{(set: $spirit2_hp to 0)
(set: $hasSpirit2 to false)
(set: $spirit3_hp to 0)
(set: $hasSpirit3 to false)
(set: $spirit4_hp to 0)
(set: $hasSpirit4 to false)
A lady at the reinforced service window glances as you walk up to her.}
"Welcome to Gate 1, sorry about the mess that strike has made everything in Marshal disorganized. Luckily the gate was not hit or else the entire city would be destroyed and we might all be dead! Sorry, sorry not funny. May I see your identification?"
[[Hand Over Mr.X's ID|Mr.X]]
[[Hand Over Mr.Z's ID|Mr.Z]]
[[Hand Over General Seltry's ID|General Seltry]]{(set: $player_name to "Mr.X")
You are Mr.X, Xavier being your real name. The first Heathe, a person who allies to Spirits, you are seen as the first line of defense against enemy Spirit attack. You still remember when the Tower was built after the Third World War, the one that was to revive everyone's loved ones. It backfired however, as their souls became Spirits that took over inanimate objects and began killing people and each other. Having proven your ability to keep people alive, your skills will now be tested as you must travel to the Epicenter, an irradiated zone to the north of Marshal. The strikes the lady mentioned came out of nowhere, obliterating the city's roof which normally kept Spirits out. Now they are flowing in constantly, taking over objects and leading to many casualties. It is your job to end it.}
"Thank you for the log in Mr.X, the brass love you but they do require records, I am sure you know. Also I am sorry about your Spirits, they fit you perfectly, that battle was just too much for them, but your new ally is waiting for you outside. I hear it is a special Spirit! As always take a supply pack and have a safe trip!"
You walk over to a set of shelves with different backpacks settled on them, and start to worry about the danger of this mission. It has been a few years since you have fought due to the massive losses in Spirits you had. With nothing trained will you be able to defeat this massive enemy? What about your son? You do not want him alone. You shake your head and know you must pick a pack...
[[Pick Up Medic Pack|Medic Pack]]
[[Pick Up Scout Pack|Scout Pack]]
[[Pick Up Soul Pack|Soul Pack]]
<br>
[[...Turn Back|Character Turn Back]]{(set: $player_name to "Mr.Z")
You are Mr.Z, Zayn being your real name. Child to the first Heathe was difficult for you as everyone expected you to grow into your father's position. However you still have not recieved your first Spirit connection and have no ambitions to show for yourself. Spirits, you have heard all the stories of when the Tower was built after the Third World War, the one that was to revive everyone's loved ones. It backfired however, as their souls became Spirits that took over inanimate objects and began killing people and each other. Begging to General Seltry due to your father's injury and succeeding, you must travel to the Epicenter, an irradiated zone to the north of Marshal. The strikes the lady mentioned came out of nowhere, obliterating the city's roof which normally kept Spirits out. Now they are flowing in constantly, taking over objects and leading to many casualties. It is your job to end it.}
"Ah so you are Mr.Z! I have been hoping to meet you, was wondering how much like your dad you are. Your first ally is waiting for you outside. I hear it is a special Spirit! Hope you are excited for your first trip, make sure to take a supply pack from behind me and be safe!"
You walk over to a set of shelves with different backpacks settled on them, and you start to think if this trip is worth it. Going alone against a massively strong Spirit you know nothing about? With no experience? You shake your head and know you have to choose a pack...
[[Pick Up Medic Pack|Medic Pack]]
[[Pick Up Scout Pack|Scout Pack]]
[[Pick Up Soul Pack|Soul Pack]]
<br>
[[...Turn Back|Character Turn Back]]{(set: $player_name to "General Seltry")
You are General Seltry, the youngest and most well-respected general from the now disbanded United States of America. Times are uncertain as Spirits attack, killing your troops and civilians every day. Meanwhile Heathes, people who ally with Spirits, loyal to you are hard to come by. Spirits, you still remember when the Tower was built after the Third World War. The Tower was supposed to revive everyone's loved ones. It backfired however, as their souls became Spirits that took over inanimate objects and began killing people and each other. Having proven your ability to lead your people, your tactical skills will now be tested as you must travel to the Epicenter, an irradiated zone to the north of Marshal. The strikes the lady mentioned came out of nowhere, obliterating the city's roof which normally kept Spirits out. Now they are flowing in constantly, taking over objects and leading to many casualties. It is your job to end it.}
"General! I am so sorry, was reading up on.... the new regulations! Great decision about keeping the fiction books away from civilians for now, they are incredibly addicting. Also I am sorry about your Spirits, they fit you perfectly, that battle was just too much for them, but your new ally is waiting for you outside. I hear it is a special Spirit! Anyways be sure to grab a backpack as usual and destroy those Spirits!"
You walk over to a set of shelves with different backpacks settled on them, and start to think why you are here. Mr.X and Mr.Z are perfectly capable of doing this job, you are a General! This is grunt work for those with actual combat experience. You are a tactical genius sure, but controlling one of these things? It is ludicrous to think you can! You shake your head and decide you just have to pick a pack.
[[Pick Up Medic Pack|Medic Pack]]
[[Pick Up Scout Pack|Scout Pack]]
[[Pick Up Soul Pack|Soul Pack]]
<br>
[[...Turn Back|Character Turn Back]]{(set: $hasMedicPatch to true)
(set: $medicPatch_count to 3)
(set: $spiritOrb_active to true)
You open the Medic Pack to find three Spirit patches, bandages taken from a friendly medical Spirit that can heal other Spirits. These are incredibly hard to get attached to a Spirit however making them useless during combat.}
Alongside that is a Spirit Orb, charged by any Spirit these orbs restore strength to a destroyed Spirit allowing it to fight again, albeit much more weakend. The orb loses charge after one use however.
You leave the Hangar through a series of airlocks before finally stepping out into the bleak wasteland, some foliage has survived but it is grayed and the sky as well with dust rolling across the plains.
Walking over to the Spirit pens, you check with the receptionist who opens your Spirit's cage and what comes out is:
[[ Illum the Night-Light Spirit. Type: Light.|Illum]]
[[ Clocked the Boxing Glove Spirit. Type: Fighting.|Clocked]]
[[ Dice the Kitchen Knife. Type: Steel.|Dice]]{(set: $hasSpiritRadio to true)
You open the Scout Pack to find a Spirit Radio, the nickname for a walkie talkie that connects you with the Conclave's personal Spirit Helicopter. This will allow you to travel to Marshal and any locations you have visited from anywhere in the region.}
You leave the Hangar through a series of airlocks before finally stepping out into the bleak wasteland, some foliage has survived but it is grayed and the sky as well with dust rolling across the plains.
Walking over to the Spirit pens, you check with the receptionist who opens your Spirit's cage and what comes out is:
[[ Illum the Night-Light Spirit. Type: Light.|Illum]]
[[ Clocked the Boxing Glove Spirit. Type: Fighting.|Clocked]]
[[ Dice the Kitchen Knife. Type: Steel.|Dice]]{(set: $hasFocuser to true)
(set: $focuser_color to "Green")
You open the Soul Pack to find inside a large watch called the Focuser with a single button that turns red, blue, or green in a cycle as you press it. When red the watch will transfer all spirit energy from a battle to the Spirit battling, regardless of who fought. Blue will split the spirit energy amoung all Spirits who battled in your party. Green will split the spirit energy amoung all the Spirits regardless of if they battled. It is set to green automatically.}
You leave the Hangar through a series of airlocks before finally stepping out into the bleak wasteland, some foliage has survived but it is grayed and the sky as well with dust rolling across the plains.
Walking over to the Spirit pens, you check with the receptionist who opens your Spirit's cage and what comes out is:
[[ Illum the Night-Light Spirit. Type: Light.|Illum]]
[[ Clocked the Boxing Glove Spirit. Type: Fighting.|Clocked]]
[[ Dice the Kitchen Knife. Type: Steel.|Dice]]{(set: $spirit1_name to "Illum")
(set: $spirit1_type to "Light")
(set: $spirit1_hp to 25)
(set: $spirit1_attack to 1)
(set: $spirit1_specialAttack to 3)
(set: $spirit1_defense to 1)
(set: $spirit1_specialDefense to 3)
(set: $spirit1_speed to 2)
(set: $spirit1_move1_name to "Bash")
(set: $spirit1_move1_split to "Physical")
(set: $spirit1_move1_type to "Neutral")
(set: $spirit1_move1_damage to 2)
(set: $spirit1_move2_name to "Blind")
(set: $spirit1_move2_split to "Special")
(set: $spirit1_move2_type to "Light")
(set: $spirit1_move2_damage to 3)
(set: $spirit1_move3_name to "Catch Fire")
(set: $spirit1_move3_split to "Special")
(set: $spirit1_move3_type to "Fire")
(set: $spirit1_move3_damage to 2)
(set: $spirit1_move4_name to "Flash")
(set: $spirit1_move4_split to "Status")
(set: $spirit1_move4_decrease to 3)
You picked the Nightlight Spirit $spirit1_name a $spirit1_type type. Here are its starting moves:}
$spirit1_move1_name.
Split: $spirit1_move1_split.
Type: $spirit1_move1_type.
Deal $spirit1_move1_damage Damage.
$spirit1_move2_name
Split: $spirit1_move2_split.
Type: $spirit1_move2_type.
Deal $spirit1_move2_damage Damage.
$spirit1_move3_name.
Split: $spirit1_move3_split.
Type: $spirit1_move3_type.
Deal $spirit1_move3_damage Damage.
[[Start Your Journey|Trowel Battle]]{(set: $spirit1_name to "Clocked")
(set: $spirit1_type to "Fighting")
(set: $spirit1_hp to 30)
(set: $spirit1_attack to 2)
(set: $spirit1_specialAttack to 1)
(set: $spirit1_defense to 3)
(set: $spirit1_specialDefense to 3)
(set: $spirit1_speed to 1)
(set: $spirit1_move1_name to "Bash")
(set: $spirit1_move1_split to "Physical")
(set: $spirit1_move1_type to "Neutral")
(set: $spirit1_move1_damage to 2)
(set: $spirit1_move2_name to "Jab")
(set: $spirit1_move2_split to "Physical")
(set: $spirit1_move2_type to "Fighting")
(set: $spirit1_move2_damage to 3)
(set: $spirit1_move3_name to "Choke")
(set: $spirit1_move3_split to "Physical")
(set: $spirit1_move3_type to "Dark")
(set: $spirit1_move3_damage to 1)
(set: $spirit1_move4_name to "Fake Out")
(set: $spirit1_move4_split to "Status")
(set: $spirit1_move4_increase to 3)
You picked the Boxing Gloves Spirit $spirit1_name, a $spirit1_type type. Here are its starting moves:}
$spirit1_move1_name.
Split: $spirit1_move1_split.
Type: $spirit1_move1_type.
Deal $spirit1_move1_damage Damage.
$spirit1_move2_name
Split: $spirit1_move2_split.
Type: $spirit1_move2_type.
Deal $spirit1_move2_damage Damage
$spirit1_move3_name
Split: $spirit1_move3_split.
Type: $spirit1_move3_type.
Deal $spirit1_move3_damage Damage.
[[Start Your Journey|Trowel Battle]]{(set: $spirit1_name to "Dice")
(set: $spirit1_type to "Steel")
(set: $spirit1_hp to 30)
(set: $spirit1_attack to 3)
(set: $spirit1_specialAttack to 1)
(set: $spirit1_defense to 2)
(set: $spirit1_specialDefense to 1)
(set: $spirit1_speed to 3)
(set: $spirit1_move1_name to "Bash")
(set: $spirit1_move1_split to "Physical")
(set: $spirit1_move1_type to "Neutral")
(set: $spirit1_move1_damage to 1)
(set: $spirit1_move2_name to "Cut")
(set: $spirit1_move2_split to "Physical")
(set: $spirit1_move2_type to "Steel")
(set: $spirit1_move2_damage to 3)
(set: $spirit1_move3_name to "Bleed")
(set: $spirit1_move3_split to "Special")
(set: $spirit1_move3_type to "Fire")
(set: $spirit1_move3_damage to 2)
(set: $spirit1_move4_name to "Bleed")
(set: $spirit1_move4_split to "Status")
(set: $spirit1_move4_damage to 1)
You picked the Kitchen Knife Spirit $spirit1_name a $spirit1_type type. Here are its starting moves:}
$spirit1_move1_name.
Split: $spirit1_move1_split.
Type: $spirit1_move1_type.
Deal $spirit1_move1_damage Damage.
$spirit1_move2_name
Split: $spirit1_move2_split.
Type: $spirit1_move2_type.
Deal $spirit1_move2_damage Damage.
$spirit1_move3_name.
Split: $spirit1_move3_split.
Type: $spirit1_move3_type.
Deal $spirit1_move3_damage Damage.
