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<span id="map">\ </span>\ <span id="mapmenu">\ </span>\ <span id="vez">\ </span>\ <span id="info">\ <span id="fase"></span><span id="texto"></span>\ </span>\ <div id="units">\ <span id="units1">\ </span>\ <span id="units2">\ </span>\ </div>\ <div id="pools">\ <span id="pool1">\ </span>\ <span id="pool2">\ </span>\ </div>\ <<done>>\ <<include "Update">>\ <<run Save.autosave.save()>>\ <</done>>\
<<set $map to [ [0,0,0,0,0,0,0,0,0], [0,0,0,0,0,0,0,0,0], [0,0,0,0,0,0,0,0,0], [0,0,0,0,0,0,0,0,0], [0,0,0,0,0,0,0,0,0], [0,0,0,0,0,0,0,0,0], [0,0,0,0,0,0,0,0,0], [0,0,0,0,0,0,0,0,0], [0,0,0,0,0,0,0,0,0], [0,0,0,0,0,0,0,0,0]]>>\ <<run UIBar.destroy()>> <<set $p1unit = { "Red": { level: 0, att: 0, def: 0, hp: 0, abilities: ["Agility.","Attack of Opportunity.","Rage.","Initiative."], x: 0, y: 0, mov: 0, turned: 0, modatt: 0, imun: 0 }, "Green": { level: 0, att: 0, def: 0, hp: 0, abilities: ["Alertness.","Regeneration.","Growth.","Fortify defense."], x: 0, y: 0, mov: 0, turned: 0, modatt: 0, imun: 0 }, "Yellow": { level: 0, att: 0, def: 0, hp: 0, abilities: ["Speed.","Ranged attack.","Hold.","Invigorate."], x: 0, y: 0, mov: 0, turned: 0, modatt: 0, imun: 0 }, "Orange": { level: 0, att: 0, def: 0, hp: 0, abilities: ["Invulnerability.","Ranged attack.","Push.","Magic attack."], x: 0, y: 0, mov: 0, turned: 0, modatt: 0, imun: 0 }, "Neutral": { level: 0, att: 0, def: 0, hp: 0, abilities: ["Pacifism.","Protection.","Heal.","Reinforcements."], x: 0, y: 0, mov: 0, turned: 0, modatt: 0, imun: 0 } }>> <<set $p2unit = { "Red": { level: 0, att: 0, def: 0, hp: 0, abilities: ["Agility.","Attack of Opportunity.","Rage.","Initiative."], x: 0, y: 0, mov: 0, turned: 0, modatt: 0, imun: 0 }, "Green": { level: 0, att: 0, def: 0, hp: 0, abilities: ["Alertness.","Regeneration.","Growth.","Fortify defense."], x: 0, y: 0, mov: 0, turned: 0, modatt: 0, imun: 0 }, "Yellow": { level: 0, att: 0, def: 0, hp: 0, abilities: ["Speed.","Ranged attack.","Hold.","Invigorate."], x: 0, y: 0, mov: 0, turned: 0, modatt: 0, imun: 0 }, "Orange": { level: 0, att: 0, def: 0, hp: 0, abilities: ["Invulnerability.","Ranged attack.","Push.","Magic attack."], x: 0, y: 0, mov: 0, turned: 0, modatt: 0, imun: 0 }, "Neutral": { level: 0, att: 0, def: 0, hp: 0, abilities: ["Pacifism.","Protection.","Heal.","Reinforcements."], x: 0, y: 0, mov: 0, turned: 0, modatt: 0, imun: 0 } }>> <<set $cores = ["Red", "Green", "Yellow", "Orange", "Neutral"]>> <<set $att1 to 0>><<set $def1 to 0>><<set $att2 to 0>><<set $def2 to 0>>
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data:image/gif;base64,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
!! Who will play? <<textbox "$player1" "Player 1">> X <<textbox "$player2" "Player 2">> <label><<checkbox "$computer" false true>> Computer?</label> <<link 'Start'>>\ <<set $bag1 to []>><<set $bag2 to []>><<for _i to 1; _i lte 5; _i++>><<for _j to 1; _j lte 5; _j++>><<set $bag1.push(_i)>><<set $bag2.push(_i)>><</for>><</for>>\ <<set $pool1 to $bag1.pluckMany(5)>><<set $pool2 to $bag2.pluckMany(0)>>\ <<set $vez to 1>><<set $player1life to 20>><<set $player2life to 20>>\ <<set $fase to "Movement phase: ">><<set $texto to "Click on pieces or units on the board.">>\ <<set $sel to 0>><<set $cor to "">><<set $cor1 to "">><<set $cor2 to "">><<set $cor3 to "">>\ <<set $putunit to 0>><<set $moveunit to 0>><<set $attunit to 0>>\ <<set $actions to []>><<set $actions.push(" -- " + $player1 + " turn -- ")>>\ <<set $score to 0>>\ <<if $player1 is "">><<set $player1 to "Player 1">><</if>><<if $player2 is "">><<set $player2 to "Player 2">><</if>>\ <<if $computer is true>><<set $player2 to "Computer">><</if>>\ <<goto "Tabuleiro">><</link>> [[Back|Start]]
<<if $movunit is 1>>\ <<if $map[$x][$y] is 21>>\ <<set $movunit to 0>>\ <<set $movcost to Math.abs($x-$p1unit[$cor].x) + Math.abs($y-$p1unit[$cor].y)>>\ <<set $p1unit[$cor].x to $x>><<set $p1unit[$cor].y to $y>><<set $p1unit[$cor].mov -= $movcost>>\ <<include "Select">>\ <</if>>\ <</if>>\
