*label stats_page *temp maxhealth (health+(fortitude / 2)) *if ((maxhealth modulo 1) = 0.5) *set maxhealth - 0.5 *temp hth 0 *temp hthcount 0 *temp maxchi (chipool + (soul / 2)) *if ((maxchi modulo 1) = 0.5) *set maxchi - 0.5 *temp chi 0 *temp chicount 0 *temp pow 0 *temp powcount 0 *temp for 0 *temp forcount 0 *temp agi 0 *temp agicount 0 *temp sol 0 *temp solcount 0 *temp ath 0 *temp athcount 0 *temp cra 0 *temp cracount 0 *temp dec 0 *temp deccount 0 *temp ins 0 *temp inscount 0 *temp lor 0 *temp lorcount 0 *temp perc 0 *temp perccount 0 *temp pers 0 *temp perscount 0 *temp alch 0 *temp alchcount 0 *temp seal 0 *temp sealcount 0 *temp ste 0 *temp stecount 0 *temp sur 0 *temp surcount 0 *temp thf 0 *temp thfcount 0 *temp displayhealth "" *temp displaychi "" *temp displaypow "" *temp displayfor "" *temp displayagi "" *temp displaysol "" *temp displayalch "" *temp displayath "" *temp displaycra "" *temp displaydec "" *temp displayins "" *temp displaylor "" *temp displayperc "" *temp displaypers "" *temp displayseal "" *temp displayste "" *temp displaysur "" *temp displaythf "" *temp displaystyle "" *temp displayelem "" *temp displayelem2 "" *temp apcheck 0 *temp val 0 *temp usechiinstead false *temp coloradj "" *temp tmpcolor "" *temp shardcycle 0 *if (sonarmode) [b][Profile][/b] *else *image https://www.auraclash.com/assets/img/ap-profile.png *if (playerkosuke) Name: Kosuke the Clanless *line_break Race: Human *line_break Age: ${age} *line_break Style: School of Hard Knocks (Novice) *line_break Element: of Surprise (Adept) *line_break *if not (kosukeaura) *set val 80 + (kosukecombat * 27) *elseif (chapter >= 6) *set val 110 + (kosukecombat * 31) *else *set val 115 + (kosukecombat * 41) Aura Pressure: ${val} *if (sonarmode) Health: *if (val < 200) 2 Out of 2 *else 3 Out of 3 Total *line_break Chi: *if (val >= 300) 2 Out of 2 *else 1 Out of 1 Total *image https://www.auraclash.com/assets/img/ap-combat-cores.png *if (val >= 200) Power: 2 *else Power: 1 Cores, 0 Empty *line_break *if not (kosukeaura) Fortitude: 1 *line_break Agility: 2 Cores, 0 Empty *elseif (val >= 200) Fortitude: 2 *line_break Agility: 3 Cores, 0 Empty *elseif (val >= 300) Fortitude: 3 *line_break Agility: 4 Cores, 0 Empty *else Fortitude: 2 *line_break Agility: 2 Cores, 0 Empty *line_break *if (val >= 300) Soul: 2 *else Soul: 1 Cores, 0 Empty [b][SKILLS][/b] Athletics: 1 *line_break Insight: 0 *line_break Persuasion: 2 Craft: 0 *line_break Percepton: 2 *line_break Survival: 1 Deception: 3 *line_break Stealth: 2 *line_break Thievery: 1 Alchemy: 0 *line_break Handseals: 1 *line_break Lore: 0 *else Health: *if (val < 200) ●● *else ●●● *line_break Chi: *if (val < 300) ● *else ●● *image https://www.auraclash.com/assets/img/ap-combat-cores.png *if (val >= 200) Power: ●● *else Power: ● *line_break *if not (kosukeaura) Fortitude: ● *line_break Agility: ● *elseif (val >= 200) Fortitude: ●● *line_break Agility: ●●● *elseif (val >= 300) Fortitude: ●●● *line_break Agility: ●●●● *else Fortitude: ●● *line_break Agility: ●● *line_break Soul: *if (val >= 300) ●● *else ● *image https://www.auraclash.com/assets/img/ap-skills.png Athletics: ●○○○○ *line_break Insight: ○○○○○ *line_break Persuasion: ●●○○○ Craft: ○○○○○ *line_break Percepton: ●○○○○ *line_break Survival: ●○○○○ Deception: ●●●○○ *line_break Stealth: ●○○○○ *line_break Thievery: ●●○○○ Alchemy: ○○○○○ *line_break Handseals: ●○○○○ *line_break Lore: ○○○○○ *set val 0 *else *if (clan = "") Name: ${name} *else Name: ${fullname} *line_break Race: ${race} *if (subrace != "") *line_break Subrace: ${subrace} *line_break Age: ${age} *if (Style = "Freestyle") *line_break Style: ${style} *else *if (stylerank = 0) *set displaystyle "Untrained" *elseif (stylerank = 1) *set displaystyle "Novice" *elseif (stylerank = 2) *set displaystyle "Adept" *elseif (stylerank = 3) *set displaystyle "Elite" *elseif (stylerank = 4) *set displaystyle "Master" *elseif (stylerank >= 5) *set displaystyle "Sage" *line_break Style: ${style} (${displaystyle}) *if (element1 != "None") *if (element1rank = 1) *set displayelem "Novice" *elseif (element1rank = 2) *set displayelem "Adept" *elseif (element1rank = 3) *set displayelem "Elite" *elseif (element1rank = 4) *set displayelem "Master" *elseif (element1rank >= 5) *set displayelem "Sage" *line_break *if (element2 = "") Element: *else Yin Element: ${element1} (${displayelem}) *if (element2 != "") *if (element2rank = 1) *set displayelem2 "Novice" *elseif (element2rank = 2) *set displayelem2 "Adept" *elseif (element2rank = 3) *set displayelem2 "Elite" *elseif (element2rank = 4) *set displayelem2 "Master" *elseif (element2rank >= 5) *set displayelem2 "Sage" *line_break *if (element1 = "None") Element: *else Yang Element: ${element2} (${displayelem2}) *line_break Aura Pressure: ${aurapressure} AP *if (sonarmode) *set val (health - wounds) Health: ${val} out of ${health} Remaining *line_break *set val (chipool - chispent) Chi: ${val} out of ${chipool} Remaining *if (guardtechname != "") *line_break *temp maxguard (soul/3) *if ((maxguard modulo 1) >= 0.5) *set maxguard round(maxguard-1) *else *set maxguard round(maxguard) *if (maxguard < 1) *set maxguard 1 Guard Points: ${guardtech}/${maxguard} [b][COMBAT CORES][/b] Power: ${power} Cores, ${powspent} Empty *line_break Fortitude: ${fortitude} Cores, ${forspent} Empty *line_break Agility: ${agility} Cores, ${agispent} Empty *line_break Soul: ${soul} Cores, ${solspent} Empty [b][SKILLS][/b] Athletics: ${athletics} *line_break Insight: ${insight} *line_break Persuasion: ${persuasion} Craft: ${craft} *line_break Perception: ${perception} *line_break Survival: ${survival} Deception: ${deception} *line_break Stealth: ${stealth} *line_break Thievery: ${thievery} *line_break Alchemy: ${alchemy} *line_break Handseals: ${handseals} *line_break Lore: ${lore} [b][CONNECTIONS][/b] *set val 0 *else *label loop_hthstat *set hthcount (hthcount +1) *if (hthcount <= maxhealth) and (hth < (maxhealth-wounds)) *set hth (hth+1) *set displayhealth "${displayhealth}"&"●" *goto loop_hthstat *elseif (hthcount <= maxhealth) and (hth >= (maxhealth-wounds)) *set hth (hth+1) *set displayhealth "${displayhealth}"&"○" *goto loop_hthstat Health: ${displayhealth} *line_break *label loop_chistat *set chicount (chicount +1) *if (chicount <= maxchi) and (chi < (maxchi-chispent)) *set chi (chi+1) *set displaychi "${displaychi}"&"●" *goto loop_chistat *elseif (chicount <= maxchi) and (chi >= (maxchi-chispent)) *set chi (chi+1) *set displaychi "${displaychi}"&"○" *goto loop_chistat *if (advancement >= 2) Chi: ${displaychi} *if (guardtechname != "") *temp guardcount 0 *temp displayguard "" *temp maxguard (round(soul/3)) *label loop_guardstat *set guardcount + 1 *if (guardcount <= maxguard) and (guardtech >= guardcount) *set displayguard "${displayguard}"&"●" *goto loop_guardstat *elseif (guardcount <= maxguard) *set displayguard "${displayguard}"&"○" *goto loop_guardstat *line_break Guard Points: ${displayguard} *image https://www.auraclash.com/assets/img/ap-combat-cores.png *label loop_powstat *set powcount (powcount +1) *if (powcount <= power) and (pow < (power-powspent)) *set pow (pow+1) *set displaypow "${displaypow}"&"●" *goto loop_powstat *elseif (powcount <= power) and (pow >= (power-powspent)) *set pow (pow+1) *set displaypow "${displaypow}"&"○" *goto loop_powstat Power: ${displaypow} *line_break *label loop_forstat *set forcount (forcount +1) *if (forcount <= fortitude) and (for < (fortitude-forspent)) *set for (for+1) *set displayfor "${displayfor}"&"●" *goto loop_forstat *elseif (forcount <= fortitude) and (for >= (fortitude-forspent)) *set for (for+1) *set displayfor "${displayfor}"&"○" *goto loop_forstat Fortitude: ${displayfor} *line_break *label loop_agistat *set agicount (agicount +1) *if (agicount <= agility) and (agi < (agility-agispent)) *set agi (agi+1) *set displayagi "${displayagi}"&"●" *goto loop_agistat *elseif (agicount <= agility) and (agi >= (agility-agispent)) *set agi (agi+1) *set displayagi "${displayagi}"&"○" *goto loop_agistat Agility: ${displayagi} *line_break *label loop_solstat *set solcount (solcount +1) *if (solcount <= soul) and (sol < (soul-solspent)) *set sol (sol+1) *set displaysol "${displaysol}"&"●" *goto loop_solstat *elseif (solcount <= soul) and (sol >= (soul-solspent)) *set sol (sol+1) *set displaysol "${displaysol}"&"○" *goto loop_solstat Soul: ${displaysol} *image https://www.auraclash.com/assets/img/ap-skills.png *label loop_athstat *set athcount (athcount +1) *if (ath < athletics) *set ath (ath+1) *set displayath "${displayath}"&"●" *goto loop_athstat *elseif (athcount <= 5) and (ath >= athletics) *set ath (ath+1) *set displayath "${displayath}"&"○" *goto loop_athstat Athletics: ${displayath} *line_break *label loop_insstat *set inscount (inscount +1) *if (ins < insight) *set ins (ins+1) *set displayins "${displayins}"&"●" *goto loop_insstat *elseif (inscount <= 5) and (ins >= insight) *set ins (ins+1) *set displayins "${displayins}"&"○" *goto loop_insstat Insight: ${displayins} *line_break *label loop_persstat *set perscount (perscount +1) *if (pers < persuasion) *set pers (pers+1) *set displaypers "${displaypers}"&"●" *goto loop_persstat *elseif (perscount <= 5) and (pers >= persuasion) *set pers (pers+1) *set displaypers "${displaypers}"&"○" *goto loop_persstat Persuasion: ${displaypers} *label loop_crastat *set cracount (cracount +1) *if (cra < craft) *set cra (cra+1) *set displaycra "${displaycra}"&"●" *goto loop_crastat *elseif (cracount <= 5) and (cra >= craft) *set cra (cra+1) *set displaycra "${displaycra}"&"○" *goto loop_crastat Craft: ${displaycra} *line_break *label loop_percstat *set perccount (perccount +1) *if (perc < perception) *set perc (perc+1) *set displayperc "${displayperc}"&"●" *goto loop_percstat *elseif (perccount <= 5) and (perc >= perception) *set perc (perc+1) *set displayperc "${displayperc}"&"○" *goto loop_percstat Perception: ${displayperc} *line_break *label loop_surstat *set surcount (surcount +1) *if (sur < survival) *set sur (sur+1) *set displaysur "${displaysur}"&"●" *goto loop_surstat *elseif (surcount <= 5) and (sur >= survival) *set sur (sur+1) *set displaysur "${displaysur}"&"○" *goto loop_surstat Survival: ${displaysur} *label loop_decstat *set deccount (deccount +1) *if (dec < deception) *set dec (dec+1) *set displaydec "${displaydec}"&"●" *goto loop_decstat *elseif (deccount <= 5) and (dec >= deception) *set dec (dec+1) *set displaydec "${displaydec}"&"○" *goto loop_decstat Deception: ${displaydec} *line_break *label loop_stestat *set stecount (stecount +1) *if (ste < stealth) *set ste (ste+1) *set displayste "${displayste}"&"●" *goto loop_stestat *elseif (stecount <= 5) and (ste >= stealth) *set ste (ste+1) *set displayste "${displayste}"&"○" *goto loop_stestat Stealth: ${displayste} *line_break *label loop_thfstat *set thfcount (thfcount +1) *if (thf < thievery) *set thf (thf+1) *set displaythf "${displaythf}"&"●" *goto loop_thfstat *elseif (thfcount <= 5) and (thf >= thievery) *set thf (thf+1) *set displaythf "${displaythf}"&"○" *goto loop_thfstat Thievery: ${displaythf} *label loop_alchstat *set alchcount (alchcount +1) *if (alch < alchemy) *set alch (alch+1) *set displayalch "${displayalch}"&"●" *goto loop_alchstat *elseif (alchcount <= 5) and (alch >= alchemy) *set alch (alch+1) *set displayalch "${displayalch}"&"○" *goto loop_alchstat Alchemy: ${displayalch} *line_break *label loop_sealstat *set sealcount (sealcount +1) *if (seal < handseals) *set seal (seal+1) *set displayseal "${displayseal}"&"●" *goto loop_sealstat *elseif (sealcount <= 5) and (seal >= handseals) *set seal (seal+1) *set displayseal "${displayseal}"&"○" *goto loop_sealstat Handseals: ${displayseal} *line_break *label loop_lorstat *set lorcount (lorcount +1) *if (lor < lore) *set lor (lor+1) *set displaylor "${displaylor}"&"●" *goto loop_lorstat *elseif (lorcount <= 5) and (lor >= lore) *set lor (lor+1) *set displaylor "${displaylor}"&"○" *goto loop_lorstat Lore: ${displaylor} *image https://www.auraclash.com/assets/img/ap-connections.png Personality: *if (honor > 100) *set honor 100 *elsif (honor < 0) *set honor 0 *if (ruthless > 100) *set ruthless 100 *elseif (ruthless < 0) *set ruthless 0 *temp opposite_ruthless (100-ruthless) *stat_chart opposed_pair honor Honorable Dishonorable opposed_pair opposite_ruthless Compassionate Ruthless *if (clan != "") *if (chapter >= 5.7) *temp retainercombat (retainer_strength + martial_retainers) $!{clan} Clan Status: *stat_chart percent prestige Prestige percent infamy Infamy percent commerce Commerce percent retainercombat Retainer Strength percent retainer_morale Retainer Morale Ships: ${shipcount} *line_break Civilian Retainers: ${retainers} *line_break Martial Retainers: ${martial_retainers} *else $!{clan} Clan Reputation *stat_chart percent prestige Clan Prestige *if (hellscape > 0) Inner Hellscape Capacity: ${hellscape} Demonic AP *line_break Corruption Level: ${taint} Demonic AP [b][Your Demonic Corruption is:[/b] *if (hellscape > taint) [b][i]Hidden[/i].][/b] *else [b][i]Exposed[/i]!][/b] *choice *selectable_if (stripped = false) #Inventory page *goto inventory_page #Journal page *goto journal_page *if (advancement > 0) #Cultivation page *goto cultivation_page *comment *if not (playerkosuke) *comment #Return to last Checkpoint *comment Sometimes our struggles are the consequences of our choices, while in other times they are harmless figments of our imagination. Dreams. Nightmares. Events that could be or should not be. *comment *comment Do you wish to wake up? *comment *choice *comment #Yes, this Chapter has been nothing more than a bad dream. *comment [b][You awake from a dream, its contents quickly forgotten.][/b] *comment *comment *restore_checkpoint *comment #No, my struggles are real. *comment *goto stats_page *label inventory_page *image https://www.auraclash.com/assets/img/ap-inventory.png *if (playerkosuke) Silver: 2 Shards: 1 Gold: 0 1 Chipped Knife 9 Really Cool Looking Rocks 1 Set of Unlocked Manacles 1 Waterskin of Water 1 Waterskin of Fake Blood 1 Dyed Thunderfall Gi [EQUIPPED] 0 Parents *choice #Stats page *goto stats_page #Journal page *goto journal_page *if (advancement > 0) #Cultivation page *goto cultivation_page *else Silver: ${silver} *line_break Shards: ${shards} *line_break Gold: ${gold} *if (clothes != "") Clothing: $!{clothes} *if (alchemyreagents > 0) ${alchemyreagents} Alchemy *if (alchemyreagents = 1) Reagent *else Reagents *line_break *if (blessedwater > 0) ${blessedwater} Blessed Water *if ({itembostaff#1} > 0) *gosub_scene quicks wepdisplay itembostaff "Bo Staff" true *line_break *if ({itemchiblade#1} > 0) *gosub_scene quicks wepdisplay itemchiblade "Chiblade" true *line_break *if ({junkitem#2} = 1) 1 Collection of Basic Path Manuals *line_break *if ({combatcannon#1} >= 1) 1 Combat Cannon ({combatcannon#2} *if ({combatcannon#2} = 1) Shot) *else Shots) [Sealed Away] *line_break *if (earthlyprowess > 0) ${earthlyprowess} Earthly Prowess Pill *line_break *if ((armguardname != "") and ((equippedaccessory2 = armguardname) or (equippedaccessory1 = armguardname))) 1 ${armguardname} [EQUIPPED] *line_break *elseif (armguardname != "") 1 ${armguardname} (Increases Power or Fortitude) *line_break *if (({martialbelt#9} >= 1) and (equippedbelt = "Black Belt")) 1 Black Belt [EQUIPPED] *line_break *elseif ({martialbelt#9} >= 1) 1 Black Belt [+1 Health, +1 Chi, +1 Power, +1 Surge (All)] *line_break *if (({radiantacc#3} >= 1) and (equippedoutfit = "Black Combat Gi")) ${radiantacc#3} Black Combat Gi [EQUIPPED] *line_break *elseif ({radiantacc#3} >= 1) ${radiantacc#3} Black Combat Gi [+1 Chi] *line_break *if (({martialbelt#5} >= 1) and (equippedbelt = "Blue Belt")) 1 Blue Belt [EQUIPPED] *line_break *elseif ({martialbelt#5} >= 1) 1 Blue Belt [+1 Chi, +1 Power Surge] *line_break *if (({martialbelt#7} >= 1) and (equippedbelt = "Brown Belt")) 1 Brown Belt [EQUIPPED] *line_break *elseif ({martialbelt#7} >= 1) 1 Brown Belt [+1 Chi, +1 Fortitude] *line_break *if (({radiantacc#7} >= 1) and ((equippedaccessory1 = "Burning Mitsugake Gloves") or (equippedaccessory2 = "Burning Mitsugake Gloves"))) ${radiantacc#7} Burning Mitsugake Gloves [EQUIPPED] *line_break *elseif ({radiantacc#7} >= 1) ${radiantacc#7} Burning Mitsugake Gloves *line_break *if (cpiratehat > 0) and ((equippedaccessory1 = "Cathayan Pirate Hat") or (equippedaccessory2 = "Cathayan Pirate Hat")) ${cpiratehat} Cathayan Pirate Hat [EQUIPPED] *line_break *elseif (cpiratehat > 0) ${cpiratehat} Cathayan Pirate Hat (Increases Agility, Commerce, and Thievery) *line_break *if (wyrmtrophy = 3) 1 Cinnabar Crate (Fuuinjutsu-Sealed) *line_break *if (commonpoison > 0) ${commonpoison} Common *if (commonpoison > 1) Poisons *else Poison *line_break *if (itemyangcrest > 0) ${itemyangcrest} Crest of Elemental Yang *line_break *if (itemyincrest > 0) ${itemyincrest} Crest of Elemental Yin *line_break *if (solelixir > 0) ${solelixir} Divine Presence Elixir *line_break *if (powelixir > 0) ${powelixir} Eternal War Elixir *line_break *if ((factotummask != "icebelt") and ((equippedaccessory1 = "Factotum Mask") or (equippedaccessory2 = "Factotum Mask"))) 1 Factotum Mask ($!{factotummask}) [EQUIPPED] *line_break *elseif (factotummask != "icebelt") 1 Factotum Mask ($!{factotummask}) *line_break *if (({radiantacc#8} >= 1) and ((equippedaccessory1 = "Frozen Prayer Beads") or (equippedaccessory2 = "Frozen Prayer Beads"))) ${radiantacc#8} Frozen Prayer Beads [EQUIPPED] *line_break *elseif ({radiantacc#8} >= 1) ${radiantacc#8} Frozen Prayer Beads *line_break *if (({martialbelt#6} >= 1) and (equippedbelt = "Green Belt")) 1 Green Belt [EQUIPPED] *line_break *elseif ({martialbelt#6} >= 1) 1 Green Belt [+1 Chi, +1 Agility] *line_break *if ({junkitem#1} = 2) 1 Goro's Token *line_break *if ({itemgreataxe#1} > 0) *gosub_scene quicks wepdisplay itemgreataxe "Great Axe" true *line_break *if ({itemhandwraps#1} > 0) *gosub_scene quicks wepdisplay itemhandwraps "Handwraps" true *line_break *if (healingelixir > 0) ${healingelixir} Healing *if (healingelixir > 1) Elixirs *else Elixir *line_break *if (({radiantacc#12} >= 1) and ((equippedaccessory1 = "Howling Sensu Fan") or (equippedaccessory2 = "Howling Sensu Fan"))) ${radiantacc#12} Howling Sensu Fan [EQUIPPED] *line_break *elseif ({radiantacc#12} >= 1) ${radiantacc#12} Howling Sensu Fan *line_break *if ({itemiceblade#1} > 0) *gosub_scene quicks wepdisplay itemiceblade "Iceblade" true *line_break *if ({itemkatana_3#1} > 0) *gosub_scene quicks wepdisplay itemkatana_3 "Ikazuchi" true *line_break *if (forelixir > 0) ${forelixir} Inner Fortress Elixir *if (bankinterest > 0) 1 Imperial Bank Keystone *line_break *if ({itemjian#1} > 0) *gosub_scene quicks wepdisplay itemjian "Jian" true *line_break *if ({itemkatana#1} > 0) *gosub_scene quicks wepdisplay itemkatana "Katana" true *line_break *if ({itemkunai#1} > 0) *gosub_scene quicks wepdisplay itemkunai "Kunai" true *line_break *if (lgforpill > 0) ${lgforpill} Low Grade Fortitude *if (lgforpill > 1) Pills *else Pill *line_break *if (lgagipill > 0) ${lgagipill} Low Grade Agility *if (lgagipill > 1) Pills *else Pill *line_break *if (lgsolpill > 0) ${lgsolpill} Low Grade Soul *if (lgsolpill > 1) Pills *else Pill *line_break *if (lgpowpill > 0) ${lgpowpill} Low Grade Power *if (lgpowpill > 1) Pills *else Pill *line_break *if ({itemkatana_2#1} > 0) *gosub_scene quicks wepdisplay itemkatana_2 "Kagutsuchi" true *line_break *if ({itemmeteorhammer#1} > 0) *gosub_scene quicks wepdisplay itemmeteorhammer "Meteor Hammer" true *line_break *if ({itemkatana_1#1} > 0) *gosub_scene quicks wepdisplay itemkatana_1 "Muramasa" true *line_break *if (skillmanual > 0) ${skillmanual} Path *if (skillmanual > 1) Manuals *else Manual - Skill *line_break *if (stylemanual > 0) ${stylemanual} Path *if (stylemanual > 1) Manuals *else Manual - Style *line_break *if (elemmanual > 0) ${elemmanual} Path *if (elemmanual > 1) Manuals *else Manual - Element *line_break *if (coremanual > 0) ${coremanual} Path *if (coremanual > 1) Manuals *else Manual - Combat Core *line_break *if (memorywell > 0) ${memorywell} Memorywell Elixir *line_break *if (({radiantacc#6} >= 1) and ((equippedaccessory1 = "Mountain King's Jinbaori") or (equippedaccessory2 = "Mountain King's Jinbaori"))) ${radiantacc#6} Mountain King's Jinbaori [EQUIPPED] *line_break *elseif ({radiantacc#6} >= 1) ${radiantacc#6} Mountain King's Jinbaori *line_break *if (icebelt > 0) and (equippedbelt = "Northern Icebelt") ${icebelt} Northern Icebelt [EQUIPPED] *line_break *elseif (icebelt > 0) ${icebelt} [+Ice Mastery, +2 Soul, +1 Fortitude] *line_break *if (({martialbelt#3} >= 1) and (equippedbelt = "Orange Belt")) 1 Orange Belt [EQUIPPED] *line_break *elseif ({martialbelt#3} >= 1) 1 Orange Belt [+1 Chi, +1 Fortitude Surge] *line_break *if ({itempainting#2} > 0) 1 Portrait of Taio the Scholar's Defeated Face *line_break *if ({itempainting#3} > 0) 1 Portrait of Taio the Bandit's Baffled Face *line_break *if ({itempainting#4} > 0) 1 Portrait of Mao's Bewildered Face *line_break *if (({radiantacc#5} >= 1) and ((equippedaccessory1 = "Midnight Lenses") or (equippedaccessory2 = "Midnight Lenses"))) ${radiantacc#5} Midnight Lenses [EQUIPPED] *line_break *elseif ({radiantacc#5} >= 1) ${radiantacc#5} Midnight Lenses *line_break *if (({martialbelt#4} >= 1) and (equippedbelt = "Purple Belt")) 1 Purple Belt [EQUIPPED] *line_break *elseif ({martialbelt#4} >= 1) 1 Purple Belt [+1 Chi, +1 Soul Surge] *line_break *if ({itemqiang#1} > 0) *gosub_scene quicks wepdisplay itemqiang "Qiang" true *line_break *if (({martialbelt#8} >= 1) and (equippedbelt = "Red Belt")) 1 Red Belt [EQUIPPED] *line_break *elseif ({martialbelt#8} >= 1) 1 Red Belt [+1 Health, +1 Soul] *line_break *if (replenisherpill > 0) ${replenisherpill} Replenisher *if (replenisherpill > 1) Pills *else Pill *line_break *if (ritualcomponents > 0) ${ritualcomponents} Ritual *if (ritualcomponents = 1) Component *else Components *line_break *if (({radiantacc#9} >= 1) and ((equippedaccessory1 = "Rising Dawn Hachimaki") or (equippedaccessory2 = "Rising Dawn Hachimaki"))) ${radiantacc#9} Rising Dawn Hachimaki [EQUIPPED] *line_break *elseif ({radiantacc#9} >= 1) ${radiantacc#9} Rising Dawn Hachimaki *line_break *if (roc = 1) ${roc} Roc Egg *line_break *if (sabrepelt > 0) ${sabrepelt} Sabretooth Tiger Pelt *line_break *if (sabrecloak > 0) and ((equippedaccessory1 = "Sabretooth Cloak") or (equippedaccessory2 = "Sabretooth Cloak")) ${sabrecloak} Sabretooth Cloak [EQUIPPED] *line_break *elseif (sabrecloak > 0) ${sabrecloak} Sabretooth Cloak (Increases Power and Persuasion) *line_break *if (agielixir > 0) ${agielixir} Silent Hunt Elixir *if ({radiantacc#4} > 1) 1 Spiritweave Scarf [Expended] *line_break *elseif ({radiantacc#4} = 1) 1 Spiritweave Scarf [Fully Charged] *line_break *if ({itemtanto#1} > 0) *gosub_scene quicks wepdisplay itemtanto "Tanto" true *line_break *if (({radiantacc#10} >= 1) and ((equippedaccessory1 = "Thunderguard Kote") or (equippedaccessory2 = "Thunderguard Kote"))) ${radiantacc#10} Thunderguard Kote [EQUIPPED] *line_break *elseif ({radiantacc#10} >= 1) ${radiantacc#10} Thunderguard Kote *line_break *if (combatgitf > 0) and (equippedoutfit = "Thunderfall Combat Gi") ${combatgitf} Thunderfall Combat Gi [EQUIPPED] *line_break *elseif (combatgitf > 0) ${combatgitf} Thunderfall Combat Gi (Increases Health) *line_break *if (({radiantacc#11} >= 1) and ((equippedaccessory1 = "Waverunner Sandals") or (equippedaccessory2 = "Waverunner Sandals"))) ${radiantacc#11} Waverunner Sandals [EQUIPPED] *line_break *elseif ({radiantacc#11} >= 1) ${radiantacc#11} Waverunner Sandals *line_break *if (weaksoultreasure >= 1) *${weaksoultreasure} Weak Soul Treasures *if ((weightedclothing = 1) and (equippedoutfit = "Weighted Clothing")) ${weightedclothing} Weighted Clothing [EQUIPPED] *line_break *elseif ((weightedclothing > 1) and (equippedoutfit = "Weighted Clothing")) 1 Weighted Clothing [EQUIPPED] *set val (weightedclothing - 1) *line_break ${val} Weighted Clothing *if (((weight > 8) or ((weight > 4) and (equippedoutfit != "Weighted Clothing"))) and (chapter >= 6.5)) (Lowers Agility and Power, Increases AP Gain) *else (Lowers Agility, Increases AP Gain) *set val 0 *line_break *elseif (weightedclothing > 0) ${weightedclothing} Weighted Clothing *if (weight > 4) and (chapter >= 6.5) (Lowers Agility and Power, Increases AP Gain) *else (Lowers Agility, Increases AP Gain) *line_break *if (weaponcrate >= 1) Weapons Crate (${weaponcrate} Weak Soul Treasure *if (weaponcrate = 1) Weapon) *else Weapons) *line_break *if ((lanternweights > 0) and (((equippedaccessory1 = "Weights of the Flowing Lantern King") or (equippedaccessory2 = "Weights of the Flowing Lantern King")))) ${lanternweights} Weights of the Flowing Lantern King [EQUIPPED] *line_break *elseif (lanternweights > 0) ${lanternweights} Weights of the Flowing Lantern King [+Light Affinity, +1 Perception, Weighted (No Penalty)] *line_break *if (whitebelt = 1) and (equippedbelt = "White Belt") ${whitebelt} White Belt [EQUIPPED] *line_break *elseif (whitebelt > 1) and (equippedbelt = "White Belt") ${whitebelt} White Belt [EQUIPPED] *set val (whitebelt - 1) *line_break ${val} White *if (whitebelt > 2) Belts (Increases Chi Pool) *else Belt (Increases Chi Pool) *set val 0 *line_break *elseif (whitebelt > 0) ${whitebelt} White *if (whitebelt > 1) Belts (Increases Chi Pool) *else Belt (Increases Chi Pool) *line_break *if (({radiantacc#2} >= 1) and (equippedoutfit = "White Combat Gi")) ${radiantacc#2} White Combat Gi [EQUIPPED] *line_break *elseif ({radiantacc#2} >= 1) ${radiantacc#2} White Combat Gi [+1 Chi] *line_break *if (boon_choralline >= 1) ${boon_choralline} Writ of Favor (Choral Line Trade Sect) *line_break *if (boon_fourclover >= 1) ${boon_fourclover}} Writ of Favor (Four Leaf Clover Sect) *line_break *if (boon_endlessbeating >= 1) ${boon_endlessbeating} Writ of Favor (Endless Beating School) *line_break *if (boon_hauntedfist >= 1) ${boon_hauntedfist} Writ of Favor (Haunted Fist School) *line_break *if (boon_lostsiren >= 1) ${boon_lostsiren} Writ of Favor (Lost Siren Sect) *line_break *if (boon_mountainhazard >= 1) ${boon_mountainhazard} Writ of Favor (Mountain Hazard Sect) *line_break *if (boon_newdawn >= 1) ${boon_newdawn} Writ of Favor (New Dawn Sect) *line_break *if (boon_thousandlantern >= 1) ${boon_thousandlantern} Writ of Favor (Thousand Lantern Trade Sect) *line_break *if (boon_waverunner >= 1) ${boon_waverunner} Writ of Favor (Waverunner Sect) *line_break *if (boon_whisperingcrane >= 1) ${boon_whisperingcrane} Writ of Favor (Whispering Crane School) *line_break *if (boon_yomijin >= 1) ${boon_whisperingcrane} Writ of Favor (Yomijin Ancestor Spirits) *line_break *if (({martialbelt#2} >= 1) and (equippedbelt = "Yellow Belt")) ${martialbelt#2} Yellow Belt [EQUIPPED] *line_break *elseif ({martialbelt#2} >= 1) ${martialbelt#2} Yellow Belt [+1 Chi, +1 Agility Surge] *line_break *if ({itemyumi#1} > 0) *gosub_scene quicks wepdisplay itemyumi "Yumi" true *line_break *choice *if (fighting = false) #Change Equipment *label change_equipment Clothing: $!