[[Start Your Journey|Trowel Battle]]{(set: $hpReset1 to $spirit1_hp)
(set: $enemySpirit_name to "Trowel")
(set: $enemySpirit_type to "Steel")
(set: $enemySpirit_hp to 10)
(set: $enemySpirit_attack to 2)
(set: $enemySpirit_specialAttack to 1)
(set: $enemySpirit_defense to 2)
(set: $enemySpirit_specialDefense to 1)
(set: $enemySpirit_speed to 2)
(set: $enemySpirit_move1_name to "Bash")
(set: $enemySpirit_move1_split to "Physical")
(set: $enemySpirit_move1_type to "Neutral")
(set: $enemySpirit_move1_damage to 2)
(set: $enemySpirit_move2_name to "Plow")
(set: $enemySpirit_move2_split to "Physical")
(set: $enemySpirit_move2_type to "Steel")
(set: $enemySpirit_move2_damage to 3)
(set: $enemySpirit_move3_name to "Entrench")
(set: $enemySpirit_move3_split to "Physical")
(set: $enemySpirit_move3_type to "Earth")
(set: $enemySpirit_move3_damage to 2)
(set: $hpResetEnemy to $enemySpirit_hp)
While walking through a wellworn path you begin to hear metal scraping around you. It crescendos into a crash as Trowel, a shovel Spirit, bursts from a pile of metal debris and swings towards you.}
(if: $player_name is "Mr.X")
[
Instantly you duck and dodge the Trowel's swing while $spirit1_name comes between you and the enemy.
]\
(else-if: $player_name is "Mr.Z")
[
You stand terrified and as the Trowel is about to hit your head, $spirit1_name smacks it out of the way, resting between you and the enemy
]\
(else:)
[
You grab a hunk of sheet metal beside you and block the Trowel's attack although it makes you go flying. Before it can attack again $spirit1_name comes between you and the enemy
]
[[Battle!|Choose Move]]{(if: $spirit1_hp > 0)[
(set: $currentSpirit_name to $spirit1_name)
(set: $currentSpirit_hp to $spirit1_hp)
(set: $currentSpirit_move1_name to $spirit1_move1_name)
(set: $currentSpirit_move2_name to $spirit1_move2_name)
(set: $currentSpirit_move3_name to $spirit1_move3_name)
$enemySpirit_name HP: $enemySpirit_hp
<br><br>
Use [[$currentSpirit_move1_name|Move1]]
<br>
Use [[$currentSpirit_move2_name|Move2]]
<br>
Use [[$currentSpirit_move3_name|Move3]]
<br><br>
$currentSpirit_name HP: $currentSpirit_hp
]
(elseif: $spirit2_hp > 0)[
(set: $currentSpirit_name to $spirit2_name)
(set: $currentSpirit_hp to $spirit2_hp)
(set: $currentSpirit_move1_name to $spirit2_move1_name)
(set: $currentSpirit_move2_name to $spirit2_move2_name)
(set: $currentSpirit_move3_name to $spirit2_move3_name)
$enemySpirit_name HP: $enemySpirit_hp
<br><br>
Use [[$currentSpirit_move1_name|Move1]]
<br>
Use [[$currentSpirit_move2_name|Move2]]
<br>
Use [[$currentSpirit_move3_name|Move3]]
<br><br>
$currentSpirit_name HP: $currentSpirit_hp
]
(elseif: $spirit3_hp > 0)[
(set: $currentSpirit_name to $spirit3_name)
(set: $currentSpirit_hp to $spirit3_hp)
(set: $currentSpirit_move1_name to $spirit3_move1_name)
(set: $currentSpirit_move2_name to $spirit3_move2_name)
(set: $currentSpirit_move3_name to $spirit3_move3_name)
$enemySpirit_name HP: $enemySpirit_hp
<br><br>
Use [[$currentSpirit_move1_name|Move1]]
<br>
Use [[$currentSpirit_move2_name|Move2]]
<br>
Use [[$currentSpirit_move3_name|Move3]]
<br><br>
$currentSpirit_name HP: $currentSpirit_hp
]
(elseif: $spirit4_hp > 0)[
(set: $currentSpirit_name to $spirit4_name)
(set: $currentSpirit_hp to $spirit4_hp)
(set: $currentSpirit_move1_name to $spirit4_move1_name)
(set: $currentSpirit_move2_name to $spirit4_move2_name)
(set: $currentSpirit_move3_name to $spirit4_move3_name)
$enemySpirit_name HP: $enemySpirit_hp
<br><br>
Use [[$currentSpirit_move1_name|Move1]]
<br>
Use [[$currentSpirit_move2_name|Move2]]
<br>
Use [[$currentSpirit_move3_name|Move3]]
<br><br>
$currentSpirit_name HP: $currentSpirit_hp
]}{(if: $spirit1_hp > 0)[
(set: $currentSpirit_name to $spirit1_name)
(set: $currentSpirit_type to $spirit1_type)
(set: $currentSpirit_hp to $spirit1_hp)
(set: $currentSpirit_attack to $spirit1_attack)
(set: $currentSpirit_specialAttack to $spirit1_specialAttack)
(set: $currentSpirit_defense to $spirit1_defense)
(set: $currentSpirit_specialDefense to $spirit1_specialDefense)
(set: $currentSpirit_speed to $spirit1speed)
(set: $currentSpirit_move1_name to $spirit1_move1_name)
(set: $currentSpirit_move1_split to $spirit1_move1_split)
(set: $currentSpirit_move1_type to $spirit1_move1_type)
(set: $currentSpirit_move1_damage to $spirit1_move1_damage)
]
(elseif: $spirit2_hp > 0)[
(set: $currentSpirit_name to $spirit2_name)
(set: $currentSpirit_type to $spirit2_type)
(set: $currentSpirit_hp to $spirit2_hp)
(set: $currentSpirit_attack to $spirit2_attack)
(set: $currentSpirit_specialAttack to $spirit2_specialAttack)
(set: $currentSpirit_defense to $spirit2_defense)
(set: $currentSpirit_specialDefense to $spirit2_specialDefense)
(set: $currentSpirit_speed to $spirit2_speed)
(set: $currentSpirit_move1_name to $spirit2_move1_name)
(set: $currentSpirit_move1_split to $spirit2_move1_split)
(set: $currentSpirit_move1_type to $spirit2_move1_type)
(set: $currentSpirit_move1_damage to $spirit2_move1_damage)
]
(elseif: $spirit3_hp > 0)[
(set: $currentSpirit_name to $spirit3_name)
(set: $currentSpirit_type to $spirit3_type)
(set: $currentSpirit_hp to $spirit3_hp)
(set: $currentSpirit_attack to $spirit3_attack)
(set: $currentSpirit_specialAttack to $spirit3_specialAttack)
(set: $currentSpirit_defense to $spirit3_defense)
(set: $currentSpirit_specialDefense to $spirit3_specialDefense)
(set: $currentSpirit_speed to $spirit3_speed)
(set: $currentSpirit_move1_name to $spirit3_move1_name)
(set: $currentSpirit_move1_split to $spirit3_move1_split)
(set: $currentSpirit_move1_type to $spirit3_move1_type)
(set: $currentSpirit_move1_damage to $spirit3_move1_damage)
]
(elseif: $spirit4_hp > 0)[
(set: $currentSpirit_name to $spirit4_name)
(set: $currentSpirit_type to $spirit4_type)
(set: $currentSpirit_hp to $spirit_hp)
(set: $currentSpirit_attack to $spirit4_attack)
(set: $currentSpirit_specialAttack to $spirit4_specialAttack)
(set: $currentSpirit_defense to $spirit4_defense)
(set: $currentSpirit_specialDefense to $spirit4_specialDefense)
(set: $currentSpirit_speed to $spirit4_speed)
(set: $currentSpirit_move1_name to $spirit4_move1_name)
(set: $currentSpirit_move1_split to $spirit4_move1_split)
(set: $currentSpirit_move1_type to $spirit4_move1_type)
(set: $currentSpirit_move1_damage to $spirit4_move1_damage)
]
(if: $currentSpirit_speed is > $enemySpirit_speed)[
$currentSpirit_name moved first!
<br>
$currentSpirit_name used $currentSpirit_move1_name.
<br>
(if: $currentSpirit_move1_type is $currentSpirit_type)[
(if: $currentSpirit_move1_type is $enemySpirit_type)[
$currentSpirit_move1_name was not very effective!
<br>
(if: $currentSpirit_move1_split is "Physical")[
(set: $damage to ($currentSpirit_move1_damage * 2) + $currentSpirit_attack - 1)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name
<br>
]
(elseif: $currentSpirit_move1_split is "Special")
[
(set: $damage to ($currentSpirit_move1_damage * 2) + $currentSpirit_specialAttack - 1)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name
<br>
]
]
(else:)[
$currentSpirit_move1_name was effective!
<br>
(if: $currentSpirit_move1_split is "Physical")[
(set: $damage to ($currentSpirit_move1_damage * 2) + $currentSpirit_attack)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name
<br>
]
(elseif: $currentSpirit_move1_split is "Special")[
(set: $damage to ($currentSpirit_move1_damage * 2) + $currentSpirit_specialAttack)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name
<br>
]
]
]
(else:)[
(if: $currentSpirit_move1_type is $enemySpirit_type)[
$currentSpirit_move1_name was not very effective!
<br>
(if: $currentSpirit_move1_split is "Physical")[
(set: $damage to $currentSpirit_move1_damage + $currentSpirit_attack - 1)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name
<br>
]
(elseif: $currentSpirit_move1_split is "Special")[
(set: $damage to $currentSpirit_move1_damage + $currentSpirit_specialAttack - 1)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name
<br>
]
]
(else:)[
$currentSpirit_move1_name was effective!
<br>
(if: $currentSpirit_move1_split is "Physical")[
(set: $damage to $currentSpirit_move1_damage + $currentSpirit_attack)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name
<br>
]
(elseif: $currentSpirit_move1_split is "Special")[
(set: $damage to $currentSpirit_move1_damage + $currentSpirit_specialAttack)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name
<br>
]
]
]
(if: $enemySpirit_hp is < 1)[
<br>
You Defeated the Spirit!
<br>
[[Walk up to $enemySpirit_name|Battle End]]
]
(else:)[
<br>
(set: $enemySpirit_currentMove_name to (either: $enemySpirit_move1_name, $enemySpirit_move2_name, $enemySpirit_move3_name))
(if: $enemySpirit_currentMove_name is $enemySpirit_move1_name)[
(set: $enemySpirit_currentMove_split to $enemySpirit_move1_split)
(set: $enemySpirit_currentMove_type to $enemySpirit_move1_type)
(set: $enemySpirit_currentMove_damage to $enemySpirit_move1_damage)
]
(elseif: $enemySpirit_currentMove_name is $enemySpirit_move2_name)[
(set: $enemySpirit_currentMove_split to $enemySpirit_move2_split)
(set: $enemySpirit_currentMove_type to $enemySpirit_move2_type)
(set: $enemySpirit_currentMove_damage to $enemySpirit_move2_damage)
]
(elseif: $enemySpirit_currentMove_name is $enemySpirit_move3_name)[
(set: $enemySpirit_currentMove_split to $enemySpirit_move3_split)
(set: $enemySpirit_currentMove_type to $enemySpirit_move3_type)
(set: $enemySpirit_currentMove_damage to $enemySpirit_move3_damage)
]
$enemySpirit_name used $enemySpirit_currentMove_name.
<br>
(if: $enemySpirit_currentMove_type is $enemySpirit_type)[
(if: $enemySpirit_currentMove_type is $currentSpirit_type)[
$enemySpirit_currentMove_name is not very effective!
<br>
(if: $enemySpirit_currentMove_split is "Physical")[
(set: $damage to ($enemySpirit_currentMove_damage * 2) + $enemySpirit_attack - 1)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
(elseif: $enemySpirit_currentMove_split is "Special")[
(set: $damage to ($enemySpirit_currentMove_damage * 2) + $enemySpirit_specialAttack - 1)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
]
(else:)[
$enemySpirit_currentMove_name is effective!
<br>
(if: $enemySpirit_currentMove_split is "Physical")[
(set: $damage to ($enemySpirit_currentMove_damage * 2) + $enemySpirit_attack)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
(elseif: $enemySpirit_currentMove_split is "Special")[
(set: $damage to ($enemySpirit_currentMove_damage * 2) + $enemySpirit_specialAttack)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
]
]
(else:)[
(if: $enemySpirit_currentMove_type is $currentSpirit_type)[
$enemySpirit_currentMove_name is not very effective!
<br>
(if: $enemySpirit_currentMove_split is "Physical")[
(set: $damage to $enemySpirit_currentMove_damage + $enemySpirit_attack - 1)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
(elseif: $enemySpirit_currentMove_split is "Special")[
(set: $damage to $enemySpirit_currentMove_damage + $enemySpirit_specialAttack - 1)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
]
(else:)[
$enemySpirit_currentMove_name is effective!
<br>
(if: $enemySpirit_currentMove_split is "Physical")[
(set: $damage to $enemySpirit_currentMove_damage + $enemySpirit_attack)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
(elseif: $enemySpirit_currentMove_split is "Special")[
(set: $damage to $enemySpirit_currentMove_damage + $enemySpirit_specialAttack)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
]
]
(if: $spirit1_hp > 0)[
(set: $spirit1_hp to $currentSpirit_hp)
]
(elseif: $spirit2_hp > 0)[
(set: $spirit2_hp to $currentSpirit_hp)
]
(elseif: $spirit3_hp > 0)[
(set: $spirit3_hp to $currentSpirit_hp)
]
(elseif: $spirit4_hp > 0)[
(set: $spirit4_hp to $currentSpirit_hp)
]
(if: $currentSpirit_hp < 1 and $spirit2_hp < 1 and $spirit3_hp < 1 and $spirit4_hp < 1)[
<br>
You Have Been defeated!
<br>
[[Restart|Story Start]]
]
(elseif: $enemySpirit_hp > 0)[
<br>
[[Continue|Choose Move]]
]
]
]
(else:)[
$enemySpirit_name moved first!
