*set oppo_hp 100 *temp lucy 1 *label your_turn *gosub_scene ship_status_check ⚔️ [b]${ship_name} vs ${oppo_name}[/b] [i]${ship_name}[/i] status: ${ship_status} 🛡️ Shields: ${shield_charge}% *line_break 🔋 Battery power remaining: ${battery} *line_break 🚇 Torpedoes: ${torpedoes} *line_break *gosub oppo_ship_status_check [i]${oppo_name}[/i] status: ${oppo_status} [b]:::[/b] What do you want to do, Captain ${name}? *fake_choice #🛰️ Scan [i]${oppo_name}[/i] *goto scan_ship *selectable_if (battery > 0) #🛡️ Adjust shield power *goto engage_shields *selectable_if (battery > 0) #💈 Fire phasers *goto fire_phasers *selectable_if (torpedoes > 0) #🚇 Fire a torpedo *goto fire_torpedo *selectable_if (fuel > 20) #💫 Make emergency warp jump *goto warp *label scan_ship *if sound *sound scan.wav Scans reveal tactical information about [b]${oppo_name}[/b]: 🔰 Shields: Engaged *line_break 🔋 Battery: ${oppo_battery} *line_break 🚇 Torpedoes: ${oppo_torpedoes} *line_break 📮 Hull integrity: ${oppo_hp}% *page_break ${oppo_emoji} *goto oppo_turn *label engage_shields ⚔️ [b]${ship_name} vs ${oppo_name}[/b] 🔋 Battery power available: ${battery} [b]:::[/b] How much power would you like to divert to the shields, Captain? *temp shields 0 *input_number shields 0 battery ⚔️ [b]${ship_name} vs ${oppo_name}[/b] *if shields = 0 🛡️ Shields are now disengaged! *set shield_charge 0 *goto a_menu *if shields > 0 *if sound *sound shieldcharge.wav *set battery - shields *set shield_charge + shields 🛡️ Shields now engaged to ${shield_charge}% *label a_menu [b]:::[/b] What do you want to do, Captain ${name}? *fake_choice #🛰️ Scan the other ship *goto scan_ship *selectable_if (battery > 0) #💈 Fire phasers *goto fire_phasers *selectable_if (torpedoes > 0) #🚇 Fire a torpedo *goto fire_torpedo *selectable_if (fuel > 20) #💫 Make emergency warp jump *goto warp *goto oppo_turn *label fire_phasers ⚔️ [b]${ship_name} vs ${oppo_name}[/b] 🔋 Battery: ${battery} [b]:::[/b] How much battery power would you like to divert to the phasers for the attack, Captain? *temp phase_power 0 *input_number phase_power 1 battery ⚔️ [b]${ship_name} vs ${oppo_name}[/b] *if sound *sound batterycharge.wav Tactical reports phasers charged to ${phase_power}%. *page_break 💥 Fire! ⚔️ [b]${ship_name} vs ${oppo_name}[/b] *if sound *sound phaserblast.wav *if oppo_torpedoes > 0 *set oppo_shield_charge oppo_battery *set oppo_battery - oppo_shield_charge *if (oppo_torpedoes = 0) and (torpedoes = 0) *set oppo_shield_charge (oppo_battery / 2) *set oppo_battery - oppo_shield_charge *set oppo_shield_charge round(oppo_shield_charge) *set oppo_battery round(oppo_battery) *if (oppo_torpedoes = 0) and (torpedoes > 0) *set oppo_shield_charge (oppo_battery * 0.8) *set oppo_battery - oppo_shield_charge *set oppo_shield_charge round(oppo_shield_charge) *set oppo_battery round(oppo_battery) *set battery - phase_power 💈 You light up the [i]${oppo_name}[/i] with your phasers. *if oppo_shield_charge >= phase_power *set oppo_shield_charge - phase_power *set phase_power 0 🔰 The [i]${oppo_name}[/i]'s shields completely absorb your phaser blast. *if oppo_shield_charge < phase_power *set phase_power - oppo_shield_charge *set battery + phase_power *set oppo_hp - phase_power *set phase_power 0 *if oppo_hp < 1 *goto you_won *page_break ${oppo_emoji} *goto oppo_turn *label fire_torpedo ⚔️ [b]${ship_name} vs ${oppo_name}[/b] *if sound *sound fillsack.wav 🚇 Torpedo ready to launch. *set torpedoes - 1 *page_break 💥 Fire! *if sound *sound torpedofire.wav ⚔️ [b]${ship_name} vs ${oppo_name}[/b] 🚇 Tactical reports a direct hit! *if oppo_shield_charge >= 90 *set oppo_shield_charge - 90 🛡️ The [i]${oppo_name}[/i]'s shields completely absorbed your torpedo strike. *if oppo_shield_charge < 90 *set damage (90 - oppo_shield_charge) *set oppo_shield_charge 0 *set oppo_hp - damage 🛡️ Your torpedo strike obliterates the [i]${oppo_name}[/i]'s shields. *if oppo_hp < 1 *goto you_won 📉 Tactical reports that the ${oppo_name}'s hull integrity is now at [b]${oppo_hp}[/b]% *page_break ${oppo_emoji} *goto oppo_turn *label oppo_turn ⚔️ [b]${ship_name} vs ${oppo_name}[/b] *if oppo_hp < 31 *if sound *sound enemywarp.mp3 💫 Tactical reports that [i]${oppo_name}[/i] is spinning up its warp drive! A moment later, the ship disappears in a flash of light. *page_break 😌 *if trader_present = true *rand trader1_quadrant 1 111 *rand trader2_quadrant 1 111 *rand trader3_quadrant 1 111 *rand trader4_quadrant 1 111 *rand trader5_quadrant 1 111 *goto_scene startrip_main *if oppo_torpedoes > 0 *goto oppo_torpedo *goto oppo_phaser Mistake happened! *ending *label oppo_phaser 💈 The [i]${oppo_name}[/i] rakes your hull with phaser fire. *if sound *sound phaserblast.wav *if oppo_battery >= shield_charge *set damage (oppo_battery - shield_charge) *set ship_hp - damage *set oppo_battery 0 *set oppo_battery + oppo_shield_charge *set shield_charge 0 *set oppo_shield_charge 0 📉 Tactical reports hull integrity is now at [b]${ship_hp}[/b]% *if ship_hp < 1 *goto you_dead *if shield_charge > oppo_battery *set shield_charge - oppo_battery *set oppo_battery 0 *set oppo_battery + oppo_shield_charge *set oppo_shield_charge 0 🛡️ Your shields managed to absorb the phaser fire. *set battery + shield_charge *set shield_charge 0 *page_break ${player_emoji} *goto your_turn *label oppo_torpedo *set oppo_torpedoes - 1 *if sound *sound torpedofire.wav The [i]${oppo_name}[/i] has launched a torpedo! 💥 Direct hit! *if shield_charge >= 90 Thankfully, your shields absorbed the blast from the torpedo strike. *set shield_charge -90 *page_break *goto your_turn *if shield_charge < 90 *set damage (90 - shield_charge) *set shield_charge 0 *set ship_hp - damage *if ship_hp > 0 The torpedo strike completely destroyed your shields. *if ship_hp < 1 *goto you_dead 📉 Tactical reports hull integrity is now at [b]${ship_hp}[/b]% *set oppo_battery + oppo_shield_charge *set oppo_shield_charge 0 *page_break *goto your_turn *label warp *if sound *sound emergency.wav Without hesitating, you punch in the codes to execute an emergency warp jump in order to flee the [i]${oppo_name}[/i]. *page_break 💫 Engage! *if sound *sound fuelburn.mp3 *if story_mode = true *rand quadrant 1 111 *rand sector 1 4 *if story_mode = false *rand dieroll 1 11 *temp gringo "" *set gringo "starbase${dieroll}_quadrant" *set quadrant {gringo} *set gringo "starbase${dieroll}_sector" *set sector {gringo} *temp fuel_burn 0 *set fuel_burn fuel *set fuel (fuel / 3) *set fuel round(fuel) *set fuel_burn (fuel_burn - fuel) 🔥 Fuel burned: ${fuel_burn} *line_break Fuel remaining: ${fuel} *line_break *goto_scene startrip_main *label oppo_ship_status_check *if oppo_hp < 100 *set oppo_status "Amber 🟠" *if oppo_hp < 50 *set oppo_status "Red 🔴" *return *label you_won *page_break 💥 🌌 [b]Current Location[/b]: Quadrant ${quadrant}, Sector ${sector} *check_achievements *if choice_achieved_red_baron = false *achieve red_baron *gosub salvage *if sound *sound ship-explosion.mp3 A moment later, you see [i]${oppo_name} [/i] explode in a fiery ball of light. Scanners track an escape pod as it escapes the debris field. Salvageable material from the wreckage: $!