<<if $fase is "Movement phase: ">>\ <<set $putunit to 0>><<set $movunit to 0>>\ <<set $cor to "">>\ <<switch $sel>>\ <<case 1>><<set $cor to "Red">>\ <<case 2>><<set $cor to "Green">>\ <<case 3>><<set $cor to "Yellow">>\ <<case 4>><<set $cor to "Orange">>\ <<case 5>><<set $cor to "Neutral">>\ <</switch>>\ <<if $cor is "">>\ <<else>>\ <<if $p1unit[$cor].level is 0>>\ <<if $vez is 1>><<set $l to 8>><<else>><<set $l to 1>><</if>>\ <<for $y to 1; $y lte 8; $y++>><<if $map[$l][$y] is 0 or $map[$l][$y] gt 20>><<set $map[$l][$y] to 23>><</if>><</for>>\ <<set $putunit to 1>><<include "Update">><<replace "#texto">>Click on a valid space to add the unit.<</replace>>\ <<else>><<set $p1unit[$cor].level +=1>>\ <<if $p1unit[$cor].level lt 5>> <<if $cor is "Red">>\ <<switch $p1unit[$cor].level>>\ <<case 2>><<set $p1unit[$cor].att += 1>>\ <<case 3>><<set $p1unit[$cor].att += 1>>\ <<case 4>><<set $p1unit[$cor].att += 1>><<set $p1unit[$cor].def += 1>>\ <</switch>>\ <</if>>\ <<if $cor is "Green">>\ <<switch $p1unit[$cor].level>>\ <<case 2>><<set $p1unit[$cor].def += 1>>\ <<case 3>><<set $p1unit[$cor].def += 1>>\ <<case 4>><<set $p1unit[$cor].att += 1>><<set $p1unit[$cor].def += 1>>\ <</switch>>\ <</if>>\ <<if $cor is "Yellow">>\ <<switch $p1unit[$cor].level>>\ <<case 2>><<set $p1unit[$cor].def += 1>>\ <<case 3>>\ <<case 4>><<set $p1unit[$cor].att += 1>><<set $p1unit[$cor].def += 1>>\ <</switch>>\ <</if>>\ <<if $cor is "Orange">>\ <<switch $p1unit[$cor].level>>\ <<case 2>><<set $p1unit[$cor].att += 1>>\ <<case 3>>\ <<case 4>><<set $p1unit[$cor].att += 1>><<set $p1unit[$cor].def += 1>>\ <</switch>>\ <</if>>\ <<if $cor is "Neutral">>\ <<switch $p1unit[$cor].level>>\ <<case 2>><<set $p1unit[$cor].def += 1>>\ <<case 3>><<set $p1unit[$cor].att += 1>>\ <<case 4>><<set $p1unit[$cor].att += 1>><<set $p1unit[$cor].def += 1>>\ <</switch>>\ <</if>>\ <<else>><<set $p1unit[$cor].att += 1>><<set $p1unit[$cor].def += 1>>\ <</if>>\ <<set $p1unit[$cor].hp += 2>><<if $p1unit[$cor].hp gt $p1unit[$cor].level>><<set $p1unit[$cor].hp to $p1unit[$cor].level>><</if>>\ <<set $txt to $cor + " raised its level to " + $p1unit[$cor].level + ".">><<set $actions.push($txt)>>\ <<if $vez is 1>><<set $pool to $pool1>><<else>><<set $pool to $pool2>><</if>>\ <<for $i to 0; $i lt $pool.length; $i++>><<if $pool[$i] is $sel>><<run $pool.deleteAt($i)>><<break>><</if>><</for>>\ <<if $vez is 1>><<set $pool1 to $pool>><<else>><<set $pool2 to $pool>><</if>>\ <<include "Update">>\ <</if>>\ <</if>>\ <</if>>\
<<if $fase is "Movement phase: ">>\ <<set $movunit to 0>><<set $putunit to 0>>\ <<set $cor to "">>\ <<switch $sel>>\ <<case 1 11>><<set $cor to "Red">>\ <<case 2 12>><<set $cor to "Green">>\ <<case 3 13>><<set $cor to "Yellow">>\ <<case 4 14>><<set $cor to "Orange">>\ <<case 5 15>><<set $cor to "Neutral">>\ <<case 6 16>><<set $cor2 to "Red">>\ <<case 7 17>><<set $cor2 to "Green">>\ <<case 8 18>><<set $cor2 to "Yellow">>\ <<case 9 19>><<set $cor2 to "Orange">>\ <<case 10 20>><<set $cor2 to "Neutral">>\ <</switch>>\ <<include "Update">>\ <<switch $sel>>\ <<case 11 12 13 14 15>><<replace "#texto">>This unit is tapped and cannot move.<</replace>>\ <<case 6 7 8 9 10 16 17 18 19 20>><<include "Update2">><<replace "#texto">>This is an enemy unit.<</replace>>\ <</switch>>\ <<if $sel gte 1 and $sel lte 5>><<set $mov to $p1unit[$cor].mov>>\ <<if $mov gt 0>><<set $uX to $p1unit[$cor].x>><<set $uY to $p1unit[$cor].y>>\ <<for _p to 0; _p lte $mov; _p++>>\ <<for _mx to (-_p); _mx lte _p; _mx++>><<for _my to (-_p); _my lte _p; _my++>>\ <<set $movcost to Math.abs(_mx) + Math.abs(_my)>>\ <<set $movX to $uX + _mx>><<set $movY to $uY + _my>>\ <<if $movcost is _p and $movX >= 1 and $movX <= 8 and $movY >= 1 and $movY <= 8 and $map[$movX][$movY] is 0>>\ <<if $map[$movX - 1][$movY] is $sel or $map[$movX + 1][$movY] is $sel or $map[$movX][$movY - 1] is $sel or $map[$movX][$movY + 1] is $sel or $map[$movX - 1][$movY] is 21 or $map[$movX + 1][$movY] is 21 or $map[$movX][$movY - 1] is 21 or $map[$movX][$movY + 1] is 21>><<set $map[$movX][$movY] = 21>>\ <</if>>\ <</if>>\ <</for>><</for>><</for>>\ <<set $movunit to 1>><<include "Update">><<replace "#texto">>Click on a valid space to move the unit.<</replace>>\ <<else>><<replace "#texto">>This unit has no more movement points.