armorDEF + $DEF < $monsterSTR/2>> <<set $CurHP -= $monsterSTR/2- $DEF - $armorDEF>> <<elseif $armorDEF + $DEF >= $monsterSTR>> <<set $CurHP -= 1/2>> <</if>> <</if>> <</if>> /* STM pot tier 1 */ <<if $attack is "Drink a STM potion">> <<set $attackText to "Drink STM potion">> <<if $armorDEF + $DEF < $monsterSTR/2>> <<set $CurHP -= $monsterSTR/2- $DEF - $armorDEF>> <<elseif $armorDEF + $DEF >= $monsterSTR>> <<set $CurHP -= 1/2>> <</if>> <<if $stmPOT >= 1 && $potCooldown <= 0>> <<set $curStamina += 50>> <<set $curFatigue -= 100>> <<set $potCooldown += 2>> <<set $stmPOT -= 1>> <<elseif $stmPOT <= 0>> <<set $attack to "Do nothing">> <</if>> <</if>> /* FEED THE WOLFIE!!!!! */ <<if $attack == "Feed dog">> <<set $attackText to "Feed dog">> <<set $wolfTame += 1>> <<set $ragoutMeat -= 1>> <</if>> /* NPC moves */ /* Radiant */ /* Doing nothing */ <<if $partyMembers.includes("RadiantRose")>> <<if $attackRadiantRose == "Do nothing">> <<if $DEFRadiantRose < $monsterSTR>> <<set $CurHPRadiantRose -= $monsterSTR - $DEFRadiantRose>> <<elseif $DEFRadiantRose >= $monsterSTR>> <<set $CurHPRadiantRose -= 1>> <</if>> <</if>> /* Block left */ <<if $attackRadiantRose == "Block left">> <<if $Mobattack <= 50>> <<if $curStaminaRadiantRose >= 8>> <<set $curStaminaRadiantRose -= 8>> <<if $DEFRadiantRose < $monsterSTR/2>> <<set $CurHPRadiantRose -= $monsterSTR/2- $DEFRadiantRose>> <<elseif $DEFRadiantRose >= $monsterSTR>> <<set $CurHPRadiantRose -= 1/2>> <</if>> <<elseif $curStaminaRadiantRose <= 7>> <<set $attackRadiantRose to "Nothing">> <<if $DEFRadiantRose < $monsterSTR>> <<set $CurHPRadiantRose -= $monsterSTR - $DEFRadiantRose>> <<elseif $DEFRadiantRose >= $monsterSTR>> <<set $CurHPRadiantRose -= 1>> <</if>> <</if>> <<elseif $Mobattack >= 51>> <<if $DEFRadiantRose < $monsterSTR>> <<set $CurHPRadiantRose -= $monsterSTR - $DEFRadiantRose>> <<elseif $DEFRadiantRose >= $monsterSTR>> <<set $CurHPRadiantRose -= 1>> <</if>> <</if>> <</if>> /* Block right */ <<if $attackRadiantRose == "Block right">> <<if $Mobattack >= 51>> <<if $curStaminaRadiantRose >= 8>> <<set $curStaminaRadiantRose -= 8>> <<if $DEFRadiantRose < $monsterSTR/2>> <<set $CurHPRadiantRose -= $monsterSTR/2- $DEFRadiantRose>> <<elseif $DEFRadiantRose >= $monsterSTR>> <<set $CurHPRadiantRose -= 1/2>> <</if>> <<elseif $curStaminaRadiantRose <= 7>> <<set $attackRadiantRose to "Nothing">> <<if $DEFRadiantRose < $monsterSTR>> <<set $CurHPRadiantRose -= $monsterSTR - $DEFRadiantRose>> <<elseif $DEFRadiantRose >= $monsterSTR>> <<set $CurHPRadiantRose -= 1>> <</if>> <</if>> <<elseif $Mobattack <= 50>> <<if $DEFRadiantRose < $monsterSTR>> <<set $CurHPRadiantRose -= $monsterSTR - $DEFRadiantRose>> <<elseif $DEFRadiantRose >= $monsterSTR>> <<set $CurHPRadiantRose -= 1>> <</if>> <</if>> <</if>> /* HP POT 1 */ <<if $attackRadiantRose is "Give a HP potion to RadiantRose">> <<if $hpPOT >= 1>> <<set $CurHPRadiantRose += 50>> <<set $hpPOT -= 1>> <<else>> <<if $DEFRadiantRose < $monsterSTR/2>> <<set $CurHPRadiantRose -= $monsterSTR/2- $DEFRadiantRose>> <<elseif $DEFRadiantRose >= $monsterSTR>> <<set $CurHPRadiantRose -= 1/2>> <</if>> <</if>> <</if>> /* HP POT 2 */ <<if $attackRadiantRose is "Give a HP potion tier 2 to RadiantRose">> <<if $hpPOT1 >= 1>> <<set $CurHPRadiantRose += 120>> <<set $hpPOT1 -= 1>> <<else>> <<if $DEFRadiantRose < $monsterSTR/2>> <<set $CurHPRadiantRose -= $monsterSTR/2- $DEFRadiantRose>> <<elseif $DEFRadiantRose >= $monsterSTR>> <<set $CurHPRadiantRose -= 1/2>> <</if>> <</if>> <</if>> /* STM POT 1 */ <<if $attackRadiantRose is "Give a STM potion to RadiantRose">> <<if $DEFRadiantRose < $monsterSTR/2>> <<set $CurHPRadiantRose -= $monsterSTR/2- $DEFRadiantRose>> <<elseif $DEFRadiantRose >= $monsterSTR>> <<set $CurHPRadiantRose -= 1/2>> <</if>> <<if $stmPOT >= 1>> <<set $curStaminaRadiantRose += 50>> <<set $stmPOT -= 1>> <</if>> <</if>> <</if>> /* Shadow */ /* Doing nothing */ <<if $partyMembers.includes("ShadowScythe")>> <<if $attackShadowScythe == "Do nothing">> <<if $DEFShadowScythe < $monsterSTR>> <<set $CurHPShadowScythe -= $monsterSTR - $DEFShadowScythe>> <<elseif $DEFShadowScythe >= $monsterSTR>> <<set $CurHPShadowScythe -= 1>> <</if>> <</if>> /* Block left */ <<if $attackShadowScythe == "Block left">> <<if $Mobattack <= 50>> <<if $curStaminaShadowScythe >= 8>> <<set $curStaminaShadowScythe -= 8>> <<if $DEFShadowScythe < $monsterSTR/2>> <<set $CurHPShadowScythe -= $monsterSTR/2- $DEFShadowScythe>> <<elseif $DEFShadowScythe >= $monsterSTR>> <<set $CurHPShadowScythe -= 1/2>> <</if>> <<elseif $curStaminaShadowScythe <= 7>> <<set $attackShadowScythe to "Nothing">> <<if $DEFShadowScythe < $monsterSTR>> <<set $CurHPShadowScythe -= $monsterSTR - $DEFShadowScythe>> <<elseif $DEFShadowScythe >= $monsterSTR>> <<set $CurHPShadowScythe -= 1>> <</if>> <</if>> <<elseif $Mobattack >= 51>> <<if $DEFShadowScythe < $monsterSTR>> <<set $CurHPShadowScythe -= $monsterSTR - $DEFShadowScythe>> <<elseif $DEFShadowScythe >= $monsterSTR>> <<set $CurHPShadowScythe -= 1>> <</if>> <</if>> <</if>> /* Block right */ <<if $attackShadowScythe == "Block right">> <<if $Mobattack >= 51>> <<if $curStaminaShadowScythe >= 8>> <<set $curStaminaShadowScythe -= 8>> <<if $DEFShadowScythe < $monsterSTR/2>> <<set $CurHPShadowScythe -= $monsterSTR/2- $DEFShadowScythe>> <<elseif $DEFShadowScythe >= $monsterSTR>> <<set $CurHPShadowScythe -= 1/2>> <</if>> <<elseif $curStaminaShadowScythe <= 7>> <<set $attackShadowScythe to "Nothing">> <<if $DEFShadowScythe < $monsterSTR>> <<set $CurHPShadowScythe -= $monsterSTR - $DEFShadowScythe>> <<elseif $DEFShadowScythe >= $monsterSTR>> <<set $CurHPShadowScythe -= 1>> <</if>> <</if>> <<elseif $Mobattack <= 50>> <<if $DEFShadowScythe < $monsterSTR>> <<set $CurHPShadowScythe -= $monsterSTR - $DEFShadowScythe>> <<elseif $DEFShadowScythe >= $monsterSTR>> <<set $CurHPShadowScythe -= 1>> <</if>> <</if>> <</if>> /* HP POT 1 */ <<if $attackShadowScythe is "Give a HP potion to ShadowScythe">> <<if $hpPOT >= 1>> <<set $CurHPShadowScythe += 50>> <<set $hpPOT -= 1>> <<else>> <<if $DEFShadowScythe < $monsterSTR>> <<set $CurHPShadowScythe -= $monsterSTR - $DEFShadowScythe>> <<elseif $DEFShadowScythe >= $monsterSTR>> <<set $CurHPShadowScythe -= 1>> <</if>> <</if>> <</if>> /* HP POT 2 */ <<if $attackShadowScythe is "Give a HP potion tier 2 to ShadowScythe">> <<if $hpPOT1 >= 1>> <<set $CurHPShadowScythe += 120>> <<set $hpPOT1 -= 1>> <<else>> <<if $DEFShadowScythe < $monsterSTR>> <<set $CurHPShadowScythe -= $monsterSTR - $DEFShadowScythe>> <<elseif $DEFShadowScythe >= $monsterSTR>> <<set $CurHPShadowScythe -= 1>> <</if>> <</if>> <</if>> /* STM POT 1 */ <<if $attackShadowScythe is "Give a STM potion to ShadowScythe">> <<if $DEFShadowScythe < $monsterSTR>> <<set $CurHPShadowScythe -= $monsterSTR - $DEFShadowScythe>> <<elseif $DEFShadowScythe >= $monsterSTR>> <<set $CurHPShadowScythe -= 1>> <</if>> <<if $stmPOT >= 1>> <<set $curStaminaShadowScythe += 50>> <<set $stmPOT -= 1>> <</if>> <</if>> <</if>> /* Crimson */ /* Doing nothing */ <<if $partyMembers.includes("CrimsonSentinel")>> <<if $attackCrimsonSentinel == "Do nothing">> <<if $DEFCrimsonSentinel < $monsterSTR>> <<set $CurHPCrimsonSentinel -= $monsterSTR - $DEFCrimsonSentinel>> <<elseif $DEFCrimsonSentinel >= $monsterSTR>> <<set $CurHPCrimsonSentinel -= 1>> <</if>> <</if>> /* Block left */ <<if $attackCrimsonSentinel == "Block left">> <<if $Mobattack <= 50>> <<if $curStaminaCrimsonSentinel >= 8>> <<set $curStaminaCrimsonSentinel -= 8>> <<if $DEFCrimsonSentinel < $monsterSTR/2>> <<set $CurHPCrimsonSentinel -= $monsterSTR/2- $DEFCrimsonSentinel>> <<elseif $DEFCrimsonSentinel >= $monsterSTR>> <<set $CurHPCrimsonSentinel -= 1/2>> <</if>> <<elseif $curStaminaCrimsonSentinel <= 7>> <<if $DEFCrimsonSentinel < $monsterSTR>> <<set $CurHPCrimsonSentinel -= $monsterSTR - $DEFCrimsonSentinel>> <<elseif $DEFCrimsonSentinel >= $monsterSTR>> <<set $CurHPCrimsonSentinel -= 1>> <</if>> <</if>> <<elseif $Mobattack >= 51>> <<if $DEFCrimsonSentinel < $monsterSTR>> <<set $CurHPCrimsonSentinel -= $monsterSTR - $DEFCrimsonSentinel>> <<elseif $DEFCrimsonSentinel >= $monsterSTR>> <<set $CurHPCrimsonSentinel -= 1>> <</if>> <</if>> <</if>> /* Block right */ <<if $attackCrimsonSentinel == "Block right">> <<if $Mobattack >= 51>> <<if $curStaminaCrimsonSentinel >= 8>> <<set $curStaminaCrimsonSentinel -= 8>> <<if $DEFCrimsonSentinel < $monsterSTR/2>>> <<set $CurHPCrimsonSentinel -= $monsterSTR/2- $DEFCrimsonSentinel>> <<elseif $DEFCrimsonSentinel >= $monsterSTR>> <<set $CurHPCrimsonSentinel -= 1/2>> <</if>> <<elseif $curStaminaCrimsonSentinel <= 7>> <<set $attackCrimsonSentinel to "Nothing">> <<if $DEFCrimsonSentinel < $monsterSTR>> <<set $CurHPCrimsonSentinel -= $monsterSTR - $DEFCrimsonSentinel>> <<elseif $DEFCrimsonSentinel >= $monsterSTR>> <<set $CurHPCrimsonSentinel -= 1>> <</if>> <</if>> <<elseif $Mobattack <= 50>> <<if $DEFCrimsonSentinel < $monsterSTR>> <<set $CurHPCrimsonSentinel -= $monsterSTR - $DEFCrimsonSentinel>> <<elseif $DEFCrimsonSentinel >= $monsterSTR>> <<set $CurHPCrimsonSentinel -= 1>> <</if>> <</if>> <</if>> /* HP POT 1 */ <<if $attackCrimsonSentinel is "Give a HP potion to CrimsonSentinel">> <<if $hpPOT >= 1>> <<set $CurHPCrimsonSentinel += 50>> <<set $hpPOT -= 1>> <<else>> <<if $DEFCrimsonSentinel < $monsterSTR>> <<set $CurHPCrimsonSentinel -= $monsterSTR - $DEFCrimsonSentinel>> <<elseif $DEFCrimsonSentinel >= $monsterSTR>> <<set $CurHPCrimsonSentinel -= 1>> <</if>> <</if>> <</if>> /* HP POT 2 */ <<if $attackCrimsonSentinel is "Give a HP potion tier 2 to CrimsonSentinel">> <<if $hpPOT1 >= 1>> <<set $CurHPCrimsonSentinel += 120>> <<set $hpPOT1 -= 1>> <<else>> <<if $DEFCrimsonSentinel < $monsterSTR>> <<set $CurHPCrimsonSentinel -= $monsterSTR - $DEFCrimsonSentinel>> <<elseif $DEFCrimsonSentinel >= $monsterSTR>> <<set $CurHPCrimsonSentinel -= 1>> <</if>> <</if>> <</if>> /* STM POT 1 */ <<if $attackCrimsonSentinel is "Give a STM potion to CrimsonSentinel">> <<if $DEFCrimsonSentinel < $monsterSTR>> <<set $CurHPCrimsonSentinel -= $monsterSTR - $DEFCrimsonSentinel>> <<elseif $DEFCrimsonSentinel >= $monsterSTR>> <<set $CurHPCrimsonSentinel -= 1>> <</if>> <<if $stmPOT >= 1>> <<set $curStaminaCrimsonSentinel += 50>> <<set $stmPOT -= 1>> <</if>> <</if>> <</if>> /* Black wolf */ /* HP POT 1 */ <<if $partyMembers.includes($wolfName)>> <<if $attackWolf == "Do nothing">> <<if $wolfDEF < $monsterSTR>> <<set $wolfCurHP -= $monsterSTR - $wolfDEF>> <<elseif $wolfDEF >= $monsterSTR>> <<set $wolfCurHP -= 1>> <</if>> <</if>> <<if $attackWolf is "Give a HP potion to wolf">> <<if $hpPOT >= 1>> <<set $wolfCurHP += 50>> <<set $hpPOT -= 1>> <<else>> <<if $wolfDEF < $monsterSTR>> <<set $wolfCurHP -= $monsterSTR - $wolfDEF>> <<elseif $wolfDEF >= $monsterSTR>> <<set $wolfDEF -= 1>> <</if>> <</if>> <</if>> /* HP POT 2 */ <<if $attackWolf is "Give a HP potion tier 2 to wolf">> <<if $hpPOT1 >= 1>> <<set $wolfCurHP += 120>> <<set $hpPOT1 -= 1>> <<else>> <<if $wolfDEF < $monsterSTR>> <<set $wolfCurHP -= $monsterSTR - $wolfDEF>> <<elseif $wolfDEF >= $monsterSTR>> <<set $wolfCurHP -= 1>> <</if>> <</if>> <</if>> /* STM POT 1 */ <<if $attackWolf is "Give a STM potion to wolf">> <<if $wolfDEF < $monsterSTR>> <<set $wolfCurHP -= $monsterSTR - $wolfDEF>> <<elseif $wolfDEF >= $monsterSTR>> <<set $wolfCurHP -= 1>> <</if>> <<if $stmPOT >= 1>> <<set $wolfCurSTM += 50>> <<set $stmPOT -= 1>> <</if>> <</if>> <</if>> /* Zegrath */ /* Doing nothing */ <<if $partyMembers.includes("Zegrath")>> <<if $attackZegrath == "Do nothing">> <<if $DEFZegrath < $monsterSTR>> <<set $CurHPZegrath -= $monsterSTR - $DEFZegrath>> <<elseif $DEFZegrath >= $monsterSTR>> <<set $CurHPZegrath -= 1>> <</if>> <</if>> /* Block left */ <<if $attackZegrath == "Block left">> <<if $Mobattack <= 50>> <<if $curStaminaZegrath >= 8>> <<set $curStaminaZegrath -= 8>> <<if $DEFZegrath < $monsterSTR/2>> <<set $CurHPZegrath -= $monsterSTR/2- $DEFZegrath>> <<elseif $DEFZegrath >= $monsterSTR>> <<set $CurHPZegrath -= 1/2>> <</if>> <<elseif $curStaminaZegrath <= 7>> <<if $DEFZegrath < $monsterSTR>> <<set $CurHPZegrath -= $monsterSTR - $DEFZegrath>> <<elseif $DEFZegrath >= $monsterSTR>> <<set $CurHPZegrath -= 1>> <</if>> <</if>> <<elseif $Mobattack >= 51>> <<if $DEFZegrath < $monsterSTR>> <<set $CurHPZegrath -= $monsterSTR - $DEFZegrath>> <<elseif $DEFZegrath >= $monsterSTR>> <<set $CurHPZegrath -= 1>> <</if>> <</if>> <</if>> /* Block right */ <<if $attackZegrath == "Block right">> <<if $Mobattack >= 51>> <<if $curStaminaZegrath >= 8>> <<set $curStaminaZegrath -= 8>> <<if $DEFZegrath < $monsterSTR/2>>> <<set $CurHPZegrath -= $monsterSTR/2- $DEFZegrath>> <<elseif $DEFZegrath >= $monsterSTR>> <<set $CurHPZegrath -= 1/2>> <</if>> <<elseif $curStaminaZegrath <= 7>> <<set $attackZegrath to "Nothing">> <<if $DEFZegrath < $monsterSTR>> <<set $CurHPZegrath -= $monsterSTR - $DEFZegrath>> <<elseif $DEFZegrath >= $monsterSTR>> <<set $CurHPZegrath -= 1>> <</if>> <</if>> <<elseif $Mobattack <= 50>> <<if $DEFZegrath < $monsterSTR>> <<set $CurHPZegrath -= $monsterSTR - $DEFZegrath>> <<elseif $DEFZegrath >= $monsterSTR>> <<set $CurHPZegrath -= 1>> <</if>> <</if>> <</if>> /* HP POT 1 */ <<if $attackZegrath is "Give a HP potion to Zegrath">> <<if $hpPOT >= 1>> <<set $CurHPZegrath += 50>> <<set $hpPOT -= 1>> <<else>> <<if $DEFZegrath < $monsterSTR>> <<set $CurHPZegrath -= $monsterSTR - $DEFZegrath>> <<elseif $DEFZegrath >= $monsterSTR>> <<set $CurHPZegrath -= 1>> <</if>> <</if>> <</if>> /* HP POT 2 */ <<if $attackZegrath is "Give a HP potion tier 2 to Zegrath">> <<if $hpPOT1 >= 1>> <<set $CurHPZegrath += 120>> <<set $hpPOT1 -= 1>> <<else>> <<if $DEFZegrath < $monsterSTR>> <<set $CurHPZegrath -= $monsterSTR - $DEFZegrath>> <<elseif $DEFZegrath >= $monsterSTR>> <<set $CurHPZegrath -= 1>> <</if>> <</if>> <</if>> /* STM POT 1 */ <<if $attackZegrath is "Give a STM potion to Zegrath">> <<if $DEFZegrath < $monsterSTR>> <<set $CurHPZegrath -= $monsterSTR - $DEFZegrath>> <<elseif $DEFZegrath >= $monsterSTR>> <<set $CurHPZegrath -= 1>> <</if>> <<if $stmPOT >= 1>> <<set $curStaminaZegrath += 50>> <<set $stmPOT -= 1>> <</if>> <</if>> <</if>> /* Enemies that can give you an effect */ /* Paralize */ <<if $monstername is "PKer">> <<set $paralizedChance to random(100)>> <<if $paralizedChance lte 8 && $paralized <= 0>> <<set $paralized to 8>> <</if>> <<elseif $monstername is "Deathlord">> <<set $paralizedChance to random(100)>> <<if $paralizedChance lte 10 && $paralized <= 0>> <<set $paralized to 2>> <</if>> <<elseif $monstername is "Boldegar">> <<set $paralizedChance to random(100)>> <<if $paralizedChance lte 6 && $paralized <= 0>> <<set $paralized to 4>> <</if>> <<set $fireChance to kitsuneRNG(0, 100)>> <<if $fireChance lte 32 && $onFire <= 0>> <<set $onFire to 6>> <</if>> <<elseif $monstername is "ShadowScythe">> <<set $paralizedChance to random(100)>> <<if $paralizedChance lte 6 && $paralized <= 0>> <<set $paralized to 2>> <</if>> <</if>> /* Fire */ <<if $monstername is "Zegrath">> <<set $fireChance to kitsuneRNG(0, 100)>> <<if $fireChance lte 25 && $onFire <= 0>> <<set $onFire to 6>> <</if>> <</if>> /* Poison */ <<if $monstername is "Poisonous lizard">> <<set $poisonChance to kitsuneRNG(0, 100)>> <<if $poisonChance lte 25 && $poisoned1 <= 0>> <<set $poisoned1 to 12>> <</if>> <</if>> /* WOLF TAMED */ <<if $wolfTame >= 3 && $monstername == "Black wolf">> <<goto "Wolf tame 1">> <</if>> /* OVERKILL EFFECT APPLY */ <<if $armorDEF + $DEF >= $monsterSTR && ($monstername !== "Zegrath" or $monstername !== "Deathlord" or $monstername !== "Boldegar")>> <<if $overkill == 0 or $overkill === undefined>> <<set $STRPercentBuff += 100>> <<set $DEXPercentBuff += 100>> <</if>> <<set $overkill to 3>> <</if>> <<dateadd '1m'>> /* DMG DEALT MSG + LIFE STEAL RING FIX */ <<set $dmgDealt.Combat to 0>> <</link>><center> <span class= Evese>Cooking for dummies.</span> <<linkreplace "Translate">> <<if $ReadingSkill == 1>> You don't understand what the text says... At all. <<elseif $ReadingSkill == 2>>Cook dummie. <<elseif $ReadingSkill >= 3>> Cooking for dummies. <</if>> <<set $ReadingXP += 25>><</linkreplace>> <span class= Evese>Hello everyone! Thank you for reading my cook book. In here I will show you some of the recipies I have made for cooking. Alrighty then. Let's begin the cooking!</span> <<linkreplace "Translate">> <<if $ReadingSkill == 1>> You don't understand what the text says... At all. <<elseif $ReadingSkill == 2>> Thank reading this book. Recipies will show. Start cooking! <<elseif $ReadingSkill >= 3>> Hello everyone! Thank you for reading my cook book. In here I will show you some of the recipies I have made for cooking. Alrighty then. Let's begin the cooking! <</if>> <<set $ReadingXP += 25>><</linkreplace>> <span class= Evese>First of all we will learn to cook meat. There 2 types of meat here. Ragout and boar meat. Grab whichever you prefer and throw it in the pot or cooking oven. There will be no difference in the result. Cooking both will take 13 minutes or just until the boar turns darkish red or the ragout becomes golden brown.</span> <<linkreplace "Translate">> <<if $ReadingSkill == 1>> You don't understand what the text says... At all. <<elseif $ReadingSkill == 2>>Meat cook. Throw pot oven... You can't make out the other part of the recipe... Awkward.<<elseif $ReadingSkill >= 3>>First of all we will learn to cook meat. There 2 types of meat here. Ragout and boar meat. Grab whichever you prefer and throw it in the pot or cooking oven. There will be no difference in the result. Cooking both will take 13 minutes or just until the boar turns darkish red or the ragout becomes golden brown. <</if>> <<set $ReadingXP += 25>><</linkreplace>> <span class= Evese>Now lets learn to make a boar or a ragout sandwich. Take your bread, mayonnaise, 2 mushrooms and slap them on the bread. That's all you have to do.</span> <<linkreplace "Translate">> <<if $ReadingSkill == 1>> You don't understand what the text says... At all. <<elseif $ReadingSkill == 2>> Sondwich make. Put bread, 2 mushrom, mayionaise and meat of choice. <<elseif $ReadingSkill >= 3>>Now lets learn to make a boar or a ragout sandwich. Take your bread, mayonnaise, 2 mushrooms and slap them on the bread. That's all you have to do. <</if>> <<set $ReadingXP += 25>><</linkreplace>> <span class= Evese>Now it is time for the best meal! The amazing ragout soup! For it you will need 5 carrots, 2 ragout and 3 mushrooms. Cut the meat and carrots and then throw them right into your cooking pot and wait for 30 minutes. After which you will get the best soup you have eaten.</span> <<linkreplace "Translate">> <<if $ReadingSkill == 1>> You don't understand what the text says... At all. <<elseif $ReadingSkill == 2>>Best meal. Ragout soup. 5 carrot 2 ragout and 3 shrooms needed. Cut and wait 30 mins to cook. <<elseif $ReadingSkill >= 3>>Now it is time for the best meal! The amazing ragout soup! For it you will need 5 carrots, 2 ragout and 3 mushrooms. Cut the meat and carrots and then throw them right into your cooking pot and wait for 30 minutes. After which you will get the best soup you have eaten. <</if>> <<set $ReadingXP += 25>><</linkreplace>> <span class= Evese>Getting tired of meat? Well that's not a problem because you can make an amazing mushroom kebab! This delicious snack needs 5 mushrooms. Stab them on a stick and start cooking it on your oven. That's all you have to do!</span> <<linkreplace "Translate">> <<if $ReadingSkill == 1>> You don't understand what the text says... At all. <<elseif $ReadingSkill == 2>>Tired? Make shroom kebab. 5 mushrooms on a stick and cook.<<elseif $ReadingSkill >= 3>>Getting tired of meat? Well that's not a problem because you can make an amazing mushroom kebab! This delicious snack needs 5 mushrooms. Stab them on a stick and start cooking it on your oven. That's all you have to do!<</if>> <<set $ReadingXP += 25>><</linkreplace>> <<link "Close the book">> <<goto $lastVisitedPassage1>> <</link>> </center><<set _randomencounter1 to random(100)>>\ <<if _randomencounter1 lte 50>> You stumble upon a room you haven't seen berfore... Instead of the chest room you usually see you can see a huge door. You are confused as of why it's here. You look at the door as you hear in the distance someone screaming and steps getting closer and closer "LIIIIIIIIIIIIIIIIIIIGHT YUUGEEEEENNN!" someone screams as they run past you and straight into the mysterious room... You stand there dumbfounded that this has happened... <<elseif _randomencounter1 lte 100>> You stumble upon a room you haven't seen before... Instead of the chest room you usually see you can see a huge door. You are confused as of why it's here. <</if>>\ <<link [[Go in|Dungeon 1.6]]>> <</link>> <<link "Leave the dungeon">> <<goto $lastVisitedPassage1>> <</link>>You enter the room to see a single skeleton standing in the middle of it. It's wearing a blue jacket, some armor and a scythe. It's eyes start growing in red and a health bar comes up. It's name is Skulltron. <<link [[Fight it.|Combat remake]]>> <<set $lastVisitedPassage to "Dungeon 1.4">> <<set $monstername to "Skulltron">> <<set $MonsterHP to 225>> <<set $mobLvl to random(5, 12)>> <<set $monsterSTR to 60>> <<set $monsterDEX to 24>> <</link>>You defeated Skullron and he started falling appart. You gained <<print ($mobLvl*2 + 345).toFixed(0)>> XP, 126 Coins and it's jacket drops. You look at the name of the jacket "Otherworldly Remnant" <<EventCurrencies>>\ <<link "Leave the dungeon">> <<goto $lastVisitedPassage1>> <<set $CurXP += 345 + ($mobLvl*2)>> <<set $Coins += 234>> <<set $cape4 to true>> <<set $attack to "Empty">> <<if $radiantRoseParty is true>> <<set $RadCurXP += 345 + ($mobLvl*2)>> <<elseif $radiantRoseParty is false>> <<set $RadCurXP += 172 + ($mobLvl*2)>> <</if>> <<if $shadowScytheParty is true>> <<set $ShadCurXP += 345 + ($mobLvl*2)>> <<elseif $shadowScytheParty is false>> <<set $ShadCurXP += 172 + ($mobLvl*2)>> <</if>> <<if $crimsonSentinelParty is true>> <<set $CrimCurXP += 345 + ($mobLvl*2)>> <<elseif $crimsonSentinelParty is false>> <<set $CrimCurXP += 172 + ($mobLvl*2)>> <</if>> <</link>> [[Back|Changelogs and game information]] - Started making the small camp at F2 - A new weaponsmith - A new inn - It has a better bed :thumbsup: - Started working on the Big boi tree at F2 - You can read books for coins - You can work there - Started making a pretty important 100% of happening event at F2 - Added crafting skill - Added reputation system - Made the bars height smaller - Added a new Tp pad - Crimson, shadow and radiant get better gear if you participate in the floor boss raid at f1 (old players wont be affected... im sorry) - Remade the achievement menu - Added a debug button - Tier 2 healing potions can spawn at the f1 forest dungeon - Added work hours at the inn - Lowered the amount of fatigue you get if hungry from 50 to 10 - Replaced the time system from a random one to Hituros time macro... Also thank you Hituro for helping me. I am an absolute idiot when it comes to JS and I dont understand it all. He practically saved my ass lmao. - Changed the achievement notifications from plain text to being the achievements cards instead - Added a better bed - Debuffed both skeletons XP and coins reward by A LOT - U can now grow stuff in the backyard. Unlazied myself lmfao. That also means that the forest hut is completely finished! - Added 1 achievement - Fixed a bug where party members leave too fast if you disbanded your last party instead of them leaving themselves - Making Crimson parry right would freeze the game... now its fixed (thanks to irfanrein for noticing it) - Sleeping for 6 hours in a good bed cause the game to break - Fixed a wrong passage name for combat which would make u unable to continue after a fight - Some weapons/armors when unequiped give stats instead of take away... woops - Mobs deal damage whenyou drink a stamina potion or when you dont have a hp potion. - Auto boss kill wont get reset back to 0 if you are the one who kills the floor boss - Fixed a bug where if you have enough fatigue to faint and 0 hp it would keep on spamming fainting and death screens. - Fixed the Toru event being able to be played twice NEW ENEMIES: PKers NEW ITEMS: Hp potions tier 2 Copper weapons but with crystal fragments (upgrade) [[Back|Changelogs and game information]]You enter the Inn. The receptionist seems to be an NPC so speaking to them will be... Fun. You can see a sign saying <span class= Evese>"Welcome to the inn. We don't have a lot of rooms but we aren't always busy." </span> <<linkreplace "Translate">> <<if $ReadingSkill == 1>> You don't understand what the text says... At all. <<elseif $ReadingSkill == 2>> ... It says that there arent a lot of rooms...? <<elseif $ReadingSkill >= 3>> Welcome to the inn. We don't have a lot of rooms but we aren't always busy. <</if>> <<set $ReadingXP += 25>><</linkreplace>> <<if $event5part3 == true>>One of the room doors has been exploded...<</if>> 1. <<link [[Get a room|Inn room purchase 1]]>> <</link>> 2. <<link [[Order a drink|Buy items 1]]>> <</link>> 3. <<link [[Exit the small bar|Path 8.2]] <<dateadd '1m'>> <</link>>You decided that you want to buy something... "Henz-aie-lai-oumf! Ikz-mau sou-oumf-rie-ai benz-ourt-hirt vai-aie zet-oumf-negt-hirt henz-an-vau-aie an-negt-ai zet-rie-ikz-negt-kinz-sou..." <<linkreplace "Translate">> <<if $SpeakingSkill == 1>> You don't understand what they are saying at all says. <<elseif $SpeakingSkill == 2>> Heru. Drin has nun <<elseif $SpeakingSkill >= 3>> Hello! I'm sorry but we don't have any drinks. <</if>> <<set $SpeakingXP += 5>><</linkreplace>> <<button "Buy tier 2 health potion | 87 coins">> <<if $Coins >= 87>> <<set $hpPOT1 += 1>> <<goto "Buy items 1">> <<set $Coins -= 87>> <<elseif $Coins <= 86>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy stamina potion | 56 coins">> <<if $Coins >= 56>> <<set $stmPOT += 1>> <<goto "Buy items 1">> <<set $Coins -= 56>> <<elseif $Coins <= 55>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy one star cooked wolf meat | 128 coins">> <<if $Coins >= 128>> <<set $oneStarWmeat += 1>> <<set $Coins -= 128>> <<dateadd '26m'>> <<goto "Buy items 1">> <<elseif $Coins <= 57>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<link [[Go back|Inn 2]]>> <</link>>You enter the big tree. Inside you can see a HUGE library with a bunch of NPCs and a few players reading some books. You can see a man next to the entarance. You assume thats the Librarian. The inside of the tree is so big that more than 50 people could enter. There seems to be a second floor to the place so maybe around 80... <<if $event5part1 == true && $event5part2 == undefined>><span class="Molly">You see the girl in blue and green standing next to some bookshelves.</span><</if>>\ You can: <<link [[Read "How to speak Evese" 250 coins to read|Book 2]]>> <<if $Coins >= 250>> <<set $Coins -= 250>> <<set $lastVisitedPassage1 to "Library 1">> <<set $curFatigue += 55>> <<dateadd '30m'>> <<dateadd '1h'>> <<elseif $Coins <= 249>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</link>> <<link [[Read "The monsters of Floor 1 & 2" 50 coins to read|Book 4]]>> <<if $Coins >= 50>> <<set $Coins -= 50>> <<set $lastVisitedPassage1 to "Library 1">> <<set $curFatigue += 25>> <<dateadd '30m'>> <<dateadd '1h'>> <<elseif $Coins <= 49>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</link>> <<link [[Read "Learn the skills of the world" free to read|Translate]]>> <<set $translateRNG to kitsuneRNG(1, 100)>> <</link>> <<link [[Check your skills|Skill points]]>> <<if $combatSkills == undefined>> <<set $combatSkills to ["Do nothing", "Stab", "Charge"]>> <</if>> <</link>> (SKILL POINTS SERVE NO PURPOSE AS OF NOW) <<link [[Work|Work 1]]>> <</link>> <<if $event5part1 == true && $event5part2 == undefined>><<link [[Speak to her|Molly library event]]>> <<set $event5part2>> <</link>><</if>>\ Directions: 1. <<link [[Go back|Go up the path]]>> <<dateadd '30m'>> <</link>> 2.<<nobr>><<if $tppadTHREE == false>> <<link [[Teleportation pad|Tp pad 3 purchase]]>> <</link>> <<elseif $tppadTHREE == true>> <<link [[Teleportation pad|Tp pad]]>> <<set $lastVisitedPassage1 to "Library 1">> <</link>> <</if>> <</nobr>> You decided to do some work around the Library. Work hours: 6:00AM - 6:00PM You can: <<if setup.datesystems.default.getDate().h gte 6 and setup.datesystems.default.getDate().h lte 17>>\ <<link [[Serve water to people reading (36 coins per hour)|Work 1]]>> <<dateadd '1h'>> <<set $Coins += 36>> <<set $drinksrng to random(35)>> <<set $drinkserved += 12 + $drinksrng>> <<set $curFatigue += 76>> <<set $hoursWorked += 1>> <</link>> <<if $hoursWorked >= 50>>\ <<link [[Sweep the floor (49 coins per 1 hour)|Work 1]]>> <<dateadd '1h'>> <<set $Coins += 49>> <<set $curFatigue += 102>> <<set $hoursWorked += 1>> <</link>> <<elseif $hoursWorked <= 49>>\ You need to work for 40 hours before being able to swipe the floor!<</if>> <<if $hoursWorked >= 100>>\ <<link [[Put books back to their place (75 coins per 1 hour)|Work 1]]>> <<dateadd '1h'>> <<set $Coins += 75>> <<set $curFatigue += 122>> <<set $hoursWorked += 1>> <</link>> <<elseif $hoursWorked <= 99>>\ You need to work for 100 hours before being able to swipe the floor!<</if>>\ <<else>>[[You can't work anymore!|Library 1]] <</if>>\ [[Go back|Library 1]]You beated the PKer that has attacked you. What are you gonna do with him? @@#opt3; <<link "Spare him.">><<replace "#opt3">> You put your weapon away and tell him to run away. He stands up and goes away. <<link "Continue">> <<goto $lastVisitedPassage>> <</link>> <</replace>><</link>> <<link "Kill him.">><<replace "#opt3">> You killed the PKer... <<link "Continue">> <<set $Reputation -= 75>> <<goto $lastVisitedPassage>> <</link>> <</replace>><</link>> @@Craftable weapons: <<if $sword1 >= 1>>\ <<if $crystalFragments >= 25>>\ Copper sword with fragment pieces <<button "Upgrade cost: Copper sword and 25 fragment pieces">> <<if $CraftingSkill >= 0>> <<dateadd '13m'>> <<set $craftedMats += 1>> <<set $curFatigue += 15>> <<set $sword1 to false>> <<set $crystalFragments -= 25>> <<set $sword2 to true>> <<set $CraftingXP += 100 + $INT*2>> <<goto "Crafting">> <</if>> <</button>> <</if>>\ <</if>>\ <<if $heavysword1 >= 1>>\ <<if $crystalFragments >= 29>>\ Copper heavy sword with fragment pieces <<button "Upgrade cost: Copper heavy sword and 29 fragment pieces">> <<if $CraftingSkill >= 0>> <<dateadd '13m'>> <<set $craftedMats += 1>> <<set $curFatigue += 15>> <<set $heavysword1 to false>> <<set $crystalFragments -= 29>> <<set $heavysword2 to true>> <<set $CraftingXP += 100 + $INT*2>> <<goto "Crafting">> <</if>> <</button>> <</if>>\ <</if>>\ <<if $rapier1 >= 1>>\ <<if $crystalFragments >= 29>>\ Copper rapier with fragment pieces <<button "Upgrade cost: Copper rapier and 22 fragment pieces">> <<if $CraftingSkill >= 0>> <<dateadd '13m'>> <<set $craftedMats += 1>> <<set $curFatigue += 15>> <<set $rapier1 to false>> <<set $crystalFragments -= 22>> <<set $rapier2 to true>> <<set $CraftingXP += 100 + $INT*2>> <<goto "Crafting">> <</if>> <</button>> <</if>>\ <</if>>\ <<if $swordnshield1 >= 1>>\ <<if $crystalFragments >= 27>>\ Copper sword and a shield with fragment pieces <<button "Upgrade cost: Copper sword and shield and 27 fragment pieces">> <<if $CraftingSkill >= 0>> <<dateadd '13m'>> <<set $craftedMats += 1>> <<set $curFatigue += 15>> <<set $swordnshield1 to false>> <<set $crystalFragments -= 27>> <<set $swordnshield2 to true>> <<set $CraftingXP += 100 + $INT*2>> <<goto "Crafting">> <</if>> <</button>> <</if>>\ <</if>>\ <<if $iron >= 32>>\ Iron sword <<button "Crafting cost: 32 iron">> <<dateadd '13m'>> <<set $craftedMats += 1>> <<set $curFatigue += 15>> <<set $iron -= 32>> <<set $sword4 to true>> <<set $CraftingXP += 50 + $INT*2>> <<goto "Crafting">> <</button>> <</if>>\ <<if $iron >= 35>>\ Iron sword and shield <<button "Crafting cost: 35 iron">> <<dateadd '13m'>> <<set $craftedMats += 1>> <<set $curFatigue += 15>> <<set $iron -= 35>> <<set $swordnshield4 to true>> <<set $CraftingXP += 56 + $INT*2>> <<goto "Crafting">> <</button>> <</if>>\ <<if $iron >= 27>>\ Iron rapier <<button "Crafting cost: 27 iron">> <<dateadd '13m'>> <<set $craftedMats += 1>> <<set $curFatigue += 15>> <<set $iron -= 27>> <<set $rapier4 to true>> <<set $CraftingXP += 41 + $INT*2>> <<goto "Crafting">> <</button>> <</if>>\ <<if $iron >= 40>>\ Iron heavy sword <<button "Crafting cost: 40 iron">> <<dateadd '13m'>> <<set $craftedMats += 1>> <<set $curFatigue += 15>> <<set $iron -= 40>> <<set $heavysword4 to true>> <<set $CraftingXP += 60 + $INT*2>> <<goto "Crafting">> <</button>> <</if>>\ <<if $sword4 >= 1 && $planks > 4>>\ Iron sword with a wooden handle <<button "Upgrade cost: Iron sword and 4 planks">> <<dateadd '13m'>> <<set $craftedMats += 1>> <<set $curFatigue += 15>> <<set $sword4 to false>> <<set $planks -= 4>> <<set $sword5 to true>> <<set $CraftingXP += 10 + $INT*2>> <<goto "Crafting">> <</button>> <</if>>\ <<if $heavysword4 >= 1 && $planks > 6>>\ Iron heavy sword with a wooden handle <<button "Upgrade cost: Iron heavy sword and 6 planks">> <<dateadd '13m'>> <<set $craftedMats += 1>> <<set $curFatigue += 15>> <<set $heavysword4 to false>> <<set $planks -= 6>> <<set $heavysword5 to true>> <<set $CraftingXP += 12 + $INT*2>> <<goto "Crafting">> <</button>> <</if>>\ <<if $rapier4 >= 1 && $planks > 2>>\ Iron rapier with a wooden handle <<button "Upgrade cost: Iron rapier and 2 planks">> <<dateadd '13m'>> <<set $craftedMats += 1>> <<set $curFatigue += 15>> <<set $rapier4 to false>> <<set $planks -= 2>> <<set $rapier5 to true>> <<set $CraftingXP += 6 + $INT*2>> <<goto "Crafting">> <</button>> <</if>>\ <<if $swordnshield4 >= 1 && $planks > 5>>\ Iron sword and a shield with a wooden handle <<button "Upgrade cost: Iron sword and shield and 5 planks">> <<dateadd '13m'>> <<set $craftedMats += 1>> <<set $curFatigue += 15>> <<set $swordnshield4 to false>> <<set $planks -= 5>> <<set $swordnshield5 to true>> <<set $CraftingXP += 11 + $INT*2>> <<goto "Crafting">> <</button>> <</if>>\ <<if $iron >= 40>>\ Iron breastplate <<button "Crafting cost: 40 iron">> <<dateadd '13m'>> <<set $craftedMats += 1>> <<set $curFatigue += 15>> <<set $iron -= 40>> <<set $ironBP to true>> <<set $CraftingXP += 30 + $INT*2>> <<goto "Crafting">> <</button>> <</if>>\ <<if $iron >= 35>>\ Iron leg guards <<button "Crafting cost: 35 iron">> <<dateadd '13m'>> <<set $craftedMats += 1>> <<set $curFatigue += 15>> <<set $iron -= 35>> <<set $ironGuards to true>> <<set $CraftingXP += 25 + $INT*2>> <<goto "Crafting">> <</button>> <</if>>\ <<if $iron >= 29>>\ Iron feet guards <<button "Crafting cost: 29 iron">> <<dateadd '13m'>> <<set $craftedMats += 1>> <<set $curFatigue += 15>> <<set $iron -= 29>> <<set $ironFG to true>> <<set $CraftingXP += 20 + $INT*2>> <<goto "Crafting">> <</button>> <</if>>\ <<if $iron >= 45>>\ Iron chestplate <<button "Crafting cost: 45 iron">> <<dateadd '13m'>> <<set $craftedMats += 1>> <<set $curFatigue += 15>> <<set $iron -= 45>> <<set $ironCP to true>> <<set $CraftingXP += 45 + $INT*2>> <<goto "Crafting">> <</button>> <</if>>\ <<if $iron >= 37>>\ Iron pants <<button "Crafting cost: 37 iron">> <<dateadd '13m'>> <<set $craftedMats += 1>> <<set $curFatigue += 15>> <<set $iron -= 37>> <<set $ironP to true>> <<set $CraftingXP += 41 + $INT*2>> <<goto "Crafting">> <</button>> <</if>>\ <<if $iron >= 32>>\ Iron boots <<button "Crafting cost: 32 iron">> <<dateadd '13m'>> <<set $craftedMats += 1>> <<set $curFatigue += 15>> <<set $iron -= 32>> <<set $ironB to true>> <<set $CraftingXP += 37 + $INT*2>> <<goto "Crafting">> <</button>> <</if>>\ <<if $CraftingSkill >= 0>> <<if $wolfFur >= 15>>\ <<if $crystalFragments >= 3>>\ Wolf fur cape <<button "Crafting cost: 15 wolf fur and 3 fragment pieces">> <<dateadd '13m'>> <<set $craftedMats += 1>> <<set $curFatigue += 35>> <<set $wolfFur -= 15>> <<set $crystalFragments -= 3>> <<set $cape5 to true>> <<set $CraftingXP += 50 + $INT*2>> <<goto "Crafting">> <</button>> <</if>>\ <</if>>\ <</if>>\ <<if $CraftingSkill >= 1 && $oniTeeth >= 20 && $planks >= 3>>\ Oni teeth sword <<button "Crafting cost: 20 oni teeth and 3 planks">> <<dateadd '13m'>> <<set $craftedMats += 1>> <<set $curFatigue += 15>> <<set $oniTeeth -= 20>> <<set $planks -= 3>> <<set $sword6 to true>> <<set $CraftingXP += 112 + $INT*2>> <<goto "Crafting">> <</button>> <</if>>\ <<if $CraftingSkill >= 1 && $oniTeeth >= 27 && $planks >= 5>>\ Oni teeth sword and shield <<button "Crafting cost: 27 oni teeth and 5 planks">> <<dateadd '13m'>> <<set $craftedMats += 1>> <<set $curFatigue += 15>> <<set $oniTeeth -= 27>> <<set $planks -= 5>> <<set $swordnshield6 to true>> <<set $CraftingXP += 127 + $INT*2>> <<goto "Crafting">> <</button>> <</if>>\ <<if $CraftingSkill >= 1 && $oniTeeth >= 17 && $planks >= 3>>\ Oni teeth rapier <<button "Crafting cost: 17 oni teeth and 3 planks">> <<dateadd '13m'>> <<set $craftedMats += 1>> <<set $curFatigue += 15>> <<set $oniTeeth -= 17>> <<set $planks -= 3>> <<set $rapier6 to true>> <<set $CraftingXP += 100 + $INT*2>> <<goto "Crafting">> <</button>> <</if>>\ <<if $CraftingSkill >= 1 && $oniTeeth >= 32 && $planks >= 5>>\ Oni teeth heavy sword <<button "Crafting cost: 32 oni teeth and 5 planks">> <<dateadd '13m'>> <<set $craftedMats += 1>> <<set $curFatigue += 15>> <<set $oniTeeth -= 32>> <<set $planks -= 5>> <<set $heavysword6 to true>> <<set $CraftingXP += 141 + $INT*2>> <<goto "Crafting">> <</button>> <</if>>\ <<if $CraftingSkill >= 1 && $sword6 >= 1 && $oniLeather > 10>>\ Oni teeth sword with oni leather <<button "Upgrade cost: Oni teeth sword and 10 oni leather">> <<dateadd '13m'>> <<set $craftedMats += 1>> <<set $curFatigue += 15>> <<set $sword6 to false>> <<set $oniLeather -= 10>> <<set $sword7 to true>> <<set $CraftingXP += 32 + $INT*2>> <<goto "Crafting">> <</button>> <</if>>\ <<if $CraftingSkill >= 1 && $heavysword6 >= 1 && $oniLeather > 11>>\ Oni teeth heavy sword with oni leather <<button "Upgrade cost: Oni teeth heavy sword and 11 oni leather">> <<dateadd '13m'>> <<set $craftedMats += 1>> <<set $curFatigue += 15>> <<set $heavysword6 to false>> <<set $oniLeather -= 11>> <<set $heavysword7 to true>> <<set $CraftingXP += 36 + $INT*2>> <<goto "Crafting">> <</button>> <</if>>\ <<if $CraftingSkill >= 1 && $rapier6 >= 1 && $oniLeather > 8>>\ Oni teeth rapier with oni leather <<button "Upgrade cost: Oni teeth rapier and 8 oni leather">> <<dateadd '13m'>> <<set $craftedMats += 1>> <<set $curFatigue += 15>> <<set $rapier6 to false>> <<set $oniLeather -= 8>> <<set $rapier7 to true>> <<set $CraftingXP += 27 + $INT*2>> <<goto "Crafting">> <</button>> <</if>>\ <<if $CraftingSkill >= 1 && $swordnshield6 >= 1 && $oniLeather > 15>>\ Oni teeth sword and a shield with oni leather <<button "Upgrade cost: Oni teeth sword and shield and 15 oni leather">> <<dateadd '13m'>> <<set $craftedMats += 1>> <<set $curFatigue += 15>> <<set $swordnshield6 to false>> <<set $oniLeather -= 15>> <<set $swordnshield7 to true>> <<set $CraftingXP += 44 + $INT*2>> <<goto "Crafting">> <</button>> <</if>>\ <<if $CraftingSkill >= 1 && $oniLeather >= 20>>\ Light Oni leather chestplate <<button "Crafting cost: 20 oni leather">> <<dateadd '13m'>> <<set $craftedMats += 1>> <<set $curFatigue += 15>> <<set $oniLeather -= 20>> <<set $lOniCP to true>> <<set $CraftingXP += 39 + $INT*2>> <<goto "Crafting">> <</button>> <</if>>\ <<if $CraftingSkill >= 1 && $oniLeather >= 16>>\ Light Oni leather pants <<button "Crafting cost: 16 oni leather">> <<dateadd '13m'>> <<set $craftedMats += 1>> <<set $curFatigue += 15>> <<set $oniLeather -= 16>> <<set $lOniP to true>> <<set $CraftingXP += 37 + $INT*2>> <<goto "Crafting">> <</button>> <</if>>\ <<if $CraftingSkill >= 1 && $oniLeather >= 10>>\ Light Oni leather boots <<button "Crafting cost: 10 oni leather">> <<dateadd '13m'>> <<set $craftedMats += 1>> <<set $curFatigue += 15>> <<set $oniLeather -= 10>> <<set $lOniB to true>> <<set $CraftingXP += 33 + $INT*2>> <<goto "Crafting">> <</button>> <</if>>\ <<if $CraftingSkill >= 1 && $oniLeather >= 21 && $iron >=13>>\ Heavy Oni leather and iron chestplate <<button "Crafting cost: 21 oni leather and 13 iron">> <<dateadd '13m'>> <<set $craftedMats += 1>> <<set $curFatigue += 15>> <<set $oniLeather -= 21>> <<set $iron -= 13>> <<set $hOniCP to true>> <<set $CraftingXP += 55 + $INT*2>> <<goto "Crafting">> <</button>> <</if>>\ <<if $CraftingSkill >= 1 && $oniLeather >= 17 && $iron >= 8>>\ Heavy Oni leather and iron pants <<button "Crafting cost: 17 oni leather and 8 iron">> <<dateadd '13m'>> <<set $craftedMats += 1>> <<set $curFatigue += 15>> <<set $oniLeather -= 17>> <<set $iron -= 8>> <<set $hOniP to true>> <<set $CraftingXP += 50 + $INT*2>> <<goto "Crafting">> <</button>> <</if>>\ <<if $CraftingSkill >= 1 && $oniLeather >= 13 && $iron >= 5>>\ Heavy Oni leather and iron boots <<button "Crafting cost: 13 oni leather and 5 iron">> <<dateadd '13m'>> <<set $craftedMats += 1>> <<set $curFatigue += 15>> <<set $oniLeather -= 13>> <<set $iron -= 5>> <<set $hOniB to true>> <<set $CraftingXP += 46 + $INT*2>> <<goto "Crafting">> <</button>> <</if>>\ <<link "Go back">> <<goto $lastvisitedpassage1>> <</link>>You get closer to the Teleportation pad to see a screen popup infront of you... "You need to buy access to the Teleportation pad to use it." <div class="UIButtons"> <<button "Buy access to the teleportation pad. | 5000 coins">> <<if $Coins >= 5000>> <<set $Coins -= 5000>> <<set $tppadTHREE to true>> <<goto "Library 1">> <<elseif $tppadTHREE == true>> <<script>> UI.alert("You already bought the house!"); <</script>> <<elseif $Coins <= 4999>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> </div> [[Go back|Library 1]]<center> <div class="UIButtons">\ <<button "Go back">> <<script>> Dialog.setup("Achievements", "achievements"); Dialog.wiki(Story.get("Achievements").processText()); Dialog.open(); <</script>> <</button>> </div>\ <<if $achievement_001 is true>>\ <img src = "Textures/achievements/achievements cards/achv 001.png" width="50%" /> <<else>>\ <img src = "Textures/achievements/achievements cards/Secret easy.png" width="50%" /> <</if>> <<if $achievement_002 is true>>\ <img src = "Textures/achievements/achievements cards/achv 002.png" width="50%" /> <<else>>\ <img src = "Textures/achievements/achievements cards/achv 002 locked.png" width="50%" /> <</if>> <<if $achievement_003 is true>>\ <img src = "Textures/achievements/achievements cards/achv 003.png" width="50%" /> <<else>>\ <img src = "Textures/achievements/achievements cards/achv 003 locked.png" width="50%" /> <</if>> <<if $achievement_004 is true>>\ <img src = "Textures/achievements/achievements cards/achv 004.png" width="50%" /> <<else>>\ <img src = "Textures/achievements/achievements cards/achv 004 locked.png" width="50%" /> <</if>> <<if $achievement_005 is true>>\ <img src = "Textures/achievements/achievements cards/achv 005.png" width="50%" /> <<else>>\ <img src = "Textures/achievements/achievements cards/achv 005 locked.png" width="50%" /> <</if>> <<if $achievement_006 is true>>\ <img src = "Textures/achievements/achievements cards/achv 006.png" width="50%" /> <<else>>\ <img src = "Textures/achievements/achievements cards/achv 006 locked.png" width="50%" /> <</if>> <<if $achievement_009 is true>>\ <img src = "Textures/achievements/achievements cards/achv 009.png" width="50%" /> <<else>>\ <img src = "Textures/achievements/achievements cards/achv 009 locked.png" width="50%" /> <</if>> </center><center> <div class="UIButtons">\ <<button "Go back">> <<script>> Dialog.setup("Achievements", "achievements"); Dialog.wiki(Story.get("Achievements").processText()); Dialog.open(); <</script>> <</button>> </div>\ <<if $achievement_007 is true>>\ <img src = "Textures/achievements/achievements cards/achv 007.png" width="50%" /> <<else>>\ <img src = "Textures/achievements/achievements cards/floorboss.png" width="50%" /> <</if>> <<if $achievement_012 is true>>\ <img src = "Textures/achievements/achievements cards/achv 012.png" width="50%" /> <<else>>\ <img src = "Textures/achievements/achievements cards/floorboss.png" width="50%" /> <</if>> <<if $achievement_010 is true>>\ <img src = "Textures/achievements/achievements cards/achv 010.png" width="50%" /> <<else>>\ <img src = "Textures/achievements/achievements cards/achv 010 locked.png" width="50%" /> <</if>> </center><center> <div class="UIButtons">\ <<button "Go back">> <<script>> Dialog.setup("Achievements", "achievements"); Dialog.wiki(Story.get("Achievements").processText()); Dialog.open(); <</script>> <</button>> </div>\ <<if $achievement_008 is true>>\ <img src = "Textures/achievements/achievements cards/achv 008.png" width="50%" /> <<else>>\ <img src = "Textures/achievements/achievements cards/achv 008 locked.png" width="50%" /> <</if>> <<if $achievement_011 is true>>\ <img src = "Textures/achievements/achievements cards/achv 011.png" width="50%" /> <<else>>\ <img src = "Textures/achievements/achievements cards/achv 011 locked.png" width="50%" /> <</if>> <<if $achievement_013 is true>>\ <img src = "Textures/achievements/achievements cards/achv 013.png" width="50%" /> <<else>>\ <img src = "Textures/achievements/achievements cards/Secret medium.png" width="50%" /> <</if>> <<if $achievement_014 is true>>\ <img src = "Textures/achievements/achievements cards/achv 014.png" width="50%" /> <<else>>\ <img src = "Textures/achievements/achievements cards/Secret medium.png" width="50%" /> <</if>> </center><center> <div class="UIButtons">\ <<button "Go back">> <<script>> Dialog.setup("Achievements", "achievements"); Dialog.wiki(Story.get("Achievements").processText()); Dialog.open(); <</script>> <</button>> </div>\ <<if $achievement_001 is true>>\ <img src = "Textures/achievements/achievements cards/achv 001.png" width="50%" /> <<else>>\ <img src = "Textures/achievements/achievements cards/Secret easy.png" width="50%" /> <</if>> <<if $achievement_013 is true>>\ <img src = "Textures/achievements/achievements cards/achv 013.png" width="50%" /> <<else>>\ <img src = "Textures/achievements/achievements cards/Secret medium.png" width="50%" /> <</if>> <<if $achievement_014 is true>>\ <img src = "Textures/achievements/achievements cards/achv 014.png" width="50%" /> <<else>>\ <img src = "Textures/achievements/achievements cards/Secret medium.png" width="50%" /> <</if>> </center>Did Ben make a REALLY stupid mistake with armor and weapons that gives you less/more stats than it should? Well fix it in here! :) <<link "Set weapon damage to 0">> <<set $weaponDMG to 0>> <</link>> <<link "Set armor defence to 0">> <<set $armorDEF to 0>> <</link>> <<link "Fix stamina">> <<set $maxStamina to 100 + 25*$DEX>> <</link>> <<link "Total & combat dmg">> <<set $dmgDealt = { "Total" : 0, "Combat" : 0, }>> <</link>> <<link "Testing dummy">> <<set $monstername to "Testing dummy">> <<set $MonsterHP to 9999999999999>> <<set $mobLvl to random(0)>> <<set $monsterSTR to 0>> <<set $monsterDEX to 999>> <<goto "Combat remake">> <</link>> <<link "Restart the game.">> <<script>> Engine.restart(); <</script>> <</link>> <<link "Testing dummy">> <<set $candyCanesCur to 999>> <</link>>You decide to check out what the player is selling. "Ah hello there! Nice to see a player in this part of the floor." he says with a smile on his face. "Hey there. What are you selling here?" you ask. "Well im selling upgraded copper weapons. Not everyone joined the floor raid and got the reward from the floor boss and I am planning to be a blacksmith so I decided to sell some upgraded weapons." 1. [[Buy weapons |Buy weapons 2]] 2. <<link [[Go to the wardrobe|Wardrobe]]>> <<set $lastVisitedPassage1 to "Weaponsmith 3">> <</link>> 3. <<link [[Go back|Path 8.2]]>> <<dateadd '1m'>> <</link>><<button "Buy a copper sword with crystal fragments| 1100 coins">> <<if $Coins >= 1100>> <<set $sword2 to true>> <<set $Coins -= 1100>> <<goto "Buy weapons 2">> <<elseif $Coins <= 1099>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a copper short sword with a shield with crystal fragments| 1120 coins">> <<if $Coins >= 1120>> <<set $swordnshield2 to true>> <<set $Coins -= 1120>> <<goto "Buy weapons 2">> <<elseif $Coins <= 1119>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a copper rapier with crystal fragments| 1055 coins">> <<if $Coins >= 1055>> <<set $rapier2 to true>> <<set $Coins -= 1055>> <<goto "Buy weapons 2">> <<elseif $Coins <= 1054>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a copper heavy sword with crystal fragments| 1191 coins">> <<if $Coins >= 1191>> <<set $heavysword2 to true>> <<set $Coins -= 1191>> <<goto "Buy weapons 2">> <<elseif $Coins <= 1190>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> [[Go back|Weaponsmith 3]] You went upstairs. There are at least 4 rooms with 2 of them being free. <div class="UIButtons"> <<button "Rent a room">> <<if $Coins >= 320>> <<set $Coins -= 320>> <<set $paidForInn2 to true>> <<goto "Inn room purchase 1">> <<elseif $paidForInn2 == true>> <<script>> UI.alert("You already rented a room!"); <</script>> <<elseif $Coins <= 319>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> </div> <<if $paidForInn2 == true>> You can: 1. <<link [[Go to your Inn room.|Inn room 1]]>> <<set $lastVisitedPassage1 to "Inn room 1">> <</link>> <<elseif $paidForInn2 == false>> 1. Renting a room costs: 320 Coins per day. <</if>>\ 2. <<link [[Go back|Inn 2]]>> <<dateadd '1m'>> <</link>>You go in your room. There's a comfy bed to the right and a desk with a book on it, next to your bed. There's a wardrobe right next to it. On the wall next to you bed there's a sign. It says <span class=Evese> "Don't forget that you need to pay 320 coins per day!"</span> <<linkreplace "Translate">> <<if $ReadingSkill == 1>> You don't understand what the text says... At all. <<elseif $ReadingSkill == 2>> .... you can see that it has something to do with payment. <<elseif $ReadingSkill == 3>> Don't ??? about some payment. <<elseif $ReadingSkill == 4>> Don't forget about some payment. <<elseif $ReadingSkill == 5>> Don't forget about a payment with 500 coins. <<elseif $ReadingSkill == 6>> The sign says "Don't forget that you need to pay 320 coins per day!"<</if>> <<set $ReadingXP += 5>><</linkreplace>> You can: 1. <<link [[Sleep|Sleep 2]]>> <<set $lastVisitedPassage1 to "Inn room 1">> <</link>> 2. <<link [[Open the wardrobe|Wardrobe]]>> <<set $lastVisitedPassage1 to "Inn room 1">> <</link>> 3. <<link [[Open the stats menu|Stat points]]>> <<set $lastVisitedPassage1 to "Inn room 1">> <</link>> 4. <<link [[Read a book|Book 1]]>> <<set $lastVisitedPassage1 to "Inn room 1">> <<set $curFatigue += 12>> <<dateadd '30m'>> <<dateadd '1h'>> <</link>> 5. [[Go out of your room|Inn room purchase 1]]You lay down on your bed and close your eyes. The bed is avarage. You sleep for: <<link [[Sleep for 1 hour|Sleep]]>> <<dateadd '1h'>> <<set $curStamina += 65>> <<set $curFatigue -= 110>> <<set $CurHP += 65>> <<set $fatigueFaint to 0>> <<set $curHunger -= 15>> <<set $CurHPShadowScythe += 25>> <<set $curStaminaShadowScythe += 25>> <<set $CurHPRadiantRose += 25>> <<set $curStaminaRadiantRose += 25>> <<set $CurHPCrimsonSentinel += 25>> <<set $curStaminaCrimsonSentinel += 25>> <<set $curStaminaZegrath += 25>> <<set $CurHPZegrath += 25>> <<set $wolfCurSTM += 25>> <<set $wolfCurHP += 25>> <<set $CurFear -= 10>> <</link>> <<link [[Sleep for 2 hour|Sleep]]>> <<set $fatigueFaint to 0>> <<dateadd '2h'>> <<set $curStamina += 115>> <<set $CurHP += 115>> <<set $curFatigue -= 175>> <<set $curHunger -= 20>> <<set $CurHPShadowScythe += 50>> <<set $curStaminaShadowScythe += 50>> <<set $CurHPRadiantRose += 50>> <<set $curStaminaRadiantRose += 50>> <<set $CurHPCrimsonSentinel += 50>> <<set $curStaminaCrimsonSentinel += 50>> <<set $curStaminaZegrath += 50>> <<set $CurHPZegrath += 50>> <<set $wolfCurSTM += 50>> <<set $wolfCurHP += 50>> <<set $CurFear -= 20>> <</link>> <<link [[Sleep for 3 hour|Sleep]]>> <<dateadd '3h'>> <<set $fatigueFaint to 0>> <<set $curStamina += 170>> <<set $CurHP += 170>> <<set $curFatigue -= 230>> <<set $curHunger -= 25>> <<set $CurHPShadowScythe += 80>> <<set $curStaminaShadowScythe += 80>> <<set $CurHPRadiantRose += 80>> <<set $curStaminaRadiantRose += 80>> <<set $CurHPCrimsonSentinel += 80>> <<set $curStaminaCrimsonSentinel += 80>> <<set $curStaminaZegrath += 80>> <<set $CurHPZegrath += 80>> <<set $wolfCurSTM += 80>> <<set $wolfCurHP += 80>> <<set $CurFear -= 30>> <</link>> <<link [[Sleep for 4 hour|Sleep]]>> <<set $fatigueFaint to 0>> <<dateadd '4h'>> <<set $curStamina += 230>> <<set $CurHP += 230>> <<set $curFatigue -= 310>> <<set $curHunger -= 30>> <<set $CurHPShadowScythe += 100>> <<set $curStaminaShadowScythe += 100>> <<set $CurHPRadiantRose += 100>> <<set $curStaminaRadiantRose += 100>> <<set $CurHPCrimsonSentinel += 100>> <<set $curStaminaCrimsonSentinel += 100>> <<set $curStaminaZegrath += 100>> <<set $CurHPZegrath += 100>> <<set $wolfCurSTM += 100>> <<set $wolfCurHP += 100>> <<set $CurFear -= 40>> <</link>> <<link [[Sleep for 5 hour|Sleep]]>> <<dateadd '5h'>> <<set $fatigueFaint to 0>> <<set $curStamina += 280>> <<set $CurHP += 280>> <<set $curFatigue -= 420>> <<set $curHunger -= 40>> <<set $CurHPShadowScythe += 130>> <<set $curStaminaShadowScythe += 130>> <<set $CurHPRadiantRose += 130>> <<set $curStaminaRadiantRose += 130>> <<set $CurHPCrimsonSentinel += 130>> <<set $curStaminaCrimsonSentinel += 130>> <<set $curStaminaZegrath += 130>> <<set $CurHPZegrath += 130>> <<set $wolfCurSTM += 130>> <<set $wolfCurHP += 130>> <<set $CurFear -= 50>> <</link>> <<link [[Sleep for 6 hour|Sleep]]>> <<set $fatigueFaint to 0>> <<dateadd '6h'>> <<set $curStamina += 330>> <<set $CurHP += 330>> <<set $curFatigue -= 630>> <<set $curHunger -= 45>> <<set $CurHPShadowScythe += 160>> <<set $curStaminaShadowScythe += 160>> <<set $CurHPRadiantRose += 160>> <<set $curStaminaRadiantRose +=160>> <<set $CurHPCrimsonSentinel += 160>> <<set $curStaminaCrimsonSentinel += 160>> <<set $curStaminaZegrath += 160>> <<set $CurHPZegrath += 160>> <<set $wolfCurSTM += 160>> <<set $wolfCurHP += 160>> <<set $CurFear -= 60>> <</link>> <<link [[Sleep for 7 hour|Sleep]]>> <<dateadd '7h'>> <<set $fatigueFaint to 0>> <<set $curStamina += 380>> <<set $CurHP += 380>> <<set $curFatigue -= 820>> <<set $curHunger -= 55>> <<set $CurHPShadowScythe += 180>> <<set $curStaminaShadowScythe += 180>> <<set $CurHPRadiantRose += 180>> <<set $curStaminaRadiantRose += 180>> <<set $CurHPCrimsonSentinel += 180>> <<set $curStaminaCrimsonSentinel += 180>> <<set $curStaminaZegrath += 180>> <<set $CurHPZegrath += 180>> <<set $wolfCurSTM += 180>> <<set $wolfCurHP += 180>> <<set $CurFear -= 70>> <</link>> <<link [[Sleep for 8 hour|Sleep]]>> <<set $fatigueFaint to 0>> <<dateadd '8h'>> <<set $curStamina += 440>> <<set $CurHP += 440>> <<set $curFatigue -= 950>> <<set $curHunger -= 68>> <<set $CurHPShadowScythe += 220>> <<set $curStaminaShadowScythe += 220>> <<set $CurHPRadiantRose += 220>> <<set $curStaminaRadiantRose += 220>> <<set $CurHPCrimsonSentinel += 220>> <<set $curStaminaCrimsonSentinel += 220>> <<set $curStaminaZegrath += 220>> <<set $CurHPZegrath += 220>> <<set $wolfCurSTM += 220>> <<set $wolfCurHP += 220>> <<set $CurFear -= 80>> <</link>> <<link [[Sleep for 9 hour|Sleep]]>> <<set $fatigueFaint to 0>> <<dateadd '9h'>> <<set $curStamina += 480>> <<set $CurHP += 480>> <<set $curFatigue -= 1000>> <<set $curHunger -= 78>> <<set $CurHPShadowScythe += 230>> <<set $curStaminaShadowScythe += 230>> <<set $CurHPRadiantRose += 230>> <<set $curStaminaRadiantRose += 230>> <<set $CurHPCrimsonSentinel += 230>> <<set $curStaminaCrimsonSentinel += 230>> <<set $curStaminaZegrath += 230>> <<set $CurHPZegrath += 230>> <<set $wolfCurSTM += 230>> <<set $wolfCurHP += 230>> <<set $CurFear -= 90>> <</link>> <<link "Go back">> <<goto $lastVisitedPassage1>> <</link>> [[Back|Changelogs and game information]] - Changed the combats annoying fucking drop lists to radio buttons (thanks to a cool dude from the Twine server for helping me) - Made the potions appear and dissapear instead of staying there watching at you waiting for a refill lol - Added jobs to the library - Added a paralized effect - Floor bosses will have a 10% chance to giving it - PKers will have a 8% chance of giving it - Raised the chance of wolf fur drops from 15% to 30% - Added a option to look for white wolves - Started working on one of the paths in f2 - Remade the PK encounter system - Added medium hair 3 - Added short hair 1 (I really need names for hair lol) - PKers are buffed - STR: 13 > 15 - Max level: 4 > 20 - Started work on the whitewall town! - Added a new tp pad - New armorsmith - Another hospital - The ability to pick pocket players passing - Also works in f1 towns if your rep is low enough - A new side story event (not finished do i dont reccomend playing it. It will be obvious it is the new event once you see it, undo if you stumble upon it by dumb luck lol) - A new shop - A new weaponsmith - A new inn - Added a new event for when you get to floor 2 (players that have been to floor 2 can expirience it too but will prolly be confused lol) - <span class="shadow">You feel a terrible presence following you.</span> - Raised T1 potion prices by 20 coins - Added potion sickness - Effects get displayed (HP regen/Pot sickness/Paralized) - Made it so that the game has 20 save slots instead of 8. - Made it so double clicking the sidebar - Added a sick frame to the player screen that can be enabled through the debug menu - Disabled saving in the starting screen or any place thats not related to the game itself - Raised the prices of bread, carrots and mushrooms - Fixed the fucking inn work menu FOR THE 3RD TIME! (or 2nd) - Fixed a bug where 1 enemy would send you to the f1 dungeon if killed - Fixed another bug where you get sent to the f1 floor dungeon after a fight - Fixed the go back button being over the cook button in the forest hut kitchen - Plants wont dry out/grow during combat from now on - Party members wont leave in the middle of a fight nor will the timer run (pog) - The time till floor boss dies will no longer run while in combat - T2 healing potions now work on Party members - Food being shitty. That's been fixed now bois NEW ITEMS: Wolf fur cape Light iron armor Heavy iron armor Iron weapons Iron weapons with a wooden handle (upgrade that gives +1 stat boost lmao) [[Back|Changelogs and game information]]You went down the path. Theres snow that reaches your kneecaps. 1. <<link [[Follow the path|Path 7.3]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 15 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 7.3">> <<Wolf3>><</Wolf3>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 30 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 7.3">> <<Wolf4>><</Wolf4>> <<goto "Combat remake">> <</if>> <</link>> 2. <<link [[Go back|Path 7.1]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 15 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 7.1">> <<Wolf3>><</Wolf3>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 30 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 7.1">> <<Wolf4>><</Wolf4>> <<goto "Combat remake">> <</if>> <</link>>You hear the footsteps getting louder and louder. You turn back drawing your weapon to see a player coming at you. <<link [[Continue|Combat remake]]>> <<pk1>> <</pk1>> <</link>> You started going down the path. There seems to be snow that reaches your kneecaps. 1. <<link [[Follow the path|Path 10.3]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 15 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 10.3">> <<Wolf1>><</Wolf1>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 30 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 10.3">> <<Wolf2>><</Wolf2>> <<goto "Combat remake">> <</if>> <</link>> 2. <<link [[Go back|Path 10.1]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 15 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 10.1">> <<Wolf1>><</Wolf1>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 30 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 10.1">> <<Wolf2>><</Wolf2>> <<goto "Combat remake">> <</if>> <</link>>You are standing outside a town. You can see a big sign saying <span class= Evese>"Welcome to the Whitewall town!"</span> <<linkreplace "Translate">> <<if $ReadingSkill == 1>> You don't understand what the text says... At all. <<elseif $ReadingSkill == 2>> .... It says something about being welcome? <<elseif $ReadingSkill >= 3>> Welcome to the Whitewall town!. <</if>> <<set $ReadingXP += 5>><</linkreplace>> Directions: 1. <<link [[Go back|Path 10.2]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 15 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 10.1">> <<Wolf1>><</Wolf1>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 30 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 10.1">> <<Wolf2>><</Wolf2>> <<goto "Combat remake">> <</if>> <</link>> Locations: <<link [[Go inside the town|3rd town entarance]]>> <<dateadd '2m'>> <<set $location to "town">> <</link>> <<nobr>><<if $pathDone1 == true>><<link [[Path to the Frozen lake|Frozen lake]]>> <<dateadd '34m'>> <<set $curFatigue += 23>> <</link>> <<elseif $pathDone1 is false>>\ You haven't made the path yet. <</if>> <<if $shovel1 == true>> <<if $pathDone1 == false>> <<link [[Make a path|Path 10.3]]>> <<set $pathProgress1 += 1>> <<dateadd '21m'>> <<set $curFatigue += 58>> <</link>> <</if>> <</if>> <<if $shovel1 is false>> You need a iron shovel to make a path! <</if>> <<if $pathDone1 == false>> <<if $pathProgress1 <= 35>> | $pathProgress1/35 <</if>> <</if>> <</nobr>>You are inside the town, there seems to be a lot of benches and a few people sitting on them. There is a huge garden with light blue and dark blue flowers. Snow seems to be under the flowers. Looking around you see that the houses are mostly made out of stone bricks and dark wood. You can: <<link [[Rob a player|Robbing]]>> <<set $robbedCoins to random(125, 500)>> <<dateadd '25m'>> <<set $curFatigue += 75>> <<set $Reputation -= 15>> <<set $lastVisitedPassage to passage()>> <</link>> <<if $event5part2 <= 2>><<link [[Look for JustifiedBlade12|Molly event 3]]>> <<set $event5part2 += 1>> <</link>><</if>>\ Directions: 1. <<link [[Go down the street|Town street 2]]>> <<set _randomencounter to random(100)>> <<if _randomencounter lte 15>> <<set $lastVisitedPassage to "Town street 2">> <<goto "Encounter F2">> <</if>> <<dateadd '5m'>> <</link>> 2. <<link [[Go outside the town|Path 10.3]]>> <<dateadd '2m'>> <<set $location to "snowy1">> <<set $lastVisitedPassage to "Path 10.3">> <</link>> Locations: 1. <<if setup.datesystems.default.getDate().h gte 8 and setup.datesystems.default.getDate().h lte 18>> <<link [[Go to the armor shop|Armor shop 2]]>> <<dateadd '1m'>> <</link>> <<else>>Armor shop | Closed<</if>> 2. <<link [[Go to the hospital|Hospital 1]]>> <<dateadd '2m'>> <</link>> 3.<<nobr>><<if $tppadFOUR == false>> <<link [[Teleportaion pad|Tp pad 4 purchase]]>> <</link>> <<elseif $tppadFOUR == true>> <<link [[Teleportaion pad|Tp pad]]>> <<set $lastVisitedPassage1 to "3rd town entarance">> <</link>> <</if>> <</nobr>>You are in of the town streets. This place is pretty silent. There aren't a lot of noises. It's so quiet that if someone spoke here you would be able to hear everything... It's kinda creepy actually. <<if setup.datesystems.default.getDate().h == 4 && $event5 == true && $event5part1 == false && $event5fail == false>> You can hear someone talking in a dark street near you.<</if>>\ People in here: <<nobr>>\ <ol> <<if setup.datesystems.default.getDate().h gte 3 and setup.datesystems.default.getDate().h lte 7 && $shadowScytheDead == false>> <li><<link [[Speak to ShadowScythe|ShadowScytheConvo1]]>><</link>></li><<else>><</if>> <<if setup.datesystems.default.getDate().h gte 7 and setup.datesystems.default.getDate().h lte 12 && $mollyDead == false && $mollyAffection >= 1>> <li><<link [[Speak to Molly|MollyConvo]]>><</link>></li><<else>><</if>> </ol> <</nobr>> You can: <<link [[Sit down at one of the benches|Town street 2]]>> <<dateadd '10m'>> <<set $curStamina += 5>> <</link>> <<link [[Sleep on a bench|Sleep 1]]>> <<set $lastVisitedPassage1 to "Town street 2">> <</link>> <<if setup.datesystems.default.getDate().h == 4 && $event5 == true && $event5part1 == false && $event5fail == false>> <<link [[Overhear the conversation|Molly 4am event]]>> <<set $event5 to true>> <</link>> <</if>>\ Directions: 1. <<link [[Go to the entarance|3rd town entarance]]>> <<dateadd '5m'>> <<set _randomencounter to random(100)>> <<if _randomencounter lte 15>> <<set $lastVisitedPassage to "3rd town entarance">> <<goto "Encounter F2">> <</if>> <</link>> 2. <<link [[Go to the town center|Town centre 1]]>> <<dateadd '5m'>> <<set _randomencounter to random(100)>> <<if _randomencounter lte 15>> <<set $lastVisitedPassage to "Town centre 1">> <<goto "Encounter F2">> <</if>> <</link>> Locations: 1. <<if setup.datesystems.default.getDate().h gte 10 and setup.datesystems.default.getDate().h lte 18>> <<link [[Go to the weaponsmith|Weaponsmith 4]]>> <<dateadd '1m'>> <</link>> <<else>>Weaponsmith | Closed<</if>> 2. <<link [[Go to the Inn|Inn 3]]>> <<set $lastvisitedpassage to "Town centre">> <<dateadd '1m'>><</link>> 3. <<if setup.datesystems.default.getDate().h gte 2 and setup.datesystems.default.getDate().h lte 22>> <<link [[Go to the shop|Shop 2]]>> <<dateadd '1m'>><</link>><<else>>Shop | Closed<</if>>You go inside the armorsmith. There is a skinny NPC looking at you, he looks bored... Really bored. He mutters something to himself. You can't make out what he is saying. 1. [[Buy gear|Buy gear 1]] 2. <<link [[Go to the wardrobe|Wardrobe]]>> <<set $lastVisitedPassage1 to "Armor shop 2">> <</link>> 3. <<link [[Go back|3rd town entarance]]>> <<dateadd '1m'>> <</link>>You enter the hospital. Infront of you there's a doctor. He seems to be a player. 1. <<link [[Ask for healing|Doc heal 1]]>> <</link>> 2. <<link [[Go back|3rd town entarance]]>> <<dateadd '1m'>> <</link>>You get closer to the Teleportation pad to see a screen popup infront of you... "You need to buy access to the Teleportation pad to use it." <div class="UIButtons"> <<button "Buy access to the teleportation pad. | 6500 coins">> <<if $Coins >= 6500>> <<set $Coins -= 6500>> <<set $tppadFOUR to true>> <<goto "3rd town entarance">> <<elseif $tppadFOUR == true>> <<script>> UI.alert("You already bought the house!"); <</script>> <<elseif $Coins <= 6499>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> </div> [[Go back|3rd town entarance]]<<button "Buy a iron breastplate | 1050 coins">> <<if $Coins >= 1050>> <<set $ironBP to true>> <<set $Coins -= 1050>> <<goto "Buy gear 1">> <<elseif $Coins <= 1049>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy iron guards | 998 coins">> <<if $Coins >= 998>> <<set $ironGuards to true>> <<set $Coins -= 998>> <<goto "Buy gear 1">> <<elseif $Coins <= 997>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy iron feet guards | 957 coins">> <<if $Coins >= 957>> <<set $ironFG to true>> <<set $Coins -= 957>> <<goto "Buy gear 1">> <<elseif $Coins <= 956>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy iron armor | 1115 coins">> <<if $Coins >= 1115>> <<set $ironCP to true>> <<set $Coins -= 1115>> <<goto "Buy gear 1">> <<elseif $Coins <= 1114>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy iron pants | 1127 coins">> <<if $Coins >= 1127>> <<set $ironP to true>> <<set $Coins -= 1127>> <<goto "Buy gear 1">> <<elseif $Coins <= 1126>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy iron boots | 1113 coins">> <<if $Coins >= 1113>> <<set $ironB to true>> <<set $Coins -= 1113>> <<goto "Buy gear 1">> <<elseif $Coins <= 1112>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> [[Go back|Armor shop 2]]"Hey there. What do you need from me?" asks the doctor. "I need healing..." you respond. "Healing will cost 50 Coins... We will heal you back to max health." Your hp: $CurHP/$MaxHP Do you accept? 1. <<link [[Yes|Doc heal 1]]>> <<if $Coins >= 50>> <<set $Coins -= 50>> <<set $CurHP to $MaxHP>> <<set $CurHP to $MaxHP>> <<set $CurHPRadiantRose to $MaxHPRadiantRose>> <<set $CurHPShadowScythe to $MaxHPShadowScythe>> <<set $CurHPCrimsonSentinel to $MaxHPCrimsonSentinel>> <</if>> <</link>> 2. [[No|Hospital 1]] <span class="shadow">"So... you lied."</span> a menacing voice hisses from behind. You slowly turn around, only to be met with the sight of a figure wielding a wicked scythe. It's ShadowScythe... <span class="shadow">As a result of becoming a PKer, he has came to kill you... You lock eyes with him, and the sheer fury radiating from his expression sends shivers down your spine.</span> <<link [[Continue|Combat remake]]>> <<shadowScythe>><</shadowScythe>> <</link>>As ShadowScythe takes the last hit, he falls on the floor dead. You killed ShadowScythe... Was it really worth becoming a PKer...? <<link "Continue">> <<set $Reputation -= 100>> <<set $shadowScytheDead to true>> <<goto $lastVisitedPassage>> <</link>>You are waiting for a player to pass by. After a while, you spot a player walking in your direction. You slyly bump into them, taking coins from their pockets... You stole $robbedCoins coins. <<link "Go back">> <<set $Coins += $robbedCoins>> <<goto $lastVisitedPassage>> <</link>>You enter the weaponsmith to see a buff man hitting a sword on a anvil... There are a lot of sword displayed on the counter and some attached on the walls. "Ya here for a weapon kid?" he says still hitting the sword on the anvil. "Get whatever sword you want and leave the money on the counter. Im too busy to sell you a sword right now." he says. 1. [[Buy weapons|Buy weapons 3]] 2. <<link [[Go to the wardrobe|Wardrobe]]>> <<set $lastVisitedPassage1 to "Weaponsmith 4">> <</link>> 3. <<link [[Go back|Town street 2]]>> <<dateadd '1m'>> <</link>>You enter the Inn. There is no receptionist... You can see a sign saying <span class= Evese>"Welcome to the inn. The receptionist is on vacation but feel free to purchase a room." </span> <<linkreplace "Translate">> <<if $ReadingSkill == 1>> You don't understand what the text says... At all. Inn casted confusion. It was very effective <<elseif $ReadingSkill == 2>> ... It says that there isnt a receptionist...? You wonder how the fuck does this inn work. <<elseif $ReadingSkill >= 3>> Welcome to the inn. The receptionist is on vacation but feel free to purchase a room. <</if>> <<set $ReadingXP += 25>><</linkreplace>> 1. <<link [[Get a room|Inn room purchase 2]]>> <</link>> 2. <<link [[Exit the inn|Town street 2]] <<dateadd '1m'>> <</link>>You enter the shop. Inside you see a glass counter with items inside of it and food on the other side of the shop with baskets full off food and ingredients. You also see a wardrobe that you can access. 1. [[Buy items|Buy items 2]] 2. <<link [[Go to the wardrobe|Wardrobe]]>> <<set $lastVisitedPassage1 to "Shop 2">> <</link>> 3. <<link [[Go back|Town street 2]]>> <<dateadd '1m'>> <</link>>You decided to sit on a bench that is near the street. Because of how quiet the place is you can hear them well. <span class="Molly">"So you have no information about a player like that? Tall white man? Usually wearing white and red clothes?"</span> you hear. The voice saying that sounds like a woman. "You do realize that there are a lot of tall boys in white and red right? I could even name a few right now. But yeah I haven't seen the person you're looking especially with the small amount of information you're giving. Why are you looking for someone like that anyways?" responds a deep voice. <span class="Molly">"I'm looking to kill said person. We knew eachother IRL and I suspect that they have came in this game since he is are a massive VRMMO nerd."