{clothes} *line_break Equipped Outfit: ${equippedoutfit} *line_break Equipped Belt: ${equippedbelt} *line_break Equipped Accessory: ${equippedaccessory1} *line_break Equipped Accessory: ${equippedaccessory2} *line_break Equipped Weapon: *if (equippedweapon != "") *gosub_scene quicks wepdisplay weaponbonus equippedweapon false *comment If the player can dual wield, show the second weapon slot. *if (dualwield) *line_break Offhand Weapon: *if (equippedweapon2 != "") *gosub_scene quicks wepdisplay weaponbonus2 equippedweapon2 false Which equipment slot do you want to change? *choice #Outfit Currently Equipped: ${equippedoutfit} *choice *if (equippedoutfit != "") #Unequip ${equippedoutfit} *gosub unequiparmor *goto change_equipment *if (combatgitf > 0) #Equip Thunderfall Combat Gi *gosub unequiparmor *set equippedoutfit "Thunderfall Combat Gi" *set health + 1 [b][Thunderfall Combat Gi Bonus: Health +1][/b] *goto change_equipment *if ({radiantacc#3} > 0) #Equip Black Combat Gi *gosub unequiparmor *set equippedoutfit "Black Combat Gi" *set health + 1 [b][Black Combat Gi Bonus: Health +1][/b] *goto change_equipment *if ({radiantacc#2} > 0) #Equip White Combat Gi *gosub unequiparmor *set equippedoutfit "White Combat Gi" *set chipool + 1 [b][White Combat Gi Bonus: Chi +1][/b] *goto change_equipment *if (weightedclothing >= 1) #Equip Weighted Clothing *gosub unequiparmor *set equippedoutfit "Weighted Clothing" *set weight + 5 *set agility - 1 *if ((weight >= 9) and (chapter >= 6.5)) *set power - 1 [b][Weighted Clothing Penalty: Power -1][/b] *line_break [b][Weighted Clothing Penalty: Agility -1][/b] #Nevermind *goto change_equipment #Belt Currently Equipped: ${equippedbelt} *choice *if (equippedbelt != "") #Unequip ${equippedbelt} *gosub unequipbelt *goto change_equipment *if (whitebelt >= 1) #Equip White Belt *gosub unequipbelt *set equippedbelt "White Belt" *set prestige + 1 *set chipool + 1 [b][Belt Bonus: Chi +1][/b] *if ({martialbelt#2} >= 1) #Equip Yellow Belt *gosub unequipbelt *set equippedbelt "Yellow Belt" *set prestige + 1 *set chipool + 1 *set agisurge + 1 [b][Belt Bonus: Chi +1, Agility Surge +1][/b] *if ({martialbelt#3} >= 1) #Equip Orange Belt *gosub unequipbelt *set equippedbelt "Orange Belt" *set prestige + 1 *set chipool + 1 *set forsurge + 1 [b][Belt Bonus: Chi +1, Fortitude Surge +1][/b] *if ({martialbelt#4} >= 1) #Equip Purple Belt *gosub unequipbelt *set equippedbelt "Purple Belt" *set prestige + 2 *set chipool + 1 *set solsurge + 1 [b][Belt Bonus: Chi +1, Soul Surge +1][/b] *if ({martialbelt#5} >= 1) #Equip Blue Belt *gosub unequipbelt *set equippedbelt "Blue Belt" *set prestige + 2 *set chipool + 1 *set powsurge + 1 [b][Belt Bonus: Chi +1, Power Surge +1][/b] *if ({martialbelt#6} >= 1) #Equip Green Belt *gosub unequipbelt *set equippedbelt "Green Belt" *set prestige + 2 *set chipool + 1 *set agility + 1 [b][Belt Bonus: Chi +1, Agility Core +1][/b] *if ({martialbelt#7} >= 1) #Equip Brown Belt *gosub unequipbelt *set equippedbelt "Brown Belt" *set prestige + 2 *set chipool + 1 *set fortitude + 1 [b][Belt Bonus: Chi +1, Fortitude Core +1][/b] *if ({martialbelt#8} >= 1) #Equip Red Belt *gosub unequipbelt *set equippedbelt "Red Belt" *set prestige + 2 *set health + 1 *set soul + 1 [b][Belt Bonus: Health +1, Soul Core +1][/b] *if ({martialbelt#9} >= 1) #Equip Black Belt *gosub unequipbelt *set equippedbelt "Black Belt" *set prestige + 1 *set chipool + 1 *set health + 1 *set power + 1 *set powsurge + 1 *set agisurge + 1 *set forsurge + 1 *set solsurge + 1 [b][Belt Bonus: Health +1, Chi +1, Power Core +1, Power Surge +1, Fortitude Surge +1, Agility Surge +1, Soul Surge +1][/b] *if (icebelt > 0) #Equip Northern Icebelt *gosub unequipbelt *set equippedbelt "Northern Icebelt" *set prestige + 3 *set soul + 1 *set fortitude + 1 [b][Belt Bonus: +1 Soul, +1 Fortitude][/b] *if (element1 = "Ice") *set element1rank + 1 *line_break [b][Northern Icebelt Bonus: Ice Mastery Increased][/b] *elseif (element2 = "Ice") *set element2rank + 1 *line_break [b][Northern Icebelt Bonus: Ice Mastery Increased][/b] #Nevermind *goto change_equipment #First Accessory Currently Equipped: ${equippedaccessory1} *choice *if (equippedaccessory1 != "") #Unequip ${equippedaccessory1} *gosub unequipacc1 *goto change_equipment *if (armguardname != "") *selectable_if ((equippedaccessory2 != armguardname) and (equippedaccessory1 = "")) #Equip ${armguardname} *gosub unequipacc1 *gosub armguardtext *choice #Attune the ${armguardname} to Fortitude. *set equippedaccessory1 armguardname *set armguardfort 1 *if ((armguardname = "$!{clan} Armguards (Spiked)") or (armguardname = "$!{clan} Armguards")) *set armguardfort + 1 *set fortitude + armguardfort [b][${armguardname} Bonus: Fortitude +${armguardfort}][/b] #Attune the ${armguardname} to Power. *set equippedaccessory1 armguardname *set armguardpow 1 *if ((armguardname = "$!{clan} Armguards (Spiked)") or (armguardname = "$!{clan} Armguards")) *set armguardpow + 1 *set power + armguardpow [b][${armguardname} Bonus: Power +${armguardpow}][/b] *if (sabrecloak > 0) *selectable_if ((equippedaccessory2 != "Sabretooth Cloak") and (equippedaccessory1 = "")) #Equip Sabretooth Cloak *gosub unequipacc1 *set equippedaccessory1 "Sabretooth Cloak" *set power + 1 *set persuasion + 1 [b][Sabretooth Cloak Bonus: Power +1][/b] *line_break [b][Sabretooth Cloak Bonus: Persuasion +1][/b] *if (cpiratehat > 0) *selectable_if ((equippedaccessory2 != "Cathayan Pirate Hat") and (equippedaccessory1 = "")) #Equip the Cathayan Pirate Hat *gosub unequipacc1 *set equippedaccessory1 "Cathayan Pirate Hat" *set thievery + 1 [b][Cathayan Pirate Hat Bonus: Thievery +1][/b] *line_break [b][Cathayan Pirate Hat Bonus: Agility +1][/b] *set agility + 1 *line_break [b][Cathayan Pirate Hat Bonus: Commerce Increased][/b] *set commerce + 2 *if ((itemyangcrest > 0) and (element2 != "")) *selectable_if ((equippedaccessory1 = "") and (equippedaccessory2 != "Crest of Elemental Yang")) #Equip the Crest of Elemental Yang. *gosub unequipacc1 *set equippedaccessory1 "Crest of Elemental Yang" *set element2rank + 1 [b][$!{element2} Mastery Increased][/b] *if (((((element2 = "Fire") or (element2 = "Storm")) or (element2 = "Wind")) or (element2 = "Light")) or (element2 = "Water")) *line_break [b][Synergy Bonus: +1 Power due to Yang-attuned ${element2} Element.][/b] *set power + 1 *if (equippedaccessory2 = "Crest of Elemental Yin") *line_break [b][Dual Crest Bonus: +1 Agility, +1 Health][/b] *set agility + 1 *set health + 1 *elseif (itemyincrest > 0) *selectable_if (val = 43243431) #Equip the Crest of Elemental Yang [No Element Attuned to Yang] *goto change_equipment *if ((itemyincrest > 0) and (element1 != "None")) *selectable_if ((equippedaccessory1 = "") and (equippedaccessory2 != "Crest of Elemental Yin")) #Equip the Crest of Elemental Yin. *gosub unequipacc1 *set equippedaccessory1 "Crest of Elemental Yin" *set element1rank + 1 [b][$!{element1} Mastery Increased][/b] *if (((element1 = "Ice") or (element1 = "Earth")) or (element1 = "Darkness")) *line_break [b][Synergy Bonus: +1 Fortitude due to Yin-attuned ${element1} Element.][/b] *set fortitude + 1 *if (equippedaccessory2 = "Crest of Elemental Yang") *line_break [b][Dual Crest Bonus: +1 Soul, +1 Chi][/b] *set soul + 1 *set chi + 1 *elseif (itemyincrest > 0) *selectable_if (val = 43243431) #Equip the Crest of Elemental Yin [No Element Attuned to Yin] *goto change_equipment *if (lanternweights > 0) *selectable_if (equippedaccessory2 != "Weights of the Flowing Lantern King") #Equip the Weights of the Flowing Lantern King. *gosub unequipacc1 *set equippedaccessory1 "Weights of the Flowing Lantern King" *if (element1 = "Light") *set element1rank + 1 *elseif (element2 = "Light") *set element2rank + 1 *set perception + 1 *set weight + 9 *if (factotummask != "icebelt") *selectable_if (equippedaccessory2 != "Factotum Mask") #Equip the $!{factotummask}-Enhancing Factotum Mask. *gosub unequipacc1 *set equippedaccessory1 "Factotum Mask" *set {factotummask} + 1 *if ({radiantacc#5} >= 1) *selectable_if (equippedaccessory2 != "Midnight Lenses") #Equip the Midnight Lenses. *gosub unequipacc1 *set equippedaccessory1 "Midnight Lenses" *set soul + 1 *set agisurge + 1 *if ({radiantacc#6} >= 1) *selectable_if (equippedaccessory2 != "Mountain King's Jinbaori") #Equip the Mountain King's Jinbaori. *gosub unequipacc1 *set equippedaccessory1 "Mountain King's Jinbaori" *set fortitude + 1 *set powsurge + 1 *if ({radiantacc#7} >= 1) *selectable_if (equippedaccessory2 != "Burning Mitsugake Gloves") #Equip the Burning Mitsugake Gloves. *gosub unequipacc1 *set equippedaccessory1 "Burning Mitsugake Gloves" *set power + 1 *set agisurge + 1 *if ({radiantacc#8} >= 1) *selectable_if (equippedaccessory2 != "Frozen Prayer Beads") #Equip the Frozen Prayer Beads. *gosub unequipacc1 *set equippedaccessory1 "Frozen Prayer Beads" *set fortitude + 1 *set solsurge + 1 *if ({radiantacc#9} >= 1) *selectable_if (equippedaccessory2 != "Rising Dawn Hachimaki") #Equip the Rising Dawn Hachimaki. *gosub unequipacc1 *set equippedaccessory1 "Rising Dawn Hachimaki" *set soul + 1 *set powsurge + 1 *if ({radiantacc#10} >= 1) *selectable_if (equippedaccessory2 != "Thunderguard Kote") #Equip the Thunderguard Kote. *gosub unequipacc1 *set equippedaccessory1 "Thunderguard Kote" *set power + 1 *set forsurge + 1 *if ({radiantacc#11} >= 1) *selectable_if (equippedaccessory2 != "Waverunner Sandals") #Equip the Waverunner Sandals. *gosub unequipacc1 *set equippedaccessory1 "Waverunner Sandals" *set agility + 1 *set forsurge + 1 *if ({radiantacc#12} >= 1) *selectable_if (equippedaccessory2 != "Howling Sensu Fan") #Equip the Howling Sensu Fan. *gosub unequipacc1 *set equippedaccessory1 "Howling Sensu Fan" *set agility + 1 *set solsurge + 1 #Nevermind *goto change_equipment #Second Accessory Currently Equipped: ${equippedaccessory2} *choice *if (equippedaccessory2 != "") #Unequip ${equippedaccessory2} *gosub unequipacc2 *goto change_equipment *if (armguardname != "") *selectable_if ((equippedaccessory1 != armguardname) and (equippedaccessory2 = "")) #Equip ${armguardname} *gosub unequipacc2 *gosub armguardtext *choice #Attune the ${armguardname} to Fortitude. *set equippedaccessory2 armguardname *set armguardfort 1 *if ((armguardname = "$!{clan} Armguards (Spiked)") or (armguardname = "$!{clan} Armguards")) *set armguardfort + 1 *set fortitude + armguardfort [b][${armguardname} Bonus: Fortitude +${armguardfort}][/b] #Attune the ${armguardname} to Power. *set equippedaccessory2 armguardname *set armguardpow 1 *if ((armguardname = "$!{clan} Armguards (Spiked)") or (armguardname = "$!{clan} Armguards")) *set armguardpow + 1 *set power + armguardpow [b][${armguardname} Bonus: Power +${armguardpow}][/b] *if (sabrecloak > 0) *selectable_if ((equippedaccessory1 != "Sabretooth Cloak") and (equippedaccessory2 = "")) #Equip Sabretooth Cloak *gosub unequipacc2 *set equippedaccessory2 "Sabretooth Cloak" *set power + 1 *set persuasion + 1 [b][Sabretooth Cloak Bonus: Power +1][/b] *line_break [b][Sabretooth Cloak Bonus: Persuasion +1][/b] *if (cpiratehat > 0) *selectable_if ((equippedaccessory1 != "Cathayan Pirate Hat") and (equippedaccessory2 = "")) #Equip the Cathayan Pirate Hat *gosub unequipacc2 *set equippedaccessory2 "Cathayan Pirate Hat" *set thievery + 1 [b][Cathayan Pirate Hat Bonus: Thievery +1][/b] *line_break [b][Cathayan Pirate Hat Bonus: Agility + 1][/b] *set agility + 1 [b][Cathayan Pirate Hat Bonus: Commerce Increased][/b] *set commerce + 2 *if ((itemyangcrest > 0) and (element2 != "")) *selectable_if ((equippedaccessory1 != "Crest of Elemental Yang") and (equippedaccessory2 = "")) #Equip the Crest of Elemental Yang. *gosub unequipacc2 *set equippedaccessory2 "Crest of Elemental Yang" *set element2rank + 1 [b][$!{element2} Mastery Increased][/b] *if (((((element2 = "Fire") or (element2 = "Storm")) or (element2 = "Wind")) or (element2 = "Light")) or (element2 = "Water")) *line_break [b][Synergy Bonus: +1 Power due to Yang-attuned ${element2} Element][/b] *set power + 1 *if (equippedaccessory2 = "Crest of Elemental Yin") *line_break [b][Dual Crest Bonus: +1 Agility, +1 Health][/b] *set agility + 1 *set health + 1 *elseif (itemyincrest > 0) *selectable_if (val = 43243431) #Equip the Crest of Elemental Yang [No Element Attuned to Yang] *goto change_equipment *if ((itemyincrest > 0) and (element1 != "None")) *selectable_if ((equippedaccessory1 != "Crest of Elemental Yin") and (equippedaccessory2 = "")) #Equip the Crest of Elemental Yin. *gosub unequipacc2 *set equippedaccessory2 "Crest of Elemental Yin" *set element1rank + 1 [b][$!{element1} Mastery Increased][/b] *if (((element1 = "Ice") or (element1 = "Earth")) or (element1 = "Darkness")) *line_break [b][Synergy Bonus: +1 Fortitude due to Yin-attuned ${element1} Element][/b] *set fortitude + 1 *if (equippedaccessory1 = "Crest of Elemental Yang") *line_break [b][Dual Crest Bonus: +1 Soul, +1 Chi][/b] *set soul + 1 *set chipool + 1 *elseif (itemyincrest > 0) *selectable_if (val = 43243431) #Equip the Crest of Elemental Yin [No Element Attuned to Yin] *goto change_equipment *if (lanternweights > 0) *selectable_if (equippedaccessory1 != "Weights of the Flowing Lantern King") #Equip the Weights of the Flowing Lantern King. *gosub unequipacc2 *set equippedaccessory2 "Weights of the Flowing Lantern King" *if (element1 = "Light") *set element1rank + 1 *elseif (element2 = "Light") *set element2rank + 1 *set perception + 1 *set weight + 9 *if (factotummask != "icebelt") *selectable_if (equippedaccessory1 != "Factotum Mask") #Equip the $!{factotummask}-Enhancing Factotum Mask. *gosub unequipacc2 *set equippedaccessory2 "Factotum Mask" *set {factotummask} + 1 *if ({radiantacc#5} >= 1) *selectable_if (equippedaccessory1 != "Midnight Lenses") #Equip the Midnight Lenses. *gosub unequipacc2 *set equippedaccessory2 "Midnight Lenses" *set soul + 1 *set agisurge + 1 *if ({radiantacc#6} >= 1) *selectable_if (equippedaccessory1 != "Mountain King's Jinbaori") #Equip the Mountain King's Jinbaori. *gosub unequipacc2 *set equippedaccessory2 "Mountain King's Jinbaori" *set fortitude + 1 *set powsurge + 1 *if ({radiantacc#7} >= 1) *selectable_if (equippedaccessory1 != "Burning Mitsugake Gloves") #Equip the Burning Mitsugake Gloves. *gosub unequipacc2 *set equippedaccessory2 "Burning Mitsugake Gloves" *set power + 1 *set agisurge + 1 *if ({radiantacc#8} >= 1) *selectable_if (equippedaccessory1 != "Frozen Prayer Beads") #Equip the Frozen Prayer Beads. *gosub unequipacc2 *set equippedaccessory2 "Frozen Prayer Beads" *set fortitude + 1 *set solsurge + 1 *if ({radiantacc#9} >= 1) *selectable_if (equippedaccessory1 != "Rising Dawn Hachimaki") #Equip the Rising Dawn Hachimaki. *gosub unequipacc2 *set equippedaccessory2 "Rising Dawn Hachimaki" *set soul + 1 *set powsurge + 1 *if ({radiantacc#10} >= 1) *selectable_if (equippedaccessory1 != "Thunderguard Kote") #Equip the Thunderguard Kote. *gosub unequipacc2 *set equippedaccessory2 "Thunderguard Kote" *set power + 1 *set forsurge + 1 *if ({radiantacc#11} >= 1) *selectable_if (equippedaccessory1 != "Waverunner Sandals") #Equip the Waverunner Sandals. *gosub unequipacc2 *set equippedaccessory2 "Waverunner Sandals" *set agility + 1 *set forsurge + 1 *if ({radiantacc#12} >= 1) *selectable_if (equippedaccessory1 != "Howling Sensu Fan") #Equip the Howling Sensu Fan. *gosub unequipacc2 *set equippedaccessory2 "Howling Sensu Fan" *set agility + 1 *set solsurge + 1 #Nevermind *goto change_equipment *goto change_equipment *if (dualwield) #Mainhand Weapon *label mainwepchoice Currently Equipped: ${equippedweapon} *choice *if (equippedweapon != "") #Unequip ${equippedweapon} *gosub_scene quicks unequipweapon1 *if ({itembostaff#1} > 0) #Bo Staff *gosub_scene quicks unequipweapon1 *set equippedweapon "Bo Staff" *set weaponbonus itembostaff *if ({itemchiblade#1} > 0) *selectable_if (equippedweapon2 != "Chiblade") #Chiblade *gosub_scene quicks unequipweapon1 *set equippedweapon "Chiblade" *set weaponbonus itemchiblade *if ({itemgreataxe#1} > 0) #Greataxe *gosub_scene quicks unequipweapon1 *set equippedweapon "Greataxe" *set weaponbonus itemgreataxe *if ({itemhandwraps#1} > 0) *selectable_if (equippedweapon2 != "Handwraps") #Handwraps *gosub_scene quicks unequipweapon1 *set equippedweapon "Handwraps" *set weaponbonus itemhandwraps *if ({itemiceblade#1} > 0) *selectable_if (equippedweapon2 != "Icelade") #Iceblade *gosub_scene quicks unequipweapon1 *set equippedweapon "Iceblade" *set weaponbonus itemiceblade *if ({itemkatana_3#1} > 0) *selectable_if (equippedweapon2 != "Ikazuchi") #Ikazuchi *gosub_scene quicks unequipweapon1 *set equippedweapon "Ikazuchi" *set weaponbonus itemkatana_3 *if ({itemjian#1} > 0) *selectable_if (equippedweapon2 != "Jian") #Jian *gosub_scene quicks unequipweapon1 *set equippedweapon "Jian" *set weaponbonus itemjian *if ({itemkunai#1} > 0) *selectable_if (equippedweapon2 != "Kunai") #Kunai *gosub_scene quicks unequipweapon1 *set equippedweapon "Kunai" *set weaponbonus itemkunai *if ({itemkatana#1} > 0) *selectable_if (equippedweapon2 != "Katana") #Katana *gosub_scene quicks unequipweapon1 *set equippedweapon "Katana" *set weaponbonus itemkatana *if ({itemkatana_2#1} > 0) *selectable_if (equippedweapon2 != "Kagutsuchi") #Kagutsuchi *gosub_scene quicks unequipweapon1 *set equippedweapon "Kagutsuchi" *set weaponbonus itemkatana_2 *if ({itemmeteorhammer#1} > 0) #Meteor Hammer *gosub_scene quicks unequipweapon1 *set equippedweapon "Meteor Hammer" *set weaponbonus itemmeteorhammer *if ({itemkatana_1#1} > 0) *selectable_if (equippedweapon2 != "Muramasa") #Muramasa *gosub_scene quicks unequipweapon1 *set equippedweapon "Muramasa" *set weaponbonus itemkatana_1 *if ({itemqiang#1} > 0) #Qiang *gosub_scene quicks unequipweapon1 *set equippedweapon "Qiang" *set weaponbonus itemqiang *if ({itemtanto#1} > 0) *selectable_if (equippedweapon2 != "Tanto") #Tanto *gosub_scene quicks unequipweapon1 *set equippedweapon "Tanto" *set weaponbonus itemtanto *if ({itemyumi#1} > 0) #Yumi *gosub_scene quicks unequipweapon1 *set equippedweapon "Yumi" *set weaponbonus itemyumi #Go back. *goto change_equipment *gosub_scene quicks weaponbonuses *goto change_equipment #Offhand Weapon Only one-handed weapons may be used in your off-hand, for no matter how much you try it's just too unwieldy to be swinging a massive two-handed weapon around in your secondary hand. It's not the weight that's the problem, it's the angles in which you're able to maneuver it around your body. [b][Available Off-Hand Weapons: Handwraps, Jian, Kunai, Katana, Tanto][/b] Currently Equipped: ${equippedweapon2} *choice *if (equippedweapon2 != "") #Unequip ${equippedweapon2} *gosub_scene quicks unequipweapon2 *if ({itemchiblade#1} > 0) *selectable_if (equippedweapon != "Chiblade") #Chiblade *gosub_scene quicks unequipweapon2 *set equippedweapon2 "Chiblade" *set weaponbonus2 itemchiblade *if ({itemhandwraps#1} > 0) *selectable_if (equippedweapon != "Handwraps") #Handwraps *gosub_scene quicks unequipweapon2 *set equippedweapon2 "Handwraps" *set weaponbonus2 itemhandwraps *if ({itemjian#1} > 0) *selectable_if (equippedweapon != "Jian") #Jian *gosub_scene quicks unequipweapon2 *set equippedweapon2 "Jian" *set weaponbonus2 itemjian *if ({itemkunai#1} > 0) *selectable_if (equippedweapon != "Kunai") #Kunai *gosub_scene quicks unequipweapon2 *set equippedweapon2 "Kunai" *set weaponbonus2 itemkunai *if ({itemkatana#1} > 0) *selectable_if (equippedweapon != "Katana") #Katana *gosub_scene quicks unequipweapon2 *set equippedweapon2 "Katana" *set weaponbonus2 itemkatana *if ({itemkatana_1#1} > 0) *selectable_if (equippedweapon != "Muramasa") #Muramasa *gosub_scene quicks unequipweapon2 *set equippedweapon2 "Muramasa" *set weaponbonus2 itemkatana_1 *if ({itemtanto#1} > 0) *selectable_if (equippedweapon != "Tanto") #Tanto *gosub_scene quicks unequipweapon2 *set equippedweapon2 "Tanto" *set weaponbonus2 itemtanto #Go back. *goto change_equipment *gosub_scene quicks weaponbonuses2 *goto change_equipment *else #Weapon *goto mainwepchoice #Go back *goto inventory_page *goto change_equipment *else *selectable_if (fighting = false) #Change Equipment [You are in the middle of a fight!] *if (skillmanual > 0) #Study a Path Manual on the twelve Skills. You open the Path Manual and study deeply upon its secrets and wisdom. [b][The Path Manual grants +1 to a Skill of your choice.][/b] This particular Path Manual focuses on... *choice #Alchemy *set alchemy + 1 [b][Alchemy Skill Increased.][/b] #Athletics *set athletics + 1 [b][Athletics Skill Increased.][/b] #Craft *set craft + 1 [b][Craft Skill Increased.][/b] #Deception *set deception + 1 [b][Deception Skill Increased.][/b] #Handseals *set handseals + 1 [b][Handseals Skill Increased.][/b] *gosub_scene quicks fuuinjutsudescription #Insight *set insight + 1 [b][Insight Skill Increased.][/b] #Lore *set lore + 1 [b][Lore Skill Increased.][/b] #Perception *set perception + 1 [b][Perception Skill Increased.][/b] #Persuasion *set persuasion + 1 [b][Persuasion Skill Increased.][/b] #Stealth *set stealth + 1 [b][Stealth Skill Increased.][/b] #Survival *set survival + 1 [b][Survival Skill Increased.][/b] #Thievery *set thievery + 1 [b][Thievery Skill Increased.][/b] #Nevermind *goto inventory_page *set skillmanual - 1 *goto inventory_page *if (blessedwater > 0) #Consume the Blessed Water. [Restores 1 of Each Core, 1 Wound, and 2 Chi] *if ((((((wounds > 0) or (chispent > 0)) or (powspent > 0)) or (forspent > 0)) or (agispent > 0)) or (solspent > 0)) *if (wounds > 0) *set wounds - 1 *if (chispent > 0) *set chispent - 1 *if (chispent > 0) *set chispent - 1 *if (powspent > 0) *set powspent - 1 *if (forspent > 0) *set forspent - 1 *if (agispent > 0) *set agispent - 1 *if (solspent > 0) *set solspent - 1 [b][Body and Soul Restored][/b] *else [b][No Empty Cores! No Wounds! No Chi Spent!][/b] *line_break [b][Blessed Water Absorbed, +5 AP][/b] *set aurapressure + 5 *set blessedwater - 1 *if ((healingelixir > 0) and (wounds > 0)) #Consume a Healing Elixir. [Restores 1 Health] *set wounds - 1 *set healingelixir - 1 *if ((chispent > 0) and (replenisherpill > 0)) #Consume a Replenisher Pill. [Restores 1 Chi Point] *set chispent - 1 *set replenisherpill - 1 *if ((powspent > 0) and (lgpowpill > 0)) #Consume a Low-Grade Power