<</replace>>\ <</if>>\ <</if>>\ <<else>>\ <<set $movunit to 0>><<set $putunit to 0>><<set $attunit to 0>>\ <<set $cor to "">><<set $alc to 1>>\ <<switch $sel>>\ <<case 1 11>><<set $cor to "Red">>\ <<case 2 12>><<set $cor to "Green">>\ <<case 3 13>><<set $cor to "Yellow">>\ <<case 4 14>><<set $cor to "Orange">>\ <<case 5 15>><<set $cor to "Neutral">>\ <<case 6 16>><<set $cor2 to "Red">>\ <<case 7 17>><<set $cor2 to "Green">>\ <<case 8 18>><<set $cor2 to "Yellow">>\ <<case 9 19>><<set $cor2 to "Orange">>\ <<case 10 20>><<set $cor2 to "Neutral">>\ <</switch>>\ <<include "Update">>\ <<switch $sel>>\ <<case 3>><<if $p1unit["Yellow"].level gt 1>><<set $alc to 4>><</if>>\ <<case 4>><<if $p1unit["Orange"].level gt 1>><<set $alc to 4>><</if>>\ <<case 11 12 13 14 15>><<replace "#texto">>This unit is tapped and cannot attack.<</replace>>\ <<default>><<include "Update2">><<replace "#texto">>This is an enemy unit.<</replace>>\ <</switch>>\ <<set $targets to []>>\ <<if $sel gte 1 and $sel lte 5>>\ <<if $alc gt 0>><<set $uX to $p1unit[$cor].x>><<set $uY to $p1unit[$cor].y>>\ <<for _p to 0; _p lte $alc; _p++>>\ <<for _mx to (-_p); _mx lte _p; _mx++>><<for _my to (-_p); _my lte _p; _my++>>\ <<set $movcost to Math.abs(_mx) + Math.abs(_my)>>\ <<set $movX to $uX + _mx>><<set $movY to $uY + _my>>\ <<if $movcost is _p and $movX >= 1 and $movX <= 8 and $movY >= 1 and $movY <= 8>>\ <<if $map[$movX - 1][$movY] is $sel or $map[$movX + 1][$movY] is $sel or $map[$movX][$movY - 1] is $sel or $map[$movX][$movY + 1] is $sel or $map[$movX - 1][$movY] is 22 or $map[$movX + 1][$movY] is 22 or $map[$movX][$movY - 1] is 22 or $map[$movX][$movY + 1] is 22>>\ <<if $map[$movX][$movY] gt 0>><<set $targets.push($map[$movX][$movY])>><<else>><<set $map[$movX][$movY] = 22>><</if>>\ <</if>>\ <</if>>\ <</for>><</for>><</for>>\ <<set $attunit to $sel>><<include "Update">><<replace "#texto">>Click on a valid target to attack.<</replace>>\ <</if>>\ <</if>>\ <</if>>\
<<if $putunit is 1 and $map[$x][$y] is 23>>\ <<set $putunit to 0>>\ <<set $p1unit[$cor].level to 1>><<set $p1unit[$cor].att to 1>><<set $p1unit[$cor].def to 0>><<set $p1unit[$cor].hp to 1>>\ <<set $p1unit[$cor].x to $x>><<set $p1unit[$cor].y to $y>><<set $p1unit[$cor].mov to 2>><<set $p1unit[$cor].turned to 1>>\ <<switch $sel>>\ <<case 1>><<set $p1unit[$cor].turned to 0>>\ <<case 3>><<set $p1unit[$cor].mov to 3>>\ <</switch>>\ <<set $txt to $cor + " came into play.">><<set $actions.push($txt)>>\ <<if $vez is 1>><<set $pool to $pool1>><<else>><<set $pool to $pool2>><</if>>\ <<for $i to 0; $i lt $pool.length; $i++>><<if $pool[$i] is $sel>><<run $pool.deleteAt($i)>><<break>><</if>><</for>>\ <<if $vez is 1>><<set $pool1 to $pool>><<else>><<set $pool2 to $pool>><</if>>\ <<include "Update">>\ <</if>>\
<<for $x to 1; $x lte 8; $x++>><<for $y to 1; $y lte 8; $y++>>\ <<if $map[$x][$y] gt 0 and $map[$x][$y] lte 20>><<set $map[$x][$y] to 0>><</if>>\ <<if $movunit is 0 and $map[$x][$y] is 21>><<set $map[$x][$y] to 0>><</if>>\ <<if $attunit is 0 and $map[$x][$y] is 22>><<set $map[$x][$y] to 0>><</if>>\ <<if $putunit is 0 and $map[$x][$y] is 23>><<set $map[$x][$y] to 0>><</if>>\ <</for>><</for>>\ <<for _index, _color range $cores>><<set $c = _color>>\ <<if $p1unit[$c].turned is 0>><<if $p1unit[$c].level gt 0>><<set $map[$p1unit[$c].x][$p1unit[$c].y] to _index + 1>><</if>>\ <<else>><<if $p1unit[$c].level gt 0>><<set $map[$p1unit[$c].x][$p1unit[$c].y] to _index + 11>><</if>>\ <</if>>\ <<if $p2unit[$c].turned is 0>><<if $p2unit[$c].level gt 0>><<set $map[$p2unit[$c].x][$p2unit[$c].y] to _index + 6>><</if>>\ <<else>><<if $p2unit[$c].level gt 0>><<set $map[$p2unit[$c].x][$p2unit[$c].y] to _index + 16>><</if>>\ <</if>>\ <</for>>\ <<if $vez is 1>><<removeclass "#vez" "p2">><<addclass "#vez" "p1">>\ <<replace "#vez">><strong>$player1 turn</strong> | Pieces: $bag1.length | Pile: $pool1.length | Life: $player1life<</replace>>\ <<else>><<removeclass "#vez" "p1">><<addclass "#vez" "p2">>\ <<replace "#vez">><strong>$player2 turn</strong> | Pieces: $bag2.length | Pile: $pool2.length | Life: $player2life<</replace>>\ <</if>>\ <<replace "#fase">>$fase<</replace>>\ <<replace "#texto">>$texto<</replace>>\ <<replace "#map">>\ <<for $x to 1; $x lte 8; $x++>>\ <<for $y to 1; $y