Your Trait Level is $traitA (set:$rollA to (random: 1,6) + $traitA)(set:$rollB to (random: 1,6) + $traitB) You are Rolling 1d6 with Trait: $rollA Opponent is Rolling 1d6 with Trait: $rollB (if: $rollA is > $rollB)[(set:$scoreA to it +$rollA - $rollB)You overcome your Opponent's trait.] (if: $rollA is < $rollB)[(set:$scoreB to it +$rollB - $rollA)Your opponent's trait is better than yours.] (if: $rollA is $rollB)[Stalemate!] $scoreA to $scoreB (if:$scoreA is >= 50) [You reached 50 points before your opponent](if:$scoreB is >= 50) [Opponent has reached 50 points before your opponent] [[Train some more->Training A]] [[Exit Game->Starting point]] Your Trait level before is $traitA (set:$traitA to it +(random:1,4)) (set:$traitB to it +(random:1,4)) Your Trait level is now $traitA [[Do another Trait Test->Roll Results]] **HG's Various Minigames** By HyperGamer25101 himself used with Twine 2, Format is Harlowe 2.1.0 **CHOOSE YOUR DESTINY!** (set:$traitA to 0)(set:$traitB to 0)(set:$traitC to 0)(set:$traitD to 0)(set:$traitE to 0)(set:$traitF to 0)(set:$scoreA to 0)(set:$scoreB to 0)(set:$day to 0)(set:$fundA to 1000)(set:$fundB to 10)(set:$classA to "N")(set:$classB to "N") [[Roll Results<-Trait Rolling Contest]] *A fun design where one player to compete against a CPU to see who's roll is better.* [[Roll II Preps A<-Ability Score Rolling Quest]] *Similar to above but with Three Ability types. We got Strength, Dexterity, and Intelligence. Reaching 50 Pts will earn a Class Choosing* [[Card Battle<-Card Based Battle Mechanics]] *Based on old Japanese-only Games where Cards are used for some Turn based games.* [[SGS Turn result<-Mobile Social Game Example]] *My attempt to making a Game where you build, make money, etc. Like Farmville.*Your Trait Level is $traitA while your Opponent's is $traitB (set:$Card1A to (random:1,9)+ $traitA) (set:$Card1D to (random:1,9)+ $traitA) (set:$Card2A to (random:1,9)+ $traitA) (set:$Card2D to (random:1,9)+ $traitA) (set:$Card3A to (random:1,9)+ $traitA) (set:$Card3D to (random:1,9)+ $traitA) (set:$Card4A to (random:1,9)+ $traitA) (set:$Card4D to (random:1,9)+ $traitA) Score is $scoreA to $scoreB (if:$scoreA is >= 100) [You've reached 100 points before your opponent](if:$scoreB is >= 100) [Opponent has reached 100 points before your opponent] Choose a Card [[Card 1]]: $Card1A attack power, $Card1D defense power [[Card 2]]: $Card2A attack power, $Card2D defense Power [[Card 3]]: $Card3A attack power, $Card3D defense power [[Card 4]]: $Card4A attack power, $Card4D defense power or [[Exit game->Starting point]] You used Card 1, $Card1A ATK, $Card1D DEF (set:$foecard to (random: 1,4)) (set:$CardFA to (random:1,9)+ $traitB) (set:$CardFD to (random:1,9)+ $traitB) (live: 3s)[ (stop:)Your opponent used Card $foecard, $CardFA ATK, $CardFD DEF (if:$Card1A is > $CardFA)[You attack with the best power (if:$Card1A is > $CardFD)[(set:$scoreA to it +$Card1A - $CardFD)and the opponent took damage.](else:)[but the Opponent avoided damage]] (if:$Card1A is < $CardFA)[Your opponet does the attack (if:$Card1D is > $CardFA)[but you avoided the attack.](else:)[(set:$scoreB to it +$CardFA - $Card1D)and you suffered some