<br>
(set: $enemySpirit_currentMove_name to (either: $enemySpirit_move1_name, $enemySpirit_move2_name, $enemySpirit_move3_name))
(if: $enemySpirit_currentMove_name is $enemySpirit_move1_name)[
(set: $enemySpirit_currentMove_split to $enemySpirit_move1_split)
(set: $enemySpirit_currentMove_type to $enemySpirit_move1_type)
(set: $enemySpirit_currentMove_damage to $enemySpirit_move1_damage)
]
(elseif: $enemySpirit_currentMove_name is $enemySpirit_move2_name)[
(set: $enemySpirit_currentMove_split to $enemySpirit_move2_split)
(set: $enemySpirit_currentMove_type to $enemySpirit_move2_type)
(set: $enemySpirit_currentMove_damage to $enemySpirit_move2_damage)
]
(elseif: $enemySpirit_currentMove_name is $enemySpirit_move3_name)[
(set: $enemySpirit_currentMove_split to $enemySpirit_move3_split)
(set: $enemySpirit_currentMove_type to $enemySpirit_move3_type)
(set: $enemySpirit_currentMove_damage to $enemySpirit_move3_damage)
]
$enemySpirit_name used $enemySpirit_currentMove_name.
<br>
(if: $enemySpirit_currentMove_type is $enemySpirit_type)[
(if: $enemySpirit_currentMove_type is $currentSpirit_type)[
$enemySpirit_currentMove_name is not very effective!
<br>
(if: $enemySpirit_currentMove_split is "Physical")[
(set: $damage to ($enemySpirit_currentMove_damage * 2) + $enemySpirit_attack - 1)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
(elseif: $enemySpirit_currentMove_split is "Special")[
(set: $damage to ($enemySpirit_currentMove_damage * 2) + $enemySpirit_specialAttack - 1)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
]
(else:)[
$enemySpirit_currentMove_name is effective!
<br>
(if: $enemySpirit_currentMove_split is "Physical")[
(set: $damage to ($enemySpirit_currentMove_damage * 2) + $enemySpirit_attack)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
(elseif: $enemySpirit_currentMove_split is "Special")[
(set: $damage to ($enemySpirit_currentMove_damage * 2) + $enemySpirit_specialAttack)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
]
]
(else:)[
(if: $enemySpirit_currentMove_type is $currentSpirit_type)[
$enemySpirit_currentMove_name is not very effective!
<br>
(if: $enemySpirit_currentMove_split is "Physical")[
(set: $damage to $enemySpirit_currentMove_damage + $enemySpirit_attack - 1)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
(elseif: $enemySpirit_currentMove_split is "Special")[
(set: $damage to $enemySpirit_currentMove_damage + $enemySpirit_specialAttack - 1)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
]
(else:)[
$enemySpirit_currentMove_name is effective!
<br>
(if: $enemySpirit_currentMove_split is "Physical")[
(set: $damage to $enemySpirit_currentMove_damage + $enemySpirit_attack)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
(elseif: $enemySpirit_currentMove_split is "Special")[
(set: $damage to $enemySpirit_currentMove_damage + $enemySpirit_specialAttack)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
]
]
(if: $currentSpirit_hp < 1 and $spirit2_hp < 1 and $spirit3_hp < 1 and $spirit4_hp < 1)[
<br>
You Have Been defeated!
<br>
[[Restart|Story Start]]
]
(else:)[
<br>
$currentSpirit_name used $currentSpirit_move1_name.
<br>
(if: $currentSpirit_move1_type is $currentSpirit_type)[
(if: $currentSpirit_move1_type is $enemySpirit_type)[
$currentSpirit_move1_name was not very effective!
<br>
(if: $currentSpirit_move1_split is "Physical")[
(set: $damage to ($currentSpirit_move1_damage * 2) + $currentSpirit_attack - 1)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name.
<br>
]
(elseif: $currentSpirit_move1_split is "Special")
[
(set: $damage to ($currentSpirit_move1_damage * 2) + $currentSpirit_specialAttack - 1)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage
Dealt $damage to $enemySpirit_name.
<br>
]
]
(else:)[
$currentSpirit_move1_name was effective!
<br>
(if: $currentSpirit_move1_split is "Physical")[
(set: $damage to ($currentSpirit_move1_damage * 2) + $currentSpirit_attack)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name.
<br>
]
(elseif: $currentSpirit_move1_split is "Special")[
(set: $damage to ($currentSpirit_move1_damage * 2) + $currentSpirit_specialAttack)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name.
<br>
]
]
]
(else:)[
(if: $currentSpirit_move1_type is $enemySpirit_type)[
$currentSpirit_move1_name was not very effective!
<br>
(if: $currentSpirit_move1_split is "Physical")[
(set: $damage to $currentSpirit_move1_damage + $currentSpirit_attack - 1)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name.
<br>
]
(elseif: $currentSpirit_move1_split is "Special")[
(set: $damage $currentSpirit_move1_damage + $currentSpirit_specialAttack - 1)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name.
<br>
]
]
(else:)[
$currentSpirit_move1_name was effective!
<br>
(if: $currentSpirit_move1_split is "Physical")[
(set: $damage to $currentSpirit_move1_damage + $currentSpirit_attack)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name.
<br>
]
(elseif: $currentSpirit_move1_split is "Special")[
(set: $damage to $currentSpirit_move1_damage + $currentSpirit_specialAttack)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name.
<br>
]
]
]
(if: $spirit1_hp > 0)[
(set: $spirit1_hp to $currentSpirit_hp)
]
(elseif: $spirit2_hp > 0)[
(set: $spirit2_hp to $currentSpirit_hp)
]
(elseif: $spirit3_hp > 0)[
(set: $spirit3_hp to $currentSpirit_hp)
]
(elseif: $spirit4_hp > 0)[
(set: $spirit4_hp to $currentSpirit_hp)
]
(if: $enemySpirit_hp < 1)[
<br>
You Defeated the Spirit!
<br>
[[Walk up to $enemySpirit_name|Battle End]]
]
(else:)[
<br>
[[Continue|Choose Move]]
]
]
]}{(if: $spirit1_hp > 0)[
(set: $currentSpirit_name to $spirit1_name)
(set: $currentSpirit_type to $spirit1_type)
(set: $currentSpirit_hp to $spirit1_hp)
(set: $currentSpirit_attack to $spirit1_attack)
(set: $currentSpirit_specialAttack to $spirit1_specialAttack)
(set: $currentSpirit_defense to $spirit1_defense)
(set: $currentSpirit_specialDefense to $spirit1_specialDefense)
(set: $currentSpirit_speed to $spirit1speed)
(set: $currentSpirit_move2_name to $spirit1_move2_name)
(set: $currentSpirit_move2_split to $spirit1_move2_split)
(set: $currentSpirit_move2_type to $spirit1_move2_type)
(set: $currentSpirit_move2_damage to $spirit1_move2_damage)
]
(elseif: $spirit2_hp > 0)[
(set: $currentSpirit_name to $spirit2_name)
(set: $currentSpirit_type to $spirit2_type)
(set: $currentSpirit_hp to $spirit2_hp)
(set: $currentSpirit_attack to $spirit2_attack)
(set: $currentSpirit_specialAttack to $spirit2_specialAttack)
(set: $currentSpirit_defense to $spirit2_defense)
(set: $currentSpirit_specialDefense to $spirit2_specialDefense)
(set: $currentSpirit_speed to $spirit2_speed)
(set: $currentSpirit_move2_name to $spirit2_move2_name)
(set: $currentSpirit_move2_split to $spirit2_move2_split)
(set: $currentSpirit_move2_type to $spirit2_move2_type)
(set: $currentSpirit_move2_damage to $spirit2_move2_damage)
]
(elseif: $spirit3_hp > 0)[
(set: $currentSpirit_name to $spirit3_name)
(set: $currentSpirit_type to $spirit3_type)
(set: $currentSpirit_hp to $spirit3_hp)
(set: $currentSpirit_attack to $spirit3_attack)
(set: $currentSpirit_specialAttack to $spirit3_specialAttack)
(set: $currentSpirit_defense to $spirit3_defense)
(set: $currentSpirit_specialDefense to $spirit3_specialDefense)
(set: $currentSpirit_speed to $spirit3_speed)
(set: $currentSpirit_move2_name to $spirit3_move2_name)
(set: $currentSpirit_move2_split to $spirit3_move2_split)
(set: $currentSpirit_move2_type to $spirit3_move2_type)
(set: $currentSpirit_move2_damage to $spirit3_move2_damage)
]
(elseif: $spirit4_hp > 0)[
(set: $currentSpirit_name to $spirit4_name)
(set: $currentSpirit_type to $spirit4_type)
(set: $currentSpirit_hp to $spirit_hp)
(set: $currentSpirit_attack to $spirit4_attack)
(set: $currentSpirit_specialAttack to $spirit4_specialAttack)
(set: $currentSpirit_defense to $spirit4_defense)
(set: $currentSpirit_specialDefense to $spirit4_specialDefense)
(set: $currentSpirit_speed to $spirit4_speed)
(set: $currentSpirit_move2_name to $spirit4_move2_name)
(set: $currentSpirit_move2_split to $spirit4_move2_split)
(set: $currentSpirit_move2_type to $spirit4_move2_type)
(set: $currentSpirit_move2_damage to $spirit4_move2_damage)
]
(if: $currentSpirit_speed is > $enemySpirit_speed)[
$currentSpirit_name moved first!
<br>
$currentSpirit_name used $currentSpirit_move2_name.
<br>
(if: $currentSpirit_move2_type is $currentSpirit_type)[
(if: $currentSpirit_move2_type is $enemySpirit_type)[
$currentSpirit_move2_name was not very effective!
<br>
(if: $currentSpirit_move2_split is "Physical")[
(set: $damage to ($currentSpirit_move2_damage * 2) + $currentSpirit_attack - 1)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name
<br>
]
(elseif: $currentSpirit_move2_split is "Special")
[
(set: $damage to ($currentSpirit_move2_damage * 2) + $currentSpirit_specialAttack - 1)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name
<br>
]
]
(else:)[
$currentSpirit_move2_name was effective!
<br>
(if: $currentSpirit_move2_split is "Physical")[
(set: $damage to ($currentSpirit_move2_damage * 2) + $currentSpirit_attack)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name
<br>
]
(elseif: $currentSpirit_move2_split is "Special")[
(set: $damage to ($currentSpirit_move2_damage * 2) + $currentSpirit_specialAttack)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name
<br>
]
]
]
(else:)[
(if: $currentSpirit_move2_type is $enemySpirit_type)[
$currentSpirit_move2_name was not very effective!
<br>
(if: $currentSpirit_move2_split is "Physical")[
(set: $damage to $currentSpirit_move2_damage + $currentSpirit_attack - 1)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name
<br>
]
(elseif: $currentSpirit_move2_split is "Special")[
(set: $damage to $currentSpirit_move2_damage + $currentSpirit_specialAttack - 1)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name
<br>
]
]
(else:)[
$currentSpirit_move2_name was effective!
<br>
(if: $currentSpirit_move2_split is "Physical")[
(set: $damage to $currentSpirit_move2_damage + $currentSpirit_attack)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name
<br>
]
(elseif: $currentSpirit_move2_split is "Special")[
(set: $damage to $currentSpirit_move2_damage + $currentSpirit_specialAttack)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name
<br>
]
]
]
(if: $enemySpirit_hp is < 1)[
<br>
You Defeated the Spirit!
<br>
[[Walk up to $enemySpirit_name|Battle End]]
]
(else:)[
<br>
(set: $enemySpirit_currentMove_name to (either: $enemySpirit_move2_name, $enemySpirit_move2_name, $enemySpirit_move3_name))
(if: $enemySpirit_currentMove_name is $enemySpirit_move2_name)[
(set: $enemySpirit_currentMove_split to $enemySpirit_move2_split)
(set: $enemySpirit_currentMove_type to $enemySpirit_move2_type)
(set: $enemySpirit_currentMove_damage to $enemySpirit_move2_damage)
]
(elseif: $enemySpirit_currentMove_name is $enemySpirit_move2_name)[
(set: $enemySpirit_currentMove_split to $enemySpirit_move2_split)
(set: $enemySpirit_currentMove_type to $enemySpirit_move2_type)
(set: $enemySpirit_currentMove_damage to $enemySpirit_move2_damage)
]
(elseif: $enemySpirit_currentMove_name is $enemySpirit_move3_name)[
(set: $enemySpirit_currentMove_split to $enemySpirit_move3_split)
(set: $enemySpirit_currentMove_type to $enemySpirit_move3_type)
(set: $enemySpirit_currentMove_damage to $enemySpirit_move3_damage)
]
$enemySpirit_name used $enemySpirit_currentMove_name.
<br>
(if: $enemySpirit_currentMove_type is $enemySpirit_type)[
(if: $enemySpirit_currentMove_type is $currentSpirit_type)[
$enemySpirit_currentMove_name is not very effective!
<br>
(if: $enemySpirit_currentMove_split is "Physical")[
(set: $damage to ($enemySpirit_currentMove_damage * 2) + $enemySpirit_attack - 1)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
(elseif: $enemySpirit_currentMove_split is "Special")[
(set: $damage to ($enemySpirit_currentMove_damage * 2) + $enemySpirit_specialAttack - 1)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
]
(else:)[
$enemySpirit_currentMove_name is effective!
