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The Reliques of Tolti-AphAn interactive fiction by Graham Nelson (2005) - the Inform 7 source text |
| Home page Contents Previous Next Complete text | Section 3(d) - Combat-readiness
To decide whether combat proceeds: if a hostile alive monster (called the baddie) is in the location, decide yes; decide no. Before reading a command: if combat proceeds, change the command prompt to "Combat> "; otherwise change the command prompt to "> ". After waiting when combat proceeds: stop the action. Check going (this is the need a saving roll to retreat rule): if combat proceeds begin; if a saving roll of 11 by the player to "disengage from the fight" is made, continue the action; say "So you are unable to break away." instead; end if. Check casting (this is the can't cast non-combat spells in combat rule): let the warlike nature be the nature of the spell understood; if the warlike nature is defensive, let the warlike nature be offensive; if combat proceeds and the warlike nature is not offensive begin; say "The nature of that spell is [nature of the spell understood]: unlike offensive and defensive spells - which are structured for use in combat - [nature of the spell understood] spells need a little peace and calm to be cast." instead; end if. A person can be surprised or ready. A person is usually ready. Instead of attacking a monster: if the noun is hostile, say "You are already locked in combat." instead; now the noun is hostile; now the noun is surprised; now the player is ready; say "You make a surprise attack on [the noun]!" instead. To mount an attack from (bad guy - a monster): now the bad guy is hostile; now the bad guy is ready; now the player is surprised; say "[The bad guy] attacks!" Every turn when a hostile monster is in the location: if the player is ready, make the player strike a blow against the scariest hostile monster in the location;[1] repeat with the opponent running through hostile monsters in the location begin; if the player is killed, stop; if the opponent is ready begin; if Zoorl is in the location, make the opponent strike a blow against Zoorl; otherwise make the opponent strike a blow against the player; end if; end repeat; now the player is ready; now all hostile monsters are ready. |