*label statcheck *if (sonarmode) [b][Battle Report][/b] *else *image https://www.auraclash.com/assets/img/ap-battle-report.png left *line_break *line_break *if (advancement > 0) *temp maxhealth (health+(fortitude / 2)) *if (((fortitude / 2) 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 displayhealth "" *temp displaychi "" *temp displaypow "" *temp displayfor "" *temp displayagi "" *temp displaysol "" *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: ${displaychi} *label loop_powstat *set powcount (powcount +1) *if ((powcount <= power) and (pow < (power-powspent))) *set pow (pow+1) *set displaypow "${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} *return *label woundcheck *params pain pblockable eblockable *if (woundbonus != 0) *set aurapressure + (pain * woundbonus) *if ((pblockable) and (pblocktech != "")) [b][Attack blocked by your ${pblocktech}!][/b] *return *elseif ((eblockable) and (eblocktech != "")) [b][Attack blocked by your ${eblocktech}!][/b] *return *if (guardtech > 0) *temp countguard 0 *label checkguard *if (guardtech > 0) *set pain - 1 *set guardtech - 1 *set countguard + 1 *if (pain > 0) *goto checkguard [b][${guardtechname} Technique: ${countguard} Damage Prevented!][/b] *set guardspent true *if (pain > 0) *set wounds + pain *if (wounds = 1) [b][${pain} Wound Suffered][/b] *else [b][${pain} Wounds Suffered][/b] *gosub_scene quicks deathcheck *return *label deathcheck *if (((health + (fortitude / 2)) - wounds) < 1) *if ((immortality != "") and (((chipool + (soul/2)) - chispent) >= 1)) *line_break *temp counter 0 *label spendallchi *if ((((chipool + (soul/2)) - chispent) >= 1)) *set chispent + 1 *set counter + 1 *goto spendallchi *label returntolife *if ((((health + (fortitude / 2)) - wounds) < 1) and (counter > 0)) *set wounds - 1 *set counter - 1 *goto returntolife *elseif (((health + (fortitude / 2)) - wounds) < 1) [b][Not enough chi! ${immortality} Technique Failed!][/b] *goto_scene death *else [b]["${immortality}" Technique Activated][/b] *line_break [b][Death Prevented!][/b] *else *goto_scene death *return *label combatcheck *temp val 0 *temp val2 0 *if (combatstat = "agility") *set combatspent "agispent" *set combatsurge "agisurge" *set agiexp + 1 *elseif (combatstat = "soul") *set combatspent "solspent" *set combatsurge "solsurge" *set solexp + 1 *elseif (combatstat = "power") *set combatspent "powspent" *set combatsurge "powsurge" *set powexp + 1 *elseif (combatstat = "fortitude") *set combatspent "forspent" *set combatsurge "forsurge" *set forexp + 1 *elseif (combatstat = "") [b]The Heavens Frown Upon You! (Bug Found: The combatstat variable is empty!)[/b] *return *else [b]The Heavens Frown Upon You! (Bug Found: The combatstat variable is incorrectly set to ${combatstat}!)[/b] *return *if (combatskill != "") *if ((((((((((((combatskill != "athletics") and (combatskill != "alchemy")) and (combatskill != "craft")) and (combatskill != "deception")) and (combatskill != "handseals")) and (combatskill != "insight")) and (combatskill != "lore")) and (combatskill != "perception")) and (combatskill != "persuasion")) and (combatskill != "survival")) and (combatskill != "stealth")) and (combatskill != "thievery")) [b][Error! Combat skill "${combatskill}" is not a real Skill!][/b] *return *else *if ((({{combatstat}} + {{combatskill}})+cmod) >= combatdiff) *label combatstat1andskillpass [b][$!{combatstat} + $!{combatskill} ${combatdiff} Check Passed][/b] *set passcheck true *elseif (((({{combatstat}} + {{combatskill}})+cmod) >= (combatdiff - {{combatsurge}})) and (({{combatstat}} - {{combatspent}}) >= (combatdiff - (({{combatstat}} + {{combatskill}})+cmod)))) *set val (combatdiff - ({{combatstat}} + {{combatskill}})) *if (val > 1) [b][${val} $!{combatstat} Cores Spent][/b] *else [b][${val} $!{combatstat} Core Spent][/b] *set {combatspent} + val *line_break *goto combatstat1andskillpass *elsif (((({{combatstat}} + {{combatskill}})+cmod) >= (combatdiff - {{combatsurge}})) and (({{combatstat}} - {{combatspent}}) < (combatdiff - (({{combatstat}} + {{combatskill}})+cmod)))) [b][Not Enough $!{combatstat} Chi Remaining][/b] *line_break *goto combatcheckfail1 *else *label combatcheckfail1 [b][$!{combatstat} + $!{combatskill} ${combatdiff} Check Failed][/b] *set passcheck false *elseif (combatstat2 != "") *if (combatstat2 = "agility") *set combatspent2 "agispent" *set combatsurge2 "agisurge" *set agiexp + 1 *elseif (combatstat2 = "soul") *set combatspent2 "solspent" *set combatsurge2 "solsurge" *set solexp + 1 *elseif (combatstat2 = "power") *set combatspent2 "powspent" *set combatsurge2 "powsurge" *set powexp + 1 *elseif (combatstat2 = "fortitude") *set combatspent2 "forspent" *set combatsurge2 "forsurge" *set forexp + 1 *else [b]The Heavens Frown Upon You! (Bug Found: The combatstat2 variable is incorrectly set to ${combatstat2}! ${buggin})[/b] *if ((({{combatstat}} + {{combatstat2}})+cmod) >= combatdiff) *label combatstat1and2pass [b][$!{combatstat} + $!{combatstat2} ${combatdiff} Check Passed][/b] *set passcheck true *elseif ((((({{combatstat}} + {{combatstat2}})+cmod) >= (combatdiff - {{combatsurge}})) or ((({{combatstat}} + {{combatstat2}})+cmod) >= (combatdiff - {{combatsurge2}}))) and ((({{combatstat}} - {{combatspent}}) + ({{combatstat2}} - {{combatspent2}})) >= (combatdiff - (({{combatstat}} + {{combatstat2}})+cmod)))) *temp switchcores false *temp corecost (combatdiff - ({{combatstat}} + {{combatstat2}})) *label dualcoresurge *if (switchcores = false) and (({{combatstat}} - {{combatspent}}) >= 1) *set val + 1 *set switchcores true *else *set val2 + 1 *set switchcores false *set corecost - 1 *if (corecost != 0) *goto dualcoresurge *if (val != 0) *if (val > 1) [b][${val} $!{combatstat} Cores Spent][/b] *else [b][${val} $!{combatstat} Core Spent][/b] *line_break *set {combatspent} + val *if (val2 != 0) *if (val2 > 1) [b][${val2} $!{combatstat2} Cores Spent][/b] *else [b][${val2} $!{combatstat2} Core Spent][/b] *line_break *set {combatspent2} + val2 *goto combatstat1and2pass *elseif ((((({{combatstat}} + {{combatstat2}})+cmod) >= (combatdiff - {{combatsurge}})) or ((({{combatstat}} + {{combatstat2}})+cmod) >= (combatdiff - {{combatsurge2}}))) and ((({{combatstat}} - {{combatspent}}) + ({{combatstat2}} - {{combatspent2}})) < (combatdiff - (({{combatstat}} + {{combatstat2}})+cmod)))) [b][Not Enough $!{combatstat} Chi and/or $!{combatstat2} Chi Remaining][/b] *line_break *goto combatcheckfail2 *else *label combatcheckfail2 [b][$!{combatstat} + $!{combatstat2} ${combatdiff} Check Failed][/b] *set passcheck false *elseif (((weapontest) and (equippedweapon != "")) and ((equippedweapon2 != "") or ({weaponbonus#2} > {weaponbonus2#2}))) *if (((({{combatstat}} + {weaponbonus#2})+cmod) + weaponboost) >= combatdiff) *label combatstat1andweppass [b][Weapon Quality + $!{combatstat} ${combatdiff} Check Passed][/b] *set passcheck true *elseif ((((({{combatstat}} + {weaponbonus#2})+cmod) + weaponboost) >= (combatdiff - {{combatsurge}})) and (({{combatstat}} - {{combatspent}}) >= (combatdiff - ((({{combatstat}} + {weaponbonus#2})+cmod) + weaponboost)))) *set val (combatdiff - (({{combatstat}} + {weaponbonus#2}) + weaponboost)) *if (val > 1) [b][${val} $!{combatstat} Cores Spent][/b] *else [b][${val} $!{combatstat} Core Spent][/b] *set {combatspent} + val *line_break *goto combatstat1andweppass *elsif ((((({{combatstat}} + {weaponbonus#2})+cmod) + weaponboost) >= (combatdiff - {{combatsurge}})) and (({{combatstat}} - {{combatspent}}) < (combatdiff - ((({{combatstat}} + {weaponbonus#2})+cmod) + weaponboost)))) [b][Not Enough $!{combatstat} Chi Remaining][/b] *line_break *goto combatcheckfail3 *else *label combatcheckfail3 [b][Weapon Quality + $!{combatstat} ${combatdiff} Check Failed][/b] *set passcheck false *elseif ((weapontest) and (equippedweapon2 != "")) *if (((({{combatstat}} + {weaponbonus2#2})+cmod) + weaponboost) >= combatdiff) *label combatstat1andweppass2 [b][Weapon Quality + $!{combatstat} ${combatdiff} Check Passed][/b] *set passcheck true *elseif ((((({{combatstat}} + {weaponbonus2#2})+cmod) + weaponboost) >= (combatdiff - {{combatsurge}})) and (({{combatstat}} - {{combatspent}}) >= (combatdiff - ((({{combatstat}} + {weaponbonus2#2})+cmod) + weaponboost)))) *set val (combatdiff - (({{combatstat}} + {weaponbonus2#2}) + weaponboost)) *if (val > 1) [b][${val} $!{combatstat} Cores Spent][/b] *else [b][${val} $!{combatstat} Core Spent][/b] *set {combatspent} + val *line_break *goto combatstat1andweppass2 *elsif ((((({{combatstat}} + {weaponbonus2#2})+cmod) + weaponboost) >= (combatdiff - {{combatsurge}})) and (({{combatstat}} - {{combatspent}}) < (combatdiff - ((({{combatstat}} + {weaponbonus2#2})+cmod) + weaponboost)))) [b][Not Enough $!{combatstat} Chi Remaining][/b] *line_break *goto combatcheckfail3_2 *else *label combatcheckfail3_2 [b][Weapon Quality + $!