<br>
(if: $enemySpirit_currentMove_split is "Physical")[
(set: $damage to ($enemySpirit_currentMove_damage * 2) + $enemySpirit_attack)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
(elseif: $enemySpirit_currentMove_split is "Special")[
(set: $damage to ($enemySpirit_currentMove_damage * 2) + $enemySpirit_specialAttack)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
]
]
(else:)[
(if: $enemySpirit_currentMove_type is $currentSpirit_type)[
$enemySpirit_currentMove_name is not very effective!
<br>
(if: $enemySpirit_currentMove_split is "Physical")[
(set: $damage to $enemySpirit_currentMove_damage + $enemySpirit_attack - 1)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
(elseif: $enemySpirit_currentMove_split is "Special")[
(set: $damage to $enemySpirit_currentMove_damage + $enemySpirit_specialAttack - 1)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
]
(else:)[
$enemySpirit_currentMove_name is effective!
<br>
(if: $enemySpirit_currentMove_split is "Physical")[
(set: $damage to $enemySpirit_currentMove_damage + $enemySpirit_attack)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
(elseif: $enemySpirit_currentMove_split is "Special")[
(set: $damage to $enemySpirit_currentMove_damage + $enemySpirit_specialAttack)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
]
]
(if: $spirit1_hp > 0)[
(set: $spirit1_hp to $currentSpirit_hp)
]
(elseif: $spirit2_hp > 0)[
(set: $spirit2_hp to $currentSpirit_hp)
]
(elseif: $spirit3_hp > 0)[
(set: $spirit3_hp to $currentSpirit_hp)
]
(elseif: $spirit4_hp > 0)[
(set: $spirit4_hp to $currentSpirit_hp)
]
(if: $currentSpirit_hp < 1 and $spirit2_hp < 1 and $spirit3_hp < 1 and $spirit4_hp < 1)[
<br>
You Have Been defeated!
<br>
[[Restart|Story Start]]
]
(elseif: $enemySpirit_hp > 0)[
<br>
[[Continue|Choose Move]]
]
]
]
(else:)[
$enemySpirit_name moved first!
<br>
(set: $enemySpirit_currentMove_name to (either: $enemySpirit_move2_name, $enemySpirit_move2_name, $enemySpirit_move3_name))
(if: $enemySpirit_currentMove_name is $enemySpirit_move2_name)[
(set: $enemySpirit_currentMove_split to $enemySpirit_move2_split)
(set: $enemySpirit_currentMove_type to $enemySpirit_move2_type)
(set: $enemySpirit_currentMove_damage to $enemySpirit_move2_damage)
]
(elseif: $enemySpirit_currentMove_name is $enemySpirit_move2_name)[
(set: $enemySpirit_currentMove_split to $enemySpirit_move2_split)
(set: $enemySpirit_currentMove_type to $enemySpirit_move2_type)
(set: $enemySpirit_currentMove_damage to $enemySpirit_move2_damage)
]
(elseif: $enemySpirit_currentMove_name is $enemySpirit_move3_name)[
(set: $enemySpirit_currentMove_split to $enemySpirit_move3_split)
(set: $enemySpirit_currentMove_type to $enemySpirit_move3_type)
(set: $enemySpirit_currentMove_damage to $enemySpirit_move3_damage)
]
$enemySpirit_name used $enemySpirit_currentMove_name.
<br>
(if: $enemySpirit_currentMove_type is $enemySpirit_type)[
(if: $enemySpirit_currentMove_type is $currentSpirit_type)[
$enemySpirit_currentMove_name is not very effective!
<br>
(if: $enemySpirit_currentMove_split is "Physical")[
(set: $damage to ($enemySpirit_currentMove_damage * 2) + $enemySpirit_attack - 1)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
(elseif: $enemySpirit_currentMove_split is "Special")[
(set: $damage to ($enemySpirit_currentMove_damage * 2) + $enemySpirit_specialAttack - 1)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
]
(else:)[
$enemySpirit_currentMove_name is effective!
<br>
(if: $enemySpirit_currentMove_split is "Physical")[
(set: $damage to ($enemySpirit_currentMove_damage * 2) + $enemySpirit_attack)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
(elseif: $enemySpirit_currentMove_split is "Special")[
(set: $damage to ($enemySpirit_currentMove_damage * 2) + $enemySpirit_specialAttack)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
]
]
(else:)[
(if: $enemySpirit_currentMove_type is $currentSpirit_type)[
$enemySpirit_currentMove_name is not very effective!
<br>
(if: $enemySpirit_currentMove_split is "Physical")[
(set: $damage to $enemySpirit_currentMove_damage + $enemySpirit_attack - 1)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
(elseif: $enemySpirit_currentMove_split is "Special")[
(set: $damage to $enemySpirit_currentMove_damage + $enemySpirit_specialAttack - 1)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
]
(else:)[
$enemySpirit_currentMove_name is effective!
<br>
(if: $enemySpirit_currentMove_split is "Physical")[
(set: $damage to $enemySpirit_currentMove_damage + $enemySpirit_attack)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
(elseif: $enemySpirit_currentMove_split is "Special")[
(set: $damage to $enemySpirit_currentMove_damage + $enemySpirit_specialAttack)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
]
]
(if: $currentSpirit_hp < 1 and $spirit2_hp < 1 and $spirit3_hp < 1 and $spirit4_hp < 1)[
<br>
You Have Been defeated!
<br>
[[Restart|Story Start]]
]
(else:)[
<br>
$currentSpirit_name used $currentSpirit_move2_name.
<br>
(if: $currentSpirit_move2_type is $currentSpirit_type)[
(if: $currentSpirit_move2_type is $enemySpirit_type)[
$currentSpirit_move2_name was not very effective!
<br>
(if: $currentSpirit_move2_split is "Physical")[
(set: $damage to ($currentSpirit_move2_damage * 2) + $currentSpirit_attack - 1)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name.
<br>
]
(elseif: $currentSpirit_move2_split is "Special")
[
(set: $damage to ($currentSpirit_move2_damage * 2) + $currentSpirit_specialAttack - 1)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name.
<br>
]
]
(else:)[
$currentSpirit_move2_name was effective!
<br>
(if: $currentSpirit_move2_split is "Physical")[
(set: $damage to ($currentSpirit_move2_damage * 2) + $currentSpirit_attack)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name.
<br>
]
(elseif: $currentSpirit_move2_split is "Special")[
(set: $damage to ($currentSpirit_move2_damage * 2) + $currentSpirit_specialAttack)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name.
<br>
]
]
]
(else:)[
(if: $currentSpirit_move2_type is $enemySpirit_type)[
$currentSpirit_move2_name was not very effective!
<br>
(if: $currentSpirit_move2_split is "Physical")[
(set: $damage to $currentSpirit_move2_damage + $currentSpirit_attack - 1)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name.
<br>
]
(elseif: $currentSpirit_move2_split is "Special")[
(set: $damage $currentSpirit_move2_damage + $currentSpirit_specialAttack - 1)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name.
<br>
]
]
(else:)[
$currentSpirit_move2_name was effective!
<br>
(if: $currentSpirit_move2_split is "Physical")[
(set: $damage to $currentSpirit_move2_damage + $currentSpirit_attack)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name.
<br>
]
(elseif: $currentSpirit_move2_split is "Special")[
(set: $damage to $currentSpirit_move2_damage + $currentSpirit_specialAttack)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name.
<br>
]
]
]
(if: $spirit1_hp > 0)[
(set: $spirit1_hp to $currentSpirit_hp)
]
(elseif: $spirit2_hp > 0)[
(set: $spirit2_hp to $currentSpirit_hp)
]
(elseif: $spirit3_hp > 0)[
(set: $spirit3_hp to $currentSpirit_hp)
]
(elseif: $spirit4_hp > 0)[
(set: $spirit4_hp to $currentSpirit_hp)
]
(if: $enemySpirit_hp < 1)[
<br>
You Defeated the Spirit!
<br>
[[Walk up to $enemySpirit_name|Battle End]]
]
(else:)[
<br>
[[Continue|Choose Move]]
]
]
]}{(if: $spirit1_hp > 0)[
(set: $currentSpirit_name to $spirit1_name)
(set: $currentSpirit_type to $spirit1_type)
(set: $currentSpirit_hp to $spirit1_hp)
(set: $currentSpirit_attack to $spirit1_attack)
(set: $currentSpirit_specialAttack to $spirit1_specialAttack)
(set: $currentSpirit_defense to $spirit1_defense)
(set: $currentSpirit_specialDefense to $spirit1_specialDefense)
(set: $currentSpirit_speed to $spirit1speed)
(set: $currentSpirit_move3_name to $spirit1_move3_name)
(set: $currentSpirit_move3_split to $spirit1_move3_split)
(set: $currentSpirit_move3_type to $spirit1_move3_type)
(set: $currentSpirit_move3_damage to $spirit1_move3_damage)
]
(elseif: $spirit2_hp > 0)[
(set: $currentSpirit_name to $spirit2_name)
(set: $currentSpirit_type to $spirit2_type)
(set: $currentSpirit_hp to $spirit2_hp)
(set: $currentSpirit_attack to $spirit2_attack)
(set: $currentSpirit_specialAttack to $spirit2_specialAttack)
(set: $currentSpirit_defense to $spirit2_defense)
(set: $currentSpirit_specialDefense to $spirit2_specialDefense)
(set: $currentSpirit_speed to $spirit2_speed)
(set: $currentSpirit_move3_name to $spirit2_move3_name)
(set: $currentSpirit_move3_split to $spirit2_move3_split)
(set: $currentSpirit_move3_type to $spirit2_move3_type)
(set: $currentSpirit_move3_damage to $spirit2_move3_damage)
]
(elseif: $spirit3_hp > 0)[
(set: $currentSpirit_name to $spirit3_name)
(set: $currentSpirit_type to $spirit3_type)
(set: $currentSpirit_hp to $spirit3_hp)
(set: $currentSpirit_attack to $spirit3_attack)
(set: $currentSpirit_specialAttack to $spirit3_specialAttack)
(set: $currentSpirit_defense to $spirit3_defense)
(set: $currentSpirit_specialDefense to $spirit3_specialDefense)
(set: $currentSpirit_speed to $spirit3_speed)
(set: $currentSpirit_move3_name to $spirit3_move3_name)
(set: $currentSpirit_move3_split to $spirit3_move3_split)
(set: $currentSpirit_move3_type to $spirit3_move3_type)
(set: $currentSpirit_move3_damage to $spirit3_move3_damage)
]
(elseif: $spirit4_hp > 0)[
(set: $currentSpirit_name to $spirit4_name)
(set: $currentSpirit_type to $spirit4_type)
(set: $currentSpirit_hp to $spirit_hp)
(set: $currentSpirit_attack to $spirit4_attack)
(set: $currentSpirit_specialAttack to $spirit4_specialAttack)
(set: $currentSpirit_defense to $spirit4_defense)
(set: $currentSpirit_specialDefense to $spirit4_specialDefense)
(set: $currentSpirit_speed to $spirit4_speed)
(set: $currentSpirit_move3_name to $spirit4_move3_name)
(set: $currentSpirit_move3_split to $spirit4_move3_split)
(set: $currentSpirit_move3_type to $spirit4_move3_type)
(set: $currentSpirit_move3_damage to $spirit4_move3_damage)
]
(if: $currentSpirit_speed is > $enemySpirit_speed)[
$currentSpirit_name moved first!
<br>
$currentSpirit_name used $currentSpirit_move3_name.
<br>
(if: $currentSpirit_move3_type is $currentSpirit_type)[
(if: $currentSpirit_move3_type is $enemySpirit_type)[
$currentSpirit_move3_name was not very effective!
<br>
(if: $currentSpirit_move3_split is "Physical")[
(set: $damage to ($currentSpirit_move3_damage * 2) + $currentSpirit_attack - 1)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name
<br>
]
(elseif: $currentSpirit_move3_split is "Special")
[
(set: $damage to ($currentSpirit_move3_damage * 2) + $currentSpirit_specialAttack - 1)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name
<br>
]
]
(else:)[
$currentSpirit_move3_name was effective!
<br>
(if: $currentSpirit_move3_split is "Physical")[
(set: $damage to ($currentSpirit_move3_damage * 2) + $currentSpirit_attack)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name
<br>
]
(elseif: $currentSpirit_move3_split is "Special")[
(set: $damage to ($currentSpirit_move3_damage * 2) + $currentSpirit_specialAttack)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name
<br>
]
]
]
(else:)[
(if: $currentSpirit_move3_type is $enemySpirit_type)[
$currentSpirit_move3_name was not very effective!
<br>
(if: $currentSpirit_move3_split is "Physical")[
(set: $damage to $currentSpirit_move3_damage + $currentSpirit_attack - 1)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name
<br>
]
(elseif: $currentSpirit_move3_split is "Special")[
(set: $damage to $currentSpirit_move3_damage + $currentSpirit_specialAttack - 1)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name
<br>
]
]
(else:)[
$currentSpirit_move3_name was effective!
<br>
(if: $currentSpirit_move3_split is "Physical")[
(set: $damage to $currentSpirit_move3_damage + $currentSpirit_attack)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name
<br>
]
(elseif: $currentSpirit_move3_split is "Special")[
(set: $damage to $currentSpirit_move3_damage + $currentSpirit_specialAttack)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name
<br>
]
]
]
(if: $enemySpirit_hp is < 1)[
<br>
You Defeated the Spirit!