damage.]] $scoreA to $scoreB [[Train some more->Training B]] ]You used Card 2, $Card2A ATK, $Card2D DEF, (set:$foecard to (random: 1,4)) (set:$CardFA to (random:1,9)+ $traitB) (set:$CardFD to (random:1,9)+ $traitB) (live: 3s)[ (stop:)Your opponent used Card $foecard, $CardFA ATK, $CardFD DEF (if:$Card2A is >= $CardFA)[You attack with the best power (if:$Card2A is > $CardFD)[(set:$scoreA to it +$Card2A - $CardFD)and the opponent took damage.](else:)[but the Opponent avoided damage]] (if:$Card2A is < $CardFA)[Your opponet does the attack (if:$Card2D is >= $CardFA)[but you avoided the attack.](else:)[(set:$scoreB to it +$CardFA - $Card2D)and you suffered some damage.]] $scoreA to $scoreB [[Train some more->Training B]] ]You used Card 3, $Card3A ATK, $Card3D DEF (set:$foecard to (random: 1,4)) (set:$CardFA to (random:1,9)+ $traitB) (set:$CardFD to (random:1,9)+ $traitB) (live: 3s)[ (stop:)Your opponent used Card $foecard, $CardFA ATK, $CardFD DEF (if:$Card3A is >= $CardFA)[You attack with the best power (if:$Card3A is > $CardFD)[(set:$scoreA to it +$Card3A - $CardFD)and the opponent took damage.](else:)[but the Opponent avoided damage]] (if:$Card3A is < $CardFA)[Your opponet does the attack (if:$Card3D is >= $CardFA)[but you avoided the attack.](else:)[(set:$scoreB to it +$CardFA - $Card3D)and you suffered some damage.]] $scoreA to $scoreB [[Train some more->Training B]] ]You used Card 4, $Card4A ATK, $Card4D DEF (set:$foecard to (random: 1,4)) (set:$CardFA to (random:1,9)+ $traitB) (set:$CardFD to (random:1,9)+ $traitB) (live: 3s)[ (stop:)Your opponent used Card $foecard, $CardFA ATK, $CardFD DEF (if:$Card4A is >= $CardFA)[You attack with the best power (if:$Card4A is > $CardFD)[(set:$scoreA to it +$Card4A - $CardFD)and the opponent took damage.](else:)[but the Opponent avoided damage]] (if:$Card4A is < $CardFA)[Your opponet does the attack (if:$Card4D is >= $CardFA)[but you avoided the attack.](else:)[(set:$scoreB to it +$CardFA - $Card4D)and you suffered some damage.]] $scoreA to $scoreB [[Train some more->Training B]] ]Your Trait level before is $traitA (set:$traitA to it +(random:1,4)) (set:$traitB to it +(random:1,4)) Your Trait level is now $traitA [[Do another Game->Card Battle]] (set:$IncomeA to 0) (set:$IncomeB to 0) (set:$IncomeC to 0) It is Day $day. You have $fundA Gold Coins and $fundB Premium Coins. $scoreA Experience Points earned. You have $traitA Cropfields, $traitB Trees, and $traitC Herdies **What are you going to do?** (if:$Crops is "buy")[[[Buy Cropfields->Get Crops]] - 200 Gold Coins Each](else:)[You bought Cropfields.] (if:$Trees is "buy")[[[Buy Trees->Get Trees]] - 400 Gold Coins Each](else:)[You bought Trees.] (if:$Herdies is "buy")[[[Buy Herdies->Get Herdies]] - 800 Gold Coins Each](else:)[You bought some Herdies.] (if:$Premium is "buy")[[[Boost Income->Purchase Booster]] - 10 Premium Coins per Level](else:)[Level $buyD Booster activated.] [[End Turn->SGS Turn result]] [[Quit Game->Starting point]] (set:$IncomeA to it +($traitA * 20)) (set:$IncomeB to it +($traitB * 50)) (set:$IncomeC to it +($traitC * 100)) (set:$fundA to it +(($IncomeA + $IncomeB + $IncomeC) * $boost)) (set:$Chance to (random:1,10)) (set:$scoreA to it +(($IncomeA + $IncomeB + $IncomeC) / 5)) $traitA Cropfields x 20 Gold Coins worth = $IncomeA $traitB Trees x 50 Gold Coins worth = $IncomeB $traitC Herdies x 100 Gold Coins worth = $IncomeC $IncomeA + $IncomeB + $IncomeC x $boost and now you have $fundA (if:$fundA is >= 100000)[You've reached Hundred Thousand Gold Coins!] (if:$Chance is >= 9)[(set:$fundB to it +(random:5,10))LUCKY! You now have $fundB Premium Coins] (set:$boost to 1) (set:$day to it +1) (set:$Crops to "buy") (set:$Trees to "buy") (set:$Herdies to "buy") (set:$Premium to "buy") [[Social Game Simulator<-Start the Day]] (set:$Crops to "Done")How many CropFields you like to buy? (if:$fundA is >= 200)[ [[One Cropfield]] ] (if:$fundA is >= 400)[ [[Two Cropfields]] ] (if:$fundA is >= 600)[ [[Three Cropfields]] ] (if:$fundA is >= 800)[ [[Four Cropfields]] ] (if:$fundA is >= 1000)[ [[Five Cropfields]] ] (if:$fundA is >= 2000)[ [[Ten Cropfields]] ] [[Go Back?->Social Game Simulator]] or [[End Day->SGS Turn result]] (set:$Trees to "Done")How many Trees would you like to buy? (if:$fundA is >= 400)[ [[One Tree]] ] (if:$fundA is >= 800)[ [[Two Trees]] ] (if:$fundA is >= 1200)[ [[Three Trees]] ] (if:$fundA is >= 1600)[ [[Four Trees]] ] (if:$fundA is >= 2000)[ [[Five Trees]] ] (if:$fundA is >= 4000)[ [[Ten Trees]] ] [[Go Back?->Social Game Simulator]] or [[End Day->SGS Turn result]] (set:$Herdies to "done") How many Herdies would you like to buy? (if:$fundA is >= 800)[ [[One Herdy]] ] (if:$fundA is >= 1600)[ [[Two Herdies]] ] (if:$fundA is >= 2400)[ [[Three Herdies]] ] (if:$fundA is >= 3200)[ [[Four Herdies]] ] (if:$fundA is >= 4000)[ [[Five Herdies]] ] (if:$fundA is >= 8000)[ [[Ten Herdies]] ] [[Go Back?->Social Game Simulator]] or [[End Day->SGS Turn result]] (set:$traitA to it +1) (set:$fundA to it -200) You now have $traitA CropFields. [[Return?->Social Game Simulator]] or [[End Day->SGS Turn result]] (set:$traitA to it +2) (set:$fundA to it -400) You now have $traitA CropFields. [[Return?->Social Game Simulator]] or [[End Day->SGS Turn result]] (set:$traitA to it +3) (set:$fundA to it -600) You now have $traitA CropFields. [[Return?->Social Game Simulator]] or [[End Day->SGS Turn result]] (set:$traitA to it +4) (set:$fundA to it -800) You now have $traitA CropFields. [[Return?->Social Game Simulator]] or [[End Day->SGS Turn result]] (set:$traitA to it +5) (set:$fundA to it -1000) You now have $traitA CropFields. [[Return?->Social Game Simulator]] or [[End Day->SGS Turn result]] (set:$traitA to it +10) (set:$fundA to it -2000) You now have $traitA CropFields. [[Return?->Social Game Simulator]] or [[End Day->SGS Turn result]] (set:$traitB to it +1) (set:$fundA to it -400) You now have $traitB Trees. [[Return?->Social Game Simulator]] or [[End Day->SGS Turn result]] (set:$traitB to it +2) (set:$fundA to it -800) You now have $traitB Trees. [[Return?->Social Game Simulator]] or [[End Day->SGS Turn result]] (set:$traitB to it +3) (set:$fundA to it -1200) You now have $traitB Trees. [[Return?->Social Game Simulator]] or [[End Day->SGS Turn result]] (set:$traitB to it +4) (set:$fundA to it -1600) You now have $traitB Trees. [[Return?