Pill. [Restores 2 Power Core] *set lgpowpill - 1 *set powspent - 2 *set powexp + 1 *if (powspent < 0) *set powspent 0 *if ((forspent > 0) and (lgforpill > 0)) #Consume a Low-Grade Fortitude Pill. [Restores 2 Fortitude Cores] *set lgforpill - 1 *set forspent - 2 *set forexp + 1 *if (forspent < 0) *set forspent 0 *if ((agispent > 0) and (lgagipill > 0)) #Consume a Low-Grade Agility Pill. [Restores 2 Agility Cores] *set lgagipill - 1 *set agispent - 2 *set agiexp + 1 *if (agispent < 0) *set agispent 0 *if ((solspent > 0) and (lgsolpill > 0)) #Consume a Low-Grade Soul Pill. [Restores 2 Soul Cores] *set lgsolpill - 1 *set solspent - 2 *set solexp + 1 *if (solspent < 0) *set solspent 0 *if (powelixir >= 1) *if ({elixirboost#2} >= 9) *selectable_if (val = 46346432623) #Consume an Eternal War Elixir. [Power Cores Strained!] *goto_scene death *else #Consume an Eternal War Elixir. [+1 Power for 1 Chapter] *set powelixir - 1 *if ({elixirboost#2} >= 1) *set power - {elixirboost#2} *set elixirboost + 1000 *set power + {elixirboost#2} [b][Intense energy rushes through your body and soul.][/b] *line_break [b][Power Cores Enhanced!][/b] *if (forelixir >= 1) *if ({elixirboost#3} >= 9) *selectable_if (val = 46346432623) #Consume an Inner Fortress Elixir. [Fortitude Cores Strained!] *goto_scene death *else #Consume an Inner Fortress Elixir. [+1 Fortitude for 1 Chapter] *set forelixir - 1 *if ({elixirboost#3} >= 1) *set fortitude - {elixirboost#3} *set elixirboost + 100 *set fortitude + {elixirboost#3} [b][Intense energy rushes through your body and soul.][/b] *line_break [b][Fortitude Cores Enhanced!][/b] *if (agielixir >= 1) *if ({elixirboost#4} >= 9) *selectable_if (val = 46346432623) #Consume a Silent Hunt Elixir. [Agility Cores Strained!] *goto_scene death *else #Consume a Silent Hunt Elixir. [+1 Agility for 1 Chapter] *set agielixir - 1 *if ({elixirboost#4} >= 1) *set agility - {elixirboost#4} *set elixirboost + 10 *set agility + {elixirboost#4} [b][Intense energy rushes through your body and soul.][/b] *line_break [b][Agility Cores Enhanced!][/b] *if (agielixir >= 1) *if ({elixirboost#5} >= 9) *selectable_if (val = 46346432623) #Consume a Divine Presence Elixir. [Agility Cores Strained!] *goto_scene death *else #Consume a Divine Presence Elixir. [+1 Soul for 1 Chapter] *set solelixir - 1 *if ({elixirboost#5} >= 1) *set soul - {elixirboost#5} *set elixirboost + 1 *set soul + {elixirboost#5} [b][Intense energy rushes through your body and soul.][/b] *line_break [b][Soul Cores Enhanced!][/b] *if (memorywell > 0) *selectable_if ((element1 = "None") or (element2 = "")) #Consume the Memorywell Elixir. *gosub_scene quicks memorywell *goto inventory_page *if (stylemanual > 0) #Study a Path Manual on the ${style} Martial Art Style. You open the Path Manual and study deeply upon its secrets and wisdom. [b][The Path Manual grants +1 to your Style if your Aura Pressure is high enough.][/b] *choice *selectable_if ((1+(round(aurapressure / 300))) > stylerank) #Increase my mastery of the ${style} Style. *set stylerank + 1 *set stylemanual - 1 #Nevermind *goto inventory_page *goto inventory_page *if (coremanual > 0) #Study a Path Manual on the four Combat Cores. You open the Path Manual and study deeply upon its secrets and wisdom. [b][The Path Manual grants +1 to a Combat Core of your choice.][/b] This particular Path Manual focuses on... *choice #Agility *set agility + 1 #Fortitude *set fortitude + 1 #Power *set power + 1 #Soul *set soul + 1 #Nevermind *goto inventory_page *set coremanual - 1 *goto inventory_page *if (elemmanual > 0) #Study a Path Manual on the Elements *if (element1 != "None") and (element2 != "") You open the Path Manual and study deeply upon its secrets and wisdom. [b][The Path Manual grants +1 to one of your Elemental Affinities if your Aura Pressure is high enough.][/b] *choice *selectable_if ((1+(round(aurapressure / 300))) > element1rank) #Increase my mastery of the ${element1} Element. *set element1rank + 1 *set elemmanual - 1 *selectable_if ((1+(round(aurapressure / 300))) > element1rank) #Increase my mastery of the ${element2} Element. *set element2rank + 1 *set elemmanual - 1 #Nevermind *goto inventory_page *goto inventory_page *elseif (element1 != "None") or (element2 = "") You open the Path Manual and study deeply upon its secrets and wisdom. [b][The Path Manual grants +1 to your Elemental Affinity if your Aura Pressure is high enough.][/b] *choice *selectable_if ((1+(round(aurapressure / 300))) > element1rank) #Increase my mastery of the ${element1} Element. *set element1rank + 1 *set elemmanual - 1 #Nevermind *goto inventory_page *goto inventory_page *else You open the Path Manual and study deeply upon its secrets and wisdom. [b][The Path Manual attunes your soul to one of the natural elements.][/b] [b][You will become able to wield that element inside and outside of combat by spending Chi.] *choice #Darkness *set element1 "Darkness" *set element1rank + 1 #Earth *set element1 "Earth" *set element1rank + 1 #Fire *set element1 "Fire" *set element1rank + 1 #Ice *set element1 "Ice" *set element1rank + 1 #Light *set element1 "Light" *set element1rank + 1 #Storm *set element1 "Storm" *set element1rank + 1 #Water *set element1 "Water" *set element1rank + 1 #Wind *set element1 "Wind" *set element1rank + 1 #Nevermind *goto inventory_page *goto stats_page *if ({radiantacc#4} >= 1) *selectable_if (({radiantacc#4} = 1) and ((((powspent >= 1) or (agispent >= 1)) or (solspent >= 1)) or (forspent >= 1))) #Recharge your chi with the Spiritweave Scarf. [b][1 of Each Core Replenished!][/b] *if (powspent >= 1) *set powspent - 1 *if (forspent >= 1) *set forspent - 1 *if (agispent >= 1) *set agispent - 1 *if (solspent >= 1) *set solspent - 1 *if (style = "Kiihakai") *line_break [b][Kiihakai Event: Double Replenishment!][/b] *if (powspent >= 1) *set powspent - 1 *if (forspent >= 1) *set forspent - 1 *if (agispent >= 1) *set agispent - 1 *if (solspent >= 1) *set solspent - 1 *set radiantacc + 100000000000 *if (((wardrobe != 100000000000000) or (wardrobe2 != 100000000000000)) or (richwardrobe != 100000000000000)) #Change Wardrobe. [Current Clothing: $!{clothes}] You look over your clothing options and decide what to wear. *choice *if ({wardrobe#2} >= 1) #Your red and gold Cathayan hanfu. *gosub disrobe *set clothnum 2 *set clothes "red and gold Cathayan hanfu" *if ({wardrobe#3} >= 1) #Your orange and black haori. *gosub disrobe *set clothnum 3 *set clothes "orange and black haori" *if ({wardrobe#4} >= 1) #Your white and black hakama. *gosub disrobe *set clothnum 4 *set clothes "white and black hakama" *if ({wardrobe#5} >= 1) #Your white and red hakama. *gosub disrobe *set clothnum 5 *set clothes "white and red hakama" *if ({wardrobe#6} >= 1) #Your blue and pink yukata. *gosub disrobe *set clothnum 6 *set clothes "blue and pink flowery yukata" *if ({wardrobe#7} >= 1) #Your brown travel cloak and straw hat. *gosub disrobe *set clothnum 7 *set clothes "brown cloak and straw hat" *if ({wardrobe#8} >= 1) #Your white tobi pants and black small-sleave shirt. *gosub disrobe *set clothnum 8 *set clothes "white tobi pants and black shirt" *if ({wardrobe#9} >= 1) #Your extravagant purple robe from the casino heist. *gosub disrobe *set clothnum 9 *set clothes "purple administrative robe" *if ({wardrobe#10} >= 1) #Your rustic farmer's tunic. *gosub disrobe *set clothnum 10 *set clothes "rustic farmer's tunic" *if ({wardrobe#11} >= 1) #Your brown and white pilgrim's robe. *gosub disrobe *set clothnum 11 *set clothes "brown and white pilgrim's robe" *if ({wardrobe#12} >= 1) #Your dark green deel from the Infinite Thunderplains. *gosub disrobe *set clothnum 12 *set clothes "dark green thunderplains deel" *if ({wardrobe#13} >= 1) #Your red and blue hanbok from New Yomi. *gosub disrobe *set clothnum 13 *set clothes "red and blue yomijin hanbok" *if ({wardrobe#14} >= 1) #Your festive yellow yukata. *gosub disrobe *set clothnum 14 *set clothes "festive yellow yukata" *if ({wardrobe#15} >= 1) #Your black travel robes and red obi. *gosub disrobe *set clothnum 15 *set clothes "black travel robes and red obi" *if ({wardrobe2#2} >= 1) #Your ultramarine travel robes and white obi. *gosub disrobe *set clothnum 16 *set clothes "ultramarine travel robes and white obi" *if ({wardrobe2#3} >= 1) #Your tight red cheongsam dress. *gosub disrobe *set clothnum 17 *set clothes "tight red cheongsam" *if ((bodytype = "Hourglass") or (bodytype = "Bodacious")) [b][Bodytype Event: Persuasion +1][/b] *set persuasion + 1 *if ({richwardrobe#2} >= 1) #Your red dragon-emblazoned kimono. *gosub disrobe *set clothnum 22 *set clothes "red dragon-emblazoned kimono" *if (race = "Human") [b][Human Event: Prestige Increased][/b] *set prestige + 1 *if ({richwardrobe#3} >= 1) #Your gold dragon-emblazoned kimono. *gosub disrobe *set clothnum 23 *set clothes "gold dragon-emblazoned kimono" *if (race = "Human") [b][Human Event: Prestige Increased][/b] *set prestige + 1 *if ({richwardrobe#4} >= 1) #Your brown leather jacket and pants with whitefur collar. *gosub disrobe *set clothnum 24 *set clothes "whitefur-collared brown leathers" *if (race = "Lunargoth") *set prestige + 1 [b][Lunargoth Event: Prestige Increased][/b] *if (style = "Midorikatai") and (stylerank >= 2) *line_break [b][Lunargoth & Midorikatai (Adept) Event: Chi +1][/b] *set chipool + 1 *if ({richwardrobe#5} >= 1) #Your black leather jacket and pants with goldfur collar. *gosub disrobe *set clothnum 25 *set clothes "goldfur-collared black leathers" *if (race = "Lunargoth") *set prestige + 1 [b][Lunargoth Event: Prestige Increased][/b] *if (style = "Midorikatai") and (stylerank >= 2) *line_break [b][Lunargoth & Midorikatai (Adept) Event: Health +1][/b] *set health + 1 *if ({richwardrobe#6} >= 1) #Your green, red, and white formal jūnihitoe. *gosub disrobe *set clothnum 26 *set clothes "green, red, and white jūnihitoe" [b][Prestige Increased][/b] *set prestige + 1 *if ({richwardrobe#7} >= 1) #Your blue and black formal sokutai. *gosub disrobe *set clothnum 27 *set clothes "blue and black sokutai" [b][Prestige Increased][/b] *set prestige + 1 *if ({richwardrobe#8} >= 1) #Your royal purple kimono. *gosub disrobe *set clothnum 128 *set clothes "royal purple kimono" *set prestige + 2 *set retainer_morale + 5 [b][Prestige Increased, Retainer Morale Increased][/b] #Your royal purple haori. *gosub disrobe *set clothes "royal purple haori" *set clothnum 228 *set prestige + 2 *set retainer_morale + 5 [b][Prestige Increased, Retainer Morale Increased][/b] #Your royal purple hakama. *gosub disrobe *set clothes "royal purple hakama" *set clothnum 328 *set prestige + 2 *set retainer_morale + 5 [b][Prestige Increased, Retainer Morale Increased][/b] *if ({richwardrobe#9} >= 1) #Your sacred cerulean attire, the iconic chakkri. *gosub disrobe *set clothnum 29 *set clothes "sacred cerulean chakkri" [b][Prestige Increased][/b] *set prestige + 1 *if ({richwardrobe#10} >= 1) #Your sacred cerulean attire, the iconic kesa. *gosub disrobe *set clothnum 30 *set clothes "sacred cerulean kesa" [b][Prestige Increased][/b] *set prestige + 1 *if ({richwardrobe#11} >= 1) #Your mystic yellow sorcerer's robe, the iconic shenyi. *gosub disrobe *set clothnum 31 *set clothes "mystic yellow shenyi" [b][Prestige Increased][/b] *set prestige + 1 *if ({richwardrobe#12} >= 1) #Your bladed scarlet samurai robe, the iconic kamoshimo. *gosub disrobe *set clothnum 32 *set clothes "bladed scarlet kamoshimo" [b][Prestige Increased][/b] *set prestige + 1 *if ({richwardrobe#13} >= 1) #Your cursed purple ninja attire, the iconic shozoku. *gosub disrobe *set clothnum 33 *set clothes "cursed purple shozoku" [b][Kurokonton Event: Stealth +1][/b] *set stealth + 1 *if ({richwardrobe#14} >= 1) #Your cursed purple kunoichi outfit. *gosub disrobe *set clothnum 34 *set clothes "cursed purple kunoichi outfit" [b][Kurokonton Event: Deception +1][/b] *set deception + 1 *if (customclothing_1 != "") #Your ${customclothing_1}. *gosub disrobe *set clothnum 41 *set clothes customclothing_1 [b][Prestige Increased][/b] *set prestige + 1 *if (customclothing_2 != "") #Your ${customclothing_2}. *gosub disrobe *set clothnum 42 *set clothes customclothing_2 [b][Prestige Increased][/b] *set prestige + 1 *if (customclothing_3 != "") #Your ${customclothing_3}. *gosub disrobe *set clothnum 43 *set clothes customclothing_3 [b][Prestige Increased][/b] *set prestige + 1 #Go back. *goto inventory_page #Stats page *goto stats_page #Journal page *goto journal_page *if (advancement > 0) #Cultivation page *goto cultivation_page *goto inventory_page *goto inventory_page *label cultivation_page *if (playerkosuke) Pft, cultivation smultivation. If these Martial Artists have life figured out then why do they spend twelve hours a day slaving at the dojo when they could be hanging out at the river whenever they want like you do? Suckers. *choice #Stats page *goto stats_page #Journal page *goto journal_page *selectable_if (stripped = false) #Inventory page *goto inventory_page *else *if (handseals >= 2) *temp newap round((aurapressure + 10)/(hungryspiritritual+((handseals-1)*0.55))) *else *temp newap round((aurapressure + 10)/hungryspiritritual) *temp freeap (aurapressure - allocatedap) *if (hungryspiritritual != 1) *set shardcycle ((10 + handseals) + soul) *else *set shardcycle (10 + handseals) *if (jadedragonfoundation) *set shardcycle (shardcycle * 2) *temp alchyboost 0 *set alchyboost (0.15 * alchemy) *if (background = "Herbalist") *set alchyboost + 0.1 *if (alchemy = 2) *set alchyboost + 0.13 *elseif (alchemy = 3) *set alchyboost + 0.07 Spiritual Cultivation is the most vital aspect of the Martial World, one you've been building on since the first day you absorbed a sliver of natural energy into your spirit. In a neverending pursuit of Advancement, you... *choice *selectable_if (Shards >= newap) #Absorb ${newap} Shards to increase your Aura Pressure by ${shardcycle}. (Current Shards: ${shards}) *set Shards - newap You take a meditative stance and brush your soul's power against the collection of Shards, dissolving them into raw energy, before swiftly "tugging" on your core at the center of your body and spirit to absorb the nearby energy into your very being. The power from the Shards pushes your aura to its limits. You feel your very soul and connection to life pulse, groan...and stretch. The result is instant and unpleasant. *set apval shardcycle *gosub_scene quicks apboost Your body heats up with fever and your vision blurs, but the sweat and panting pass in seconds as your increased Aura Pressure acts to restore your stamina lost from the process. *page_break *goto cultivation_page *if (coreadvancement) *selectable_if ((((freeap >= (100 - powexp)) or (freeap >= (100 - agiexp))) or (freeap >= (100 - forexp))) or (freeap >= (100 - solexp))) #Advance one of your Combat Cores. [Unallocated AP: ${freeap}] When enough inner chi reverberates through your soul it's time for an Immortal Core Advancement. Pushing your Aura Pressure down onto one of your cores until enough of your spiritual energy fits inside to force noticeable growth is a rejuvenating experience made easier by your life of training. Choices made in combat and other situations have granted you progress towards this Advancement seen below: *temp pdisplay (100 - powexp) *if (pdisplay <= 0) *set pdisplay 0 *temp fdisplay (100 - forexp) *if (fdisplay <= 0) *set fdisplay 0 *temp adisplay (100 - agiexp) *if (adisplay <= 0) *set adisplay 0 *temp sdisplay (100 - solexp) *if (sdisplay <= 0) *set sdisplay 0 [b]Power Core Progress:[/b] ${powexp} Progress Earned *line_break [b]Fortitude Core Progress:[/b] ${forexp} Progress Earned *line_break [b]Agility Core Progress:[/b] ${agiexp} Progress Earned *line_break [b]Soul Core Progress:[/b] ${solexp} Progress Earned *line_break *choice *selectable_if (freeap >= pdisplay) #Advance your Power Core by +1. [Costs ${pdisplay}AP] *if ((100 - powexp) <= 0) *set powexp - 100 *else *set allocatedap + pdisplay *set powexp 0 *set power + 1 [b][Power Core permanently increased by +1.][/b] *selectable_if (freeap >= fdisplay) #Advance your Fortitude Core by +1. [Costs ${fdisplay}AP] *if ((100 - forexp) <= 0) *set forexp - 100 *else *set allocatedap + fdisplay *set forexp 0 *set fortitude + 1 [b][Fortitude Core permanently increased by +1.][/b] *selectable_if (freeap >= adisplay) #Advance your Agility Core by +1. [Costs ${adisplay}AP] *if ((100 - agiexp) <= 0) *set agiexp - 100 *else *set allocatedap + adisplay *set agiexp 0 *set agility + 1 [b][Agility Core permanently increased by +1.][/b] *selectable_if (freeap >= sdisplay) #Advance your Soul Core by +1. [Costs ${sdisplay}AP] *if ((100 - solexp) <= 0) *set solexp - 100 *else *set allocatedap + sdisplay *set solexp 0 *set soul + 1 [b][Soul Core permanently increased by +1.][/b] #Go Back *goto cultivation_page *line_break [b][Continue your journey for these changes to take effect.][/b] *goto cultivation_page *selectable_if ((((element1 != "None") and (stylerank >= 1)) or ((element1 != "None") and (element2 != ""))) or ((element2 != "") and (stylerank >= 1))) #Realign your aura's color. *label chooseauratype Each Martial Artist may hold multiple sources of natural energy deep within their spiritual core, and it is by calling on that power they display the color of their power's source. A fire artist's body would burn red while using their strongest Fire Techniques, a Kiihakai sorcerer's body would glow gold while casting his most powerful incantation. Yet many actions requiring chi can use any type of natural energy, such as simply punching harder, leaping higher, casting a handseal, or summoning the Martial Artist's full power for a serious fight. In such cases, the color displayed by the Martial Artist's aura will be whichever they feel a more natural calling to. In your case, you find it's more comfortable to channel chi that is... *choice *selectable_if ((element1 = "Darkness") or (element2 = "Darkness")) #Black [Darkness Chi] *set auracolor "black" *selectable_if ((element1 = "Earth") or (element2 = "Earth")) #Amber [Earth Chi] *set auracolor "amber" *selectable_if ((element1 = "Fire") or (element2 = "Fire")) #Red [Fire Chi] *set auracolor "red" *selectable_if ((element1 = "Ice") or (element2 = "Ice")) #Arctic Blue [Ice Chi] *set auracolor "arctic blue" *selectable_if ((element1 = "Light") or (element2 = "Light")) #Yellow [Light Chi] *set auracolor "yellow" *selectable_if ((element1 = "Storm") or (element2 = "Storm")) #Violet [Storm Chi] *set auracolor "violet" *selectable_if ((element1 = "Water") or (element2 = "Water")) #Blue [Water Chi] *set auracolor "blue" *selectable_if ((element1 = "Wind") or (element2 = "Wind")) #Emerald [Wind Chi] *set auracolor "emerald" *selectable_if ((style = "Akakiru") and (stylerank >= 1)) #Scarlet [Akakiru's Bladed Chi] *set auracolor "scarlet" *selectable_if ((style = "Aoyusumu") and (stylerank >= 1)) #Cerulean [Aoyusumu's Sacred Chi] *set auracolor "cerulean" *selectable_if ((style = "Kiihakai") and (stylerank >= 1)) #Gold [Kiihakai's Mystic Chi] *set auracolor "gold" *selectable_if ((style = "Kurokonton") and (stylerank >= 1)) #Purple [Kurokonton's Cursed Chi] *set auracolor "purple" *selectable_if ((style = "Midorikatai") and (stylerank >= 1)) #Green [Midorikatai's Wild Chi] *set auracolor "green" *selectable_if (stylerank >= 1) #Combine your Elemental and Style auras. By combining the chi sources within your soul you're able to have your elemental powers influence how your Style-colored aura acts as it covers your body, whether that be how it's displayed to the human eye or how it feels in your enemy's spiritual senses. *if ((element1 = "None") or (element2 = "")) By using this method with the *if (element1 = "None") ${element2} *else ${element1} Element your aura will become *if ((element1 = "Darkness") or (element2 = "Darkness")) *set coloradj "dark " *elseif ((element1 = "Earth") or (element2 = "Earth")) *set coloradj "dense " *elseif ((element1 = "Fire") or (element2 = "Fire")) *set coloradj "burning " *elseif ((element1 = "Ice") or (element2 = "Ice")) *set coloradj "misty " *elseif ((element1 = "Light") or (element2 = "Light")) *set coloradj "shining " *elseif ((element1 = "Storm") or (element2 = "Storm")) *set coloradj "crackling " *elseif ((element1 = "Water") or (element2 = "Water")) *set coloradj "swirling " *elseif ((element1 = "Wind") or (element2 = "Wind")) *set coloradj "surging " *if (style = "Akakiru") *set tmpcolor coloradj&"scarlet" *elseif (style = "Aoyusumu") *set tmpcolor coloradj&"cerulean" *elseif (style = "Kiihakai") *set tmpcolor coloradj&"gold" *elseif (style = "Kurokonton") *set tmpcolor coloradj&"purple" *elseif (style = "Midorikatai") *set tmpcolor coloradj&"green" [b]${tmpcolor}[/b]. Is this what you want? *choice #Yes, I will change my aura to ${tmpcolor} *set auracolor tmpcolor #No, take me back. *goto chooseauratype *else As you have mastered two separate Shugendō Elements you must select which type of aura this will be based on the Element you focus on. *if (style = "Akakiru") *set coloradj "scarlet" *elseif (style = "Aoyusumu") *set coloradj "cerulean" *elseif (style = "Kiihakai") *set coloradj "gold" *elseif (style = "Kurokonton") *set coloradj "purple" *elseif (style = "Midorikatai") *set coloradj "green" *choice *selectable_if ((element1 = "Darkness") or (element2 = "Darkness")) #A dark ${coloradj} aura. *set auracolor "dark ${coloradj}" *selectable_if ((element1 = "Earth") or (element2 = "Earth")) #A dense ${coloradj} aura. *set auracolor "dense ${coloradj}" *selectable_if ((element1 = "Fire") or (element2 = "Fire")) #A burning ${coloradj} aura. *set auracolor "burning ${coloradj}" *selectable_if ((element1 = "Ice") or (element2 = "Ice")) #A misty ${coloradj} aura. *set auracolor "misty ${coloradj}" *selectable_if ((element1 = "Light") or (element2 = "Light")) #A shining ${coloradj} aura. *set auracolor "shining ${coloradj}" *selectable_if ((element1 = "Storm") or (element2 = "Storm")) #A crackling ${coloradj} aura. *set auracolor "crackling ${coloradj}" *selectable_if ((element1 = "Water") or (element2 = "Water")) #A swirling ${coloradj} aura. *set auracolor "swirling ${coloradj}" *selectable_if ((element1 = "Wind") or (element2 = "Wind")) #A surging ${coloradj} aura. *set auracolor "surging ${coloradj}" #Nevermind. *goto chooseauratype #Go Back *goto cultivation_page *goto cultivation_page *if ({weaponbonus#4} = 9) *selectable_if (chistoring = 2) #Absorb the stored chi from your weapon. *if (chispent = 0) The power within your Chi-Storing ${equippedweapon} is sizeable pool of energy. Normally you'd use such a tool to replenish your chi reserves but instead you've chosen to call on it when your spirit's Chi Pool is already filled to the brim with natural energy. Yet the power you've conjured from the weapon has to go somewhere. Much like a cycling, the energy within your weapon pushes into your Cores and stretches them, pressing your Aura Pressure a sliver higher than it should naturally go. Like all things your spirit attempts to return to normal, but the forced growth has left it pushed beyond its limits, if only by a fraction. *set apval 2 *if ({weaponbonus#3} = 1) *set apval + 1 *if (style = "Kiihakai") *set apval + 1 *gosub_scene quicks apboost The weapon's chi pool is spent and will replenish over time. *else The power within your Chi-Storing ${equippedweapon} is sizeable pool of spiritual chi, one that you're in need of. You call upon the life energy you've been passively storing inside the weapon and feel it rush throughout your aura like a cool glass of water bringing life back into a dehydrated body. *set val 2 *if ({weaponbonus#3} = 1) *set val 3 [b][${val} Chi Points Restored] *set chispent - val *if (chispent < 0) *set chispent 0 The weapon's chi pool is spent and will replenish over time. *set chistoring 1 *page_break *goto cultivation_page *if ({weaponbonus2#4} = 9) *selectable_if (chistoring2 = 2) #Absorb the stored chi from your secondary weapon. *if (chispent = 0) The power within your Chi-Storing ${equippedweapon2} is sizeable pool of energy. Normally you'd use such a tool to replenish your chi reserves but instead you've chosen to call on it when your spirit's Chi Pool is already filled to the brim with natural energy. Yet the power you've conjured from the weapon has to go somewhere. Much like a cycling the energy within your weapon pushes into your Cores and stretches them, pressing your Aura Pressure a sliver higher than it should naturally go. Like all things your spirit attempts to return to normal, but the forced growth has left it pushed beyond its limits, if only by a fraction. *set apval 2 *if ({weaponbonus2#3} = 1) *set apval + 1 *if (style = "Kiihakai") *set apval + 1 *gosub_scene quicks apboost *else The power within your Chi-Storing ${equippedweapon2} is sizeable pool of spiritual chi, one that you're in need of. You call upon the life energy you've been passively storing inside the weapon and feel it rush throughout your aura like a cool glass of water bringing life back into a dehydrated body. *set val 2 *if ({weaponbonus2#3} = 1) *set val 3 [b][${val} Chi Points Restored] *set chispent - val *if (chispent < 0) *set chispent 0 *set chistoring2 1 *page_break *goto cultivation_page *if (styleswapper != "") *if (style = "Akakiru") #Change the Core Alignment of your 'Infinity Edge' Technique. [Currently ${styleswapper}] The swords you call into being from the sharpened chi of your soul, animated to aid you in combat, can serve a variety of purposes. From blocking attacks, pressing the assault alongside your main weapon, distracting your foes, or flying alongside your energy blasts to damage opponents. *label swaponthatthang You cycle your chi through the center of your ${auracolor} aura and refocus your spirit's alignment, adjusting the Technique's focus to aid your... *choice *selectable_if (styleswapper != "Power") #Power Core *gosub_scene quicks swapem "Power" "style" *selectable_if (styleswapper != "Fortitude") #Fortitude Core *gosub_scene quicks swapem "Fortitude" "style" *selectable_if (styleswapper != "Agility") #Agility Core *gosub_scene quicks swapem "Agility" "style" *selectable_if (styleswapper != "Soul") #Soul Core *gosub_scene quicks swapem "Soul" "style" *goto cultivation_page *elseif (style = "Aoyusumu") #Change the Core Alignment of your 'Dharmic Wheel' Technique. [Currently ${styleswapper}] The power of the Dharmic Wheel rests deep within your soul, able to manifest at a moment's notice. Its power alters the scales of balance in your favor in all things so long as you grant it your focus. Despite the religious connotations, at its core, the ability is still kinetic Sacred Chi passively boosting your performance. Exactly what performance that is, is up to you. *goto swaponthatthang *elseif (style = "Kiihakai") #Change the Core Alignment of your 'Dragon Fist' Technique. [Currently ${styleswapper}] Mystic Chi has always been able to replicate your will, you just never expected it to replicate your emotions at the height of your ferocity. You certainly didn't expect it to shape parts of your aura into roaring dragons. The animated minion-like chi is offputting when you fight, but necessary to reach your full potential. *goto swaponthatthang *elseif (style = "Kurokonton") #Change the Core Alignment of your 'Afterimage' Technique. [Currently ${styleswapper}] Speed is everything to a Kurokonton user. Whether dodging an attack, increasing a strike's velocity, pushing your energy blasts to hit faster, or outrunning your opponent, the intense and supernatural burst of speed from your Afterimage effect can help. The confusion of the illusion you leave behind is a nice side effect too. *goto swaponthatthang *elseif (style = "Midorikatai") #Change the Core Alignment of your 'Beastmight' Technique. [Currently ${styleswapper}] Midorikatai has always been a 'heavier' kind of chi, but through the Beastmight Technique you've pushed it to the next level. The chi you wrap around your body can now triple your weight at the moment of impact to land devastating blows or resist enemy attacks. What's more surprising is its effect on your energy attacks, all of which can now land with the weight of a physical strike. By proper training you've even learned to press your Beastmight into the front of your aura after sprinting, increasing your movement speed as if you were being pulled by a boulder tied to your waist. *goto swaponthatthang *if (elem1swapper != "") *if (element1 = "Darkness") #Change the Core Alignment of your 'TODO' Technique. [Currently ${elem1swapper}] TODO *elseif (element1 = "Earth") #Change the Core Alignment of your 'TODO' Technique. [Currently ${elem1swapper}] TODO *elseif (element1 = "Fire") #Change the Core Alignment of your 'TODO' Technique. [Currently ${elem1swapper}] TODO *elseif (element1 = "Ice") #Change the Core Alignment of your 'TODO' Technique. [Currently ${elem1swapper}] TODO *elseif (element1 = "Light") #Change the Core Alignment of your 'TODO' Technique. [Currently ${elem1swapper}] TODO *elseif (element1 = "Storm") #Change the Core Alignment of your 'TODO' Technique. [Currently ${elem1swapper}] TODO *elseif (element1 = "Water") #Change the Core Alignment of your 'TODO' Technique. [Currently ${elem1swapper}] TODO *elseif (element1 = "Wind") #Change the Core Alignment of your 'TODO' Technique. [Currently ${elem1swapper}] TODO *if (elem2swapper != "") *if (element2 = "Darkness") #Change the Core Alignment of your 'TODO' Technique. [Currently ${elem2swapper}] TODO *elseif (element2 = "Earth") #Change the Core Alignment of your 'TODO' Technique. [Currently ${elem2swapper}] TODO *elseif (element2 = "Fire") #Change the Core Alignment of your 'TODO' Technique. [Currently ${elem2swapper}] TODO *elseif (element2 = "Ice") #Change the Core Alignment of your 'TODO' Technique. [Currently ${elem2swapper}] TODO *elseif (element2 = "Light") #Change the Core Alignment of your 'TODO' Technique. [Currently ${elem2swapper}] TODO *elseif (element2 = "Storm") #Change the Core Alignment of your 'TODO' Technique. [Currently ${elem2swapper}] TODO *elseif (element2 = "Water") #Change the Core Alignment of your 'TODO' Technique. [Currently ${elem2swapper}] TODO *elseif (element2 = "Wind") #Change the Core Alignment of your 'TODO' Technique. [Currently ${elem2swapper}] TODO *if (armorytrophy > 0) #Absorb the bestial fang from the Thunderfall armory to gain a portion of its power. (Soul Treasure AP: ${armorytrophy}) [Alchemy Check] The large fang dissolves against your will as if you were cycling Shards. In theory this treasure holds a potent part of a Beast's power so you *if (alchemy = 0) simply cycle its essence into your soul. The result is the same as cycling Shards, albeit with a more violent and bestial connection to the energies you absorb into your soul. *else get to work breaking its caustic essence into an Advancement Elixir to improve its efficiency. [b][Alchemy Check Succeeded][/b] *set armorytrophy + round(armorytrophy * alchyboost) When the bubbling concoction is complete you gulp it down, still boiling, and feel a rush of power. *set val round((0.05+(alchemy*0.0125))*(armorytrophy - aurapressure)) *if ((background = "Herbalist") and (val < (10+(alchemy*7)))) *set val (10+(alchemy*7)) *elseif (val < (10+(alchemy*4))) *set val (10+(alchemy*4)) *if (jadedragonfoundation) *set val * 2 [b][Aura Pressure + ${val}][/b] *set aurapressure + val *set val 0 *set armorytrophy 0 *page_break *goto cultivation_page *if (sabretoothtrophy > 0) #Absorb the glowing claw from the sabretooth Beast to gain a portion of its power. [Soul Treasure AP: ${sabretoothtrophy}] [Alchemy Check] The orange claw dissolves against your will as if you were cycling Shards. In theory this treasure holds a potent part of a spirit's power so you *if (alchemy = 0) simply cycle its essence into your soul. The result is the same as cycling Shards, albeit with a more predatory and savage feeling when the energies within brush against your soul. *else get to work breaking its predatory essence into an Advancement Elixir to improve its efficiency. [b][Alchemy Check Succeeded][/b] *set sabretoothtrophy + round(sabretoothtrophy * alchyboost) When the bubbling concoction is complete you gulp it down, still boiling, and feel a rush of power. *set val round((0.05+(alchemy*0.0125))*(sabretoothtrophy - aurapressure)) *if ((background = "Herbalist") and (val < (10+(alchemy*7)))) *set val (10+(alchemy*7)) *elseif (val < (10+(alchemy*4))) *set val (10+(alchemy*4)) *if (jadedragonfoundation) *set val * 2 [b][Aura Pressure + ${val}][/b] *set aurapressure + val *set val 0 *set sabretoothtrophy 0 *page_break *goto cultivation_page *if (caravantrophy > 0) #Absorb the violent boneshard you won from the race against Bo to gain a portion of its power. [Soul Treasure AP: ${caravantrophy}] [Alchemy Check] The glowing red boneshard dissolves against your will as if you were cycling Shards. In theory this treasure holds a potent part of a Beast's power so you *if (alchemy = 0) simply cycle its essence into your soul. The result is the same as cycling Shards, albeit with a more dominating and violent impression when the energies within brush against your soul. *else get to work breaking its violent essence down into an Advancement Elixir to improve its efficiency. [b][Alchemy Check Succeeded][/b] *set caravantrophy + round(caravantrophy * alchyboost) When the bubbling concoction is complete you gulp it down, still boiling, and feel a rush of power. *set val round((0.05+(alchemy*0.0125))*(caravantrophy - aurapressure)) *if ((background = "Herbalist") and (val < (10+(alchemy*7)))) *set val (10+(alchemy*7)) *elseif (val < (10+(alchemy*4))) *set val (10+(alchemy*4)) *if (jadedragonfoundation) *set val * 3 [b][Aura Pressure + ${val}][/b] *set aurapressure + val *set val 0 *set caravantrophy 0 *page_break *goto cultivation_page *if (wyrmtrophy > 5) #Absorb the amber scale you took from the Wyrm to gain a portion of its power. [Soul Treasure AP: ${wyrmtrophy}] [Alchemy Check] The pulsating amber scale in your hand beats like a heart. Even with the creature dead, you can still feel a portion of its enormous power resting in your hand. You *if (alchemy = 0) have no alchemical knowledge to speak of, so instead your spirit breaks the object down directly and cycles its essence into your soul. The result is the same as cycling Shards, albeit with a heavy difficulty breathing when the weighty aura of the Wyrm's power pushes through your spirit. *else get to work breaking its heavy essence down into an Advancement Elixir to improve its efficiency. [b][Alchemy Check Succeeded][/b] *set wyrmtrophy + round(wyrmtrophy * alchyboost) When the bubbling concoction is complete you gulp it down, still boiling, and feel a rush of power. *set val round((0.05+(alchemy*0.0125))*(wyrmtrophy - aurapressure)) *if ((background = "Herbalist") and (val < (10+(alchemy*7)))) *set val (10+(alchemy*7)) *elseif (val < (10+(alchemy*4))) *set val (10+(alchemy*4)) *if (jadedragonfoundation) *set val * 3 [b][Aura Pressure + ${val}][/b] *set aurapressure + val *set val 0 *set wyrmtrophy 1 *page_break *goto cultivation_page *if (lightbringertrophy > 5) #Absorb the glowing orb you took from the Lightbringer's corpse to gain a portion of its power. [Soul Treasure AP: ${lightbringertrophy}] [Alchemy Check] The hardened, glossy orb from the center of the Lightbringer's unusual limb, shining so brightly that it functions as a fine torch, is the size of your forearm. Even after the Wild God spawn's death you can feel the Soul Treasure's desire to sear the hand you use to hold it. You *if (alchemy = 0) have no alchemical knowledge to speak of, so instead your spirit breaks the object down directly and cycles its essence into your soul. The result is the same as cycling Shards, albeit with a painful sensation with every breath as the intense Light and Bladed properties of the Soul Treasure cause internal sunburn and scratches down your lungs. *else get to work breaking its heavy essence down into an Advancement Elixir to improve its efficiency. [b][Alchemy Check Succeeded][/b] *set lightbringertrophy + round(lightbringertrophy * alchyboost) When the bubbling concoction is complete you gulp it down, still boiling, and feel a rush of power. *set val round((0.05+(alchemy*0.0125))*(lightbringertrophy - aurapressure)) *if ((background = "Herbalist") and (val < (10+(alchemy*7)))) *set val (10+(alchemy*7)) *elseif (val < (10+(alchemy*4))) *set val (10+(alchemy*4)) *if (jadedragonfoundation) *set val * 3 [b][Aura Pressure + ${val}][/b] *set aurapressure + val *set val 0 *set lightbringertrophy 1 *page_break *goto cultivation_page *if (mawchargertrophy > 0) #Absorb the armored plate you took from the Maw Charger's hide to gain a portion of its power. [Soul Treasure AP: ${mawchargertrophy}] [Alchemy Check] The potent armor plate from the head of the maw charger, reverbrating with the bulking force of Wild Chi, is harder than any metal you've worked with before. Distilling this will take potent acids and consuming its elixir will not exactly be pleasant, but spiritual cultivation has never been about comforts. You *if (alchemy = 0) have no alchemical knowledge to speak of, so instead your spirit breaks the object down directly and cycles its essence into your soul. The result is the same as cycling Shards, albeit with a painful sensation with every breath as the hardened properties of the Soul Treasure act like the spiritual equivalent of shards of glass when it dissolves into your Cores *else get to work breaking its heavy essence down into an Advancement Elixir to improve its efficiency. [b][Alchemy Check Succeeded][/b] *set mawchargertrophy + round(mawchargertrophy * alchyboost) When the bubbling concoction is complete you gulp it down, still boiling, and feel a rush of power. *set val round((0.05+(alchemy*0.0125))*(mawchargertrophy - aurapressure)) *if ((background = "Herbalist") and (val < (10+(alchemy*7)))) *set val (10+(alchemy*7)) *elseif (val < (10+(alchemy*4))) *set val (10+(alchemy*4)) *if (jadedragonfoundation) *set val * 3 [b][Aura Pressure + ${val}][/b] *set aurapressure + val *set val 0 *set mawchargertrophy 0 *page_break *goto cultivation_page *if (quadrafangtrophy > 0) #Absorb the twisting four-pronged vertebrae you took from the quadrafang to gain a portion of its power. [Soul Treasure AP: ${quadrafangtrophy}] [Alchemy Check] The twisting vertebrae used by the quadrafang to split its spine into four heads still holds much of its bestial might. It is from this glowing boneshard that the Beast was able to push power into four lunges at once, and that bottleneck absorbed the most of its Wild Chi throughout its life. Despite not being a fang or venom gland, the object still drops with the potent impression of venomous chi. You *if (alchemy = 0) have no alchemical knowledge to speak of, so instead your spirit breaks the object down directly and cycles its essence into your soul. The result is the same as cycling Shards, albeit with a painful sensation with every breath as the toxic substance gives you chronic diarrhea. *else get to work breaking its heavy essence down into an Advancement Elixir to improve its efficiency. [b][Alchemy Check Succeeded][/b] *set quadrafangtrophy + round(quadrafangtrophy * alchyboost) When the bubbling concoction is complete you gulp it down, still boiling, and feel a rush of power. *set val round((0.05+(alchemy*0.0125))*(quadrafangtrophy - aurapressure)) *if ((background = "Herbalist") and (val < (10+(alchemy*7)))) *set val (10+(alchemy*7)) *elseif (val < (10+(alchemy*4))) *set val (10+(alchemy*4)) *if (jadedragonfoundation) *set val * 3 [b][Aura Pressure + ${val}][/b] *set aurapressure + val *set val 0 *set quadrafangtrophy 0 *page_break *goto cultivation_page *if (((((trialbrand = "Stallion") or (trialbrand = "Monkey")) or (trialbrand = "Ram")) or (trialbrand = "Wolf")) or (trialbrand = "Dragon")) *selectable_if (brandspent = false) #Activate your Empowered Brand of the ${trialbrand}. *if (chispent >= 1) *set chispent - 1 *if (trialbrand = "Stallion") *set forspent 0 *elseif (trialbrand = "Monkey") *set solspent 0 *elseif (trialbrand = "Ram") *set powspent 0 *elseif (trialbrand = "Wolf") *set agispent 0 *elseif (trialbrand = "Dragon") *set chispent 0 *set brandspent true *goto cultivation_page *elseif ((((((trialbrand = "Tiger") or (trialbrand = "Snake")) or (trialbrand = "Boar")) or (trialbrand = "Rat")) or (trialbrand = "Rabbit")) or (trialbrand = "Crane")) *selectable_if ((brandspent = false) and ((chispent+1) <= (chipool + (soul/2)))) #Activate your Empowered Brand of the ${trialbrand} to ${trialbranddescription} *if (trialbrand = "Tiger") *set athletics + 1 *set handseals + 1 *set powspent - 1 *if (powspent < 0) *set powspent 0 *elseif (trialbrand = "Snake") *set alchemy + 1 *set deception + 1 *if (solspent >= 1) *set solspent - 1 *elseif (trialbrand = "Boar") *set survival + 1 *set perception + 1 *if (forspent >= 1) *set forspent - 1 *elseif (trialbrand = "Rat") *set stealth + 1 *set thievery + 1 *if (agispent >= 1) *set agispent - 1 *elseif (trialbrand = "Ox") *set craft + 1 *set persuasion + 1 *if (forspent >= 1) *set forspent - 1 *elseif (trialbrand = "Rabbit") *set lore + 1 *set insight + 1 *if (agispent >= 1) *set agispent - 1 *elseif (trialbrand = "Crane") *set val (power / 3) *if ((val modulo 1) >= 0.5) *set val - 1 *set val (round(val)) *if (val > 0) *set wounds - val *set wounds - 1 *if (wounds < 0) *set wounds 0 *set chispent + 1 *set brandspent true *goto cultivation_page *selectable_if (chapter >= 2.1) #Meditate upon your Techniques. *goto technique_page *selectable_if ((handseals >= 1) and (stripped = false)) #Cast a Handseal. [Requires Handseals Skill] *goto handseals_page *selectable_if ((alchemy >= 1) and (stripped = false)) #Refine an elixir. [Requires Alchemy Skill] *goto alchemylab #Stats page *goto stats_page #Journal page *goto journal_page *selectable_if (stripped = false) #Inventory page *goto inventory_page *label journal_page *if (playerkosuke) *choice #Open Skill Guide The Skill Guide is a small notebook that contains entries and tips for the twelve non-combat Skills. The problem is, you wrote yours yourself to try and sell it for some pocket change. It's not the best, but if Albernas at the Merchant Square asks then yes, it is definitely the best and he should pay top Shards. Also, it's written in Ancient Cathayan. [b][The contents inside are encrypted in a language that is completely made up jibberish.][/b] #Characters *label kosukecharacterset Hundreds of people have come in and out of your life, but only a few stand out. Your life has included hundreds of people, yet only a few faces stick out from the crowd. *choice #Big Chu *if (portraitpics) *image https://www.auraclash.com/assets/img/big-chu.jpg [b]Big Chu[/b] More like Big WHO? Fat bastard never gives you the time of day. #Crusher Jack *if (portraitpics) *image https://www.auraclash.com/assets/img/Jack.jpg [b]Crusher Jack[/b] Heir to the Thunderfall Sect and pain in your ass. *if (bffheshe = "she") Jack thinks his status and muscles will get him everything, but *if (((heshe = "he") and (bffromance >= 1)) and (bodytype = "Muscular")) he's not even that muscular. $!{name}'s biceps are getting just as huge and unlike Jack he actually knows how to win a fight. *else they didn't save him from ${name}. What a loser. *elseif ((heshe = "she") and (bffromance >= 1)) Thanks to his dad running the town you've steered clear of him but it's looking more and more like he's going to be a problem for ${name}, which you can't allow. *else The arrogant turd picked a fight with Jin once and ${name} kicked his ass for it. Funniest shit you ever saw. #Crusher Mao *if (portraitpics) *image https://www.auraclash.com/assets/img/crushermao.jpg [b]Crusher Mao[/b] Leader of the Thundefall Sect and a man you avoid at all costs. You heard he can kill people with a look and at a fellow thief's execution you saw it was true. He almost bumped into you outside the botanist's one day and you improvised your first backflip to avoid it. #Magistrate Khan *if (portraitpics) *image https://www.auraclash.com/assets/img/OldKhan.jpg [b]Magistrate Khan[/b] Cheapskate old man who never, [i]ever[/i] leaves you a donation. You think he wants you out of town. Whatever. The feeling is mutual, grandpa. #Taio *if (portraitpics) *image https://www.auraclash.com/assets/img/demonicleader.jpg [b]Taio[/b] Some blood-themed Martial Artist that ${name} fought once, a real bald bastard with an exaggerated evil wardrobe. Knocked you into a barn so hard that you had to get medical treatment to keep your left eye. Oh shit. You never paid the medicine woman your tab. #Tian Fang *if (portraitpics) *image https://www.auraclash.com/assets/img/Tian-Fang.jpg [b]Tian Fang[/b] *if ((bffheshe = "he") and (heshe = "he")) Hubba hubba. *if (fangromance >= 1) You're leaving her for ${name} but she definitely added some items onto your to-do list. Namely more Yokai. *else If ${name} doesn't move in on her then you certainly will. You've heard the expression "pulling tail" but never wanted it to be so literal. *elseif ((bffheshe = "he") and (heshe = "she")) A hot wolfgirl that you would *if (bffromance >= 1) never glance at, seeing as you have a hotter girlfriend. You think. $!{name}'s been gone for a long time, you should doublecheck on that situation. Just in case. *else ask out if it weren't for the fact that she's a top-ranked Martial Artist from a foreign village. And she criticized your fried millet balls. [i]The nerve.[/i] No one criticizes your balls and gets away with it. *elseif ((bffheshe = "she") and (heshe = "he")) A newcomer to Thunderfall and a critic of your fried millet balls. You'd say she's on thin ice but she'd just enjoy the pun. *if ((bffromance >= 1) and (fangromance >= 1)) You don't like the way she looks at ${name}, either. *else A foreign wolfgirl with really nice hair. You, Fang, and ${name} should get together one day and let Rin treat you all to her beauty routine. The boys in town would probably have a heart attack. #${fullname} [b]${fullname}[/b] *if (bffheshe != heshe) Resident badass who grew up with you in Thunderfall through thick and thin. Thick being the local guards' heads and thin being your annual earnings. $!{name}'s rise to power hasn't been a surprise to you, anyone who could beat you at tag was bound for greater things, but it's been surreal to learn how hard it is for you to keep up with ${himher} these days. No one else you've met has been able to raise their Aura Pressure so fast, learn Martial Arts so fast, and make *if (bffromance >= 1) you fall in love so fast. *else enemies so fast. You're excited to see ${himher} win the Trials because you're undoubtedly going to ride off ${hisher} coattails and sneak into Azuma Honsha. Robbing local bakeries makes someone a hated thug, but robbing imperial vaults makes someone a romanticized *if (bffheshe = "he") king *else queen of thieves. $!{name} would never aim low, so neither will you. *if (bffromance >= 1) Also, *if (heshe = "he") he's got a cute butt. *elseif ((bodytype = "Hourglass") or (bodytype = "Bodacious")) she's got an unreal pair of tits. Seriously, they're absolute stunners. Seeing them is the reason your destitute life is superior to others. *else she's hot, which definitely helps earn your support. *elseif (heshe = "he") Your brother from another mother and the second-best thing to ever happen to Thunderfall (you being the first). Honestly your life would be garbage if $!{name} hadn't befriended you when the two of you were young. Not only has his family been supportive but even knowing him has driven you to compete and push yourself harder at everything in life. You just wish you could help him the way he helps you, but your superior charm can't be taught. It's raw talent. *label morethananythingkosuke More than anything you're looking forward to seeing *if (heshe = "he") him crush it *else dominate at the Heavenly Ascension Trials because you're going to ride off ${hisher} coattails and sneak into Azuma Honsha. Robbing local bakeries makes someone a hated thug, but robbing imperial vaults makes someone a romanticized *if (bffheshe = "he") king *else queen of thieves. $!{name} would never aim low so neither will you. *goto kosjourncontinue *elseif (heshe = "she") Your bestie who is crushing life goals at every corner. Unlocked mystic power? Check. *line_break Stole ownership of her own Clan? Check. *line_break Emasculated Jack? Check. *line_break Beat a blood cultist's gang of bandits? Check. Honestly there's nothing she can't do, except look as good as you, and even then she's damn close. *goto morethananythingkosuke *if (japannaming) #$!{clan} Jin [b]$!{clan} Jin[/b] *label kosuketalkjin Jin's a good *if (bffheshe = "she") kid, a bit too bald for your liking but hey everyone has their own flaws. *else kid stuck in ${name}'s shadow who needs to learn to let loose more often. He'll probably grow up to be some sort of guard if he can keep his temper down. Actually, considering the guards you deal with on the regular, the temper helps his chances. *elseif (clan = "") #Jin [b]Jin[/b] *goto kosuketalkjin *else #Jin $!{clan} [b]Jin $!{clan}[/b] *goto kosuketalkjin *if (japannaming) #$!