{combatstat} ${combatdiff} Check Failed][/b] *set passcheck false *else *if (({{combatstat}}+cmod) >= combatdiff) *label combatstat1pass [b][$!{combatstat} ${combatdiff} Check Passed][/b] *set passcheck true *elseif ((({{combatstat}}+cmod) >= (combatdiff - {{combatsurge}})) and (({{combatstat}} - {{combatspent}}) >= ((combatdiff - {{combatstat}})+cmod))) *set val (combatdiff - {{combatstat}}) *if (val > 1) [b][${val} $!{combatstat} Cores Spent][/b] *else [b][${val} $!{combatstat} Core Spent][/b] *set {combatspent} + val *line_break *goto combatstat1pass *elseif ((({{combatstat}}+cmod) >= (combatdiff - {{combatsurge}})) and (({{combatstat}} - {{combatspent}}) < ((combatdiff - {{combatstat}})+cmod))) [b][Not Enough $!{combatstat} Chi Remaining][/b] *line_break *goto combatcheckfail14 *else *label combatcheckfail14 [b][$!{combatstat} ${combatdiff} Check Failed][/b] *set passcheck false *if (({weaponbonus#3} = 1) or ({weaponbonus2#3} = 1)) *if (powspent >= power) *set powspent (power - 1) *if (solspent >= soul) *set solspent (soul - 1) *if (({weaponbonus#3} = 2) or ({weaponbonus2#3} = 2)) *if (forspent >= fortitude) *set forspent (fortitude - 1) *if (agispent >= agility) *set agispent (agility - 1) *if (({weaponbonus#3} = 3) or ({weaponbonus2#3} = 3)) *if (forspent >= fortitude) *set forspent (fortitude - 1) *if (solspent >= soul) *set solspent (soul - 1) *if (({weaponbonus#3} = 4) or ({weaponbonus2#3} = 4)) *if (powspent >= power) *set powspent (power - 1) *if (agispent >= agility) *set agispent (agility - 1) *set weapontest false *set combatdiff 0 *set cmod 0 *set combatstat "" *set combatstat2 "" *set combatskill "" *set combatsurge "" *set combatsurge2 "" *set combatspent "" *set combatspent2 "" *return *label timepass *if (weight >= chapter) *if ((mortallimits) and (aurapressure >= apregionmax)) *set aurapressure + round(athletics/2) *else *set aurapressure + (1+(round(athletics*1.5))) *if (((bodytype = "Agile") or (bodytype = "Legs")) or (bodytype = "Petite")) *set agiexp + 1 *elseif ((bodytype = "Bodacious") or (bodytype = "Manlet")) *set forexp + 1 *else *set powexp + 1 *if (((equippedoutfit = "Weighted Clothing") or (equippedaccessory1 = "Weights of the Flowing Lantern King")) or (equippedaccessory2 = "Weights of the Flowing Lantern King")) *set weightcount + 1 *if (buffersbarrier = true) *if (mortallimits) and (aurapressure >= apregionmax) *set aurapressure + 1 *else *set aurapressure + 2 *if (chistoring = 1) *set chistoring 2 *if (chistoring2 = 1) *set chistoring2 2 *if (wounds >= 1) *if (({weaponbonus#4} = 8) or ({weaponbonus2#4} = 8)) *set wounds 0 *else *set wounds - 1 *if (chispent >= 1) *set chispent - 1 *if ((chispent >= 3) and (style = "Kiihakai")) *set chispent - 1 *if (style = "Aoyusumu") *if (agility < soul) *if (agispent >= 1) *set agispent - 1 *elseif (solspent >= 1) *set solspent - 1 *if ({runesealritual#1} > 4) *if ({runesealritual#2} >= 1) *set athletics - {runesealritual#2} *if ({runesealritual#3} >= 1) *set alchemy - {runesealritual#3} *if ({runesealritual#4} >= 1) *set craft - {runesealritual#4} *if ({runesealritual#5} >= 1) *set deception - {runesealritual#5} *if ({runesealritual#6} >= 1) *set handseals - {runesealritual#6} *if ({runesealritual#7} >= 1) *set insight - {runesealritual#7} *if ({runesealritual#8} >= 1) *set lore - {runesealritual#8} *if ({runesealritual#9} >= 1) *set perception - {runesealritual#9} *if ({runesealritual#10} >= 1) *set persuasion - {runesealritual#10} *if ({runesealritual#11} >= 1) *set stealth - {runesealritual#11} *if ({runesealritual#12} >= 1) *set survival - {runesealritual#12} *if ({runesealritual#13} >= 1) *set thievery - {runesealritual#13} *if ({runesealritual#14} >= 1) *set power - {runesealritual#14} *if ({runesealritual#15} >= 1) *set fortitude - {runesealritual#15} *if ({runesealritual#16} >= 1) *set agility - {runesealritual#16} *if ({runesealritual#17} >= 1) *set soul - {runesealritual#17} *set rune_enhanced false *if (lordboost != 10000) *if ({lordboost#5} >= 1) *set lordboost - 1 *set soul - 1 *if ({lordboost#4} >= 1) *set lordboost - 10 *set agility - 1 *if ({lordboost#3} >= 1) *set lordboost - 100 *set fortitude - 1 *if ({lordboost#2} >= 1) *set lordboost - 1000 *set power - 1 *set lordboost 10000 *if ({radiantacc#4} >= 2) *set radiantacc - 100000000000 *temp chances 0 *if (forspent >= 1) *rand chances 1 4 *if (style = "Midorikatai") *set forspent - 1 *if ((chances = 4) and (forspent >= 1)) *set forspent - 1 *if (powspent >= 1) *rand chances 1 4 *if (style = "Akakiru") *set powspent - 1 *if ((chances = 4) and (powspent >= 1)) *set powspent - 1 *if (agispent >= 1) *rand chances 1 4 *if (style = "Kurokonton") *set agispent - 1 *if ((chances = 4) and (agispent >= 1)) *set agispent - 1 *if (solspent >= 1) *if (style = "Kiihakai") *set solspent - 1 *if ((chances = 4) and (solspent >= 1)) *set solspent - 1 *if (guardspent) *set guardspent false *if (((westwindritualtarget = "athletics") or (westwindritualtarget = "insight")) or (westwindritualtarget = "persuasion")) *set {westwindritualtarget} - 1 *set westwindritualtarget "apval" *if (((eastwindritualtarget = "alchemy") or (eastwindritualtarget = "handseals")) or (eastwindritualtarget = "lore")) *set {eastwindritualtarget} - 1 *set eastwindritualtarget "apval" *if (((southwindritualtarget = "deception") or (southwindritualtarget = "stealth")) or (southwindritualtarget = "thievery")) *set {southwindritualtarget} - 1 *set southwindritualtarget "apval" *if (((northwindritualtarget = "craft") or (northwindritualtarget = "perception")) or (northwindritualtarget = "survival")) *set {northwindritualtarget} - 1 *set northwindritualtarget "apval" *if (brandspent) *if (trialbrand = "Tiger") *set athletics - 1 *set handseals - 1 *elseif (trialbrand = "Snake") *set alchemy - 1 *set deception - 1 *elseif (trialbrand = "Boar") *set survival - 1 *set perception - 1 *elseif (trialbrand = "Rat") *set stealth - 1 *set thievery - 1 *elseif (trialbrand = "Ox") *set craft - 1 *set persuasion - 1 *elseif (trialbrand = "Rabbit") *set lore - 1 *set insight - 1 *set brandspent false *set bankcash round(bankcash * (1 + (bankinterest/100))) *set timepass + 1 *set apval 0 *return *label fightexp *set fightcount + 1 *set dmg 0 *if (woundbonus != 0) *temp val round((10)+(((((chispent+forspent)+agispent)+solspent)+powspent)*0.3)) *else *temp val round((10-wounds)+(((((chispent+forspent)+agispent)+solspent)+powspent)*0.3)) *if (mortallimits) *set val (round(val/2)) [b][Aura Pressure +${val}][/b] *set aurapressure + val *set val 0 *if (weight >= chapter) *line_break *set weightcount + 1 *gosub_scene quicks weightexp *if (fightbonus != 0) *set val fightbonus *if ({weaponbonus#4} = 7) *set val + 3 *if ({weaponbonus2#4} = 7) *set val + 3 *if (val > 0) *line_break *if (mortallimits) *set val (round(val/2)) [b][Enemy Aura Pressure Absorbed: ${val}][/b] *set aurapressure + val *if (({weaponbonus#4} = 8) or ({weaponbonus2#4} = 8)) *if (wounds > 0) *set wounds - 1 *set val 0 *return *label weightexp *temp bonus 0 *set powexp + 1 *set bonus ((round(weight - (chapter - (chapter modulo 1)))) + 1) *if (bonus < 3) *set bonus 3 *elsif (bonus > 6) *set bonus 6 *if ((weight >= 9) and (chapter >= 6.5)) *set bonus + 1 *if ((element1 = "Earth") or (element2 = "Earth")) *set bonus + 1 *if (background = "Blacksmith") *set bonus + 1 *if ((bodytype = "Muscular") or (bodytype = "Dommymommy")) *set bonus + 1 *if (style = "Midorikatai") *if (stylerank >= 1) *set bonus + stylerank *else *set bonus + 1 *set bonus + round(athletics/2) *if ((mortallimits) and (aurapressure >= apregionmax)) *set bonus (round(bonus/2)) *if (bonus < 3) *set bonus 3 *set bonus + (athletics*2) [b][Weighted Clothing Bonus: Aura Pressure +${bonus}] *set aurapressure + bonus *return *label unequipweapon1 *set equippedweapon "" *if ({weaponbonus#6} = 1) *set power - 1 *elseif ({weaponbonus#6} = 2) *set fortitude - 1 *elseif ({weaponbonus#6} = 3) *set agility - 1 *elseif ({weaponbonus#6} = 4) *set soul - 1 *if ({weaponbonus#4} = 1) *set power - 1 *elseif ({weaponbonus#4} = 2) *set fortitude - 1 *elseif ({weaponbonus#4} = 3) *set agility - 1 *elseif ({weaponbonus#4} = 4) *set soul - 1 *elseif ({weaponbonus#4} = 5) *set chipool - 1 *elseif ({weaponbonus#4} = 6) *set health - 1 *if ({weaponbonus#5} = 1) *set athletics - 1 *if ({weaponbonus#5} = 2) *set handseals - 1 *elseif ({weaponbonus#5} = 3) *set insight - 1 *elseif ({weaponbonus#5} = 4) *set perception - 1 *elseif ({weaponbonus#5} = 5) *set stealth - 1 *elseif ({weaponbonus#5} = 6) *set thievery - 1 *elseif ({weaponbonus#5} = 7) *set survival - 1 *if ({weaponbonus#7} != 0) *if ({weaponbonus#7} = 1) *if (element1 = "Darkness") *set element1rank - 1 *elseif (element2 = "Darkness") *set element2rank - 1 *elseif ({weaponbonus#7} = 2) *if (element1 = "Earth") *set element1rank - 1 *elseif (element2 = "Earth") *set element2rank - 1 *elseif ({weaponbonus#7} = 3) *if (element1 = "Fire") *set element1rank - 1 *elseif (element2 = "Fire") *set element2rank - 1 *elseif ({weaponbonus#7} = 4) *if (element1 = "Ice") *set element1rank - 1 *elseif (element2 = "Ice") *set element2rank - 1 *elseif ({weaponbonus#7} = 5) *if (element1 = "Light") *set element1rank - 1 *elseif (element2 = "Light") *set element2rank - 1 *elseif ({weaponbonus#7} = 6) *if (element1 = "Storm") *set element1rank - 1 *elseif (element2 = "Storm") *set element2rank - 1 *elseif ({weaponbonus#7} = 7) *if (element1 = "Water") *set element1rank - 1 *elseif (element2 = "Water") *set element2rank - 1 *elseif ({weaponbonus#7} = 8) *if (element1 = "Wind") *set element1rank - 1 *elseif (element2 = "Wind") *set element2rank - 1 *set weaponbonus 000000000 *return *label unequipweapon2 *set equippedweapon2 "" *if ({weaponbonus2#6} = 1) *set power - 1 *elseif ({weaponbonus2#6} = 2) *set fortitude - 1 *elseif ({weaponbonus2#6} = 3) *set soul - 1 *elseif ({weaponbonus2#6} = 4) *set agility - 1 *if ({weaponbonus2#4} = 1) *set power - 1 *elseif ({weaponbonus2#4} = 2) *set fortitude - 1 *elseif ({weaponbonus2#4} = 3) *set agility - 1 *elseif ({weaponbonus2#4} = 4) *set soul - 1 *elseif ({weaponbonus2#4} = 5) *set chipool - 1 *elseif ({weaponbonus2#4} = 6) *set health - 1 *if ({weaponbonus2#5} = 1) *set athletics - 1 *if ({weaponbonus2#5} = 2) *set handseals - 1 *elseif ({weaponbonus2#5} = 3) *set insight - 1 *elseif ({weaponbonus2#5} = 4) *set perception - 1 *elseif ({weaponbonus2#5} = 5) *set stealth - 1 *elseif ({weaponbonus2#5} = 6) *set thievery - 1 *elseif ({weaponbonus2#5} = 7) *set survival - 1 *if ({weaponbonus2#7} != 0) *if ({weaponbonus2#7} = 1) *if (element1 = "Darkness") *set element1rank - 1 *elseif (element2 = "Darkness") *set element2rank - 1 *elseif ({weaponbonus2#7} = 2) *if (element1 = "Earth") *set element1rank - 1 *elseif (element2 = "Earth") *set element2rank - 1 *elseif ({weaponbonus2#7} = 3) *if (element1 = "Fire") *set element1rank - 1 *elseif (element2 = "Fire") *set element2rank - 1 *elseif ({weaponbonus2#7} = 4) *if (element1 = "Ice") *set element1rank - 1 *elseif (element2 = "Ice") *set element2rank - 1 *elseif ({weaponbonus2#7} = 5) *if (element1 = "Light") *set element1rank - 1 *elseif (element2 = "Light") *set element2rank - 1 *elseif ({weaponbonus2#7} = 6) *if (element1 = "Storm") *set element1rank - 1 *elseif (element2 = "Storm") *set element2rank - 1 *elseif ({weaponbonus2#7} = 7) *if (element1 = "Water") *set element1rank - 1 *elseif (element2 = "Water") *set element2rank - 1 *elseif ({weaponbonus2#7} = 8) *if (element1 = "Wind") *set element1rank - 1 *elseif (element2 = "Wind") *set element2rank - 1 *set weaponbonus2 000000000 *return *label fuuinjutsudescription *if (handseals = 1) [b][Fuuinjutsu Unlocked!][/b] *line_break [b][Fuuinjutsu is the ability to store mundane objects into rectangular strips of paper called Seal tags. By invoking the right finger formations over an object and inscribing the right sigils onto a piece of paper nearby, the object vanishes into the paper seal tag and can be summoned back at any time by ripping the Seal tag in half.][/b] *return *label apboost *if (jadedragonfoundation) *set apval round(apval * 1.4) *elseif ((mortallimits) and (aurapressure >= (apregionmax * 1.5))) *if ((apval modulo 1) >= 0.5) *set apval - 0.5 *set apval round(apval) *if (apval < 1) *set apval 1 [b][AP Gain Decreased by 75%][/b] *line_break *elseif ((mortallimits) and (aurapressure >= apregionmax)) *set apval / 2 *if ((apval modulo 1) = 0.5) *set apval - 0.5 *if (apval < 1) *set apval 1 [b][AP Gain Decreased by 50%][/b] *line_break [b][Aura Pressure +${apval}][/b] *set aurapressure + apval *set apval 0 *return *label aploss *if ((mortallimits) and ((aurapressure - apval) >= apregionmax)) *set apval / 2 *if ((apval modulo 1) = 0.5) *set apval - 0.5 *if (apval < 1) *set apval 1 [b][Regional AP Limit Exceeded, AP Loss Decreased by 50%][/b] *line_break [b][Lost ${apval} Aura Pressure][/b] *set aurapressure - apval *set apval 0 *return *label weaponbonuses *if ({weaponbonus#6} = 1) *set power + 1 *elseif ({weaponbonus#6} = 2) *set fortitude + 1 *elseif ({weaponbonus#6} = 3) *set agility + 1 *elseif ({weaponbonus#6} = 4) *set soul + 1 *if ({weaponbonus#4} = 1) *set power + 1 *elseif ({weaponbonus#4} = 2) *set fortitude + 1 *elseif ({weaponbonus#4} = 3) *set agility + 1 *elseif ({weaponbonus#4} = 4) *set soul + 1 *elseif ({weaponbonus#4} = 5) *set chipool + 1 *elseif ({weaponbonus#4} = 6) *set health + 1 *elseif ({weaponbonus#4} = 9) *if (chistoring != 1) *set chistoring 2 *if ({weaponbonus#5} = 1) *set athletics + 1 *if ({weaponbonus#5} = 2) *set handseals + 1 *elseif ({weaponbonus#5} = 3) *set insight + 1 *elseif ({weaponbonus#5} = 4) *set perception + 1 *elseif ({weaponbonus#5} = 5) *set stealth + 1 *elseif ({weaponbonus#5} = 6) *set thievery + 1 *elseif ({weaponbonus#5} = 7) *set survival + 1 *if ({weaponbonus#7} != 0) *if ({weaponbonus#7} = 1) *if (element1 = "Darkness") *set element1rank + 1 *elseif (element2 = "Darkness") *set element2rank + 1 *elseif ({weaponbonus#7} = 2) *if (element1 = "Earth") *set element1rank + 1 *elseif (element2 = "Earth") *set element2rank + 1 *elseif ({weaponbonus#7} = 3) *if (element1 = "Fire") *set element1rank + 1 *elseif (element2 = "Fire") *set element2rank + 1 *elseif ({weaponbonus#7} = 4) *if (element1 = "Ice") *set element1rank + 1 *elseif (element2 = "Ice") *set element2rank + 1 *elseif ({weaponbonus#7} = 5) *if (element1 = "Light") *set element1rank + 1 *elseif (element2 = "Light") *set element2rank + 1 *elseif ({weaponbonus#7} = 6) *if (element1 = "Storm") *set element1rank + 1 *elseif (element2 = "Storm") *set element2rank + 1 *elseif ({weaponbonus#7} = 7) *if (element1 = "Water") *set element1rank + 1 *elseif (element2 = "Water") *set element2rank + 1 *elseif ({weaponbonus#7} = 8) *if (element1 = "Wind") *set element1rank + 1 *elseif (element2 = "Wind") *set element2rank + 1 *return *label weaponbonuses2 *if ({weaponbonus2#6} = 1) *set power + 1 *elseif ({weaponbonus2#6} = 2) *set fortitude + 1 *elseif ({weaponbonus2#6} = 3) *set agility + 1 *elseif ({weaponbonus2#6} = 4) *set soul + 1 *if ({weaponbonus2#4} = 1) *set power + 1 *elseif ({weaponbonus2#4} = 2) *set fortitude + 1 *elseif ({weaponbonus2#4} = 3) *set agility + 1 *elseif ({weaponbonus2#4} = 4) *set soul + 1 *elseif ({weaponbonus2#4} = 5) *set chipool + 1 *elseif ({weaponbonus2#4} = 6) *set health + 1 *elseif ({weaponbonus2#4} = 9) *if (chistoring2 != 1) *set chistoring2 2 *if ({weaponbonus2#5} = 1) *set athletics + 1 *if ({weaponbonus2#5} = 2) *set handseals + 1 *elseif ({weaponbonus2#5} = 3) *set insight + 1 *elseif ({weaponbonus2#5} = 4) *set perception + 1 *elseif ({weaponbonus2#5} = 5) *set stealth + 1 *elseif ({weaponbonus2#5} = 6) *set thievery + 1 *elseif ({weaponbonus2#5} = 7) *set survival + 1 *if ({weaponbonus2#7} != 0) *if ({weaponbonus2#7} = 1) *if (element1 = "Darkness") *set element1rank + 1 *elseif (element2 = "Darkness") *set element2rank + 1 *elseif ({weaponbonus2#7} = 2) *if (element1 = "Earth") *set element1rank + 1 *elseif (element2 = "Earth") *set element2rank + 1 *elseif ({weaponbonus2#7} = 3) *if (element1 = "Fire") *set element1rank + 1 *elseif (element2 = "Fire") *set element2rank + 1 *elseif ({weaponbonus2#7} = 4) *if (element1 = "Ice") *set element1rank + 1 *elseif (element2 = "Ice") *set element2rank + 1 *elseif ({weaponbonus2#7} = 5) *if (element1 = "Light") *set element1rank + 1 *elseif (element2 = "Light") *set element2rank + 1 *elseif ({weaponbonus2#7} = 6) *if (element1 = "Storm") *set element1rank + 1 *elseif (element2 = "Storm") *set element2rank + 1 *elseif ({weaponbonus2#7} = 7) *if (element1 = "Water") *set element1rank + 1 *elseif (element2 = "Water") *set element2rank + 1 *elseif ({weaponbonus2#7} = 8) *if (element1 = "Wind") *set element1rank + 1 *elseif (element2 = "Wind") *set element2rank + 1 *return *label equipbelt *if ({beltbonus#3} >= 1) *set prestige + {beltbonus#3} *if ({beltbonus#4} >= 1) *if ({beltbonus#4} = 1) *set chipool + 1 *elseif ({beltbonus#4} = 2) *set health + 1 *elseif ({beltbonus#4} = 3) *set chipool + 2 *elseif ({beltbonus#4} = 4) *set health + 2 *if ({beltbonus#5} >= 1) *if ({beltbonus#5} = 1) *set power + 1 *elseif ({beltbonus#5} = 2) *Set fortitude + 1 *elseif ({beltbonus#5} = 3) *set agility + 1 *elseif ({beltbonus#5} = 4) *set soul + 1 *if ({beltbonus#6} >= 1) *if ({beltbonus#6} = 1) *set alchemy + 1 *elseif ({beltbonus#6} = 2) *Set athletics + 1 *elseif ({beltbonus#6} = 3) *set craft + 1 *elseif ({beltbonus#6} = 4) *set deception + 1 *elseif ({beltbonus#6} = 5) *set handseals + 1 *elseif ({beltbonus#6} = 6) *set insight + 1 *if ({beltbonus#7} >= 1) *if ({beltbonus#6} = 1) *set lore + 1 *elseif ({beltbonus#6} = 