//Change Log //V1.3.0 //changed to TAB Spacings // //V1.2.0 // //V1.1.1 // //V1.1.0 // //DarkLucifer69 //Stonemon //Version V1.0 var global = import Games\Stonemon\GlobalVars var art = import Games\Stonemon\Art var playerStatsOpen = false var foeStatsOpen = false var currentWindow = "Battle" var cursor = 0 var cursorLast = 0 var cursorGray = false var delay = 0 var turn = "Player" var lastDamage = 0 var round = 1 var turnStart = true var turnEnd = false var envy = 0 var itemCount = 1 var killCount = 0 //test stuff var asdf func GenerateCreature(source, name) ?"" ! name source.GenerateNew(name) : var rngVal = (rng % 18 +1) source.GenerateNew(rngVal) func GenerateInventory() itemCount = 1 func Restart() GenerateCreature(global.PC, "Starter") GenerateCreature(global.creatures, "scarab") GenerateInventory() cursor = 0 delay = 0 round = 1 killCount = 0 turn = "Player" turnStart = true turnEnd = false func Regenerate(current, max) current = current + (max / 10) current = math.Clamp(current,0,max) return current func EmpowerCreature(creature) var startVal = 0 var newVal = 0 currentWindow = "Empower" ?cursor = 0 & creature.creatureMaxHP = creature.creatureMaxHPGrowth ^|cursor = 1 & creature.creatureMaxMP = creature.creatureMaxMPGrowth ^|cursor = 2 & creature.creatureSkillCost = creature.creatureSkillCostMinimum ^|cursor = 3 & creature.creatureDamage = creature.creatureDamageGrowth cursorGray = true : cursorGray = false ?delay > 10 & key = "primaryEnd" & envy > 0 ?cursor = 0 & creature.creatureMaxHP < creature.creatureMaxHPGrowth startVal = creature.creatureMaxHP newVal = creature.RamdomEmpower(creature.creatureMaxHP, 1, creature.creatureMaxHPGrowth) creature.creatureMaxHP = newVal creature.creatureHP = creature.creatureHP + (newVal - startVal) envy-- delay = 0 :?cursor = 1 & creature.creatureMaxMP < creature.creatureMaxMPGrowth startVal = creature.creatureMaxMP newVal = creature.RamdomEmpower(creature.creatureMaxMP, 1, creature.creatureMaxMPGrowth) creature.creatureMaxMP = newVal creature.creatureMP = creature.creatureMP + (newVal - startVal) envy-- delay = 0 :?cursor = 2 & creature.creatureSkillCost > creature.creatureSkillCostMinimum creature.creatureSkillCost = creature.RamdomEmpower(creature.creatureSkillCost, -4, creature.creatureSkillCostMinimum) envy-- delay = 0 :?cursor = 3 & creature.creatureDamage < creature.creatureDamageGrowth creature.creatureDamage = creature.RamdomEmpower(creature.creatureDamage, 5, creature.creatureDamageGrowth) envy-- delay = 0 : ?creature.creatureMaxHP = creature.creatureMaxHPGrowth & creature.creatureMaxMP = creature.creatureMaxMPGrowth & ^creature.creatureSkillCost = creature.creatureSkillCostMinimum & creature.creatureDamage = creature.creatureDamageGrowth & envy ! 0 creature.creatureMaxHPGrowth = creature.creatureMaxHPGrowth * 2 creature.creatureMaxMPGrowth = creature.creatureMaxMPGrowth * 2 creature.creatureSkillCostMinimum = creature.creatureSkillCostMinimum / 2 creature.creatureDamageGrowth = creature.creatureDamageGrowth * 2 ?envy = 0 cursor = cursorLast currentWindow = "Battle" func SkillHandeler(source, target) var skillDam = source.creatureDamage + source.creatureDamageMod var skill = source.creatureSkillName ?skill = "Vent Jealously" skillDam = skillDam * 2 :?skill = "Reckless Charge" skillDam = skillDam + (skillDam / 2) ?rng % 3 = 0 source.creatureHP = source.creatureHP - (source.creatureMaxHP / 10) :?skill = "Mean Branches" skillDam = skillDam * 3 :?skill = "Sate Craving" skillDam = skillDam * 2 :?skill = "Annoyance Rising" skillDam = 0 source.creatureDamageMod = source.creatureDamageMod + (source.creatureDamage / 4) :?skill = "Slimy Touch" skillDam = skillDam + (skillDam / 2) :?skill = "Alpha Punch" skillDam = (skillDam * 2) + (skillDam / 2) :?skill = "Entropy Slam" skillDam = skillDam + (skillDam / 2) target.creatureMP = target.creatureMP - RandomRangeFrom(skillDam) :?skill = "BF Sword" source.creatureMP = source.creatureMP - RandomRangeFrom(skillDam) skillDam = skillDam * 2 target.creatureMP = target.creatureMP - RandomRangeFrom(skillDam) :?skill = "Sadistic Glee" skillDam = skillDam - (skillDam / 5) :?skill = "Expensive Hammer" skillDam = 0 source.Pay2Win++ ?source.Pay2Win = 1 target.creatureHP = target.creatureHP - 100 lastDamage = 100 :?source.Pay2Win = 2 target.creatureHP = target.creatureHP - 175 lastDamage = 150 : target.creatureHP = 0 :?skill = "Kamehame-Sneeze" ?rng % 10 = 0 ?turn = "Foe" turn = "Player" :?turn = "Player" turn = "Foe" :?skill = "SnowBall o'Matic" ?rng % 4 = 0 ?turn = "Foe" turn = "Player" :?turn = "Player" turn = "Foe" :?skill = "Spooky Lantern" source.creatureDamageMod = source.creatureDamageMod + (source.creatureDamage / 10) :?skill = "Swallow" ?source.Pay2Win = source.creatureHP target.creatureHP = 0 : source.Pay2Win = source.creatureHP :?skill = "Javelin Prod" skillDam = (skillDam * 2) + (skillDam / 2) :?skill = "Raw Power" skillDam = skillDam * 3 + (skillDam / 2) :?skill = "Elemental Lotto" skillDam = skillDam * 2 ?rng % 5 = 0 target.creatureDamageMod = target.creatureDamageMod - 5 /* :? source.creatureDamageMod = source.creatureDamageMod + (source.creatureDamage / 10) :? ?turn = "Foe" turn = "Player" :?turn = "Player" turn = "Foe" :? target.creatureMP = target.creatureMP - RandomRangeFrom(skillDam) */ : source.Pay2Win++ :?skill = "Perfection" skillDam = 0 target.creatureHP = target.creatureHP - (target.creatureMaxHP / 3) : skillDam = skillDam + (skillDam / 2) DealDamage(skillDam, target) source.creatureMP = source.creatureMP - source.creatureSkillCost return func RandomRangeFrom(dam) dam = dam + ((rng % ((dam/5)+1)) - (dam/10)) return dam func DealDamage(dam, target) ?target.creatureDefending dam = dam / 4 dam = RandomRangeFrom(dam) target.creatureHP = target.creatureHP - dam lastDamage = dam return func ItemHandler(source) var heal = source.RandomVeriance(source.creatureMaxHP - (source.creatureMaxHP / 4), 0) heal = math.Clamp(heal, 0, source.creatureMaxHP - source.creatureHP) source.creatureHP = source.creatureHP + heal itemCount -- lastDamage = heal return func TurnHandler(source, target, auto) ?turnStart = true source.creatureDefending = false source.creatureDefendingCD -- ?source.creatureRegenHP source.creatureHP = Regenerate(source.creatureHP,source.creatureMaxHP) ?source.creatureRegenMP source.creatureMP = Regenerate(source.creatureMP,source.creatureMaxMP) turnStart = false ?auto & delay > 30 cursor = rng % 3 : ?key = "downEnd" cursor = cursor + 2 :?key = "upEnd" cursor = cursor - 2 :?key = "leftEnd" cursor -- :?key = "rightEnd" cursor ++ cursor = math.Clamp(cursor,0,3) ?currentWindow = "Battle" ?cursor = 2 & source.creatureDefendingCD > 0 | cursor = 3 & itemCount = 0 | cursor = 1 & source.creatureSkillCost > source.creatureMP cursorGray = true : cursorGray = false ?currentWindow = "Battle" ?source.creatureName = "Bronze Guardian" & delay > 30 ?source.creatureSkillCost <= source.creatureMP SkillHandeler(source, target) delay = 0 turnEnd = true : delay = 0 turnEnd = true :?key = "primaryEnd" & delay > 