->Social Game Simulator]] or [[End Day->SGS Turn result]] (set:$traitB to it +4) (set:$fundA to it -2000) You now have $traitB Trees. [[Return?->Social Game Simulator]] or [[End Day->SGS Turn result]] (set:$traitB to it +10) (set:$fundA to it -4000) You now have $traitB Trees. [[Return?->Social Game Simulator]] or [[End Day->SGS Turn result]] (set:$traitC to it +2) (set:$fundA to it -800) You now have $traitC Herdies. [[Return?->Social Game Simulator]] or [[End Day->SGS Turn result]] (set:$traitC to it +3) (set:$fundA to it -1200) You now have $traitC Herdies. [[Return?->Social Game Simulator]] or [[End Day->SGS Turn result]] (set:$traitC to it +4) (set:$fundA to it -1600) You now have $traitC Herdies. [[Return?->Social Game Simulator]] or [[End Day->SGS Turn result]] (set:$traitC to it +5) (set:$fundA to it -2000) You now have $traitC Herdies. [[Return?->Social Game Simulator]] or [[End Day->SGS Turn result]] (set:$traitC to it +10) (set:$fundA to it -8000) You now have $traitC Herdies. [[Return?->Social Game Simulator]] or [[End Day->SGS Turn result]] (set:$traitC to it +1) (set:$fundA to it -400) You now have $traitC Herdies. [[Return?->Social Game Simulator]] or [[End Day->SGS Turn result]] (set:$Premium to "done") (if:$fundB is >= 10)[ [[Level 1 Boost]] ] (if:$fundB is >= 20)[ [[Level 2 Boost]] ] (if:$fundB is >= 40)[ [[Level 4 Boost]] ] What Booster Level do you seek? [[Return?->Social Game Simulator]] or [[End Day->SGS Turn result]] (set:$boost to 2) (set:$fundB to it -10) Level 1 Boost Activated! [[Return?->Social Game Simulator]] or [[End Day->SGS Turn result]] (set:$boost to 3) (set:$fundB to it -20) Level 2 Boost Activated! [[Return?->Social Game Simulator]] or [[End Day->SGS Turn result]] (set:$boost to 5) (set:$fundB to it -40) Level 4 Boost Activated! [[Return?->Social Game Simulator]] or [[End Day->SGS Turn result]] (set:$traitA to (random:2,4)) (set:$traitB to (random:2,4)) (set:$traitC to (random:2,4)) (set:$traitD to it + (random:2,4)) (set:$traitE to it + (random:2,4)) (set:$traitF to (random:2,4)) STR: $traitA DEX: $traitB INT: $traitC [[Roll Strength]] [[Roll Dexterity]] [[Roll Intelligence]] [[Exit Game->Starting point]] (set:$traitA to it + (random:1,2)) (set:$traitB to it + (random:1,2)) (set:$traitC to it + (random:1,2)) (set:$traitD to it + (random:1,2)) (set:$traitE to it + (random:1,2)) (set:$traitF to it + (random:1,2))STR: $traitA DEX:$traitB INT:$traitC Score is $scoreA to $scoreB (if:$scoreA is >= 100) [You've reached 100 points before your opponent](if:$scoreB is >= 100) [Opponent has reached 100 points before your opponent] [[Roll Strength]] [[Roll Dexterity]] [[Roll Intelligence]] [[Exit Game->Starting point]] (set:$rollA to (random: 1,6) + $traitA)(set:$rollB to (random: 1,6) + $traitD) You are Rolling 1d6 with Strength Trait: $rollA Opponent is rolling its Strength: $rollB (if: $rollA is > $rollB)[(set:$scoreA to it +$rollA - $rollB)(set:$traitA to it + (random:1,2))You overcome your Opponent's trait.] (if: $rollA is < $rollB)[(set:$scoreB to it +$rollB - $rollA)(set:$traitD to it + (random:1,2))Your opponent's trait is better than yours.] (if: $rollA is $rollB)[Stalemate!] [[Go Train->Roll II Preps