2) *Set perception + 1 *elseif ({beltbonus#6} = 3) *set persuasion + 1 *elseif ({beltbonus#6} = 4) *set stealth + 1 *elseif ({beltbonus#6} = 5) *set survival + 1 *elseif ({beltbonus#6} = 6) *set thievery + 1 *return *label unequipbelt *if ({beltbonus#3} >= 1) *set prestige - {beltbonus#3} *if ({beltbonus#4} >= 1) *if ({beltbonus#4} = 1) *set chipool - 1 *elseif ({beltbonus#4} = 2) *set health - 1 *elseif ({beltbonus#4} = 3) *set chipool - 2 *elseif ({beltbonus#4} = 4) *set health - 2 *if ({beltbonus#5} >= 1) *if ({beltbonus#5} = 1) *set power - 1 *elseif ({beltbonus#5} = 2) *Set fortitude - 1 *elseif ({beltbonus#5} = 3) *set agility - 1 *elseif ({beltbonus#5} = 4) *set soul - 1 *if ({beltbonus#6} >= 1) *if ({beltbonus#6} = 1) *set alchemy - 1 *elseif ({beltbonus#6} = 2) *Set athletics - 1 *elseif ({beltbonus#6} = 3) *set craft - 1 *elseif ({beltbonus#6} = 4) *set deception - 1 *elseif ({beltbonus#6} = 5) *set handseals - 1 *elseif ({beltbonus#6} = 6) *set insight - 1 *if ({beltbonus#7} >= 1) *if ({beltbonus#6} = 1) *set lore - 1 *elseif ({beltbonus#6} = 2) *set perception - 1 *elseif ({beltbonus#6} = 3) *set persuasion - 1 *elseif ({beltbonus#6} = 4) *set stealth - 1 *elseif ({beltbonus#6} = 5) *set survival - 1 *elseif ({beltbonus#6} = 6) *set thievery - 1 *set equippedbelt "" *set beltbonus 0000000000 *return *label beltdisplay *params belttype beltname itemlist *if (belttype != 0000000000) *if (itemlist) ${beltname#1} ${beltname} *if ({belttype#4} >= 1) *if ({belttype#4} = 1) [+1 Chi] *elseif ({belttype#4} = 2) [+1 Health] *elseif ({belttype#4} = 3) [+2 Chi] *elseif ({belttype#4} = 4) [+2 Health] *if ({belttype#5} >= 1) *if ({belttype#5} = 1) [+1 Power] *elseif ({belttype#5} = 2) [+1 Fortitude] *elseif ({belttype#5} = 3) [+1 Agility] *elseif ({belttype#5} = 4) [+1 Soul] *if ({belttype#6} >= 1) *if ({belttype#6} = 1) [+1 Alchemy] *elseif ({belttype#6} = 2) [+1 Athletics] *elseif ({belttype#6} = 3) [+1 Craft] *elseif ({belttype#6} = 4) [+1 Deception] *elseif ({belttype#6} = 5) [+1 Handseals] *elseif ({belttype#6} = 6) [+1 Insight] *if ({belttype#7} >= 1) *if ({belttype#6} = 1) [+1 Lore] *elseif ({belttype#6} = 2) [+1 Perception] *elseif ({belttype#6} = 3) [+1 Persuasion] *elseif ({belttype#6} = 4) [+1 Stealth] *elseif ({belttype#6} = 5) [+1 Survival] *elseif ({belttype#6} = 6) [+1 Thievery] *if ((equippedbelt = beltname) and (itemlist)) [Equipped] *return *label wepdisplay *params wepvar wepname itemlist *if (wepvar != 000000000) *if (itemlist) ${wepvar#1} *if (({wepvar#2} = 1) and (wepname != "Muramasa")) Improved *elseif ({wepvar#2} = 2) Mastercrafted *elseif ({wepvar#2} >= 3) Mythic *if ({wepvar#3} = 1) Jade *elseif ({wepvar#3} = 2) Beastbone *elseif ({wepvar#3} = 3) Snowsteel *elseif ({wepvar#3} = 4) Truegold ${wepname} *if ({wepvar#6} = 1) [+1 Power] *elseif ({wepvar#6} = 2) [+1 Fortitude] *elseif ({wepvar#6} = 3) [+1 Agility] *elseif ({wepvar#6} = 4) [+1 Soul] *if ({wepvar#4} = 1) [+1 Power] *elseif ({wepvar#4} = 2) [+1 Fortitude] *elseif ({wepvar#4} = 3) [+1 Agility] *elseif ({wepvar#4} = 4) [+1 Soul] *elseif ({wepvar#4} = 5) [+1 Chi] *elseif ({wepvar#4} = 6) [+1 Health] *elseif ({wepvar#4} = 7) [Soulstealing] *elseif ({wepvar#4} = 8) [Regenerating] *elseif ({wepvar#4} = 9) [Chi Storing] *if ({wepvar#5} = 1) [+1 Athletics] *elseif ({wepvar#5} = 2) [+1 Handseals] *elseif ({wepvar#5} = 3) [+1 Insight] *elseif ({wepvar#5} = 4) [+1 Perception] *elseif ({wepvar#5} = 5) [+1 Stealth] *elseif ({wepvar#5} = 6) [+1 Thievery] *elseif ({wepvar#5} = 7) [+1 Survival] *if ({wepvar#7} != 0) *if ({wepvar#7} = 1) [Darkness Mastery] *elseif ({wepvar#7} = 2) [Earth Mastery] *elseif ({wepvar#7} = 3) [Fire Mastery] *elseif ({wepvar#7} = 4) [Ice Mastery] *elseif ({wepvar#7} = 5) [Light Mastery] *elseif ({wepvar#7} = 6) [Storm Mastery] *elseif ({wepvar#7} = 7) [Water Mastery] *elseif ({wepvar#7} = 8) [Wind Mastery] *if ((equippedweapon = wepname) and (itemlist)) [EQUIPPED] *return *label unfocuscore *params emptiedcore *if (({techslotcode[emptiedcore]#2} = 1) or ({techslotcode[emptiedcore]#2} = 6)) *if ({techslotcode[emptiedcore]#3} = 1) *set powsurge - 1 *elseif ({techslotcode[emptiedcore]#3} = 2) *Set forsurge - 1 *elseif ({techslotcode[emptiedcore]#3} = 3) *set agisurge - 1 *elseif ({techslotcode[emptiedcore]#3} = 4) *set solsurge - 1 *else [b][THE HEAVENS BETRAY YOU! (Error: Wrong Surge Value)][/b] *elseif (({techslotcode[emptiedcore]#2} = 2) or ({techslotcode[emptiedcore]#2} = 7)) *if ({techslotcode[emptiedcore]#3} = 1) *set power - 1 *elseif ({techslotcode[emptiedcore]#3} = 2) *Set fortitude - 1 *elseif ({techslotcode[emptiedcore]#3} = 3) *set agility - 1 *elseif ({techslotcode[emptiedcore]#3} = 4) *set soul - 1 *else [b][THE HEAVENS BETRAY YOU! (Error: Wrong Core Being Increased)][/b] *elseif ({techslotcode[emptiedcore]#2} = 3) *if ({techslotcode[emptiedcore]#4} = 1) *set element1rank - 1 *elseif ({techslotcode[emptiedcore]#4} = 2) *set element2rank - 1 *elseif ({techslotcode[emptiedcore]#4} = 3) *set stylerank - 1 *else [b][THE HEAVENS BETRAY YOU! (Error: Wrong Element Rank Increased)][/b] *elseif ({techslotcode[emptiedcore]#2} = 4) *set pblocktech "" *if (({techslotcode[1]#2} = 4) and (emptiedcore != 1)) *set pblocktech techslotname[1] *elseif (({techslotcode[2]#2} = 4) and (emptiedcore != 2)) *set pblocktech techslotname[2] *elseif (({techslotcode[3]#2} = 4) and (emptiedcore != 3)) *set pblocktech techslotname[3] *elseif (({techslotcode[4]#2} = 4) and (emptiedcore != 4)) *set pblocktech techslotname[4] *elseif ({techslotcode[emptiedcore]#2} = 9) *set eblocktech "" *if (({techslotcode[1]#2} = 9) and (emptiedcore != 1)) *set eblocktech techslotname[1] *elseif (({techslotcode[2]#2} = 9) and (emptiedcore != 2)) *set eblocktech techslotname[2] *elseif (({techslotcode[3]#2} = 9) and (emptiedcore != 3)) *set eblocktech techslotname[3] *elseif (({techslotcode[4]#2} = 9) and (emptiedcore != 4)) *set eblocktech techslotname[4] *elseif (race = "Lunargoth") *set eblocktech "Indomitable Will" *elseif ({techslotcode[emptiedcore]#2} = 8) *if ({techslotcode[emptiedcore]#10} = 1) *set chipool - 1 *elseif ({techslotcode[emptiedcore]#10} = 2) *set health - 1 *elseif ({techslotcode[emptiedcore]#10} = 3) *set chipool - 2 *elseif ({techslotcode[emptiedcore]#10} = 4) *set health - 2 *if ((({techslotcode[emptiedcore]#2} = 5) or ({techslotcode[emptiedcore]#2} = 6)) or ({techslotcode[emptiedcore]#2} = 7)) *if ({techslotcode[emptiedcore]#5} = 1) *set alchemy - 1 *elseif ({techslotcode[emptiedcore]#5} = 2) *set athletics - 1 *elseif ({techslotcode[emptiedcore]#5} = 3) *set craft - 1 *elseif ({techslotcode[emptiedcore]#5} = 4) *set deception - 1 *elseif ({techslotcode[emptiedcore]#5} = 5) *set handseals - 1 *elseif ({techslotcode[emptiedcore]#5} = 6) *set insight - 1 *if ({techslotcode[emptiedcore]#6} = 1) *set lore - 1 *elseif ({techslotcode[emptiedcore]#6} = 2) *set perception - 1 *elseif ({techslotcode[emptiedcore]#6} = 3) *set persuasion - 1 *elseif ({techslotcode[emptiedcore]#6} = 4) *set stealth - 1 *elseif ({techslotcode[emptiedcore]#6} = 5) *set survival - 1 *elseif ({techslotcode[emptiedcore]#6} = 6) *set thievery - 1 *if ({techslotcode[emptiedcore]#7} = 7) *if ((((({techslotcode[1]#7} = 7) and (emptiedcore != 1)) or (({techslotcode[2]#7} = 7) and (emptiedcore != 2))) or (({techslotcode[3]#7} = 7) and (emptiedcore != 3))) or (({techslotcode[4]#7} = 7) and (emptiedcore != 4))) *set dualwield true *else *set dualwield false *if (equippedweapon2 != "") *gosub_scene quicks unequipweapon2 *if ({techslotcode[emptiedcore]#7} = 9) *set guardtechname "" *if (({techslotcode[1]#7} = 9) and (emptiedcore != 1)) *set guardtechname techslotname[1] *elseif (({techslotcode[2]#7} = 9) and (emptiedcore != 2)) *set guardtechname techslotname[2] *elseif (({techslotcode[3]#7} = 9) and (emptiedcore != 3)) *set guardtechname techslotname[3] *elseif (({techslotcode[4]#7} = 9) and (emptiedcore != 4)) *set guardtechname techslotname[4] *else *set guardtech 0 *set techslotname[emptiedcore] "" *set techslotcode[emptiedcore] 0000000000000000 *return *label focuscore *params techname techcode *if (techslotcode[{techcode#1}] != 0000000000000000) *gosub_scene quicks unfocuscore {techcode#1} *set techslotname[{techcode#1}] techname *set techslotcode[{techcode#1}] techcode *if (({techcode#2} = 1) or ({techcode#2} = 6)) *if ({techcode#3} = 1) *set powsurge + 1 *elseif ({techcode#3} = 2) *Set forsurge + 1 *elseif ({techcode#3} = 3) *set agisurge + 1 *elseif ({techcode#3} = 4) *set solsurge + 1 *else [b][THE HEAVENS BETRAY YOU! (Error: Wrong Surge Value)][/b] *elseif (({techcode#2} = 2) or ({techcode#2} = 7)) *if ({techcode#3} = 1) *set power + 1 *elseif ({techcode#3} = 2) *Set fortitude + 1 *elseif ({techcode#3} = 3) *set agility + 1 *elseif ({techcode#3} = 4) *set soul + 1 *else [b][THE HEAVENS BETRAY YOU! (Error: Wrong Core