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