(display: "StatReset")
Welcome to Rondel Fighter! Each round you build strength in up to 3 kinds of attacks by moving around the board.
After that, both you and your enemy choose an action and use all of its strength. The winner deals damage. Last fighter standing wins.
The board resets after every 3 laps. Use that to mix up your strategies!
[[Prepare for your fight->Welcome]](display: "StatReset")(display: "GenerateBoard")(display: "Custom Enemy")
Choose your Fighter!
(link: "Brawler")[(set: $PlayerPunchRate to 2)(set: $PlayerGrabRate to 2)(goto: "Loop1")] Has stronger punches and grabs.
(link: "Ninja")[(set: $PlayerKickRate to 2)(set: $PlayerDodgeRate to 2)(goto: "Loop1")] Has stronger kicks and dodges.
(link: "Wrestler")[(set: $PlayerGrabRate to 2)(set: $PlayerBlockRate to 2)(goto: "Loop1")] Has stronger grabs and blocks.
(link: "Frame Trapper")[(set: $PlayerDodgeRate to 2)(set: $PlayerBlockRate to 2)(goto: "Loop1")] Has stronger dodges and blocks.
(link: "Martial Artist")[(set: $PlayerPunchRate to 2)(set: $PlayerKickRate to 2)(goto: "Loop1")] Has stronger punches and kicks.
(if: $PlayerSteps is 3)[(set: $PlayerSteps to 0)(display: "BattleChoices")
](else:)[
(for: each _i, ...(range:1,$NumberofOptions))[(set: _dude to $BoardState's (_i))(if: _i is $Viable1 or _i is $Viable2 or _i is $Viable3 or _i is $Viable4 or _i is $Viable5 or _i is $Viable6)[(link: "Prepare to ")[{
(set: $PrevLocation to $PlayerLocation)
(set: $PlayerSteps to $PlayerSteps+1)
(set: $PlayerLocation to _i)
(if: _dude is "Punch")[(set: $PlayerPunch to $PlayerPunch + $PlayerPunchRate)]
(if: _dude is "Kick")[(set: $PlayerKick to $PlayerKick + $PlayerKickRate)]
(if: _dude is "Dodge")[(set: $PlayerDodge to $PlayerDodge + $PlayerDodgeRate)]
(if: _dude is "Block")[(set: $PlayerBlock to $PlayerBlock + $PlayerBlockRate)]
(if: _dude is "Grab")[(set: $PlayerGrab to $PlayerGrab + $PlayerGrabRate)]
(set: _enemyMana to (random: 1,5))
(if: _enemyMana is 1)[(set: $EnemyPunch to $EnemyPunch + $EnemyPunchRate)]
(if: _enemyMana is 2)[(set: $EnemyKick to $EnemyKick + $EnemyKickRate)]
(if: _enemyMana is 3)[(set: $EnemyDodge to $EnemyDodge + $EnemyDodgeRate)]
(if: _enemyMana is 4)[(set: $EnemyBlock to $EnemyBlock + $EnemyBlockRate)]
(if: _enemyMana is 5)[(set: $EnemyGrab to $EnemyGrab + $EnemyGrabRate)]
(goto: "Loop1")
}] _dude](else:)[ (set: _dude to $BoardState's (_i))(if: _i is $PlayerLocation)[You are here.](else:)[Future move: _dude]]
]]
(set: $PlayerChoice to "Nothing")(set: $PlayerLevel to 0)(set: $EnemyChoice to "Nothing")(set: $EnemyLevel to 0)
(display: "Enemy Turn")
(if: $PlayerPunch > 0)[(link: "Use Punch")[ (set: $PlayerChoice to "Punch")(set: $PlayerLevel to $PlayerPunch)(set: $PlayerPunch to 0)(goto: "Resolve")] Level $PlayerPunch. Punch beats grab or dodge.