<br>
[[Walk up to $enemySpirit_name|Battle End]]
]
(else:)[
<br>
(set: $enemySpirit_currentMove_name to (either: $enemySpirit_move3_name, $enemySpirit_move2_name, $enemySpirit_move3_name))
(if: $enemySpirit_currentMove_name is $enemySpirit_move3_name)[
(set: $enemySpirit_currentMove_split to $enemySpirit_move3_split)
(set: $enemySpirit_currentMove_type to $enemySpirit_move3_type)
(set: $enemySpirit_currentMove_damage to $enemySpirit_move3_damage)
]
(elseif: $enemySpirit_currentMove_name is $enemySpirit_move2_name)[
(set: $enemySpirit_currentMove_split to $enemySpirit_move2_split)
(set: $enemySpirit_currentMove_type to $enemySpirit_move2_type)
(set: $enemySpirit_currentMove_damage to $enemySpirit_move2_damage)
]
(elseif: $enemySpirit_currentMove_name is $enemySpirit_move3_name)[
(set: $enemySpirit_currentMove_split to $enemySpirit_move3_split)
(set: $enemySpirit_currentMove_type to $enemySpirit_move3_type)
(set: $enemySpirit_currentMove_damage to $enemySpirit_move3_damage)
]
$enemySpirit_name used $enemySpirit_currentMove_name.
<br>
(if: $enemySpirit_currentMove_type is $enemySpirit_type)[
(if: $enemySpirit_currentMove_type is $currentSpirit_type)[
$enemySpirit_currentMove_name is not very effective!
<br>
(if: $enemySpirit_currentMove_split is "Physical")[
(set: $damage to ($enemySpirit_currentMove_damage * 2) + $enemySpirit_attack - 1)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
(elseif: $enemySpirit_currentMove_split is "Special")[
(set: $damage to ($enemySpirit_currentMove_damage * 2) + $enemySpirit_specialAttack - 1)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
]
(else:)[
$enemySpirit_currentMove_name is effective!
<br>
(if: $enemySpirit_currentMove_split is "Physical")[
(set: $damage to ($enemySpirit_currentMove_damage * 2) + $enemySpirit_attack)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
(elseif: $enemySpirit_currentMove_split is "Special")[
(set: $damage to ($enemySpirit_currentMove_damage * 2) + $enemySpirit_specialAttack)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
]
]
(else:)[
(if: $enemySpirit_currentMove_type is $currentSpirit_type)[
$enemySpirit_currentMove_name is not very effective!
<br>
(if: $enemySpirit_currentMove_split is "Physical")[
(set: $damage to $enemySpirit_currentMove_damage + $enemySpirit_attack - 1)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
(elseif: $enemySpirit_currentMove_split is "Special")[
(set: $damage to $enemySpirit_currentMove_damage + $enemySpirit_specialAttack - 1)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
]
(else:)[
$enemySpirit_currentMove_name is effective!
<br>
(if: $enemySpirit_currentMove_split is "Physical")[
(set: $damage to $enemySpirit_currentMove_damage + $enemySpirit_attack)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
(elseif: $enemySpirit_currentMove_split is "Special")[
(set: $damage to $enemySpirit_currentMove_damage + $enemySpirit_specialAttack)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
]
]
(if: $spirit1_hp > 0)[
(set: $spirit1_hp to $currentSpirit_hp)
]
(elseif: $spirit2_hp > 0)[
(set: $spirit2_hp to $currentSpirit_hp)
]
(elseif: $spirit3_hp > 0)[
(set: $spirit3_hp to $currentSpirit_hp)
]
(elseif: $spirit4_hp > 0)[
(set: $spirit4_hp to $currentSpirit_hp)
]
(if: $currentSpirit_hp < 1 and $spirit2_hp < 1 and $spirit3_hp < 1 and $spirit4_hp < 1)[
<br>
You Have Been defeated!
<br>
[[Restart|Story Start]]
]
(elseif: $enemySpirit_hp > 0)[
<br>
[[Continue|Choose Move]]
]
]
]
(else:)[
$enemySpirit_name moved first!
<br>
(set: $enemySpirit_currentMove_name to (either: $enemySpirit_move3_name, $enemySpirit_move2_name, $enemySpirit_move3_name))
(if: $enemySpirit_currentMove_name is $enemySpirit_move3_name)[
(set: $enemySpirit_currentMove_split to $enemySpirit_move3_split)
(set: $enemySpirit_currentMove_type to $enemySpirit_move3_type)
(set: $enemySpirit_currentMove_damage to $enemySpirit_move3_damage)
]
(elseif: $enemySpirit_currentMove_name is $enemySpirit_move2_name)[
(set: $enemySpirit_currentMove_split to $enemySpirit_move2_split)
(set: $enemySpirit_currentMove_type to $enemySpirit_move2_type)
(set: $enemySpirit_currentMove_damage to $enemySpirit_move2_damage)
]
(elseif: $enemySpirit_currentMove_name is $enemySpirit_move3_name)[
(set: $enemySpirit_currentMove_split to $enemySpirit_move3_split)
(set: $enemySpirit_currentMove_type to $enemySpirit_move3_type)
(set: $enemySpirit_currentMove_damage to $enemySpirit_move3_damage)
]
$enemySpirit_name used $enemySpirit_currentMove_name.
<br>
(if: $enemySpirit_currentMove_type is $enemySpirit_type)[
(if: $enemySpirit_currentMove_type is $currentSpirit_type)[
$enemySpirit_currentMove_name is not very effective!
<br>
(if: $enemySpirit_currentMove_split is "Physical")[
(set: $damage to ($enemySpirit_currentMove_damage * 2) + $enemySpirit_attack - 1)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
(elseif: $enemySpirit_currentMove_split is "Special")[
(set: $damage to ($enemySpirit_currentMove_damage * 2) + $enemySpirit_specialAttack - 1)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
]
(else:)[
$enemySpirit_currentMove_name is effective!
<br>
(if: $enemySpirit_currentMove_split is "Physical")[
(set: $damage to ($enemySpirit_currentMove_damage * 2) + $enemySpirit_attack)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
(elseif: $enemySpirit_currentMove_split is "Special")[
(set: $damage to ($enemySpirit_currentMove_damage * 2) + $enemySpirit_specialAttack)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
]
]
(else:)[
(if: $enemySpirit_currentMove_type is $currentSpirit_type)[
$enemySpirit_currentMove_name is not very effective!
<br>
(if: $enemySpirit_currentMove_split is "Physical")[
(set: $damage to $enemySpirit_currentMove_damage + $enemySpirit_attack - 1)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
(elseif: $enemySpirit_currentMove_split is "Special")[
(set: $damage to $enemySpirit_currentMove_damage + $enemySpirit_specialAttack - 1)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
]
(else:)[
$enemySpirit_currentMove_name is effective!
<br>
(if: $enemySpirit_currentMove_split is "Physical")[
(set: $damage to $enemySpirit_currentMove_damage + $enemySpirit_attack)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
(elseif: $enemySpirit_currentMove_split is "Special")[
(set: $damage to $enemySpirit_currentMove_damage + $enemySpirit_specialAttack)
(set: $currentSpirit_hp to $currentSpirit_hp - $damage)
Enemy dealt $damage to $currentSpirit_name.
<br>
]
]
]
(if: $currentSpirit_hp < 1 and $spirit2_hp < 1 and $spirit3_hp < 1 and $spirit4_hp < 1)[
<br>
You Have Been defeated!
<br>
[[Restart|Story Start]]
]
(else:)[
<br>
$currentSpirit_name used $currentSpirit_move3_name.
<br>
(if: $currentSpirit_move3_type is $currentSpirit_type)[
(if: $currentSpirit_move3_type is $enemySpirit_type)[
$currentSpirit_move3_name was not very effective!
<br>
(if: $currentSpirit_move3_split is "Physical")[
(set: $damage to ($currentSpirit_move3_damage * 2) + $currentSpirit_attack - 1)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name.
<br>
]
(elseif: $currentSpirit_move3_split is "Special")
[
(set: $damage to ($currentSpirit_move3_damage * 2) + $currentSpirit_specialAttack - 1)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name.
<br>
]
]
(else:)[
$currentSpirit_move3_name was effective!
<br>
(if: $currentSpirit_move3_split is "Physical")[
(set: $damage to ($currentSpirit_move3_damage * 2) + $currentSpirit_attack)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name.
<br>
]
(elseif: $currentSpirit_move3_split is "Special")[
(set: $damage to ($currentSpirit_move3_damage * 2) + $currentSpirit_specialAttack)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name.
<br>
]
]
]
(else:)[
(if: $currentSpirit_move3_type is $enemySpirit_type)[
$currentSpirit_move3_name was not very effective!
<br>
(if: $currentSpirit_move3_split is "Physical")[
(set: $damage to $currentSpirit_move3_damage + $currentSpirit_attack - 1)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name.
<br>
]
(elseif: $currentSpirit_move3_split is "Special")[
(set: $damage $currentSpirit_move3_damage + $currentSpirit_specialAttack - 1)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name.
<br>
]
]
(else:)[
$currentSpirit_move3_name was effective!
<br>
(if: $currentSpirit_move3_split is "Physical")[
(set: $damage to $currentSpirit_move3_damage + $currentSpirit_attack)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name.
<br>
]
(elseif: $currentSpirit_move3_split is "Special")[
(set: $damage to $currentSpirit_move3_damage + $currentSpirit_specialAttack)
(set: $enemySpirit_hp to $enemySpirit_hp - $damage)
Dealt $damage to $enemySpirit_name.
<br>
]
]
]
(if: $spirit1_hp > 0)[
(set: $spirit1_hp to $currentSpirit_hp)
]
(elseif: $spirit2_hp > 0)[
(set: $spirit2_hp to $currentSpirit_hp)
]
(elseif: $spirit3_hp > 0)[
(set: $spirit3_hp to $currentSpirit_hp)
]
(elseif: $spirit4_hp > 0)[
(set: $spirit4_hp to $currentSpirit_hp)
]
(if: $enemySpirit_hp < 1)[
<br>
You Defeated the Spirit!
<br>
[[Walk up to $enemySpirit_name|Battle End]]
]
(else:)[
<br>
[[Continue|Choose Move]]
]
]
]}{(if: $enemySpirit_name is "Bomba")[
Bomba screeches into the air as it begins to crack and pop all around. There is not much time before it explodes. You know allying with the Spirit will reset it back to a stable state, and it would make a valuable asset to the Conclave if you can take it over.
<br><br>
[[Ally with Bomba!|Ally Bomba]]
]
(else:)[
The $enemySpirit_name falls to the ground exhausted, this allows you to touch it and decide whether to take its power for your own Spirit or ally to this one for another in your party. Which do you choose?
<br><br>
[[Ally with $enemySpirit_name|Create Spirit]]
<br>
[[Take power for your own|Take Power]]
]}{(if: $player_name is "Mr.X")[
You turn back, this is not a fight you are prepared for. There are other Heathes up for the job and there should be a group made, you just have to find them amoung the rubble. Mr.Z and General Seltry appear around the corner aiding those injured by the blasts, burn marks running up their bodies as water Spirits try to sooth the pain.
<br><br>
"Why are you still here Xavier," inquires General Seltry in a tone you do not appreciate.
<br><br>
"It is a mistake for me to go out there alone, you know that. Have you found any others who can join me?" you ask.
<br><br>
"None that are not keeping the Spirits possessing the base from killing us all. Now you better get out there and defeat that Spirit bombarding us with missiles or else I Will send Zayn with you."
<br><br>
You glare at him, deciding what you will do.
<br><br>
[[Ignore him and go help defend the base|Mr.X Walk Away Death Ending]]
<br>
[[Return to the gate|Choose Pack]]
]
(elseif: $player_name is "Mr.Z")[
You turn back, you only just became an adult and have no experience fighting Spirits. Although you convinced General Seltry to approve your trip, especially without your dad's permission, you can see how bad of an idea it was in hindsight.
<br><br>
"Why are you still here?" General Seltry appears behind you looking pissed, makes sense.
<br><br>
"I can't go, I..."
<br><br>
"Do you think I care what you think you can and can't do?" He looks at me as if I am an idiot then gets closer so others do not hear.
<br><br>
"This compound is on the verge of complete destruction, someone needs to go destroy this enemy. With your father injured and the other Heathes occupied with defending us from the Spirits flowing through that giant hole there You are the only one we can spare. You must go."
<br><br>
You stare wide eyed at him, deciding what you will do.
<br><br>
[[Ignore him and go to your father|Mr.Z Walk Away Death Ending]]
<br>
[[Return to the gate|Choose Pack]]
]
(elseif: $player_name is "General Seltry")[
You turn back, flitting through the compound for Xavier and Zayn. You hate him for allowing the nicknames Mr.X and Mr.Z to stick, it is irritating and confusing. So you always call them by there full names to show your displeasure. Finally you come upon Xavier who has just defeated Ternate, a tractor Spirit, that awakened.
<br><br>
"Xavier! I know you are busy but I need you to go defeat that Spirit. I have important business getting this place in order or else we will destroy ourselves before the Spirits do."
<br><br>
"What? General you know I cannot go out there, I am barely standing with this wound and everyone is taking care of each other." Xavier wheezes out.
<br><br>
You look at Xavier with disdain, "Are you questioning me? Should I have Zayn go instead?"
<br><br>
He stares back with the same intensity, "I am questioning you, and my son is not going anywhere. Either you go or that missile shooting Spirit stays shooting. Your choice." He turns then hobbles to the kitchen sector where many small Spirits are weaking havoc.
<br><br>
You stand dumbfounded at his insubordination, deciding what you will do.