{clan} Rin [b]$!{clan} Rin[/b] *label kosuketalkrin *if (bffheshe = "she") Rin pulls off short hair even better than you do, and you're not sure if you've forgiven her for it. You [i]want[/i] to be mad, but the sassy little wench has been spreading love-triangle discord among the younger Thunderfall students and Ancestors be damned, you respect that. She does your makeup for free too. Ugh, fine. You forgive Rin. *else *if ((bffromance >= 1) and (heshe = "she")) Rin's a firecracker and a serious problem. She's become a girly-girl working on makeups and flirting with multiple different younger Thunderfall students, which has caused more than a few fights between them that she seems to delight in. That kind of devious malice is funny as Hell but it made you feel sorry for whoever she ends up with. To date a $!{clan} is to invite chaos into your life. You should know, you're macking it with Rin's sister. *else $!{name}'s sister is hot, and you're tired of pretending she's not. The only reason you haven't made a pass at her is the terrifying little *if ((race = "Yokai") or (race = "Kitsune")) animal *elseif (race = "Oni") demoness *else scamp has been weaponizing her flirts against the younger Thunderfall students and you don't want to get caught in some sort of love-pentagram. Also, it would make things awkward if she rejected you since you'd still be hanging around her *if (heshe = "he") brother $!{name}, *else sister $!{name}, who might kick your ass for it. *if (heshe = "she") Plus you're still holding out hope for you and ${name}. The poets were right, love is a battlefield. *elseif (clan = "") #Rin [b]Rin[/b] *goto kosuketalkrin *else #Rin $!{clan} [b]Rin $!{clan}[/b] *goto kosuketalkrin *if (japannaming) #$!{clan} Mother and $!{clan} Father [b]$!{clan} Mother and $!{clan} Father[/b] *label kosukemotherandfather $!{name}'s parents are the closest thing to a stable family you've ever had, especially after your dad passed a couple year's ago from alcohol poisoning. Mother cooks for you all the time and Father taught you how to do repairs on your treehouse, among a hundred other favors of love. On top of that they let you stay over on bad winter nights and keep you on (close to) the right path. Over the years you've stopped thinking how their kids are so lucky to have them and started thinking how you're so lucky to know them. You're just weirded out that their given names are Father and Mother. Is that a pre-arranged marriage from birth or something? $!{name}, Jin, and Rin never bring it up and at this point it's too late to ask. *elseif (clan = "") #Mother and Father [b]Mother and Father[/b] *goto kosukemotherandfather *else #Mother $!{clan} and Father $!{clan} [b]Mother $!{clan} and Father $!{clan}[/b] *goto kosukemotherandfather *choice #Go back. *goto kosukecharacterset #Stats page *goto stats_page #Inventory page *goto inventory_page #Cultivation page *goto cultivation_page *if (portraitpics) #[Disable Portrait Pictures] *set portraitpics false [b][Portrait Pictures have been disabled, continue in your story to save this change.][/b] *goto stats_page *else #[Enable Portrait Pictures] *set portraitpics true [b][Portrait Pictures have been enabled, continue in your story to save this change.][/b] *goto stats_page *if (sonarmode) #[Disable Sonar Mode (to enhance headers)][/b] *set sonarmode false *page_break Sonar Mode Disabled, Click to Confirm *goto stats_page *else #[Enable Sonar Mode (for visually impaired readers)][/b] *set sonarmode true *page_break Sonar Mode Enabled, Click to Confirm *goto stats_page #Stats page *goto stats_page #Inventory page *goto inventory_page #Cultivation page *goto cultivation_page *else *choice *if (skilljournal) #Open the Skill Guide The Skill Guide is a small notebook that contains entries and tips for the twelve non-combat Skills. When fighting weak opponents these skills can give you an advantage in combat, but as your strength grows you will rely less and less on the small advantages these could give you against strong opponents. Instead, these skills will help you take advantage of situations in your everyday life. [b]Alchemy[/b] *line_break A skill to mix elixirs and poisons for useful effects. The most common uses are to create elixirs that restore health, restore chi, or restore emptied Combat Cores. Alchemy can be used for other purposes such as creating an Advancement Elixir from a Soul Treasure. [b]Athletics[/b] *line_break A skill to represent fitness activities like acrobatics, lifting, running, swimming, and climbing. All Martial Artists can jump high or run fast, but the Athletics skill determines their upper limits and how much effort they have put into optimizing that ability. [b]Craft[/b] *line_break A skill to create items, repair items, and operate complex creations such as ships. For Martial Artists, who are stronger and more durable than normal humans, Craft can be used to create large structures like houses independently. [b]Deception[/b] *line_break A skill to represent one's ability to convince others with falsehoods or impersonate others through disguise. [b]Handseals[/b] *line_break A skill to represent the mystic art of Sealing. By forming their hands in the correct zodiac-based finger formations and activating their internal chi, a character can imprint a certain sigil onto an object or place. When enough handseal sigils are made in the right order a magical effect is made such as enhancing the hardness of an object, creating light, or forcing a door to remain shut. [b]Insight[/b] *line_break A skill to sense intentions, deceptions, and emotions when dealing with a character. It also assists in a Martial Artist's ability to sense chi through a spiritual scan. [b]Lore[/b] *line_break A skill to represent knowledge of the world and aptitude in academics such as math or logic. [b]Perception[/b] *line_break A skill to represent keen senses of sight, smell, and sound. Perception helps notice extra details or locate hidden objects. [b]Persuasion[/b] *line_break A skill to represent one's ability to negotiate, persuade, haggle, and de-escalate situations. Most situations that involve convincing someone to aid you will require a Persuasion roll. [b]Stealth[/b] *line_break A skill to represent the ability to hide in shadows, move silently, mask your aura from spiritual detection, smuggle cargo, and hide objects on your person [b]Survival[/b] *line_break A skill to represent one's ability to live off the land and interact with nature. Survival is used to build campfires, avoid getting lost in unfamiliar territory, calm or interact with animals, and follow tracks. [b]Thievery[/b] *line_break A skill to represent criminal activity requiring deft hands such as pickpocketing, lockpicking, disabling traps, and forging documents. #Characters *label characterset Hundreds of people have come in and out of your life, but only a few stand out. *choice *if (({metangelo#2} >= 1) or ((style = "Aoyusumu") and (chapter >= 5))) #Angelo *if (portraitpics) *image https://www.auraclash.com/assets/img/Angelo.jpg [b]Angelo[/b] is a tall and traditionally handsome Lunargoth with red hair and beard accentuated by cerulean blue eyes. You're unsure if his eye color is natural or a result of his Sacred Chi cultivation, as his aura is the same hue. A pilgrim of the Devanic Temple, Angelo spreads holy teachings near and far for the peasants who have gone too long without the light and protection of the Sacred Lands. He comes off as a wise but amused man, keeping answers to himself while guiding others to come to their own conclusions. Though he often seems mildly entertained with life and pleased with those around him, he is also prone to distractions from an unseen source that sour his mood. *if (chapter >= 2.1) #Big Chu *if (portraitpics) *image https://www.auraclash.com/assets/img/big-chu.jpg [b]Big Chu[/b] is an Upper Disciple of Thunderfall and your one-time sensei for a year. A proud and obese man, the gluttonous warrior takes pride in his culinary skills as well as his pallet and is caught wearing armor more often than his Thunderfall gi. You notice the armor hides his weight better, but Chu assures everyone that that's not why he wears it. Chu may not be kind, and he may not be what you expected from a sensei, but he helped you learn the most important foundations of Martial Arts before you were able to embed any mistakes into your training. *if (chapter >= 5) #Bo Lo [b]Bo Lo[/b] is a lanky Human of average height with a physique on the scrawny side. He's often a whiny bastard and one of Jack's lackeys. Though he's gone through the same training and spiritual cultivation as any Martial Artist it simply doesn't seem to amount to much, for Bo has yet to ever come out of the shadow of his betters. *if (chapter >= 2) #Crusher Jack *if (portraitpics) *image https://www.auraclash.com/assets/img/Jack.jpg [b]Crusher Jack[/b] *if (chapter >= 4) is your enemy. There's no other way to put it. The tall and powerfully-built Human man is the only son of Crusher Mao and that status has given him the head start to win. From birth Jack has been given ample training and Path Manuals, but they weren't enough to save him in your first fight. Since then, things have gotten worse. As it turned out, Crusher Mao saved any shortcuts to power until Jack reached maturity naturally. He's spent the last years being showered in Advancement Elixirs, spirit fruits, Technique manuals, and forbidden trainings. *if (chapter >= 5) If rumors are to be believed, Crusher Jack has been carving a path through Outer West on his path to Nanhou. Not only Lower Disciples but Upper Disciples as well have fallen to his challenges to duels, building up his fame and following. He threw the gauntlet at you throughout your childhood and you answered in kind, but you haven't fought him since he disappeared to Mountain Hazard for special training. There's not a chance in Hell that he's not preparing something for your reunion in Nanhou. *else is an unhinged bastard and the sole heir to Master Crusher Mao of the Thunderfall Sect. The Human boy is taller and more muscular than most, almost built for heavyweight combat, and he's been spiking his hair up with alchemical gels of late. No doubt a habit picked up from his father. He's picked fights with you throughout your childhood that you've walked away from better off than him and his cronies, and you highly doubt he's forgotten it. *if (age >= 14) #Crusher Mao *if (portraitpics) *image https://www.auraclash.com/assets/img/crushermao.jpg [b]Crusher Mao[/b] is a titan of the local Martial World in Outer West. The massive Human man of powerful stature hails from the Wild Lands, one of the five Inner Kingdoms, where the natural aura is thicker and it's easier to gain power. Even in his homeland he was considered formidable, and in Outer West he reigns as one of the strongest Sect Masters around. The locals of Thunderfall worship him as a celebrity for the security he provides, *if (chapter >= 2) except for your family who has gotten to know the true man behind the legend. The callous and sadistic bastard ruling over your lands like a curse. *else and your family is no different. *if (({metguiren#2} >= 1) or ((chapter >= 5) and (style = "Kurokonton"))) #Dai Guiren *if (portraitpics) *image https://www.auraclash.com/assets/img/guiren.jpg [b]Dai Guiren[/b] is a well-dressed lizard Yokai debt collector in service to a greater power. His green eyes and tail betray some sort of draconic ancestry and he maintains an air of casual command, as he always has underlings doing his *if (({metguiren#2} = 1) or ({metguiren#2} = 2)) dirty work. *if ({metguiren#2} = 1) They weren't enough to save him from the combined forces of you and Desdemona. *if (style = "Kurokonton") In spite of your original animosity, you've both formed an odd alliance against whoever tried to hire him to kill you, as your assassination would have marked Guiren for death as well. *else work, despite the disrespect they give him. So far he's been a decent ally, *if (style = "Kurokonton") and seeing as someone hired him to kill you and he turned it down, you suspect your alliance will last a bit longer. At least long enough to track down his mysterious employer and get mutual revenge; assassinating you before the Trials would have marked Guiren for death. Whoever hired him wanted to get rid of the both of you. *else but time will tell if your interests remain aligned. *if (chapter >= 4.5) #Dou Nohal *if (portraitpics) *image https://www.auraclash.com/assets/img/dounohal.jpg [b]Dou Nohal[/b] is a paunchy Human with no recognizable aura as far as you can tell. The man is a staunch merchant in charge of many wagons worth of goods and personnel, and he's been more than a bit eccentric in his dealings with you. *if (({metnohal#2} = 1) or ({metnohal#2} = 5)) As far as businessmen go, he's been one of the friendlier faces and has been an interesting part of your journey. *elseif ({metnohal#2} = 3) You tried to rob him. It didn't work out. *elseif ({metnohal#2} = 2) Your personal favorite "dealing" was when you robbed him blind. *elseif ({metnohal#2} = 4) Which is exactly why you turned down his suspicious offer and left. *if ({metjahi#2} = 1) #Jahi *if (heshe = "he") *if (portraitpics) *image https://www.auraclash.com/assets/img/Jahi.jpg *elseif (heshe = "she") *if (portraitpics) *image https://www.auraclash.com/assets/img/Jahi-M.jpg [b]Jahi[/b] resides in the body of a *if (heshe = "he") young attractive Human woman with now-red hair and an ivory complexion. The spirit inside *else an unassuming but well cleaned-up Human man whose hair now seems permanently lifted by Jahi's power. The spirit inside that body is some sort of demon(?) that you released into the material world in exchange for power. You are not a clever ${manwoman}. *if (chapter >= 2) #Kosuke *if (bffheshe = "he") *if (portraitpics) *image https://www.auraclash.com/assets/img/Kosuke-M.jpg *else *if (portraitpics) *image https://www.auraclash.com/assets/img/Kosuke-F.jpg [b]Kosuke[/b] is *if (bffheshe = "she") *if ((heshe = "he") and (bffromance >= 1)) a silk-haired jade beauty of a Human whose toned, glistening physique is trapped in the clothes of a commoner. *else a jade beauty of a Human who could score any man if she was born of higher station. Or if she forged her own higher station like you did. *else *if ((heshe = "she") and (bffromance >= 1)) tall and dashing Human rogue with shoulders wide enough for you to stand on. *else a tall Human rogue with a busy head of hair and a penchant for loose clothing. $!{bffheshe}'s been a beggar all ${bffhisher} life and your best friend for just about as long. The mischievous street rat has taught you a thing or two about the shady sides of street life and you've given ${bffhimher} more than a few pointers on your own ${background} trade. The two of you played together as kids, trained together as preteens, and *if (bffromance >= 1) did much less appropriate things *else sparred together as young adults. Kosuke's always been there for you and your family and all of you have been there for ${bffhimher}. *if (chapter >= 3) #Lady Desdemona *if (portraitpics) *image https://www.auraclash.com/assets/img/gothgf.jpg [b]Lady Desdemona[/b] is a Lunargothic woman who takes the 'gothic' label to the extreme. Desdemona is often seen in pale makeup and purple lipstick to match her dark hair, a color contrast she continues with the dark robes she wears over her combat gi. The directionally-challenged woman tends to get lost often and hails from a secluded swamplands somewhere in Outer West where she leads a coven of 'witches'. She's rarely seen without a judgmental frown on her *if (((({metdesdemona#2} = 2) or ({metdesdemona#2} = 3)) or ({metdesdemona#2} = 4)) or ({metdesdemona#2} = 8)) face but you've begun to see past it. *else face. *if (((chapter >= 4) and (style = "Akakiru")) or (chapter >= 5.1)) #Leona *if (portraitpics) *image https://www.auraclash.com/assets/img/Leona.jpg [b]Leona[/b] is a flirty blonde Lunargothic woman with different color eyes, one blue and one green. Likely the result of Cultivating some sort of blue or green Elemental chi. She can't be described in any positive light other than 'erratic'. The unhinged woman treats dangerous situations like they're elderly cripples that need her to help them along. Whenever a situation is going from 'Bad' to 'Worse', Leona makes sure it achieves its full potential and arrives at 'Worst'. *if ((clan != "") or (chapter >= 2)) #Magistrate Khan *if (portraitpics) *image https://www.auraclash.com/assets/img/OldKhan.jpg [b]Magistrate Khan[/b] is an old man who looked elderly before you were born. His long beard has grown so stiff from the passage of time that his signature style has become to tuck his beard into his robes. Khan has lead your village since its founding when the Wild Lands created Thunderfall as a colony among the then-untamed mountains of Outer West. He is notably the only member of the Noble Caste in all of Thunderfall, guaranteeing his right to rule. *if (chapter >= 2.2) #Tian Fang *if (portraitpics) *image https://www.auraclash.com/assets/img/Tian-Fang.jpg [b]Tian Fang[/b] is a wolf-Yokai woman with hair as white as snow covering her ears and long tail. She's been introduced as the Star Pupil of Mountain Hazard, a neighboring Sect allied to Thunderfall. Such a pedigree training has given her not only a strong foundation but also left her the freedom to not have her personality crushed with drills, leaving Fang as an aloof and carefree woman most of the time. *if (chapter >= 4) [i]Most[/i] of the time, you note, as you've learned that Heavenly Gates bring out an entirely different personality from the wolf yokai: that of a feral Beast. You're not sure why Fang's latent wolf instincts react so strongly to Heavenly Gates, but you know the woman shouldn't be around them. *if (chapter >= 3) #Taio *if (portraitpics) *image https://www.auraclash.com/assets/img/demonicleader.jpg [b]Taio[/b] is a bald demonic cultivator resembling a monk in cult-leader's extravagant clothing who you fought and defeated in the southern farmlands of Thunderfall. Or rather, you defeated a clone of the true man. *if (chapter >= 6) Hells, at this point you've defeated [i]two[/i] clones of the true man. You've begun to gain insights that each of the Clones requires demonic chi to survive and seeks to create a Demonic Gate to gain full stability, but you don't know why anyone would create them to do so. *else The real Taio is still out there somewhere and you've yet to learn why he sent a fraction of his Will and power to sabotage your village. *if (japannaming) #$!{clan} Jin [b]$!{clan} Jin[/b] *label talkingaboutjin is a ${race} like you, which makes sense as he's your little brother and twin of your little sister Rin. *if (age < 18) He's a rambunctious troublemaker in your life and not in the charming way. At least you can usually get him to leave you alone by bribing him with some sort of fruit. You don't know how he can eat so many berries in one sitting but he does. *else He's a hardheaded fruit-addict that's taken your success as a personal challenge and you're a little worried about him. Millions of young boys have tried their hand at cultivation, but Jin's taken it a step further by shaving his head to prove his dedication. You have absolutely no idea why. No one asked him to and no one considers baldness as a show of dedication. Oh well, at least his heart's in the right place. *elseif (clan = "") #Jin [b]Jin[/b] *goto talkingaboutjin *else #Jin $!{clan} [b]Jin $!{clan}[/b] *goto talkingaboutjin *if (japannaming) #$!{clan} Rin [b]$!{clan} Rin[/b] *label talkingaboutrin is a ${race} like you, which makes sense as she's your little sister and twin of your little brother Jin. *if (age < 18) She's a diabolical menace and anyone who thinks otherwise has nothing but misery coming their way. The woman's so demonic she even tattles on you to Mother as her go-to option whenever she catches you breaking a rule. Jin at least has the decency to blackmail you. Rin has no desire for such earthly gains like your allowance, she just wants to see the world get grounded. *else Though originally a menacing font of evil intent packaged into the body of a little girl, growing up has gone well for her. She's taken well to creating her own makeup and even sells some of her creations to other girls. *if (heshe = "she") Honestly any time you need to look your best you've gone to her and she's done wonders. It's funny how siblings are more tolerable when they have something to offer. *else Your only concern is that, now that she's Warrior Caste and no longer a peasant, she's getting a bit too much attention from successful men. You're going to have to clobber someone to keep her from making a mistake someday, and it's looking to be someday soon. *elseif (clan = "") #Rin [b]Rin[/b] *goto talkingaboutrin *else #Rin $!{clan} [b]Rin $!{clan}[/b] *goto talkingaboutrin *if (japannaming) #$!{clan} Mother and $!{clan} Father [b]$!{clan} Mother and $!{clan} Father[/b] *label motherandfather Father and Mother are the epitome of a happy ${race} marriage. You like to think it's thanks to yourself and the twins, as you gave them a mutual enemy to unite against for years. Mother has been nurturing and proud of the home she keeps as long as you've known her. When she's not sewing new clothes or tending the garden she's either improving her cooking recipes or making sure you and your siblings get your chores done. She just may be the busiest woman alive, as far as you're concerned. Father on the other hand is a skilled ${background} that you've been lucky to apprentice under. He spends most of his days at work and whenever he's been free throughout your childhood he's either been taking you and Jin fishing or building new additions for Rin's dollhouses. *if (age >= 19) You didn't know how good your childhood was until it was over. *elseif (clan = "") #Mother and Father [b]Mother and Father[/b] *goto motherandfather *else #Mother $!{clan} and Father $!{clan} [b]Mother $!{clan} and Father $!