Being Increased)][/b] *elseif ({techcode#2} = 3) *if ({techcode#4} = 1) *set element1rank + 1 *elseif ({techcode#4} = 2) *set element2rank + 1 *elseif ({techcode#4} = 3) *set stylerank + 1 *else [b][THE HEAVENS BETRAY YOU! (Error: Wrong Element Rank Increased)][/b] *comment Only one of these should be slottable, the rest should be passive *elseif ({techcode#2} = 4) *set pblocktech techname *elseif ({techcode#2} = 9) *set eblocktech techname *elseif ({techcode#2} = 8) *if ({techcode#10} = 1) *set chipool + 1 *elseif ({techcode#10} = 2) *set health + 1 *elseif ({techcode#10} = 3) *set chipool + 2 *elseif ({techcode#10} = 4) *set health + 2 *if ((({techcode#2} = 5) or ({techcode#2} = 6)) or ({techcode#2} = 7)) *if ({techcode#5} = 1) *set alchemy + 1 *elseif ({techcode#5} = 2) *set athletics + 1 *elseif ({techcode#5} = 3) *set craft + 1 *elseif ({techcode#5} = 4) *set deception + 1 *elseif ({techcode#5} = 5) *set handseals + 1 *elseif ({techcode#5} = 6) *set insight + 1 *if ({techcode#6} = 1) *set lore + 1 *elseif ({techcode#6} = 2) *set perception + 1 *elseif ({techcode#6} = 3) *set persuasion + 1 *elseif ({techcode#6} = 4) *set stealth + 1 *elseif ({techcode#6} = 5) *set survival + 1 *elseif ({techcode#6} = 6) *set thievery + 1 *if ({techcode#7} = 7) *set dualwield true *if (({techcode#7} = 9) and (guardspent = false)) *set guardtech (round(soul / 3)) *set guardtechname techname *return *label learntech *params techcode techname techdesc *temp counter 1 *temp val 0 *label findemptyslot *if (knowntechname[counter] = techname) [b][You already know the ${techname} Technique!][/b] *return *if (knowntechcode[counter] = 0000000000000000) *set knowntechname[counter] techname *set knowntechcode[counter] techcode *set knowntechdesc[counter] techdesc [b][${knowntechname[counter]} Technique Acquired!][/b] *label processpassives *if (({knowntechcode[counter]#2} = 3) and ({knowntechcode[counter]#4} != 0)) *if ({knowntechcode#4} = 1) *set element1rank + 1 *elseif ({knowntechcode#4} = 2) *set element2rank + 1 *elseif ({knowntechcode#4} = 3) *set stylerank + 1 *if (((((({knowntechcode[counter]#2} != 1) and ({knowntechcode[counter]#2} != 2)) and ({knowntechcode[counter]#2} != 6)) and ({knowntechcode[counter]#2} != 7)) or ({knowntechcode[counter]#1} = 5)) and ({knowntechcode[counter]#3} != 0)) *if ({knowntechcode[counter]#3} = 1) *set power + 1 *elseif ({knowntechcode[counter]#3} = 2) *set fortitude + 1 *elseif ({knowntechcode[counter]#3} = 3) *set agility + 1 *elseif ({knowntechcode[counter]#3} = 4) *set soul + 1 *if ({knowntechcode[counter]#6} = 7) *if ({knowntechcode[counter]#5} = 1) *set alchemy + 1 *elseif ({knowntechcode[counter]#5} = 2) *set athletics + 1 *elseif ({knowntechcode[counter]#5} = 3) *set craft + 1 *elseif ({knowntechcode[counter]#5} = 4) *set deception + 1 *elseif ({knowntechcode[counter]#5} = 5) *set handseals + 1 *elseif ({knowntechcode[counter]#5} = 6) *set insight + 1 *if ({knowntechcode[counter]#5} = 7) *if ({knowntechcode[counter]#6} = 1) *set lore + 1 *elseif ({knowntechcode[counter]#6} = 2) *set perception + 1 *elseif ({knowntechcode[counter]#6} = 3) *set persuasion + 1 *elseif ({knowntechcode[counter]#6} = 4) *set stealth + 1 *elseif ({knowntechcode[counter]#6} = 5) *set survival + 1 *elseif ({knowntechcode[counter]#6} = 6) *set thievery + 1 *if ({knowntechcode[counter]#9} != 0) *set aurapressure + ({knowntechcode[counter]#9} * 5) *if (({knowntechcode[counter]#2} != 8) and ({knowntechcode[counter]#10} != 0)) *if ({knowntechcode[counter]#10} = 1) *set chipool + 1 *elseif ({knowntechcode[counter]#10} = 2) *set health + 1 *elseif ({knowntechcode[counter]#10} = 3) *set chipool + 2 *elseif ({knowntechcode[counter]#10} = 4) *set health + 2 *if ({knowntechcode[counter]#11} != 0) *if ({knowntechcode[counter]#11} = 1) *set sealdiscount + 1 *elseif ({knowntechcode[counter]#11} = 2) *set alchemydiscount + 1 *elseif ({knowntechcode[counter]#11} = 3) *set sealdiscount + 2 *elseif ({knowntechcode[counter]#11} = 4) *set alchemydiscount + 2 *if ({knowntechcode[counter]#7} != 0) *if ({knowntechcode[counter]#7} = 1) *if (flighttech = "") *set flighttech knowntechname[counter] *elseif ({knowntechcode[counter]#7} = 2) *set fightbonus + 2 *elseif ({knowntechcode[counter]#7} = 3) *set woundbonus + 1 *elseif ({knowntechcode[counter]#7} = 4) *set commerce + 3 *set val (200 * soul) [b][Item Gained: ${val} Silver][/b] *set silver + val *set val 0 *elseif ({knowntechcode[counter]#7} = 5) *set clonetech knowntechname[counter] *comment TODO see about a loop to automatically generate the name *elseif ({knowntechcode[counter]#7} = 6) *Set immortality knowntechname[counter] *elseif (techname = "Twin Fang") *comment every other dual wielding option must be equipped *set dualwield true *elseif ({knowntechcode[counter]#7} = 8) *set weaponboost + 1 *if ({knowntechcode[counter]#12} != 0) *if ({knowntechcode[counter]#12} = 1) *set techdiscount + 1 *else *if (counter = 25) [b][Technique List Full!!][/b] *choice #Forget a Technique to learn ${techname} Select a Technique to forget. *temp val2 *choice *selectable_if (({knowntechcode[1]#8} = 0) and (knowntechcode[1] != 0000000000000000)) #${knowntechname_1} *set val2 1 *selectable_if (({knowntechcode[2]#8} = 0) and (knowntechcode[2] != 0000000000000000)) #${knowntechname_2} *set val2 2 *selectable_if (({knowntechcode[3]#8} = 0) and (knowntechcode[3] != 0000000000000000)) #${knowntechname_3} *set val2 3 *selectable_if (({knowntechcode[4]#8} = 0) and (knowntechcode[4] != 0000000000000000)) #${knowntechname_4} *set val2 4 *selectable_if (({knowntechcode[5]#8} = 0) and (knowntechcode[5] != 0000000000000000)) #${knowntechname_5} *set val2 5 *selectable_if (({knowntechcode[6]#8} = 0) and (knowntechcode[6] != 0000000000000000)) #${knowntechname_6} *set val2 6 *selectable_if (({knowntechcode[7]#8} = 0) and (knowntechcode[7] != 0000000000000000)) #${knowntechname_7} *set val2 7 *selectable_if (({knowntechcode[8]#8} = 0) and (knowntechcode[8] != 0000000000000000)) #${knowntechname_8} *set val2 8 *selectable_if (({knowntechcode[9]#8} = 0) and (knowntechcode[9] != 0000000000000000)) #${knowntechname_9} *set val2 9 *selectable_if (({knowntechcode[10]#8} = 0) and (knowntechcode[10] != 0000000000000000)) #${knowntechname_10} *set val2 10 *selectable_if (({knowntechcode[11]#8} = 0) and (knowntechcode[11] != 0000000000000000)) #${knowntechname_11} *set val2 11 *selectable_if (({knowntechcode[12]#8} = 0) and (knowntechcode[12] != 0000000000000000)) #${knowntechname_12} *set val2 12 *selectable_if (({knowntechcode[13]#8} = 0) and (knowntechcode[13] != 0000000000000000)) #${knowntechname_13} *set val2 13 *selectable_if (({knowntechcode[14]#8} = 0) and (knowntechcode[14] != 0000000000000000)) #${knowntechname_14} *set val2 14 *selectable_if (({knowntechcode[15]#8} = 0) and (knowntechcode[15] != 0000000000000000)) #${knowntechname_15} *set val2 15 *selectable_if (({knowntechcode[16]#8} = 0) and (knowntechcode[16] != 0000000000000000)) #${knowntechname_16} *set val2 16 *selectable_if (({knowntechcode[17]#8} = 0) and (knowntechcode[17] != 0000000000000000)) #${knowntechname_17} *set val2 17 *selectable_if (({knowntechcode[18]#8} = 0) and (knowntechcode[18] != 0000000000000000)) #${knowntechname_18} *set val2 18 *selectable_if (({knowntechcode[19]#8} = 0) and (knowntechcode[19] != 0000000000000000)) #${knowntechname_19} *set val2 19 *selectable_if (({knowntechcode[20]#8} = 0) and (knowntechcode[20] != 0000000000000000)) #${knowntechname_20} *set val2 20 *selectable_if (({knowntechcode[21]#8} = 0) and (knowntechcode[21] != 0000000000000000)) #${knowntechname_21} *set val2 21 *selectable_if (({knowntechcode[22]#8} = 0) and (knowntechcode[22] != 0000000000000000)) #${knowntechname_22} *set val2 22 *selectable_if (({knowntechcode[23]#8} = 0) and (knowntechcode[23] != 0000000000000000)) #${knowntechname_23} *set val2 23 *selectable_if (({knowntechcode[24]#8} = 0) and (knowntechcode[24] != 0000000000000000)) #${knowntechname_24} *set val2 24 *selectable_if (({knowntechcode[25]#8} = 0) and (knowntechcode[25] != 0000000000000000)) #${knowntechname_25} *set val2 25 *if (techslotname[{knowntechcode[val2]#1}] = knowntechname[val2]) *gosub_scene quicks unfocuscore {knowntechcode[val2]#1} [b][${knowntechname[val2]} Unfocused from the[/b] *if ({knowntechcode[val2]#1} = 1) [b]Power Core!][/b] *elseif ({knowntechcode[val2]#1} = 2) [b]Fortitude Core!][/b] *elseif ({knowntechcode[val2]#1} = 3) [b]Agility Core!][/b] *elseif ({knowntechcode[val2]#1} = 4) [b]Soul Core!][/b] *else [b][The Heavens Forsake You! Error: Improper Core Assigned to Technique][/b] *line_break *if (({knowntechcode[val2]#2} != 3) and ({knowntechcode#4} != 0)) *if ({knowntechcode#4} = 1) *set element1rank - 1 *elseif ({knowntechcode#4} = 2) *set element2rank - 1 *elseif ({knowntechcode#4} = 3) *set stylerank - 1 *if ((((({knowntechcode[val2]#2} != 1) and ({knowntechcode[val2]#2} != 2)) and ({knowntechcode[val2]#2} != 6)) and ({knowntechcode[val2]#2} != 7)) and ({knowntechcode[val2]#3} != 0)) *if ({knowntechcode[val2]#3} = 1) *set power - 1 *elseif ({knowntechcode[val2]#3} = 2) *set fortitude - 1 *elseif ({knowntechcode[val2]#3} = 3) *set agility - 1 *elseif ({knowntechcode[val2]#3} = 4) *set soul - 1 *if ({knowntechcode[val2]#6} = 7) *if ({knowntechcode[val2]#5} = 1) *set alchemy - 1 *elseif ({knowntechcode[val2]#5} = 2) *set athletics - 1 *elseif ({knowntechcode[val2]#5} = 3) *set craft - 1 *elseif ({knowntechcode[val2]#5} = 4) *set deception - 1 *elseif ({knowntechcode[val2]#5} = 5) *set handseals - 1 *elseif ({knowntechcode[val2]#5} = 6) *set insight - 1 *if ({knowntechcode[val2]#5} = 7) *if ({knowntechcode[val2]#6} = 1) *set lore - 1 *elseif ({knowntechcode[val2]#6} = 2) *set perception - 1 *elseif ({knowntechcode[val2]#6} = 3) *set persuasion - 1 *elseif ({knowntechcode[val2]#6} = 4) *set stealth - 1 *elseif ({knowntechcode[val2]#6} = 5) *set survival - 1 *elseif ({knowntechcode[val2]#6} = 6) *set thievery - 1 *if ({knowntechcode[val2]#9} != 0) *set aurapressure - ({knowntechcode[val2]#9} * 5) *if (({knowntechcode[val2]#2} != 8) and ({knowntechcode[val2]#10} != 0)) *if ({knowntechcode[val2]#10} = 1) *set chipool - 1 *elseif ({knowntechcode[val2]#10} = 2) *set health - 1 *elseif ({knowntechcode[val2]#10} = 3) *set chipool - 2 *elseif ({knowntechcode[val2]#10} = 4) *set health - 2 *if ({knowntechcode[val2]#7} != 0) *if ({knowntechcode[val2]#7} = 1) *if (flighttech = "") *set flighttech "" *temp checker 1 *label checkforotherflight *if ({knowntechcode[checker]#7} = 1) *set flighttech knowntechname[checker] *elseif (knowntechcode[checker] != 0000000000000000) *set checker + 1 *goto checkforotherflight *elseif ({knowntechcode[val2]#7} = 2) *set fightbonus - 2 *if (fightbonus < 0) *set fightbonus 0 *elseif ({knowntechcode[val2]#7} = 3) *set woundbonus - 1 *if (woundbonus < 0) *set woundbonus 0 *elseif ({knowntechcode[val2]#7} = 4) *set commerce - 3 *if (commerce < 0) *set commerce 0 *elseif ({knowntechcode[counter]#7} = 5) *set clonetech "" *temp count 1 *label checkothersforclone *if ({knowntechcode[count]#7} = 5) *set clonetech knowntechname[count] *elseif ({knowntechcode[count]} != 0000000000000000) *goto checkothersforclone *elseif ({knowntechcode[counter]#7} = 6) *set immortality "" *label checkothersforimmortality *if ({knowntechcode[count]#7} = 5) *set immortality knowntechname[count] *elseif ({knowntechcode[count]} != 0000000000000000) *goto checkothersforimmortality *elseif (knowntechname = "Twin Fang") *comment every other dual wielding option must be equipped *set dualwield false *elseif ({knowntechcode[counter]#7} = 8) *set weaponboost - 1 *if ({knowntechcode[val2]#11} != 0) *if ({knowntechcode[val2]#11} = 1) *set sealdiscount - 1 *elseif ({knowntechcode[val2]#11} = 2) *set alchemydiscount - 1 *elseif ({knowntechcode[val2]#11} = 3) *set sealdiscount - 2 *elseif ({knowntechcode[val2]#11} = 4) *set alchemydiscount - 2 *elseif (knowntechname = "Soulforge") *elseif (equippedweapon = "Chiblade") *gosub_scene quicks unequipweapon1 *elseif (equippedweapon2 = "Chiblade") *gosub_scene quicks unequipweapon2 *set itemchiblade 000000000 *elseif (knowntechname = "Iceblade") *elseif (equippedweapon = "Iceblade") *gosub_scene quicks unequipweapon1 *elseif (equippedweapon2 = "Iceblade") *gosub_scene quicks unequipweapon2 *set itemiceblade 000000000 *if ({knowntechcode[counter]#12} != 0) *if ({knowntechcode[counter]#12} = 1) *set techdiscount - 1 [b][${knowntechname[val2]} Technique Forgotten!][/b] *set knowntechname[val2] techname *set knowntechcode[val2] techcode *set knowntechdesc[val2] techdesc *set counter val2 [b][${knowntechname[val2]} Technique Acquired!][/b] *goto processpassives #Give up learning the ${techname} Technique. *return *else *set counter + 1 *goto findemptyslot *return *label costcalc *params payment *temp dosh 0 *temp nosh 0 *if (techdiscount > 0) *set payment (payment - (round((0.1 * techdiscount) * payment))) *if (shards >= payment) *set shards - payment [b][${payment} Shards Spent][/b] *return *elseif ((shards + (silver / 10)) >= payment) *label costleftovers *if (((silver / 10) modulo 1) >= 0.5) *temp silvercost ((round(silver / 10)) - 1) *else *temp silvercost (round(silver / 10)) *if ((payment - silvercost) <= 0) *set silver - (payment * 10) *temp dosh (payment * 10) [b][${dosh} Silver Spent][/b] *return *else *set payment - silvercost *set dosh (silvercost * 10) [b][${dosh} Silver Spent][/b] *line_break *set shards - payment [b][${payment} Shards Spent][/b] *return *elseif (((shards + (silver / 10)) + (gold * 10)) >= payment) *temp goldcost (gold * 10) *if ((gold * 10) >= payment) *set goldcost - payment *if (((payment / 10) modulo 1) = 0) *set nosh (payment / 10) *else *if (((payment / 10) modulo 1) >= 0.5) *set nosh ((round(payment / 10)) - 1) *else *set nosh (round(payment / 10)) *temp bosh (round(((payment / 10) modulo 1) * 10)) [b][${bosh} Shards Spent][/b] *set shards - bosh *line_break [b][${nosh} Gold Spent][/b] *set gold - nosh *return *else [b][${gold} Gold Spent][/b] *line_break *set payment - (gold * 10) *set gold 0 *goto costleftovers *else [b][The Heavens betray you! (Error: Couldn't actually afford item costing ${payment} Shards.][/b] *return *label bankcalc *params payment word *temp dosh 0 *temp nosh 0 *if (shards >= payment) *set shards - payment [b][${payment} Shards $!{word}][/b] *return *elseif ((shards + (silver / 10)) >= payment) *label costleftovers2 *if (((silver / 10) modulo 1) >= 0.5) *temp silvercost ((round(silver / 10)) - 1) *else *temp silvercost (round(silver / 10)) *if ((payment - silvercost) <= 0) *set silver - (payment * 10) *temp dosh (payment * 10) [b][${dosh} Silver $!{word}][/b] *return *else *set payment - silvercost *set dosh (silvercost * 10) [b][${dosh} Silver $!{word}][/b] *line_break *set shards - payment [b][${payment} Shards $!{word}][/b] *return *elseif (((shards + (silver / 10)) + (gold * 10)) >= payment) *temp goldcost (gold * 10) *if ((gold * 10) >= payment) *set goldcost - payment *if (((payment / 10) modulo 1) = 0) *set nosh (payment / 10) *else *if (((payment / 10) modulo 1) >= 0.5) *set nosh ((round(payment / 10)) - 1) *else *set nosh (round(payment / 10)) *temp bosh (round(((payment / 10) modulo 1) * 10)) [b][${bosh} Shards $!{word}][/b] *set shards - bosh *line_break [b][${nosh} Gold $!{word}][/b] *set gold - nosh *return *else [b][${gold} Gold $!{word}][/b] *line_break *set payment - (gold * 10) *set gold 0 *goto costleftovers2 *else [b][The Heavens betray you! (Error: Couldn't actually afford item costing ${payment} Shards.][/b] *return *label memorywell Dou Nohal was absolutely right, you realize when consuming the high quality elixir from the Mystic Lands. Advancement Elixirs really aren't supposed to hurt. Rather upon the very first sip you feel completely refreshed as if you'd taken the greatest rest of your life. When you finish consuming the elixir and it calms in your stomach the feeling changes, like a waterfall is pouring from your center in all directions and cleansing your spirit from the inside. It washes through the channels you normally use to cycle and you feel... *choice *selectable_if (((element1 = "None") and (element2 != "Earth")) or ((element1 != "Earth") and (element2 = ""))) #Denser, more sturdy. [Earth Element] *if (element1 = "None") *set element1 "Earth" *set element1rank 1 *else *set element2 "Earth" *set element2rank 1 *set auracolor "amber" [b][Earth Element Acquired!][/b] Like your skin and muscles growing more taught after a good workout, now even your spirit feels heavy and imposing. Sturdy. Powerful. The ground shakes beneath your feat as its amber energies pull from all around you, soaking into your now-dense aura with a amber hue when you call on the power of Earth. *selectable_if (((element1 = "None") and (element2 != "Wind")) or ((element1 != "Wind") and (element2 = ""))) #Lighter on your feet. [Wind Element] *if (element1 = "None") *set element1 "Wind" *set element1rank 1 *else *set element2 "Wind" *set element2rank 1 *set auracolor "emerald" [b][Wind Element Acquired!][/b] Like a second wind on a perfect run, now even your spirit feels swift and free. Gusts all around you turn emerald and swirl into your aura, granting it an emerald hue on command when you call on the power of Wind. *selectable_if (((element1 = "None") and (element2 != "Storm")) or ((element1 != "Storm") and (element2 = ""))) #Invigorated. [Storm Element] *if (element1 = "None") *set element1 "Storm" *set element1rank 1 *else *set element2 "Storm" *set element2rank 1 *set auracolor "violet" [b][Storm Element Acquired!][/b] Like a burst of energy during your greatest sparring, now even your spirit feels alert