<br><br>
[[Call for reinforcements from your office|General Seltry Run Away Death Ending]]
<br>
[[Return to the gate|Choose Pack]]
]} You finally exclaim, "I cannot fight a battle unprepared, you know that. I'm going to help defend until you can call in reinforcements, better do it quickly." You walk towards the breach, ignoring General Setry's insults until you see him rush off to his office where he will hopefully get reinforcements from another hangar.
Days pass and the bombardment seems to have halted for the day, perfect timing as the reinforcements from Haven arrive. As you all start to gear up for the fight against the missile Spirit, you spot an enormous green fireball flying far above the whole in the hangar, which by now has been covered by thick plastic until repaired. The object hovers in the air for a moment, and you notice it is not a fireball but a giant bullet with flames flying all around it. Before you can open your mouth to yell for cover, the Spirit bursts down infinitly quick, slamming through The Tower and exploding into the ground.
This is the last thing you see before you are vaporized along with everything in the surrounding area as the nuke explodes with full force.
YOU HAVE DIED
[[Retry|Story Start]] You walk over to a set of shelves with different backpacks settled on them and you choose your favorite.
[[Pick Up Medic Pack|Medic Pack]]
[[Pick Up Scout Pack|Scout Pack]]
[[Pick Up Soul Pack|Soul Pack]] "My father is hurt and this place may fall any second, I am Not going out there to almost certain death for this place. I will be at my father's side if you need me." You walk away with General Seltry visibly infuriated but spot him making off to his office for something.
Days pass and the bombardment seems to have halted for the day, perfect timing as the reinforcements from Haven arrive. As you all start to gear up for the fight against the missile Spirit, you are told to just watch and learn from the sidelines once you arrive. Spotting your father looking up, you follow his eyes to an enormous green fireball flying far above the whole in the hangar, which by now has been covered by thick plastic until repaired. The object hovers in the air for a moment, and you notice it is not a fireball but some giant bullet with flames flying all around it. Before you can open your mouth to yell for your dad, the Spirit bursts down infinitly quick, slamming through The Tower and exploding into the ground.
This is the last thing you see before you are vaporized along with everything in the surrounding area as the nuke explodes with full force.
YOU HAVE DIED
[[Retry|Story Start]] You decide the only option then is to call for reinforcements from the Haven hangar as they are the closest and not engaged in battle at the moment unlike Tallson. You book it to your office in The Tower, the center of the hangar where it was first built out from. You have a pit in your stomach, feeling as if this situation cannot wait. However you have made your decision, you will not go out there, you have dealt with enough for the rest of your life.
Days pass and the bombardment seems to have halted for this day, perfect timing as the reinforcements from Haven arrive. As you watch the Heathes gear up for the fight against the missile Spirit in your office, you spot an enormous green fireball flying far above the hole in the hangar, which by now has been covered by thick plastic until repaired. You instintivly begin running for the cover of your office, which is reinforced with extra thick walls of steal. Just as you close your door you hear a faint whistling that quickly builds into a roar. Instantly your vision flashes white as the nuke explodes with full force ontop of you, vaporizing you and everything in the area.
YOU HAVE DIED
[[Retry|Story Start]] After a time you come to a split in the path.
The straight route is the fastest, however it hold many dangerous groups. The most worrying are the Matar who love roaming the open wasteland for victims.
The left route is slower due to passing through a decrepid city, but the chance of meeting people is slim. However, Spirits are likely to be hiding amoung the buildings.
The right route is the slowest as it goes along the coast, however you will have the aid of the Terra who patrol the area making battle unlikely. This also means you may not have a chance at a new Spirit for your team.
Which path do you choose?
[[Left Path|The Spara]]
[[Straight Path|The Matar]]
[[Right Path|The Terra]]Thank you for playing this demo!
Creator: Cody Luketic
[[Play Again|Story Start]] You take the straight path for a few hours until you hear agitated voices, and then an ear peircing scream as a body flies into the sky. Well actually, there are only limbs flying into the sky before the body wisks past you.
Stunned for a moment, you duck behind an outcropping as you look at the horror before you.
People of various ages are fighting against two scarlet and black cloaked figures, although they are not doing much as they all seem to be refugees with no Spirits or equipment left. You watch one of them get pummled to a heap by a Budum, a dumbbell and a Klick, a hammer. These appear to be the only Spirits however, each controled by one opponent.
Although a horrible situation, you are unsure if you should help as it will delay your travel and possible lead to your own death. You do however have the element of surprise, and can knock out one of the spirits while throwing a rock at its controller as well before fighting the other.
[[Leave the area|Epicenter Edge]]
[[Knockout Budum|Klick Battle]]
[[Knockout Klick|Budum Battle]] You take the left path and quickly come to a sign hanging before ruined buildings. The sign has been painted over with white and black text printed on saying, "Spara Haven For Safety".
The Spara, they work with the Conclave to help keep as many people alive as possible. This is done by any means necessary, leading to a vast amount of slaves including people who are deemed to likely to be killed.
(if: $player_name is "Mr.X")[
Although unfortunate, you know this is necessary for the safety of the world. The less death there is, the less Spirits roam that may cause harm.
All of a sudden multiple dots appear on you as people in white combat uniforms appear from amoung the buildings, then you hear her voice.
"Xavier! Hello hello so happy to see you here!" Mercy jubiantly jots down from the tallest of the buildings. In only a few seconds she jumps into your arms, in which you give her a friendly embrace.
"I heard about Marshal, are you okay? I would think so if you are out and about here."
You explain to her the supposed Spirit in the Epicenter that caused the damage and how you were sent to deal with it.
"General Seltry only sent you? I thought he was a tactical genius not a dumbass. Well, if you do not mind I would love to escort you through the city! I have heard there is a massive spirit roaming around and I do not want your cute face hurt," she smiles mischeviously as you scrunches your cheak.
You are numb to her antics. Years of working with the leader of the Spara will do that.
She begins walking off as her soldiers walk through the rubble, not looking to see if you are following.
[[Follow her|Flank Appears]]
]\
(else-if: $player_name is "Mr.Z")[
You find this to be a horrendous practice. Many times you have gone to Seltry and your dad about ending the practice to no avail. Seeing the sign makes you sick as anyone who comes here to be saved just becomes a slave.
All of a sudden multiple dots appear on you as people in white combat uniforms appear from amoung the buildings, then you hear her voice.
"Is that little Zayn I see! Oooooh come here you!" Mercy jubiantly jots down from the tallest of the buildings. In only a few seconds she jumps into your arms, in which you give her a friendly embrace.
"I heard about Marshal, why are you even out here, wouldn't Xavier be with you? Oh no is he okay?"
You explain to her the supposed Spirit in the Epicenter that caused the damage and how you were sent to deal with it due to your father's injury.
"General Seltry sent you? The only one with no combat experience. I thought he was a tactical genius not a dumbass! Well, I am going to escort you through the city, its what Xavier would have wanted. Especially because I have heard there is a massive spirit roaming around and I do not want you hurt. And do not worry, we will help you with this Epicenter issue, the more the merrier!"
She begins hopping off as her soldiers walk through the rubble, not looking to see if you are following.
[[Follow her|Flank Appears]]
]\
(elseif: $player_name is "General Seltry")[
The Spara, their name leaves a bitter taste in your mouth since they seem to be trying to overthrow your rule of the Conclave. Their leader has been slowly winning over the other generals and causing strife between the hangars. Still, with their influence you cannot call them the enemy yet, but they sure are not your ally.
All of a sudden multiple dots appear on you as people in white combat uniforms appear from amoung the buildings, then you hear her voice.
"General Seltry, why isn't this a wonderful surprise" Mercy glares down from the tallest building, holding up a comically large gold revolver.
"What is with the tacky gun?" You ask, although it is more an insult.
"Ha, oh you, making jokes in a life or death situation. This is POWder, like the pronunciation? Anyways, you know I hate you so why should I NOT shoot you?"
You know this is being recorded, Mercy always pulls these stunts to show her disciples in Spara your weakness, however she has never made good on her threats. Then again, this is the one place where she could take you out without anyone ever knowing. Do you want to take that chance just to avoid a video?
[["You wouldn't dare, you are too spineless and my people getting a hand on you would make your slave torture look tame."|General Seltry Death Insult Ending]]
[["Because you want everyone in the hangar to live. Yes you can save them yourselves but if I go and stop it after you aid me, you will gain all the credit and be the heros."|Flank Appears]]
]\ You take the right path using half a day until you arrive at Cattail, the main coastal settlement of the Terra organization. Most do not pay attention to your presence, too engrossed in their engineering projects.
(if: $player_name is "Mr.X")
[
You admire these engineers and scientists for devoting their life to this healing work. You have thought of joining them once or twice, even if it was just to protect them from Spirits and the Matar. However the Conclave is the true savior of man, so you tamp down your excitement and head for the Chief's tent to mark your visit.
]\
(else-if: $player_name is "Mr.Z")
[
You marvel at all the machines and tests being done around you. In the conclave anything involving research or production is locked in a sector you could never dream of reaching. Here however you are able to talk with some of the people, although many seem annoyed that you interrupted them. Eventually you spot the Chief's tent and make sure to visit as custom.
]\
(else:)
[
You scoff at all the meaningless work being done by the 'scientists and engineers' here. They would all be much more effective working with the hi-grade technology the Conclave holds, but instead they live in squalor at the mercy of Spirits and Matar troops. This display only hardens your resolve of taking them over eventually, their talent should not be wasted with these limited resources. Begrudgingly, you go to the Chief's tent as it is their custom to visit.
]
[[Enter Chief's Tent|Chief's Tent]]{(set: $enemySpirit_name to "Bomba")
(set: $enemySpirit_type to "Radiation")
(set: $enemySpirit_hp to 30)
(set: $enemySpirit_attack to 2)
(set: $enemySpirit_specialAttack to 2)
(set: $enemySpirit_defense to 3)
(set: $enemySpirit_specialDefense to 3)
(set: $enemySpirit_speed to 1)
(set: $enemySpirit_move1_name to "Scorch")
(set: $enemySpirit_move1_split to "Special")
(set: $enemySpirit_move1_type to "Fire")
(set: $enemySpirit_move1_damage to 2)
(set: $enemySpirit_move2_name to "Radiate")
(set: $enemySpirit_move2_split to "Special")
(set: $enemySpirit_move2_type to "Radiation")
(set: $enemySpirit_move2_damage to 3)
(set: $enemySpirit_move3_name to "Explosion")
(set: $enemySpirit_move3_split to "Physical")
(set: $enemySpirit_move3_type to "Radiation")
(set: $enemySpirit_move3_damage to 1)
You arrive at a massive wall of radiation, the Epicenter. For some reason this area began leaking shortly after the war ended however the radiation recently stopped. This was coincidently a month before the attacking making you believe the Spirit stopped this leakage somehow and for some unknown reason. You dig through your backpack finding an emergency rad suit that you slip on.}
(if: $spirit2_name is "Gloof")[
Luckily you also have $spirit2_name with you, its aura grows around you as you step into the radioactive fog. This protects you from the damaging effects of the fog, which would slowly weaken you even with your suit on.
]
(elseif: $spirit3_name is "Gloof")[
Luckily you also have $spirit2_name with you, its aura grows around you as you step into the radioactive fog. This protects you from the damaging effects of the fog, which would slowly weaken you even with your suit on.
]
(elseif: $spirit4_name is "Gloof")[
Luckily you also have $spirit2_name with you, its aura grows around you as you step into the radioactive fog. This protects you from the damaging effects of the fog, which would slowly weaken you even with your suit on.
]
(else:)[
You step into the fog which instantly starts to drain at you. You will be fine for this trip however your Spirit will be hindered by the the open fog, losing hp.
(set: $spirit1_hp to $spirit1_hp - 3)
]
You pass through abadoned structuresas you walk. Picking up a piece of paper you see the name Bomba mentioned multiple times throughout the page. Statistics, material lists, and possible bombing corrodinates are all listed on stacks of paper. You put two and two together realizing a Spirit must have recently taken over the nuke, having been strong enough, and stopped its leaking of radiation. From what you have read the bomb can actually hold and compress radioactive air, creating a more explosive force. You are not a scientist, but you know the Spirit may rocket off with this power at any moment, and you know it will be heading for Marshal.
You finally come to some sort of launching bay. There is no visible way inside other than opening the hatch with the console next to the bay. You ready yourself as you press the button.
Hot acidic air flies out of the opening launch doors flying into the sky at unimaginable speeds. You watch as an enormous warhead pops out from the ground. It does not stop growing as the full Spirit reveals itself, towering above. It slowly turns towards you, revealing a mouth and eyes filled with plasma, oozing smoke and flames. It smiles then shoots a beam of flame. Dodging out of the way you face this final battle against Bomba.
