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