{salvage_resource}: ${salvage_units} units ::: What do you want to do, Captain? *fake_choice *selectable_if (cargo_space_free > 0) #📦 Salvage resources #🛥️ Navigate away from the debris field *goto_scene startrip_main 🌌 [b]Current Location[/b]: Quadrant ${quadrant}, Sector ${sector} *if sound *sound teleport.wav *temp taken_units 0 *if cargo_space_free >= salvage_units *set taken_units salvage_units *if cargo_space_free < salvage_units *set taken_units cargo_space_free *if salvage_resource = resource1 *set resource1_carrying + taken_units *if salvage_resource = resource2 *set resource2_carrying + taken_units *if salvage_resource = resource3 *set resource3_carrying + taken_units *if salvage_resource = resource4 *set resource4_carrying + taken_units *if salvage_resource = resource5 *set resource5_carrying + taken_units *if salvage_resource = resource6 *set resource6_carrying + taken_units *if salvage_resource = resource7 *set resource7_carrying + taken_units *if salvage_resource = resource8 *set resource8_carrying + taken_units *if salvage_resource = resource9 *set resource9_carrying + taken_units *if salvage_resource = resource10 *set resource10_carrying + taken_units *if salvage_resource = resource11 *set resource11_carrying + taken_units *set cargo_space_free - taken_units *if taken_units > 1 Using ${ship_name}'s tractor beam, you bring ${taken_units} units of ${salvage_resource} on board the ${ship_name}. *if taken_units = 1 Using ${ship_name}'s tractor beam, you bring one unit of ${salvage_resource} on board the ${ship_name}. After the last unit is properly stowed away, you take a brief moment to salute all those who were on board [i]${oppo_name}[/i]. *page_break 😌 *goto_scene startrip_main *label salvage *temp salvage_resource "" *rand dieroll 1 11 *if dieroll = 1 *set salvage_resource resource1 *if dieroll = 2 *set salvage_resource resource2 *if dieroll = 3 *set salvage_resource resource3 *if dieroll = 4 *set salvage_resource resource4 *if dieroll = 5 *set salvage_resource resource5 *if dieroll = 6 *set salvage_resource resource6 *if dieroll = 7 *set salvage_resource resource7 *if dieroll = 8 *set salvage_resource resource8 *if dieroll = 9 *set salvage_resource resource9 *if dieroll = 10 *set salvage_resource resource10 *if dieroll = 11 *set salvage_resource resource11 *if pirate_present *rand dieroll 10 100 *if trader_present *rand dieroll 2 17 *if police_alerted *rand dieroll 2 7 *temp salvage_units 0 *set salvage_units dieroll *return *label you_dead *check_achievements *if choice_achieved_loser = false *achieve loser *page_break *if sound *sound explosion.mp3 Realizing that your ship is in imminent peril of destruction, you run to the escape pod. A moment later, your ship disintegrates into a million pieces. *set ship_class "🔸 Dunkirk" *set ship_name "escape pod from ${ship_name}" *set fuel_max 20 *set fuel 20 *set battery_max 50 *set battery 50 *set cargo_holds 1 *set cargo_space_free 1 *set speed 1 *set torpedoes_max 0 *set passengers_max 0 *set berths_available passengers_max *set passengers_carrying 0 *set ship_hp 100 *set resource1_carrying 0 *set resource2_carrying 0 *set resource3_carrying 0 *set resource4_carrying 0 *set resource5_carrying 0 *set resource6_carrying 0 *set resource7_carrying 0 *set resource8_carrying 0 *set resource9_carrying 0 *set resource10_carrying 0 *set resource11_carrying 0 *set colonists_carrying 0 Engaging emergency thrusters, you narrowly avoid sustaining damage from the debris field. Through the tiny forward window, you watch [i]${oppo_name}[/i] begin salvage operations to recover the materials from your former ship. *page_break 😌 *set sector +1 *if sector = 5 *set sector 1 *goto_scene startrip_main *label oppo_flees