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]]