[[Battle!|Choose Move]]{(set: $enemySpirit_name to "Klick")
(set: $enemySpirit_type to "Fighting")
(set: $enemySpirit_hp to 15)
(set: $enemySpirit_attack to 2)
(set: $enemySpirit_specialAttack to 1)
(set: $enemySpirit_defense to 2)
(set: $enemySpirit_specialDefense to 2)
(set: $enemySpirit_speed to 1)
(set: $enemySpirit_move1_name to "Whack")
(set: $enemySpirit_move1_split to "Physical")
(set: $enemySpirit_move1_type to "Neutral")
(set: $enemySpirit_move1_damage to 3)
(set: $enemySpirit_move2_name to "Lock")
(set: $enemySpirit_move2_split to "Physical")
(set: $enemySpirit_move2_type to "Fighting")
(set: $enemySpirit_move2_damage to 1)
(set: $enemySpirit_move3_name to "Twirl")
(set: $enemySpirit_move3_split to "Special")
(set: $enemySpirit_move3_type to "Air")
(set: $enemySpirit_move3_damage to 1)
[[Battle!|Choose Move]]}{(set: $enemySpirit_name to "Budum")
(set: $enemySpirit_type to "Fire")
(set: $enemySpirit_hp to 15)
(set: $enemySpirit_attack to 1)
(set: $enemySpirit_specialAttack to 3)
(set: $enemySpirit_defense to 1)
(set: $enemySpirit_specialDefense to 1)
(set: $enemySpirit_speed to 3)
(set: $enemySpirit_move1_name to "Wrap")
(set: $enemySpirit_move1_split to "Special")
(set: $enemySpirit_move1_type to "Neutral")
(set: $enemySpirit_move1_damage to 2)
(set: $enemySpirit_move2_name to "Cauterize")
(set: $enemySpirit_move2_split to "Special")
(set: $enemySpirit_move2_type to "Fire")
(set: $enemySpirit_move2_damage to 3)
(set: $enemySpirit_move3_name to "Chill")
(set: $enemySpirit_move3_split to "Special")
(set: $enemySpirit_move3_type to "Ice")
(set: $enemySpirit_move3_damage to 1)
[[Battle!|Choose Move]]}{(set: $enemySpirit_name to "Gloof")
(set: $enemySpirit_type to "Radiation")
(set: $enemySpirit_hp to 15)
(set: $enemySpirit_attack to 1)
(set: $enemySpirit_specialAttack to 1)
(set: $enemySpirit_defense to 3)
(set: $enemySpirit_specialDefense to 3)
(set: $enemySpirit_speed to 2)
(set: $enemySpirit_move1_name to "Slap")
(set: $enemySpirit_move1_split to "Physical")
(set: $enemySpirit_move1_type to "Neutral")
(set: $enemySpirit_move1_damage to 3)
(set: $enemySpirit_move2_name to "Radiate")
(set: $enemySpirit_move2_split to "Special")
(set: $enemySpirit_move2_type to "Radiation")
(set: $enemySpirit_move2_damage to 2)
(set: $enemySpirit_move3_name to "Clench")
(set: $enemySpirit_move3_split to "Physical")
(set: $enemySpirit_move3_type to "Fighting")
(set: $enemySpirit_move3_damage to 2)
}(if: $player_name is "Mr.X")
[
An older gentleman shakes your hand, "Thank you for saving us Mr.X! I never thought I would see you here, just inside Marshal once we arrived."
]\
(else-if: $player_name is "Mr.Z")
[
An older gentleman shakes your hand, "Thank you for saving us young man! Makes me jealous to see just how effective you are at battle, I still can not ally to a Spirit for the life of me. Anyways, will you escort us to Marshal for safety?"
]\
(else:)
[
An older gentleman shakes your hand, "General Seltry, I always believed you to be a hands on fighter. Thank you for saving us, would you be so kind as to point us to Marshal? We will make sure to avoid any more, heh Tangos, around here."
]\
You inform the older man of the attack on Marshal and the group seems to visibly turn green.
"Oh dear, last thing I want is to lead my people to more disaster. We will travel to the Terra for refuge for now, we would have been walking into almost certain doom, if we even had survived if not for you! Here, you can ally to this Spirit of mine, he protects from radiation which is necessary up north. Take care of him will you?
[[Take Gloof|Create Spirit]]{(if: $hasSpirit2 is false)[
(set: $hasSpirit2 to true)
(set: $spirit2_name to $enemySpirit_name)
(set: $spirit2_type to $enemySpirit_type)
(set: $spirit2_hp to $hpResetEnemy)
(set: $hpReset2 to $spirit2_hp)
(set: $spirit2_attack to $enemySpirit_attack)
(set: $spirit2_specialAttack to $enemySpirit_specialAttack)
(set: $spirit2_defense to $enemySpirit_defense)
(set: $spirit2_specialDefense to $enemySpirit_specialDefense)
(set: $spirit2_speed to $enemySpirit_speed)
(set: $spirit2_move1_name to $enemySpirit_move1_name)
(set: $spirit2_move1_split to $enemySpirit_move1_split)
(set: $spirit2_move1_type to $enemySpirit_move1_type)
(set: $spirit2_move1_damage to $enemySpirit_move1_damage)
(set: $spirit2_move2_name to $enemySpirit_move2_name)
(set: $spirit2_move2_split to $enemySpirit_move2_split)
(set: $spirit2_move2_type to $enemySpirit_move2_type)
(set: $spirit2_move2_damage to $enemySpirit_move2_damage)
(set: $spirit2_move3_name to $enemySpirit_move3_name)
(set: $spirit2_move3_split to $enemySpirit_move3_split)
(set: $spirit2_move3_type to $enemySpirit_move3_type)
(set: $spirit2_move3_damage to $enemySpirit_move3_damage)
$spirit2_name the $spirit2_type type is now your ally! Here are its moves
<br><br>
$spirit2_move1_name.
<br>
Split: $spirit2_move1_split.
<br>
Type: $spirit2_move1_type.
<br>
Deal $spirit2_move1_damage Damage.
<br><br>
$spirit2_move2_name
<br>
Split: $spirit2_move2_split.
<br>
Type: $spirit2_move2_type.
<br>
Deal $spirit2_move2_damage Damage.
<br><br>
$spirit2_move3_name.
<br>
Split: $spirit2_move3_split.
<br>
Type: $spirit2_move3_type.
<br>
Deal $spirit2_move3_damage Damage.
<br><br>
]
(elseif: $hasSpirit3 is false)[
(set: $hasSpirit3 to true)
(set: $spirit3_name to $enemySpirit_name)
(set: $spirit3_type to $enemySpirit_type)
(set: $spirit3_hp to $hpResetEnemy)
(set: $spirit3_attack to $enemySpirit_attack)
(set: $spirit3_specialAttack to $enemySpirit_specialAttack)
(set: $spirit3_defense to $enemySpirit_defense)
(set: $spirit3_specialDefense to $enemySpirit_specialDefense)
(set: $spirit3_speed to $enemySpirit_speed)
(set: $spirit3_move1_name to $enemySpirit_move1_name)
(set: $spirit3_move1_split to $enemySpirit_move1_split)
(set: $spirit3_move1_type to $enemySpirit_move1_type)
(set: $spirit3_move1_damage to $enemySpirit_move1_damage)
(set: $spirit3_move2_name to $enemySpirit_move2_name)
(set: $spirit3_move2_split to $enemySpirit_move2_split)
(set: $spirit3_move2_type to $enemySpirit_move2_type)
(set: $spirit3_move2_damage to $enemySpirit_move2_damage)
(set: $spirit3_move3_name to $enemySpirit_move3_name)
(set: $spirit3_move3_split to $enemySpirit_move3_split)
(set: $spirit3_move3_type to $enemySpirit_move3_type)
(set: $spirit3_move3_damage to $enemySpirit_move3_damage)
$spirit3_name the $spirit3_type type is now your ally! Here are its moves
<br><br>
$spirit3_move1_name.
<br>
Split: $spirit3_move1_split.
<br>
Type: $spirit3_move1_type.
<br>
Deal $spirit3_move1_damage Damage.
<br><br>
$spirit3_move2_name
<br>
Split: $spirit3_move2_split.
<br>
Type: $spirit3_move2_type.
<br>
Deal $spirit3_move2_damage Damage.
<br><br>
$spirit3_move3_name.
<br>
Split: $spirit3_move3_split.
<br>
Type: $spirit3_move3_type.
<br>
Deal $spirit3_move3_damage Damage.
<br><br>
]
(else:)[
(set: $hasSpirit4 to true)
(set: $spirit4_name to $enemySpirit_name)
(set: $spirit4_type to $enemySpirit_type)
(set: $spirit4_hp to $hpResetEnemy)
(set: $spirit4_attack to $enemySpirit_attack)
(set: $spirit4_specialAttack to $enemySpirit_specialAttack)
(set: $spirit4_defense to $enemySpirit_defense)
(set: $spirit4_specialDefense to $enemySpirit_specialDefense)
(set: $spirit4_speed to $enemySpirit_speed)
(set: $spirit4_move1_name to $enemySpirit_move1_name)
(set: $spirit4_move1_split to $enemySpirit_move1_split)
(set: $spirit4_move1_type to $enemySpirit_move1_type)
(set: $spirit4_move1_damage to $enemySpirit_move1_damage)
(set: $spirit4_move2_name to $enemySpirit_move2_name)
(set: $spirit4_move2_split to $enemySpirit_move2_split)
(set: $spirit4_move2_type to $enemySpirit_move2_type)
(set: $spirit4_move2_damage to $enemySpirit_move2_damage)
(set: $spirit4_move3_name to $enemySpirit_move3_name)
(set: $spirit4_move3_split to $enemySpirit_move3_split)
(set: $spirit4_move3_type to $enemySpirit_move3_type)
(set: $spirit4_move3_damage to $enemySpirit_move3_damage)
$spirit4_name the $spirit4_type type is now your ally! Here are its moves
<br><br>
$spirit4_move1_name.
<br>
Split: $spirit4_move1_split.
<br>
Type: $spirit4_move1_type.
<br>
Deal $spirit4_move1_damage Damage.
<br><br>
$spirit4_move2_name
<br>
Split: $spirit4_move2_split.
<br>
Type: $spirit4_move2_type.
<br>
Deal $spirit4_move2_damage Damage.
<br><br>
$spirit4_move3_name.
<br>
Split: $spirit4_move3_split.
<br>
Type: $spirit4_move3_type.
<br>
Deal $spirit4_move3_damage Damage.
<br>
]}
(if: $enemySpirit_name is "Trowel")[
[[Continue down road|Paths]]
]
(elseif: $enemySpirit_name is "Klick" or "Budum")[
[[Talk to refugees|Refugees]]
]
(elseif: $enemySpirit_name is "Flank")[
[[Go to Mercy|Mercy Hurt]]
]
(elseif: $enemySpirit_name is "Gloof")[
[[Continue to radiation cloud|Epicenter Edge]]
]{(set: $spirit1_hp to $hpReset1)
(if: $hasSpirit2 is true)[
(set: $spirit2_hp to $hpReset2)
]
(if: $hasSpirit3 is true)[
(set: $spirit3_hp to $hpReset3)
]
(if: $hasSpirit4 is true)[
(set: $spirit4_hp to $hpReset4)
]
The $enemySpirit_name loses its energy as you pull the power from it, laying still after a moment after. The energy automatically begins flowing from you to your spirits making their aura glow and restoring their health to full.}
(if: $enemySpirit_name is "Trowel")[
[[Continue down road|Paths]]
]
(elseif: $enemySpirit_name is "Klick" or "Budum")[
[[Talk to refugees|Refugees]]
]
(elseif: $enemySpirit_name is "Flank")[
[[Go to Mercy|Mercy Hurt]]
]
(elseif: $enemySpirit_name is "Gloof")[
[[Continue to radiation cloud|Epicenter Edge]]
] Inside there are candles lit, scented with local flowers that give the air a hightened feeling, no doubt to keep attention raised during proceedings.
At the end of the modest sized tent is a tall man, with the longest white beard you have ever seen, sitting crosslegged on a pillow meditating.
(if: $player_name is "Mr.X")[
"Mr.X, your commanding precense is still as strong as ever, welcome to Cattail." ProudWin expounds this in his usually high and mighty way of speaking. You two have known each other since The Tower brought Spirits to the ground. Sadly you both had different values of how to achieve peace on the planet and so are on different sides now, but there is no hate.
"I have heard about the attack on Marshal, I am greatly sorry for the losses you have endured, any human settlement being destroyed brings this planet that much closer to ruin. However I do advise you to not move on. The Spirit that caused this damage must be enormous and irradiated, while you barely have Spirits to your name now. Stay here with us, we parted ways years ago but you can still help us achieve our dream of healing this planet, and you will grow strong enough to defeat that Spirit without worry."
You are not surprised by his offer, and oddly do not fully dismiss it either. Marshal will surely fall if the Spirit lives and unless your son tries to escape he will die there with everyone else. However you are growing tired of General Seltry's odd demands of you, maybe you could get a message to your son, joining you in time. ProudWin watches you calmly as you make your decision.
[[Refuse Offer|ProudWin Disappointed]]
[[Accept Offer|Mr.X Terra Ending]]
]\
(else-if: $player_name is "Mr.Z")[
The man begins to chuckle haughtedly, "Mr.Z! I could not pinpoint who you were at first, I have only heard about you, but sure enough your timidness comes off strong, I would like to welcome you to Cattail." ProudWin expounds this in a high and mighty tone. Your dad has talked about this man a few times but you are a little freaked out by his knowledge of you.
"I have heard about the attack on Marshal, I am greatly sorry for the losses you have endured, any human settlement being destroyed brings this planet that much closer to ruin. However I do advise you to not move on. The Spirit that caused this damage must be enormous and irradiated, while you barely have Spirits to your name or the experience to use the. Stay here with us, your father made the mistake of turning from this option when he was young, dont make the same mistake. You will also grow strong enough to defeat that Spirit without worry."
