Kerkerkruip ATTACK Additions by Victor Gijsbers begins here. Section - Some ATTACK prose rules The end reporting blow with paragraph break rule is not listed in any rulebook. [Last final blow report rule (this is the new end reporting blow with paragraph break rule): if global defender is alive, say "[paragraph break]".] First flavour rule: rule succeeds. The standard lose concentration prose rule is not listed in any rulebook. Last lose concentration prose rule (this is the new lose concentration prose rule): if the concentration loser is the player, say "You lose your [bold type]concentration[roman type]!"; if the concentration loser is not the player, say "[The concentration loser] loses [bold type]concentration[roman type]!". Check switching the numbers off: say "The numerical representation of combat cannot be switched off in this game." instead. Understand "creature" as a person. A standard AI target select rule (this is the randomise the target result more rule): choose row stored_row in Table of AI Combat Person Options; increase the Weight entry by a random number between 0 and 3. [First when play begins: seed the random-number generator with 6478.] Section - Because we have teleporting creatures The standard attacking second phase rule is not listed in any rulebook. Carry out an actor attacking when the fight consequences variable is true (this is the alternative attacking second phase rule): if the actor is alive and the noun is alive: if the location of the actor is the location of the noun: make the actor strike a blow against the noun. [This could be fun, but it needs to be an option that can be set to: none, short, medium, long.] [The non-standard attack roll rule is listed instead of the standard attack roll rule in the basic attack roll rules. This is the non-standard attack roll rule: if the numbers boolean is true, say "[italic type]Rolling [run paragraph on]"; wait 500 milliseconds before continuing, strictly; change the to-hit roll to a random number between 1 and 10; if the numbers boolean is true, say the to-hit roll, "[run paragraph on]"; wait 500 milliseconds before continuing, strictly;. ] Chapter - More actions that take no time Section - Vaguely going The block vaguely going rule is not listed in any rulebook. Rule for supplying a missing noun while an actor going (this is the alternative block vaguely going rule): take no time; issue library message going action number 7. Section - Going nowhere The can't go that way rule is not listed in any rulebook. Check an actor going (this is the alternative can't go that way rule): if the room gone to is nothing: take no time; if the door gone through is nothing, stop the action with library message going action number 2 for the room gone from; stop the action with library message going action number 6 for the door gone through; Section - Taking what is already carried The can't take what's already taken rule is not listed in any rulebook. Check an actor taking (this is the alternative can't take what's already taken rule): if the actor is carrying the noun: take no time; stop the action with library message taking action number 5 for the noun; if the actor is wearing the noun: take no time; stop the action with library message taking action number 5 for the noun. Volume - Statistics [We already have: * Melee * Defence * Health Now we will add some more.] Test score is a number that varies. Test result is a truth state that varies. The test subject is a person that varies. The ability test rules are a rulebook. Section - Perception A person has a number called Perception. The Perception of a person is usually 5. To test the perception of (guy - a person) against (n - a number): now test subject is guy; now test score is a random number between 1 and 10; say "[if guy is the player]You roll[otherwise][The guy] rolls[end if] ", test score, " + [perception of guy] (perception score)[run paragraph on]"; increase test score by perception of guy; consider the perception test rules; consider the ability test rules; say " = [test score] against a target number of ", n, "[run paragraph on]"; if test score is less than n: say ", failing the perception check.[run paragraph on]"; now test result is false; otherwise: say ", succeeding at the perception check.[run paragraph on]"; now test result is true. The perception test rules are a rulebook. Section - Dexterity A person has a number called Dexterity. The Dexterity of a person is usually 5. To test the dexterity of (guy - a person) against (n - a number): now test subject is guy; now test score is a random number between 1 and 10; say "[if guy is the player]You roll[otherwise][The guy] rolls[end if] ", test score, " + [dexterity of guy] (dexterity score)[run paragraph on]"; increase test score by dexterity of guy; consider the dexterity test rules; consider the ability test rules; say " = [test score] against a target number of ", n, "[run paragraph on]"; if test score is less than n: say ", failing the dexterity check.[run paragraph on]"; now test result is false; otherwise: say ", succeeding at the dexterity check.[run paragraph on]"; now test result is true. The dexterity test rules are a rulebook. Section - Willpower A person has a number called Willpower. The Willpower of a person is usually 5. To test the willpower of (guy - a person) against (n - a number): now test subject is guy; now test score is a random number between 1 and 10; say "[if guy is the player]You roll[otherwise][The guy] rolls[end if] ", test score, " + [willpower of guy] (willpower score)[run paragraph on]"; increase test score by willpower of guy; consider the willpower test rules; consider the ability test rules; say " = [test score] against a target number of ", n, "[run paragraph on]"; if test score is less than n: say ", failing the willpower check.[run paragraph on]"; now test result is false; otherwise: say ", succeeding at the willpower check.[run paragraph on]"; now test result is true. The willpower test rules are a rulebook. Section - Inherent damage modifier A person has a number called the inherent damage modifier. The inherent damage modifier of a person is usually 0. A damage modifiers rule (this is the inherent damage modifier rule): if inherent damage modifier of the global attacker is not 0: if the numbers boolean is true, say " + ", inherent damage modifier of the global attacker, " (inherent bonus)[run paragraph on]"; increase the damage modifier by the inherent damage modifier of the global attacker. Section - Weapon descriptions Last report examining a weapon (this is the extra weapon info rule): say "[italic type]Combat statistics: 1d[damage die of the noun] + [weapon damage bonus of the noun] damage; [if weapon attack bonus of the noun is less than 0]-[otherwise]+[end if][absolute value of weapon attack bonus of the noun] attack modifier[if the noun is ranged]; ranged[end if][parry and dodge info of the noun][if the noun is silver]; good against undead[end if][special weapon info of the noun][roman type].[run paragraph on][line break][paragraph break]" To say parry and dodge info of (item - a weapon): if passive parry max of item is less than 2: say "; hard to parry[run paragraph on]"; if passive parry max of item is greater than 3: say "; easy to parry[run paragraph on]"; if active parry max of item is less than 2: say "; bad at parrying[run paragraph on]"; if active parry max of item is greater than 3: say "; good at parrying[run paragraph on]"; if dodgability of item is less than 2: say "; hard to dodge[run paragraph on]"; if dodgability of item is greater than 3: say "; easy to dodge[run paragraph on]". A weapon has some text called the special weapon info. The special weapon info of a weapon is usually "". Kerkerkruip ATTACK Additions ends here.