lte 8; $y++>>\ <<switch $map[$x][$y]>>\ <<case 0>><img data-passage="vazio.png" class="map" onclick="empty();">\ <<case 1>><img data-passage="vermelho.png" class="map" onclick="select(1);">\ <<case 2>><img data-passage="verde.png" class="map" onclick="select(2);">\ <<case 3>><img data-passage="amarelo.png" class="map" onclick="select(3);">\ <<case 4>><img data-passage="laranja.png" class="map" onclick="select(4);">\ <<case 5>><img data-passage="neutro.png" class="map" onclick="select(5);">\ <<case 6>><<if $attunit gt 0 and $targets.includes(6)>><img data-passage="vermelho.png" class="att" style="transform: rotate(180deg);" onclick="attack(1);">\ <<else>><img data-passage="vermelho.png" class="map" style="transform: rotate(180deg);" onclick="select(6);"><</if>>\ <<case 7>><<if $attunit gt 0 and $targets.includes(7)>><img data-passage="verde.png" class="att" style="transform: rotate(180deg);" onclick="attack(2);">\ <<else>><img data-passage="verde.png" class="map" style="transform: rotate(180deg);" onclick="select(7);"><</if>>\ <<case 8>><<if $attunit gt 0 and $targets.includes(8)>><img data-passage="amarelo.png" class="att" style="transform: rotate(180deg);" onclick="attack(3);">\ <<else>><img data-passage="amarelo.png" class="map" style="transform: rotate(180deg);" onclick="select(8);"><</if>>\ <<case 9>><<if $attunit gt 0 and $targets.includes(9)>><img data-passage="laranja.png" class="att" style="transform: rotate(180deg);" onclick="attack(4);">\ <<else>><img data-passage="laranja.png" class="map" style="transform: rotate(180deg);" onclick="select(9);"><</if>>\ <<case 10>><<if $attunit gt 0 and $targets.includes(10)>><img data-passage="neutro.png" class="att" style="transform: rotate(180deg);" onclick="attack(5);">\ <<else>><img data-passage="neutro.png" class="map" style="transform: rotate(180deg);" onclick="select(10);"><</if>>\ <<case 11>><img data-passage="vermelho.png" class="map" style="transform: rotate(90deg);" onclick="select(11);">\ <<case 12>><img data-passage="verde.png" class="map" style="transform: rotate(90deg);" onclick="select(12);">\ <<case 13>><img data-passage="amarelo.png" class="map" style="transform: rotate(90deg);" onclick="select(13);">\ <<case 14>><img data-passage="laranja.png" class="map" style="transform: rotate(90deg);" onclick="select(14);">\ <<case 15>><img data-passage="neutro.png" class="map" style="transform: rotate(90deg);" onclick="select(15);">\ <<case 16>><<if $attunit gt 0 and $targets.includes(16)>><img data-passage="vermelho.png" class="att" style="transform: rotate(270deg);" onclick="attack(1);">\ <<else>><img data-passage="vermelho.png" class="map" style="transform: rotate(270deg);" onclick="select(16);"><</if>>\ <<case 17>><<if $attunit gt 0 and $targets.includes(17)>><img data-passage="verde.png" class="att" style="transform: rotate(270deg);" onclick="attack(2);">\ <<else>><img data-passage="verde.png" class="map" style="transform: rotate(270deg);" onclick="select(17);"><</if>>\ <<case 18>><<if $attunit gt 0 and $targets.includes(18)>><img data-passage="amarelo.png" class="att" style="transform: rotate(270deg);" onclick="attack(3);">\ <<else>><img data-passage="amarelo.png" class="map" style="transform: rotate(270deg);" onclick="select(18);"><</if>>\ <<case 19>><<if $attunit gt 0 and $targets.includes(19)>><img data-passage="laranja.png" class="att" style="transform: rotate(270deg);" onclick="attack(4);">\ <<else>><img data-passage="laranja.png" class="map" style="transform: rotate(270deg);" onclick="select(19);"><</if>>\ <<case 20>><<if $attunit gt 0 and $targets.includes(20)>><img data-passage="neutro.png" class="att" style="transform: rotate(270deg);" onclick="attack(5);">\ <<else>><img data-passage="neutro.png" class="map" style="transform: rotate(270deg);" onclick="select(20);"><</if>>\ <<case 21>><img @id="$x + 'X' + $y" data-passage="vazio.png" class="mov" onclick="move(this.id);">\ <<case 22>><img data-passage="vazio.png" class="att">\ <<case 23>><img @id="$x + 'X' + $y" data-passage="vazio.png" class="put" onclick="put(this.id);">\ <</switch>>\ <</for>>\ <<print "<br>">>\ <</for>>\ <</replace>>\ <<replace "#mapmenu">>\ <<if $fase is "Movement