10 | auto & delay > 30 ?cursor = 0 //attack DealDamage(source.creatureDamage + source.creatureDamageMod, target) delay = 0 turnEnd = true :?cursor = 1 & source.creatureSkillCost <= source.creatureMP //skills SkillHandeler(source, target) delay = 0 turnEnd = true :?cursor = 2 ?source.creatureDefendingCD <= 0 //defend source.creatureDefending = true source.creatureDefendingCD = 2 delay = 0 turnEnd = true :?cursor = 3 ?itemCount > 0 //item ItemHandler(source) delay = 0 turnEnd = true ?turnEnd = true turnEnd = false turnStart = true ?turn = "Player" cursorLast = cursor turn = "Foe" ://?turn = "Foe" cursor = cursorLast turn = "Player" func RoundControl() global.PC.creatureDamageMod = 0 killCount ++ ?round ! 25 | round ! 26 envy ++ round ++ turn = "Player" ?round % 3 = 1 & round ! 1 & round ! 25 & 27 itemCount++ envy ++ ?round = 10 global.PC.creatureRegenHP = true ?round = 1 GenerateCreature(global.creatures, "Scarab") :?round = 2 GenerateCreature(global.creatures, "Scarab") :?round = 3 GenerateCreature(global.creatures, "Xyloalgia") :?round = 4 GenerateCreature(global.creatures, "Knee Chopper") :?round = 5 GenerateCreature(global.creatures, "Knee Chopper") :?round = 6 GenerateCreature(global.creatures, "Bolesh") :?round = 7 GenerateCreature(global.creatures, "Big A** Snail") :?round = 8 GenerateCreature(global.creatures, "Big A** Snail") :?round = 9 GenerateCreature(global.creatures, "Angry Shroom") :?round = 10 GenerateCreature(global.creatures, "Skeletony") :?round = 11 GenerateCreature(global.creatures, "Skeletony") :?round = 12 GenerateCreature(global.creatures, "Pallas") :?round = 13 GenerateCreature(global.creatures, "Dominotaur") :?round = 14 GenerateCreature(global.creatures, "Dominotaur") :?round = 15 GenerateCreature(global.creatures, "Bronze Guardian") :?round = 16 GenerateCreature(global.creatures, "Giant Ice Elemental") :?round = 17 GenerateCreature(global.creatures, "Giant Ice Elemental") :?round = 18 GenerateCreature(global.creatures, "Hrimnir") :?round = 19 GenerateCreature(global.creatures, "Acronian Cultist") :?round = 20 GenerateCreature(global.creatures, "Acronian Cultist") :?round = 21 GenerateCreature(global.creatures, "Nagaraja") :?round = 22 GenerateCreature(global.creatures, "Acronian Scout") :?round = 23 GenerateCreature(global.creatures, "Acronian Scout") :?round = 24 GenerateCreature(global.creatures, "Dysangelos Has Stones") :?round = 25 GenerateCreature(global.creatures, "Dysangelos Elemental") :?round = 26 GenerateCreature(global.creatures, "Dysangelos Perfected") : GenerateCreature(global.creatures, "") global.creatures.creatureDamageMod = (round) func Run() ?turn = "Player" TurnHandler(global.PC, global.creatures, false) :?turn = "Foe" TurnHandler(global.creatures, global.PC, true) ?envy > 0 EmpowerCreature(global.PC) ?key = "ability1" & key = "ability2End" & delay > 10 //restart Restart() //cheat //:?key = "ability1" & "ability2" = key & key = "bumpRBegin" & delay > 1 // global.creatures.creatureHP = 0 // //:?key = "ability1" & key = "bumpL" & delay > 10 // // global.PC.creatureHP = global.PC.creatureMaxHP // envy++ // //:?key = "ability1" & key = "bumpREnd" & key ! "ability2" & delay > 10 // GenerateCreature("") ?key = "backEnd" & playerStatsOpen = false playerStatsOpen = true foeStatsOpen = false :?key = "backEnd" & playerStatsOpen = true playerStatsOpen = false ?key = "bumpLEnd" & foeStatsOpen = false foeStatsOpen = true playerStatsOpen = false :?key = "bumpLEnd" & foeStatsOpen = true foeStatsOpen = false delay++