1 COMMENT TO BE FULLY EXPANDABLE, EACH VARIABLE SHOULD BE "CHARGED" BEFORE EACH BATTLE. DURING THIS PROCESS THERE WOULD BE CHANCE TO ALLOW FOR SPECIAL MONSTER OR TERRAIN, (IN EFFECT A SPECIAL MONSTER) RULES

10 COMMENT YOU MUST ASSUME THAT THERE IS A DATABASE HOLDING STARTING VALUES FOR THE HERO'S ATTRIBUTES, WEAPONS, ETCETERA.

50 COMMENT NATURALLY, THE MONSTERS WOULD HAVE A SIMILAR DATABASE FOR DANGER, # APPEARING, ETCETERA.

100 bowmod = perception; IF bowmod > range THEN bowmod = range; IF bowmod > bowrating THEN bowmod = bowrating

200 input(tactic$); RISK = handtohand + bowmod; IF tactic$ = "magic" THEN RISK = handtohand + ment - resist; IF tactic$ = "magicamber" THEN RISK = handtohand + 2*ment - resist

300 Damage = RISK - danger + RND(6)

310 IF damage > physiquereservoir + agilityreservoir THEN goto 900

320 IF agility reservoir > damage THEN GOTO 330; physiquereservoir = physiquereservoir - damage + agilityreservoir

330 agilityreservoir = agilityreservoir - damage; IF agilityreservoir < 0 THEN agilityreservoir = 0

400 PRINT "physique reservoir =", physiquereservoir, "agility reservoir =", agilityreservoir

500 numberofmonsters = numberofmonsters - 1; IF numberofmonsters < 1 THEN GOTO 50

600 agilityreservoir = agility; PRINT "You defeated the monsters, it's your move"; INPUT(again$); IF again($) = "stop" THEN GOTO 999; GOTO 10

900 PRINT "You are dead"

999 END