phase: ">>\ <<link '[Next]'>>\ <<set $sel to 0>><<set $cor to "">><<set $cor1 to "">><<set $cor2 to "">><<set $cor3 to "">><<set $putunit to 0>><<set $moveunit to 0>><<set $attunit to 0>>\ <<for $x to 1; $x lte 8; $x++>><<for $y to 1; $y lte 8; $y++>><<set $map[$x][$y] to 0>><</for>><</for>>\ <<set $fase to "Combat phase: ">><<set $texto to "Click on the units on the board.">>\ <<include "Update">>\ <</link>> | \ <<else>>\ <<link '[Next]'>>\ <<set $sel to 0>><<set $cor to "">><<set $cor1 to "">><<set $cor2 to "">><<set $cor3 to "">><<set $putunit to 0>><<set $moveunit to 0>><<set $attunit to 0>>\ <<for $x to 1; $x lte 8; $x++>><<for $y to 1; $y lte 8; $y++>><<set $map[$x][$y] to 0>><</for>><</for>>\ <<set $fase to "Movement phase: ">><<set $texto to "Click on pieces or units on the board.">>\ <<set $ptunit to $p1unit>><<set $p1unit to $p2unit>><<set $p2unit to $ptunit>>\ <<if $vez is 1>>\ <<set $vez to 2>><<set $actions.push(" -- " + $player2 + " turn -- ")>>\ <<set $p2TotalLevel = 0>>\ <<for _index, _color range $cores>><<set $c = _color>>\ <<set $p2TotalLevel += $p1unit[$c].level>><<set $p1unit[$c].modatt to 0>><<set $p1unit[$c].mov to 2>><<set $p1unit[$c].imun to 0>>\ <<if $p1unit[$c].turned gt 0>><<set $p1unit[$c].turned -= 1>><</if>>\ <<if $p1unit[$c].x is 8>><<set $player1life -= 1>><<set $actions.push($c + " dealt damage to " + $player1 + ".")>><</if>>\ <</for>>\ <<if $p2TotalLevel + $pool2.length + $bag2.length lt 1>><<set $player2life to 0>><</if>>\ <<set $p1unit["Yellow"].mov to 3>>\ <<if $p1unit["Green"].level gt 1 and $p1unit["Green"].hp lt $p1unit["Green"].level>><<set $p1unit["Green"].hp += 1>><</if>>\ <<set $qp2 to 5 - $p2TotalLevel>><<if $qp2 lt 2>><<set $qp2 to 2>><</if>>\ <<if $qp2 + $pool2.length gt 12>><<set $qp2 to 12 - $pool2.length>><</if>><<if $qp2 gt $bag2.length>><<set $qp2 to $bag2.length>><</if>>\ <<if $qp2 gt 0>><<set $sacar2 to $bag2.pluckMany($qp2)>><<set $pool2 to $pool2.concat($sacar2)>><</if>>\ <<if $computer is true>><<computer>><</if>>\ <<else>>\ <<set $vez to 1>><<set $actions.push(" -- " + $player1 + " turn -- ")>>\ <<set $p1TotalLevel = 0>>\ <<for _index, _color range $cores>><<set $c = _color>>\ <<set $p1TotalLevel += $p1unit[$c].level>><<set $p1unit[$c].modatt to 0>><<set $p1unit[$c].mov to 2>><<set $p1unit[$c].imun to 0>>\ <<if $p1unit[$c].turned gt 0>><<set $p1unit[$c].turned -= 1>><</if>>\ <<if $p1unit[$c].x is 1>><<set $player2life -= 1>><<set $actions.push($c + " dealt damage to " + $player2 + ".")>><</if>>\ <</for>>\ <<if $p1TotalLevel + $pool1.length + $bag1.length lt 1>><<set $player1life to 0>><</if>>\ <<set $p1unit["Yellow"].mov to 3>>\ <<if $p1unit["Green"].level gt 1 and $p1unit["Green"].hp lt $p1unit["Green"].level>><<set $p1unit["Green"].hp += 1>><</if>>\ <<set $qp1 to 5 - $p1TotalLevel>><<if $qp1 lt 2>><<set $qp1 to 2>><</if>>\ <<if $qp1 + $pool1.length gt 12>><<set $qp1 to 12 - $pool1.length>><</if>><<if $qp1 gt $bag1.length>><<set $qp1 to $bag1.length>><</if>>\ <<if $qp1 gt 0>><<set $sacar1 to $bag1.pluckMany($qp1)>><<set $pool1 to $pool1.concat($sacar1)>><</if>>\ <</if>>\ <<if $player1life lt 1 or $player2life lt 1>><<goto "Endgame">><<else>><<goto "Tabuleiro">><</if>>\ <</link>> | \ <</if>>\ <<link '[Actions]'>>\ <<dialog 'Actions'>>\ <<for _act to 0; _act lt $actions.length; _act++>>\ <<= $actions[_act]>> <</for>>\ <</dialog>>\ <<run Dialog.body().scrollTop = Dialog.body().scrollHeight;>>\ <</link>> | \ <<link '[Undo]'>>\ <<dialog 'Undo'>>\ Restart your turn? @@float:left;<<button "Yes">><<run Save.autosave.load()>><<dialogclose>><</button>>@@\ @@float:right;<<button "No">><<dialogclose>><</button>>@@\ <</dialog>>\ <</link>> | \ <<link '[Give up]'>>\ <<dialog 'Give up'>>\ Give up this game? @@float:left;<<button "Yes">>\ <<if $vez is 1>><<set $player1life to 0>><<else>><<set $player2life to 0>><</if>><<goto "Endgame">>\ <<dialogclose>><</button>>@@\ @@float:right;<<button "No">><<dialogclose>><</button>>@@\ <</dialog>>\ <</link>> | \ <<link '[Help]'>><<dialog 'Help'>><<include "Help">><</dialog>>\ <</link>> | \ <<link '[Menu]'>>\ <<dialog 'Menu'>>\ <<button 'Toggle fullscreen'>><<run Fullscreen.toggle();>><</button>> <<button 'Save/Load'>><<run