{clan}[/b] *goto motherandfather *choice #Go Back *goto characterset #Stats page *goto stats_page *selectable_if (stripped = false) #Inventory page *goto inventory_page *if (advancement > 0) #Cultivation page *goto cultivation_page *if (portraitpics) #[Disable Portrait Pictures] *set portraitpics false [b][Portrait Pictures have been disabled, continue in your story to save this change.][/b] *goto stats_page *else #[Enable Portrait Pictures] *set portraitpics true [b][Portrait Pictures have been enabled, continue in your story to save this change.][/b] *goto stats_page *if (sonarmode) #[Disable Sonar Mode (to enhance headers)][/b] *set sonarmode false *page_break Sonar Mode Disabled, Click to Confirm *goto stats_page *else #[Enable Sonar Mode (for visually impaired readers)][/b] *set sonarmode true *page_break Sonar Mode Enabled, Click to Confirm *goto stats_page #Stats page *goto stats_page *selectable_if (stripped = false) #Inventory page *goto inventory_page *if (advancement > 0) #Cultivation page *goto cultivation_page *label kosjourncontinue *choice #Go back *goto journal_page #Stats page *goto stats_page *selectable_if (stripped = false) #Inventory page *goto inventory_page *if (advancement > 0) #Cultivation page *goto cultivation_page *label handseals_page *if ((((northwindritual = 100) and (southwindritual = 100))) and ((advancement >= 1) and (handseals >= 2))) [b][Handseals 2 Check Passed][/b] Your burgeoning skills in the art of Sealing have finally culminated into a single ritual picked up from your childhood of study. Any other rituals will have to be learned elsewhere, but this one has come naturally. Choose a Seal from the beginner options below: *choice *selectable_if (northwindritual = 100) #Auspicious Northern Seal [Casting this Seal temporarily increases your Craft, Perception, or Survival by +1.] *set northwindritual (6 - (sealdiscount + handseals)) *selectable_if (southwindritual = 100) #Auspicious Southern Seal [This Seal temporarily increases your Deception, Stealth, or Thievery by +1.] *set southwindritual (6 - (sealdiscount + handseals)) *elseif (((((style = "Kiihakai") or (handseals >= 4)) and ((((northwindritual != 100) and (southwindritual != 100)) and (eastwindritual != 100)) and (westwindritual != 100))) and (chapter >= 4)) and ({menufun#1} = 1)) [b][Special Event!!][/b] Your study of handseals and sigils has gone well over the years, but only recently has something about the underlying practice of Sealing become enlightened in your mind. By combining the principle of all four Auspicious directional Seals you've developed a new application for their shared benefits. Invisible lines of power wrap over your body, ready to ignite in ${auracolor} light at a moments notice to call upon the planet's directional forces as an anchor for your sorcerous effects. Better still, you know just how to hide an extra Seal into the wrapped to enhance your aptitudes even while resting. [b][Select the Skill to be increased by this new mastery.][/b] *choice #Alchemy *gosub_scene quicks learntech 5240170000000003 "Planetary Force" "Passively increases Soul Core by +1. Passively increases Alchemy by +1." #Athletics *gosub_scene quicks learntech 5240270000000003 "Planetary Force" "Passively increases Soul Core by +1. Passively increases Athletics by +1." #Craft *gosub_scene quicks learntech 5240370000000003 "Planetary Force" "Passively increases Soul Core by +1. Passively increases Craft by +1." #Deception *gosub_scene quicks learntech 5240470000000003 "Planetary Force" "Passively increases Soul Core by +1. Passively increases Deception by +1." #Handseals *gosub_scene quicks learntech 5240570000000003 "Planetary Force" "Passively increases Soul Core by +1. Passively increases Handseals by +1." #Insight *gosub_scene quicks learntech 5240670000000003 "Planetary Force" "Passively increases Soul Core by +1. Passively increases Insight by +1." #Lore *gosub_scene quicks learntech 5240710000000003 "Planetary Force" "Passively increases Soul Core by +1. Passively increases Lore by +1." #Percepion *gosub_scene quicks learntech 5240720000000003 "Planetary Force" "Passively increases Soul Core by +1. Passively increases Perception by +1." #Persuasion *gosub_scene quicks learntech 5240730000000003 "Planetary Force" "Passively increases Soul Core by +1. Passively increases Persuasion by +1." #Stealth *gosub_scene quicks learntech 5240740000000003 "Planetary Force" "Passively increases Soul Core by +1. Passively increases Stealth by +1." #Survival *gosub_scene quicks learntech 5240750000000003 "Planetary Force" "Passively increases Soul Core by +1. Passively increases Survival by +1." #Thievery *gosub_scene quicks learntech 5240760000000003 "Planetary Force" "Passively increases Soul Core by +1. Passively increases Thievery by +1." *set menufun + 10000000000 The sage's profession of handsealing is nearly as vital to Martial Artists as the martial arts. Handseals are temporary chi enhancements used to improve the quality of an object or cause an effect to trigger inside a designated area. These rituals are performed through a combination of the twelve zodiac finger formations known as handseals. By imbuing chi into each handseal while focusing on an object, person, or place, a temporary sigil appears on the target with each handseal execution. When the right combination of handseals is completed in the right formation with the right intention and enough natural energy, a mystical effect is achieved. [b][Known Seals][/b] *line_break *if (eastwindritual != 100) *set eastwindritual (6 - (sealdiscount + handseals)) *if (eastwindritual <= 0) *set eastwindritual 1 ֎Auspicious Eastern Seal: A circular brand placed on the palm of the left hand that temporarily increases your aptitude in Alchemy, Handseals, or Lore by +1. *if (northwindritual != 100) *set northwindritual (6 - (sealdiscount + handseals)) *if (northwindritual <= 0) *set northwindritual 1 ֎Auspicious Northern Seal: A circular brand placed on the back of the right hand that temporarily increases your aptitude in Craft, Perception, or Survival by +1. *if (southwindritual != 100) *set southwindritual (6 - (sealdiscount + handseals)) *if (southwindritual <= 0) *set southwindritual 1 ֎Auspicious Southern Seal: A circular brand placed on the back of the left hand that temporarily increases your aptitude in Deception, Stealth, or Thievery by +1. *if (westwindritual != 100) *set westwindritual (6 - (sealdiscount + handseals)) *if (westwindritual <= 0) *set westwindritual 1 ֎Auspicious Western Seal: A circular brand placed on the palm of the right hand that temporarily increases your aptitude in Athletics, Insight, or Persuasion by +1. *if (countersealritual != 100) *set countersealritual (5 - (sealdiscount + handseals)) *if (countersealritual <= 0) *set countersealritual 1 ֎Counterseal: The ability to erase enemy Seals is one of the most important abilities for a Sealcaster. By invoking this Seal and spending the right amount of chi or ritual components the caster is able to undo an enemy effect. It has even been known to temporarily nullify Soul Treasures. *if (handseals >= 1) ֎Fuuinjutsu: By invoking the proper handseals to scribe their sigils onto a Seal tag (a rectangular strip of paper), the Sealer is able to weightlessly store an object into that piece of paper. The object can be summoned back into the world by ripping the Seal tag in half. Heavier and larger objects require a higher Handseals skill to properly Seal away. *if (hungryspiritritual != 1) *if (handseals >= 2) *set val (100-(round(100/(hungryspiritritual+((handseals-1)*0.5))))) *else *set val (100-(round(100/hungryspiritritual))) ֎Hungry Spirit Seal: A meditative Seal forming intricate markings on the user's abdomen and cheeks that improves the efficiency of cycling shards. A higher Handseals rating increases this efficiency even further. *line_break [Current Efficiency: ${val}% Reduction] *set val 0 *if (reinforceritual != 100) ֎Reinforcement Seal: A standard ritual to harden an object against damage, doubly so against chi damage by Aura Pressures weaker than the caster. This Seal is most commonly used by non-Akakiru fighters to avoid breaking their weapons in battle. *if (powsealritual != 100) *set powsealritual (9 - (sealdiscount + handseals)) *if (powsealritual <= 0) *set powsealritual 1 ֎Seal of the Cathayan Lord: A masterful combat Seal hidden in the wielder's Cores to avoid shattering in combat. This rare, potent Seal was created by the Cathayan Emperors of old and increases the caster's Power by 1 for hours, sometimes even days. *if (forsealritual != 100) *set forsealritual (9 - (sealdiscount + handseals)) *if (forsealritual <= 0) *set forsealritual 1 ֎Seal of the Infinite Plains Lord: A masterful combat Seal hidden in the wielder's Cores to avoid shattering in combat. This rare, potent Seal was created by the Horselords of the Infinite Thunderplains and increases the caster's Fortitude by 1 for hours, sometimes even days. *if (solsealritual != 100) *set solsealritual (9 - (sealdiscount + handseals)) *if (solsealritual <= 0) *set solsealritual 1 ֎Seal of the Yomijin Lord: A masterful combat Seal hidden in the wielder's Cores to avoid shattering in combat. This rare, potent Seal was created by the Princes of New Yomi and increases the caster's Soul by 1 for hours, sometimes even days. *if (agisealritual != 100) *set agisealritual (9 - (sealdiscount + handseals)) *if (agisealritual <= 0) *set agisealritual 1 ֎Seal of the Zenshin Lord: A masterful combat Seal hidden in the wielder's Cores to avoid shattering in combat. This rare, potent Seal was created by the first Emperor of Imperial Rasen and increases the caster's Agility by 1 for hours, sometimes even days. *if (wep1enchantritual != 100) *set wep1enchantritual (9 - (sealdiscount + handseals)) *if (wep1enchantritual <= 0) *set wep1enchantritual 1 ֎Soulsoak Imbuement: A Seal specifically designed to aid weapon-wielders, this Seal involves soaking a weapon in the wielder's chi over time along with an offering of burnt Beast fur. Over time the weapon takes on an extension of the user's will and the Beast's power, allowing the wielder to access the power stored in the weapon to improve their chi capacity. *if (nltrapritual != 100) *set nltrapritual (5 - (sealdiscount + handseals)) *if (nltrapritual <= 0) *set nltrapritual 1 ֎Warding Seal: A non-lethal trap that can paralyze whoever touches or passes by the Seal. Certain conditions can be set to ignore or only target certain individuals or creatures by using a piece of the target such as their hair or presence during the Sealcasting. *if (demonpowers != 10000000000000000) [b][Demonic Powers][/b] *if ({demonpowers#3} >= 1) ֎Dead Mountain's Glaive: An execution Technique that conjures an eight-foot long halberd from the depths of Hell. When using the weapon to pierce through the chest of a Martial Artist with a shattered aura, it will fracture their soul and absorb their Heartsblood to feed the power of the wielder. The demonic nature of this effect is subtle. *if ({demonpowers#2} >= 1) ֎Yomijin Hell Bargain: A ritual designed to offer up a soul's very essence to Hell in exchange for a fraction of its power. This ritual is a vile, secretive sorcery that only functions in areas rich in Death Chi. Its activation is considered a capital crime in all of Imperial Rasen. *choice *if (eastwindritual != 100) *selectable_if (ritualcomponents >= eastwindritual) #Cast the Auspicious Eastern Seal. [${eastwindritual} Ritual Components] *label useeastwind You form the 7 sigils of the Eastern wind and sunrise with your right hand in quick succession and channel your inner chi through each finger to imbue the handseals with your willpower. Each handseal execution forms a temporary ${auracolor} tattoo on the palm of your left hand until the 7 sigil marks form a circle and the ritual is complete. *if ((eastwindritualtarget != "") and (eastwindritualtarget != "apval")) [b][Casting this Seal again will remove the casting used to boost the $!{eastwindritualtarget} Skill][/b] *choice #Alchemy *if (eastwindritualtarget != "") *set {eastwindritualtarget} - 1 *set eastwindritualtarget "alchemy" #Handseals *if (eastwindritualtarget != "") *set {eastwindritualtarget} - 1 *set eastwindritualtarget "handseals" #Lore *if (eastwindritualtarget != "") *set {eastwindritualtarget} - 1 *set eastwindritualtarget "lore" #Nevermind *set usechiinstead false *goto stats_page *if not (usechiinstead) [b][Item Lost: ${eastwindritual} Ritual Components][/b] *set ritualcomponents - eastwindritual *line_break *else [b][3 Chi Spent][/b] *set chispent + 3 *line_break [b][Temporary Bonus: $!{eastwindritualtarget} +1][/b] *set {eastwindritualtarget} + 1 *set usechiinstead false *selectable_if (((chipool + (soul / 2)) - chispent) >= 3) #Cast the Auspicious Eastern Seal. [Spend 3 Chi] *set usechiinstead true *goto useeastwind *if (northwindritual != 100) *selectable_if (ritualcomponents >= northwindritual) #Cast the Auspicious Northern Seal. [${northwindritual} Ritual Components] *label usenorthwind You form the 7 sigils of the Northern wind and star with your right hand in quick succession and channel your inner chi through each finger to imbue the handseals with your willpower. Each handseal execution forms a temporary ${auracolor} tattoo on the top skin of your right hand until the 7 sigil marks form a circle and the ritual is complete. *if ((northwindritualtarget != "") and (northwindritualtarget != "apval")) [b][Casting this Seal again will remove the casting used to boost the $!{northwindritualtarget} Skill][/b] *choice #Craft *if (northwindritualtarget != "") *set {northwindritualtarget} - 1 *set northwindritualtarget "craft" #Perception *if (northwindritualtarget != "") *set {northwindritualtarget} - 1 *set northwindritualtarget "perception" #Survival *if (northwindritualtarget != "") *set {northwindritualtarget} - 1 *set northwindritualtarget "survival" #Nevermind *set usechiinstead false *goto stats_page *if not (usechiinstead) [b][Item Lost: ${northwindritual} Ritual Components][/b] *set ritualcomponents - northwindritual *else [b][3 Chi Spent][/b] *set chispent + 3 *line_break [b][Temporary Bonus: $!{northwindritualtarget} +1][/b] *set {northwindritualtarget} + 1 *set usechiinstead false *selectable_if (((chipool + (soul / 2)) - chispent) >= 3) #Cast the Auspicious Northern Seal. [Spend 3 Chi] *set usechiinstead true *goto usenorthwind *if (southwindritual != 100) *selectable_if (ritualcomponents >= southwindritual) #Cast the Auspicious Southern Seal. [${southwindritual} Ritual Components] *label usesouthwind You form the 7 sigils of the Southern wind and star with your right hand in quick succession and channel your inner chi through each finger to imbue the handseals with your willpower. Each handseal execution forms a temporary ${auracolor} tattoo on the top skin of your left hand until the 7 sigil marks form a circle and the ritual is complete. *if ((southwindritualtarget != "") and (southwindritualtarget != "apval")) [b][Casting this Seal again will remove the casting used to boost the $!{southwindritualtarget} Skill][/b] *choice #Deception *if (southwindritualtarget != "") *set {southwindritualtarget} - 1 *set southwindritualtarget "deception" #Stealth *if (southwindritualtarget != "") *set {southwindritualtarget} - 1 *set southwindritualtarget "stealth" #Thievery *if (southwindritualtarget != "") *set {southwindritualtarget} - 1 *set southwindritualtarget "thievery" #Nevermind *set usechiinstead false *goto stats_page *if not (usechiinstead) [b][Item Lost: ${southwindritual} Ritual Components][/b] *set ritualcomponents - southwindritual *else [b][3 Chi Spent][/b] *set chispent + 3 *line_break [b][Temporary Bonus: $!{southwindritualtarget} +1][/b] *set {southwindritualtarget} + 1 *set usechiinstead false *selectable_if (((chipool + (soul / 2)) - chispent) >= 3) #Cast the Auspicious Southern Seal. [Spend 3 Chi] *set usechiinstead true *goto usesouthwind *if (westwindritual != 100) *selectable_if (ritualcomponents >= westwindritual) #Cast the Auspicious Western Seal. [${westwindritual} Ritual Components] *label usewestwind You form the 7 sigils of the Western wind and sunset with your right hand in quick succession and channel your inner chi through each finger to imbue the handseals with your willpower. Each handseal execution forms a temporary ${auracolor} tattoo on the top skin of your left hand until the 7 sigil marks form a circle and the ritual is complete. *if ((westwindritualtarget != "") and (westwindritualtarget != "apval")) [b][Casting this Seal again will remove the casting used to boost the $!{westwindritualtarget} Skill][/b] *choice #Athletics *if (westwindritualtarget != "") *set {westwindritualtarget} - 1 *set westwindritualtarget "athletics" #Insight *if (westwindritualtarget != "") *set {westwindritualtarget} - 1 *set westwindritualtarget "insight" #Persuasion *if (westwindritualtarget != "") *set {westwindritualtarget} - 1 *set westwindritualtarget "persuasion" #Nevermind *set usechiinstead false *goto stats_page *if not (usechiinstead) [b][Item Lost: ${westwindritual} Ritual Components][/b] *set ritualcomponents - westwindritual *else [b][3 Chi Spent][/b] *set chispent + 3 *line_break [b][Temporary Bonus: $!{westwindritualtarget} +1][/b] *set {westwindritualtarget} + 1 *set usechiinstead false *selectable_if (((chipool + (soul / 2)) - chispent) >= 3) #Cast the Auspicious Western Seal. [Spend 3 Chi] *set usechiinstead true *goto usewestwind *if (wep1enchantritual != 100) *if (equippedweapon != "") *if ({weaponbonus#4} != 0) *selectable_if (val = 2000000) #Cannot cast Soulsoak Imbuement on mainhand weapon. (Equipped ${equippedweapon} already holds a primary Seal!) *goto courtdeath *elseif ((equippedweapon = "Iceblade") or (equippedweapon = "Chiblade")) *selectable_if (val = 2000000) #Cannot cast Soulsoak Imbuement on mainhand weapon. (The ${equippedweapon} is created at will, it cannot be further enchanted!) *goto courtdeath *else *selectable_if (ritualcomponents >= wep1enchantritual) #Cast the Soulsoak Imbuement on your ${equippedweapon}. [${wep1enchantritual} Ritual Components] The Soulsoak Imbuement surrounds the user's weapon in excess chi while encircling it with the smoke from burnt Beast fur. This creates an aura of the user's power around the weapon that acts as its own chi pool. The wielder of the weapon can call upon this external source of their own power to gain one of three effects, chosen when casting: *choice #Chi Storing [A pool of 2 chi that can be used to cycle or replenish lost reserves.] *if (equippedweapon = "Bo Staff") *gosub_scene quicks unequipweapon1 *set equippedweapon "Bo Staff" *set itembostaff + 900000 *set weaponbonus itembostaff *elseif (equippedweapon = "Greataxe") *gosub_scene quicks unequipweapon1 *set equippedweapon "Greataxe" *set itemgreataxe + 900000 *set weaponbonus itemgreataxe *elseif (equippedweapon = "Handwraps") *gosub_scene quicks unequipweapon1 *set equippedweapon "Handwraps" *set itemhandwraps + 900000 *set weaponbonus itemhandwraps *elseif (equippedweapon = "Jian") *gosub_scene quicks unequipweapon1 *set equippedweapon "Jian" *set itemjian + 900000 *set weaponbonus itemjian *elseif (equippedweapon = "Kunai") *gosub_scene quicks unequipweapon1 *set equippedweapon "Kunai" *set itemkunai + 900000 *set weaponbonus itemkunai *elseif (equippedweapon = "Katana") *gosub_scene quicks unequipweapon1 *set equippedweapon "Katana" *set itemkatana + 900000 *set weaponbonus itemkatana *elseif (equippedweapon = "Meteor Hammer") *gosub_scene quicks unequipweapon1 *set equippedweapon "Meteor Hammer" *set itemmeteorhammer + 900000 *set weaponbonus itemmeteorhammer *elseif (equippedweapon = "Muramasa") *gosub_scene quicks unequipweapon1 *set equippedweapon "Muramasa" *set itemkatana_1 + 900000 *set weaponbonus itemkatana_1 *elseif (equippedweapon = "Qiang") *gosub_scene quicks unequipweapon1 *set equippedweapon "Qiang" *set itemqiang + 900000 *set weaponbonus itemqiang *elseif (equippedweapon = "Tanto") *gosub_scene quicks unequipweapon1 *set equippedweapon "Tanto" *set itemtanto + 900000 *set weaponbonus itemtanto *elseif (equippedweapon = "Yumi") *gosub_scene quicks unequipweapon1 *set equippedweapon "Yumi" *set itemyumi + 900000 *set weaponbonus itemyumi *set chistoring 2 *gosub_scene quicks weaponbonuses #Chi Pool Increase [+1 Chi while wielding the weapon.] *if (equippedweapon = "Bo Staff") *gosub_scene quicks unequipweapon1 *set equippedweapon "Bo Staff" *set itembostaff + 500000 *set weaponbonus itembostaff *elseif (equippedweapon = "Greataxe") *gosub_scene quicks unequipweapon1 *set equippedweapon "Greataxe" *set itemgreataxe + 500000 *set weaponbonus itemgreataxe *elseif (equippedweapon = "Handwraps") *gosub_scene quicks unequipweapon1 *set equippedweapon "Handwraps" *set itemhandwraps + 500000 *set weaponbonus itemhandwraps *elseif (equippedweapon = "Jian") *gosub_scene quicks unequipweapon1 *set equippedweapon "Jian" *set itemjian + 500000 *set weaponbonus itemjian *elseif (equippedweapon = "Kunai") *gosub_scene quicks unequipweapon1 *set equippedweapon "Kunai" *set itemkunai + 500000 *set weaponbonus itemkunai *elseif (equippedweapon = "Katana") *gosub_scene quicks unequipweapon1 *set equippedweapon "Katana" *set itemkatana + 500000 *set weaponbonus itemkatana *elseif (equippedweapon = "Meteor Hammer") *gosub_scene quicks unequipweapon1 *set equippedweapon "Meteor Hammer" *set itemmeteorhammer + 500000 *set weaponbonus itemmeteorhammer *elseif (equippedweapon = "Muramasa") *gosub_scene quicks unequipweapon1 *set equippedweapon "Muramasa" *set itemkatana_1 + 500000 *set weaponbonus itemkatana_1 *elseif (equippedweapon = "Qiang") *gosub_scene quicks unequipweapon1 *set equippedweapon "Qiang" *set itemqiang + 500000 *set weaponbonus itemqiang *elseif (equippedweapon = "Tanto") *gosub_scene quicks unequipweapon1 *set equippedweapon "Tanto" *set itemtanto + 500000 *set weaponbonus itemtanto *elseif (equippedweapon = "Yumi") *gosub_scene quicks unequipweapon1 *set equippedweapon "Yumi" *set itemyumi + 500000 *set weaponbonus itemyumi *gosub_scene quicks weaponbonuses #Health Pool Increase [+1 Health while wielding the weapon.] *if (equippedweapon = "Bo Staff") *gosub_scene quicks unequipweapon1 *set equippedweapon "Bo Staff" *set itembostaff + 600000 *set weaponbonus itembostaff *elseif (equippedweapon = "Greataxe") *gosub_scene quicks unequipweapon1 *set equippedweapon "Greataxe" *set itemgreataxe + 600000 *set weaponbonus itemgreataxe *elseif (equippedweapon = "Handwraps") *gosub_scene quicks unequipweapon1 *set equippedweapon "Handwraps" *set itemhandwraps + 600000 *set weaponbonus itemhandwraps *elseif (equippedweapon = "Jian") *gosub_scene quicks unequipweapon1 *set equippedweapon "Jian" *set itemjian + 600000 *set weaponbonus itemjian *elseif (equippedweapon = "Kunai") *gosub_scene quicks unequipweapon1 *set equippedweapon "Kunai" *set itemkunai + 600000 *set weaponbonus itemkunai *elseif (equippedweapon = "Katana") *gosub_scene quicks unequipweapon1 *set equippedweapon "Katana" *set itemkatana + 600000 *set weaponbonus itemkatana *elseif (equippedweapon = "Meteor Hammer") *gosub_scene quicks unequipweapon1 *set equippedweapon "Meteor Hammer" *set itemmeteorhammer + 600000 *set weaponbonus itemmeteorhammer *elseif (equippedweapon = "Muramasa") *gosub_scene quicks unequipweapon1 *set equippedweapon "Muramasa" *set itemkatana_1 + 600000 *set weaponbonus itemkatana_1 *elseif (equippedweapon = "Qiang") *gosub_scene quicks unequipweapon1 *set equippedweapon "Qiang" *set itemqiang + 600000 *set weaponbonus itemqiang *elseif (equippedweapon = "Tanto") *gosub_scene quicks unequipweapon1 *set equippedweapon "Tanto" *set itemtanto + 600000 *set weaponbonus itemtanto *elseif (equippedweapon = "Yumi") *gosub_scene quicks unequipweapon1 *set equippedweapon "Yumi" *set itemyumi + 600000 *set weaponbonus itemyumi *gosub_scene quicks weaponbonuses #Nevermind *goto stats_page *set ritualcomponents - wep1enchantritual *goto stats_page *else *selectable_if (val = 2000000) #Equip a weapon in your mainhand to cast the Soulsoak Imbuement on it. *label courtdeath You dare read my code?! You court DEATH! *goto_scene death *if (dualwield) *if (equippedweapon2 != "") *if ({weaponbonus2#4} != 0) *selectable_if (val = 2000000) #Cannot cast Soulsoak Imbuement on offhand weapon. (Equipped ${equippedweapon2} already holds a primary Seal!) *goto courtdeath *elseif ((equippedweapon2 = "Ice Blade") or (equippedweapon2 = "Chi Blade")) *selectable_if (val = 2000000) #Cannot cast Soulsoak Imbuement on offhand weapon. (The ${equippedweapon2} is created at will, it cannot be further enchanted!) *goto courtdeath *else *selectable_if (ritualcomponents >= wep1enchantritual) #Cast the Soulsoak Imbuement on your ${equippedweapon2}. [${wep1enchantritual} Ritual Components] The Soulsoak Imbuement covers the user's weapon in excess chi while encircling it with the smoke from burnt Beast fur. The result is a weapon with its own chi pool that can be called upon by the user in emergencies. This ritual comes in two different uses depending on what the caster desires: *choice #Chi Storing [A pool of 2 chi that can be used to cycle or replenish lost reserves.] *if (equippedweapon2 = "Bo Staff") *gosub_scene quicks unequipweapon2 *set equippedweapon2 "Bo Staff" *set itembostaff + 900000 *set weaponbonus2 itembostaff *elseif (equippedweapon2 = "Greataxe") *gosub_scene quicks unequipweapon2 *set equippedweapon2 "Greataxe" *set itemgreataxe + 900000 *set weaponbonus2 itemgreataxe *elseif (equippedweapon2 = "Handwraps") *gosub_scene quicks unequipweapon2 *set equippedweapon2 "Handwraps" *set itemhandwraps + 900000 *set weaponbonus2 itemhandwraps *elseif (equippedweapon2 = "Jian") *gosub_scene quicks unequipweapon2 *set equippedweapon2 "Jian" *set itemjian + 900000 *set weaponbonus2 itemjian *elseif (equippedweapon2 = "Kunai") *gosub_scene quicks unequipweapon2 *set equippedweapon2 "Kunai" *set itemkunai + 900000 *set weaponbonus2 itemkunai *elseif (equippedweapon2 = "Katana") *gosub_scene quicks unequipweapon2 *set equippedweapon2 "Katana" *set itemkatana + 900000 *set weaponbonus2 itemkatana *elseif (equippedweapon2 = "Meteor Hammer") *gosub_scene quicks unequipweapon2 *set equippedweapon2 "Meteor Hammer" *set itemmeteorhammer + 900000 *set weaponbonus2 itemmeteorhammer *elseif (equippedweapon2 = "Muramasa") *gosub_scene quicks unequipweapon2 *set equippedweapon2 "Muramasa" *set itemkatana_1 + 900000 *set weaponbonus2 itemkatana_1 *elseif (equippedweapon2 = "Qiang") *gosub_scene quicks unequipweapon2 *set equippedweapon2 "Qiang" *set itemqiang + 900000 *set weaponbonus2 itemqiang *elseif (equippedweapon2 = "Tanto") *gosub_scene quicks unequipweapon2 *set equippedweapon2 "Tanto" *set itemtanto + 900000 *set weaponbonus2 itemtanto *elseif (equippedweapon2 = "Yumi") *gosub_scene quicks unequipweapon2 *set equippedweapon2 "Yumi" *set itemyumi + 900000 *set weaponbonus2 itemyumi *set chistoring 2 *gosub_scene quicks weaponbonuses2 #Chi Pool Increase [+1 Chi while wielding the weapon.] *if (equippedweapon2 = "Bo