</span> the woman explains. "Why would you kill someone you know IRL?" questions the man. <span class="Molly">"None of your business."</span> says the woman. <span class="Molly">"Well ill be heading my way."</span> You stand up from the bench and as you attempt to walk away, a chilling sensation crawls up your spine. Suddenly, you feel a presence behind you, a sword pointed at your back. Does she know you've been eavesdropping...? <span class="Molly">"Who are you and why were you listening to my conversation?"</span> she asks, calmly. <div id="opt5">\ <<link "Reveal yourself">><<replace "#opt5">> "My name is $gamename and I was just curious about what you were talking about... Sorry for listening..." you awkwardly respond. "Can you lower your weapon?" <span class="Molly">"You're telling me that you were just curious...? That sounds stupid."</span> "But it's true." you respond. She lowers her sword. <span class="Molly">"That has to be the dumbest reason to eavesdropping... How much did you even hear?"</span> she asks. "Well... I heard that you are looking for a man that you want to kill for whatever reason..." you say back. <span class="Molly">"Aha... So you're gonna tell the PK hunters about it?"</span> "No, but I have some information on a man like that. The library also has a book that let's you see every player. Though I want to know your reason for looking person. I doubt you would want to kill someone just because..." you turn to face the woman. She has green eyes, orange hair, and is dressed in blue and green with a sword. <span class="Molly">"Oh is that so? And what if you're lying?"</span> she asks. "Why would I be? I saw him at the first floor walking around." <span class="Molly">"I see. If thats the case then I will hear you out at the library. I will also explain what happened."</span> she says as she sheaths her sword, walking away. <<link [[Continue.|Town street 2]]>> <<dateadd "15m">> <<set $event5part1 to true>> <</link>> <</replace>><</link>> <<link "Reach for your weapon">><<replace "#opt5">> You jump to create distance between the girl and you, reaching for your sword. As soon as you do that she goes in for a slash on your arm succesfully landing a hit. You drop your sword on the ground. <<set $CurHP -= 100>> "Well this is awkward..." you say. You look at your enemy to see a woman in green eyes, orange hair. She is dressed in blue and green. <span class="Molly">"Not gonna answer are you?"</span> she says. You grab your sword and run away. <<link [[Continue.|Town street 2]]>> <<dateadd "15m">> <<set $event5fail to true>> <</link>> <</replace>><</link>> </div> <<button "Buy an iron sword | 993 coins">> <<if $Coins >= 993>> <<set $sword4 to true>> <<set $Coins -= 993>> <<goto "Buy weapons 3">> <<elseif $Coins <= 992>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy an iron short sword with a shield | 993 coins">> <<if $Coins >= 993>> <<set $swordnshield4 to true>> <<set $Coins -= 993>> <<goto "Buy weapons 3">> <<elseif $Coins <= 992>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy an iron rapier | 1000 coins">> <<if $Coins >= 1000>> <<set $rapier4 to true>> <<set $Coins -= 1000>> <<goto "Buy weapons 3">> <<elseif $Coins <= 999>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy an iron heavy sword | 1056 coins">> <<if $Coins >= 1056>> <<set $heavysword4 to true>> <<set $Coins -= 1056>> <<goto "Buy weapons 3">> <<elseif $Coins <= 1055>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy an axe | 65 coins">> <<if $Coins >= 65>> <<set $axe1 to true>> <<set $Coins -= 65>> <<goto "Buy weapons 3">> <<elseif $Coins <= 64>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a shovel | 65 coins">> <<if $Coins >= 65>> <<set $shovel1 to true>> <<set $Coins -= 65>> <<goto "Buy weapons 3">> <<elseif $Coins <= 64>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a pickaxe | 122 coins">> <<if $Coins >= 122>> <<set $pickaxe1 to true>> <<set $Coins -= 122>> <<goto "Buy weapons 3">> <<elseif $Coins <= 121>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> [[Go back|Weaponsmith 4]] People in here: <<nobr>>\ <ol> <<if setup.datesystems.default.getDate().h gte 13 and setup.datesystems.default.getDate().h lte 18 && $radiantRoseDead == false>> <li><<link [[Speak to RadiantRose|RadiantRoseConvo1]]>><</link>></li><<else>><</if>> <<if setup.datesystems.default.getDate().h gte 16 and setup.datesystems.default.getDate().h lte 21>> <li><<link [[Speak to CrimsonSentinel|CrimsonSentinelConvo1]]>><</link>> </li><<else>><</if>> </ol> <</nobr>> Directions: 1. <<link [[Go to the entarance|Town street 2]]>> <<dateadd '5m'>> <<set _randomencounter to random(100)>> <<if _randomencounter lte 15>> <<set $lastVisitedPassage to "Town street 2">> <<goto "Encounter F2">> <</if>> <</link>> 2. <<link [[Go down the dark street|Town street 3]]>> <<dateadd '5m'>> <<set _randomencounter to random(100)>> <<if _randomencounter lte 15>> <<set $lastVisitedPassage to "Town street 3">> <<goto "Encounter F2">> <</if>> <</link>> Locations: 1. <<if $AmberEmberShop is true && setup.datesystems.default.getDate().h gte 12 and setup.datesystems.default.getDate().h lte 18>><<link [[Go to the blacksmith|Amber shop 1]]>> <<dateadd '1m'>> <<if ndef $amberPayingBack>> <<set $amberPayingBack to 2500>> <</if>> <</link>><<else>>Shop | Closed<</if>> ZONE NOT FINISHED Directions: 1. <<link [[Go to the town center|Town centre 1]]>> <<dateadd '5m'>> <</link>> Locations: 1. <<link [[Go to the suspicious building|PKer guild 1]]>> <<dateadd '5m'>> <</link>> PK MEETUP SPOT + PKER SHOPS ZONE NOT FINISHED<<nobr>><h2>Potions:</h2><</nobr>> <<button "Buy a tier 1 health potion | 48 coins">> <<if $Coins >= 48>> <<set $hpPOT += 1>> <<goto "Buy items 2">> <<set $Coins -= 48>> <<elseif $Coins <= 47>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a tier 2 health potion | 87 coins">> <<if $Coins >= 87>> <<set $hpPOT1 += 1>> <<goto "Buy items 2">> <<set $Coins -= 87>> <<elseif $Coins <= 86>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy stamina potion | 56 coins">> <<if $Coins >= 56>> <<set $stmPOT += 1>> <<goto "Buy items 2">> <<set $Coins -= 56>> <<elseif $Coins <= 55>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<nobr>><h2>Food/Ingredients:</h2><</nobr>> <<button "Buy bread | 21 coins">> <<if $Coins >= 21>> <<set $bread += 1>> <<goto "Buy items 2">> <<set $Coins -= 21>> <<elseif $Coins <= 20>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a carrot | 7 coins">> <<if $Coins >= 7>> <<set $carrot += 1>> <<goto "Buy items 2">> <<set $Coins -= 7>> <<elseif $Coins <= 6>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a mushroom | 9 coins">> <<if $Coins >= 9>> <<set $mushroom += 1>> <<goto "Buy items 2">> <<set $Coins -= 9>> <<elseif $Coins <= 8>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy mayonnaise | 23 coins">> <<if $Coins >= 23>> <<set $mayonnaise += 1>> <<goto "Buy items 2">> <<set $Coins -= 23>> <<elseif $Coins <= 22>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> [[Go back|Shop 2]]You went upstairs. There are at least 10 rooms with 6 of them being free. <div class="UIButtons"> <<button "Rent a room">> <<if $Coins >= 500>> <<set $Coins -= 500>> <<set $paidForInn3 to true>> <<goto "Inn room purchase 2">> <<elseif $paidForInn3 == true>> <<script>> UI.alert("You already rented a room!"); <</script>> <<elseif $Coins <= 499>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> </div> <<if $paidForInn3 == true>> You can: 1. <<link [[Go to your Inn room.|Inn room 2]]>> <<set $lastVisitedPassage1 to "Inn room 2">> <</link>> <<elseif $paidForInn3 == false>> 1. Renting a room costs: 500 Coins per day. <</if>>\ 2. <<link [[Go back|Inn 3]]>> <<dateadd '1m'>> <</link>>You go in your room. There's a comfy bed to the right and a desk with a book and a flower pot with a beautiful blue flower on it, next to your bed. There's a wardrobe right next to it. You can: 1. <<link [[Sleep|Sleep 2]]>> <<set $lastVisitedPassage1 to "Inn room 2">> <</link>> 2. <<link [[Open the wardrobe|Wardrobe]]>> <<set $lastVisitedPassage1 to "Inn room 2">> <</link>> 3. <<link [[Open the stats menu|Stat points]]>> <<set $lastVisitedPassage1 to "Inn room 2">> <</link>> 4. <<link [[Read a book|Book 2]]>> <<set $lastVisitedPassage1 to "Inn room 2">> <<set $curFatigue += 12>> <<dateadd '30m'>> <<dateadd '1h'>> <</link>> 5. [[Go out of your room|Inn room purchase 2]] [[Back|Changelogs and game information]] - Added settings (font size, button style and character frame, animated eyes, visible hair/armor/clothes/weapon/capes) - Brown eyes (finally) - Purple eyes - added a Snowy background - Added new locations - Floor dungeon - Cave - A camp you can build - Mining for iron - You can chop down wood in every part of the F1 forest now - You can now upgrade your iron swords (I forgot to code it in last version my bad) - Iron swords are now craftable since Iron is a item - Iron armor is now craftable - Updated the games story passage. It now has kinda the full story of the game lol - Made it so that PKers can be stronger, weaker and have less or more hp. - Lowered the chance of a PKer following you - Made the frame on by default - Made new buttons for the sidebar - Added JS rng (Thanks to Kitsune for writing it) - Changed the potion cooldowns (HP T1: from 4 to 2, HP T2: from 7 to 4, STM T1: 5 to 2) - Added the Frozen lake (it has a house with a new player whos still being made and a cave with a new enemy.) - Added 2 new outfits. Funilly enough 1 of the outfits caused me a shit ton of pain drawing it AND coding it. It literally broke the inventory for a bit - Fixed not being able to exit the inn after the Toru event (you now get sent outside of the inn lol) - PKers no longer follow you inside of your house - Having both 0 health and max fatigue would spam fainting and death screen - Actually fixed the running away from a enemy... - Removed the option to go up the path after the big tree NEW ENEMIES: Onis NEW ITEMS: Oni leather Oni teeth Oni teeth weapons + Oni leather upgrades Oni leather armor (Light version of the armor) Oni leather and iron armor (Heavy version of the armor) Iron pickaxe Iron [[Back|Changelogs and game information]] You went down the path. Theres snow that reaches your kneecaps. 1. <<link [[Follow the path|Path 7.4]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 15 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 7.4">> <<Wolf3>><</Wolf3>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 30 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 7.4">> <<Wolf4>><</Wolf4>> <<goto "Combat remake">> <</if>> <</link>> 2. <<link [[Go back|Path 7.2]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 15 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 7.2">> <<Wolf3>><</Wolf3>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 30 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 7.2">> <<Wolf4>><</Wolf4>> <<goto "Combat remake">> <</if>> <</link>>You went down the path. Theres snow that reaches your kneecaps. The path splits in 2 directions. 1. <<link [[Go left|Path 7.5.1]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 15 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 7.5.1">> <<Wolf3>><</Wolf3>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 30 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 7.5.1">> <<Wolf4>><</Wolf4>> <<goto "Combat remake">> <</if>> <</link>> 2. <<link [[Go back|Path 7.3]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 15 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<Wolf3>><</Wolf3>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 30 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 7.3">> <<Wolf4>><</Wolf4>> <<goto "Combat remake">> <</if>> <</link>> 3. <<link [[Go right|Path 7.6]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 15 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 7.6">> <<Wolf3>><</Wolf3>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 30 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 7.6">> <<Wolf4>><</Wolf4>> <<goto "Combat remake">> <</if>> <</link>>You went down the path. Theres snow that reaches your kneecaps. In the distance you can see a mountain that reaches the top of the floor. Thats the floor dungeon. A huge mountain that you have to go in. 1. <<link [[Follow the path|Path 7.5.2]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 15 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 7.5.2">> <<Wolf3>><</Wolf3>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 30 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 7.5.2">> <<Wolf4>><</Wolf4>> <<goto "Combat remake">> <</if>> <</link>> 2. <<link [[Go back|Path 7.4]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 15 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 7.4">> <<Wolf3>><</Wolf3>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 30 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 7.4">> <<Wolf4>><</Wolf4>> <<goto "Combat remake">> <</if>> <</link>>You went down the path. Theres snow that reaches your kneecaps. You can see an entarance to a cave. 1. <<link [[Go in|Cave 1.1]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $location to "cave1">> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 15 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Cave 1.1">> <<Wolf3>><</Wolf3>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 30 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Cave 1.1">> <<Wolf4>><</Wolf4>> <<goto "Combat remake">> <</if>> <</link>> 2. <<link [[Go back|Path 7.4]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 15 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 7.4">> <<Wolf3>><</Wolf3>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 30 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 7.4">> <<Wolf4>><</Wolf4>> <<goto "Combat remake">> <</if>> <</link>>You entered the cave. Its pretty dark and you can't see well. 1. <<link [[Continue|Cave 1.2]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 15 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Cave 1.2">> <<Oni>><</Oni>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 25 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Cave 1.2">> <<goto "Trap 1">> <</if>> <</link>> 2. <<link [[Go back|Path 7.6]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $location to "snowy1">> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 5 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 7.6">> <<goto "Trap 1">> <</if>> <</link>>You went down the path. Theres snow that reaches your kneecaps. You can see the floor dungeon in the distance. 1. <<link [[Follow the path|Path 7.5.3]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 15 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 7.5.3">> <<Wolf3>><</Wolf3>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 30 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 7.5.3">> <<Wolf4>><</Wolf4>> <<goto "Combat remake">> <</if>> <</link>> 2. <<link [[Go back|Path 7.5.1]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 15 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 7.5.1">> <<Wolf3>><</Wolf3>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 30 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 7.5.1">> <<Wolf4>><</Wolf4>> <<goto "Combat remake">> <</if>> <</link>>You went down the path. Theres snow that reaches your kneecaps. You are a lot closer to the floor dungeon now. 1. <<link [[Follow the path|Path 7.5.4]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 15 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 7.5.4">> <<Wolf3>><</Wolf3>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 30 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 7.5.4">> <<Wolf4>><</Wolf4>> <<goto "Combat remake">> <</if>> <</link>> 2. <<link [[Go back|Path 7.5.2]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 15 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 7.5.2">> <<Wolf3>><</Wolf3>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 30 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 7.5.2">> <<Wolf4>><</Wolf4>> <<goto "Combat remake">> <</if>> <</link>>You went down the path. There's snow that reaches your kneecaps. You can see the floor dungeon in the distance. You get the idea to build a camp in here. It would be pretty useful 1. <<link [[Follow the path|Path 7.5.5]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 15 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 7.5.5">> <<Wolf3>><</Wolf3>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 30 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 7.5.5">> <<Wolf4>><</Wolf4>> <<goto "Combat remake">> <</if>> <</link>> 2. <<link [[Go back|Path 7.5.3]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 15 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 7.5.3">> <<Wolf3>><</Wolf3>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 30 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 7.5.3">> <<Wolf4>><</Wolf4>> <<goto "Combat remake">> <</if>> <</link>> You can: <<nobr>> 1. <<if $campBuild1 == false>> <<link [[Build a camp|Path 7.5.4]]>> <<if $planks >= 25 && $iron >= 10>> <<dateadd '12m'>> <<set $curFatigue += 58>> <<set $campBuild1 to true>> <<set $planks -= 25>> <<set $iron -= 10>> <</if>> <</link>> | Wood needed $planks/25, Iron needed $iron/10 <<elseif $campBuild1 == true>> <<link [[Camp]]>> <</link>> <</if>> <</nobr>>You went down the path. There's snow that reaches your kneecaps. You are standing infront of the floor dungeon. Its a huge mountain that reaches the top of the floor. In front on you there a huge entarance. It's a cave. 1. <<link [[Go in|FD2]]>> <<dateadd '4m'>> <<set $curFatigue += 3>> <<set $location to "cave1">> <</link>> 2. <<link [[Go back|Path 7.5.4]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 15 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 7.5.4">> <<Wolf3>><</Wolf3>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 30 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 7.5.4">> <<Wolf4>><</Wolf4>> <<goto "Combat remake">> <</if>> <</link>>You are inside of the cave. The enterance is behind you. Stalactites hang from the ceiling like icicles. The air is cool and damp. It's really dark even though its the enterance of the cave. Directions: <<link [[Go deeper into the cave|FD2.1]]>> <<dateadd '5m'>> <<set $curFatigue += 5>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 25 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "FD2.1">> <<PoisonousLizard>><</PoisonousLizard>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 60 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "FD2.1">> <<BoulderGuardian>><</BoulderGuardian>> <<goto "Combat remake">> <</if>> <</link>> <<link [[Go back|Path 7.5.5]]>> <<dateadd '4m'>> <<set $curFatigue += 3>> <<set $location to "snowy1">> <</link>>You killed the Oni and won the battle, gaining <<print ($mobLvl*1.8 + $mobXP).toFixed(0)>> XP and $mobCoins Coins<<if $lootchance lte 15>> and Oni leather.<<elseif $lootchance lte 30>> and Oni teeth.<<elseif $lootchance lte 45>>, Oni teeth and Oni leather.<<elseif $lootchance lte 60>> and 3 Oni teeth.<<elseif $lootchance lte 90>> and 3 Oni leather.<<elseif $lootchance lte 100>>, 3 Oni teeth and 3 Oni leather.<</if>> <<EventCurrencies>>\ <<link "Go back">> <<set $killedOnis += 1>> <<goto $lastVisitedPassage>> <<if $lootchance lte 15>> <<set $oniLeather += 1>> <<elseif $lootchance lte 30>> <<set $oniTeeth += 1>> <<elseif $lootchance lte 45>> <<set $oniTeeth += 1>> <<set $oniLeather += 1>> <<elseif $lootchance lte 60>> <<set $oniTeeth += 3>> <<elseif $lootchance lte 90>> <<set $oniLeather += 3>> <<elseif $lootchance lte 100>> <<set $oniLeather += 3>> <<set $oniTeeth += 3>> <</if>> <<set $killedOni += 1>> <<MobRewards>> <</link>>You are inside the cave. It's pretty dark. 1. <<link [[Continue|Cave 1.3]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 15 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Cave 1.3">> <<Oni>><</Oni>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 25 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Cave 1.3">> <<goto "Trap 1">> <</if>> <</link>> 2. <<link [[Go back|Cave 1.1]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 5 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Cave 1.1">> <<goto "Trap 1">> <</if>> <</link>> You can: <<if $pickaxe1 == true>>\ <<link [[Mine iron|Cave 1.2]]>> <<set $iron += 1>> <<set $curFatigue += 25>> <<dateadd '11m'>> <</link>> <<elseif $pickaxe1 == false>>\ You need an iron pickaxe to mine iron! <</if>>\You are inside the cave. It's pretty dark. This seems to be the end of the cave. 1. <<link [[Go back|Cave 1.2]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 5 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Cave 1.2">> <<goto "Trap 1">> <</if>> <</link>> You can: <<if $pickaxe1 == true>>\ <<link [[Mine iron|Cave 1.2]]>> <<set $iron += 1>> <<set $curFatigue += 25>> <<dateadd '11m'>> <</link>> <<elseif $pickaxe1 == false>>\ You need an iron pickaxe to mine iron! <</if>>\You are walking in the cave until you notice a wall that seems out of place. Almost as if its asking you to touch it... <<link [[Touch it|Trap 1.1]]>> <</link>> <<link "Go away.">> <<goto $lastVisitedPassage>> <</link>>You touch the wall and it dissapears. You can see a room that has a chest in it. <<link [[Open the chest|Trap 1.2]]>> <</link>> <<link "Go away.">> <<goto $lastVisitedPassage>> <</link>>You open the chest... You hear a spawning noise behind you. You turn back to see 3 onis... <<link [[Continue|Combat remake]]>> <<set $lastVisitedPassage to "Trap 1.3">> <<Oni1>><</Oni1>> <</link>>You killed one of the onis... 2 more left. <<link [[Continue|Combat remake]]>> <<set $lastVisitedPassage to "Trap 1.4">> <<Oni1>><</Oni1>> <</link>>You killed a oni. 1 more left. <<link [[Continue|Combat remake]]>> <<set $lastVisitedPassage to "Trap 1.5">> <<Oni1>><</Oni1>> <</link>>You killed the last oni. The chest opens and inside there are 3 tier 2 healing potions, <<if $lootchance lte 50>>10 Oni teeth<<else>>10 Oni leather<</if>> and 740 coins. The rooms wall dissapears leading to the outside. <<link [[Continue|Path 7.6]]>> <<set $Coins += 740>> <<set $location to "snowy1">> <<if $lootchance lte 50>> <<set $oniTeeth += 10>> <<else>> <<set $oniLeather += 10>> <</if>> <<set $hpPOT1 += 3>> <</link>><<set _randomencounter1 to random(40)>> <<if _randomencounter1 lte 10 && $lastVisitedPassage == "Town street 2" && $marcellusDead == false>>\ You walk down the quiet street and see a tall, white man with blue hair, an iron sword, a brown coat with 2 tridents on each side and yellow stripes on his arm. He is barely walking. Is he drunk...? As you walk past him you push into each other. <span class= "Marcellus">"Ah sorry <<if $gender == "Male" or $gender == "Nonbinary">>muscly boy<<else>>dollface<</if>>... Didn't mean to hit you there ahaha..."</span> he says in a drunkish tone... <div id="opt5">\ <<if $INT >= 1>>\ <<link "Check yourself">><<replace "#opt5">> You check yourself. Before you can check what you are missing the man looks at you <span class= "Marcellus">"Ah so you realized I was bullshitting...? That's awkward."</span> he says completely fixing his posture and his tone is more serious now. <span class= "Marcellus">"So are we gonna fight or will you let me go..."</span> <div id="opt6"> <<link "Let him go">><<replace "#opt6">> <div id="opt7"> "Nah just go ahead and leave." <span class= "Marcellus">"Oh shit? For real? And you won't stab my back? That sounds too good to be true but thanks I guess...?"</span> he walks away. You finally got to check yourself seeing that 20 bottles of ale and 1000 coins... <<link [[Continue on your way|Town street 2]]>><<replace "#opt7">> <<set $marcellusEvent1 to true>> <</replace>><</link>> <<link "Attack him">><<replace "#opt7">> You decide to backstab him. He turns around and starts walking. You grab your sword and go at him. He quickly turns around and parries your hit. <span class= "Marcellus">"Back in the real world I might've been an office worker but here I am a mercenary. If you think you can beat me then go ahead <<if $gender == "Male" or $gender == "Nonbinary">>muscly boy<<else>>dollface<</if>>."</span> <<link "Continue">> <<marcellus>><</marcellus>> <<goto "Combat remake">> <</link>> <</replace>><</link>> </div> <</replace>><</link>> <<link "Attack him">><<replace "#opt6">> You reach for your sword, swinging at him. He parries your hit. <span class= "Marcellus">"Back in the real world I might've been an office worker but here I am a mercenary. If you think you can beat me then go ahead <<if $gender == "Male" or $gender == "Nonbinary">>muscly boy<<else>>dollface<</if>>."</span> <<link "Continue">> <<marcellus>><</marcellus>> <<goto "Combat remake">> <</link>> <</replace>><</link>> <<link "Threaten him">><<replace "#opt6">> "Give me my items back before I bash your skull on the concrete, you scum." you respond. <span class= "Marcellus">"You think threatening me will work?"</span> <<link "Continue">> <<marcellus>><</marcellus>> <<goto "Combat remake">> <</link>> <</replace>><</link>> </div>\ <</replace>><</link>> <</if>>\ <<link "Attack him">><<replace "#opt5">> You draw your sword out. He fixes his posture. You realize that he was not drunk. He was faking it. <span class= "Marcellus">"Back in the real world I might've been an office worker but here I am a mercenary. If you think you can beat me then go ahead <<if $gender == "Male" or $gender == "Nonbinary">>muscly boy<<else>>dollface<</if>>."</span> he responds snarkily. <<link "Continue">> <<marcellus>><</marcellus>> <<goto "Combat remake">> <</link>> <</replace>><</link>> <<link [[Continue on your way|Town street 2]]>><<replace "#opt5">> <<set $marcellusEvent1 to true>> <</replace>><</link>> </div>\ <<elseif _randomencounter1 lte 10>>\ You can hear people talking in the distance... "Have you heard of this PK hunter? He was so cool!" says a tall man. "You mean ShadowScythe? Yeah I've heard of him! He actually saved me once!" says a person. His gear looks kind of weak... "That's so cool!" <<link "Continue">> <<goto $lastVisitedPassage>> <</link>> <<elseif _randomencounter1 lte 20>>\ You can hear people in the distance talking... "Man this floor is amazing! There is snow everywhere! It's so fun!" says a girl. "Couldnt agree more. I keep on shooting random people with snowballs all of the time." says a boy. <<link "Continue">> <<goto $lastVisitedPassage>> <</link>> <<elseif _randomencounter1 lte 30>>\ You can hear 2 people speaking in the distance... A man says "Fuuuuuck I hate this floor, its freezing cold. I can't feel my arms." says a man "Stop complaining it isnt THAT bad!" says another man after which hitting him lightly on the back <<link "Continue">> <<goto $lastVisitedPassage>> <</link>> <<elseif _randomencounter1 lte 40>>\ A person approaches you. "Hey Im kinda lost... Can you tell me the directions to the inn? My friend is waiting for me but I cant find it." You tell them the directions to the inn. <<link "Continue">> <<goto $lastVisitedPassage>> <</link>> <<elseif _randomencounter1 lte 50>>\ You see a person bump into another person. When they continue on their way you can see that they have a pouch that you're sure they didnt have before. <<link "Continue">> <<goto $lastVisitedPassage>> <</link>> <<elseif _randomencounter1 lte 60>>\ Some dude walks past you and hits you by the shoulder... "Sorry this was an accident..." he says as he continues on his way... <<set $coinsloss to random(450)>>\ <<set $Coins -= $coinsloss>>\ <<if $Coins < 0>>\ <<set $Coins to 0>>\ <</if>>\ Later on you realize that $coinsloss coins are missing from you... <<if $INT >= 2>>\ <<linkreplace "Check youself">> You decided to check if something is missing from you. You realize that you are $coinsloss short so you run back. "Hey there. Seems like you stole something from me." You say as you draw your weapon... "WAIT WAIT NO! TAKE IT BACK!" The thief says back, throwing your coins back. <<set $Coins += $coinsloss>><</linkreplace>> <</if>>\ <<link "Continue">> <<goto $lastVisitedPassage>> <</link>> <<elseif _randomencounter1 lte 40>>\ You see a snowball flying at you mach 10 speed, it hits you right in the head throwing you across the entire street. A buff giant man comes to you. His nametag appears and you see a worried "Bob", he is shivering in fear. "Are you ok!? Im so sorry! This was meant to hit my friend!" he asks in a panicked voice. You stand up... Your whole body hurts. How the fuck did he throw that snowball that fast. "Please take this as a sorry." he says, pulling out a rose out of his inventory and handing it to you and runs away awkwardly... You are extremely confused. <<link "Continue">> <<goto $lastVisitedPassage>> <</link>> <</if>>You go inside of the camp you built, in it you can find a cauldron that you spent a lot of iron for, a small bed out of wood and a wardrobe. Directions: 1. [[Go back|Path 7.5.4]] You can: 1. <<link [[Sleep in the tent|Sleep]]>> <<set $lastVisitedPassage1 to "Camp">><</link>> 2. <<link [[Cook on the cauldron|Cooking]]>> <<set $lastvisitedpassage1 to "Camp">> <</link>> 3. <<link [[Open the wardrobe|Wardrobe]]>> <<set $lastVisitedPassage1 to "Camp">> <</link>>You went down the path. Theres snow that reaches your kneecaps. You can see a frozen lake in the distance... 1. <<link [[Frozen lake|Frozen lake]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 15 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Frozen lake">> <<Wolf1>><</Wolf1>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 30 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Frozen lake">> <<Wolf2>><</Wolf2>> <<goto "Combat remake">> <</if>> <</link>> 2. <<link [[Go back|Path 9.1]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 15 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 9.1">> <<Wolf1>><</Wolf1>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 30 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 9.1">> <<Wolf2>><</Wolf2>> <<goto "Combat remake">> <</if>> <</link>>You are next to the frozen lake. The place is big. At the end of the frozen lake you can see a entarance to a cave. There are 3 benches in here and a house across the lake. Someone has made a bridge accross the lake. Next to one of the benches is a fishing kit. You could try fishing. You can: <<link [[Sit down at one of the benches|Frozen lake]]>> <<dateadd '10m'>> <<set $curStamina += 5>> <</link>> <<link [[Sleep on a bench|Sleep 1]]>> <<set $lastVisitedPassage1 to "Frozen lake">> <</link>> <<link [[Fish|Frozen lake]]>> <<set $finditem to random(10)>> <<set $curFatigue += 12>> <<dateadd '10m'>> <<if $finditem <= 7>> <<set $fish += 1>> <<set $CurFear -= 2>> <</if>> <</link>> <<if $event5part3 == false>><<link [[You can see Molly hiding...|Molly event 4]]>> <</link>><</if>>\ Directions: 1. <<link [[Go back|Path 9.2]]>> <<dateadd '15m'>> <<set $curFatigue += 15>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 15 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 9.2">> <<Wolf1>><</Wolf1>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 30 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "Path 9.2">> <<Wolf2>><</Wolf2>> <<goto "Combat remake">> <</if>> <</link>> Locations: <<link [[Check out the house|House 1]]>> <<dateadd "1m">> <</link>> <<link [[Go inside the cave|Cave 2.1]]>> <<dateadd "3m">> <</link>> <<nobr>><<if $pathDone1 == true>><<link [[Path to Whitewall town|Path 10.3]]>> <<dateadd '34m'>> <<set $curFatigue += 23>> <</link>> <<elseif $pathDone1 is false>>\ You haven't made the path yet. <</if>> <<if $shovel1 == true>> <<if $pathDone1 == false>> <<link [[Make a path|Frozen lake]]>> <<set $pathProgress1 += 1>> <<dateadd '21m'>> <<set $curFatigue += 58>> <</link>> <</if>> <</if>> <<if $shovel1 is false>> You need a iron shovel to make a path! <</if>> <<if $pathDone1 == false>> <<if $pathProgress1 <= 35>> | $pathProgress1/35 <</if>> <</if>> <</nobr>>You go accross the lake using the bridge and then went to the house. 1. <<link [[Knock on the door|House 1.1]]>> <</link>> 2. <<link [[Go back|Frozen lake]]>> <</link>>You enter the cave. It seems to be pretty quiet, it is also suprisingly warm inside of here. The cave seems to have torches that are light up. In the distance you can see a door. 1. <<link [[Go forward|Cave 2.2]]>> <<dateadd "3m">> <<if $wolfTamed !== true>> <<goto "Cave 2.1.0">> <</if>> <</link>> 2. <<link [[Go back|Frozen lake]]>> <</link>>You knock on the door. <<if $zegrathDead == false>> The door opens, you see a tall, angry, white man with medium brown hair and a long beard. He is wearing light armor and has 2 swords on his back. <span class="zegrath">"What do you want from me, mortal."</span> he responds. <div id="opt5">\ <<link [[Speak to him|Zegrath convo]]>> <</link>> <<link "Stay silent">><<replace "#opt5">> <span class="zegrath">"Speak up and tell me who sent you, peasant!"</span> he responds. <div id="opt6"> <<link "Stay silent">><<replace "#opt6">> <span class="zegrath">"Say something, worm."</span> he responds, slightly annoyed. <div id="opt7"> <<link "Stay silent">><<replace "#opt7">> <span class="zegrath">"Don't keep me waiting, idiot!"</span> he sounds pissed off. You are starting to think that this is a bad idea. <div id="opt8"> <<link "Stay silent">><<replace "#opt8">> <span class="zegrath">"You dare mock me?! Who sent you! Tell me now! I'll destroy the source of this insolence!"</span> he looks mad. He is reaching for his swords. This will go terribly. <div id="opt9"> <<link "Stay silent">><<replace "#opt9">> <span class="zegrath">"Very well then. You wish to test the patience of the great Zegrath?!"</span> he is beyond mad. He took both his swords out. He mutters something to himself and his swords sets in fire. You feel fear. <<link [[Stay silent|Combat remake]]>> <<set $CurFear += 50>> <<set $lastVisitedPassage to "House 1">> <<zegrath>><</zegrath>> <<goto "Combat remake">> <</link>> <</replace>><</link>> </div>\ <</replace>><</link>> </div>\ <</replace>><</link>> </div>\ <</replace>><</link>> </div>\ <</replace>><</link>> </div>\ <<link [[Never mind|Frozen lake]]>> <</link>> <<else>>\ No one responds. <<link [[Go back|Frozen lake]]>> <</link>> <</if>><<if visited(passage()) is 1>>\ "Jeez you sure think highly of yourself." <span class="zegrath">"Ah, how amusing. You dare to question me? The great Zegrath? How adorable. It's not my fault that I am clearly superior to the likes of you, you insignificant worm. Now scurry along and revel in your pitiful existence."</span> he says in a proud voice. "Zegrath was it? I suggest dropping that high and mighty act before you cause yourself trouble with other people." you respond in a snarky way <span class="zegrath">"Well, you have proven to me that you have the balls to stand infront of a powerful figure such as myself but your attidute will not excuse your actions. What is it that you want lowly scum of the earth. Speak up before I set you on fire and watch you dance in the flames."</span> "I just wanted to see who lives here or who is selling this house. Instead I saw a hardcore roleplayer that thinks of himself as a god." <span class="zegrath">"Thou shalt never speaketh in this tone to me, peasant, next time you dare to defy my will, I shall take my swords out of sheath, now, be gone."</span> <<link [[Walk away|House 1.1]]>> <</link>> <<link [[Draw your sword out|Combat remake]]>> <<set $lastVisitedPassage to "House 1">> <<zegrath>><</zegrath>> <<goto "Combat remake">> <</link>> <<else>> "Nothing much... Wanna talk?"<<set _zegrathRNGTxt to kitsuneRNG(1, 100)>> <span class="zegrath">"<<if _zegrathRNGTxt lte 25>>Speak to me? You dare show your foolish self to such great presence? Fine then. Come in.