procedure CHARACTERSELECT
put"Ok ", P1NAME, " You now must select your mage"
color (1)put"**********************************************"
color (1)put"* .::Blue Mage *"
color (1)put"* !For Purchase Press 1! *"
color (1)put"* Attributes: *"
color (1)put"* ~ HP = 125 *"
color (1)put"* ~ Armor = 30 *"
color (1)put"* ~ Strength = Water Spells *"
color (1)put"* ~ Weakness = Electric Spells *"
color (1)put"**********************************************"
color (4)put"**********************************************"
color (4)put"* .::Red Mage *"
color (4)put"* !For Purchase Press 2! *"
color (4)put"* Attributes: *"
color (4)put"* ~ HP = 90 *"
color (4)put"* ~ Armor = 40 *"
color (4)put"* ~ Strenght = Fire Spells *"
color (4)put"* ~ Weakness = Water Spells *"
color (4)put"**********************************************"
color (6)put"**********************************************"
color (6)put"* .::Yellow Mage *"
color (6)put"* !For Purchase Press 3! *"
color (6)put"* Attributes: *"
color (6)put"* ~ HP = 50 *"
color (6)put"* ~ Armor = 70 *"
color (6)put"* ~ Strength = Lightning Spells *"
color (6)put"* ~ Weakness = Fire Spells *"
color (6)put"**********************************************"
color (7)put"So what is your choice? 1, 2, or 3?"
get P1CHOICE
delay(500)
Text.Cls
put"Ok ", P2NAME, " You now must select your mage"
color (1)put"**********************************************"
color (1)put"* .::Blue Mage *"
color (1)put"* !For Purchase Press 1! *"
color (1)put"* Attributes: *"
color (1)put"* ~ HP = 125 *"
color (1)put"* ~ Armor = 30 *"
color (1)put"* ~ Strength = Water Spells *"
color (1)put"* ~ Weakness = Electric Spells *"
color (1)put"**********************************************"
color (4)put"**********************************************"
color (4)put"* .::Red Mage *"
color (4)put"* !For Purchase Press 2! *"
color (4)put"* Attributes: *"
color (4)put"* ~ HP = 90 *"
color (4)put"* ~ Armor = 40 *"
color (4)put"* ~ Strength = Fire Spells *"
color (4)put"* ~ Weakness = Water Spells *"
color (4)put"**********************************************"
color (6)put"**********************************************"
color (6)put"* .::Yellow Mage *"
color (6)put"* !For Purchase Press 3! *"
color (6)put"* Attributes: *"
color (6)put"* ~ HP = 50 *"
color (6)put"* ~ Armor = 70 *"
color (6)put"* ~ Strength = Lightning Spells *"
color (6)put"* ~ Weakness = Fire Spells *"
color (6)put"**********************************************" %All put statements have "Color (i)"
color (7)put"So what is your choice? 1, 2, or 3?" %to make lines match up in code
get P2CHOICE
/* Players Now Have Their Mages */
if (P1CHOICE = 1) then %The following determines Health and Armor Attributes For Player One
P1HP := 125
P1DEFENCE := 30
P1MAGECLASS := "WaterMage"
elsif (P1CHOICE = 2) then
P1HP := 90
P1DEFENCE := 40
P1MAGECLASS := "FireMage"
elsif (P1CHOICE = 3) then
P1HP := 50
P1DEFENCE := 70
P1MAGECLASS := "LightningMage"
end if
if (P2CHOICE = 1) then %The following determines Health and Armor Attributes For Player Two
P2HP := 125
P2DEFENCE := 30
P2MAGECLASS := "IceMage"
P2WEAKATK := Blizzard
P2MEDATK := BlizzardSpike
P2STRONGATK := BlizzardBlast
elsif (P2CHOICE = 2) then
P2HP := 90
P2DEFENCE := 40
P2MAGECLASS := "FireMage"
elsif (P2CHOICE = 3) then
P2HP := 50
P2DEFENCE := 70
P2MAGECLASS := "LightningMage"
end if
Text.Cls
end CHARACTERSELECT
/*===============================================================================================*/
/*===================================================*/
procedure CONFIRMATION
put"FOR TESTING DISPLAY ATTRIBUTES"
put"PLAYER ONE HEALTH: ",P1HP
put"PLAYER ONE ARMOR: ",P1DEFENCE
put"PLAYER ONE MAGE CLASS: ", P1MAGECLASS
put"PLAYER TWO HEALTH: ",P2HP
put"PLAYER TWO ARMOR: ",P2DEFENCE
put"PLAYER TWO MAGE CLASS: ",P2MAGECLASS
put"END TESTING OF VARAIABLES"
end CONFIRMATION
/*====================================================*/
put"Are you ready to duel? [yes or no]"
get duelanswer
if (duelanswer = "yes") then
/*============================================================================================================*/
procedure BEGINTEXT
Text.Cls
put" ______ _ "
put"(____ | (_) "
put" ____) )_____ ____ _ ____"
put"| __ (| ___ |/ _ | | _ | "
put"| |__) ) ____( (_| | | | | | "
put"|______/|_____)|___ |_|_| |_| "
put" (_____| "
delay (750)
Text.Cls
end BEGINTEXT
/*=============================================================================================================*/
% PROCEDURES NEEDED FOR PLAYERTURNS
/*-----------------------------------------*/
procedure PLAYERONEDEATH
put"Sorry ", P1NAME, "But you lose since your HP has gone to zero."
put"Press 1 to play again with the same names and mages, 2 to restart, or 3 to end the game"
get continue
if (continue = 1) then
BEGINTEXT
elsif (continue = 2) then
CHARACTERSELECT
elsif (continue = 3) then
end if
end PLAYERONEDEATH
/*-----------------------------------------*/
/*-----------------------------------------*/
procedure PLAYERTWODEATH
put"Sorry", P2NAME, "But you lose since your HP has gone to zero."
put"Press 1 to play again with the same names and mages, 2 to restart, or 3 to end the game"
get continue
if (continue = 1) then
BEGINTEXT
elsif (continue = 2) then
CHARACTERSELECT
elsif (continue = 3) then
end if
end PLAYERTWODEATH
/*-----------------------------------------*/
/*-----------------------------------------*/
procedure PLAYERONETURN
put P1NAME, " It is now your turn." delay (200)
put"What would you like to do?" delay (200)
put" "
put" "
put" "
end PLAYERONETURN
/*-----------------------------------------*/
/*-----------------------------------------*/
procedure PLAYERTWOTURN
end PLAYERTWOTURN
/*-----------------------------------------*/
/*=============================================================================================================*/
procedure PLAYERTURNS
loop
/*-----*/
if (P1HP = 0) then % Checks to see if player one is dead.
PLAYERONEDEATH % If he/she is, Player Two Wins
else
PLAYERONETURN % If he isn't, the program will let playerone have his turn
end if
if (P2HP = 0) then % Checks to see of player two is dead
PLAYERTWODEATH % If he/she is, Player One Wins
else
PLAYERTWOTURN % If he/she isn't, the program will let playertwo have his turn
end if
/*-----*/
end loop
end PLAYERTURNS
/*==============================================================================================================*/
procedure END
end END
/* This is The Program's Structure {NOT TO BE MODIFIED} */
/**/
INSTRUCTIONS
/**/
NAMEINPUT
/**/
CHARACTERSELECT
/**/
CONFIRMATION
/**/
BEGINTEXT
/**/
PLAYERTURNS
/**/
END
/**/
/* This is the end of the Program's Structure */
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