B]] (if:$scoreA is >= 50)[(if:$classA is "N")[ [[Class Upgrade]] ]] (if:$scoreB is >= 50)[(if:$classB is "N")[ (set: $traitD to it +(5,20)) (set: $traitE to it +(5,20)) (set: $traitF to it +(5,20)) (set:$classB to "Y") Opponent is much Stronger now.]](set:$rollA to (random: 1,6) + $traitB)(set:$rollB to (random: 1,6) + $traitE) You are Rolling 1d6 with Dexterity Trait: $rollA Opponent is rolling its Dexterity: $rollB (if: $rollA is > $rollB)[(set:$scoreA to it +$rollA - $rollB)(set:$traitB to it + (random:1,2))You overcome your Opponent's trait.] (if: $rollA is < $rollB)[(set:$scoreB to it +$rollB - $rollA)(set:$traitE to it + (random:1,2))Your opponent's trait is better than yours.] (if: $rollA is $rollB)[Stalemate!] [[Go Train->Roll II Preps B]] (if:$scoreA is >= 50)[(if:$classA is "N")[ [[Class Upgrade]] ]] (if:$scoreB is >= 50)[(if:$classB is "N")[ (set: $traitD to it +(5,20)) (set: $traitE to it +(5,20)) (set: $traitF to it +(5,20)) (set:$classB to "Y") Opponent is much Stronger now.]](set:$rollC to (random: 1,6) + $traitB)(set:$rollB to (random: 1,6) + $traitF) You are Rolling 1d6 with Intelligence Trait: $rollA Rolling the Test with Intelligence Traits: $rollB (if: $rollA is > $rollB)[(set:$scoreA to it +$rollA - $rollB)(set:$traitC to it + (random:1,2))You overcome your Opponent's trait.] (if: $rollA is < $rollB)[(set:$scoreB to it +$rollB - $rollA)(set:$traitF to it + (random:1,2))Your opponent's trait is better than yours.] (if: $rollA is $rollB)[Stalemate!] [[Go Train->Roll II Preps B]] (if:$scoreA is >= 50)[(if:$classA is "N")[ [[Class Upgrade]] ]] (if:$scoreB is >= 50)[(if:$classB is "N")[ (set: $traitD to it +(5,20)) (set: $traitE to it +(5,20)) (set: $traitF to it +(5,20)) (set:$classB to "Y") Opponent is much Stronger now.]](set:$classA to "Y")Which Ability do you want to specialize? [[Pure Strength]] [[Pure Dexterity]] [[Pure Intelligence]] [[Strength plus Dexterity]] [[Strength plus Intelligence]] [[Dexterity plus Intelligence]] [[All three Together]](set:$traitA to it + (random:15,30)) (set:$traitB to it + (random:1,2)) (set:$traitC to it + (random:1,2)) Class Upgrade Complete! [[Return to Preps->Roll II Preps B]](set:$traitA to it + (random:1,2)) (set:$traitB to it + (random:15,30)) (set:$traitC to it + (random:1,2)) Class Upgrade Complete! [[Return to Preps->Roll II Preps B]](set:$traitA to it + (random:1,2)) (set:$traitB to it + (random:1,2)) (set:$traitC to it + (random:15,30)) Class Upgrade Complete! [[Return to Preps->Roll II Preps B]](set:$traitA to it + (random:10,15)) (set:$traitB to it + (random:10,15)) (set:$traitC to it + (random:1,2)) Class Upgrade Complete! [[Return to Preps->Roll II Preps B]](set:$traitA to it + (random:10,15)) (set:$traitB to it + (random:1,2)) (set:$traitC to it + (random:10,15)) Class Upgrade Complete! [[Return to Preps->Roll II Preps B]](set:$traitA to it + (random:1,2)) (set:$traitB to it + (random:10,15)) (set:$traitC to it + (random:10,15)) Class Upgrade Complete! [[Return to Preps->Roll II Preps B]](set:$traitA to it + (random:7,10)) (set:$traitB to it + (random:7,10)) (set:$traitC to it + (random:7,10)) Class Upgrade Complete! [[Return to Preps->Roll II Preps B]]