<<elseif _zegrathRNGTxt lte 50>>What is it that I shall enlighten you about, you miserable worm?<<elseif _zegrathRNGTxt lte 75>>What is it that you shall annoy me today with?<<elseif _zegrathRNGTxt lte 100>>Scram. I must feed my wolf.<</if>>"</span> he responds. <<link [[Speak to Zegrath|Zegrath convo 1]]>> <</link>> <<link [[Invite him to your party|Zegrath party]]>> <</link>> <<link [[Never mind|House 1.1]]>> <</link>> <</if>> [[Back|Changelogs and game information]] - Remade every mob to be a widget. That way I can edit mobs easier. - Remade parties to use arrays instead of variables - Mobs have been debuffed a lot. - Rabbits HP: 40 > 35 - Plant monsters HP: 75 > 65 - Skeleton warriors HP: 100 > 90 - Skeletons HP: 134 > 75 - Wolfs HP: 170 > 100 - Baby wolfs HP: 102 > 75 - Theres now a 50% chance to get either oni leather or teeth in the cave - Raised down the small bars room price from 500 to 320 coins - Thanks to a user from the Twine discord server names are now random in the char customization. The code is way better than what i had made too. - Added color to party members in combat so you can have a easier time seeing whos who. - A new party member - Added a path you can make from whitetown to the frozen lake - New effect "IT BURNS!" and it takes 5% of your health every turn - Zegrath has a 25% of setting you on fire - Added a new event (random encounter one) - Added 1 unfinished random encounter on F2 - Finally added a dungeon background - Added a cave background - Changed Zegraths beginner stats (not listing them cuz too lazy) - Mob levels now affect HP and STR in a different way. I added modifiers and depending on what they are the mob stats will change acording to their lvls. HP doesnt get affected a lot. - Added a boss rush challange - Added a book in the library for the mobs of f1 and f2. - Added a blacksmith in Whitewall. - Made a widget for selling items. That way I can chose which shop will let you sell a type of item - Remade the mob rewards to be a widget instead of it being pasted in every single fucking enemy win passage. Ill be still making new passages for new mobs at least for now. - Added Zegraths stats to load for older players - Added a new characters stats - Fixed some bad numeration in links - Fixed killed onis stat not being shown, not being counted for total kills AND not working for older players - Fixed PKing being able to start during combat - Fixed the character portrait expanding by a line when starting a new game. That was cuz i added a extra > on some if statment. Checking code i realized that ive done that on multiple spots. Not sure why the game didnt break on those spots but the extra arrows have been removed everywhere - Fixed a mistake on ShadowScythes death. He isnt meant to turn to dust. That goes for most mobs only. - Fixed gaining fatigue, hunger and fainting in passages like the wardrobe, shopping and others - Fixed the party time counter going up in passages like sleeping, crafting and buying. Ive also disabled it for the forest house cuz im nice. - Fixed a bug where tp pads wont give a background if you are in a town - Fixed XP going bonkers (too long idk what its called lmao my b) when putting stats. - Removed spots where you can get a PK encouner... They were too many IMO NEW ENEMIES: Black wolf [[Back|Changelogs and game information]]<<widget "Boar1" container>>\ <<set $monstername to "wild Boar">> <<set $mobXP to 10>> <<set $mobCoins to 12>> <<set $mobLvl to random(0, 7)>> <<set $STRMobModifier to 2>> <<set $HPMobModifier to 4>> <<set $MonsterHP to 20 + $mobLvl / $HPMobModifier>> <<set $monsterSTR to 5 + $mobLvl / $STRMobModifier>> <<set $monsterDEX to 2>> <</widget>> <<widget "Boar2" container>>\ <<set $monstername to "wild Boar">> <<set $mobXP to 10>> <<set $mobCoins to 14>> <<set $mobLvl to random(3, 9)>> <<set $STRMobModifier to 2>> <<set $HPMobModifier to 3.8>> <<set $MonsterHP to 20 + $mobLvl / $HPMobModifier>> <<set $monsterSTR to 5 + $mobLvl / $STRMobModifier>> <<set $monsterDEX to 2>> <</widget>> <<widget "Rabbit" container>>\ <<set $monstername to "Rabbit">> <<set $mobXP to 30>> <<set $mobCoins to 26>> <<set $mobLvl to random(2, 9)>> <<set $STRMobModifier to 1.6>> <<set $HPMobModifier to 2.4>> <<set $MonsterHP to 35 + $mobLvl / $HPMobModifier>> <<set $monsterSTR to 12 + $mobLvl / $STRMobModifier>> <<set $monsterDEX to 6>> <</widget>> <<widget "PlantMonster" container>>\ <<set $monstername to "Plant monster">> <<set $mobXP to 90>> <<set $mobCoins to 98>> <<set $mobLvl to random(0, 12)>> <<set $STRMobModifier to 2>> <<set $HPMobModifier to 3>> <<set $MonsterHP to 65 + $mobLvl / $HPMobModifier>> <<set $monsterSTR to 22 + $mobLvl / $STRMobModifier>> <<set $monsterDEX to 12>> <</widget>> <<widget "SkeletonWarrior" container>>\ <<set $monstername to "Skeleton warrior">> <<set $mobXP to 150>> <<set $mobCoins to 110>> <<set $mobLvl to random(0, 15)>> <<set $STRMobModifier to 2.2>> <<set $HPMobModifier to 3.4>> <<set $MonsterHP to 90 + $mobLvl / $HPMobModifier>> <<set $monsterSTR to 23 + $mobLvl / $STRMobModifier>> <<set $monsterDEX to 23>> <</widget>> <<widget "Skeleton" container>>\ <<set $monstername to "Skeleton">> <<set $mobXP to 120>> <<set $mobCoins to 90>> <<set $mobLvl to random(4, 8)>> <<set $STRMobModifier to 2.5>> <<set $HPMobModifier to 1.3>> <<set $MonsterHP to 75 + $mobLvl / $HPMobModifier>> <<set $monsterSTR to 56 + $mobLvl / $STRMobModifier>> <<set $monsterDEX to 55>> <</widget>> <<widget "Wolf1" container>>\ <<set $monstername to "White wolf">> <<set $mobXP to 102>> <<set $mobCoins to 92>> <<set $mobLvl to random(0, 12)>> <<set $STRMobModifier to 1.3>> <<set $HPMobModifier to 3>> <<set $MonsterHP to 100 + $mobLvl / $HPMobModifier>> <<set $monsterSTR to 73 + $mobLvl / $STRMobModifier>> <<set $monsterDEX to 27>> <</widget>> <<widget "Wolf2" container>>\ <<set $monstername to "White Wolf Pup">> <<set $mobXP to 73>> <<set $mobCoins to 78>> <<set $mobLvl to random(0, 9)>> <<set $STRMobModifier to 3>> <<set $HPMobModifier to 4>> <<set $MonsterHP to 72 + $mobLvl / $HPMobModifier>> <<set $monsterSTR to 38 + $mobLvl / $STRMobModifier>> <<set $monsterDEX to 6>> <</widget>> <<widget "Wolf3" container>>\ <<set $monstername to "White wolf">> <<set $mobXP to 102>> <<set $mobCoins to 92>> <<set $mobLvl to random(5, 16)>> <<set $STRMobModifier to 1.2>> <<set $HPMobModifier to 2.9>> <<set $MonsterHP to 100 + $mobLvl / $HPMobModifier>> <<set $monsterSTR to 73 + $mobLvl / $STRMobModifier>> <<set $monsterDEX to 27>> <</widget>> <<widget "Wolf4" container>>\ <<set $monstername to "White Wolf Pup">> <<set $mobXP to 73>> <<set $mobCoins to 78>> <<set $mobLvl to random(3, 13)>> <<set $STRMobModifier to 2.5>> <<set $HPMobModifier to 3.5>> <<set $MonsterHP to 72 + $mobLvl / $HPMobModifier>> <<set $monsterSTR to 38 + $mobLvl / $STRMobModifier>> <<set $monsterDEX to 6>> <</widget>> <<widget "Oni" container>>\ <<set $monstername to "Oni">> <<set $mobXP to 220>> <<set $mobCoins to 360>> <<set $mobLvl to random(5, 20)>> <<set $STRMobModifier to 2>> <<set $HPMobModifier to 999>> <<set $MonsterHP to 200 + $mobLvl / $HPMobModifier>> <<set $monsterSTR to 120 + $mobLvl / $STRMobModifier>> <<set $monsterDEX to 16>> <</widget>> <<widget "Oni1" container>>\ <<set $monstername to "Oni">> <<set $mobXP to 220>> <<set $mobCoins to 360>> <<set $mobLvl to random(5, 20)>> <<set $STRMobModifier to 2>> <<set $HPMobModifier to 999>> <<set $MonsterHP to 200 + $mobLvl / $HPMobModifier>> <<set $monsterSTR to 120 + $mobLvl / $STRMobModifier>> <<set $monsterDEX to 999>> <</widget>> <<widget "BlackWolf" container>>\ <<set $monstername to "Black wolf">> <<set $mobXP to 500>> <<set $mobCoins to 721>> <<set $mobLvl to random(10, 20)>> <<set $STRMobModifier to 2>> <<set $HPMobModifier to 3>> <<set $MonsterHP to 300 + $mobLvl / $HPMobModifier>>>> <<set $monsterSTR to 165 + $mobLvl / $STRMobModifier>> <<set $monsterDEX to 35>> <</widget>> <<widget "pk1" container>>\ <<set $randomEncounter4 to random(100)>> <<set $STRMobModifier to 2>> <<set $HPMobModifier to 999>> <<if $randomEncounter4 lte 15>> <<set $monstername to "PKer">> <<set $mobLvl to random(20)>> <<set $MonsterHP to 400 + $mobLvl / $HPMobModifier>> <<set $monsterSTR to 13 + $mobLvl / $STRMobModifier>> <<set $monsterDEX to 3>> <<elseif $randomEncounter4 lte 30>> <<set $monstername to "PKer">> <<set $mobLvl to random(25)>> <<set $MonsterHP to 45 + $mobLvl / $HPMobModifier>> <<set $monsterSTR to 35 + $mobLvl / $STRMobModifier>> <<set $monsterDEX to 0>> <<elseif $randomEncounter4 lte 45>> <<set $monstername to "PKer">> <<set $mobLvl to random(15)>> <<set $MonsterHP to 250 + $mobLvl / $HPMobModifier>> <<set $monsterSTR to 10 + $mobLvl / $STRMobModifier>> <<set $monsterDEX to 10>> <<elseif $randomEncounter4 lte 60>> <<set $monstername to "PKer">> <<set $mobLvl to random(35)>> <<set $MonsterHP to 500 + $mobLvl / $HPMobModifier>> <<set $monsterSTR to 58 + $mobLvl / $STRMobModifier>> <<set $monsterDEX to 12>> <<elseif $randomEncounter4 lte 100>> <<set $monstername to "PKer">> <<set $mobLvl to random(30)>> <<set $MonsterHP to 350 + $mobLvl / $HPMobModifier>>>> <<set $monsterSTR to 60 + $mobLvl / $STRMobModifier>> <<set $monsterDEX to 0>> <</if>> <</widget>> <<widget "shadowScythe" container>>\ <<set $monstername to "ShadowScythe">> <<set $mobLvl to $ShadLevel>> <<set $STRMobModifier to 2>> <<set $HPMobModifier to 999>> <<set $MonsterHP to $MaxHPShadowScythe/1.3>> <<set $monsterSTR to ($weaponDMGShadowScythe + $STRShadowScythe + $DEF + $armorDEF) + $mobLvl / $STRMobModifier>> <<set $monsterDEX to $DEXShadowScythe>> <</widget>> <<widget "zegrath" container>>\ <<set $monstername to "Zegrath">> <<set $mobLvl to $zegLevel>> <<set $STRMobModifier to 2>> <<set $HPMobModifier to 999>> <<set $MonsterHP to $MaxHPZegrath/2>> <<set $monsterSTR to $STRZegrath*2.5 +$weaponDMGZegrath + $mobLvl / $STRMobModifier>> <<set $monsterDEX to $DEFZegrath*3>> <</widget>> <<widget "marcellus" container>>\ <<set $monstername to "Love4Mary">> <<set $mobLvl to $marcyLevel>> <<set $STRMobModifier to 2>> <<set $HPMobModifier to 999>> <<set $MonsterHP to $MaxHPMarcellus/2>> <<set $monsterSTR to $STRMarcellus + $weaponDMGMarcellus + $mobLvl / $STRMobModifier>> <<set $monsterDEX to $DEXMarcellus*2>> <</widget>> <<widget "BoulderGuardian" container>>\ <<set $monstername to "Boulder guardian">> <<set $mobXP to 280>> <<set $mobCoins to 421>> <<set $mobLvl to random(8, 25)>> <<set $STRMobModifier to 1.4>> <<set $HPMobModifier to 3.2>> <<set $MonsterHP to 120 + $mobLvl / $HPMobModifier>> <<set $monsterSTR to 190 + $mobLvl / $STRMobModifier>> <<set $monsterDEX to 5>> <</widget>> <<widget "PoisonousLizard" container>>\ <<set $monstername to "Poisonous lizard">> <<set $mobXP to 330>> <<set $mobCoins to 284>> <<set $mobLvl to random(5, 21)>> <<set $STRMobModifier to 1.7>> <<set $HPMobModifier to 5.2>> <<set $MonsterHP to 220 + $mobLvl / $HPMobModifier>> <<set $monsterSTR to 100 + $mobLvl / $STRMobModifier>> <<set $monsterDEX to 26>> <</widget>> <<widget "Mimic1" container>>\ <<set $monstername to "Glowing chest">> <<set $mobXP to 1>> <<set $mobCoins to 1>> <<set $mobLvl to random(0, 1)>> <<set $STRMobModifier to 3>> <<set $HPMobModifier to 2>> <<set $MonsterHP to 300 + $mobLvl / $HPMobModifier>> <<set $monsterSTR to 180 + $mobLvl / $STRMobModifier>> <<set $monsterDEX to 35>> <</widget>> /*FLOOR BOSSES*/ <<widget "deathlord" container>>\ <<set $mobLvl to random(15, 25)>> <<set $STRMobModifier to 2>> <<set $MonsterHP to 350>> <<if $bossRush == 1>> <<set $MonsterHP to 350/2>> <</if>> <<set $monsterSTR to 133 + $mobLvl / $STRMobModifier>> <<set $monsterDEX to 999>> <<set $monstername to "Deathlord">> <</widget>> <<widget "boldegar" container>>\ <<set $mobXP to 2280>> <<set $mobCoins to 3138>> <<set $mobLvl to random(18, 29)>> <<set $STRMobModifier to 2>> <<set $MonsterHP to 750>> <<if $bossRush == 2>> <<set $MonsterHP to 750/2>> <</if>> <<set $monsterSTR to 254 + $mobLvl / $STRMobModifier>> <<set $monsterDEX to 999>> <<set $monstername to "Boldegar">> <</widget>>You walk down the cave and open the door. <<if $blackWolfDead == false>>\ $wolfName looks at you excited. She goes inside the room and lays on the center of it. There seems to be a huge dark blue bed. It looks clean. Around you theres a big plate, a fountain coming from the wall in which water flows. Below you theres a carpet covering the entire floor. Its REALLY comfortable and its white. You assume its from white wolves. There is also a lot of toys made out of wood and Oni skin. You can: <<link [[Check her stats|Stats wolf]]>> <</link>> <<link [[Add her to your party|Cave 2.2]]>> <<run $partyMembers.push($wolfName)>> <</link>> <<link "Spend time with $wolfName">> <<goto "Wolf convo">> <</link>> Directions: 1. <<link [[Go back|Cave 2.1]]>> <<dateadd "2m">> <</link>> <<elseif $blackWolfDead == true>>\ You enter the room, there seems to be a huge dark blue bed. It looks clean. Around you theres a big plate, a fountain coming from the wall in which water flows. Below you theres a carpet covering the entire floor. Its REALLY comfortable and its white. You assume its from white wolfes. There is also a lot of toys made out of wood and Oni skin. 1. <<link [[Go back|Cave 2.1]]>> <<dateadd "2m">> <</link>> <</if>>You can see a black wolf in the distance. It seems to have noticed you too. The wolf starts running to you. 1. <<link [[Fight it|Combat remake]]>> <<BlackWolf>> <</BlackWolf>> <<set $wolfTame to 0>> <<set $blackWolfDead to false>> <<set $lastVisitedPassage to "Cave 2.1">> <</link>> 2. <<link [[Run away|Cave 2.1]]>> <</link>>You killed the black wolf and won the battle, gaining <<print ($mobLvl * 5 + $mobXP).toFixed(0)>> XP and $mobCoins Coins. <<EventCurrencies>>\ <<link "Go back">> <<goto $lastVisitedPassage>> <<set $blackWolfDead to true>> <<MobRewards>> <</link>>The Black wolf stops. It seems to be wagging its tail and it looks happy. Did it really take 3 ragout meat to tame that wolf? It comes to you and lays on the floor. It looks like it wants a pat. You pat the dog and it rolls over. You see that its a girl and that its a bit bigger than you are... You wonder if you can ride her. So what will the name of your wolf be? <<textbox "$wolfName" "Black wolf">> <<link [[Continue|Wolf tame 2]]>> <<set $wolfTamed to true>> <</link>>You call $wolfName. She looks confused but then seems to realize that you named her. She is happy. <<link "Continue">> <<run $partyMembers.push($wolfName)>> <<set $partyON to true>> <<set $wolfSTR to 20>> <<set $wolfMaxHP to 750>> <<set $wolfCurHP to 750>> <<set $wolfMaxSTM to 200>> <<set $wolfCurSTM to 200>> <<set $wolfINT to 5>> <<set $wolfDEF to 7>> <<set $wolfDEX to 4>> <<set $wolfTimeOut to 0>> <<set $wolfSTRgoal to 0>> <<set $wolfSTRgoalMax to 10>> <<set $wolfINTgoal to 0>> <<set $wolfINTgoalMax to 10>> <<set $wolfDEXgoal to 0>> <<set $wolfDEXgoalMax to 10>> <<set $wolfDEFgoal to 0>> <<set $wolfDEFgoalMax to 10>> <<goto $lastVisitedPassage>> <</link>>$wolfName's stats: HP: $wolfCurHP/$wolfMaxHP STM: $wolfCurSTM/$wolfMaxSTM <<link [[Refresh|Stats wolf]]>><</link>> STR: $wolfSTR | needed <<print $wolfSTRgoalMax.toFixed(0) - $wolfSTRgoal.toFixed(0)>> meat until stat level up Boar: <<link "+1">> <<if $boarMeat >= 1>> <<set $boarMeat -= 1>> <<set $wolfSTRgoal += 1>> <<goto "Stats wolf">> <<elseif $boarMeat <= 0>> <<script>> UI.alert("You dont have enough meat!"); <</script>> <</if>> <</link>> | <<link "+5">> <<if $boarMeat >= 5>> <<set $boarMeat -= 5>> <<set $wolfSTRgoal += 5>> <<goto "Stats wolf">> <<elseif $boarMeat <= 4>> <<script>> UI.alert("You dont have enough meat!"); <</script>> <</if>> <</link>> | <<link "+10">> <<if $boarMeat >= 10>> <<set $boarMeat -= 10>> <<set $wolfSTRgoal += 10>> <<goto "Stats wolf">> <<elseif $boarMeat <= 9>> <<script>> UI.alert("You dont have enough meat!"); <</script>> <</if>> <</link>> | <<link "All">> <<if $boarMeat >= 1>> <<set $wolfSTRgoal += $boarMeat>> <<set $boarMeat -= $boarMeat>> <<goto "Stats wolf">> <<elseif $boarMeat <= 0>> <<script>> UI.alert("You dont have any meat!"); <</script>> <</if>> <</link>> Ragout: <<link "+1">> <<if $ragoutMeat >= 1>> <<set $ragoutMeat -= 1>> <<set $wolfSTRgoal += 1>> <<goto "Stats wolf">> <<elseif $ragoutMeat <= 0>> <<script>> UI.alert("You dont have enough meat!"); <</script>> <</if>> <</link>> | <<link "+5">> <<if $ragoutMeat >= 5>> <<set $ragoutMeat -= 5>> <<set $wolfSTRgoal += 5>> <<goto "Stats wolf">> <<elseif $ragoutMeat <= 4>> <<script>> UI.alert("You dont have enough meat!"); <</script>> <</if>> <</link>> | <<link "+10">> <<if $ragoutMeat >= 10>> <<set $ragoutMeat -= 10>> <<set $wolfSTRgoal += 10>> <<goto "Stats wolf">> <<elseif $ragoutMeat <= 9>> <<script>> UI.alert("You dont have enough meat!"); <</script>> <</if>> <</link>> | <<link "All">> <<if $ragoutMeat >= 1>> <<set $wolfSTRgoal += $ragoutMeat>> <<set $ragoutMeat -= $ragoutMeat>> <<goto "Stats wolf">> <<elseif $ragoutMeat <= 0>> <<script>> UI.alert("You dont have any meat!"); <</script>> <</if>> <</link>> DEF: $wolfDEF | needed <<print $wolfDEFgoalMax.toFixed(0) - $wolfDEFgoal.toFixed(0)>> meat until stat level up Boar: <<link "+1">> <<if $boarMeat >= 1>> <<set $boarMeat -= 1>> <<set $wolfDEFgoal += 1>> <<goto "Stats wolf">> <<elseif $boarMeat <= 0>> <<script>> UI.alert("You dont have enough meat!"); <</script>> <</if>> <</link>> | <<link "+5">> <<if $boarMeat >= 5>> <<set $boarMeat -= 5>> <<set $wolfDEFgoal += 5>> <<goto "Stats wolf">> <<elseif $boarMeat <= 4>> <<script>> UI.alert("You dont have enough meat!"); <</script>> <</if>> <</link>> | <<link "+10">> <<if $boarMeat >= 10>> <<set $boarMeat -= 10>> <<set $wolfDEFgoal += 10>> <<goto "Stats wolf">> <<elseif $boarMeat <= 9>> <<script>> UI.alert("You dont have enough meat!"); <</script>> <</if>> <</link>> | <<link "All">> <<if $boarMeat >= 1>> <<set $wolfDEFgoal += $boarMeat>> <<set $boarMeat -= $boarMeat>> <<goto "Stats wolf">> <<elseif $boarMeat <= 0>> <<script>> UI.alert("You dont have any meat!"); <</script>> <</if>> <</link>> Ragout: <<link "+1">> <<if $ragoutMeat >= 1>> <<set $ragoutMeat -= 1>> <<set $wolfDEFgoal += 1>> <<goto "Stats wolf">> <<elseif $ragoutMeat <= 0>> <<script>> UI.alert("You dont have enough meat!"); <</script>> <</if>> <</link>> | <<link "+5">> <<if $ragoutMeat >= 5>> <<set $ragoutMeat -= 5>> <<set $wolfDEFgoal += 5>> <<goto "Stats wolf">> <<elseif $ragoutMeat <= 4>> <<script>> UI.alert("You dont have enough meat!"); <</script>> <</if>> <</link>> | <<link "+10">> <<if $ragoutMeat >= 10>> <<set $ragoutMeat -= 10>> <<set $wolfDEFgoal += 10>> <<goto "Stats wolf">> <<elseif $ragoutMeat <= 9>> <<script>> UI.alert("You dont have enough meat!"); <</script>> <</if>> <</link>> | <<link "All">> <<if $ragoutMeat >= 1>> <<set $wolfDEFgoal += $ragoutMeat>> <<set $ragoutMeat -= $ragoutMeat>> <<goto "Stats wolf">> <<elseif $ragoutMeat <= 0>> <<script>> UI.alert("You dont have any meat!"); <</script>> <</if>> <</link>> DEX: $wolfDEX | needed <<print $wolfDEXgoalMax.toFixed(0) - $wolfDEXgoal.toFixed(0)>> meat until stat level up Boar: <<link "+1">> <<if $boarMeat >= 1>> <<set $boarMeat -= 1>> <<set $wolfDEXgoal += 1>> <<goto "Stats wolf">> <<elseif $boarMeat <= 0>> <<script>> UI.alert("You dont have enough meat!"); <</script>> <</if>> <</link>> | <<link "+5">> <<if $boarMeat >= 5>> <<set $boarMeat -= 5>> <<set $wolfDEXgoal += 5>> <<goto "Stats wolf">> <<elseif $boarMeat <= 4>> <<script>> UI.alert("You dont have enough meat!"); <</script>> <</if>> <</link>> | <<link "+10">> <<if $boarMeat >= 10>> <<set $boarMeat -= 10>> <<set $wolfDEXgoal += 10>> <<goto "Stats wolf">> <<elseif $boarMeat <= 9>> <<script>> UI.alert("You dont have enough meat!"); <</script>> <</if>> <</link>> | <<link "All">> <<if $boarMeat >= 1>> <<set $wolfDEXgoal += $boarMeat>> <<set $boarMeat -= $boarMeat>> <<goto "Stats wolf">> <<elseif $boarMeat <= 0>> <<script>> UI.alert("You dont have any meat!"); <</script>> <</if>> <</link>> Ragout: <<link "+1">> <<if $ragoutMeat >= 1>> <<set $ragoutMeat -= 1>> <<set $wolfDEXgoal += 1>> <<goto "Stats wolf">> <<elseif $ragoutMeat <= 0>> <<script>> UI.alert("You dont have enough meat!"); <</script>> <</if>> <</link>> | <<link "+5">> <<if $ragoutMeat >= 5>> <<set $ragoutMeat -= 5>> <<set $wolfDEXgoal += 5>> <<goto "Stats wolf">> <<elseif $ragoutMeat <= 4>> <<script>> UI.alert("You dont have enough meat!"); <</script>> <</if>> <</link>> | <<link "+10">> <<if $ragoutMeat >= 10>> <<set $ragoutMeat -= 10>> <<set $wolfDEXgoal += 10>> <<goto "Stats wolf">> <<elseif $ragoutMeat <= 9>> <<script>> UI.alert("You dont have enough meat!"); <</script>> <</if>> <</link>> | <<link "All">> <<if $ragoutMeat >= 1>> <<set $wolfDEXgoal += $ragoutMeat>> <<set $ragoutMeat -= $ragoutMeat>> <<goto "Stats wolf">> <<elseif $ragoutMeat <= 0>> <<script>> UI.alert("You dont have any meat!"); <</script>> <</if>> <</link>> INT: $wolfINT | needed <<print $wolfINTgoalMax.toFixed(0) - $wolfINTgoal.toFixed(0)>> meat until stat level up Boar: <<link "+1">> <<if $boarMeat >= 1>> <<set $boarMeat -= 1>> <<set $wolfINTgoal += 1>> <<goto "Stats wolf">> <<elseif $boarMeat <= 0>> <<script>> UI.alert("You dont have enough meat!"); <</script>> <</if>> <</link>> | <<link "+5">> <<if $boarMeat >= 5>> <<set $boarMeat -= 5>> <<set $wolfINTgoal += 5>> <<goto "Stats wolf">> <<elseif $boarMeat <= 4>> <<script>> UI.alert("You dont have enough meat!"); <</script>> <</if>> <</link>> | <<link "+10">> <<if $boarMeat >= 10>> <<set $boarMeat -= 10>> <<set $wolfINTgoal += 10>> <<goto "Stats wolf">> <<elseif $boarMeat <= 9>> <<script>> UI.alert("You dont have enough meat!"); <</script>> <</if>> <</link>> | <<link "All">> <<if $boarMeat >= 1>> <<set $wolfINTgoal += $boarMeat>> <<set $boarMeat -= $boarMeat>> <<goto "Stats wolf">> <<elseif $boarMeat <= 0>> <<script>> UI.alert("You dont have any meat!"); <</script>> <</if>> <</link>> Ragout: <<link "+1">> <<if $ragoutMeat >= 1>> <<set $ragoutMeat -= 1>> <<set $wolfINTgoal += 1>> <<goto "Stats wolf">> <<elseif $ragoutMeat <= 0>> <<script>> UI.alert("You dont have enough meat!"); <</script>> <</if>> <</link>> | <<link "+5">> <<if $ragoutMeat >= 5>> <<set $ragoutMeat -= 5>> <<set $wolfINTgoal += 5>> <<goto "Stats wolf">> <<elseif $ragoutMeat <= 4>> <<script>> UI.alert("You dont have enough meat!"); <</script>> <</if>> <</link>> | <<link "+10">> <<if $ragoutMeat >= 10>> <<set $ragoutMeat -= 10>> <<set $wolfINTgoal += 10>> <<goto "Stats wolf">> <<elseif $ragoutMeat <= 9>> <<script>> UI.alert("You dont have enough meat!"); <</script>> <</if>> <</link>> | <<link "All">> <<if $ragoutMeat >= 1>> <<set $wolfINTgoal += $ragoutMeat>> <<set $ragoutMeat -= $ragoutMeat>> <<goto "Stats wolf">> <<elseif $ragoutMeat <= 0>> <<script>> UI.alert("You dont have any meat!"); <</script>> <</if>> <</link>> <<link [[Go back|Cave 2.2]]>> <</link>>$wolfName is staying on her bed. She looks at you and her tail starts wagging. 1. <<link [[Pet her|Wolf convo 1]]>> <<dateadd "2m">> <</link>> 2. <<link [[Play with her|Wolf convo 2]]>> <<dateadd "5m">> <</link>> 3. <<link [[Nevermind|Cave 2.2]]>> <<dateadd "1m">> <</link>>You decide to pet $wolfName. You pat her on the head and then she turns around demanding belly scratches. You give her what she wants. She looks happy. <<link [[Continue|Wolf convo]]>> <<set $CurFear -= 1>> <</link>>You grab a toy from the floor. $wolfName looks at you excited. She jumps out of her bed and you throw the toy across the room. She rushes to it grabbing it mid air and brings it back to you. You do this for 5 minutes. <<link [[Continue|Wolf convo]]>> <<set $CurFear -= 3>> <</link>>You pick up the book and start reading it. To learn skills you need to have a really good understanding of Evese. For that you have to have to translate and memorize whatever you must translate from this book. Good luck adventurer. You see the text changing to some thing else... <<if $translate lte 10>> Text 1 text 2 <<elseif $translateRNG lte 20>> test wtes <<elseif $translateRNG lte 30>> wiafkaf <<elseif $translateRNG lte 40>> 3ifaf <<elseif $translateRNG lte 50>> a <<elseif $translateRNG lte 60>> va <<elseif $translateRNG lte 70>> bal <<elseif $translateRNG lte 80>> basa <<elseif $translateRNG lte 90>> basad <<elseif $translateRNG lte 100>> aaaa <</if>> <<link [[Library 1]]>> <</link>>-------------------------------------- \<center>YOUR SKILLS: $combatSkills -------------------------------------- \You have $SP Skill points.</center>\ <<if $combatSkills.includes("Do nothing") == true>>\ Lvl 1 stamina regen: <<link [[3 points to level up|Skill points]]>> <<if $SP >= 3>> <<set $SP -= 3>> <<run $combatSkills.push("Do nothing+")>> <<run $combatSkills.delete("Do nothing")>> <</if>><</link>> <<elseif $combatSkills.includes("Do nothing+") == true>>\ Lvl 2 stamina regen: <<link [[8 points to level up|Skill points]]>> <<if $SP >= 8>> <<set $SP -= 8>> <<run $combatSkills.push("Do nothing++")>> <<run $combatSkills.delete("Do nothing+")>> <</if>><</link>> <</if>>\ <<if $combatSkills.includes("Stab") == true>>\ Lvl 1 stab: <<link [[4 points to level up|Skill points]]>> <<if $SP >= 4>> <<set $SP -= 4>> <<run $combatSkills.push("Stab+")>> <<run $combatSkills.delete("Stab")>> <</if>><</link>> <<elseif $combatSkills.includes("Stab+") == true>>\ Lvl 2 stab: <<link [[10 points to level up|Skill points]]>> <<if $SP >= 10>> <<set $SP -= 10>> <<run $combatSkills.push("Stab++")>> <<run $combatSkills.delete("Stab+")>> <</if>><</link>> <</if>>\ <<if $combatSkills.includes("Charge") == true>>\ Lvl 1 charge: <<link [[5 points to level up|Skill points]]>> <<if $SP >= 5>> <<set $SP -= 5>> <<run $combatSkills.push("Charge+")>> <<run $combatSkills.delete("Charge")>> <</if>><</link>> <<elseif $combatSkills.includes("Charge+") == true>>\ Lvl 2 charge: <<link [[11 points to level up|Skill points]]>> <<if $SP >= 11>> <<set $SP -= 11>> <<run $combatSkills.push("Charge++")>> <<run $combatSkills.delete("Charge+")>> <</if>><</link>> <</if>>\ -------------------------------------- \<center><<link [[Close|Library 1]]>> <</link>></center>\ --------------------------------------Welcome to the boss rush gamemode. For a start you will get 5 points, 2.5k coins and items of your own choice listed down below. Shops will be open at any time. You won't have party members. You will fight every floor boss that is added to the game. Secret names HIGHLY recommended Bosses will also have half their HP so its more fair. Choose your weapon: <label><<radiobutton "_weaponChoice" "Sword">> Copper sword</label> <label><<radiobutton "_weaponChoice" "Sword and shield">> Copper sword and shield</label> <label><<radiobutton "_weaponChoice" "Rapier">> Copper rapier</label> <label><<radiobutton "_weaponChoice" "Heavy sword">> Copper heavy sword</label> Choose armor type: <label><<radiobutton "_armorChoice" "Light">> Light</label> <label><<radiobutton "_armorChoice" "Heavy">> Heavy</label> Choose a bonus item: <label><<radiobutton "_bonusChoice" "Cape">> Cape</label> <label><<radiobutton "_bonusChoice" "HP">> 3 HP potions</label> <label><<radiobutton "_bonusChoice" "STM">> 3 STM potions</label> <label><<radiobutton "_bonusChoice" "Bread">> 20 bread</label> <<link [[Continue|Boss rush main room]]>> <<if _weaponChoice is "Sword">> <<set $sword1 to true>> <<elseif _weaponChoice is "Sword and shield">> <<set $swordnshield1 to true>> <<elseif _weaponChoice is "Rapier">> <<set $rapier1 to true>> <<elseif _weaponChoice is "Heavy sword">> <<set $heavysword1 to true>> <</if>> <<if _armorChoice is "Light">> <<set $leatherCP to true>> <<set $leatherP to true>> <<set $leatherB to true>> <<elseif _armorChoice is "Heavy">> <<set $leatherHCP to true>> <<set $leatherHP to true>> <<set $leatherHB to true>> <</if>> <<if _bonusChoice is "Cape">> <<set $cape1 to true>> <<elseif _bonusChoice is "STM">> <<set $stmPOT += 3>> <<elseif _bonusChoice is "HP">> <<set $hpPOT += 3>> <<elseif _bonusChoice is "Bread">> <<set $bread += 20>> <</if>> <<set $Coins += 2500>> <<set $Points += 5>> <<set $bossRush to 1>> <<dateset "1h 0m 1d 0mo 1y">> <<set $location to "dungeon">> <<if $gamename is "yelyel">> <<set $outfit1 to true>> <<set $isShirtOn = "Outfit 1">> <<set $armorDEF += 1>> <</if>> <<if $gamename is "ImFatRat">> <<set $outfit3 to true>> <<set $isShirt1On = "Outfit 3">> <<set $armorDEF += 1>> <</if>> <<if $gamename is "Morgana">> <<set $outfit2 to true>> <<set $isShirtOn = "Outfit 2">> <<set $maxStamina += 25>> <</if>> <<if $gamename is "Gremlin">> <<set $outfit4 to true>> <<set $isShirtOn = "Outfit 4">> <<set $Points += 2>> <</if>> <<if $gamename is "TechnoBen">> <<set $outfit5 to true>> <<set $isShirtOn = "Outfit 5">> <<set $maxStamina += 50>> <<set $armorDEF += 3>> <</if>> <<if $gamename is "Nny">> <<set $outfit6 to true>> <<set $isShirt1On = "Outfit 6">> <<set $MaxHP += 100>> <</if>> <<if $gamename is "Shadow_Fang">> <<set $outfit7 to true>> <<set $isShirtOn = "Outfit 7">> <<set $maxStamina += 25>> <<set $armorDEF += 1>> <</if>> <<if $gamename is "Toru">> <<set $hairColor to "Long brown 2">> <<set $cape3 to true>> <<set $isCapeOn = "Mysteriously vague poncho">> <<set $pants3 to true>> <<set $isPantsOn = "White pants">> <<set $MaxHP += 10>> <<set $maxStamina += 25>> <</if>> <<if $gamename is "irfanrein">> <<set $outfit8 to true>> <<set $isShirt1On = "Outfit 8">> <<set $armorDEF += 2.5>> <</if>> <<if $gamename is "GlazingLotl">> <<set $outfit9 to true>> <<set $isShirtOn = "Outfit 9">> <<set $INT -= 1>> <</if>> <</link>>You are standing inside of the main lobby of the Boss rush gamemode. You can: <<link [[Check out the shop|Boss rush shop]]>> <</link>> <<link [[Check out the weapon shop|Boss rush weapon shop]]>> <</link>> <<link [[Check out the armor shop|Boss rush armor shop]]>> <</link>> <<link [[Check out the tailor|Boss rush tailor]]>> <</link>> <<link [[Check out the hair stylist|Boss rush hair]]>> <</link>> <<link [[Sleep on the floor|Sleep 2]]>> <<set $lastVisitedPassage1 to "Boss rush main room">> <</link>> <<link [[Wardrobe|Wardrobe]]>> <<set $lastVisitedPassage1 to "Boss rush main room">> <</link>> <<link [[Open the stats menu|Stat points]]>> <<set $lastVisitedPassage1 to "Boss rush main room">> <</link>> <<link [[ENTER THE BOSS ROOM|Boss rush boss room]]>> <</link>><<nobr>><h2>Potions:</h2><</nobr>> <<button "Buy health potion | 48 coins">> <<if $Coins >= 48>> <<set $hpPOT += 1>> <<goto "Boss rush shop">> <<set $Coins -= 48>> <<elseif $Coins <= 47>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a tier 2 health potion | 87 coins">> <<if $Coins >= 87>> <<set $hpPOT1 += 1>> <<goto "Boss rush shop">> <<set $Coins -= 87>> <<elseif $Coins <= 86>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy stamina potion | 56 coins">> <<if $Coins >= 56>> <<set $stmPOT += 1>> <<goto "Boss rush shop">> <<set $Coins -= 56>> <<elseif $Coins <= 55>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<nobr>><h2>Food/Ingredients:</h2><</nobr>> <<button "Buy bread | 21 coins">> <<if $Coins >= 21>> <<set $bread += 1>> <<goto "Boss rush shop">> <<set $Coins -= 21>> <<elseif $Coins <= 20>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a carrot | 6 coins">> <<if $Coins >= 6>> <<set $carrot += 1>> <<goto "Boss rush shop">> <<set $Coins -= 6>> <<elseif $Coins <= 5>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a mushroom | 9 coins">> <<if $Coins >= 9>> <<set $mushroom += 1>> <<goto "Boss rush shop">> <<set $Coins -= 9>> <<elseif $Coins <= 8>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy mayonnaise | 23 coins">> <<if $Coins >= 23>> <<set $mayonnaise += 1>> <<goto "Boss rush shop">> <<set $Coins -= 23>> <<elseif $Coins <= 22>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> [[Go back|Boss rush main room]]<<button "Buy a copper sword | 132 coins">> <<if $Coins >= 132>> <<set $sword1 to true>> <<set $Coins -= 132>> <<goto "Boss rush weapon shop">> <<elseif $Coins <= 131>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a copper short sword with a shield | 132 coins">> <<if $Coins >= 132>> <<set $swordnshield1 to true>> <<set $Coins -= 132>> <<goto "Boss rush weapon shop">> <<elseif $Coins <= 131>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a copper rapier | 134 coins">> <<if $Coins >= 134>> <<set $rapier1 to true>> <<set $Coins -= 134>> <<goto "Boss rush weapon shop">> <<elseif $Coins <= 133>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a copper heavy sword | 156 coins">> <<if $Coins >= 156>> <<set $heavysword1 to true>> <<set $Coins -= 156>> <<goto "Boss rush weapon shop">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy an iron sword | 993 coins">> <<if $Coins >= 993>> <<set $sword4 to true>> <<set $Coins -= 993>> <<goto "Boss rush weapon shop">> <<elseif $Coins <= 992>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy an iron short sword with a shield | 993 coins">> <<if $Coins >= 993>> <<set $swordnshield4 to true>> <<set $Coins -= 993>> <<goto "Boss rush weapon shop">> <<elseif $Coins <= 992>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy an iron rapier | 1000 coins">> <<if $Coins >= 1000>> <<set $rapier4 to true>> <<set $Coins -= 1000>> <<goto "Boss rush weapon shop">> <<elseif $Coins <= 999>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy an iron heavy sword | 1056 coins">> <<if $Coins >= 1056>> <<set $heavysword4 to true>> <<set $Coins -= 1056>> <<goto "Boss rush weapon shop">> <<elseif $Coins <= 1055>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> [[Go back|Boss rush main room]] <<button "Buy leather chesplate | 120 coins">> <<if $Coins >= 120>> <<set $leatherCP to true>> <<set $Coins -= 120>> <<goto "Boss rush armor shop">> <<elseif $Coins <= 119>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy leather pants | 112 coins">> <<if $Coins >= 112>> <<set $leatherP to true>> <<set $Coins -= 112>> <<goto "Boss rush armor shop">> <<elseif $Coins <= 111>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy leather boots | 98 coins">> <<if $Coins >= 98>> <<set $leatherB to true>> <<set $Coins -= 98>> <<goto "Boss rush armor shop">> <<elseif $Coins <= 97>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy hardened leather chestplate | 175 coins">> <<if $Coins >= 175>> <<set $leatherHCP to true>> <<set $Coins -= 175>> <<goto "Boss rush armor shop">> <<elseif $Coins <= 174>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy hardened leather pants | 157 coins">> <<if $Coins >= 157>> <<set $leatherHP to true>> <<set $Coins -= 157>> <<goto "Boss rush armor shop">> <<elseif $Coins <= 156>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy hardened leather boots | 123 coins">> <<if $Coins >= 123>> <<set $leatherHB to true>> <<set $Coins -= 123>> <<goto "Boss rush armor shop">> <<elseif $Coins <= 122>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a iron breastplate | 1050 coins">> <<if $Coins >= 1050>> <<set $ironBP to true>> <<set $Coins -= 1050>> <<goto "Boss rush armor shop">> <<elseif $Coins <= 1049>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy iron guards | 998 coins">> <<if $Coins >= 998>> <<set $ironGuards to true>> <<set $Coins -= 998>> <<goto "Boss rush armor shop">> <<elseif $Coins <= 997>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy iron feet guards | 957 coins">> <<if $Coins >= 957>> <<set $ironFG to true>> <<set $Coins -= 957>> <<goto "Boss rush armor shop">> <<elseif $Coins <= 956>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy iron armor | 1115 coins">> <<if $Coins >= 1115>> <<set $ironCP to true>> <<set $Coins -= 1115>> <<goto "Boss rush armor shop">> <<elseif $Coins <= 1114>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy iron pants | 1127 coins">> <<if $Coins >= 1127>> <<set $ironP to true>> <<set $Coins -= 1127>> <<goto "Boss rush armor shop">> <<elseif $Coins <= 1126>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy iron boots | 1113 coins">> <<if $Coins >= 1113>> <<set $ironB to true>> <<set $Coins -= 1113>> <<goto "Boss rush armor shop">> <<elseif $Coins <= 1112>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> [[Go back|Boss rush main room]]<<button "Buy a red cape | 150 coins">> <<if $Coins >= 150>> <<set $cape1 to true>> <<set $Coins -= 150>> <<goto "Boss rush tailor">> <<elseif $Coins <= 149>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a blue shirt | 25 coins">> <<if $Coins >= 25>> <<set $shirt1 to true>> <<set $Coins -= 25>> <<goto "Boss rush tailor">> <<elseif $Coins <= 24>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a red shirt | 25 coins">> <<if $Coins >= 25>> <<set $shirt1 to true>> <<set $Coins -= 25>> <<goto "Boss rush tailor">> <<elseif $Coins <= 24>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a green shirt | 25 coins">> <<if $Coins >= 25>> <<set $shirt3 to true>> <<set $Coins -= 25>> <<goto "Boss rush tailor">> <<elseif $Coins <= 24>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a pink shirt | 25 coins">> <<if $Coins >= 25>> <<set $shirt4 to true>> <<set $Coins -= 25>> <<goto "Boss rush tailor">> <<elseif $Coins <= 24>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a white shirt | 25 coins">> <<if $Coins >= 25>> <<set $shirt5 to true>> <<set $Coins -= 25>> <<goto "Boss rush tailor">> <<elseif $Coins <= 24>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a black shirt | 25 coins">> <<if $Coins >= 25>> <<set $shirt6 to true>> <<set $Coins -= 25>> <<goto "Boss rush tailor">> <<elseif $Coins <= 24>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a blue open shoulder shirt | 25 coins">> <<if $Coins >= 25>> <<set $shirt7 to true>> <<set $Coins -= 25>> <<goto "Boss rush tailor">> <<elseif $Coins <= 24>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a red open shoulder shirt | 25 coins">> <<if $Coins >= 25>> <<set $shirt8 to true>> <<set $Coins -= 25>> <<goto "Boss rush tailor">> <<elseif $Coins <= 24>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a green open shoulder shirt | 25 coins">> <<if $Coins >= 25>> <<set $shirt9 to true>> <<set $Coins -= 25>> <<goto "Boss rush tailor">> <<elseif $Coins <= 24>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a pink open shoulder shirt | 25 coins">> <<if $Coins >= 25>> <<set $shirt10 to true>> <<set $Coins -= 25>> <<goto "Boss rush tailor">> <<elseif $Coins <= 24>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a white open shoulder shirt | 25 coins">> <<if $Coins >= 25>> <<set $shirt11 to true>> <<set $Coins -= 25>> <<goto "Boss rush tailor">> <<elseif $Coins <= 24>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a black open shoulder shirt | 25 coins">> <<if $Coins >= 25>> <<set $shirt12 to true>> <<set $Coins -= 25>> <<goto "Boss rush tailor">> <<elseif $Coins <= 24>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy pants | 25 coins">> <<if $Coins >= 25>> <<set $pants1 to true>> <<set $Coins -= 25>> <<goto "Boss rush tailor">> <<elseif $Coins <= 24>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy gray pants | 25 coins">> <<if $Coins >= 25>> <<set $pants2 to true>> <<set $Coins -= 25>> <<goto "Boss rush tailor">> <<elseif $Coins <= 24>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy white pants | 25 coins">> <<if $Coins >= 25>> <<set $pants3 to true>> <<set $Coins -= 25>> <<goto "Boss rush tailor">> <<elseif $Coins <= 24>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a skirt | 25 coins">> <<if $Coins >= 25>> <<set $skirt1 to true>> <<set $Coins -= 25>> <<goto "Boss rush tailor">> <<elseif $Coins <= 24>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> [[Go back|Boss rush main room]]You enter the boss room. Inside of it you can see the <<if $bossRush == 1>>F1 boss, Deathlord.