](if: $PlayerKick > 0)[(link: "Use Kick")[ (set: $PlayerChoice to "Kick")(set: $PlayerLevel to $PlayerKick)(set: $PlayerKick to 0)(goto: "Resolve")] Level $PlayerKick. Kick beats punch or block.
](if: $PlayerDodge > 0)[(link: "Use Dodge")[(set: $PlayerChoice to "Dodge")(set: $PlayerLevel to $PlayerDodge)(set: $PlayerDodge to 0)(goto: "Resolve")] Level $PlayerDodge. Dodge beats kick or grab.
](if: $PlayerBlock > 0)[(link: "Use Block")[(set: $PlayerChoice to "Block")(set: $PlayerLevel to $PlayerBlock)(set: $PlayerBlock to 0)(goto: "Resolve")] Level $PlayerBlock. Block beats dodge or punch.
](if: $PlayerGrab > 0)[(link: "Use Grab")[(set: $PlayerChoice to "Grab")(set: $PlayerLevel to $PlayerGrab)(set: $PlayerGrab to 0)(goto: "Resolve")] Level $PlayerGrab. Grab beats block or kick.]
(set:_damage to 0)(if: $PlayerChoice is $EnemyChoice)[Both fighters used $PlayerChoice (if: $PlayerLevel is $EnemyLevel)[at the same level! Both fighters take 1 chip damage.(set: $PlayerLife to it-1)(set: $EnemyLife to it-1)](elseif: $PlayerLevel > $EnemyLevel)[(set: _damage to ($PlayerLevel-$EnemyLevel))(set: $EnemyLife to it-_damage)but the Player's was stronger! The enemy takes _damage](elseif: $PlayerLevel < $EnemyLevel)[(set: _damage to ($EnemyLevel-$PlayerLevel))(set: $PlayerLife to it-_damage)but the Enemy's was stronger! The player takes _damage]](elseif: $PlayerChoice is "Punch" and ($EnemyChoice is "Grab" or "Dodge"))[The player's jab is faster than the enemy's $EnemyChoice! Enemy takes $PlayerLevel.(set: $EnemyLife to it-$PlayerLevel)](elseif: $PlayerChoice is "Kick" and ($EnemyChoice is "Punch" or "Block"))[A swift kick overpowers the enemy's $EnemyChoice! Enemy takes $PlayerLevel.(set: $EnemyLife to it-$PlayerLevel)](elseif: $PlayerChoice is "Dodge" and ($EnemyChoice is "Kick" or "Grab"))[The player ducked the enemy's $EnemyChoice! Enemy takes $PlayerLevel.(set: $EnemyLife to it-$PlayerLevel)](elseif: $PlayerChoice is "Block" and ($EnemyChoice is "Punch" or "Dodge"))[Patience beats the enemy's $EnemyChoice! Enemy takes $PlayerLevel.(set: $EnemyLife to it-$PlayerLevel)](elseif: $PlayerChoice is "Grab" and ($EnemyChoice is "Block" or "Kick"))[The enemy's $EnemyChoice left them open for a throw! Enemy takes $PlayerLevel.(set: $EnemyLife to it-$PlayerLevel)](else:)[The enemy's $EnemyChoice beats the player's $PlayerChoice dealing $EnemyLevel damage!(set:$PlayerLife to it-$EnemyLevel)]
(display: "Enemy Stats")
(if: $PlayerLife < 1)[You Lose!
[[New Game->Start]]](elseif: $EnemyLife < 1)[You Win!