UI.saves();>><</button>> <<button 'Restart'>><<run UI.restart();>><</button>>\ <</dialog>>\ <</link>>\ <</replace>>\ <<if $vez is 1>>\ <<replace "#pool1">>\ <<for $i to 0; $i lt $pool1.length; $i++>>\ <<switch $pool1[$i]>>\ <<case 1>><img data-passage="vermelho.png" onclick="pick(1);">\ <<case 2>><img data-passage="verde.png" onclick="pick(2);">\ <<case 3>><img data-passage="amarelo.png" onclick="pick(3);">\ <<case 4>><img data-passage="laranja.png" onclick="pick(4);">\ <<case 5>><img data-passage="neutro.png" onclick="pick(5);">\ <</switch>>\ <</for>>\ <</replace>>\ <<replace "#pool2">>\ <<for $i to 0; $i lt $pool2.length; $i++>>\ <<switch $pool2[$i]>>\ <<case 1>><img data-passage="vermelho.png">\ <<case 2>><img data-passage="verde.png">\ <<case 3>><img data-passage="amarelo.png">\ <<case 4>><img data-passage="laranja.png">\ <<case 5>><img data-passage="neutro.png">\ <</switch>>\ <</for>>\ <</replace>>\ <<else>>\ <<replace "#pool1">>\ <<for $i to 0; $i lt $pool1.length; $i++>>\ <<switch $pool1[$i]>>\ <<case 1>><img data-passage="vermelho.png">\ <<case 2>><img data-passage="verde.png">\ <<case 3>><img data-passage="amarelo.png">\ <<case 4>><img data-passage="laranja.png">\ <<case 5>><img data-passage="neutro.png">\ <</switch>>\ <</for>>\ <</replace>>\ <<replace "#pool2">>\ <<for $i to 0; $i lt $pool2.length; $i++>>\ <<switch $pool2[$i]>>\ <<case 1>><img data-passage="vermelho.png" onclick="pick(1);">\ <<case 2>><img data-passage="verde.png" onclick="pick(2);">\ <<case 3>><img data-passage="amarelo.png" onclick="pick(3);">\ <<case 4>><img data-passage="laranja.png" onclick="pick(4);">\ <<case 5>><img data-passage="neutro.png" onclick="pick(5);">\ <</switch>>\ <</for>>\ <</replace>>\ <</if>>\ <<if $cor isnot "" and $p1unit[$cor].level gt 0>>\ <<replace "#units1">>\ <strong>$cor</strong> Level: $p1unit[$cor].level Attack: <<=$p1unit[$cor].att + $p1unit[$cor].modatt>> Defense: $p1unit[$cor].def Life: <<=$p1unit[$cor].hp + "/" + $p1unit[$cor].level>> Movement: $p1unit[$cor].mov Abilities: <<link '[$p1unit[$cor].abilities[0]]'>><<abil $p1unit[$cor].abilities[0] 1>><</link>> <<if $p1unit[$cor].level gt 1>><<link '[$p1unit[$cor].abilities[1]]'>><<abil $p1unit[$cor].abilities[1] 1>><</link>><</if>> <<if $p1unit[$cor].level gt 2>><<link '[$p1unit[$cor].abilities[2]]'>><<abil $p1unit[$cor].abilities[2] 1>><</link>><</if>> <<if $p1unit[$cor].level gt 3>><<link '[$p1unit[$cor].abilities[3]]'>><<abil $p1unit[$cor].abilities[3] 1>><</link>><</if>> <</replace>>\ <<removeclass "#units1" "red">><<removeclass "#units1" "green">><<removeclass "#units1" "yellow">><<removeclass "#units1" "orange">><<removeclass "#units1" "Neutral">>\ <<removeclass "#units2" "red">><<removeclass "#units2" "green">><<removeclass "#units2" "yellow">><<removeclass "#units2" "orange">><<removeclass "#units2" "Neutral">>\ <<switch $cor>>\ <<case "Red">><<addclass "#units1" "red">>\ <<case "Green">><<addclass "#units1" "green">>\ <<case "Yellow">><<addclass "#units1" "yellow">>\ <<case "Orange">><<addclass "#units1" "orange">>\ <<case "Neutral">><<addclass "#units1" "Neutral">>\ <</switch>>\ <<else>>\ <<replace "#units1">><</replace>>\ <<removeclass "#units1" "red">><<removeclass "#units1" "green">><<removeclass "#units1" "yellow">><<removeclass "#units1" "orange">><<removeclass "#units1" "Neutral">>\ <<removeclass "#units2" "red">><<removeclass "#units2" "green">><<removeclass "#units2" "yellow">><<removeclass "#units2" "orange">><<removeclass "#units2" "Neutral">>\ <</if>>\ <<replace "#units2">>\ <strong>Your units:</strong> <<for _index, _color range $cores>><<set $cor1 = _color>>\ <<if $p1unit[$cor1].level gt 0>>\ <<set $corText to $cor1 + " Level:" + $p1unit[$cor1].level + " Att:" + ($p1unit[$cor1].att + $p1unit[$cor1].modatt) + " Def:" + $p1unit[$cor1].def + " HP:" + $p1unit[$cor1].hp + "/" + $p1unit[$cor1].level + " Mov:" + $p1unit[$cor1].mov>>\ <<switch $cor1>>\ <<case "Red">>@@background-color:#FF3232;<<print $corText>>@@<br> <<case "Green">>@@background-color:#4CA64C;<<print $corText>>@@<br> <<case "Yellow">>@@background-color:#FFFF66;<<print $corText>>@@<br> <<case "Orange">>@@background-color:#FFB732;<<print $corText>>@@<br> <<case "Neutral">>@@background-color:white;<<print $corText>>@@ <</switch>>\ <</if>>\ <</for>>\ <</replace>>\