<<elseif $bossRush == 2>>F2 boss, Boldegar.<<elseif $bossRush == 3>>This was the last boss for this version. F3 boss will come out whenever its done.<</if>> <<link [[Fight the boss|Combat remake]]>> <<if $bossRush == 1>> <<deathlord>><</deathlord>> <<elseif $bossRush == 2>> <<boldegar>><</boldegar>> <<elseif $bossRush == 3>> <<script>> UI.alert("There are no more bosses in this version of the game!"); <</script>> <</if>> <<set $lastVisitedPassage to "Boss rush boss room">> <</link>> <<link [[Wait! I'm not ready yet!|Boss rush main room]]>> <</link>><<button "Make me bald | 120 coins">> <<if $Coins >= 120>> <<set $hairColor to "Bald">> <<set $Coins -= 120>> <<goto "Boss rush hair">> <<elseif $Coins <= 119>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short brown hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short brown">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short brown hair 1 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short brown 1">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short spiky brown hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short brown spiky">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me pompadour brown hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Pompadour brown">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium brown hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium brown">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium brown hair 2 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium brown 2">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium brown hair 3 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium brown 3">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium brown over eye hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium brown over eye">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me spiky brown hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Spiky brown">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me long brown hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Long brown">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me long brown hair 2 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Long brown 2">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short black hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short black">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short black hair 1 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short black 1">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short spiky black hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short black spiky">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me pompadour black hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Pompadour black">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium black hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium black">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium black hair 2 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium black 2">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium black hair 3 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium black 3">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium black over eye hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium black over eye">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me spiky black hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Spiky black">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me long black hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Long black">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me long black hair 2 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Long black 2">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short blond hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short blond">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short blond hair 1 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short blond 1">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short spiky blond hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short blond spiky">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me pompadour blond hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Pompadour blond">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium blond hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium blond">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium blond 2 hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium blond 2">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium blond 3 hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium blond 3">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium blond over eye hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium blond over eye">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me spiky blond hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Spiky blond">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me long blond hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Long blond">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me long blond hair 2 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Long blond 2">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short red hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short red">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short red hair 1 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short red 1">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short spiky red hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short red spiky">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me pompadour red hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Pompadour red">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium red hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium red">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium red hair 2 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium red 2">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium red hair 3 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium red 3">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium red over eye hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium red over eye">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me spiky red hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Spiky red">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me long red hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Long red">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me long red hair 2 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Long red 2">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short blue hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short blue">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short blue hair 1 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short blue 1">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short spiky blue hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short blue spiky">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me pompadour blue hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Pompadour blue">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium blue hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium blue">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium blue hair 2 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium blue 2">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium blue hair 3 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium blue 3">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium blue over eye hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium blue over eye">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me spiky blue hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Spiky blue">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me long blue hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Long blue">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me long blue hair 2 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Long blue 2">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short pink hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short pink">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short pink hair 1 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short pink 1">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short spiky pink hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short pink spiky">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me pompadour pink hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Pompadour pink">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium pink hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium pink">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium pink hair 2 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium pink 2">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium pink hair 3 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium pink 3">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium pink over eye hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium pink over eye">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me spiky pink hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Spiky pink">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me long pink hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Long pink">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me long pink hair 2 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Long pink 2">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short purple hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short purple">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short purple hair 1 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short purple 1">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short spiky purple hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short purple spiky">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me pompadour purple hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Pompadour purple">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium purple hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium purple">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium purple hair 2 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium purple 2">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium purple hair 3 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium purple 3">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium purple over eye hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium purple over eye">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me spiky purple hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Spiky purple">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me long purple hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Long purple">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me long purple hair 2 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Long purple 2">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short green hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short green">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short green hair 1 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short green 1">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me short spiky green hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Short green spiky">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me pompadour green hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Pompadour green">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium green hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium green">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium green hair 2 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium green 2">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium green hair 3 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium green 3">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me medium green over eye hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Medium green over eye">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me spiky green hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Spiky green">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me long green hair | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Long green">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Give me long green hair 2 | 156 coins">> <<if $Coins >= 156>> <<set $hairColor to "Long green 2">> <<set $Coins -= 156>> <<goto "Boss rush hair">> <<elseif $Coins <= 155>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> [[Go back|Boss rush main room]]The boss health bar got to red, you go in for your last strike and succesfully hit it. It turns into ashes and a screen pops up <<set $floorBossBattle to true>> <center><img src = "Textures/Congratulations!!!.png" width="100%"/></center> "You have beaten the floor 1 boss Everyone who participated in this battle will get a choice to get 1 item! Choose wisely. You also got 2030XP and 2942 Coins." You defeated the first floor boss. You can chose: <<link [[A coat|Boss rush boss room]]>> <<set $CurXP += 2030>> <<set $Coins += 2942>> <<set $f1bosskilled to true>> <<set $cape2 to true>> <<if $radiantRoseParty is true>> <<set $RadCurXP += 2030>> <<elseif $radiantRoseParty is false>> <<set $RadCurXP += 1015>> <</if>> <<if $shadowScytheParty is true>> <<set $ShadCurXP += 2030>> <<elseif $shadowScytheParty is false>> <<set $ShadCurXP += 1015>> <</if>> <<if $crimsonSentinelParty is true>> <<set $CrimCurXP += 2030>> <<elseif $crimsonSentinelParty is false>> <<set $CrimCurXP += 1015>> <</if>> <</link>> <<link [[Heavy armor|Boss rush boss room]]>> <<set $CurXP += 2030>> <<set $Coins += 2942>> <<set $f1bosskilled to true>> <<set $shadowHunterHeavyCP to true>> <<if $radiantRoseParty is true>> <<set $RadCurXP += 2030>> <<elseif $radiantRoseParty is false>> <<set $RadCurXP += 1015>> <</if>> <<if $shadowScytheParty is true>> <<set $ShadCurXP += 2030>> <<elseif $shadowScytheParty is false>> <<set $ShadCurXP += 1015>> <</if>> <<if $crimsonSentinelParty is true>> <<set $CrimCurXP += 2030>> <<elseif $crimsonSentinelParty is false>> <<set $CrimCurXP += 1015>> <</if>> <</link>> <<link [[Light armor|Boss rush boss room]]>> <<set $CurXP += 2030>> <<set $Coins += 2942>> <<set $f1bosskilled to true>> <<set $shadowHunterLightCP to true>> <</link>> Or you can get: <<link [[A heavy sword|Boss rush boss room]]>> <<set $CurXP += 2030>> <<set $Coins += 2942>> <<set $f1bosskilled to true>> <<set $heavysword3 to true>> <<if $radiantRoseParty is true>> <<set $RadCurXP += 2030>> <<elseif $radiantRoseParty is false>> <<set $RadCurXP += 1015>> <</if>> <<if $shadowScytheParty is true>> <<set $ShadCurXP += 2030>> <<elseif $shadowScytheParty is false>> <<set $ShadCurXP += 1015>> <</if>> <<if $crimsonSentinelParty is true>> <<set $CrimCurXP += 2030>> <<elseif $crimsonSentinelParty is false>> <<set $CrimCurXP += 1015>> <</if>> <</link>> <<link [[A rapier|Boss rush boss room]]>> <<set $CurXP += 2030>> <<if $radiantRoseParty is true>> <<set $RadCurXP += 2030>> <<elseif $radiantRoseParty is false>> <<set $RadCurXP += 1015>> <</if>> <<if $shadowScytheParty is true>> <<set $ShadCurXP += 2030>> <<elseif $shadowScytheParty is false>> <<set $ShadCurXP += 1015>> <</if>> <<if $crimsonSentinelParty is true>> <<set $CrimCurXP += 2030>> <<elseif $crimsonSentinelParty is false>> <<set $CrimCurXP += 1015>> <</if>> <<set $Coins += 2942>> <<set $f1bosskilled to true>> <<set $rapier3 to true>> <</link>> <<link [[A sword|Boss rush boss room]]>> <<if $radiantRoseParty is true>> <<set $RadCurXP += 2030>> <<elseif $radiantRoseParty is false>> <<set $RadCurXP += 1015>> <</if>> <<if $shadowScytheParty is true>> <<set $ShadCurXP += 2030>> <<elseif $shadowScytheParty is false>> <<set $ShadCurXP += 1015>> <</if>> <<if $crimsonSentinelParty is true>> <<set $CrimCurXP += 2030>> <<elseif $crimsonSentinelParty is false>> <<set $CrimCurXP += 1015>> <</if>> <<set $CurXP += 2030>> <<set $Coins += 2942>> <<set $f1bosskilled to true>> <<set $sword3 to true>> <</link>> <<link [[A sword with a shield|Boss rush boss room]]>> <<if $radiantRoseParty is true>> <<set $RadCurXP += 2030>> <<elseif $radiantRoseParty is false>> <<set $RadCurXP += 1015>> <</if>> <<if $shadowScytheParty is true>> <<set $ShadCurXP += 2030>> <<elseif $shadowScytheParty is false>> <<set $ShadCurXP += 1015>> <</if>> <<if $crimsonSentinelParty is true>> <<set $CrimCurXP += 2030>> <<elseif $crimsonSentinelParty is false>> <<set $CrimCurXP += 1015>> <</if>> <<set $CurXP += 2030>> <<set $Coins += 2942>> <<set $f1bosskilled to true>> <<set $swordnshield3 to true>> <</link>> <<set $percentFboss to 0>> <<set $DEFCrimsonSentinel += 4>> <<set $weaponDMGCrimsonSentinel += 4>> <<set $weaponDMGRadiantRose += 3>> <<set $weaponDMGShadowScythe += 8>> <<set $bossRush += 1>>You open the book to see that its in English... It seems that this book has been written by a player. -------------------------------- In this book I will be talking about the monsters oif the game... As the title says. But yeah I will be mostly describing them and say out their stats... I mean what did you expect? Lets start with the boars. Those are small creatures with either blue or brown fur. Their attacks are usually charging at you. They usually have 20HP and 5 STR. Their max level is 9 but in areas closer to the floor dungeon. Rabbits are quick creatures that jump around you scratching you everywhere they get to. They can be super colorfull liek white, brown, black, yellow even pink but thats rarer. They usually have 35HP and 12STR. Their max level is 9 Plant monsters seem to always be the same. Annoying things that are sticky and slap you with its leafs. They are around 2 meters tall. They have 65HP and 22STR Skeletons can be found in the dungeon inside of the forest in floor one. They are quick, strong and even more annoying to deal with. They dont have weapons though so thats good. They have 75HP and 65STR -------------------------------- Written by: Dark3nedPr1est -------------------------------- So it was written by a player! <<link "Close the book">> <<goto $lastVisitedPassage1>> <</link>><<if visited(passage()) is 1>>\ You enter the blacksmith. You see the girl you saved earlier from the PKers. <span class="amber">"Oh! Welcome to my blacksmith! Thank you for saving me earlier by the way! I'll make sure to make it up to you once im more stable on coins... Or ill think of some other way!"</span> she says cheerfully. You look at her to realize that she has gotten new armor. <<if $oniLeather <= 0>>It's made out of blue skin. You are not sure what material she used for it...<<else>>It seems to be the light Oni leather armor.<</if>> "Congrats on your new armor. Seems like you took my advice." <span class="amber">"Yeah I'm not really looking to die right now. Anyways I am selling armor, weapons and their upgrades, and capes or coats. I would also buy any material you won't need as long as it isnt too damaged."</span> "Oh nice." <span class="amber">"I'm also free like... Most of the time. So feel free to come and chat if you have nothing to do."</span> "Ah thanks." <span class="amber">"Oh! I forgot to introduce myself earlier! My name is AmberEmber but you can call me Amy for short."</span> "My name is $gamename. Sorry for not introducing myself earlier." <<link [[Continue|Amber shop 1]]>> <</link>> <<else>>\ You enter AmberEmbers blacksmith. She gives you a warm smile. <span class="amber">"Hello, $gamename! Nice to see you here!"</span> 1. <<link [[Check out what she sells|Amber sell 1]]>> <</link>> 2. <<link [[Sell your materials|Selling mats]]>> <<set $lastVisitedPassage1 to "Selling mats">> <</link>> 3. <<link [[Speak to Amber|Speak to Amber 1]]>> <</link>> 4. <<link [[Leave the shop|Town centre 1]]>> <</link>> <</if>><span class="amber">"Oh you wanna check what im selling? Go ahead then! By the way my stuff is cheaper than the others because the pricings here are ridiculous! Like are you kidding me 1K coins for a iron sword?!? They don't even sell Oni gear here! I had to buy it from other players! It's extremely expensive too!!!"</span> <<button "Buy an iron sword | 723 coins">> <<if $Coins >= 723>> <<set $sword4 to true>> <<set $Coins -= 723>> <<goto "Amber sell 1">> <<elseif $Coins <= 722>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy an iron short sword with a shield | 743 coins">> <<if $Coins >= 743>> <<set $swordnshield4 to true>> <<set $Coins -= 743>> <<goto "Amber sell 1">> <<elseif $Coins <= 742>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy an iron rapier | 800 coins">> <<if $Coins >= 800>> <<set $rapier4 to true>> <<set $Coins -= 800>> <<goto "Amber sell 1">> <<elseif $Coins <= 799>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy an iron heavy sword | 856 coins">> <<if $Coins >= 856>> <<set $heavysword4 to true>> <<set $Coins -= 856>> <<goto "Amber sell 1">> <<elseif $Coins <= 855>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy an oni teeth sword | 1363 coins">> <<if $Coins >= 1363>> <<set $sword6 to true>> <<set $Coins -= 1363>> <<goto "Amber sell 1">> <<elseif $Coins <= 1362>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy an oni teeth short sword with a shield | 1401 coins">> <<if $Coins >= 1401>> <<set $swordnshield6 to true>> <<set $Coins -= 1401>> <<goto "Amber sell 1">> <<elseif $Coins <= 1400>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy an oni teeth rapier | 1423 coins">> <<if $Coins >= 1423>> <<set $rapier6 to true>> <<set $Coins -= 1423>> <<goto "Amber sell 1">> <<elseif $Coins <= 1422>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy an oni teeth heavy sword | 1489 coins">> <<if $Coins >= 1489>> <<set $heavysword6 to true>> <<set $Coins -= 1489>> <<goto "Amber sell 1">> <<elseif $Coins <= 1488>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a iron breastplate | 726 coins">> <<if $Coins >= 726>> <<set $ironBP to true>> <<set $Coins -= 726>> <<goto "Amber sell 1">> <<elseif $Coins <= 725>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy iron guards | 702 coins">> <<if $Coins >= 702>> <<set $ironGuards to true>> <<set $Coins -= 702>> <<goto "Amber sell 1">> <<elseif $Coins <= 701>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy iron feet guards | 682 coins">> <<if $Coins >= 682>> <<set $ironFG to true>> <<set $Coins -= 682>> <<goto "Amber sell 1">> <<elseif $Coins <= 681>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy iron armor | 843 coins">> <<if $Coins >= 843>> <<set $ironCP to true>> <<set $Coins -= 843>> <<goto "Amber sell 1">> <<elseif $Coins <= 842>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy iron pants | 802 coins">> <<if $Coins >= 802>> <<set $ironP to true>> <<set $Coins -= 802>> <<goto "Amber sell 1">> <<elseif $Coins <= 801>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy iron boots | 789 coins">> <<if $Coins >= 789>> <<set $ironB to true>> <<set $Coins -= 789>> <<goto "Amber sell 1">> <<elseif $Coins <= 788>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy light oni leather chestplate | 1263 coins">> <<if $Coins >= 1263>> <<set $lOniCP to true>> <<set $Coins -= 1263>> <<goto "Amber sell 1">> <<elseif $Coins <= 1262>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy light oni leather pants | 1203 coins">> <<if $Coins >= 1203>> <<set $lOniP to true>> <<set $Coins -= 1203>> <<goto "Amber sell 1">> <<elseif $Coins <= 1202>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy light oni leather boots | 1162 coins">> <<if $Coins >= 1162>> <<set $lOniB to true>> <<set $Coins -= 1162>> <<goto "Amber sell 1">> <<elseif $Coins <= 681>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy heavy oni leather chestplate | 1345 coins">> <<if $Coins >= 1345>> <<set $hOniCP to true>> <<set $Coins -= 1345>> <<goto "Amber sell 1">> <<elseif $Coins <= 1344>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy heavy oni leather pants | 1289 coins">> <<if $Coins >= 1289>> <<set $hOniP to true>> <<set $Coins -= 1289>> <<goto "Amber sell 1">> <<elseif $Coins <= 1288>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy heavy oni leather boots | 1222 coins">> <<if $Coins >= 1222>> <<set $hOniB to true>> <<set $Coins -= 1222>> <<goto "Amber sell 1">> <<elseif $Coins <= 1221>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<link [[Go back|Amber shop 1]]>> <</link>>"Nice to see you too, Amy. What are you doing right now?"<<set _amberRNGTxt to kitsuneRNG(1, 100)>> <span class="amber">"<<if _amberRNGTxt lte 25>>Nothing much. Just looking at some weapons to craft. What about you?<<elseif _amberRNGTxt lte 50>>Just looking at my stats... What about you?<<elseif _amberRNGTxt lte 75>>Waiting for customers. What about you?<<elseif _amberRNGTxt lte 100>>Thinking of going out for a bit. But since you're here I won't have to do that.<</if>>"</span> she responds. Speak to her Invite her to your party Ask if she has any job to give you <<link [[Never mind|Amber shop 1]]>> <</link>><span class="amber">"Let's see what you have here!"</span> <ol> <<SellMobLoot>> <<SellMats>> </ol>\ <<link [[Go back|Amber shop 1]]>> <</link>>/*Make sure to put this shit in a <ol>*/ /*Mob loot*/ <<widget "SellMobLoot">> <<if $crystalFragments > 0>> <li>Sell Crystalf fragments for 11 coins (You have $crystalFragments) <<link "Sell 1">> <<set $crystalFragments -= 1>> <<set $Coins += 11>> <<goto $lastVisitedPassage1>> <</link>> <<if $crystalFragments >= 5>>| <<link "Sell 5">> <<set $crystalFragments -= 5>> <<set $Coins += 55>> <<goto $lastVisitedPassage1>> <</link>><</if>> <<if $crystalFragments >= 10>>| <<link "Sell 10">> <<set $crystalFragments -= 10>> <<set $Coins += 110>> <<goto $lastVisitedPassage1>> <</link>><</if>></li> <</if>> <<if $wolfFur > 0>> <li>Sell wolf fur for 20 coins (You have $wolfFur) <<link "Sell 1">> <<set $wolfFur -= 1>> <<set $Coins += 20>> <<goto $lastVisitedPassage1>> <</link>> <<if $wolfFur >= 5>>| <<link "Sell 5">> <<set $wolfFur -= 5>> <<set $Coins += 100>> <<goto $lastVisitedPassage1>> <</link>><</if>> <<if $wolfFur >= 10>>| <<link "Sell 10">> <<set $wolfFur -= 10>> <<set $Coins += 200>> <<goto $lastVisitedPassage1>> <</link>><</if>></li> <</if>> <<if $oniLeather > 0>> <li>Sell Oni leather for 32 coins (You have $oniLeather) <<link "Sell 1">> <<set $oniLeather -= 1>> <<set $Coins += 32>> <<goto $lastVisitedPassage1>> <</link>> <<if $oniLeather >= 5>>| <<link "Sell 5">> <<set $oniLeather -= 5>> <<set $Coins += 160>> <<goto $lastVisitedPassage1>> <</link>><</if>> <<if $oniLeather >= 10>>| <<link "Sell 10">> <<set $oniLeather -= 10>> <<set $Coins += 320>> <<goto $lastVisitedPassage1>> <</link>><</if>></li> <</if>> <<if $oniTeeth > 0>> <li>Sell Oni teeth for 20 coins (You have $oniTeeth) <<link "Sell 1">> <<set $oniTeeth -= 1>> <<set $Coins += 32>> <<goto $lastVisitedPassage1>> <</link>> <<if $oniTeeth >= 5>>| <<link "Sell 5">> <<set $oniTeeth -= 5>> <<set $Coins += 160>> <<goto $lastVisitedPassage1>> <</link>><</if>> <<if $oniTeeth >= 10>>| <<link "Sell 10">> <<set $oniTeeth -= 10>> <<set $Coins += 320>> <<goto $lastVisitedPassage1>> <</link>><</if>></li> <</if>> <</widget>> /*Materials (ores, mineables, etc etc)*/ <<widget "SellMats">> <<if $planks > 0>> <li>Sell wolf fur for 3 coins (You have $planks) <<link "Sell 1">> <<set $planks -= 1>> <<set $Coins += 3>> <<goto $lastVisitedPassage1>> <</link>> <<if $planks >= 5>>| <<link "Sell 5">> <<set $planks -= 5>> <<set $Coins += 15>> <<goto $lastVisitedPassage1>> <</link>><</if>> <<if $planks >= 10>>| <<link "Sell 10">> <<set $planks -= 10>> <<set $Coins += 30>> <<goto $lastVisitedPassage1>> <</link>><</if>></li> <</if>> <<if $iron > 0>> <li>Sell iron for 5 coins (You have $iron) <<link "Sell 1">> <<set $iron -= 1>> <<set $Coins += 5>> <<goto $lastVisitedPassage1>> <</link>> <<if $iron >= 5>>| <<link "Sell 5">> <<set $iron -= 5>> <<set $Coins += 25>> <<goto $lastVisitedPassage1>> <</link>><</if>> <<if $iron >= 10>>| <<link "Sell 10">> <<set $iron -= 10>> <<set $Coins += 50>> <<goto $lastVisitedPassage1>> <</link>><</if>></li> <</if>> <</widget>> /*Armor*/ /*Weapons*/ /*Food (cooked)*/ /*Food (everything that aint cooked)*/<<widget "MobRewards">> <<set $CurXP += $mobXP + ($mobLvl*1.5)>> <<set $Coins += $mobCoins>> <<set $attack to "Empty">> <<if $partyMembers.includes("RadiantRose")>> <<set $RadCurXP += $mobXP + ($mobLvl*1.5)>> <<else>> <<set $RadCurXP += $mobXP/2 + ($mobLvl*1.5)>> <</if>> <<if $partyMembers.includes("ShadowScythe")>> <<set $ShadCurXP += $mobXP + ($mobLvl*1.5)>> <<else>> <<set $ShadCurXP += $mobXP/2 + ($mobLvl*1.5)>> <</if>> <<if $partyMembers.includes("CrimsonSentinel")>> <<set $CrimCurXP += $mobXP + ($mobLvl*1.5)>> <<else>> <<set $CrimCurXP += $mobXP/2 + ($mobLvl*1.5)>> <</if>> <<if $partyMembers.includes("Zegrath")>> <<set $zegCurXP += $mobXP + ($mobLvl*1.5)>> <<else>> <<set $zegCurXP += $mobXP/2 + ($mobLvl*1.5)>> <</if>> <<if $partyMembers.includes("Love4Mary")>> <<set $marcyCurXP += $mobXP + ($mobLvl*1.5)>> <<else>> <<set $marcyCurXP += $mobXP/2 + ($mobLvl*1.5)>> <</if>> /* Anniversary coin drops get set in Combat remake when the mob gets to 0 hp */ <<if $OneYearTHF == true>> <<set $AnniversaryCoins += $AnniversaryCoinDrop>> <</if>> /* Candy cane drops get set in Combat remake when the mob gets to 0 hp */ <<if $christmasEvent == true>> <<set $candyCanesCur += $candyCanesCurDrop>> <</if>> <</widget>>[[Back|Changelogs and game information]] - Added some text to the start - CHRISTMAS EVENT!!! (itch.io only, lasts till the end of the year) - Added stamina regeneration outside of combat (suggested by _optimystic.) - Changed the maximum undos from 100 (or so) to 5. This will make the game less laggy for some + it makes the save file size smaller. - Moved the option to use your achievement points to after character customization as it was restarting the character whenever u go back - Added the Marcellus coat - Added a setting to make the sidebar bars (hp, fatigue, hunger and stamina) bigger (suggested by _optimystic.) - Added Zegraths introduction and interactions (thanks to kitsune and mrhugs_prv for helping) - Added a new small location (thanks to Nny for helping me with naming, reading and suggesting stuff) - Added a icon the tab of the page (thanks to the twince discord server) - Finished the Marcellus event - Added more random interactions (F2) - Remade and completed a sidestory that can be found on F2. It will continue on the next floor. - Started working on the floor dungeon - Made kills appear if you have more than 1 in the kill list - Poison effect which deals 5% of your current hp - Fixed combat text and added a bit more text to it. - Fixed a bug where you could get stuff from the achievement points even if u didnt haven enough points - Fixed a typo in the F1 boss room NEW ENEMIES: Boulder guardian Poisonous lizard [[Back|Changelogs and game information]]"Hey, Zegrath what are you doing right now?" you ask. <span class="zegrath">"Nothing much. Just admiring my great achievements!"</span> "I see." The two of you talk about how godly he is... Well at least he does. You're just sitting there and nodding. At some point he brings up a black wolf. He seems to love it a lot. <<link [[Go back|House 1.1]]>> <<dateadd '1h'>> <<set $zegrathAffection += 1>> <<set $CurFear -= 1>> <</link>> <<if $zegrathAffection <= 15>>\ "Hey Zegrath, wanna party up?" you ask. <span class="zegrath">"Piss off you pathetic worm!"</span> he schreeches. Maybe he doesn't trust you enough... You should speak to him more. <<link [[Go back|House 1.1]]>> <<dateadd '5m'>> <</link>> <<elseif $zegrathAffection >= 16>>\ "Hey Zegrath, wanna party up?" you ask. <span class="zegrath">"You wish for my godly presence to help you destroy those meseley worms? Sure. Let's go ahead and show them who's the REAL danger. Those pitiful fucks stand no chance against me!"