[[Level Up->Continue]]](else:)[The fight [[continues!->Loop1]]](display: "Enemy Stats")
{
(set: $EnemyOptions to (a: "hi"))
(if: $EnemyPunch > 0)[(set: $EnemyOptions to it+(a:"Punch"))]
(if: $EnemyKick > 0)[(set: $EnemyOptions to it+(a:"Kick"))]
(if: $EnemyDodge > 0)[(set: $EnemyOptions to it+(a:"Dodge"))]
(if: $EnemyBlock > 0)[(set: $EnemyOptions to it+(a:"Block"))]
(if: $EnemyGrab > 0)[(set: $EnemyOptions to it+(a:"Grab"))]
(set: $EnemyOptions to it-(a:"hi"))
(set: $EnemyChoice to (either: ...$EnemyOptions))
(if: $EnemyChoice is "Punch")[(set: $EnemyLevel to $EnemyPunch)(set: $EnemyPunch to 0)]
(if: $EnemyChoice is "Kick")[(set: $EnemyLevel to $EnemyKick)(set: $EnemyKick to 0)]
(if: $EnemyChoice is "Dodge")[(set: $EnemyLevel to $EnemyDodge)(set: $EnemyDodge to 0)]
(if: $EnemyChoice is "Block")[(set: $EnemyLevel to $EnemyBlock)(set: $EnemyBlock to 0)]
(if: $EnemyChoice is "Grab")[(set: $EnemyLevel to $EnemyGrab)(set: $EnemyGrab to 0)]
}Life: (for: each _i, ...(range:0,$PlayerLife))[O]
Punch: (if: $PlayerPunch>0)[(for: each _i, ...(range:1,$PlayerPunch))[P]]
Kick: (if: $PlayerKick>0)[(for: each _i, ...(range:1,$PlayerKick))[K]]
Dodge: (if: $PlayerDodge>0)[(for: each _i, ...(range:1,$PlayerDodge))[D]]
Block: (if: $PlayerBlock>0)[(for: each _i, ...(range:1,$PlayerBlock))[B]]
Grab: (if: $PlayerGrab>0)[(for: each _i, ...(range:1,$PlayerGrab))[G]]
Laps until board resets: {
(enchant: "Punch", (text-colour: red) + (text-style:'bold'))
(enchant: "Kick", (text-colour: yellow) + (text-style:'bold'))
(enchant: "Dodge", (text-colour: green) + (text-style:'bold'))
(enchant: "Block", (text-colour: blue) + (text-style:'bold'))
(enchant: "Grab", (text-colour: purple) + (text-style:'bold'))
(if: $PrevLocation > $PlayerLocation)[
(set: $PrevLocation to 0)
(set:$Lap to ($Lap+1))]
(set: $Viable1 to ($PlayerLocation+1))
(set: $Viable2 to ($PlayerLocation+2))
(set: $Viable3 to ($PlayerLocation+3))
(set: $Viable4 to ($PlayerLocation-$NumberofOptions+1))
(set: $Viable5 to ($PlayerLocation-$NumberofOptions+2))
(set: $Viable6 to ($PlayerLocation-$NumberofOptions+3))
}(set: _countdown to (3-$Lap))(if: _countdown <= 0)[(set: $Lap to 0)(display: "GenerateBoard")]_countdown(for: each _i, ...(range:1,$NumberofOptions))[(set: $Mana to (either: "Punch","Kick","Dodge","Block","Grab"))(set: $BoardState's (_i) to $Mana)]Double-click this passage to edit it.{
(set: $NumberofOptions to 7)
(set: $PlayerSteps to 0)
(set: $PlayerLife to 7)
(set: $EnemyLife to 7)
(set: $Victories to 0)
(set: $Difficulty to 1)
(set: $PlayerPunch to 0)
(set: $PlayerKick to 0)
(set: $PlayerDodge to 0)
(set: $PlayerBlock to 0)
(set: $PlayerGrab to 0)
(set: $PlayerPunchRate to 1)
(set: $PlayerKickRate to 1)
(set: $PlayerDodgeRate to 1)
(set: $PlayerBlockRate to 1)
(set: $PlayerGrabRate to 1)