<<widget "abil">>\ <<set $txt to "">><<set $custo to 0>>\ <<set $putunit to 0>><<set $moveunit to 0>><<set $attunit to 0>>\ <<for $i to 1; $i lte 8; $i++>><<for $k to 1; $k lte 8; $k++>><<if $map[$i][$k] gt 20>><<set $map[$i][$k] to 0>><</if>><</for>><</for>>\ <<set $ause to 0>>\ <<set $hab to _args[0]>>\ <<switch $hab>>\ <<case "Agility.">><<set $atxt to "This unit can move and attack the same turn it is placed on the board.">>\ <<case "Attack of Opportunity.">><<set $atxt to "This unit gets +1 to attack when the target is tapped.">>\ <<case "Rage.">><<set $atxt to "This unit has +1 attack for one turn. Cost: 1.">><<set $ause to 1>>\ <<case "Initiative.">><<set $atxt to "If attack damage destroys target, this unit takes no damage.">>\ <<case "Alertness.">><<set $atxt to "This unit gets +1 defense when untapped.">>\ <<case "Regeneration.">><<set $atxt to "This unit regains 1 health each turn.">>\ <<case "Growth.">><<set $atxt to "This unit gets +1 to level. Cost: Tap.">><<set $ause to 1>>\ <<case "Fortify defense.">><<set $atxt to "An allied unit gets +1 to defense. Cost: 1.">><<set $ause to 1>>\ <<case "Speed.">><<set $atxt to "This unit has 3 movement points.">>\ <<case "Ranged attack.">><<set $atxt to "This unit can attack up to 4 spaces away.">>\ <<case "Hold.">><<set $atxt to "An enemy unit remains tapped for one turn. Cost: Tap.">><<set $ause to 1>>\ <<case "Invigorate.">><<set $atxt to "An allied unit is untapped. Cost: 1 and Tap.">><<set $ause to 1>>\ <<case "Invulnerability.">><<set $atxt to "This unit takes no damage for one turn. Cost: 1 and Tap.">><<set $ause to 1>>\ <<case "Ranged attack.">><<set $atxt to "This unit can attack up to 4 spaces away.">>\ <<case "Push.">><<set $atxt to "A target unit is moved 1 space. Cost: Tap.">><<set $ause to 1>>\ <<case "Magic attack.">><<set $atxt to "An enemy unit takes 4 damage, ignoring defense. Cost: 1 and Tap.">><<set $ause to 1>>\ <<case "Pacifism.">><<set $atxt to "This unit cannot attack targets that are untapped.">>\ <<case "Protection.">><<set $atxt to "This unit gets +1 defense when tapped.">>\ <<case "Heal.">><<set $atxt to "An allied unit heals to full health. Cost: Tap.">><<set $ause to 1>>\ <<case "Reinforcements.">><<set $atxt to "A piece is drawn and added to your pile. Cost: Tap.">><<set $ause to 1>>\ <</switch>>\ <<dialog $hab>>\ $atxt <<if $ause is 1 and _args[1] is 1>>\ <span id="hdialog">\ <<link "use ability">><<use $hab>><</link>> </span>\ <</if>>\ <<onclose>><<include "Update">><<if $txt isnot "">><<replace "#texto">>$txt<</replace>><</if>>\ <</dialog>>\ <</widget>> <<widget "link_pay">>\ <<link _args[1] >>\ <<set $custo to _args[0]>>\ <<switch _args[2]>>\ <<case "Rage.">><<set $p1unit[$cor].modatt += 1>>\ <<set $txt to $cor + " gets +1 attack this turn.">><<set $actions.push($txt)>>\ <<delpiece $custo>>\ <<dialogclose>>\ <<case "Fortify defense.">><<target_ally>>\ <<case "Invigorate.">><<target_turned_ally>>\ <<case "Invulnerability.">>\ <<set $p1unit[$cor].imun to 1>>\ <<set $p1unit[$cor].turned to 1>>\ <<set $txt to $cor + " will not take damage this turn.">><<set $actions.push($txt)>>\ <<delpiece $custo>>\ <<dialogclose>>\ <<case "Magic attack.">><<target_enemy>>\ <</switch>>\ <</link>>\ <</widget>> <<widget "computer_pay">>\ <<set $custo to $pool[0]>>\ <<switch _args[0]>>\ <<case "Rage.">><<set $p1unit[$cor].modatt += 1>>\ <<set $txt to $cor + " gets +1 attack this turn.">><<set $actions.push($txt)>>\ <<delpiece $custo>>\ <<dialogclose>>\ <<case "Fortify defense.">><<computer_target_ally>>\ <<case "Invigorate.">><<computer_target_turned_ally>>\ <<case "Invulnerability.">>\ <<set $p1unit[$cor].imun to 1>>\ <<set $p1unit[$cor].turned to 1>>\ <<set $txt to $cor + " will not take damage this turn.">><<set $actions.push($txt)>>\ <<delpiece $custo>>\ <<dialogclose>>\ <<case "Magic attack.">><<computer_target_enemy>>\ <</switch>>\ <</widget>> <<widget "colorpay">>\ <<if $vez is 1>><<set $pool to $pool1>><<else>><<set $pool to $pool2>><</if>>\ <<if $pool.length gt 0>>\ <<replace "#hdialog">>Choose a color from the pile to pay the cost: <<for _n to 1; _n lte 5; _n++>>\ <<switch _n>><<case 1>><<set $pay to "Red">><<case 2>><<set $pay to "Green">><<case 3>><<set $pay to "Yellow">><<case 4>><<set $pay to "Orange">><<case 5>><<set $pay to "Neutral">><</switch>>\ <<if $pool.includes(_n)>><<link_pay _n '[$pay]' $hab>><</if>>\ <</for>>\ <</replace>>\ <<else>>\ <<replace "#hdialog">>There are no pieces in the pile to pay the cost.