</span> he responds... You open your SOCIAL menu, sending him a party request. He accepts it. <<link [[Go back|House 1.1]]>> <<if $partyMembers.includes("Zegrath") or $partyMembers.length >= 4>> <<else>> <<run $partyMembers.push("Zegrath")>> <<dateadd '5m'>> <<set $partyON to true>> <</if>> <</link>> <</if>>Zegrath seems to be tired out. He is bleeding a lot. <span class="zegrath">"I cannot believe it. Im losing to a weakling such as yourself. Very well then. In the cave. There is a black wolf. Tame it or I shall haunt you even if im dead."</span> he says breathing heavily... After which he dies. <<link "Continue">> <<set $Reputation -= 50>> <<set $zegrathDead to true>> <<goto $lastVisitedPassage>> <</link>>You went closer to the tree. It looks to be decorated pretty well. Someone has spent a lot of time making it look clean and the grass seems to be cut. Around it there are a bunch of stones that are making a small wall. Infront of the tree there is a huge stone with engraving on it. "Rest in piece, rockrockerrockify289" This is someones grave... Next to it theres a ragged potato sack. Out of the opening you can see fur. You can also see a pillow made out of leaves. <<if setup.datesystems.default.getDate().h gte 18 and setup.datesystems.default.getDate().h lte 20>>There's a person sitting next to the grave. They are wearing a cape and have a hood on. You cannot see their face.<</if>> You can: 1. <<link [[Sit down and take a break|Tree 1]]>> <<dateadd '10m'>> <<set $curStamina += 5 + $INT>> <</link>> <<if setup.datesystems.default.getDate().h gte 18 and setup.datesystems.default.getDate().h lte 20>>2. <<link [[Speak to the person|Tree person convo]]>> <<if $AsteriaEvents === undefined>> <<set $AsteriaEvents to []>> <</if>> <</link>> <</if>>\ Directions: 1. <<link [[Go back to the main path|Path 3]]>> <<dateadd '2m'>> <</link>><<if visited(passage()) is 1>>\ "Hello there." you say. You see the person raise their head. <span class="Asteria">"Who are you?"</span> the hooded person asks. They seem to be REALLY tired. "Oh shit did I disturb your sleep? Though my name is $gamename. What about you?" you respond. <span class="Asteria">"Ah yeah... I kinda fell asleep. Been working a lot recently. My name is Asteria."</span> the person removes their hood. You see that under the hood theres a girl. She has red hair that is tied into a bun, gray eyes and bags under her eyes. "I see... So you did all this?" you ask out of curiousity. <span class="Asteria">"The grave? Yeah. I did it. It's for my boyfriend that died recently. He used to come here every day for about a hour and just... Take a break from this death game. I honestly see why he has been doing that. It's such a nice place... Kind of sad I never got to be with him here."</span> she says. "Sorry to hear that. I'm sure he loved you a lot." you say. After that she lays her head back on the grave and falls asleep... She really must be tired. <<link [[Continue|Tree person convo]]>> <<dateadd '5m'>> <</link>> <<else>>\ <<if $asteriaAffection == 5 && !$AsteriaEvents.includes("5 points")>>\ You look at Asteria. She is sleeping. You sit next to her trying to not wake her up... She wakes up 2 minutes after and looks a bit startled <span class="Asteria">"Oh shit hello $gamename... You scared me."</span> "Ah sorry. Didn't mean to scare you. How are you?" you ask her. <span class="Asteria">"Im really tired. But I've got something for you."</span> she responds, reaching out to her potato sack, taking something from inside. <span class="Asteria">"Close your eyes... Please."</span> "Huh sure, why?" <span class="Asteria">"You'll see."</span> she says as you close your eyes. She slides herself next to you and you feel her putting something on your head. <span class="Asteria">"Open your eyes."</span> "Sure..." you open your eyes. On her head she has a flower crown. You reach for your head to feel a flower crown on your head too. <span class="Asteria">"Thank you for spending time with me. I appreciate it."</span> she says as she sits down next to the grave again. <<link [[Continue|Tree person convo]]>> <<dateadd '5m'>> <<run $AsteriaEvents.push("5 points")>> <<set $asteriaFlowerCrown to true>> <<set $isOutfitOn = "Asterias flower crown">> <</link>> <<elseif $asteriaAffection == 10 && !$AsteriaEvents.includes("10 points")>>\ You find Asteria holding a bouquet of flowers. She is awake for the first time too. It takes you by surprise. "Oh? First time I've seem you awake." you say, she puts the flowers on the grave and then turns around facing you. <span class="Asteria">"Hi, $gamename."</span> her eyes are puffy. Seems like was crying a few moments ago. You also notice a ring on her finger. Its a golden ring with flowers around it. "Cute ring." <span class="Asteria">"Thanks. He made it for me. After that he died..."</span> she stays silent for a moment. <<if $isOutfitOn is "Asterias flower crown">><span class="Asteria">"You're wearing the flower crown I made you? I'm glad you liked it."</span> she says with a warm smile on her face. "Yeah... Its cute. Thank you for making it" you watch as Asteria goes to the potato sack and takes her flower crown, putting it on her head.<</if>> <<link [[Continue|Tree person convo]]>> <<dateadd '10m'>> <<run $AsteriaEvents.push("10 points")>> <</link>> <<elseif $asteriaAffection >= 0>>\ You sit down next to Asteria. She seems to be sleeping 1. <<link [[Speak to her|Tree person speak]]>> <</link>> 2. <<link [[Let her sleep|Tree person sleep]]>> <</link>> 3. <<link [[Leave|Tree 1]]>> <</link>> <</if>> <</if>><<set _asteriaRNGTxt to kitsuneRNG(1, 100)>><<if _asteriaRNGTxt lte 20>>You look at Asteria... She seems to be sleeping. You poke her. <span class="Asteria">"Oh... Hello $gamename, sorry for not waking up before you came..."</span> she says yawning. "Don't worry about it. Why are you always so tired though?" you ask curiously. <span class="Asteria">"I can't really sleep well at night... This whole thing is just messing with me yknow?"</span> she says. "I see. That sucks. Good thing you can sleep here I guess. Are you not worried about PKers though?" <span class="Asteria">"Never thought about it. I forgot such people even exist not gonna lie. Why would you go around killing people that have families and stuff..."</span> "Oh yeah... Why are you not sleeping on the bed you've made?" <span class="Asteria">"Honestly. I don't know. I just sit here and suddenly feel like sleeping."</span> "I see."<<elseif _asteriaRNGTxt lte 40>>You shake Asteria gently. She opens her eyes and yawns. "Morning Asteria..." <span class="Asteria">"Isnt it too late to call it a morning?"</span> she chuckles. "Fair point. How was your sleep?" <span class="Asteria">"It was really good. I had a dream about him."</span> "That's nice. What was the dream about?" <span class="Asteria">"We were running around in a snowy field. Throwing snowballs at each other and just enjoying life. He really loved snow you know? Too bad he never got to see snow in real life because in the place we live in it never snowed... He really would've enjoyed it. Well at least he got to see snow at floor 2. He was so happy. We even made a house there."</span><<elseif _asteriaRNGTxt lte 60>>You look at Asteria. She is sleeping peacefully. You cover her with a potato sack. She wakes up. <span class="Asteria">"Oh thank you."</span> she says, tired. "Sorry for waking you up." <span class="Asteria">"Don't worry about it. How's your day been"</span> she asks. "Eh. It's been fine. How about yours?" <span class="Asteria">"Well I almost fell when I was going down the dungeon stairs... I still haven't bought access to the teleportation pad. They are pretty expensive for no reason yknow? I'm kinda on the poor side."</span> "Might as well get heavy armor for when you do fall." she laughs. <span class="Asteria">"I didn't think of that now did I. I should seriously get out of that house and kill a boar or two huh..."</span> "Is the only time you come out to come here?" <span class="Asteria">"Well kind of. I also go to the forest of this floor to get some mushrooms. That's all I've been eating since that day..."</span> "I see... If you need anything to eat I can give you something. I have some food." <span class="Asteria">"No it's fine. Don't worry about me."</span><<elseif _asteriaRNGTxt lte 80>>You look at Asteria... "Pssst Asteria." you whisper to her. She opens her eyes in a bit of a panic<span class="Asteria"> "Eek! Oh! It's you! $gamename... You scared me!"</span> "Oh didn't expect that to scare you." you chuckle. <span class="Asteria">"I get scared by sudden noises..."</span> "i see. Sorry about that." <span class="Asteria">"Don't worry about it. It actually reminds me of my boyfriend. He used to scare me from times to times."</span> she looks down sadly <span class="Asteria">"Sometimes he would wake me up that way. After which I would try to scare him back later in the day. He also felt bad about scaring me most of the times and to say sorry he would make banana pancakes. Those were so nice."</span> "Banana pancakes? Your man had a good taste." <span class="Asteria">"Ah no he didn't eat any. He was midly allergic to them. Wouldn't stop sneezing every time he smells one."</span> "And he would be the one making the pancakes?!" <span class="Asteria">"Yeah! He would come into my bedroom holding a plate and trying not to sneeze the entire time. One time he looked like he was about to blow up! No idea how he managed to hold out that one."</span><<elseif _asteriaRNGTxt lte 100>>Asteria seems to be deeply alseep. She is holding a basket full of mushrooms and a few flowers. She suddenly wakes up. <span class="Asteria">"Ah the baske-"</span> mid sentence she looks down to see the basket being in her hands. You look at her confused. She then sees you. <span class="Asteria">"This is awkward... Hello $gamename!"</span> she says as she puts down the basket. She looks like a complete mess. "What was that about" you silently laugh <span class="Asteria">"I had a dream that I forgot the basket..."</span> "Oh I see. So you were to the forest huh." <span class="Asteria">"Yeah... I was going for a few flowers to place here but decided to take some mushrooms for dinner too. Then a few rabbits chased me and I didn't have my sword with me."</span> "You have a sword? I haven't seen you with one." <span class="Asteria">"Oh yeah I do! I just don't take it with me..."</span> "Where do you live again...?" <span class="Asteria">"The second floor..."</span> "How are you not getting attacked by the floor dungeon mobs when you come down here?" <span class="Asteria">"... good question."</span><</if>> <<link [[Continue|Tree 1]]>> <<dateadd "1h">> <<set $asteriaAffection += 1>> <<set $CurFear -= 2>> <</link>><<set _asteriaRNGTxt to kitsuneRNG(1, 100)>><<if _asteriaRNGTxt lte 25>>You let Asteria sleep. You grab one of the potato sacks and cover her with it... She mumbles <span class="Asteria">"Thanks..."</span> in her sleep. She seems to be sleeping well.<<elseif _asteriaRNGTxt lte 50>>You let Asteria sleep. You grab one of the potato sacks and cover her with it. After a while you too fall asleep. When you wake up you realize that she covered you with her cape. She is sitting on the bed she has made. <span class="Asteria">"Oh you're awake! How did you sleep."</span> "Thanks for the cape... Slept well."<<elseif _asteriaRNGTxt lte 80>>You let Asteria sleep.<<elseif _asteriaRNGTxt lte 100>>You let Asteria sleep. After a while her head slips from the grave. You manage to grab her before she hits herself somehow.<</if>> <<link [[Continue|Tree 1]]>> <<dateadd "1h">> <<set $asteriaAffection += 1>> <<set $CurFear -= 3>> <</link>>You hit Love4Marcy one last time... He seems to be bleeding heavily. <span class= "Marcellus">"Fuck, this sucks... Can't believe im gonna die here"</span> he says, trying to catch his breath. "Shouldn't have robbed me. It's all your fault." <span class= "Marcellus">"It's not like I have any other choice. My wife is waiting for me and we are desperate for money."</span> "What, you both can't run a store or something?" <span class= "Marcellus">"Making a store costs money and resources. We don't have either. She is pregnant so we can't afford for her to come out until this shit hole ends. This will sound weird but... Can you go and tell her that I died to some monster or something like that? Shes at the first floor at Oakheart... Tell her "Marcellus died." and that I loved her."</span> as he says that he falls to the ground dead. You take his coat and leave. <<link "Continue">> <<set $cape6 to true>> <<set $Reputation -= 25>> <<set $marcellusDead to true>> <<set $marcellusDeadPlayer to true>> <<goto $lastVisitedPassage>> <</link>> You see the girl in blue and green and go to her. <span class="Molly">"Oh you're here. So what do I need to do to get the information?"</span> "Well I did say I want your reason for searching this person." <span class="Molly">"If that's the case then alright. He killed my brother in real life. He was his best friend. I've actually never seen him but my brother and him used to go out all of the time and play games every day. If you've noticed by now my username is pretty... Weird. That's because im using my brothers account for this."</span> she says. You didn't even check her name. You check her name to see its XxWryEdwinxX. "I see. How are you so sure its him?" you ask. <span class="Molly"> "Well as soon as my brother was found dead he dissapeard. The police couldn't find him either."</span> "Why would a person hiding be playing a game...?" <span class="Molly">"He is a massive VRMMO nerd. I doubt he would miss this game whatever he does. My brother wanted to play this too so I know a bit about this game. He was a beta tester."</span> "How are you so sure about his outfit?" <span class="Molly">"My brother and him wouldnt shut up about them wanting to lead a guild wearing those colors on their clothes. So Maybe he would wear clothes like that maybe not. I am sure he would though."</span> "Have you checked if he is on your brothers friend list? Or do you by chance know his username." <span class="Molly">"Yeah he is offline. Maybe using a different account? Dunno."</span> "What do I call you by the way?" <span class="Molly">"You can call me Molly. I don't like the whole username shit. It feels too detached from reality I guess?"</span> "Thats fair. You can call me $gamename." <span class="Molly">"Alright. So what do you know about the dude im looking for."</span> "Well I saw him in the first floor. He was walking to somewhere and was wearing a red cape, white clothes, bright red eyes and blonde hair. He was pretty tall too." <span class="Molly">"That's how my brother used to describe him too... This might be him. So what was the book you were talking about?"</span> "We are looking for the book of players, the thing is I have no idea where it is. During the beta it used to be somewhere around here" you say pointing to a shelf in the distance "but that was a long time ago. Let's start looking from there." <span class="Molly">"This better be worth my time."</span> she says as you two start looking for the book of players. After a hour you hear Molly. <span class="Molly">"AHA! I FOUND IT!"</span> she screams out loud. You can hear someone shush her. You go to her "Oh shit yeah thats the book..." Both of you go to one of the tables and shit down, opening the book. You can see every players face, status and their username. After a while you find him. "This is him. His username is JustifiedBlade12 and he is alive." <span class="Molly">"Such a dumb fucking username, justified blade my ass."</span> she says as she balled her hand into a fist. She looks REALLY pissed off. "Do you know how he acts or anything about him...?" <span class="Molly">"I've never seen him in real life but I have watched them play and talk. From what ive seen he usually uses a rapier and is playing REALLY carefully. He makes sure to plan everything out before doing what he does."</span> "Well that's gonna be troublesome." <span class="Molly">"So where are we gonna start our search for him?"</span> "How about this floor? Maybe we could find him and follow him?" <span class="Molly">"I mean sure. But this could take longer than you think. Also can you send me a friend request? I don't know how that thing works so it would be easier if you do it..."</span> she says. You nod, sending her a friend request. She accepts it. <<link [[Continue|Library 1]]>> <<dateadd '1h'>> <<dateadd '30m'>> <<set $event5part2 to 0>> <<set $mollyAffection to 1>> <</link>><<if $event5part2 == 1>>\ You start looking for JustifiedBlade12. You look around, checking the inns, the shops and the hospital. You spent 2 hours without finding anything. Maybe you could try later? <<link [[Continue|3rd town entarance]]>> <<dateadd '2h'>> <</link>> <<elseif $event5part2 == 2>>\ You start looking again. This time you decide to look around the quiet street. You sit on one of the benches and look for anyone that looks familiar... After a hour you stand up and look at the shops in case he is in one of them. You find nothing so you go to the town center. <<if $AmberEmberShop == true>>\ You decide to ask Amber. You go to her shop. "Hey, Amber! Sorry to bother you but have you seen a tall man with a red cape, white clothes, blonde hair and bright red eyes? His gamertag is JustifiedBlade12." <span class="amber">"I haven't... Sorry."</span> "It's fine dont worry." <</if>> Once again. You find nothing. You could try again later. <<link [[Continue|3rd town entarance]]>> <<dateadd '2h'>> <</link>> <<elseif $event5part2 == 3>>\ You decide to look again. This time you decide to knock on each door at the inn. You go inside of the inn and head upstairs to the room. You get close to one of the doors until you hear a beep and a small UI opens infront of you. "You've got a new message." You wonder who would send a message and click on it. It's Molly. <span class="Molly">"I found the bastard. I'm gonna be following him."</span> is all that the message says. You are trying to think of where the hell she would be at. You then remember that the friends list gives you the location of your friend. <<link [[Continue|Inn 3]]>> <<dateadd '15m'>> <<set $event5part3 to false>> <</link>> <</if>>You rush as fast as you could to the Frozen lake. Once you get there you stay low looking around yourself. You can see Molly moving around the bushes. You can't see JustifiedBlade12 anywhere so you try to sneak to Molly. "Where is he?" you say. She looks behind and draws her weapon in a panic. <span class="Molly">"WH-"</span> she almost screams out realizng its you... She sheaths her weapon back and points to the lake... You finally see him. She then asks <span class="Molly">"How the fuck did you find me though?"</span> "The friend list ratted you out." <span class="Molly">"I see... Anyways he has been staying there for a good while. Not sure what hes up to."</span> "Let's wait till he goes back to where ever he stays at... Does that sounds good to you?" <span class="Molly">"Fuck id love to go in and kill him now but he might be waiting for someone... He was messaging someone which is how I figured out I could send you messages."</span> "Good thing you didnt rush him if that case." <span class="Molly">"Yeah."</span> you sit there and wait for anything to happen. After a while you can see 3 people show up. They start discussing something but you can't tell what it is as they are too far away. One of the players laughs out of nowhere, the other hands a item to Justice and the 4th player seems to be looking slightly annoyed. After that Justice sits down on a bench near them and the others sit down too. After 20 minutes the 3rd player leaves the location. The others remain for 30 or so minutes before leaving, leaving JusticeBlade alone. <span class="Molly">"Finally... Theyve been sitting there for so long."</span> 10 minutes later Justice stands up and starts walking down the path leading to the small establishment. Both of you follow him. He walks in the small establishment and then to the small bar. At some point you lose him but when you get in the corridor you can see a room close. Molly starts running down the corridor, drawing her weapon. Something feels off. She opens the door... You hear a weird clicking noise. "WAIT MOLLY LOOK OUT" <div id="opt1">\ <<link "Push her out of the way">><<replace "#opt1">> <<if $isWeaponOn?.includes('shield') or $weaponType == "Heavy sword">> You run to Molly, taking out your weapon and shielding yourself with it and pushing her out of the way. The explosion deals no damage to you but you get knocked back hitting the wall of the bar. You cried out in pain after which you slowly stand up. <span class="Molly">"Holy fuck $gamename are you alright?!"</span> she screams. You look at her. She looks terrified. "Yeah... Im fine. What about you?" you say quietly. <span class="Molly">"I'm good. Thanks for that."</span> You look at the room the explosion came from and went inside of it, with your weapon still out and getting in a battle stance. The room isnt super damaged but the door is fucked. You quickly open the wardrobe. There is no one there. Where the hell did he go?! The room looks like the other Inn rooms. There is nothing... You have so many questions going on in your head as of now... What was the explosion?! How did he make a booby trap in the game?! There isnt anything that should cause a explosion in floor 2?! Did he knew that someone was after him?! There are so many unanswered questions. Now that he knows you are after him theres no way you will catch him anytime soon... <span class="Molly">"... Im sorry about this."</span> she says. "Don't be... No one could've expected a god damn bomb. The question is how are we gonna find this bastard." <<link [[Continue|Inn 2]]>> <<set $event5part3 to true>> <<set $event5part4 to false>> <<set $mollyDead to false>> <<dateadd '3h'>> <<dateadd '22m'>> <</link>> <<else>> You rush out to Molly and push her out of the way, taking the hit instead of her. You get hit back and hit the wall letting out a pained scream... Your hp bar drops to red. <<set $CurHP to 10>> <span class="Molly">"$gamename! $gamename!! Are you alive?!"</span> she runs up to you and shakes you a little... She looks terrified and on the verge of tears. "Im alive... But I feel like shit..." you say still in pain. Molly helps you stand up. "Let's go in the room." you say as Molly rushes in the room and yoy slowly going in. <span class="Molly">"... he is not here"</span> she says as you look around the room which isnt super damaged but the door is fucked. You slowly open the wardrobe. There is no one there. Where the hell did he go?! The room looks like the other Inn rooms. There is nothing... You have so many questions going on in your head as of now... What was the explosion?! How did he make a booby trap in the game?! There isnt anything that should cause a explosion in floor 2?! Did he knew that someone was after him?! There are so many unanswered questions. Now that he knows you are after him theres no way you will catch him anytime soon... <span class="Molly">"Hey, $gamename... Thanks for pushing me out of the way. I probably wouldve died there. Im really low leveled so thanks for saving my butt."</span> she says. "You're welcome... Next time we should be more careful though." <span class="Molly"> "Let's get you to the hospital... You are very badly injured."</span> <<link [[Continue|Hospital 1]]>> <<set $event5part3 to true>> <<set $event5part4 to false>> <<set $mollyDead to false>> <<dateadd '3h'>> <<dateadd '22m'>> <</link>> <</if>> <</replace>><</link>> <<link "Do nothing">><<replace "#opt1">> You did nothing and watched Molly get hit with the explosion... You run to her to check how shes doing... She is dead. You look at the room the explosion came from and run inside of it, drawing your weapon out and getting in a battle stance. The room isnt super damaged but the door is fucked. You quickly open the wardrobe. There is no one there. Where the hell did he go?! The room looks like the other Inn rooms. There is nothing... You have so many questions going on in your head as of now... What was the explosion?! How did he make a booby trap in the game?! There isnt anything that should cause a explosion in floor 2?! Did he knew that someone was after him?! Whatever the answer to these questions dont matter right now. What matters is that Molly is dead... <<link [[Continue|Inn 2]]>> <<set $event5part3 to true>> <<set $event5part4 to false>> <<set $mollyDead to true>> <<dateadd '3h'>> <<dateadd '22m'>> <</link>> <</replace>><</link>> </div>\The echoes of your footsteps reverberate through the cave. You can hear every step you make. You can also hear water drops hitting the ground. <<if $FD2chest == 3 && $f2door == false>> You can: <<link [[Open the chest|FD2 chest]]>> <<set $lastVisitedPassage1 to "FD2.1">> <</link>> <<elseif $FD2chest !== 3 && $f2door == false>>\ You can: <<link [[Open the chest|FD2 chest trap]]>> <<set $lastVisitedPassage1 to "FD2.1">> <</link>> <</if>>\ Directions: <<link [[Go deeper into the cave|FD2.2]]>> <<dateadd '5m'>> <<set $curFatigue += 5>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 25 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "FD2.2">> <<PoisonousLizard>><</PoisonousLizard>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 60 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "FD2.2">> <<BoulderGuardian>><</BoulderGuardian>> <<goto "Combat remake">> <</if>> <</link>> <<link [[Go back|FD2]]>> <<dateadd '5m'>> <<set $curFatigue += 5>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 25 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "FD2">> <<PoisonousLizard>><</PoisonousLizard>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 60 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "FD2">> <<BoulderGuardian>><</BoulderGuardian>> <<goto "Combat remake">> <</if>> <</link>>You go down the cave. The place became bigger and you can see 2 enterances. One goes left and the other goes right. Direction: <<link [[Go left|FD2.3]]>> <<dateadd '5m'>> <<set $curFatigue += 5>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 25 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "FD2.3">> <<PoisonousLizard>><</PoisonousLizard>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 60 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "FD2.3">> <<BoulderGuardian>><</BoulderGuardian>> <<goto "Combat remake">> <</if>> <</link>> <<link [[Go right|FD2.7]]>> <<dateadd '5m'>> <<set $curFatigue += 5>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 25 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "FD2.7">> <<PoisonousLizard>><</PoisonousLizard>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 60 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "FD2.7">> <<BoulderGuardian>><</BoulderGuardian>> <<goto "Combat remake">> <</if>> <</link>> <<link [[Go back|FD2.1]]>> <<dateadd '5m'>> <<set $curFatigue += 5>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 25 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "FD2.1">> <<PoisonousLizard>><</PoisonousLizard>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 60 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "FD2.1">> <<BoulderGuardian>><</BoulderGuardian>> <<goto "Combat remake">> <</if>> <</link>>You went to the left entarance. It seems to be going up. It's even darker than it was before. There is no outside light anymore. <<if $FD2chest == 2 && $f2door == false>> You can: <<link [[Open the chest|FD2 chest]]>> <<set $lastVisitedPassage1 to "FD2.3">> <</link>> <<elseif $FD2chest !== 2 && $f2door == false>>\ You can: <<link [[Open the chest|FD2 chest trap]]>> <<set $lastVisitedPassage1 to "FD2.3">> <</link>> <</if>>\ Directions: <<link [[Go deeper into the cave|FD2.4]]>> <<dateadd '5m'>> <<set $curFatigue += 5>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 25 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "FD2.4">> <<PoisonousLizard>><</PoisonousLizard>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 60 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "FD2.4">> <<BoulderGuardian>><</BoulderGuardian>> <<goto "Combat remake">> <</if>> <</link>> <<link [[Go back|FD2.2]]>> <<dateadd '5m'>> <<set $curFatigue += 5>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 25 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "FD2.2">> <<PoisonousLizard>><</PoisonousLizard>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 60 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "FD2.2">> <<BoulderGuardian>><</BoulderGuardian>> <<goto "Combat remake">> <</if>> <</link>>You walk up the cave. In the middle of the path you see a door. You can: <<link [[Open the door|FD2Room1]]>> <<dateadd '3m'>> <<set $curFatigue += 5>> <</link>> Directions: <<link [[Go deeper into the cave|FD2.5]]>> <<dateadd '5m'>> <<set $curFatigue += 5>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 25 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "FD2.5">> <<PoisonousLizard>><</PoisonousLizard>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 60 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "FD2.5">> <<BoulderGuardian>><</BoulderGuardian>> <<goto "Combat remake">> <</if>> <</link>> <<link [[Go back|FD2.3]]>> <<dateadd '5m'>> <<set $curFatigue += 5>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 25 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "FD2.3">> <<PoisonousLizard>><</PoisonousLizard>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 60 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "FD2.3">> <<BoulderGuardian>><</BoulderGuardian>> <<goto "Combat remake">> <</if>> <</link>>You killed the boulder guardian and won the battle, gaining <<print ($mobLvl * 1.5 + $mobXP).toFixed(0)>> XP and $mobCoins Coins<<if $lootchance lte 25>> and iron.<<elseif $lootchance lte 35>> and 2 iron.<<elseif $lootchance lte 40>>and 4 iron.<<elseif $lootchance lte 100>>.<</if>> <<EventCurrencies>>\ <<link "Go back">> <<goto $lastVisitedPassage>> <<set $killedBG += 1>> <<MobRewards>> <<if $lootchance lte 25>> <<set $iron += 1>> <<elseif $lootchance lte 35>> <<set $iron += 2>> <<elseif $lootchance lte 40>> <<set $iron += 4>> <</if>> <</link>>You killed the poisonous lizard and won the battle, gaining <<print ($mobLvl * 1.5 + $mobXP).toFixed(0)>> XP and $mobCoins Coins. <<EventCurrencies>>\ <<link "Go back">> <<goto $lastVisitedPassage>> <<set $killedPZ += 1>> <<MobRewards>> <</link>>You walk down the path of the cave. Infront of you is a room made out of stone bricks and a few pillars, the floor is made out of wooden planks. The path is going forward. Directions: <<link [[Go deeper into the cave|FD2.6]]>> <<dateadd '5m'>> <<set $curFatigue += 5>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 25 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "FD2.6">> <<PoisonousLizard>><</PoisonousLizard>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 60 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "FD2.6">> <<BoulderGuardian>><</BoulderGuardian>> <<goto "Combat remake">> <</if>> <</link>> <<link [[Go back|FD2.4]]>> <<dateadd '5m'>> <<set $curFatigue += 5>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 25 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "FD2.4">> <<PoisonousLizard>><</PoisonousLizard>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 60 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "FD2.4">> <<BoulderGuardian>><</BoulderGuardian>> <<goto "Combat remake">> <</if>> <</link>>You went inside of the room. There's a wardrobe, a torch that lights up the room and a bedroll. The room itself is still in the cave... You dont understand why theres a need for a door. You can: <<link [[Sleep on the bedroll|Sleep]]>> <<set $lastVisitedPassage1 to "FD2Room1">> <</link>> <<link [[Open the wardrobe|Wardrobe]]>> <<set $lastVisitedPassage1 to "FD2Room1">> <</link>> <<link [[Go back|FD2.4]]>> <<dateadd '3m'>> <<set $curFatigue += 5>> <</link>>After a while of walking you are standing infront of a giant double door. This is the boss room. You can: <<nobr>> <<if $f2door >= true>> <<link [[Go in the boss room|F2 BOSS]]>> <<dateadd '10m'>> <</link>> <<elseif $f2door <= false or !$f2door>> You touch the door, it glows in light blue but it does not open. <</if>> <</nobr>> <<link [[Sit down|FD2.6]]>> <<dateadd '10m'>> <<set $curStamina += 5 + $INT>> <</link>> Directions: <<link [[Go back|FD2.3]]>> <<dateadd '5m'>> <<set $curFatigue += 5>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 25 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "FD2.3">> <<PoisonousLizard>><</PoisonousLizard>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 60 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "FD2.3">> <<BoulderGuardian>><</BoulderGuardian>> <<goto "Combat remake">> <</if>> <</link>>You went to the right entarance. It seems to be going forward. It's even darker than it was before. There is no outside light anymore. <<if $FD2chest == 1 && $f2door == false>> You can: <<link [[Open the chest|FD2 chest]]>> <<set $lastVisitedPassage1 to "FD2.7">> <</link>> <<elseif $FD2chest !== 1 && $f2door == false>>\ You can: <<link [[Open the chest|FD2 chest trap]]>> <<set $lastVisitedPassage1 to "FD2.7">> <</link>> <</if>>\ Directions: <<link [[Go deeper into the cave|FD2.8]]>> <<dateadd '5m'>> <<set $curFatigue += 5>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 25 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "FD2.8">> <<PoisonousLizard>><</PoisonousLizard>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 60 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "FD2.8">> <<BoulderGuardian>><</BoulderGuardian>> <<goto "Combat remake">> <</if>> <</link>> <<link [[Go back|FD2.2]]>> <<dateadd '5m'>> <<set $curFatigue += 5>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 25 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "FD2.2">> <<PoisonousLizard>><</PoisonousLizard>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 60 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "FD2.2">> <<BoulderGuardian>><</BoulderGuardian>> <<goto "Combat remake">> <</if>> <</link>>You are walking down the path. After a bit of walking you get to the end of the cave. Infront of you there is a plate with something written on it. You can: <<link [[Read the plate|Cave puzzle]]>> <</link>> Directions: <<link [[Go back|FD2.7]]>> <<dateadd '5m'>> <<set $curFatigue += 5>> <<set $randomEncounter4 to random(100)>> <<if $randomEncounter4 lte 25 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "FD2.7">> <<PoisonousLizard>><</PoisonousLizard>> <<goto "Combat remake">> <<elseif $randomEncounter4 lte 60 && $beingFollowedPK <= 0 && $beingFollowedSC <= 0>> <<set $lastVisitedPassage to "FD2.7">> <<BoulderGuardian>><</BoulderGuardian>> <<goto "Combat remake">> <</if>> <</link>><span class= Evese>"To open the door you must find the correct chest. This chest is what shall open the doors that lead to the stairs. You will know if its the correct one by it glowing in light blue. After reading this the chest will appear somewhere on the dungeon. Good luck adventurer."</span> <<linkreplace "Translate">> <<if $ReadingSkill == 1>> You don't understand what the text says... At all. <<elseif $ReadingSkill == 2>> .... It says something about a chest? <<elseif $ReadingSkill >= 3>> "To open the door you must find the correct chest. This chest is what shall open the doors that lead to the stairs. You will know if its the correct one by it glowing in light blue. After reading this the chest will appear somewhere on the dungeon. Good luck adventurer."