Staff") *gosub_scene quicks unequipweapon2 *set equippedweapon2 "Bo Staff" *set itembostaff + 500000 *set weaponbonus2 itembostaff *elseif (equippedweapon2 = "Greataxe") *gosub_scene quicks unequipweapon2 *set equippedweapon2 "Greataxe" *set itemgreataxe + 500000 *set weaponbonus2 itemgreataxe *elseif (equippedweapon2 = "Handwraps") *gosub_scene quicks unequipweapon2 *set equippedweapon2 "Handwraps" *set itemhandwraps + 500000 *set weaponbonus2 itemhandwraps *elseif (equippedweapon2 = "Jian") *gosub_scene quicks unequipweapon2 *set equippedweapon2 "Jian" *set itemjian + 500000 *set weaponbonus2 itemjian *elseif (equippedweapon2 = "Kunai") *gosub_scene quicks unequipweapon2 *set equippedweapon2 "Kunai" *set itemkunai + 500000 *set weaponbonus2 itemkunai *elseif (equippedweapon2 = "Katana") *gosub_scene quicks unequipweapon2 *set equippedweapon2 "Katana" *set itemkatana + 500000 *set weaponbonus2 itemkatana *elseif (equippedweapon2 = "Meteor Hammer") *gosub_scene quicks unequipweapon2 *set equippedweapon2 "Meteor Hammer" *set itemmeteorhammer + 500000 *set weaponbonus2 itemmeteorhammer *elseif (equippedweapon2 = "Muramasa") *gosub_scene quicks unequipweapon2 *set equippedweapon2 "Muramasa" *set itemkatana_1 + 500000 *set weaponbonus2 itemkatana_1 *elseif (equippedweapon2 = "Qiang") *gosub_scene quicks unequipweapon2 *set equippedweapon2 "Qiang" *set itemqiang + 500000 *set weaponbonus2 itemqiang *elseif (equippedweapon2 = "Tanto") *gosub_scene quicks unequipweapon2 *set equippedweapon2 "Tanto" *set itemtanto + 500000 *set weaponbonus2 itemtanto *elseif (equippedweapon2 = "Yumi") *gosub_scene quicks unequipweapon2 *set equippedweapon2 "Yumi" *set itemyumi + 500000 *set weaponbonus2 itemyumi *gosub_scene quicks weaponbonuses2 #Health Pool Increase [+1 Health while wielding the weapon.] *if (equippedweapon2 = "Bo Staff") *gosub_scene quicks unequipweapon2 *set equippedweapon2 "Bo Staff" *set itembostaff + 600000 *set weaponbonus2 itembostaff *elseif (equippedweapon2 = "Greataxe") *gosub_scene quicks unequipweapon2 *set equippedweapon2 "Greataxe" *set itemgreataxe + 600000 *set weaponbonus2 itemgreataxe *elseif (equippedweapon2 = "Handwraps") *gosub_scene quicks unequipweapon2 *set equippedweapon2 "Handwraps" *set itemhandwraps + 600000 *set weaponbonus2 itemhandwraps *elseif (equippedweapon2 = "Jian") *gosub_scene quicks unequipweapon2 *set equippedweapon2 "Jian" *set itemjian + 600000 *set weaponbonus2 itemjian *elseif (equippedweapon2 = "Kunai") *gosub_scene quicks unequipweapon2 *set equippedweapon2 "Kunai" *set itemkunai + 600000 *set weaponbonus2 itemkunai *elseif (equippedweapon2 = "Katana") *gosub_scene quicks unequipweapon2 *set equippedweapon2 "Katana" *set itemkatana + 600000 *set weaponbonus2 itemkatana *elseif (equippedweapon2 = "Meteor Hammer") *gosub_scene quicks unequipweapon2 *set equippedweapon2 "Meteor Hammer" *set itemmeteorhammer + 600000 *set weaponbonus2 itemmeteorhammer *elseif (equippedweapon2 = "Muramasa") *gosub_scene quicks unequipweapon2 *set equippedweapon2 "Muramasa" *set itemkatana_1 + 600000 *set weaponbonus2 itemkatana_1 *elseif (equippedweapon2 = "Qiang") *gosub_scene quicks unequipweapon2 *set equippedweapon2 "Qiang" *set itemqiang + 600000 *set weaponbonus2 itemqiang *elseif (equippedweapon2 = "Tanto") *gosub_scene quicks unequipweapon2 *set equippedweapon2 "Tanto" *set itemtanto + 600000 *set weaponbonus2 itemtanto *elseif (equippedweapon2 = "Yumi") *gosub_scene quicks unequipweapon2 *set equippedweapon2 "Yumi" *set itemyumi + 600000 *set weaponbonus2 itemyumi *gosub_scene quicks weaponbonuses2 *else *selectable_if (val = 2000000) #Equip a weapon in your offhand to cast the Soulsoak Imbuement on it. *goto courtdeath *if (powsealritual != 100) *if ({lordboost#2} = 0) *selectable_if (ritualcomponents >= powsealritual) #Cast the Seal of the Cathayan Lord. [${powsealritual} Ritual Components] *set lordboost + 1000 *set power + 1 *else *selectable_if (val = 436236234) #Cast the Seal of the Cathayan Lord. [Already Active!] *goto_scene death *if (forsealritual != 100) *if ({lordboost#3} = 0) *selectable_if (ritualcomponents >= forsealritual) #Cast the Seal of the Infinite Plains Lord. [${forsealritual} Ritual Components] *set lordboost + 100 *set fortitude + 1 *else *selectable_if (val = 436236234) #Cast the Seal of the Infinite Plains Lord. [Already Active!] *goto_scene death *if (solsealritual != 100) *if ({lordboost#5} = 0) *selectable_if (ritualcomponents >= solsealritual) #Cast the Seal of the Yomijin Lord. [${solsealritual} Ritual Components] *set lordboost + 1 *set soul + 1 *else *selectable_if (val = 436236234) #Cast the Seal of the Yomijin Lord. [Already Active!] *goto_scene death *if (agisealritual != 100) *if ({lordboost#4} = 0) *selectable_if (ritualcomponents >= agisealritual) #Cast the Seal of the Zenshin Lord. [${agisealritual} Ritual Components] *set lordboost + 10 *set agility + 1 *else *selectable_if (val = 436236234) #Cast the Seal of the Zenshin Lord. [Already Active!] *goto_scene death *if ((race = "Lunargoth") and ({runesealritual#1} = 3)) *selectable_if ((rune_enhanced = false) and ({runesealritual#1} = 3)) #Call upon your Runic Seals. [4 Ritual Components] *set ritualcomponents - 4 *set rune_enhanced true [b][Blue runes dance around your skin to form a Woad Tattoo that imbues your body and spirit with strength.][/b] *line_break *if ({runesealritual#2} >= 1) *set athletics + {runesealritual#2} [b][Rune of Life: Athletics +${runesealritual#2}][/b] *line_break *if ({runesealritual#3} >= 1) *set alchemy + {runesealritual#3} [b][Rune of Harvests: Alchemy +${runesealritual#3}][/b] *line_break *if ({runesealritual#4} >= 1) *set craft + {runesealritual#4} [b][Rune of Man: Craft +${runesealritual#4}][/b] *line_break *if ({runesealritual#5} >= 1) *set deception + {runesealritual#5} [b][Rune of Malady: Deception +${runesealritual#5}][/b] *line_break *if ({runesealritual#6} >= 1) *set handseals + {runesealritual#6} [b][Rune of Fire: Handseals +${runesealritual#6}][/b] *line_break *if ({runesealritual#7} >= 1) *set insight + {runesealritual#7} [b][Rune of Water: Insight +${runesealritual#7}][/b] *line_break *if ({runesealritual#8} >= 1) *set lore + {runesealritual#8} [b][Rune of Haven: Lore +${runesealritual#8}][/b] *line_break *if ({runesealritual#9} >= 1) *set perception + {runesealritual#9} [b][Rune of the Sun: Perception +${runesealritual#9}][/b] *line_break *if ({runesealritual#10} >= 1) *set persuasion + {runesealritual#10} [b][Rune of Dreams: Persuasion +${runesealritual#10}][/b] *line_break *if ({runesealritual#11} >= 1) *set stealth + {runesealritual#11} [b][Rune of Needs: Stealth +${runesealritual#11}][/b] *line_break *if ({runesealritual#12} >= 1) *set survival + {runesealritual#12} [b][Rune of Trees: Survival +${runesealritual#12}][/b] *line_break *if ({runesealritual#13} >= 1) *set thievery + {runesealritual#13} [b][Rune of Wealth: Thievery +${runesealritual#13}][/b] *line_break *if ({runesealritual#14} >= 1) *set power + {runesealritual#14} [b][Rune of Giants: Power Core +${runesealritual#14}][/b] *if ({runesealritual#15} >= 1) *set fortitude + {runesealritual#15} [b][Rune of Protection: Fortitude Core +${runesealritual#15}][/b] *if ({runesealritual#16} >= 1) *set agility + {runesealritual#16} [b][Rune of Journeys: Agility Core +${runesealritual#16}][/b] *if ({runesealritual#17} >= 1) *set soul + {runesealritual#17} [b][Rune of Destruction: Soul Core +${runesealritual#17}][/b] *elseif ({runesealritual#1} > 4) *selectable_if (val = 54352532) #Activate your Runic Seals. [Already Active!] *goto_scene death *if (solpowswapritual != 100) *selectable_if ((ritualcomponents >= 1) and (((soul - solspent) > 1) and (powspent >= 1))) #Drain a Soul Core to fill a Power Core. [1 Ritual Component] *set solspent + 1 *set powspent - 1 *set ritualcomponents - 1 [b][1 Soul Core Drained][/b] *line_break [b][1 Power Core Replenished][/b] *if (solforswapritual != 100) *selectable_if ((ritualcomponents >= 1) and (((soul - solspent) > 1) and (forspent >= 1))) #Drain a Soul Core to fill a Fortitude Core. [1 Ritual Component] *set solspent + 1 *set forspent - 1 *set ritualcomponents - 1 [b][1 Soul Core Drained][/b] *line_break [b][1 Fortitude Core Replenished][/b] *if (solagiswapritual != 100) *selectable_if ((ritualcomponents >= 1) and (((soul - solspent) > 1) and (agispent >= 1))) #Drain a Soul Core to fill an Agility Core. [1 Ritual Component] *set solspent + 1 *set agispent - 1 *set ritualcomponents - 1 [b][1 Soul Core Drained][/b] *line_break [b][1 Agility Core Replenished][/b] *if (powforswapritual != 100) *selectable_if ((ritualcomponents >= 1) and (((power - powspent) > 1) and (forspent >= 1))) #Drain a Power Core to fill a Fortitude Core. [1 Ritual Component] *set powspent + 1 *set forspent - 1 *set ritualcomponents - 1 [b][1 Power Core Drained][/b] *line_break [b][1 Fortitude Core Replenished][/b] *if (powagiswapritual != 100) *selectable_if ((ritualcomponents >= 1) and (((power - powspent) > 1) and (agispent >= 1))) #Drain a Power Core to fill an Agility Core. [1 Ritual Component] *set powspent + 1 *set agispent - 1 *set ritualcomponents - 1 [b][1 Power Core Drained][/b] *line_break [b][1 Agility Core Replenished][/b] *if (powsolswapritual != 100) *selectable_if ((ritualcomponents >= 1) and (((power - powspent) > 1) and (solspent >= 1))) #Drain a Power Core to fill a Soul Core. [1 Ritual Component] *set powspent + 1 *set solspent - 1 *set ritualcomponents - 1 [b][1 Power Core Drained][/b] *line_break [b][1 Soul Core Replenished][/b] #Stats page *goto stats_page *selectable_if (stripped = false) #Inventory page *goto inventory_page #Journal page *goto journal_page *if (advancement > 0) #Cultivation page *goto cultivation_page *goto cultivation_page *label alchemylab *if ((healingrecipe = 100) and ((advancement >= 1) and (alchemy >= 1))) *set healingrecipe (10 - (alchemydiscount + alchemy)) [b][Alchemy 1 Check Passed][/b] *line_break [b][First Elixir Recipe Unlocked: Healing Elixir][/b] *elseif (((background = "Herbalist") and (alchemy >= 2)) and (replenisherpillrecipe = 100)) *set replenisherpillrecipe (9 - (alchemydiscount + alchemy)) [b][Alchemy 2 Check Passed][/b] *line_break [b][Elixir Recipe Unlocked: Replenisher Pill][/b] The refiner's profession of alchemy is nearly as vital to Martial Artists as the martial arts. Alchemy is used to mix potent ingredients into potions and pills that supernaturally enhance the consumer's performance, heal their ailments, or even aid their cultivation. A stained table stands before you with an array of mortars, reagents, tonics, formula scrolls, and mystic inks. Only a broke fool would be caught brewing elixirs without flashy colors. [b][Known Alchemical Recipes][/b] *if (healingrecipe != 100) *set healingrecipe (10 - (alchemydiscount + alchemy)) *if (healingrecipe < 1) *set healingrecipe 1 ֍Healing Elixir: A red pill-like elixir that stores the enhanced medicinal properties. Due to the spiritual potency of this pill, holding more than 3 in close proximity disrupts their effectiveness. [Restores 1 Health] *if (poison1recipe != 100) *set poison1recipe (6 - (alchemydiscount + alchemy)) *if (poison1recipe < 1) *set poison1recipe 1 ֍Common Poison: A simple clear liquid designed to wound its imbiber. This poison must be used for surprise attacks or ingested to be useful; it is not potent enough to remain on a weapon during combat against chi-wielding Martial Artists. [Poisons Targets] *if (replenisherpillrecipe != 100) *set replenisherpillrecipe (11 - (alchemydiscount + alchemy)) *if (replenisherpillrecipe < 1) *set replenisherpillrecipe 1 ֍Replenisher Pill: A deep blue pill filled with the refined spiritual energy that replenishes a cultivator's lost chi when consumed. [Restores 1 Chi Point] *if (lgpowpillrecipe != 100) *set lgpowpillrecipe (6 - (alchemydiscount + alchemy)) *if (lgpowpillrecipe < 1) *set lgpowpillrecipe 1 ֍Low Grade Power Pill: An opaque pill-like elixir often used in combat to restore emptied Cores and allow continuous high performance in terms of strength. [Restores 2 Empty Power Cores] *if (lgforpillrecipe != 100) *set lgforpillrecipe (6 - (alchemydiscount + alchemy)) *if (lgforpillrecipe < 1) *set lgforpillrecipe 1 ֍Low Grade Fortitude Pill: An opaque pill-like elixir often used in combat to restore emptied Cores and allow continuous high performance in terms of endurance. [Restores 2 Empty Fortitude Cores] *if (lgagipillrecipe != 100) *set lgagipillrecipe (6 - (alchemydiscount + alchemy)) *if (lgagipillrecipe < 1) *set lgagipillrecipe 1 ֍Low Grade Agility Pill: An opaque pill-like elixir often used in combat to restore emptied Cores and allow continuous high performance in terms of speed. [Restores 2 Empty Agility Cores] *if (lgsolpillrecipe != 100) *set lgsolpillrecipe (6 - (alchemydiscount + alchemy)) *if (lgsolpillrecipe < 1) *set lgsolpillrecipe 1 ֍Low Grade Soul Pill: An opaque pill-like elixir often used in combat to restore emptied Cores and allow continuous high performance in terms of spiritual energy. [Restores 2 Empty Soul Cores] *choice *if (healingrecipe != 100) *selectable_if ((alchemyreagents >= healingrecipe) and (healingelixir < 3)) #Brew a Healing Elixir pill. [${healingrecipe} Alchemy Reagents] *gosub refinerkitpill [b][Item Gained: 1 Healing Elixir][/b] *set healingelixir + 1 *set alchemyreagents - healingrecipe *if (replenisherpillrecipe != 100) *selectable_if (alchemyreagents >= replenisherpillrecipe) #Refine a Replenisher Elixir pill. [${replenisherpillrecipe} Alchemy Reagents] *gosub refinerkitpill [b][Item Gained: 1 Replenisher Pill][/b] *set replenisherpill + 1 *set alchemyreagents - replenisherpillrecipe *if (poison1recipe != 100) *selectable_if (alchemyreagents >= poison1recipe) #Concoct a vial of Common Poison. [${poison1recipe} Alchemy Reagents] *gosub refinerkitvial [b][Item Gained: 1 Common Poison][/b] *set commonpoison + 1 *set alchemyreagents - poison1recipe *if (lgpowpillrecipe != 100) *selectable_if (alchemyreagents >= lgpowpillrecipe) #Refine a Low Grade Power Pill. [${lgpowpillrecipe} Alchemy Reagents] *gosub refinerkitpill [b][Item Gained: 1 Low Grade Power Pill] *set lgpowpill + 1 *set alchemyreagents - lgpowpillrecipe *if (lgforpillrecipe != 100) *selectable_if (alchemyreagents >= lgforpillrecipe) #Refine a Low Grade Fortitude Pill. [${lgforpillrecipe} Alchemy Reagents] *gosub refinerkitpill [b][Item Gained: 1 Low Grade Fortitude Pill] *set lgforpill + 1 *set alchemyreagents - lgforpillrecipe *if (lgagipillrecipe != 100) *selectable_if (alchemyreagents >= lgagipillrecipe) #Refine a Low Grade Agility Pill. [${lgagipillrecipe} Alchemy Reagents] *gosub refinerkitpill [b][Item Gained: 1 Low Grade Agility Pill] *set lgagipill + 1 *set alchemyreagents - lgagipillrecipe *if (lgsolpillrecipe != 100) *selectable_if (alchemyreagents >= lgsolpillrecipe) #Refine a Low Grade Soul Pill. [${lgsolpillrecipe} Alchemy Reagents] *gosub refinerkitpill [b][Item Gained: 1 Low Grade Soul Pill] *set lgsolpill + 1 *set alchemyreagents - lgsolpillrecipe #Go back. *goto cultivation_page *goto cultivation_page *label refinerkitpill The tools of your refiner's kit work tirelessly as you burn off the impurities of your reagents and harness ambient energies to condense all the spiritual power absorbed by the plants into a singular pill. *return *label refinerkitvial The tools of your refiner's kit work tirelessly as you mix and boil the proper reagents, distilling any impurities out using ambient chi to produce a single potent vial's worth of elixir. *return *label technique_page *gosub techdisplay *choice *if (({knowntechcode_1#1} = 1) and (techslotname_1 != knowntechname_1)) #Focus "${knowntechname_1}" to your Power Core. (Replacing: ${techslotname_1}) *gosub_scene quicks focuscore knowntechname_1 knowntechcode_1 *goto continuetechtext *if (({knowntechcode_2#1} = 1) and (techslotname_1 != knowntechname_2)) #Focus "${knowntechname_2}" to your Power Core. (Replacing: ${techslotname_1}) *gosub_scene quicks focuscore knowntechname_2 knowntechcode_2 *goto continuetechtext *if (({knowntechcode_3#1} = 1) and (techslotname_1 != knowntechname_3)) #Focus "${knowntechname_3}" to your Power Core. (Replacing: ${techslotname_1}) *gosub_scene quicks focuscore knowntechname_3 knowntechcode_3 *goto continuetechtext *if (({knowntechcode_4#1} = 1) and (techslotname_1 != knowntechname_4)) #Focus "${knowntechname_4}" to your Power Core. (Replacing: ${techslotname_1}) *gosub_scene quicks focuscore knowntechname_4 knowntechcode_4 *goto continuetechtext *if (({knowntechcode_5#1} = 1) and (techslotname_1 != knowntechname_5)) #Focus "${knowntechname_5}" to your Power Core. (Replacing: ${techslotname_1}) *gosub_scene quicks focuscore knowntechname_5 knowntechcode_5 *goto continuetechtext *if (({knowntechcode_6#1} = 1) and (techslotname_1 != knowntechname_6)) #Focus "${knowntechname_6}" to your Power Core. (Replacing: ${techslotname_1}) *gosub_scene quicks focuscore knowntechname_6 knowntechcode_6 *goto continuetechtext *if (({knowntechcode_7#1} = 1) and (techslotname_1 != knowntechname_7)) #Focus "${knowntechname_7}" to your Power Core. (Replacing: ${techslotname_1}) *gosub_scene quicks focuscore knowntechname_7 knowntechcode_7 *goto continuetechtext *if (({knowntechcode_8#1} = 1) and (techslotname_1 != knowntechname_8)) #Focus "${knowntechname_8}" to your Power Core. (Replacing: ${techslotname_1}) *gosub_scene quicks focuscore knowntechname_8 knowntechcode_8 *goto continuetechtext *if (({knowntechcode_9#1} = 1) and (techslotname_1 != knowntechname_9)) #Focus "${knowntechname_9}" to your Power Core. (Replacing: ${techslotname_1}) *gosub_scene quicks focuscore knowntechname_9 knowntechcode_9 *goto continuetechtext *if (({knowntechcode_10#1} = 1) and (techslotname_1 != knowntechname_10)) #Focus "${knowntechname_10}" to your Power Core. (Replacing: ${techslotname_1}) *gosub_scene quicks focuscore knowntechname_10 knowntechcode_10 *goto continuetechtext *if (({knowntechcode_11#1} = 1) and (techslotname_1 != knowntechname_11)) #Focus "${knowntechname_11}" to your Power Core. (Replacing: ${techslotname_1}) *gosub_scene quicks focuscore knowntechname_11 knowntechcode_11 *goto continuetechtext *if (({knowntechcode_12#1} = 1) and (techslotname_1 != knowntechname_12)) #Focus "${knowntechname_12}" to your Power Core. (Replacing: ${techslotname_1}) *gosub_scene quicks focuscore knowntechname_12 knowntechcode_12 *goto continuetechtext *if (({knowntechcode_13#1} = 1) and (techslotname_1 != knowntechname_13)) #Focus "${knowntechname_13}" to your Power Core. (Replacing: ${techslotname_1}) *gosub_scene quicks focuscore knowntechname_13 knowntechcode_13 *goto continuetechtext *if (({knowntechcode_14#1} = 1) and (techslotname_1 != knowntechname_14)) #Focus "${knowntechname_14}" to your Power Core. (Replacing: ${techslotname_1}) *gosub_scene quicks focuscore knowntechname_14 knowntechcode_14 *goto continuetechtext *if (({knowntechcode_15#1} = 1) and (techslotname_1 != knowntechname_15)) #Focus "${knowntechname_15}" to your Power Core. (Replacing: ${techslotname_1}) *gosub_scene quicks focuscore knowntechname_15 knowntechcode_15 *goto continuetechtext *if (({knowntechcode_16#1} = 1) and (techslotname_1 != knowntechname_16)) #Focus "${knowntechname_16}" to your Power Core. (Replacing: ${techslotname_1}) *gosub_scene quicks focuscore knowntechname_16 knowntechcode_16 *goto continuetechtext *if (({knowntechcode_17#1} = 1) and (techslotname_1 != knowntechname_17)) #Focus "${knowntechname_17}" to your Power Core. (Replacing: ${techslotname_1}) *gosub_scene quicks focuscore knowntechname_17 knowntechcode_17 *goto continuetechtext *if (({knowntechcode_18#1} = 1) and (techslotname_1 != knowntechname_18)) #Focus "${knowntechname_18}" to your Power Core. (Replacing: ${techslotname_1}) *gosub_scene quicks focuscore knowntechname_18 knowntechcode_18 *goto continuetechtext *if (({knowntechcode_19#1} = 1) and (techslotname_1 != knowntechname_19)) #Focus "${knowntechname_19}" to your Power Core. (Replacing: ${techslotname_1}) *gosub_scene quicks focuscore knowntechname_19 knowntechcode_19 *goto continuetechtext *if (({knowntechcode_20#1} = 1) and (techslotname_1 != knowntechname_20)) #Focus "${knowntechname_20}" to your Power Core. (Replacing: ${techslotname_1}) *gosub_scene quicks focuscore knowntechname_20 knowntechcode_20 *goto continuetechtext *if (({knowntechcode_21#1} = 1) and (techslotname_1 != knowntechname_21)) #Focus "${knowntechname_21}" to your Power Core. (Replacing: ${techslotname_1}) *gosub_scene quicks focuscore knowntechname_21 knowntechcode_21 *goto continuetechtext *if (({knowntechcode_22#1} = 1) and (techslotname_1 != knowntechname_22)) #Focus "${knowntechname_22}" to your Power Core. (Replacing: ${techslotname_1}) *gosub_scene quicks focuscore knowntechname_22 knowntechcode_22 *goto continuetechtext *if (({knowntechcode_23#1} = 1) and (techslotname_1 != knowntechname_23)) #Focus "${knowntechname_23}" to your Power Core. (Replacing: ${techslotname_1}) *gosub_scene quicks focuscore knowntechname_23 knowntechcode_23 *goto continuetechtext *if (({knowntechcode_24#1} = 1) and (techslotname_1 != knowntechname_24)) #Focus "${knowntechname_24}" to your Power Core. (Replacing: ${techslotname_1}) *gosub_scene quicks focuscore knowntechname_24 knowntechcode_24 *goto continuetechtext *if (({knowntechcode_25#1} = 1) and (techslotname_1 != knowntechname_25)) #Focus "${knowntechname_25}" to your Power Core. (Replacing: ${techslotname_1}) *gosub_scene quicks focuscore knowntechname_25 knowntechcode_25 *goto continuetechtext *if (({knowntechcode_1#1} = 2) and (techslotname_2 != knowntechname_1)) #Focus "${knowntechname_1}" to your Fortitude Core. (Replacing: ${techslotname_2}) *gosub_scene quicks focuscore knowntechname_1 knowntechcode_1 *goto continuetechtext *if (({knowntechcode_2#1} = 2) and (techslotname_2 != knowntechname_2)) #Focus "${knowntechname_2}" to your Fortitude Core. (Replacing: ${techslotname_2}) *gosub_scene quicks focuscore knowntechname_2 knowntechcode_2 *goto continuetechtext *if (({knowntechcode_3#1} = 2) and (techslotname_2 != knowntechname_3)) #Focus "${knowntechname_3}" to your Fortitude Core. (Replacing: ${techslotname_2}) *gosub_scene quicks focuscore knowntechname_3 knowntechcode_3 *goto continuetechtext *if (({knowntechcode_4#1} = 2) and (techslotname_2 != knowntechname_4)) #Focus "${knowntechname_4}" to your Fortitude Core. (Replacing: ${techslotname_2}) *gosub_scene quicks focuscore knowntechname_4 knowntechcode_4 *goto continuetechtext *if (({knowntechcode_5#1} = 2) and (techslotname_2 != knowntechname_5)) #Focus "${knowntechname_5}" to your Fortitude Core. (Replacing: ${techslotname_2}) *gosub_scene quicks focuscore knowntechname_5 knowntechcode_5 *goto continuetechtext *if (({knowntechcode_6#1} = 2) and (techslotname_2 != knowntechname_6)) #Focus "${knowntechname_6}" to your Fortitude Core. (Replacing: ${techslotname_2}) *gosub_scene quicks focuscore knowntechname_6 knowntechcode_6 *goto continuetechtext *if (({knowntechcode_7#1} = 2) and (techslotname_2 != knowntechname_7)) #Focus "${knowntechname_7}" to your Fortitude Core. (Replacing: ${techslotname_2}) *gosub_scene quicks focuscore knowntechname_7 knowntechcode_7 *goto continuetechtext *if (({knowntechcode_8#1} = 2) and (techslotname_2 != knowntechname_8)) #Focus "${knowntechname_8}" to your Fortitude Core. (Replacing: ${techslotname_2}) *gosub_scene quicks focuscore knowntechname_8 knowntechcode_8 *goto continuetechtext *if (({knowntechcode_9#1} = 2) and (techslotname_2 != knowntechname_9)) #Focus "${knowntechname_9}" to your Fortitude Core. (Replacing: ${techslotname_2}) *gosub_scene quicks focuscore knowntechname_9 knowntechcode_9 *goto continuetechtext *if (({knowntechcode_10#1} = 2) and (techslotname_2 != knowntechname_10)) #Focus "${knowntechname_10}" to your Fortitude Core. (Replacing: ${techslotname_2}) *gosub_scene quicks focuscore knowntechname_10 knowntechcode_10 *goto continuetechtext *if (({knowntechcode_11#1} = 2) and (techslotname_2 != knowntechname_11)) #Focus "${knowntechname_11}" to your Fortitude Core. (Replacing: ${techslotname_2}) *gosub_scene quicks focuscore knowntechname_11 knowntechcode_11 *goto continuetechtext *if (({knowntechcode_12#1} = 2) and (techslotname_2 != knowntechname_12)) #Focus "${knowntechname_12}" to your Fortitude Core. (Replacing: ${techslotname_2}) *gosub_scene quicks focuscore knowntechname_12 knowntechcode_12 *goto continuetechtext *if (({knowntechcode_13#1} = 2) and (techslotname_2 != knowntechname_13)) #Focus "${knowntechname_13}" to your Fortitude Core. (Replacing: ${techslotname_2}) *gosub_scene quicks focuscore knowntechname_13 knowntechcode_13 *goto