and charged. Crackling violet lightning forms all in the air around you as electrical shocks burst throughout your aura, granting it a violet hue on command when you call on the power of the Storm. *selectable_if (((element1 = "None") and (element2 != "Ice")) or ((element1 != "Ice") and (element2 = ""))) #Chilled. [Ice Element] *if (element1 = "None") *set element1 "Ice" *set element1rank 1 *else *set element2 "Ice" *set element2rank 1 *set auracolor "arctic blue" [b][Ice Element Acquired!][/b] Like a chill down your spine spreading to your entire body and cooling off every heated ache. Frost mist rises around your body in a new aura of freezing temperatures that takes on an arctic blue hue as you call on the power of Ice. *if (chapter >= 5.5) *selectable_if (((element1 = "None") and (element2 != "Darkness")) or ((element1 != "Darkness") and (element2 = ""))) #Obscured. [Darkness Element] *if (element1 = "None") *set element1 "Darkness" *set element1rank 1 *else *set element2 "Darkness" *set element2rank 1 *set auracolor "black" [b][Darkness Element Acquired!][/b] An emptiness fills the center of your soul, a void of Darkness that you can manipulate from within. A dark mist permeates around you and for the first time in your life you can [i]feel[/i] your shadow's presence, as if it's a cloak you've been carrying all this time. It wraps around you on-command, masking your presence. #Nothing [Throw it up] *if (memorywell = 0) *set memorywell + 1 You throw up the elixir back into the vial and decide never to tell anyone that you just did that, [b]ever[/b]. *page_break Ugh... *return You can't help but wonder how easy cultivation is for the wealthy in the Inner Kingdoms. *page_break *return *label replenish *if (wounds >= 1) *if (({weaponbonus#4} = 8) or ({weaponbonus2#4} = 8)) *set wounds 0 *else *set wounds - 1 *if (chispent >= 1) *set chispent - 1 *if ((chispent >= 3) and (style = "Kiihakai")) *set chispent - 1 *if (style = "Aoyusumu") *if (agility < soul) *if (agispent >= 1) *set agispent - 1 *elseif (solspent >= 1) *set solspent - 1 *temp chances 0 *if (forspent >= 1) *rand chances 1 4 *if (style = "Midorikatai") *set forspent - 1 *if ((chances = 4) and (forspent >= 1)) *set forspent - 1 *if (powspent >= 1) *rand chances 1 4 *if (style = "Akakiru") *set powspent - 1 *if ((chances = 4) and (powspent >= 1)) *set powspent - 1 *if (agispent >= 1) *rand chances 1 4 *if (style = "Kurokonton") *set agispent - 1 *if ((chances = 4) and (agispent >= 1)) *set agispent - 1 *if (solspent >= 1) *if (style = "Kiihakai") *set solspent - 1 *if ((chances = 4) and (solspent >= 1)) *set solspent - 1 *return *label janken *params opponent "Fists first!" You both shout, fists shaking in front with each syllable. "Jan-Ken-Pon!" *label janken2 *set janken "" *temp throw1 0 *temp throw2 0 *temp throwname1 "" *temp throwname2 "" *temp insightoverride 0 *rand throw1 0 2 *rand throw2 0 2 *if (throw1 = 0) *set throwname1 "rock" *elseif (throw1 = 1) *set throwname1 "paper" *else *set throwname1 "scissors" *if (throw2 = 0) *set throwname2 "rock" *elseif (throw2 = 1) *set throwname2 "paper" *else *set throwname2 "scissors" *rand insightoverride 0 (5+insight) *if ((style = "Aoyusumu") and (stylerank >= 2)) *set insightoverride + (stylerank - 1) *if (insightoverride >= 7) [b][Insight Check Passed: Results Overridden][/b] *rand throw1 0 2 *if (throw1 = 0) *set throwname1 "rock" *set throwname2 "scissors" *set throw2 2 *elseif (throw1 = 1) *set throwname1 "paper" *set throwname2 "rock" *set throw2 0 *else *set throwname1 "scissors" *set throwname2 "paper" *set throw2 1 [b][You throw ${throwname1} and ${opponent} throws ${throwname2}.][/b] *line_break *if ((((throw1 = 1) and (throw2 = 0)) or ((throw1 = 2) and (throw2 = 1))) or ((throw1 = 0) and (throw2 = 2))) [b][Janken Event: Victory!][/b] *set janken "Victory" *elseif (throw1 = throw2) [b][Janken Event: Tie!][/b] Frustrated, you both try again. "Fists first! Jan-Ken-Pon!" *goto janken2 *else [b][Janken Event: Defeat][/b] *set janken "Loss" *return *label discount *params stylement value *if (((style = stylement) or (element1 = stylement)) or (element2 = stylement)) [b][${stylement} Event: Prowess[/b] *label reductionpoint *if (value = 1) [b]Increased][/b] *else [b]Increased x${value}][/b] *set cmod + value *line_break *elseif (background = stylement) [b][${stylement} Background Event: Prowess[/b] *goto reductionpoint *elseif (bodytype = stylement) [b][${stylement} Bodytype Event: Prowess[/b] *goto reductionpoint *return *label spendall *temp counter 0 *temp spendvar 0 *label spendall2 *if ((((chipool + (soul/2)) - chispent) >= 1)) *set chispent + 1 *set counter + 1 *goto spendall2 *if (counter > 0) [b][${counter} Chi Points Spent][/b] *line_break *label spendcores *if (corenum = 1) *if (power > powspent) *set powspent + 1 *set spendvar + 1 *goto spendcores *elseif (spendvar > 0) [b][${spendvar} Power Chi Spent][/b] *line_break *elseif (corenum = 2) *if (fortitude > forspent) *set forspent + 1 *set spendvar + 1 *goto spendcores *elseif (spendvar > 0) [b][${spendvar} Fortitude Chi Spent][/b] *line_break *elseif (corenum = 3) *if (agility > agispent) *set agispent + 1 *set spendvar + 1 *goto spendcores *elseif (spendvar > 0) [b][${spendvar} Agility Chi Spent][/b] *line_break *elseif (corenum = 4) *if (soul > solspent) *set solspent + 1 *set spendvar + 1 *goto spendcores *elseif (spendvar > 0) [b][${spendvar} Soul Chi Spent][/b] *line_break *set counter + spendvar [b][Aura Pressure + ${counter}][/b] *set aurapressure + counter *return *label swapem *params coretype styletype *if (styletype = "style") [b][${styleswapper} Surge Decreased][/b] *if (styleswapper = "Power") *set powsurge - 1 *elseif (styleswapper = "Fortitude") *set forsurge - 1 *elseif (styleswapper = "Agility") *set agisurge - 1 *elseif (styleswapper = "Soul") *set solsurge - 1 *set styleswapper coretype *elseif (styletype = "elem1") [b][${elem1swapper} Surge Decreased][/b] *if (elem1swapper = "Power") *set powsurge - 1 *elseif (elem1swapper = "Fortitude") *set forsurge - 1 *elseif (elem1swapper = "Agility") *set agisurge - 1 *elseif (elem1swapper = "Soul") *set solsurge - 1 *set elem1swapper coretype *elseif (styletype = "elem2") [b][${elem2swapper} Surge Decreased][/b] *if (elem2swapper = "Power") *set powsurge - 1 *elseif (elem2swapper = "Fortitude") *set forsurge - 1 *elseif (elem2swapper = "Agility") *set agisurge - 1 *elseif (elem2swapper = "Soul") *set solsurge - 1 *set elem2swapper coretype *line_break *if (coretype = "Power") *set powsurge + 1 *elseif (coretype = "Fortitude") *set forsurge + 1 *elseif (coretype = "Agility") *set agisurge + 1 *elseif (coretype = "Soul") *set solsurge + 1 [b][${coretype} Surge Increased!][/b] *return *label trialchart *if (score_tiger > 8) *set score_tiger 8 *if (score_stallion > 8) *set score_stallion 8 *if (score_dragon > 8) *set score_dragon 8 *if (score_tiger > 8) *set score_tiger 8 *if (score_tiger > 8) *set score_tiger 8 *if (score_tiger > 8) *set score_tiger 8 *if (score_tiger > 8) *set score_tiger 8 *if (score_tiger > 8) *set score_tiger 8 *if (score_tiger > 8) *set score_tiger 8 *if (score_tiger > 8) *set score_tiger 8 *if (score_tiger > 8) *set score_tiger 8 *if (score_tiger > 8) *set score_tiger 8 *temp trialscore ((((((((((((score_misc + score_tiger) + score_stallion) + score_dragon) + score_snake) + score_boar) + score_rabbit) + score_ram) + score_monkey) + score_crane) + score_rat) + score_wolf) + score_ox) [b][Trial Scores:][/b] *line_break *if (currenttrial = "Stallion") [b][Tiger: ${score_tiger}/7, Rabbit: ${score_rabbit}/7, Dragon: ${score_dragon}/7, Snake: ${score_snake}/7][/b] *elseif (currenttrial = "Ram") [b][Tiger: ${score_tiger}/7, Rabbit: ${score_rabbit}/7, Dragon: ${score_dragon}/7, Snake: ${score_snake}/7, Stallion: ${score_stallion}/7][/b] *elseif (currenttrial = "Monkey") [b][Tiger: ${score_tiger}/7, Rabbit: ${score_rabbit}/7, Dragon: ${score_dragon}/7, Snake: ${score_snake}/7, Stallion: ${score_stallion}/7, Ram: ${score_ram}/7][/b] *elseif (currenttrial = "Crane") [b][Tiger: ${score_tiger}/7, Rabbit: ${score_rabbit}/7, Dragon: ${score_dragon}/7, Snake: ${score_snake}/7, Stallion: ${score_stallion}/7, Ram: ${score_ram}/7, Monkey: ${score_monkey}/7][/b] *elseif (currenttrial = "Boar") [b][Tiger: ${score_tiger}/7, Rabbit: ${score_rabbit}/7, Dragon: ${score_dragon}/7, Snake: ${score_snake}/7, Stallion: ${score_stallion}/7, Ram: ${score_ram}/7, Monkey: ${score_monkey}/7, Crane: ${score_crane}/7][/b] *elseif (currenttrial = "Rat") [b][Tiger: ${score_tiger}/7, Rabbit: ${score_rabbit}/7, Dragon: ${score_dragon}/7, Snake: ${score_snake}/7, Stallion: ${score_stallion}/7, Ram: ${score_ram}/7, Monkey: ${score_monkey}/7, Crane: ${score_crane}/7, Boar: ${score_boar}/7][/b] *elseif (currenttrial = "Ox") [b][Tiger: ${score_tiger}/7, Rabbit: ${score_rabbit}/7, Dragon: ${score_dragon}/7, Snake: ${score_snake}/7, Stallion: ${score_stallion}/7, Ram: ${score_ram}/7, Monkey: ${score_monkey}/7, Crane: ${score_crane}/7, Boar: ${score_boar}/7, Rat: ${score_rat}/7][/b] *elseif (currenttrial = "Wolf") [b][Tiger: ${score_tiger}/7, Rabbit: ${score_rabbit}/7, Dragon: ${score_dragon}/7, Snake: ${score_snake}/7, Stallion: ${score_stallion}/7, Ram: ${score_ram}/7, Monkey: ${score_monkey}/7, Crane: ${score_crane}/7, Boar: ${score_boar}/7, Rat: ${score_rat}/7, Ox: ${score_ox}/7][/b] *elseif (chapter >= 12) [b][Tiger: ${score_tiger}/7, Rabbit: ${score_rabbit}/7, Dragon: ${score_dragon}/7, Snake: ${score_snake}/7, Stallion: ${score_stallion}/7, Ram: ${score_ram}/7, Monkey: ${score_monkey}/7, Crane: ${score_crane}/7, Boar: ${score_boar}/7, Rat: ${score_rat}/7, Ox: ${score_ox}/7, Wolf: ${score_wolf}/7][/b] *else [b][Tiger: ${score_tiger}/7, Rabbit: ${score_rabbit}/7, Dragon: ${score_dragon}/7][/b] *line_break [b][Imperial Score: ${trialscore}][/b] *stat_chart percent score_bladed Bladed Favor percent score_sacred Divine Favor percent score_mystic Mystic Favor percent score_cursed Cursed Favor percent score_wild Wild Favor *return *label trialchange *set boughtelixir false *rand crates4sale 4 8 *if ({placevisit#2} >= 2) *set placevisit - 10000000000000 *if ({placevisit#3} = 2) *set placevisit - 1000000000000 *if ({placevisit#11} = 2) *set placevisit - 10000 *comment reset hotsprings *if (placevisit#13} >= 2) *set placevisit - 100 *if ({eventfun#7} != 0) *set eventfun - 100000000 *if ({radiantacc#4} >= 2) *set radiantacc - 100000000000 *rand crates4sale 4 7 *if ((currentrial = "Tiger") or (currenttrial = "Rabbit")) or (currenttrial = "Dragon")) *set currenttrial "Snake" *elseif (currenttrial = "Snake") *set currenttrial "Stallion" *elseif (currenttrial = "Stallion") *set currenttrial "Ram" *elseif (currenttrial = "Ram") *set currenttrial "Monkey" *elseif (currenttrial = "Monkey") *set currenttrial "Crane" *elseif (currenttrial = "Crane") *set currenttrial "Boar" *elseif (currenttrial = "Boar") *set currenttrial "Rat" *elseif (currenttrial = "Rat") *set currenttrial "Ox" *elseif (currenttrial = "Ox") *set currenttrial "Wolf" *return *label elixircleanse *if ({elixirboost#2} != 0) *set power - {elixirboost#2} *set elixirboost - (1000 * {elixirboost#2}) *if ({elixirboost#3} != 0) *set fortitude - {elixirboost#3} *set elixirboost - (100 * {elixirboost#3}) *if ({elixirboost#4} != 0) *set agility - {elixirboost#4} *set elixirboost - (10 * {elixirboost#4}) *if ({elixirboost#5} != 0) *set soul - {elixirboost#5} *set elixirboost - (1 * {elixirboost#5}) *return *label shipgains *temp val 0 *if ({busyships#2} != 0) [b][${busyships#2} Traveler[/b] *if ({busyships#2} > 1) [b]Ships[/b] *else [b]Ship[/b] [b]Reported Results:][/b] *line_break *set val (15 * {busyships#2}) *if ((flagshiptype = "transport") or (flagshiptype = "junk")) *set val + (10 * {busyships#2}) *if ({busyships#2} >= 3) [b][Transport Ship Bonus: Prestige Increased][/b] *set prestige + 1 *line_break [b][${val} Shards *if ({busyships#2} >= 9) [b]Gained, 3 Passengers Join as Retainers][/b] *set retainers + 3 *elseif ({busyships#2} >= 5) [b]Gained, 2 Passengers Join as Retainers][/b] *set retainers + 2 *elseif ({busyships#2} >= 3) [b]Gained, 1 Passenger Joins as Retainer][/b] *set retainers + 1 *else [b]Gained][/b] *set shards + val *if ({busyships#3} != 0) [b][${busyships#3} Rescue[/b] *if ({busyships#3} > 1) [b]Ships[/b] *else [b]Ship[/b] [b]Reported Results:][/b] *set honor + 1 *line_break *set val (10 * {busyships#3}) *if ((flagshiptype = "transport") or (flagshiptype = "junk")) *set val + ((5 + 3) * {busyships#3}) [b][${val} Shards Gained, *if (infamy > 0) [b]Infamy Reduced,[/b] *set infamy - 1 *if ({busyships#3} >= 4) *set infamy - 1 Waverunner Reputation Increased][/b] *if ({busyships#3} > 4) *set sect_waverunner + 5 *else *set sect_waverunner + (1+{busyships#3}) *if ({busyships#4} != 0) [b][${busyships#4} Fishing[/b] *if ({busyships#4} > 1) [b]Ships[/b] *else [b]Ship[/b] [b]Reported Results:][/b] deep sea fishing *line_break *set val (15 + {busyships#4}) [b][${val} Shards Gained, *set val (1+(round({busyships#4}/2))) *if ({busyships#4} >= 4) *set val + 1 [b]${val} Ritual Components Gained][/b] *set ritualcomponents + val *temp valmax round(10 - ({busyships#4}*1.2)) *if (valmax <= 0) *set valmax 1 *rand val 1 valmax *if (({eventfun#3} = 0) or (val = 1)) *if ((((flagshiptype = "combat") or (flagshiptype = "junk")) or (retainer_strength > 25)) and ({busyships#4} >= 3)) *line_break *if ({eventfun#3} = 0) *set eventfun + 1000000000000 [b][Special Event! Soul Treasures Harvested!][/b] *line_break [b][Aura Pressure +15, 1 Retainer's Aura Unlocked][/b] *set aurapressure + 15 *if (retainers > 0) *set retainers - 1 *set martial_retainers + 1 *set retainer_strength + 1 *elseif (val = 10) *line_break [b][Sea Beast Attack! 2 Retainers Lost, Morale Decreased][/b] *set retainers - 2 *set retainer_morale - 4 *if ({busyships#5} != 0) [b][${busyships#5} Salvage[/b] *if ({busyships#5} > 1) [b]Ships[/b] *else [b]Ship[/b] [b]Reported Results:][/b] *line_break *set val (round(1.5*{busyships#5})) [b][${val} Gold Gained,[/b] *set gold + val *set val (round(1+({busyships#5}/2))) *if ({busyships#5} >= 4) *set val + 1 *if ((flagshiptype = "merchant") or (flagshiptype = "junk")) *set val + 1 *if ({busyships#5} >= 5) *set val + 1 [b]${val} Crates of Loot Salvaged][/b] *set loot + val *temp valmax round(10 - ({busyships#5}*1.2)) *if (valmax <= 0) *set valmax 1 *rand val 1 valmax *if (({eventfun#2} = 0) or (val = 1)) *if ((craft >= 3) and ({busyships#5} >= 4)) *line_break *if ({eventfun#2} = 0) *set eventfun + 10000000000000 [b][Craft 3 Check Passed, 4+ Ships Check Passed][/b] *line_break [b][Special Event! Entire Ship Salvaged and Repaired!][/b] *set shipcount + 1 *set shipsleft + 1 *set retainer_morale + 2 *elseif (val = 10) *line_break [b][Craft 3 Check // 4+ Ships Check Failed][/b] *line_break [b][Special Event Failed: Salvagable Ship not Recovered][/b] *if ({busyships#7} != 0) [b][${busyships#7} Alchemist[/b] *if ({busyships#7} > 1) [b]Ships[/b] *else [b]Ship[/b] [b]Reported Results:][/b] *line_break *set val (15 * {busyships#7}) *if (commerce >= 25) *set val + (4 * {busyships#7}) *set shards + val [b][${val} Shards Gained,[/b] *if ({busyships#7} >= 3) *set retainer_strength + 1 *if ({busyships#7} >= 6) *set retainer_strength + 1 [b]Retainer Strength Increased,[/b] *set val (1+(round({busyships#7}/2))) *if ({busyships#7} >= 4) *set val + 1 [b]${val} Reagents Gained][/b] *set alchemyreagents + val *temp valmax (4 - ({busyships#7})) *if (valmax <= 0) *set valmax 1 *rand val 1 valmax *line_break *if ((val = 1) or ({busyships#7} >= 4)) *rand val 1 6 [b][Item Refined: 1[/b] *if (val = 1) [b]Low Grade Power Pill][/b] *set lgpowpill + 1 *elseif (val = 2) [b]Low Grade Fortitude Pill][/b] *set lgforpill + 1 *elseif (val = 3) [b]Low Grade Agility Pill][/b] *set lgagipill + 1 *elseif (val = 4) [b]Low Grade Soul Pill][/b] *set lgsolpill + 1 *elseif (val = 5) [b]Chi Replenisher Pill][/b] *set replenisherpill + 1 *else [b]Healing Elixir][/b] *set healingelixir + 1 *else [b][Bad Batch, No Pills Acquired][/b] *if ({busyships#8} != 0) [b][${busyships#8} Merchant[/b] *if ({busyships#8} > 1) [b]Ships[/b] *else [b]Ship[/b] [b]Reported Results:][/b] *line_break *set val ((250 + (persuasion * 10)) * {busyships#8}) *if ((flagshiptype = "merchant") or (flagshiptype = "junk")) *set val + (50*{busyships#8}) *set commerce + round({busyships#8}/2) *set commerce + 1 *set sect_choralline + {busyships#8} [b][${val} Silver Gained, Commerce Increased][/b] *set silver + val *if ({busyships#9} != 0) *set ruthless + 2 [b][${busyships#9} Pirate[/b] *if ({busyships#9} > 1) [b]Ships[/b] *else [b]Ship[/b] [b]Reported Results:][/b] *line_break *set val ((retainer_strength) * {busyships#9}) *if ((flagshiptype = "combat") or (flagshiptype = "junk")) *set val + 50 [b][${val} Shards Gained,[/b] *set shards + val *set val 1 *if ({busyships#9} >= 4) *set val + 1 *set honor - 2 *if ({busyships#9} >= 7) *set val + 1 *set ruthless + 2 *set infamy + val *if ({busyships#9} > stealth) *set sect_waverunner - 3 *if ((flagshiptype = "combat") or (flagshiptype = "junk")) *set val + 1 [b]Infamy Gained, ${val}[/b] *if (val = 1) [b]Retainer[/b] *else [b]Retainers[/b] [b]'Recruited'][/b] *set retainers + val *temp valmax round(10 - ({busyships#9}*1.2)) *if (valmax <= 0) *set valmax 1 *rand val 1 valmax *if ((({eventfun#4} = 0) or (val = 1)) and (((retainer_strength + martial_retainers) >= 27) and (deception >= 3))) *line_break *set eventfun + 100000000000 [b][Retainer Strength 27 Check Passed, Deception 3 Check Passed][/b] *line_break [b][Special Event! Enemy Ship Captured and Remodeled!][/b] *set shipcount + 1 *set shipsleft + 1 *set retainer_morale + 2 *return