(set: $PlayerLocation to 1)
(set: $PrevLocation to 0)
(set: $Lap to 0)
(set: $BoardState to (a: "a","b","c"))
(set: $EnemyPunch to 0)
(set: $EnemyKick to 0)
(set: $EnemyDodge to 0)
(set: $EnemyBlock to 0)
(set: $EnemyLife to 7)
(set: $EnemyPunchRate to 1)
(set: $EnemyKickRate to 1)
(set: $EnemyDodgeRate to 1)
(set: $EnemyBlockRate to 1)
(set: $EnemyGrabRate to 1)
(set: $EnemyName to "")
}{
(set: $EnemyName to "Mysterious Stranger")
(for: each _i, (range: 1, ($Difficulty+1)))[
(set: $Shuffler to (a: "Punch","Kick","Dodge","Block","Grab"))
(set: _spec1 to (either: ...$Shuffler))
(if: _spec1 is "Punch")[(set: $EnemyPunchRate to it+1)]
(if: _spec1 is "Kick")[(set: $EnemyKickRate to it+1)]
(if: _spec1 is "Dodge")[(set: $EnemyDodgeRate to it+1)]
(if: _spec1 is "Block")[(set: $EnemyBlockRate to it+1)]
(if: _spec1 is "Grab")[(set: $EnemyGrabRate to it+1)]
]
}(display: "Continue Refresh")(display: "GenerateBoard")(display: "Custom Enemy")(set: $Victories to it +1)(set: $Difficulty to it +1)
You've won $Victories (if: $Victories is 1)[time](else:)[times in a row.
The enemies will be harder moving forward!]
Guarantee the 6th space-
(link: "is a Punch")[(set: $BoardState's (6) to "Punch")(goto: "Loop1")]
(link: "is a Kick")[(set: $BoardState's (6) to "Kick")(goto: "Loop1")]
(link: "is a Dodge")[(set: $BoardState's (6) to "Dodge")(goto: "Loop1")]
(link: "is a Block")[(set: $BoardState's (6) to "Block")(goto: "Loop1")]
(link: "is a Grab")[(set: $BoardState's (6) to "Grab")(goto: "Loop1")]
Add more options when gathering energy:
(link: "Increases rondel options by 2")[(set:$NumberofOptions to it+2)(display: "GenerateBoard")(goto: "Loop1")]
(link: "Start the fight with 3 more life")[(set: $PlayerLife to it+3)(goto: "Loop1")]{
(set: $NumberofOptions to 7)
(set: $PlayerSteps to 0)
(set: $PlayerLife to 7)
(set: $EnemyLife to 7)
(set: $PlayerPunch to 0)
(set: $PlayerKick to 0)
(set: $PlayerDodge to 0)
(set: $PlayerBlock to 0)
(set: $PlayerGrab to 0)
(set: $PlayerLocation to 1)
(set: $PrevLocation to 0)
(set: $Lap to 0)
(set: $BoardState to (a: "a","b","c"))
(set: $EnemyPunch to 0)
(set: $EnemyKick to 0)
(set: $EnemyDodge to 0)
(set: $EnemyBlock to 0)
(set: $EnemyLife to 7)
(set: $EnemyPunchRate to 1)
(set: $EnemyKickRate to 1)
(set: $EnemyDodgeRate to 1)
(set: $EnemyBlockRate to 1)
(set: $EnemyGrabRate to 1)
(set: $EnemyName to "")
}$EnemyName
Enemy Life: (for: each _i, ...(range:0,$EnemyLife))[O]
Punch: (if: $EnemyPunch>0)[(for: each _i, ...(range:1,$EnemyPunch))[P]]
Kick: (if: $EnemyKick>0)[(for: each _i, ...(range:1,$EnemyKick))[K]]
Dodge: (if: $EnemyDodge>0)[(for: each _i, ...(range:1,$EnemyDodge))[D]]
Block: (if: $EnemyBlock>0)[(for: each _i, ...(range:1,$EnemyBlock))[B]]
Grab: (if: $EnemyGrab>0)[(for: each _i, ...(range:1,$EnemyGrab))[G]]