<</if>> <<set $ReadingXP += 5>><</linkreplace>> <<link [[Back|FD2.8]]>> <<set $FD2chest to kitsuneRNG(1, 3)>> <<set $f2door to false>> <</link>>You opened the chest. It started glowing in light blue. Inside of it there is a tier 2 HP potion. You can hear a loud noise in the distance, it creeps the shit out of you. <<link "Go back">> <<set $hpPOT1 += 1>> <<set $f2door to true>> <<goto $lastVisitedPassage1>> <</link>> You opened the chest. It starts glowing red, inside of it there are 2 Tier 2 HP potions and 350 coins. You take them and the chest grows legs. <<link [[Continue|Combat remake]]>> <<Mimic1>> <</Mimic1>> <<set $hpPOT1 += 2>> <<set $Coins += 350>> <</link>>You destroyed the Glowing chest and won the battle, gaining <<print ($mobLvl * 1.5 + $mobXP).toFixed(0)>> XP and $mobCoins Coins. <<EventCurrencies>>\ <<link "Go back">> <<goto $lastVisitedPassage1>> <<set $killedGC += 1>> <<MobRewards>> <</link>>You go in the room. As you go in you can hear that the door closes behind you. There is nothing in here but the boss room is a giant circle. Its made out of a light blue stone and there are random spots where theres glass, behind the glass you can see some darker blue liquid that glows strongly. <<if $f2BossKilled == true or $f2BossTimeKilled == true>>\ A door at the other end of the boss room opens. Unlike last time this one is a hallway that goes forward. <</if>> You can: <<nobr>>\ <<if $f2BossKilled == true or $f2BossTimeKilled == true>> This floor boss has already been defeated... It can't be killed it twice. <<else>> <<link [[Fight the floor boss|F2BOSSBATTLE]]>> <<set $floorBossBattle to true>> <<set $lastVisitedPassage to "F2 BOSS">> <<boldegar>><</boldegar>> <<set $MonsterDMGDealt to 0>> <<set $F2Left to true>> <<set $F2Right to true>> <<set $F2Body to true>> <</link>> <</if>> <</nobr>> Directions: <<nobr>>\ <<if $f2BossKilled == true or $f2BossTimeKilled == true>> <<link [[Go down the hall to floor 3|Floor 3 staircase 3]]>> <<dateadd '1h'>> <<set $location to "dungeon1">> <<set $curFatigue += 50>> <</link>> <<else>> You need to kill the Second floor boss to proceed to floor 3. <</if>> <</nobr>> <<if $f2BossKilled == true or $f2BossTimeKilled == true>>\ [[Go back|FD2.6]] <<else>>\ You can't go back unless you kill the floor boss. <</if>>[[Back|Changelogs and game information]] - People you have 0 affection with will no longer be on your friendlist - Radiant will now appear at the starters town from 3pm to 6pm - Shadow will appear from 1am to 4am at the starters town - Crimson will appear from 12pm to 4pm at the starters town - Blu3BellRexs schedule is displayed on a small sign she left at the gathering place - Running away says that you need 30 stamina - Added a fail message for running away - Debuffed party members attack gain after you beat the floor boss... no idea what the fuck i was on when i gave shadow a 15 FUCKING DAMAGE BOOST - Made the "Do nothing" button always be checked (thanks to a random person on the twine server. I randomly saw it when they were helping someone out with radio buttons lmaooo) - Started work on a new mechanic (might not finish this version) - Started work on traits (might not finish this version) - Added a new hard achievement - Added a new medium achievement - Debuffed Marcellus and Zegraths stats by 1 - Made Zegrath Partyable - Added more ppl to the social menu - Replaced the equip buttons to Equip links because it looks better imo - Made a new itch.io banner/image/thing - Added cave/dungeon lightning - Added game customization menu (Doesnt work as of now) - Raised max XP to 150. Old was 100 - Added Shadow, Crimson and Radiant to the floor 2 town. Changed their dialogue too but more changes will come once I do a NPC update. You can already see a example with 1 of the NPCs tho i wont mention which since its spoilers. - Added the 2 outfits from the Christmas giveaway - Fixed typos - Fixed a REALLY old bug where buttons wouldnt have a left and right border (the buttons at stats and shit) - Fixed Marcellus and Zegrath having 100 max xp even though they start at lvl 4/5. Old players will have them that way though cuz I cant edit that lol - Fixed a bug where the black wolfs defence didnt matter and instead it checks for crimsons def. - Fixed extra spacing in the wardrobe - Fixed background not changing to snow1 when you come out of the floor 2 dungeon [[Back|Changelogs and game information]]This feature is NOT complete and may lead to a lot of issues. Be careful with how you use it! (THIS STILL DOESNT WORK AND I CANNOT FIGURE OUT WHY) Starting HP: <<textbox "$MaxHP1" $MaxHP1>> <<link "Set">> <<set $MaxHP1 to Number($MaxHP1)>> <<if !Number.isInteger($MaxHP1)>> <<script>> UI.alert("Not a valid number!"); <</script>> <<else>> <<set $MaxHP to $MaxHP1>> <<set $MaxHP to $CurHP>> <<goto "Finish">> <</if>> <</link>> Starting stamina: <<textbox "$maxStamina1" $maxStamina1>> Starting max XP: <<textbox "$MaxXP1" $MaxXP1>> <<link [[Go back|Finish]]>> <</link>>You get closer to RadiantRose. <span class="radiant">"What do you want?"</span> 1. <<link [[Speak to her|RadiantSpeak1]]>> <</link>> 2. <<link [[Invite her to your party|invite her to your party]]>> <<set $lastVisitedPassage to "Town centre 1">> <</link>> 3. [[Nevermind|Town centre 1]]You see Crimson sitting on a bench You went to see him. "What's up Crimson." you say. <span class="crimson">"Oh hey there $gamename. Do you need anything?"</span> 1. <<link [[Speak to him|CrimsonSpeak1]]>> <</link>> 2. <<link [[Invite him to your party|invite crimson to your party]]>> <<set $lastVisitedPassage to "Town centre 1">> <</link>> 3. [[Nevermind|Town centre]]You see Shadow in the distance, sitting on a bench. You decide to approach him. "What's up." you say. <span class="shadow">"Man this place is so quiet. I love it. Why are you here by the way?"</span> 1. <<link [[Speak to him|ShadowSpeak1]]>> <</link>> 2. <<link [[Invite him to your party|invite shadow to your party]]>> <<set $lastVisitedPassage to "Town street 2">> <</link>> 3. [[Nevermind|Town street 2]]"So... What are you up to?" <span class="shadow">"Thinking about the first floor boss. That fucker sure was strong!"</span> "Ah I see." The two of you talk about the floor boss. Eventually you bring up the other floor bosses too. <<link [[Go back|Town street 2]]>> <<set $CurFear -= 1>> <<dateadd '1h'>> <<set $shadowScytheAffection += 1>> <</link>>"Hey, Radiant what are you doing right now?" you ask. <span class="radiant">"Honestly... Just thinking. The first floor boss was strong. This couldve gone very wrong."</span> "True." The two of you talk about the first floor and how pretty the jewelry there was. <<link [[Go back|Town centre]]>> <<dateadd '1h'>> <<set $radiantRoseAffection += 1>> <<set $CurFear -= 1>> <</link>> You sit down next to him. "I see." <span class="crimson">"Man I wish I could tame a dog in this game."</span> "That would be nice." <span class="crimson">"Yeah." </span> The two of you talk about dogs. <<link [[Go back|Town centre 1]]>> <<dateadd '1h'>> <<set $crimsonSentinelAffection += 1>> <<set $CurFear -= 1>> <</link>>You get closer to the middle of the room, hearing something from behind. You turn around to see a giant boulder fall next to the door. The boulder spins around to reveal its head. 3 health bars pop out with the name "Bouldegar" <<if $raidParty == true>>\ <span class="Blu3b3llrex">"This boss hits really hard with its arms and summons magma bullets that attack us! Make sure to destroy those before fighting the boss itself! It will attack with its head after that though so dont get careless! Everyone get a potion!"</span> <<set $hpPOT1 += 1>> <</if>>\ You can: <<if $F2Left == true>><<link [[Attack the left arm|F2BOSSBATTLE 1.1]]>> <<set $attackOutcome to "You do nothing.">> <</link>><<else>>The left arm is destroyed<</if>> <<if $F2Right == true>><<link [[Attack the right arm|F2BOSSBATTLE 3.1]]>> <<set $attackOutcome to "You do nothing.">> <</link>><<else>>The right arm is destroyed<</if>> <<if $F2Body == true>><<link [[Attack the body|F2BOSSBATTLE 2.1]]>> <<set $position to 2>> <<set $attackOutcome to "You do nothing.">> <</link>><<else>>The body is destroyed<</if>> <<link [[Attack the boss|Combat remake]]>> <</link>>You start going down the hall. Its endless. After a while it turns into a staircase that you start climbing for a long time. You're standing infront of a iron door. <<link [[Open the door|F3 entarance]]>> <</link>> <<link [[Go back|F2 BOSS]]>> <<dateadd '1h'>> <<set $location to "cave1">> <<set $curFatigue += 50>> <</link>> You're at the left arm of the boss. It's standing still. $attackOutcome Arm health: <<= (75 - $MonsterDMGDealt).toFixed(0)>> $gamename HP: <<= $CurHP.toFixed(0)>>/<<= $MaxHP.toFixed(0)>> <<if $raidParty == true>>\ Raid party hp: $raidHP/1000 <</if>>\ <<if $partyMembers.includes("RadiantRose")>>\ <span class="radiant">RadiantRose</span>'s HP: <<= $CurHPRadiantRose.toFixed(0)>>/<<= $MaxHPRadiantRose.toFixed(0)>> <</if>>\ <<if $partyMembers.includes("ShadowScythe")>>\ <span class="shadow">ShadowScythe</span>'s HP: <<= $CurHPShadowScythe.toFixed(0)>>/<<= $MaxHPShadowScythe.toFixed(0)>> <</if>>\ <<if $partyMembers.includes("CrimsonSentinel")>>\ <span class="crimson">CrimsonSentinel</span>'s HP: <<= $CurHPCrimsonSentinel.toFixed(0)>>/<<= $MaxHPCrimsonSentinel.toFixed(0)>> <</if>>\ <<if $partyMembers.includes($wolfName)>>\ $wolfName's HP: <<= $wolfCurHP.toFixed(0)>>/<<= $wolfMaxHP.toFixed(0)>> <</if>>\ <<if $partyMembers.includes("Zegrath")>>\ <span class="zegrath">Zegrath</span>'s HP: <<= $CurHPZegrath.toFixed(0)>>/<<= $MaxHPZegrath.toFixed(0)>> <</if>>\ You can: <<if $raidParty == true>>\ <<link "Command your people to attack">> <<set $MonsterHP -= 4>> <<set $attackOutcome to "You landed the hit dealing some damage to it.">> <<Party2FBossAttack>> <<if $MonsterDMGDealt >= 75>> <<goto "F2BOSSBATTLE 1.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 3)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 1.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 1.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 1.3">> <</if>> <</link>> <<link "Command your people to dodge">> <<set $attackOutcome to "What are you all dodging for? The boss hasnt even attacked yet! You hear someone say.">> <<Party2FBossAttack>> <<if $MonsterDMGDealt >= 75>> <<goto "F2BOSSBATTLE 1.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 3)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 1.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 1.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 1.3">> <</if>> <</link>> <<elseif $raidParty == false>>\ <<link "Attack the arm">> <<set $attackOutcome to "You landed the hit dealing some damage to it.">> <<Party2FBossAttack>> <<if $MonsterDMGDealt >= 75>> <<goto "F2BOSSBATTLE 1.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 3)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 1.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 1.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 1.3">> <</if>> <</link>> <<link "Dodge the attack">> <<set $attackOutcome to "There is no attack to dodge...">> <<if $MonsterDMGDealt >= 75>> <<goto "F2BOSSBATTLE 1.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 3)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 1.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 1.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 1.3">> <</if>> <</link>> <</if>>You're at the right arm of the boss. It's standing still. $attackOutcome Arm health: <<= (75 - $MonsterDMGDealt).toFixed(0)>> $gamename HP: <<= $CurHP.toFixed(0)>>/<<= $MaxHP.toFixed(0)>> <<if $raidParty == true>>\ Raid party hp: $raidHP/1000 <</if>>\ <<if $partyMembers.includes("RadiantRose")>>\ <span class="radiant">RadiantRose</span>'s HP: <<= $CurHPRadiantRose.toFixed(0)>>/<<= $MaxHPRadiantRose.toFixed(0)>> <</if>>\ <<if $partyMembers.includes("ShadowScythe")>>\ <span class="shadow">ShadowScythe</span>'s HP: <<= $CurHPShadowScythe.toFixed(0)>>/<<= $MaxHPShadowScythe.toFixed(0)>> <</if>>\ <<if $partyMembers.includes("CrimsonSentinel")>>\ <span class="crimson">CrimsonSentinel</span>'s HP: <<= $CurHPCrimsonSentinel.toFixed(0)>>/<<= $MaxHPCrimsonSentinel.toFixed(0)>> <</if>>\ <<if $partyMembers.includes($wolfName)>>\ $wolfName's HP: <<= $wolfCurHP.toFixed(0)>>/<<= $wolfMaxHP.toFixed(0)>> <</if>>\ <<if $partyMembers.includes("Zegrath")>>\ <span class="zegrath">Zegrath</span>'s HP: <<= $CurHPZegrath.toFixed(0)>>/<<= $MaxHPZegrath.toFixed(0)>> <</if>>\ You can: <<if $raidParty == true>>\ <<link "Command your people to attack">> <<set $MonsterHP -= 4>> <<set $attackOutcome to "You landed the hit dealing some damage to it.">> <<Party2FBossAttack>> <<if $MonsterDMGDealt >= 75>> <<goto "F2BOSSBATTLE 3.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 3)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 3.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 3.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 3.3">> <</if>> <</link>> <<link "Command your people to dodge">> <<set $attackOutcome to "What are you all dodging for? The boss hasnt even attacked yet! You hear someone say.">> <<Party2FBossAttack>> <<if $MonsterDMGDealt >= 75>> <<goto "F2BOSSBATTLE 3.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 3)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 3.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 3.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 3.3">> <</if>> <</link>> <<elseif $raidParty == false>>\ <<link "Attack the arm">> <<set $attackOutcome to "You landed the hit dealing some damage to it.">> <<Party2FBossAttack>> <<if $MonsterDMGDealt >= 75>> <<goto "F2BOSSBATTLE 3.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 3)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 3.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 3.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 3.3">> <</if>> <</link>> <<link "Dodge the attack">> <<set $attackOutcome to "There is no attack to dodge...">> <<if $MonsterDMGDealt >= 75>> <<goto "F2BOSSBATTLE 3.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 3)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 3.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 3.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 3.3">> <</if>> <</link>> <</if>>You are attacking the body of the boss. You are standing at the <<if $position == 1>>at the left side of the body<<elseif $position == 2>>at the middle of the body<<elseif $position == 3>>at the right side of the body<</if>>. Its staring at you watching your moves. $attackOutcome Body health: <<= (150 - $MonsterDMGDealt).toFixed(0)>> $gamename HP: <<= $CurHP.toFixed(0)>>/<<= $MaxHP.toFixed(0)>> <<if $raidParty == true>>\ Raid party hp: $raidHP/1000 <</if>>\ <<if $partyMembers.includes("RadiantRose")>>\ <span class="radiant">RadiantRose</span>'s HP: <<= $CurHPRadiantRose.toFixed(0)>>/<<= $MaxHPRadiantRose.toFixed(0)>> <</if>>\ <<if $partyMembers.includes("ShadowScythe")>>\ <span class="shadow">ShadowScythe</span>'s HP: <<= $CurHPShadowScythe.toFixed(0)>>/<<= $MaxHPShadowScythe.toFixed(0)>> <</if>>\ <<if $partyMembers.includes("CrimsonSentinel")>>\ <span class="crimson">CrimsonSentinel</span>'s HP: <<= $CurHPCrimsonSentinel.toFixed(0)>>/<<= $MaxHPCrimsonSentinel.toFixed(0)>> <</if>>\ <<if $partyMembers.includes($wolfName)>>\ $wolfName's HP: <<= $wolfCurHP.toFixed(0)>>/<<= $wolfMaxHP.toFixed(0)>> <</if>>\ <<if $partyMembers.includes("Zegrath")>>\ <span class="zegrath">Zegrath</span>'s HP: <<= $CurHPZegrath.toFixed(0)>>/<<= $MaxHPZegrath.toFixed(0)>> <</if>>\ You can: <<if $raidParty == true>>\ <<link "Command your people to attack">> <<set $MonsterHP -= 4>> <<set $attackOutcome to "You landed the hit dealing some damage to it.">> <<Party2FBossAttack>> <<if $MonsterDMGDealt >= 150>> <<goto "F2BOSSBATTLE 2.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 4)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.3">> <<elseif _f2bossATKrng == 4 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.4">> <</if>> <</link>> <<link "Move left">> <<if $position > 1>> <<set $position -= 1>> <<set $attackOutcome to "You moved to the left.">> <<if $MonsterDMGDealt >= 150>> <<goto "F2BOSSBATTLE 2.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 4)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.3">> <<elseif _f2bossATKrng == 4 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.4">> <</if>> <<else>> <<script>> UI.alert("You can't move to the left anymore!"); <</script>> <</if>> <</link>> <<link "Move right">> <<if $position < 3>> <<set $position += 1>> <<set $attackOutcome to "You moved to the right.">> <<if $MonsterDMGDealt >= 150>> <<goto "F2BOSSBATTLE 2.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 4)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.3">> <<elseif _f2bossATKrng == 4 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.4">> <</if>> <<else>> <<script>> UI.alert("You can't move to the right anymore!"); <</script>> <</if>> <</link>> <<elseif $raidParty == false>>\ <<link "Attack the body">> <<set $attackOutcome to "You landed the hit dealing some damage to it.">> <<Party2FBossAttack>> <<if $MonsterDMGDealt >= 150>> <<goto "F2BOSSBATTLE 2.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 4)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.3">> <<elseif _f2bossATKrng == 4 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.4">> <</if>> <</link>> <<link "Move left">> <<if $position > 1>> <<set $position -= 1>> <<set $attackOutcome to "You moved to the left.">> <<if $MonsterDMGDealt >= 150>> <<goto "F2BOSSBATTLE 2.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 4)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.3">> <<elseif _f2bossATKrng == 4 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.4">> <</if>> <<else>> <<script>> UI.alert("You can't move to the left anymore!"); <</script>> <</if>> <</link>> <<link "Move right">> <<if $position < 3>> <<set $position += 1>> <<set $attackOutcome to "You moved to the right.">> <<if $MonsterDMGDealt >= 150>> <<goto "F2BOSSBATTLE 2.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 4)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.3">> <<elseif _f2bossATKrng == 4 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.4">> <</if>> <<else>> <<script>> UI.alert("You can't move to the right anymore!"); <</script>> <</if>> <</link>> <</if>>$attackOutcome You're at the left arm of the boss. It's swinging its arm to you all. Arm health: <<= (75 - $MonsterDMGDealt).toFixed(0)>> $gamename HP: <<= $CurHP.toFixed(0)>>/<<= $MaxHP.toFixed(0)>> <<if $raidParty == true>>\ Raid party hp: $raidHP/1000 <</if>>\ <<if $partyMembers.includes("RadiantRose")>>\ <span class="radiant">RadiantRose</span>'s HP: <<= $CurHPRadiantRose.toFixed(0)>>/<<= $MaxHPRadiantRose.toFixed(0)>> <</if>>\ <<if $partyMembers.includes("ShadowScythe")>>\ <span class="shadow">ShadowScythe</span>'s HP: <<= $CurHPShadowScythe.toFixed(0)>>/<<= $MaxHPShadowScythe.toFixed(0)>> <</if>>\ <<if $partyMembers.includes("CrimsonSentinel")>>\ <span class="crimson">CrimsonSentinel</span>'s HP: <<= $CurHPCrimsonSentinel.toFixed(0)>>/<<= $MaxHPCrimsonSentinel.toFixed(0)>> <</if>>\ <<if $partyMembers.includes($wolfName)>>\ $wolfName's HP: <<= $wolfCurHP.toFixed(0)>>/<<= $wolfMaxHP.toFixed(0)>> <</if>>\ <<if $partyMembers.includes("Zegrath")>>\ <span class="zegrath">Zegrath</span>'s HP: <<= $CurHPZegrath.toFixed(0)>>/<<= $MaxHPZegrath.toFixed(0)>> <</if>>\ You can: <<if $raidParty == true>>\ <<link "Command your people to attack">> <<set $MonsterHP -= 4>> <<set $attackOutcome to "You landed the hit dealing some damage to it. The raid party follows up and hits too">> <<Party2FBossAttack>> <<Party2FBossHit>> <<if $MonsterDMGDealt >= 75>> <<goto "F2BOSSBATTLE 1.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 3)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 1.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 1.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 1.3">> <</if>> <</link>> <<link "Command your people to dodge">> <<set $attackOutcome to "You and the raid party dodge the attack.">> <<if $MonsterDMGDealt >= 75>> <<goto "F2BOSSBATTLE 1.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 3)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 1.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 1.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 1.3">> <</if>> <</link>> <<elseif $raidParty == false>>\ <<link "Attack the arm">> <<set $attackOutcome to "You landed the hit dealing some damage to it.">> <<Party2FBossAttack>> <<Party2FBossHit>> <<if $MonsterDMGDealt >= 75>> <<goto "F2BOSSBATTLE 1.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 3)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 1.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 1.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 1.3">> <</if>> <</link>> <<link "Dodge the attack">> <<set $attackOutcome to "You dodged the attack.">> <<if $MonsterDMGDealt >= 75>> <<goto "F2BOSSBATTLE 1.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 3)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 1.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 1.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 1.3">> <</if>> <</link>> <</if>><<widget "Party2FBossAttack">> <<if $partyMembers.includes("RadiantRose")>>\ <<set $MonsertHP -= $DEXRadiantRose/7 + $STRRadiantRose/5 + $weaponDMGRadiantRose>> <<set $MonsterDMGDealt += $DEXRadiantRose/7 + $STRRadiantRose/5 + $weaponDMGRadiantRose>> <</if>> <<if $partyMembers.includes("ShadowScythe")>>\ <<set $MonsertHP -= $DEXShadowScythe/7 + $STRShadowScythe/5 + $weaponDMGShadowScythe>> <<set $MonsterDMGDealt += $DEXShadowScythe/7 + $STRShadowScythe/5 + $weaponDMGShadowScythe>> <</if>> <<if $partyMembers.includes("CrimsonSentinel")>>\ <<set $MonsertHP -= $STRCrimsonSentinel/4 + $weaponDMGCrimsonSentinel>> <<set $MonsterDMGDealt += $STRCrimsonSentinel/4 + $weaponDMGCrimsonSentinel>> <</if>> <<if $partyMembers.includes("Zegrath")>>\ <<set $MonsertHP -= $STRZegrath/5 + $weaponDMGZegrath>> <<set $MonsterDMGDealt += $STRZegrath/5 + $weaponDMGZegrath>> <</if>> <<if $partyMembers.includes($wolfName)>>\ <<set $MonsertHP -= $wolfSTR/3>> <<set $MonsterDMGDealt += $wolfSTR/3>> <</if>> <<set $MonsterHP -= $STR/5 + $weaponDMG/5>> <<set $MonsterDMGDealt += $STR/5 + $weaponDMG/5>> <</widget>> <<widget "Party2FBossHit">> <<if $partyMembers.includes("RadiantRose")>> <<set $CurHPRadiantRose -= $monsterSTR - $DEFRadiantRose>> <</if>> <<if $partyMembers.includes("ShadowScythe")>> <<set $CurHPShadowScythe -= $monsterSTR - $DEFShadowScythe>> <</if>> <<if $partyMembers.includes("CrimsonSentinel")>> <<set $CurHPCrimsonSentinel -= $monsterSTR - $DEFCrimsonSentinel>> <</if>> <<if $partyMembers.includes("Zegrath")>> <<set $CurHPZegrath -= $monsterSTR - $DEFZegrath>> <</if>> <<if $partyMembers.includes($wolfName)>> <<set $wolfCurHP -= $monsterSTR - $wolfDEF>> <</if>> <<if $CurHPRadiantRose lte 0>> <<set $radiantRoseAffection to 0>> <<run $partyMembers.delete("RadiantRose")>> <</if>> <<if $CurHPShadowScythe lte 0>> <<set $shadowScytheAffection to 0>> <<run $partyMembers.delete("ShadowScythe")>> <</if>> <<if $CurHPCrimsonSentinel lte 0>> <<set $crimsonSentinelAffection to 0>> <<run $partyMembers.delete("CrimsonSentinel")>> <</if>> <<if $wolfCurHP lte 0>> <<set $blackWolfDead to true>> <<run $partyMembers.delete($wolfName)>> <</if>> <<if $CurHPZegrath lte 0>> <<set $zegrathDead to true>> <<run $partyMembers.delete("Zegrath")>> <</if>> <<if $raidParty == true>> <<set $raidHP -= $monsterSTR>> <</if>> <<set $CurHP -= $monsterSTR - $DEF - $armorDEF>> <</widget>> <<widget "EventCurrencies">>\ <<if $OneYearTHF == true>>\ You gained $AnniversaryCoinDrop Anniversary coins. <</if>> <<if $christmasEvent == true>>\ You obtained $candyCanesCurDrop candy canes. <</if>> <</widget>>[[Back|Changelogs and game information]] - Made the floor 2 boss battle - Added a random interaction to F2. - Made raid parties upgradeable - Added Molly to the map, youll be able to meet her only if you have any friendship points with her. - Made it possible to wait out the boss raid (and pasted the code for f3 but it wont work till i code the 3rd boss in dw) - Made a achievement for killing the f2 boss. Unlike the F1 boss you wont unlock the achievement if you wait it out. - Added the first ever skill (fire stopper) - Added the F2 boss to the boss rush - Boulder guardians now have a chance to drop iron. - Started perparation for a event. Its gonna be kinda big. - Added fear - Disabled saving during fights - Added a option to disable visual effects for fear - Added a secret achievement - Added a STR debuff modifier for % - Added hunger debuffs - Added fatigue debuffs - Added pink eyes - Added orange eyes - Added yellow eyes - Added bob (random encounter) - Fixed a bug where the game will still think youre in a floor boss battle even after you kill the boss (not noticable) - Fixed a bug where you will still be in a raid with blue if you win the fight - Fixed a bug where you will still have your raid party after winning the boss battle. - Typos. Fixed typos. - Fixed a bug where you could see Zegraths colors when Crimson is in the party and its the enemy turn - Fixed NPCs starting max xp not being 150 - Fixed Stamina inside of the stat points menu being allowed to display decimals - Fixed decimals displaying in your save files (only applies on new save files, old ones will still display) - Fixed losing fatigue when escaping a fight instead of gaining fatigue. Im a genius. - Fixed the stamina cost of running away not being displayed. I did a oopsie lol - Fixed dark blue eyes going gray when blinking NEW ITEMS: Heavy stone armor Boulder slayer Light stone armor Fire stopper skill (its a scroll you can read) [[Back|Changelogs and game information]]$attackOutcome You're at the left arm of the boss. It's arm turns into magma and it swings at you all. Arm health: <<= (75 - $MonsterDMGDealt).toFixed(0)>> $gamename HP: <<= $CurHP.toFixed(0)>>/<<= $MaxHP.toFixed(0)>> <<if $raidParty == true>>\ Raid party hp: $raidHP/1000 <</if>>\ <<if $partyMembers.includes("RadiantRose")>>\ <span class="radiant">RadiantRose</span>'s HP: <<= $CurHPRadiantRose.toFixed(0)>>/<<= $MaxHPRadiantRose.toFixed(0)>> <</if>>\ <<if $partyMembers.includes("ShadowScythe")>>\ <span class="shadow">ShadowScythe</span>'s HP: <<= $CurHPShadowScythe.toFixed(0)>>/<<= $MaxHPShadowScythe.toFixed(0)>> <</if>>\ <<if $partyMembers.includes("CrimsonSentinel")>>\ <span class="crimson">CrimsonSentinel</span>'s HP: <<= $CurHPCrimsonSentinel.toFixed(0)>>/<<= $MaxHPCrimsonSentinel.toFixed(0)>> <</if>>\ <<if $partyMembers.includes($wolfName)>>\ $wolfName's HP: <<= $wolfCurHP.toFixed(0)>>/<<= $wolfMaxHP.toFixed(0)>> <</if>>\ <<if $partyMembers.includes("Zegrath")>>\ <span class="zegrath">Zegrath</span>'s HP: <<= $CurHPZegrath.toFixed(0)>>/<<= $MaxHPZegrath.toFixed(0)>> <</if>>\ You can: <<if $raidParty == true>>\ <<link "Command your people to attack">> <<set $MonsterHP -= 4>> <<set $attackOutcome to "You landed the hit dealing some damage to it. The raid party follows up and hits too">> <<Party2FBossAttack>> <<Party2FBossHit>> <<set $onFire to 3>> <<if $MonsterDMGDealt >= 75>> <<goto "F2BOSSBATTLE 1.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 3)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 1.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 1.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 1.3">> <</if>> <</link>> <<link "Command your people to dodge">> <<set $attackOutcome to "You and the raid party dodge the attack.">> <<if $MonsterDMGDealt >= 75>> <<goto "F2BOSSBATTLE 1.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 3)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 1.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 1.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 1.3">> <</if>> <</link>> <<elseif $raidParty == false>>\ <<link "Attack the arm">> <<set $attackOutcome to "You landed the hit dealing some damage to it.">> <<Party2FBossAttack>> <<Party2FBossHit>> <<set $onFire to 3>> <<if $MonsterDMGDealt >= 75>> <<goto "F2BOSSBATTLE 1.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 3)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 1.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 1.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 1.3">> <</if>> <</link>> <<link "Dodge the attack">> <<set $attackOutcome to "You dodged the attack.">> <<if $MonsterDMGDealt >= 75>> <<goto "F2BOSSBATTLE 1.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 3)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 1.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 1.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 1.3">> <</if>> <</link>> <</if>>You destroyed the left arm of the boss. <<link [[Continue|F2BOSSBATTLE]]>> <<set $F2Left to false>> <<set $MonsterDMGDealt to 0>> <</link>>You are attacking the body of the boss. You are standing at the <<if $position == 1>>at the left side of the body<<elseif $position == 2>>at the middle of the body<<elseif $position == 3>>at the right side of the body<</if>>. Boldegar is throwing a molten boulder at the right side. $attackOutcome Body health: <<= (150 - $MonsterDMGDealt).toFixed(0)>> $gamename HP: <<= $CurHP.toFixed(0)>>/<<= $MaxHP.toFixed(0)>> <<if $raidParty == true>>\ Raid party hp: $raidHP/1000 <</if>>\ <<if $partyMembers.includes("RadiantRose")>>\ <span class="radiant">RadiantRose</span>'s HP: <<= $CurHPRadiantRose.toFixed(0)>>/<<= $MaxHPRadiantRose.toFixed(0)>> <</if>>\ <<if $partyMembers.includes("ShadowScythe")>>\ <span class="shadow">ShadowScythe</span>'s HP: <<= $CurHPShadowScythe.toFixed(0)>>/<<= $MaxHPShadowScythe.toFixed(0)>> <</if>>\ <<if $partyMembers.includes("CrimsonSentinel")>>\ <span class="crimson">CrimsonSentinel</span>'s HP: <<= $CurHPCrimsonSentinel.toFixed(0)>>/<<= $MaxHPCrimsonSentinel.toFixed(0)>> <</if>>\ <<if $partyMembers.includes($wolfName)>>\ $wolfName's HP: <<= $wolfCurHP.toFixed(0)>>/<<= $wolfMaxHP.toFixed(0)>> <</if>>\ <<if $partyMembers.includes("Zegrath")>>\ <span class="zegrath">Zegrath</span>'s HP: <<= $CurHPZegrath.toFixed(0)>>/<<= $MaxHPZegrath.toFixed(0)>> <</if>>\ You can: <<if $raidParty == true>>\ <<link "Command your people to attack">> <<if $position == 3>> <<Party2FBossHit>> <<set $onFire to 4>> <</if>> <<set $MonsterHP -= 4>> <<set $attackOutcome to "You landed the hit dealing some damage to it.">> <<Party2FBossAttack>> <<if $MonsterDMGDealt >= 150>> <<goto "F2BOSSBATTLE 2.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 4)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.3">> <<elseif _f2bossATKrng == 4 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.4">> <</if>> <</link>> <<link "Move left">> <<if $position > 1>> <<set $position -= 1>> <<set $attackOutcome to "You moved to the left.">> <<if $MonsterDMGDealt >= 150>> <<goto "F2BOSSBATTLE 2.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 4)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.3">> <<elseif _f2bossATKrng == 4 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.4">> <</if>> <<else>> <<script>> UI.alert("You can't move to the left anymore!"); <</script>> <</if>> <</link>> <<link "Move right">> <<if $position < 3>> <<set $position += 1>> <<set $attackOutcome to "You moved to the right.">> <<if $MonsterDMGDealt >= 150>> <<goto "F2BOSSBATTLE 2.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 4)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.3">> <<elseif _f2bossATKrng == 4 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.4">> <</if>> <<else>> <<script>> UI.alert("You can't move to the right anymore!"); <</script>> <</if>> <</link>> <<elseif $raidParty == false>>\ <<link "Attack the body">> <<if $position == 3>> <<Party2FBossHit>> <<set $onFire to 4>> <</if>> <<set $attackOutcome to "You landed the hit dealing some damage to it.">> <<Party2FBossAttack>> <<if $MonsterDMGDealt >= 150>> <<goto "F2BOSSBATTLE 2.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 4)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.3">> <<elseif _f2bossATKrng == 4 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.4">> <</if>> <</link>> <<link "Move left">> <<if $position > 1>> <<set $position -= 1>> <<set $attackOutcome to "You moved to the left.">> <<if $MonsterDMGDealt >= 150>> <<goto "F2BOSSBATTLE 2.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 4)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.3">> <<elseif _f2bossATKrng == 4 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.4">> <</if>> <<else>> <<script>> UI.alert("You can't move to the left anymore!"); <</script>> <</if>> <</link>> <<link "Move right">> <<if $position < 3>> <<set $position += 1>> <<set $attackOutcome to "You moved to the right.">> <<if $MonsterDMGDealt >= 150>> <<goto "F2BOSSBATTLE 2.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 4)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.3">> <<elseif _f2bossATKrng == 4 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.4">> <</if>> <<else>> <<script>> UI.alert("You can't move to the right anymore!"); <</script>> <</if>> <</link>> <</if>>You are attacking the body of the boss. You are standing at the <<if $position == 1>>at the left side of the body<<elseif $position == 2>>at the middle of the body<<elseif $position == 3>>at the right side of the body<</if>>. Boldegar is throwing a molten boulder at the middle side. $attackOutcome Body health: <<= (150 - $MonsterDMGDealt).toFixed(0)>> $gamename HP: <<= $CurHP.toFixed(0)>>/<<= $MaxHP.toFixed(0)>> <<if $raidParty == true>>\ Raid party hp: $raidHP/1000 <</if>>\ <<if $partyMembers.includes("RadiantRose")>>\ <span class="radiant">RadiantRose</span>'s HP: <<= $CurHPRadiantRose.toFixed(0)>>/<<= $MaxHPRadiantRose.toFixed(0)>> <</if>>\ <<if $partyMembers.includes("ShadowScythe")>>\ <span class="shadow">ShadowScythe</span>'s HP: <<= $CurHPShadowScythe.toFixed(0)>>/<<= $MaxHPShadowScythe.toFixed(0)>> <</if>>\ <<if $partyMembers.includes("CrimsonSentinel")>>\ <span class="crimson">CrimsonSentinel</span>'s HP: <<= $CurHPCrimsonSentinel.toFixed(0)>>/<<= $MaxHPCrimsonSentinel.toFixed(0)>> <</if>>\ <<if $partyMembers.includes($wolfName)>>\ $wolfName's HP: <<= $wolfCurHP.toFixed(0)>>/<<= $wolfMaxHP.toFixed(0)>> <</if>>\ <<if $partyMembers.includes("Zegrath")>>\ <span class="zegrath">Zegrath</span>'s HP: <<= $CurHPZegrath.toFixed(0)>>/<<= $MaxHPZegrath.toFixed(0)>> <</if>>\ You can: <<if $raidParty == true>>\ <<link "Command your people to attack">> <<if $position == 2>> <<Party2FBossHit>> <<set $onFire to 4>> <</if>> <<set $MonsterHP -= 4>> <<set $attackOutcome to "You landed the hit dealing some damage to it.">> <<Party2FBossAttack>> <<if $MonsterDMGDealt >= 150>> <<goto "F2BOSSBATTLE 2.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 4)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.3">> <<elseif _f2bossATKrng == 4 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.4">> <</if>> <</link>> <<link "Move left">> <<if $position > 1>> <<set $position -= 1>> <<set $attackOutcome to "You moved to the left.">> <<if $MonsterDMGDealt >= 150>> <<goto "F2BOSSBATTLE 2.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 4)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.3">> <<elseif _f2bossATKrng == 4 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.4">> <</if>> <<else>> <<script>> UI.alert("You can't move to the left anymore!"); <</script>> <</if>> <</link>> <<link "Move right">> <<if $position < 3>> <<set $position += 1>> <<set $attackOutcome to "You moved to the right.">> <<if $MonsterDMGDealt >= 150>> <<goto "F2BOSSBATTLE 2.