Your mind immediately pushes the option out, your father is injured in Marshal, he will die there and the hangar will surely fall if the Spirit lives. Although your relationship to him is strained you still love him, and General Seltry is the only father figure you truly respect. Last thing you want to do is get him killed as well while helping the enemy. In fact, he would want you to kill ProudWin right here and now, then you will defeat the Spirit and be a hero for the Conclave on two fronts. The question is, will you do it? ProudWin watches you calmly as you make your decision.
[[Refuse Offer|ProudWin Disappointed]]
[[Stab ProudWin in the neck|Mr.Z Murder Death Ending]]
]\
(elseif: $player_name is "General Seltry")[
"Leave, now." the man calmly utters, but with a hint of malace making you snear at him.
You remark, "Hello ProudWin, how are you doing out in the wasteland? I can see the malnutrition and spear guards speak highly of your progress.
"Insult us as much as you like Seltry, you are not welcome on our lands. I know of the Spirit attacking Marshal, my men will escort you towards your goal and then leave you. If you try stepping foot here again, or any of our settlements, I will personally make use of your body for fertilizer."
You have never seen ProudWin so hostile towards anyone before, and you should know with the multiple spycams in this tent alone. Although you hate the man, you respect his defiance of you as hardly anyone does and know causing a scene here is not going to help the Spirit situation. You agree to his terms and are escorted through a secret path saving you time as you walk to the wall of radiation ahead.
[[Continue|Epicenter Edge]]
]{(set: $enemySpirit_name to "Gloof")
(set: $enemySpirit_type to "Radiation")
(set: $enemySpirit_hp to 15)
(set: $enemySpirit_attack to 1)
(set: $enemySpirit_specialAttack to 1)
(set: $enemySpirit_defense to 3)
(set: $enemySpirit_specialDefense to 3)
(set: $enemySpirit_speed to 2)
(set: $enemySpirit_move1_name to "Slap")
(set: $enemySpirit_move1_split to "Physical")
(set: $enemySpirit_move1_type to "Neutral")
(set: $enemySpirit_move1_damage to 3)
(set: $enemySpirit_move2_name to "Radiate")
(set: $enemySpirit_move2_split to "Special")
(set: $enemySpirit_move2_type to "Radiation")
(set: $enemySpirit_move2_damage to 2)
(set: $enemySpirit_move3_name to "Clench")
(set: $enemySpirit_move3_split to "Physical")
(set: $enemySpirit_move3_type to "Fighting")
(set: $enemySpirit_move3_damage to 2)
"Unfortunate, I was hoping you would see some kind of reason. If you are absolutely sure then you can be on your way." ProudWin starts to meditate again before opening his eyes quickly.}
"Oh! Although I am dissapointed in your answer, I still want you to succeed. Take this Spirit, it is very common for those near the Epicenter to have one. It will allow you to get through without weakening your Spirits. Be safe"
[[Take Gloof|Create Spirit]] A few days pass as you start to learn the beach environment and Terra culture. You sent a message with the towns best scouter for your son. You personally cannot risk going back as you would never sneak in with the security on charge now. However a refugee should be fine, and knowing Zayn's sociability, he will find him eventually. Just as you are thinking over this situation you see far to your right a projectile fly into the sky. You realize it is from the same area the Spirit was supposed to be. A crowd forms around you as you watch the weapon move toward's Marshal's location. You take off in a sprint, knowing it is futile. You do not even reach the edge of the settlement when an enormous explosion errupts as you see the nuclear cloud form, falling to your knees dumbfounded.
Did you let your son die?
[[Replay|Story Start]] You have had no notable moment in your life, this is the moment to finally have an impact in the world. Plus, you will finally be a warrior like your father. Before ProudWin can react, you pull out some scissors you had found in the wastland and slice them into his neck. His eyes fly open in disbelief, but you do not pay attention to him anymore as multiple Spirits fly up around you. Your lack of experience made you not pay attention to the many guard Spirits in the tent. You start to sprint out of the tent but are pulled back in and torn to shreads by the Spirits as you scream. ProudWin fall to the ground and does not stop bleeding on the floor.
YOU HAVE DIED
[[Restart|Story Start]] $spirit1_name quickly flies out infront of you to block as many bullets as possible incase things go astray. Then you hear an enormous boom before $spirit1_name explodes into thousands of tiny pieces.
"YEEEEEES! The Spirit bullets work! Woot!"
You stand dumbfounded as the connection to your ally evaporates. Before you can do anything else you see Mercy raise her weapon, seeing another bullet inside glowing fierecly. She made sure Spirits took over bullets that she could shoot from the gun.
For a moment you are genually impressed and terrified before she pulls the trigger and everything goes black, unbenounced to you is your body which flies everywhere from the impact.
YOU HAVE DIED
[[Retry|Story Start]]{(set: $enemySpirit_name to "Flank")
(set: $enemySpirit_type to "Psychic")
(set: $enemySpirit_hp to 20)
(set: $enemySpirit_attack to 1)
(set: $enemySpirit_specialAttack to 3)
(set: $enemySpirit_defense to 1)
(set: $enemySpirit_specialDefense to 1)
(set: $enemySpirit_speed to 3)
(set: $enemySpirit_move1_name to "MindWipe")
(set: $enemySpirit_move1_split to "Special")
(set: $enemySpirit_move1_type to "Psychic")
(set: $enemySpirit_move1_damage to 4)
(set: $enemySpirit_move2_name to "Lock")
(set: $enemySpirit_move2_split to "Special")
(set: $enemySpirit_move2_type to "Electric")
(set: $enemySpirit_move2_damage to 2)
(set: $enemySpirit_move3_name to "Calculate")
(set: $enemySpirit_move3_split to "Special")
(set: $enemySpirit_move3_type to "Neutral")
(set: $enemySpirit_move3_damage to 1)
}(if: $player_name is "General Seltry")[
Mercy looks at you then bursts out laughing.
"Grab the fool lets help him through the city."
Two soldiers try to grab onto your arms but you push them away. They get the hint and just walk beside you as you enter the city.
]\
Everything is quiet. Very, very quiet. Mercy holds up her hand for everyone to stop and each of the soldier's bring out their Spirits. Mercy reveals four bullets from her gun, each being a Spirit ready to load for a shot.
Still silence... then the area twirls in a circle instantly.
Everyone loses their footing with many soldiers falling off buildings and dying on impact, freeing their Spirits who instantly run away. You watch as an enormous hole opens up in the ground, swallowing the majority of soldier's walking the road along with their Spirits. It then closes as if there was nothing there.
You have heard stories of a Spirit like this, the one called Flank. One that can change the minds of humans and Spirits alike creating extremly real illusions. Luckily you also heard how to counteract it. Before anything else happens you grab a hunk of rock and slam it down onto you hand. The pain is unbearable but everything clears up for you. All around you the soldiers are still with their eyes wide open. No one has died from what you can see, the ones who you thought did earlier are still standing where they had been when this started.
You attention is quickly shifted to the chaos of the soldier's Spirits facing off against Flank. It is taller than the small buildings in the area with wires hanging off of it. These supercomputers were used plenty during the war, sadly information of their locations were lost, and obviously they make amazing mind controllers.
Mercy falls to the ground as well, she must also know the trick to escaping.
She quickly fires off all four rounds into the Flank, it opens up a sizeable hole in the Spirit but makes it retaliate with a bolt of electricity at Mercy's feet making her go flying. She slams into a stone wall and is knocked out. You ready yourself as the soldier's Spirit are all destroyed and the Flank turns its attention to you.
[[Battle!|Choose Move]]{(set: $enemySpirit_name to "Gloof")
(set: $enemySpirit_type to "Radiation")
(set: $enemySpirit_hp to 15)
(set: $enemySpirit_attack to 1)
(set: $enemySpirit_specialAttack to 1)
(set: $enemySpirit_defense to 3)
(set: $enemySpirit_specialDefense to 3)
(set: $enemySpirit_speed to 2)
(set: $enemySpirit_move1_name to "Slap")
(set: $enemySpirit_move1_split to "Physical")
(set: $enemySpirit_move1_type to "Neutral")
(set: $enemySpirit_move1_damage to 3)
(set: $enemySpirit_move2_name to "Radiate")
(set: $enemySpirit_move2_split to "Special")
(set: $enemySpirit_move2_type to "Radiation")
(set: $enemySpirit_move2_damage to 2)
(set: $enemySpirit_move3_name to "Clench")
(set: $enemySpirit_move3_split to "Physical")
(set: $enemySpirit_move3_type to "Fighting")
(set: $enemySpirit_move3_damage to 2)
}(if: $player_name is "Mr.X")[
You sprint to Mercy's side. She is badly injured, her arm is twisted behind her back and the other is pinned between two boulders.
"Use my radio, there is a camp close to here with more of my men, contact them and they will come help me. You need to get to the Epicenter. Greg, my second with the red sash over there, his Spirit is still on his hand. Ally to it, it will allow you to pass into the radiation unharmed."
You grab the radio, explaining your location and situation as you go to Greg's body.
[[Take Gloof|Create Spirit]]
]\
(else-if: $player_name is "Mr.Z")[
You slowly walk to Mercy's side believing she is dead. However, she is alive, albeit badly injured with her arm twisted behind her back and the other pinned between two boulders.
"Use my radio, there is a camp close to here with more of my men, contact them and they will come help me. You need to get to the Epicenter. Greg, my second with the red sash over there, his Spirit is still on his hand. Ally to it, it will allow you to pass into the radiation unharmed. Be careful Zayn, this Spirit will be nothing like the one we just faced."
You are frozen in fear and worry for a moment before you grab the radio, explaining your location and situation as you go to Greg's body.
[[Take Gloof|Create Spirit]]
]\
(elseif: $player_name is "General Seltry")[
You chuckle as you walk up to Mercy. Her body is mangled, with an arm twisted behind her back and the other pinned between two boulders.
"Not so mighty now are you? Sadly there is no one around to help, otherwise you might survive." You slam your heel into the radio next to her
"Oops, didn't see that there. Don't worry, I am sure someone will come by eventually. Just have to wait a few days, maybe a week. Bye Mercy." You turn from her chuckling to yourself.
You start checking the bodies for any useful items before you here the sound of Spirits converging on the wreck.
[[Continue to radiation cloud|Epicenter Edge]]
](if: $spirit4_name is "Gloof")[
You quickly release Gloof as your ally to make room for Bomba.
]
You sprint and jump across the gap, barely grazing Bomba stopping your fall and making you hover. Immediately your mind is on fire, thoughts and emotions are exploding throughout causing your body to go from hot to cold endessly. You feel as if you are stuck in this loop forever before you are able to grasp the edge of it. You can feel the Spirit pushing against your advance, and although it is massivly powerful there are cracks from the battle that you wiggle your mind into. Finally the core to the Spirita appears, you reach out and grasp it with your hand, squeezing until it cracks.
Instantly you are thrown from Bomba back across the gap and onto the ground, bouncing a few times from the force and passing out.
When you wake up, you spot Bomba in the same place it was but this time looking much cooler, with yellow flames instead of red. Looking around you see all the radioactive mist has cleared. You remember reading how the mechanism in Bomba that allowed for storing the gas could be used to break it down and put into the ground as a sort of fertilizer. While you were passed out, Bomba must have done this with the entire Epicenter. It slowly hovers to you, landing beside you witha pleading look, does it want your approval?
You slap it on the side a few times although it makes you double from the pain, definitly a broken bone or two. Bomba seeing your distress uses its radiation to somehow lift you up and it takes off towards Marshal, which you can see in the distance after flying so high up. You decide it is best for you to [[Rest|Win Ending]].*Three Months Later*
(if: $player_name is "Mr.X")[
You wake up to the sound of machines and conversation outside your room. Looking out your window, you see the day beginning with farmers tending to their crops. You always loved this room as the air is the most clean in this area of Marshal due to the plants. After washing up and getting dressed you look at your computer for updates on the projects you are heading. The one that always draws your attention is Bomba Cleanup. Since the Spirit rescued you all those months ago it has been instrumental in purifying water from the bay. Before the process took days leading to shortages if the equipment failed. Now there is an excess of water allowing even more crop production and improved industry with water cooling and scientific tests. You continue to be its ally, as you never know when its strength could be of use to you. Getting up, you go to your door, opening it to the brighter day ahead.
]
(elseif: $player_name is "Mr.Z")[
You wake up on the couch of your new home. Home is an exageration, it really is just a well furnished box you received for defeating Bomba. After washing up and getting dressed you look at your computer for updates on the only project you have access to, the Bomba Cleanup. Since the Spirit rescued you all those months ago it has been instrumental in purifying water from the bay. Before the process took days leading to shortages if the equipment failed. Now there is an excess of water allowing even more crop production and improved industry with water cooling and scientific tests. You transferred it to Mr.X due to it being more useful to your father and how he pressured you not to have a Spirit. You also never know when its strength could be of use to you. Getting up, you go to your door, opening it to the brighter day ahead.
]
(elseif: $player_name is "General Seltry")[
You wake up to silence in your office. You made sure to have it in the center of Marshal as it is the most fortified and farthest from possible battle. After washing up and getting dressed you look at your computer for updates on the projects you are heading. The one that always draws your attention is Bomba Cleanup. Since the Spirit rescued you all those months ago it has been instrumental in purifying water from the bay. Before the process took days leading to shortages if the equipment failed. Now there is an excess of water allowing even more crop production and improved industry with water cooling and scientific tests. You transferred it to Mr.X due to it being more useful to your best Heathe. You also never know when its strength could be of use to you. Getting up, you go to your door, opening it to the brighter day ahead.
]
[[FIN|Demo End]]