continuetechtext *if (({knowntechcode_14#1} = 2) and (techslotname_2 != knowntechname_14)) #Focus "${knowntechname_14}" to your Fortitude Core. (Replacing: ${techslotname_2}) *gosub_scene quicks focuscore knowntechname_14 knowntechcode_14 *goto continuetechtext *if (({knowntechcode_15#1} = 2) and (techslotname_2 != knowntechname_15)) #Focus "${knowntechname_15}" to your Fortitude Core. (Replacing: ${techslotname_2}) *gosub_scene quicks focuscore knowntechname_15 knowntechcode_15 *goto continuetechtext *if (({knowntechcode_16#1} = 2) and (techslotname_2 != knowntechname_16)) #Focus "${knowntechname_16}" to your Fortitude Core. (Replacing: ${techslotname_2}) *gosub_scene quicks focuscore knowntechname_16 knowntechcode_16 *goto continuetechtext *if (({knowntechcode_17#1} = 2) and (techslotname_2 != knowntechname_17)) #Focus "${knowntechname_17}" to your Fortitude Core. (Replacing: ${techslotname_2}) *gosub_scene quicks focuscore knowntechname_17 knowntechcode_17 *goto continuetechtext *if (({knowntechcode_18#1} = 2) and (techslotname_2 != knowntechname_18)) #Focus "${knowntechname_18}" to your Fortitude Core. (Replacing: ${techslotname_2}) *gosub_scene quicks focuscore knowntechname_18 knowntechcode_18 *goto continuetechtext *if (({knowntechcode_19#1} = 2) and (techslotname_2 != knowntechname_19)) #Focus "${knowntechname_19}" to your Fortitude Core. (Replacing: ${techslotname_2}) *gosub_scene quicks focuscore knowntechname_19 knowntechcode_19 *goto continuetechtext *if (({knowntechcode_20#1} = 2) and (techslotname_2 != knowntechname_20)) #Focus "${knowntechname_20}" to your Fortitude Core. (Replacing: ${techslotname_2}) *gosub_scene quicks focuscore knowntechname_20 knowntechcode_20 *goto continuetechtext *if (({knowntechcode_21#1} = 2) and (techslotname_2 != knowntechname_21)) #Focus "${knowntechname_21}" to your Fortitude Core. (Replacing: ${techslotname_2}) *gosub_scene quicks focuscore knowntechname_21 knowntechcode_21 *goto continuetechtext *if (({knowntechcode_22#1} = 2) and (techslotname_2 != knowntechname_22)) #Focus "${knowntechname_22}" to your Fortitude Core. (Replacing: ${techslotname_2}) *gosub_scene quicks focuscore knowntechname_22 knowntechcode_22 *goto continuetechtext *if (({knowntechcode_23#1} = 2) and (techslotname_2 != knowntechname_23)) #Focus "${knowntechname_23}" to your Fortitude Core. (Replacing: ${techslotname_2}) *gosub_scene quicks focuscore knowntechname_23 knowntechcode_23 *goto continuetechtext *if (({knowntechcode_24#1} = 2) and (techslotname_2 != knowntechname_24)) #Focus "${knowntechname_24}" to your Fortitude Core. (Replacing: ${techslotname_2}) *gosub_scene quicks focuscore knowntechname_24 knowntechcode_24 *goto continuetechtext *if (({knowntechcode_25#1} = 2) and (techslotname_2 != knowntechname_25)) #Focus "${knowntechname_25}" to your Fortitude Core. (Replacing: ${techslotname_2}) *gosub_scene quicks focuscore knowntechname_25 knowntechcode_25 *goto continuetechtext *if (({knowntechcode_1#1} = 3) and (techslotname_3 != knowntechname_1)) #Focus "${knowntechname_1}" to your Agility Core. (Replacing: ${techslotname_3}) *gosub_scene quicks focuscore knowntechname_1 knowntechcode_1 *goto continuetechtext *if (({knowntechcode_2#1} = 3) and (techslotname_3 != knowntechname_2)) #Focus "${knowntechname_2}" to your Agility Core. (Replacing: ${techslotname_3}) *gosub_scene quicks focuscore knowntechname_2 knowntechcode_2 *goto continuetechtext *if (({knowntechcode_3#1} = 3) and (techslotname_3 != knowntechname_3)) #Focus "${knowntechname_3}" to your Agility Core. (Replacing: ${techslotname_3}) *gosub_scene quicks focuscore knowntechname_3 knowntechcode_3 *goto continuetechtext *if (({knowntechcode_4#1} = 3) and (techslotname_3 != knowntechname_4)) #Focus "${knowntechname_4}" to your Agility Core. (Replacing: ${techslotname_3}) *gosub_scene quicks focuscore knowntechname_4 knowntechcode_4 *goto continuetechtext *if (({knowntechcode_5#1} = 3) and (techslotname_3 != knowntechname_5)) #Focus "${knowntechname_5}" to your Agility Core. (Replacing: ${techslotname_3}) *gosub_scene quicks focuscore knowntechname_5 knowntechcode_5 *goto continuetechtext *if (({knowntechcode_6#1} = 3) and (techslotname_3 != knowntechname_6)) #Focus "${knowntechname_6}" to your Agility Core. (Replacing: ${techslotname_3}) *gosub_scene quicks focuscore knowntechname_6 knowntechcode_6 *goto continuetechtext *if (({knowntechcode_7#1} = 3) and (techslotname_3 != knowntechname_7)) #Focus "${knowntechname_7}" to your Agility Core. (Replacing: ${techslotname_3}) *gosub_scene quicks focuscore knowntechname_7 knowntechcode_7 *goto continuetechtext *if (({knowntechcode_8#1} = 3) and (techslotname_3 != knowntechname_8)) #Focus "${knowntechname_8}" to your Agility Core. (Replacing: ${techslotname_3}) *gosub_scene quicks focuscore knowntechname_8 knowntechcode_8 *goto continuetechtext *if (({knowntechcode_9#1} = 3) and (techslotname_3 != knowntechname_9)) #Focus "${knowntechname_9}" to your Agility Core. (Replacing: ${techslotname_3}) *gosub_scene quicks focuscore knowntechname_9 knowntechcode_9 *goto continuetechtext *if (({knowntechcode_10#1} = 3) and (techslotname_3 != knowntechname_10)) #Focus "${knowntechname_10}" to your Agility Core. (Replacing: ${techslotname_3}) *gosub_scene quicks focuscore knowntechname_10 knowntechcode_10 *goto continuetechtext *if (({knowntechcode_11#1} = 3) and (techslotname_3 != knowntechname_11)) #Focus "${knowntechname_11}" to your Agility Core. (Replacing: ${techslotname_3}) *gosub_scene quicks focuscore knowntechname_11 knowntechcode_11 *goto continuetechtext *if (({knowntechcode_12#1} = 3) and (techslotname_3 != knowntechname_12)) #Focus "${knowntechname_12}" to your Agility Core. (Replacing: ${techslotname_3}) *gosub_scene quicks focuscore knowntechname_12 knowntechcode_12 *goto continuetechtext *if (({knowntechcode_13#1} = 3) and (techslotname_3 != knowntechname_13)) #Focus "${knowntechname_13}" to your Agility Core. (Replacing: ${techslotname_3}) *gosub_scene quicks focuscore knowntechname_13 knowntechcode_13 *goto continuetechtext *if (({knowntechcode_14#1} = 3) and (techslotname_3 != knowntechname_14)) #Focus "${knowntechname_14}" to your Agility Core. (Replacing: ${techslotname_3}) *gosub_scene quicks focuscore knowntechname_14 knowntechcode_14 *goto continuetechtext *if (({knowntechcode_15#1} = 3) and (techslotname_3 != knowntechname_15)) #Focus "${knowntechname_15}" to your Agility Core. (Replacing: ${techslotname_3}) *gosub_scene quicks focuscore knowntechname_15 knowntechcode_15 *goto continuetechtext *if (({knowntechcode_16#1} = 3) and (techslotname_3 != knowntechname_16)) #Focus "${knowntechname_16}" to your Agility Core. (Replacing: ${techslotname_3}) *gosub_scene quicks focuscore knowntechname_16 knowntechcode_16 *goto continuetechtext *if (({knowntechcode_17#1} = 3) and (techslotname_3 != knowntechname_17)) #Focus "${knowntechname_17}" to your Agility Core. (Replacing: ${techslotname_3}) *gosub_scene quicks focuscore knowntechname_17 knowntechcode_17 *goto continuetechtext *if (({knowntechcode_18#1} = 3) and (techslotname_3 != knowntechname_18)) #Focus "${knowntechname_18}" to your Agility Core. (Replacing: ${techslotname_3}) *gosub_scene quicks focuscore knowntechname_18 knowntechcode_18 *goto continuetechtext *if (({knowntechcode_19#1} = 3) and (techslotname_3 != knowntechname_19)) #Focus "${knowntechname_19}" to your Agility Core. (Replacing: ${techslotname_3}) *gosub_scene quicks focuscore knowntechname_19 knowntechcode_19 *goto continuetechtext *if (({knowntechcode_20#1} = 3) and (techslotname_3 != knowntechname_20)) #Focus "${knowntechname_20}" to your Agility Core. (Replacing: ${techslotname_3}) *gosub_scene quicks focuscore knowntechname_20 knowntechcode_20 *goto continuetechtext *if (({knowntechcode_21#1} = 3) and (techslotname_3 != knowntechname_21)) #Focus "${knowntechname_21}" to your Agility Core. (Replacing: ${techslotname_3}) *gosub_scene quicks focuscore knowntechname_21 knowntechcode_21 *goto continuetechtext *if (({knowntechcode_22#1} = 3) and (techslotname_3 != knowntechname_22)) #Focus "${knowntechname_22}" to your Agility Core. (Replacing: ${techslotname_3}) *gosub_scene quicks focuscore knowntechname_22 knowntechcode_22 *goto continuetechtext *if (({knowntechcode_23#1} = 3) and (techslotname_3 != knowntechname_23)) #Focus "${knowntechname_23}" to your Agility Core. (Replacing: ${techslotname_3}) *gosub_scene quicks focuscore knowntechname_23 knowntechcode_23 *goto continuetechtext *if (({knowntechcode_24#1} = 3) and (techslotname_3 != knowntechname_24)) #Focus "${knowntechname_24}" to your Agility Core. (Replacing: ${techslotname_3}) *gosub_scene quicks focuscore knowntechname_24 knowntechcode_24 *goto continuetechtext *if (({knowntechcode_25#1} = 3) and (techslotname_3 != knowntechname_25)) #Focus "${knowntechname_25}" to your Agility Core. (Replacing: ${techslotname_3}) *gosub_scene quicks focuscore knowntechname_25 knowntechcode_25 *goto continuetechtext *if (({knowntechcode_1#1} = 4) and (techslotname_4 != knowntechname_1)) #Focus "${knowntechname_1}" to your Soul Core. (Replacing: ${techslotname_4}) *gosub_scene quicks focuscore knowntechname_1 knowntechcode_1 *goto continuetechtext *if (({knowntechcode_2#1} = 4) and (techslotname_4 != knowntechname_2)) #Focus "${knowntechname_2}" to your Soul Core. (Replacing: ${techslotname_4}) *gosub_scene quicks focuscore knowntechname_2 knowntechcode_2 *goto continuetechtext *if (({knowntechcode_3#1} = 4) and (techslotname_4 != knowntechname_3)) #Focus "${knowntechname_3}" to your Soul Core. (Replacing: ${techslotname_4}) *gosub_scene quicks focuscore knowntechname_3 knowntechcode_3 *goto continuetechtext *if (({knowntechcode_4#1} = 4) and (techslotname_4 != knowntechname_4)) #Focus "${knowntechname_4}" to your Soul Core. (Replacing: ${techslotname_4}) *gosub_scene quicks focuscore knowntechname_4 knowntechcode_4 *goto continuetechtext *if (({knowntechcode_5#1} = 4) and (techslotname_4 != knowntechname_5)) #Focus "${knowntechname_5}" to your Soul Core. (Replacing: ${techslotname_4}) *gosub_scene quicks focuscore knowntechname_5 knowntechcode_5 *goto continuetechtext *if (({knowntechcode_6#1} = 4) and (techslotname_4 != knowntechname_6)) #Focus "${knowntechname_6}" to your Soul Core. (Replacing: ${techslotname_4}) *gosub_scene quicks focuscore knowntechname_6 knowntechcode_6 *goto continuetechtext *if (({knowntechcode_7#1} = 4) and (techslotname_4 != knowntechname_7)) #Focus "${knowntechname_7}" to your Soul Core. (Replacing: ${techslotname_4}) *gosub_scene quicks focuscore knowntechname_7 knowntechcode_7 *goto continuetechtext *if (({knowntechcode_8#1} = 4) and (techslotname_4 != knowntechname_8)) #Focus "${knowntechname_8}" to your Soul Core. (Replacing: ${techslotname_4}) *gosub_scene quicks focuscore knowntechname_8 knowntechcode_8 *goto continuetechtext *if (({knowntechcode_9#1} = 4) and (techslotname_4 != knowntechname_9)) #Focus "${knowntechname_9}" to your Soul Core. (Replacing: ${techslotname_4}) *gosub_scene quicks focuscore knowntechname_9 knowntechcode_9 *goto continuetechtext *if (({knowntechcode_10#1} = 4) and (techslotname_4 != knowntechname_10)) #Focus "${knowntechname_10}" to your Soul Core. (Replacing: ${techslotname_4}) *gosub_scene quicks focuscore knowntechname_10 knowntechcode_10 *goto continuetechtext *if (({knowntechcode_11#1} = 4) and (techslotname_4 != knowntechname_11)) #Focus "${knowntechname_11}" to your Soul Core. (Replacing: ${techslotname_4}) *gosub_scene quicks focuscore knowntechname_11 knowntechcode_11 *goto continuetechtext *if (({knowntechcode_12#1} = 4) and (techslotname_4 != knowntechname_12)) #Focus "${knowntechname_12}" to your Soul Core. (Replacing: ${techslotname_4}) *gosub_scene quicks focuscore knowntechname_12 knowntechcode_12 *goto continuetechtext *if (({knowntechcode_13#1} = 4) and (techslotname_4 != knowntechname_13)) #Focus "${knowntechname_13}" to your Soul Core. (Replacing: ${techslotname_4}) *gosub_scene quicks focuscore knowntechname_13 knowntechcode_13 *goto continuetechtext *if (({knowntechcode_14#1} = 4) and (techslotname_4 != knowntechname_14)) #Focus "${knowntechname_14}" to your Soul Core. (Replacing: ${techslotname_4}) *gosub_scene quicks focuscore knowntechname_14 knowntechcode_14 *goto continuetechtext *if (({knowntechcode_15#1} = 4) and (techslotname_4 != knowntechname_15)) #Focus "${knowntechname_15}" to your Soul Core. (Replacing: ${techslotname_4}) *gosub_scene quicks focuscore knowntechname_15 knowntechcode_15 *goto continuetechtext *if (({knowntechcode_16#1} = 4) and (techslotname_4 != knowntechname_16)) #Focus "${knowntechname_16}" to your Soul Core. (Replacing: ${techslotname_4}) *gosub_scene quicks focuscore knowntechname_16 knowntechcode_16 *goto continuetechtext *if (({knowntechcode_17#1} = 4) and (techslotname_4 != knowntechname_17)) #Focus "${knowntechname_17}" to your Soul Core. (Replacing: ${techslotname_4}) *gosub_scene quicks focuscore knowntechname_17 knowntechcode_17 *goto continuetechtext *if (({knowntechcode_18#1} = 4) and (techslotname_4 != knowntechname_18)) #Focus "${knowntechname_18}" to your Soul Core. (Replacing: ${techslotname_4}) *gosub_scene quicks focuscore knowntechname_18 knowntechcode_18 *goto continuetechtext *if (({knowntechcode_19#1} = 4) and (techslotname_4 != knowntechname_19)) #Focus "${knowntechname_19}" to your Soul Core. (Replacing: ${techslotname_4}) *gosub_scene quicks focuscore knowntechname_19 knowntechcode_19 *goto continuetechtext *if (({knowntechcode_20#1} = 4) and (techslotname_4 != knowntechname_20)) #Focus "${knowntechname_20}" to your Soul Core. (Replacing: ${techslotname_4}) *gosub_scene quicks focuscore knowntechname_20 knowntechcode_20 *goto continuetechtext *if (({knowntechcode_21#1} = 4) and (techslotname_4 != knowntechname_21)) #Focus "${knowntechname_21}" to your Soul Core. (Replacing: ${techslotname_4}) *gosub_scene quicks focuscore knowntechname_21 knowntechcode_21 *goto continuetechtext *if (({knowntechcode_22#1} = 4) and (techslotname_4 != knowntechname_22)) #Focus "${knowntechname_22}" to your Soul Core. (Replacing: ${techslotname_4}) *gosub_scene quicks focuscore knowntechname_22 knowntechcode_22 *goto continuetechtext *if (({knowntechcode_23#1} = 4) and (techslotname_4 != knowntechname_23)) #Focus "${knowntechname_23}" to your Soul Core. (Replacing: ${techslotname_4}) *gosub_scene quicks focuscore knowntechname_23 knowntechcode_23 *goto continuetechtext *if (({knowntechcode_24#1} = 4) and (techslotname_4 != knowntechname_24)) #Focus "${knowntechname_24}" to your Soul Core. (Replacing: ${techslotname_4}) *gosub_scene quicks focuscore knowntechname_24 knowntechcode_24 *goto continuetechtext *if (({knowntechcode_25#1} = 4) and (techslotname_4 != knowntechname_25)) #Focus "${knowntechname_25}" to your Soul Core. (Replacing: ${techslotname_4}) *gosub_scene quicks focuscore knowntechname_25 knowntechcode_25 *goto continuetechtext #Go back. *goto cultivation_page #Stats page *goto stats_page *selectable_if (stripped = false) #Inventory page *goto inventory_page #Journal page *goto journal_page *label continuetechtext [b][Techniques Refocused!][/b] *line_break [b][Continue to the next page of your journey for these changes to take effect.][/b] *goto technique_page *choice #Go Back *goto cultivation_page #Stats page *goto stats_page *selectable_if (stripped = false) #Inventory page *goto inventory_page #Journal page *goto journal_page *label techdisplay [b][Focused Techniques][/b] *line_break Power Core: ${techslotname_1} *line_break Fortitude Core: ${techslotname_2} *line_break Agility Core: ${techslotname_3} *line_break Soul Core: ${techslotname_4} *if (sonarmode) [b][Technique List][/b] *else *image https://www.auraclash.com/assets/img/ap-techniques.png *temp val 1 *label techlist *if (knowntechcode[val] != 0000000000000000) [b]${val}. ${knowntechname[val]}[/b] - *if ({knowntechcode[val]#1} = 1) Power Technique. *elseif ({knowntechcode[val]#1} = 2) Fortitude Technique. *elseif ({knowntechcode[val]#1} = 3) Agility Technique. *elseif ({knowntechcode[val]#1} = 4) Soul Technique. *elseif ({knowntechcode[val]#1} = 5) Innate Technique. ${knowntechdesc[val]} *line_break *set val + 1 *goto techlist *if (buffersbarrier) [b]${val}. Buffer's Barrier[/b] - Innate Technique. Passively increases Aura Pressure over time. *set val + 1 *line_break *if (energytide) [b]${val}. Energy Tide[/b] - Innate Technique. Unlocks certain options. Passively increases Soul Surge value by +1. *set val + 1 *line_break *if (ironbody) [b]${val}. Iron Body[/b] - Innate Technique. Unlocks certain options. Passively increases Fortitude Surge value by +1. *set val + 1 *line_break *if (flashstep) [b]${val}. Flash Step[/b] - Innate Technique. Unlocks certain options. Passively increases Agility Surge value by +1. *set val + 1 *line_break *if (thunderfall) [b]${val}. Thunderfall[/b] - Innate Technique. Unlocks certain options. Passively increases Power Surge value by +1. *set val + 1 *line_break *if (hellscape > 0) [b][${val}. Inner Hellscape[/b] - Innate Technique. Hides up to ${hellscape} Demonic AP from detection. *set val + 1 *line_break *set val 0 *return *label armguardtext Do you want to channel the armguard's Soul Treasure to increase your Fortitude or your Power? This will grant you *if ((armguardname = "$!{clan} Armguards (Spiked)") or (armguardname = "$!{clan} Armguards")) +2 *else +1 to that Combat Core while they are equipped. *return *label unequipacc1 *if (equippedaccessory1 != "") *if (equippedaccessory1 = armguardname) *set power - armguardpow *set fortitude - armguardfort *set armguardpow 0 *set armguardfort 0 *if (equippedaccessory1 = "Sabretooth Cloak") *set power - 1 *set persuasion - 1 *if (equippedaccessory1 = "Cathayan Pirate Hat") *set thievery - 1 *set agility - 1 *set commerce - 2 *if (equippedaccessory1 = "Crest of Elemental Yang") *set element2rank - 1 *if (((((element2 = "Fire") or (element2 = "Storm")) or (element2 = "Wind")) or (element2 = "Light")) or (element2 = "Water")) *set power - 1 *if (equippedaccessory2 = "Crest of Elemental Yin") *set agility - 1 *set health - 1 *if (equippedaccessory1 = "Crest of Elemental Yin") *set element1rank - 1 *if (((element1 = "Ice") or (element1 = "Earth")) or (element1 = "Darkness")) *set fortitude - 1 *if (equippedaccessory2 = "Crest of Elemental Yang") *set soul - 1 *set chipool - 1 *if (equippedaccessory1 = "Weights of the Flowing Lantern King") *if (element1 = "Light") *set element1rank - 1 *elseif (element2 = "Light") *set element2rank - 1 *set perception - 1 *set weight - 9 *if (equippedaccessory1 = "Factotum Mask") *set {factotummask} - 1 *if (equippedaccessory1 = "Midnight Lenses") *set soul - 1 *set agisurge - 1 *if (equippedaccessory1 = "Mountain King's Jinbaori") *set fortitude - 1 *set powsurge - 1 *if (equippedaccessory1 = "Burning Mitsugake Gloves") *set power - 1 *set agisurge - 1 *if (equippedaccessory1 = "Frozen Prayer Beads") *set fortitude - 1 *set solsurge - 1 *if (equippedaccessory1 = "Rising Dawn Hachimaki") *set soul - 1 *set powsurge - 1 *if (equippedaccessory1 = "Thunderguard Kote") *set power - 1 *set forsurge - 1 *if (equippedaccessory1 = "Waverunner Sandals") *set agility - 1 *set forsurge - 1 *if (equippedaccessory1 = "Howling Sensu Fan") *set agility - 1 *set solsurge - 1 *set equippedaccessory1 "" *return *label unequipacc2 *if (equippedaccessory2 != "") *if (equippedaccessory2 = armguardname) *set power - armguardpow *set fortitude - armguardfort *set armguardpow 0 *set armguardfort 0 *if (equippedaccessory2 = "Sabretooth Cloak") *set power - 1 *set persuasion - 1 *if (equippedaccessory2 = "Cathayan Pirate Hat") *set thievery - 1 *set agility - 1 *set commerce - 2 *if (equippedaccessory2 = "Crest of Elemental Yang") *set element2rank - 1 *if (((((element2 = "Fire") or (element2 = "Storm")) or (element2 = "Wind")) or (element2 = "Light")) or (element2 = "Water")) *set power - 1 *if (equippedaccessory1 = "Crest of Elemental Yin") *set agility - 1 *set health - 1 *if (equippedaccessory2 = "Crest of Elemental Yin") *set element1rank - 1 *if (((element1 = "Ice") or (element1 = "Earth")) or (element1 = "Darkness")) *set fortitude - 1 *if (equippedaccessory1 = "Crest of Elemental Yang") *set soul - 1 *set chipool - 1 *if (equippedaccessory2 = "Weights of the Flowing Lantern King") *if (element1 = "Light") *set element1rank - 1 *elseif (element2 = "Light") *set element2rank - 1 *set perception - 1 *set weight - 9 *if (equippedaccessory2 = "Factotum Mask") *set {factotummask} - 1 *if (equippedaccessory2 = "Midnight Lenses") *set soul - 1 *set agisurge - 1 *if (equippedaccessory2 = "Mountain King's Jinbaori") *set fortitude - 1 *set powsurge - 1 *if (equippedaccessory2 = "Burning Mitsugake Gloves") *set power - 1 *set agisurge - 1 *if (equippedaccessory2 = "Frozen Prayer Beads") *set fortitude - 1 *set solsurge - 1 *if (equippedaccessory2 = "Rising Dawn Hachimaki") *set soul - 1 *set powsurge - 1 *if (equippedaccessory2 = "Thunderguard Kote") *set power - 1 *set forsurge - 1 *if (equippedaccessory2 = "Waverunner Sandals") *set agility - 1 *set forsurge - 1 *if (equippedaccessory2 = "Howling Sensu Fan") *set agility - 1 *set solsurge - 1 *set equippedaccessory2 "" *return *label unequipbelt *if (equippedbelt != "") *if (equippedbelt = "White Belt") *set prestige - 1 *set chipool - 1 *if (equippedbelt = "Yellow Belt") *set prestige - 1 *set chipool - 1 *set agisurge - 1 *if (equippedbelt = "Orange Belt") *set prestige - 1 *set chipool - 1 *set forsurge - 1 *if (equippedbelt = "Purple Belt") *set prestige - 2 *set chipool - 1 *set solsurge - 1 *if (equippedbelt = "Blue Belt") *set prestige - 2 *set chipool - 1 *set powsurge - 1 *if (equippedbelt = "Green Belt") *set prestige - 2 *set chipool - 1 *set agility - 1 *if (equippedbelt = "Brown Belt") *set prestige - 2 *set chipool - 1 *set fortitude - 1 *if (equippedbelt = "Red Belt") *set prestige - 2 *set health - 1 *set soul - 1 *if (equippedbelt = "Black Belt") *set prestige - 1 *set chipool - 1 *set health - 1 *set power - 1 *set powsurge - 1 *set agisurge - 1 *set forsurge - 1 *set solsurge - 1 *if (equippedbelt = "Northern Icebelt") *set prestige - 3 *set soul - 1 *set fortitude - 1 *if (element1 = "Ice") *set element1rank - 1 *elseif (element2 = "Ice") *set element2rank - 1 *set equippedbelt "" *return *label disrobe [b][$!{clothes} Removed][/b] *line_break *if (clothes = "tight red cheongsam") *if ((bodytype = "Hourglass") or (bodytype = "Bodacious")) *if (persuasion >= 3) [b][Clothing Bonus Removed: Persuasion -1][/b] *set persuasion - 1 *else [b][Clothing Bonus Removed: Deception -1][/b] *set deception - 1 *elseif ((clothes = "red dragon-emblazoned kimono") or (clothes = "gold dragon-emblazoned kimono")) *if (race = "Human") [b][Clothing Bonus Removed: Prestige Decreased][/b] *set prestige - 1 *elseif (clothes = "whitefur-collared brown leathers") *if (race = "Lunargoth") *set prestige - 1 [b][Clothing Bonus Removed: Prestige Decreased][/b] *if (style = "Midorikatai") and (stylerank >= 3) *line_break [b][Clothing Bonus Removed: Chi -1][/b] *set chipool - 1 *elseif (clothes = "goldfur-collared black leathers") *if (race = "Lunargoth") *set prestige - 1 [b][Clothing Bonus Removed: Prestige Decreased][/b] *if (style = "Midorikatai") and (stylerank >= 3) *line_break [b][Clothing Bonus Removed: Chi -1][/b] *set chipool - 1 *elseif (((((((((clothes = "green, red, and white jūnihitoe") or (clothes = "blue and black sokutai")) or (clothes = customclothing_1)) or (clothes = customclothing_2)) or (clothes = customclothing_3)) or (clothes = "sacred cerulean chakkri")) or (clothes = "sacred cerulean kesa")) or (clothes = "mystic yellow shenyi")) or (clothes = "bladed scarlet kamoshimo")) [b][Clothing Bonus Removed: Prestige Decreased][/b] *set prestige - 1 *elseif (((clothes = "royal purple kimono") or (clothes = "royal purple hakama")) or (clothes = "royal purple haori")) *set prestige - 2 *set retainer_morale - 5 [b][Clothing Bonus Removed: Prestige Decreased][/b] *line_break [b][Clothing Bonus Removed: Retainer Morale Decreased][/b] *elseif (clothes = "cursed purple shozoku") [b][Clothing Bonus Removed: Stealth -1][/b] *set stealth - 1 *elseif (clothes = "cursed purple kunoichi outfit") [b][Clothing Bonus Removed: Deception -1][/b] *set deception - 1 *set clothes "" *return *label unequiparmor *if ((equippedoutfit = "Thunderfall Combat Gi") or (equippedoutfit = "Black Combat Gi")) *set health - 1 *elseif (equippedoutfit = "White Combat Gi") *set chi - 1 *elseif (equippedoutfit = "Weighted Clothing") *if ((weight >= 9) and (chapter >= 6.5)) *set power + 1 *set agility + 1 *set weight - 5 *set equippedoutfit "" *return