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 4)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.3">> <<elseif _f2bossATKrng == 4 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.4">> <</if>> <<else>> <<script>> UI.alert("You can't move to the right anymore!"); <</script>> <</if>> <</link>> <<elseif $raidParty == false>>\ <<link "Attack the body">> <<if $position == 2>> <<Party2FBossHit>> <<set $onFire to 4>> <</if>> <<set $attackOutcome to "You landed the hit dealing some damage to it.">> <<Party2FBossAttack>> <<if $MonsterDMGDealt >= 150>> <<goto "F2BOSSBATTLE 2.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 4)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.3">> <<elseif _f2bossATKrng == 4 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.4">> <</if>> <</link>> <<link "Move left">> <<if $position > 1>> <<set $position -= 1>> <<set $attackOutcome to "You moved to the left.">> <<if $MonsterDMGDealt >= 150>> <<goto "F2BOSSBATTLE 2.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 4)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.3">> <<elseif _f2bossATKrng == 4 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.4">> <</if>> <<else>> <<script>> UI.alert("You can't move to the left anymore!"); <</script>> <</if>> <</link>> <<link "Move right">> <<if $position < 3>> <<set $position += 1>> <<set $attackOutcome to "You moved to the right.">> <<if $MonsterDMGDealt >= 150>> <<goto "F2BOSSBATTLE 2.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 4)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.3">> <<elseif _f2bossATKrng == 4 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.4">> <</if>> <<else>> <<script>> UI.alert("You can't move to the right anymore!"); <</script>> <</if>> <</link>> <</if>>You are attacking the body of the boss. You are standing at the <<if $position == 1>>at the left side of the body<<elseif $position == 2>>at the middle of the body<<elseif $position == 3>>at the right side of the body<</if>>. Boldegar is throwing a molten boulder at the left side. $attackOutcome Body health: <<= (150 - $MonsterDMGDealt).toFixed(0)>> $gamename HP: <<= $CurHP.toFixed(0)>>/<<= $MaxHP.toFixed(0)>> <<if $raidParty == true>>\ Raid party hp: $raidHP/1000 <</if>>\ <<if $partyMembers.includes("RadiantRose")>>\ <span class="radiant">RadiantRose</span>'s HP: <<= $CurHPRadiantRose.toFixed(0)>>/<<= $MaxHPRadiantRose.toFixed(0)>> <</if>>\ <<if $partyMembers.includes("ShadowScythe")>>\ <span class="shadow">ShadowScythe</span>'s HP: <<= $CurHPShadowScythe.toFixed(0)>>/<<= $MaxHPShadowScythe.toFixed(0)>> <</if>>\ <<if $partyMembers.includes("CrimsonSentinel")>>\ <span class="crimson">CrimsonSentinel</span>'s HP: <<= $CurHPCrimsonSentinel.toFixed(0)>>/<<= $MaxHPCrimsonSentinel.toFixed(0)>> <</if>>\ <<if $partyMembers.includes($wolfName)>>\ $wolfName's HP: <<= $wolfCurHP.toFixed(0)>>/<<= $wolfMaxHP.toFixed(0)>> <</if>>\ <<if $partyMembers.includes("Zegrath")>>\ <span class="zegrath">Zegrath</span>'s HP: <<= $CurHPZegrath.toFixed(0)>>/<<= $MaxHPZegrath.toFixed(0)>> <</if>>\ You can: <<if $raidParty == true>>\ <<link "Command your people to attack">> <<if $position == 1>> <<Party2FBossHit>> <<set $onFire to 4>> <</if>> <<set $MonsterHP -= 4>> <<set $attackOutcome to "You landed the hit dealing some damage to it.">> <<Party2FBossAttack>> <<if $MonsterDMGDealt >= 150>> <<goto "F2BOSSBATTLE 2.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 4)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.3">> <<elseif _f2bossATKrng == 4 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.4">> <</if>> <</link>> <<link "Move left">> <<if $position > 1>> <<set $position -= 1>> <<set $attackOutcome to "You moved to the left.">> <<if $MonsterDMGDealt >= 150>> <<goto "F2BOSSBATTLE 2.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 4)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.3">> <<elseif _f2bossATKrng == 4 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.4">> <</if>> <<else>> <<script>> UI.alert("You can't move to the left anymore!"); <</script>> <</if>> <</link>> <<link "Move right">> <<if $position < 3>> <<set $position += 1>> <<set $attackOutcome to "You moved to the right.">> <<if $MonsterDMGDealt >= 150>> <<goto "F2BOSSBATTLE 2.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 4)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.3">> <<elseif _f2bossATKrng == 4 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.4">> <</if>> <<else>> <<script>> UI.alert("You can't move to the right anymore!"); <</script>> <</if>> <</link>> <<elseif $raidParty == false>>\ <<link "Attack the body">> <<if $position == 1>> <<Party2FBossHit>> <<set $onFire to 4>> <</if>> <<set $attackOutcome to "You landed the hit dealing some damage to it.">> <<Party2FBossAttack>> <<if $MonsterDMGDealt >= 150>> <<goto "F2BOSSBATTLE 2.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 4)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.3">> <<elseif _f2bossATKrng == 4 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.4">> <</if>> <</link>> <<link "Move left">> <<if $position > 1>> <<set $position -= 1>> <<set $attackOutcome to "You moved to the left.">> <<if $MonsterDMGDealt >= 150>> <<goto "F2BOSSBATTLE 2.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 4)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.3">> <<elseif _f2bossATKrng == 4 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.4">> <</if>> <<else>> <<script>> UI.alert("You can't move to the left anymore!"); <</script>> <</if>> <</link>> <<link "Move right">> <<if $position < 3>> <<set $position += 1>> <<set $attackOutcome to "You moved to the right.">> <<if $MonsterDMGDealt >= 150>> <<goto "F2BOSSBATTLE 2.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 4)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.3">> <<elseif _f2bossATKrng == 4 && $MonsterDMGDealt <= 149>> <<goto "F2BOSSBATTLE 2.4">> <</if>> <<else>> <<script>> UI.alert("You can't move to the right anymore!"); <</script>> <</if>> <</link>> <</if>>You destroyed the body of the boss. <<link [[Continue|F2BOSSBATTLE]]>> <<set $F2Body to false>> <<set $MonsterDMGDealt to 0>> <</link>>You destroyed the right arm of the boss. <<link [[Continue|F2BOSSBATTLE]]>> <<set $F2Right to false>> <<set $MonsterDMGDealt to 0>> <</link>>$attackOutcome You're at the right arm of the boss. It's swinging its arm to you all. Arm health: <<= (75 - $MonsterDMGDealt).toFixed(0)>> $gamename HP: <<= $CurHP.toFixed(0)>>/<<= $MaxHP.toFixed(0)>> <<if $raidParty == true>>\ Raid party hp: $raidHP/1000 <</if>>\ <<if $partyMembers.includes("RadiantRose")>>\ <span class="radiant">RadiantRose</span>'s HP: <<= $CurHPRadiantRose.toFixed(0)>>/<<= $MaxHPRadiantRose.toFixed(0)>> <</if>>\ <<if $partyMembers.includes("ShadowScythe")>>\ <span class="shadow">ShadowScythe</span>'s HP: <<= $CurHPShadowScythe.toFixed(0)>>/<<= $MaxHPShadowScythe.toFixed(0)>> <</if>>\ <<if $partyMembers.includes("CrimsonSentinel")>>\ <span class="crimson">CrimsonSentinel</span>'s HP: <<= $CurHPCrimsonSentinel.toFixed(0)>>/<<= $MaxHPCrimsonSentinel.toFixed(0)>> <</if>>\ <<if $partyMembers.includes($wolfName)>>\ $wolfName's HP: <<= $wolfCurHP.toFixed(0)>>/<<= $wolfMaxHP.toFixed(0)>> <</if>>\ <<if $partyMembers.includes("Zegrath")>>\ <span class="zegrath">Zegrath</span>'s HP: <<= $CurHPZegrath.toFixed(0)>>/<<= $MaxHPZegrath.toFixed(0)>> <</if>>\ You can: <<if $raidParty == true>>\ <<link "Command your people to attack">> <<set $MonsterHP -= 4>> <<set $attackOutcome to "You landed the hit dealing some damage to it. The raid party follows up and hits too">> <<Party2FBossAttack>> <<Party2FBossHit>> <<if $MonsterDMGDealt >= 75>> <<goto "F2BOSSBATTLE 3.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 3)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 3.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 3.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 3.3">> <</if>> <</link>> <<link "Command your people to dodge">> <<set $attackOutcome to "You and the raid party dodge the attack.">> <<if $MonsterDMGDealt >= 75>> <<goto "F2BOSSBATTLE 3.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 3)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 3.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 3.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 3.3">> <</if>> <</link>> <<elseif $raidParty == false>>\ <<link "Attack the arm">> <<set $attackOutcome to "You landed the hit dealing some damage to it.">> <<Party2FBossAttack>> <<Party2FBossHit>> <<if $MonsterDMGDealt >= 75>> <<goto "F2BOSSBATTLE 3.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 3)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 3.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 3.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 3.3">> <</if>> <</link>> <<link "Dodge the attack">> <<set $attackOutcome to "You dodged the attack.">> <<if $MonsterDMGDealt >= 75>> <<goto "F2BOSSBATTLE 3.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 3)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 3.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 3.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 3.3">> <</if>> <</link>> <</if>>$attackOutcome You're at the right arm of the boss. It's arm turns into magma and it swings at you all. Arm health: <<= (75 - $MonsterDMGDealt).toFixed(0)>> $gamename HP: <<= $CurHP.toFixed(0)>>/<<= $MaxHP.toFixed(0)>> <<if $raidParty == true>>\ Raid party hp: $raidHP/1000 <</if>>\ <<if $partyMembers.includes("RadiantRose")>>\ <span class="radiant">RadiantRose</span>'s HP: <<= $CurHPRadiantRose.toFixed(0)>>/<<= $MaxHPRadiantRose.toFixed(0)>> <</if>>\ <<if $partyMembers.includes("ShadowScythe")>>\ <span class="shadow">ShadowScythe</span>'s HP: <<= $CurHPShadowScythe.toFixed(0)>>/<<= $MaxHPShadowScythe.toFixed(0)>> <</if>>\ <<if $partyMembers.includes("CrimsonSentinel")>>\ <span class="crimson">CrimsonSentinel</span>'s HP: <<= $CurHPCrimsonSentinel.toFixed(0)>>/<<= $MaxHPCrimsonSentinel.toFixed(0)>> <</if>>\ <<if $partyMembers.includes($wolfName)>>\ $wolfName's HP: <<= $wolfCurHP.toFixed(0)>>/<<= $wolfMaxHP.toFixed(0)>> <</if>>\ <<if $partyMembers.includes("Zegrath")>>\ <span class="zegrath">Zegrath</span>'s HP: <<= $CurHPZegrath.toFixed(0)>>/<<= $MaxHPZegrath.toFixed(0)>> <</if>>\ You can: <<if $raidParty == true>>\ <<link "Command your people to attack">> <<set $MonsterHP -= 4>> <<set $attackOutcome to "You landed the hit dealing some damage to it. The raid party follows up and hits too">> <<Party2FBossAttack>> <<Party2FBossHit>> <<set $onFire to 3>> <<if $MonsterDMGDealt >= 75>> <<goto "F2BOSSBATTLE 3.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 3)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 3.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 3.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 3.3">> <</if>> <</link>> <<link "Command your people to dodge">> <<set $attackOutcome to "You and the raid party dodge the attack.">> <<if $MonsterDMGDealt >= 75>> <<goto "F2BOSSBATTLE 3.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 3)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 3.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 3.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 3.3">> <</if>> <</link>> <<elseif $raidParty == false>>\ <<link "Attack the arm">> <<set $attackOutcome to "You landed the hit dealing some damage to it.">> <<Party2FBossAttack>> <<Party2FBossHit>> <<set $onFire to 3>> <<if $MonsterDMGDealt >= 75>> <<goto "F2BOSSBATTLE 3.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 3)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 3.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 3.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 3.3">> <</if>> <</link>> <<link "Dodge the attack">> <<set $attackOutcome to "You dodged the attack.">> <<if $MonsterDMGDealt >= 75>> <<goto "F2BOSSBATTLE 3.0">> <</if>> <<set _f2bossATKrng to kitsuneRNG(1, 3)>> <<if _f2bossATKrng == 1 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 3.2">> <<elseif _f2bossATKrng == 2 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 3.1">> <<elseif _f2bossATKrng == 3 && $MonsterDMGDealt <= 74>> <<goto "F2BOSSBATTLE 3.3">> <</if>> <</link>> <</if>>The boss health bar got to red, you go in for your last strike and succesfully hit it. It turns into ashes and a screen pops up <<set $floorBossBattle to false>> <<set $blueRaid to false>> <<set $raidParty to false>> <center><img src = "Textures/Congratulations!!!.png" width="100%"/></center> "You have beaten the floor 2 boss Everyone who participated in this battle will get a choice to get 1 item! Choose wisely. You also got 2280 XP and 3138 Coins." You can chose: <<link [[Light armor|F2 BOSS]]>> <<set $f2BossKilled to true>> <<MobRewards>> <<set $StoneCP to true>> <</link>> <<link [[Heavy armor|F2 BOSS]]>> <<set $f2BossKilled to true>> <<MobRewards>> <<set $hStoneCP to true>> <</link>> Or you can get: <<link [[A heavy sword|F2 BOSS]]>> <<set $f2BossKilled to true>> <<MobRewards>> <<set $heavyswordStone to true>> <</link>> <<link [[Fire stopper scroll|F2 BOSS]]>> <<set $fireStopperScroll += 1>> <<MobRewards>> <<set $f2BossKilled to true>> <</link>> <<set $timeTillBossDies to 0>> <<set $DEFCrimsonSentinel += 3>> <<set $weaponDMGCrimsonSentinel += 2>> <<set $weaponDMGRadiantRose += 1>> <<set $weaponDMGShadowScythe += 3>> <<set $raidParty to false>> <<set $raidMaxHP += 100>>Your raid party max hp: $raidMaxHP Your raid party gear: <<if $raidPartyArmorTier == 1>>Starter gear<<elseif $raidPartyArmorTier == 2>>Leather armor<<elseif $raidPartyArmorTier == 3>>Iron armor<<elseif $raidPartyArmorTier == 4>>Oni leather armor<</if>> <<link [[Go back|Blu3B3llrexConvo]]>> <</link>> Upgrade their armor: Tier <<if $raidPartyArmorTier == 1>>1 | Upgrade: <<link "2500 coins">> <<if $Coins >= 2500>> <<set $Coins -= 2500>> <<set $raidMaxHP += 150>> <<set $raidPartyArmorTier += 1>> <<goto "Raid party upgrade">> <<elseif $Coins <= 2449>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</link>><<elseif $raidPartyArmorTier == 2>>2 | Upgrade: <<link "4700 coins">> <<if $Coins >= 4700>> <<set $Coins -= 4700>> <<set $raidMaxHP += 190>> <<set $raidPartyArmorTier += 1>> <<goto "Raid party upgrade">> <<elseif $Coins <= 4699>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</link>> or <<link "312 iron">> <<if $iron >= 312>> <<set $iron -= 312>> <<set $raidMaxHP += 190>> <<set $raidPartyArmorTier += 1>> <<goto "Raid party upgrade">> <<elseif $iron <= 312>> <<script>> UI.alert("You dont have enough items!"); <</script>> <</if>> <</link>><<elseif $raidPartyArmorTier == 3>>3 | Upgrade: <<link "7800 coins">> <<if $Coins >= 7800>> <<set $Coins -= 7800>> <<set $raidMaxHP += 225>> <<set $raidPartyArmorTier += 1>> <<goto "Raid party upgrade">> <<elseif $Coins <= 7799>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</link>> or <<link "138 Oni leather">> <<if $oniLeather >= 138>> <<set $oniLeather -= 50>> <<set $raidMaxHP += 225>> <<set $raidPartyArmorTier += 1>> <<goto "Raid party upgrade">> <<elseif $oniLeather <= 138>> <<script>> UI.alert("You dont have enough items!"); <</script>> <</if>> <</link>><<elseif $raidPartyArmorTier == 4>>4<</if>> <<link [[Go back|Blu3B3llrexConvo]]>> <</link>>You see Molly leaning on the wall. You decide to approach her. "Helly Molly!." you say. <span class="Molly">"Hey $gamename, what are you doing?"</span> 1. <<link [[Speak to her|MollySpeak1]]>> <</link>> 2. [[Nevermind|Town street 2]]"What are you up to?" <span class="Molly">"Thinking about my brother and how ill destroy the living shit out of that mother fucker!"</span> "I see." The two of you talk about the person youre chasing. <<link [[Go back|Town street 2]]>> <<set $CurFear -= 1>> <<dateadd '1h'>> <<set $$mollyAffection += 1>> <</link>>The boss falls appart, its HP bar reaching red. Your team cheering after their victory. You can see Blu3B3llrex approaching you. <span class="Blu3b3llrex">"Well done $gamename. You guys did well!"</span> she says, smiling. <span class="Blu3b3llrex">"I'm glad we came out of this fight alive. And that you decided to join us again."</span> "Same here. This fight was pretty hard. You guys did amazing too." [[Next|win F2Boss]]The boss health bar got to red, you go in for your last strike and succesfully hit it. It turns into ashes and a screen pops up <<set $floorBossBattle to false>> <<set $blueRaid to false>> <<set $raidParty to false>> <center><img src = "Textures/Congratulations!!!.png" width="100%"/></center> "You have beaten the floor 2 boss Everyone who participated in this battle will get a choice to get 1 item! Choose wisely. You also got 2280 XP and 3138 Coins." You can chose: <<link [[Light armor|Boss rush boss room]]>> <<set $f2BossKilled to true>> <<MobRewards>> <<set $StoneCP to true>> <</link>> <<link [[Heavy armor|Boss rush boss room]]>> <<set $f2BossKilled to true>> <<MobRewards>> <<set $hStoneCP to true>> <</link>> Or you can get: <<link [[A heavy sword|Boss rush boss room]]>> <<set $f2BossKilled to true>> <<MobRewards>> <<set $heavyswordStone to true>> <</link>> <<link [[Fire stopper scroll|Boss rush boss room]]>> <<set $fireStopperScroll += 1>> <<MobRewards>> <<set $heavyswordStone to true>> <</link>> <<set $percentFboss to 0>> <<set $DEFCrimsonSentinel += 3>> <<set $weaponDMGCrimsonSentinel += 2>> <<set $weaponDMGRadiantRose += 1>> <<set $weaponDMGShadowScythe += 3>> <<set $raidParty to false>> <<set $raidMaxHP += 100>> <<set $bossRush += 1>>You enter the shop. <span class="Techno">"Hello there $gamename, I see you've came to check out the anniversary shop. Its been 1 year since this game has started its development. Isnt that crazy?"</span> says the man on the counter. He looks like the dev. You wonder who could that be. 1. <<link [[Check out the event shop|THF shop sellables]]>> <</link>> 2. <<link [[Go to the wardrobe|Wardrobe]]>> <<set $lastVisitedPassage1 to "THF shop">> <</link>> 3. <<link [[Go back|Town centre]]>> <<dateadd '1m'>> <</link>>You check out whats for sale <span class="Techno">"Make sure to take everything! This isnt here forever!"</span> Items: <<button "Buy a gender changing potion | 200 anniversary coins">> <<if $AnniversaryCoins >= 200>> <<set $genderChangingPotion += 1>> <<set $AnniversaryCoins -= 200>> <<goto "THF shop sellables">> <<elseif $AnniversaryCoins <= 199>> <<script>> UI.alert("You dont have enough Anniversary coins!"); <</script>> <</if>> <</button>> <<button "Buy 1 coin | 50 anniversary coins">> <<if $AnniversaryCoins >= 50>> <<set $Coins += 1>> <<set $AnniversaryCoins -= 50>> <<goto "THF shop sellables">> <<elseif $AnniversaryCoins <= 49>> <<script>> UI.alert("You dont have enough Anniversary coins!"); <</script>> <</if>> <</button>> <<button "Buy 1 vanilla cake | 100 anniversary coins">> <<if $AnniversaryCoins >= 100>> <<set $AnniversaryCakeVanilla += 1>> <<set $AnniversaryCoins -= 100>> <<goto "THF shop sellables">> <<elseif $AnniversaryCoins <= 99>> <<script>> UI.alert("You dont have enough Anniversary coins!"); <</script>> <</if>> <</button>> <<button "Buy 1 chocolate cake | 100 anniversary coins">> <<if $AnniversaryCoins >= 100>> <<set $AnniversaryCakeChocolate += 1>> <<set $AnniversaryCoins -= 50>> <<goto "THF shop sellables">> <<elseif $AnniversaryCoins <= 99>> <<script>> UI.alert("You dont have enough Anniversary coins!"); <</script>> <</if>> <</button>> Outfits: <<button "Buy RadiantRoses outfit | 650 anniversary coins">> <<if $AnniversaryCoins >= 650>> <<set $RadiantRoseOutfit to true>> <<set $AnniversaryCoins -= 650>> <<goto "THF shop sellables">> <<elseif $AnniversaryCoins <= 649>> <<script>> UI.alert("You dont have enough Anniversary coins!"); <</script>> <</if>> <</button>> <<button "Buy ShadowScythes outfit | 650 anniversary coins">> <<if $AnniversaryCoins >= 650>> <<set $ShadowScytheOutfit to true>> <<set $AnniversaryCoins -= 650>> <<goto "THF shop sellables">> <<elseif $AnniversaryCoins <= 649>> <<script>> UI.alert("You dont have enough Anniversary coins!"); <</script>> <</if>> <</button>> <<button "Buy CrimsonSentinels outfit | 650 anniversary coins">> <<if $AnniversaryCoins >= 650>> <<set $CrimsonSentinelOutfit to true>> <<set $AnniversaryCoins -= 650>> <<goto "THF shop sellables">> <<elseif $AnniversaryCoins <= 649>> <<script>> UI.alert("You dont have enough Anniversary coins!"); <</script>> <</if>> <</button>> <<button "Buy Familiar gambit outfit | 650 anniversary coins">> <<if $AnniversaryCoins >= 650>> <<set $ToruOutfit to true>> <<set $AnniversaryCoins -= 650>> <<goto "THF shop sellables">> <<elseif $AnniversaryCoins <= 649>> <<script>> UI.alert("You dont have enough Anniversary coins!"); <</script>> <</if>> <</button>> <<button "Buy Fallen grace outfit | 650 anniversary coins">> <<if $AnniversaryCoins >= 650>> <<set $KirinOutfit to true>> <<set $AnniversaryCoins -= 650>> <<goto "THF shop sellables">> <<elseif $AnniversaryCoins <= 649>> <<script>> UI.alert("You dont have enough Anniversary coins!"); <</script>> <</if>> <</button>> Weapon skins: <<button "Buy Flower rapier skin | 325 anniversary coins">> <<if $AnniversaryCoins >= 325>> <<set $flowerRapierSkin to true>> <<set $AnniversaryCoins -= 325>> <<goto "THF shop sellables">> <<elseif $AnniversaryCoins <= 324>> <<script>> UI.alert("You dont have enough Anniversary coins!"); <</script>> <</if>> <</button>> <<button "Buy Shadow taker skin | 325 anniversary coins">> <<if $AnniversaryCoins >= 325>> <<set $shadowTakerSkin to true>> <<set $AnniversaryCoins -= 325>> <<goto "THF shop sellables">> <<elseif $AnniversaryCoins <= 324>> <<script>> UI.alert("You dont have enough Anniversary coins!"); <</script>> <</if>> <</button>> <<button "Buy Blood drainer skin | 325 anniversary coins">> <<if $AnniversaryCoins >= 325>> <<set $bloodDrainerSkin to true>> <<set $AnniversaryCoins -= 325>> <<goto "THF shop sellables">> <<elseif $AnniversaryCoins <= 324>> <<script>> UI.alert("You dont have enough Anniversary coins!"); <</script>> <</if>> <</button>> <<button "Buy Dusters resort skin | 325 anniversary coins">> <<if $AnniversaryCoins >= 325>> <<set $ToruGauntletSkin to true>> <<set $AnniversaryCoins -= 325>> <<goto "THF shop sellables">> <<elseif $AnniversaryCoins <= 324>> <<script>> UI.alert("You dont have enough Anniversary coins!"); <</script>> <</if>> <</button>> <<button "Buy Tarnished imprint skin | 325 anniversary coins">> <<if $AnniversaryCoins >= 325>> <<set $KirinSwordSkin to true>> <<set $AnniversaryCoins -= 325>> <<goto "THF shop sellables">> <<elseif $AnniversaryCoins <= 324>> <<script>> UI.alert("You dont have enough Anniversary coins!"); <</script>> <</if>> <</button>> <<link [[Go back|THF shop]]>> <</link>>[[Back|Changelogs and game information]] <span class="death">Dont forget that this changelog is empty because of the amount of outfits/skins I had to keep in secret because of the anniversary event! There are *a lot* of new skins and shit.</span> - Continued work on the anniversary event - Added a weapon skin slot (only event items as of now, ill add every other weapon too dw) - Added the option to waste time in every passage of the forest - Failing to run away costs stamina and fatigue now - Raised the DEX of Skeletons - Added a bench you can sleep on at Whitewall & the frozen lake - Made the random RNG time for the f2 boss slower - Added a outfit slot - Fixed a bug where you would get sent back to Oakheart if you try to buy access to the Library tp pad - Fixed typos again - Fixed a bug where fighting boars in the plains would send you to the last location you were to instead of sending you back to the plains - Fixed a bug where you could meet Molly at the library before you did the first part - Fixed a bug where the time till boss gets auto killed wont reset. I used the wrong variable lmfao - Fixed being unable to leave Zegraths convo - Fixed another bug with Mollys event where the first part wouldnt appear and that the part where you look for someone would last a bit longer. - Fixed a bug where you would get sent to f2 when clicking nevermind on radiants talking menu (thanks sapp for the report) - Fixed a bug where combat messages would show for the chosen attack even if you dont have enough STM - Fixed the fire stopper scroll not appearing in the inventory (not wardrobe) [[Back|Changelogs and game information]]You get closer to the suspicious building. Theres a metal door. You knock on it and it opens slightly. "State your business." A deep voice says behind the door. <<if $PKGuildIn == true>>\ <<link [[I want to enter|PKer guild inside]]>> <</link>> <</if>> <<if $PKGuildIn == false>>\ <<link [[Ask what they are doing|PKer guild sign up]]>> <</link>> <</if>> <<link [[It's nothing|Town street 3]]>> <</link>>"We kill and rob players. That's what we do. Criminal shit." the deep voice says. "Shouldnt you keep this a secret? What if im a bounty hunter or whatever." you respond. "PKing cant happen inside of towns nor can you just break this door." "Sure..." <<link [[I want to sign up|PKer guild sign up 1]]>> <</link>> <<link [[Goodbye|PKer guild 1]]>> <</link>> [[Back|Changelogs and game information]] Before the changelog starts I have something to say. Sorry for taking so long with this update. Kind of lost motivation for a pretty long time and I just didnt want to work on the game for the time being. I think I am back to updating now though. This might be a small update but I just want to get something out since games been going with no updates for a bit too long. I don't remember what I changed before taking this 4 months break since I didn't write it down for whatever reason but I do remember *some* changes. Anyways changelog: - Started work on the PKer guild (As of now you can only open the door and get asked why youre there.) - Added a secret achievement for killing a certain someone (Medium) - Made secret achievements visible in their difficulty to get menu. Unsure why I didnt do that. If it looks bad lmk. - Started working on Floor 3 however you cannot go in there as is nothing. - Made fishing possible in the frozen lake - Fixed Zegrath not regening his HP and Stamina whenever the player sleeps. (Thanks to Crystalize710 for reporting it!) - Fixed a bug where buying a red shirt gives you a blue shirt (noticed while i was copy pasting the code for the tank top lmfao) NEW ITEMS: Tank tops of all 6 colors Fish Cooked fish [[Back|Changelogs and game information]]You enter the door. It quickly shuts behind you. You try to open... It won't open as hard as you try. It seems like youre stuck in here until you find a teleportation pad or get to the 4th floor. The locations looks like a dungeon... Is floor 3 a giant dungeon? (FLOOR 3 CANNOT BE ACCESSED AS OF NOW)You're standing in the beginning of the dungeon. Its quite safe in here. Players have boarded up the hallway leading to the next room but there seems ot be a oppening for players to enter. There are players sitting on the floor, some have placed items for sale, and multiple are sleeping on the floor. Most people here look quite miserable. On the left side of the big room is a giant gate. You can: [[Floor 3 giant door]] [[Go down the corridor|F3 1.0]] You check out the giant gate. You try opening it but without success.[[Back|Changelogs and game information]] - Added variables for STR buff, DEX buff/debuff for future use. - Added 10 ring slots (7 out of them can be seen on the player model) (Modders please forgive me for I have sinned by creating this abomination. (update on that. Henka from the twine discord server shortened the equip code by 100 times... Then he helped me with the unequip code.)) - The floor 1 jewelry now sells 3 rings - Added a ring to the achievements menu - Added a generic object for dealt damage by the player. Old players please check the debug menu if youre loading a save file. I could not figure out how to add it on the JS part where it would check if its undefined. (Thanks to Henka for explaining objects to me) - You can now see how much damage you dealt to your enemy - You can now see the total amount of damage youve dealt since the start of your game - Raised the skeletons DEX from 35 > 55 - You can now hover over the bar texts to see your stats in numbers - Added overkill. A new effect where if the enemy deals 1 damage to you they feel scared making you gain 100% str + dex boost - Added the option to invite players over to your forest hut (as of now u can only invite. you cant do anything else) - Added 2 Asteria events (+ a wearable item you get from said event) - Continued expanding F3s map... Nothing in there yet though. - Fixed a bug where charging with no weapons while having a STR debuff would calculate the debuff without having the halfed STR - Fixed the christmas hat showing over hair (I was lazy sorry) - Fixed the christmas hat missing 2 pixels NEW ITEMS: Diamond ring (obtainable) Golden ring (obtainable) Silver ring (obtainable) Tearful tomb ring (unobtainable as of now) Ring of achieving (obtainable via achievements shop) Ring of the undead (obtainable) Ring of the living (unobtainable) Asterias flower crown [[Back|Changelogs and game information]]<<button "Buy a diamond ring | 2250 coins">> <<if $Coins >= 2250>> <<set $diamondRing to true>> <<set $Coins -= 2250>> <<goto "Buy jewelry">> <<elseif $Coins <= 2249>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a golden ring | 1750 coins">> <<if $Coins >= 1750>> <<set $goldenRing to true>> <<set $Coins -= 1750>> <<goto "Buy jewelry">> <<elseif $Coins <= 1749>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> <<button "Buy a silver ring | 1220 coins">> <<if $Coins >= 1220>> <<set $silverRing to true>> <<set $Coins -= 1220>> <<goto "Buy jewelry">> <<elseif $Coins <= 1219>> <<script>> UI.alert("You dont have enough coins!"); <</script>> <</if>> <</button>> [[Go back|Jewelry shop 1]]Players currently invited: $hutInvites This feature does nothing as of now. Its just here for me to finish later on. <<if $radiantRoseAffection >= 0>>\ <<link [[Invite RadiantRose|InviteSelect1]]>> <<if $hutInvites.includes("RadiantRose")>> <<script>> UI.alert("This player was already invited!"); <</script>> <<else>> <<run $hutInvites.push("RadiantRose")>> <</if>> <</link>> <</if>>\ <<if $shadowScytheAffection >= 0>>\ <<link [[Invite ShadowScythe|InviteSelect1]]>> <<if $hutInvites.includes("ShadowScythe")>> <<script>> UI.alert("This player was already invited!"); <</script>> <<else>> <<run $hutInvites.push("ShadowScythe")>> <</if>> <</link>> <</if>>\ <<if $crimsonSentinelAffection >= 0>>\ <<link [[Invite CrimsonSentinel|InviteSelect1]]>> <<if $hutInvites.includes("CrimsonSentinel")>> <<script>> UI.alert("This player was already invited!"); <</script>> <<else>> <<run $hutInvites.push("CrimsonSentinel")>> <</if>> <</link>> <</if>>\ <<if $blueBellAffection >= 0>>\ <<link [[Invite Blu3B3llrex|InviteSelect1]]>> <<if $hutInvites.includes("Blu3B3llrex")>> <<script>> UI.alert("This player was already invited!"); <</script>> <<else>> <<run $hutInvites.push("Blu3B3llrex")>> <</if>> <</link>> <</if>>\ <<if $mollyAffection >= 0>>\ <<link [[Invite XxWryEdwinxX|InviteSelect1]]>> <<if $hutInvites.includes("XxWryEdwinxX")>> <<script>> UI.alert("This player was already invited!"); <</script>> <<else>> <<run $hutInvites.push("XxWryEdwinxX")>> <</if>> <</link>> <</if>>\ <<if $zegrathAffection >= 0>>\ <<link [[Invite Zegrath|InviteSelect1]]>> <<if $hutInvites.includes("Zegrath")>> <<script>> UI.alert("This player was already invited!"); <</script>> <<else>> <<run $hutInvites.push("Zegrath")>> <</if>> <</link>> <</if>>\ <<if $marcellusAffection >= 0>>\ <<link [[Invite Love4Mary|InviteSelect1]]>> <<if $hutInvites.includes("Love4Mary")>> <<script>> UI.alert("This player was already invited!"); <</script>> <<else>> <<run $hutInvites.push("Love4Mary")>> <</if>> <</link>> <</if>>\ <<if $asteriaAffection >= 0>>\ <<link [[Invite Asteria|InviteSelect1]]>> <<if $hutInvites.includes("Asteria")>> <<script>> UI.alert("This player was already invited!"); <</script>> <<else>> <<run $hutInvites.push("Asteria")>> <</if>> <</link>> <</if>>\ <<link [[Continue|FriendHangoutHut]]>> <</link>> <<link [[Nevermind|Hut bedroom]]>> <</link>>STATUE You can: [[Go right|F3 1.1]] [[Go back|Floor 3 starter room]] [[Go left|F3 1.4]][[Go down the corridor|F3 1.2]][[Go right|F3 1.3]][[Go down the corridor|F3 1.5]][[Go left|F3 1.7]] [[Go backward|F3 1.4]] [[Go forward|F3 1.6]][[Back|Changelogs and game information]] <span class="death">The update is small but there are a few items and stuff kept out of the changelog due to the christmas event.</span> - Updated SugarCubes version to prevent issues when someone opens the game in twine lol - Made the maximum save files to 16... SC wouldnt let me do more otherwise game crashes :( - Removed the tree person link in the debug menu, I forgot to do that after testing lol - Added a random character button at the character creation UI - Added a christmas event currency - Added a christmas event shop - (hopefully) fixed all places where theres a blank space in menus that have lines. No idea why that got fucked over after the SC update but it is what it is. - Fixed the new achievement button not being in the style of other buttons. My bad. - Fixed some places taking hunger/fatigue/party time whenever you buy stuff. [[Back|Changelogs and game information]]You enter the shop. <span class="Techno">"Hello there $gamename. First of all, Merry Christmas, second of all we've got some stuff in the event shop that you might like. Its mostly skins again but we've got some delicious stuff too y'know."</span> says the man on the counter. He looks like the dev. You wonder who could that be. 1. <<link [[Check out the event shop|Christmas shop sellables]]>> <</link>> 2. <<link [[Go to the wardrobe|Wardrobe]]>> <<set $lastVisitedPassage1 to "ChristmasEvent">> <</link>> 3. <<link [[Go back|Town centre]]>> <<dateadd '1m'>> <</link>>You check out whats for sale <span class="Techno">"Make sure to take everything that we've got! This aint staying here forever after all!"</span> <h1><b>2023 Christmas event items:</b></h1>\ <<button "Buy a christmas hat | 450 candy canes">> <<if $candyCanesCur >= 450>> <<set $outfit10 to true>> <<set $candyCanesCur -= 450>> <<goto "Christmas shop sellables">> <<elseif $candyCanesCur <= 449>> <<script>> UI.alert("You dont have enough candy canes!"); <</script>> <</if>> <</button>> <h1><b>2024 Christmas event items:</b></h1>\ <<button "Buy a candy cane sword skin | 350 candy canes">> <<if $candyCanesCur >= 350>> <<set $CandyCaneSwordSkin to true>> <<set $candyCanesCur -= 350>> <<goto "Christmas shop sellables">> <<elseif $candyCanesCur <= 349>> <<script>> UI.alert("You dont have enough candy canes!"); <</script>> <</if>> <</button>> <<button "Buy a candy cane heavy sword skin | 350 candy canes">> <<if $candyCanesCur >= 350>> <<set $CandyCaneHeavySwordSkin to true>> <<set $candyCanesCur -= 350>> <<goto "Christmas shop sellables">> <<elseif $candyCanesCur <= 349>> <<script>> UI.alert("You dont have enough candy canes!"); <</script>> <</if>> <</button>> <<button "Buy a candy cane rapier skin | 350 candy canes">> <<if $candyCanesCur >= 350>> <<set $CandyCaneRapierSkin to true>> <<set $candyCanesCur -= 350>> <<goto "Christmas shop sellables">> <<elseif $candyCanesCur <= 349>> <<script>> UI.alert("You dont have enough candy canes!"); <</script>> <</if>> <</button>> <<button "Buy a candy cane shield and sword skin | 350 candy canes">> <<if $candyCanesCur >= 350>> <<set $CandyCaneShieldAndSwordSkin to true>> <<set $candyCanesCur -= 350>> <<goto "Christmas shop sellables">> <<elseif $candyCanesCur <= 349>> <<script>> UI.alert("You dont have enough candy canes!"); <</script>> <</if>> <</button>> <<link [[Go back|THF shop]]>> <</link>>