<</replace>>\ <</if>>\ <</widget>> <<widget "delpiece">>\ <<if $vez is 1>><<for $i to 0; $i lt $pool1.length; $i++>><<if $pool1[$i] is _args[0]>><<run $pool1.deleteAt($i)>><<break>><</if>><</for>>\ <<else>><<for $i to 0; $i lt $pool2.length; $i++>><<if $pool2[$i] is _args[0]>><<run $pool2.deleteAt($i)>><<break>><</if>><</for>><</if>>\ <</widget>> <<widget "link_target">>\ <<link _args[0] >>\ <<set $tar to _args[2]>>\ <<switch _args[1]>>\ <<case "Fortify defense.">>\ <<set $p1unit[$tar].def += 1>>\ <<set $txt to $tar + " +1 to defense.">><<set $actions.push($txt)>>\ <<delpiece $custo>>\ <<dialogclose>>\ <<case "Heal.">>\ <<set $p1unit[$tar].hp to $p1unit[$tar].level>>\ <<set $p1unit[$cor].turned to 1>>\ <<set $txt to $tar + " was healed.">><<set $actions.push($txt)>>\ <<dialogclose>>\ <<case "Hold.">>\ <<set $p2unit[$tar].turned to 2>>\ <<set $p1unit[$cor].turned to 1>>\ <<set $txt to $tar + " will be tapped for 1 turn.">><<set $actions.push($txt)>>\ <<dialogclose>>\ <<case "Invigorate.">>\ <<set $p1unit[$tar].turned to 0>>\ <<set $p1unit[$cor].turned to 1>>\ <<set $txt to $tar + " was untapped.">><<set $actions.push($txt)>>\ <<delpiece $custo>>\ <<dialogclose>>\ <<case "Magic attack.">>\ <<if $p2unit[$tar].imun is 0>><<set $p2unit[$tar].hp -= 4>><</if>>\ <<set $p1unit[$cor].turned to 1>>\ <<if $p2unit[$tar].hp lt 1>><<kill 2 $tar>><</if>>\ <<set $txt to $tar + " took 4 magic damage.">><<set $actions.push($txt)>>\ <<delpiece $custo>>\ <<dialogclose>>\ <<case "Push.">>\ <<replace "#hdialog">>Choose a direction to move the unit: <<if _args[3] is 1>>\ <<if $p1unit[$tar].x gt 1 and $map[$p1unit[$tar].x - 1][$p1unit[$tar].y] eq 0>><<link '[up]' >><<link_move 1 1>><</link>><</if>>\ <<if $p1unit[$tar].x lt 8 and $map[$p1unit[$tar].x + 1][$p1unit[$tar].y] eq 0>><<link '[down]' >><<link_move 2 1>><</link>><</if>>\ <<if $p1unit[$tar].y gt 1 and $map[$p1unit[$tar].x][$p1unit[$tar].y - 1] eq 0>><<link '[left]' >><<link_move 3 1>><</link>><</if>>\ <<if $p1unit[$tar].y lt 8 and $map[$p1unit[$tar].x][$p1unit[$tar].y + 1] eq 0>><<link '[right]' >><<link_move 4 1>><</link>><</if>>\ <<else>>\ <<if $p2unit[$tar].x gt 1 and $map[$p2unit[$tar].x - 1][$p2unit[$tar].y] eq 0>><<link '[up]' >><<link_move 1 2>><</link>><</if>>\ <<if $p2unit[$tar].x lt 8 and $map[$p2unit[$tar].x + 1][$p2unit[$tar].y] eq 0>><<link '[down]' >><<link_move 2 2>><</link>><</if>>\ <<if $p2unit[$tar].y gt 1 and $map[$p2unit[$tar].x][$p2unit[$tar].y - 1] eq 0>><<link '[left]' >><<link_move 3 2>><</link>><</if>>\ <<if $p2unit[$tar].y lt 8 and $map[$p2unit[$tar].x][$p2unit[$tar].y + 1] eq 0>><<link '[right]' >><<link_move 4 2>><</link>><</if>>\ <</if>>\ <</replace>>\ <</switch>>\ <</link>>\ <</widget>> <<widget "link_move">>\ <<set $dir to _args[0]>>\ <<if _args[1] is 1>>\ <<switch $dir>>\ <<case 1>><<set $p1unit[$tar].x -= 1>>\ <<case 2>><<set $p1unit[$tar].x += 1>>\ <<case 3>><<set $p1unit[$tar].y -= 1>>\ <<case 4>><<set $p1unit[$tar].y += 1>>\ <</switch>>\ <<else>>\ <<switch $dir>>\ <<case 1>><<set $p2unit[$tar].x -= 1>>\ <<case 2>><<set $p2unit[$tar].x += 1>>\ <<case 3>><<set $p2unit[$tar].y -= 1>>\ <<case 4>><<set $p2unit[$tar].y += 1>>\ <</switch>>\ <</if>>\ <<set $p1unit[$cor].turned to 1>>\ <<set $txt to $tar + " was moved.">><<set $actions.push($txt)>>\ <<dialogclose>>\ <</widget>> <<widget "computer_target">>\ <<set $tar to _args[1]>>\ <<switch _args[0]>>\ <<case "Fortify defense.">>\ <<set $p1unit[$tar].def += 1>>\ <<set $txt to $tar + " +1 to defense.">><<set $actions.push($txt)>>\ <<delpiece $custo>>\ <<dialogclose>>\ <<case "Heal.">>\ <<set $p1unit[$tar].hp to $p1unit[$tar].level>>\ <<set $p1unit[$cor].turned to 1>>\ <<set $txt to $tar + " was healed.">><<set $actions.push($txt)>>\ <<dialogclose>>\ <<case "Hold.">>\ <<set $p2unit[$tar].turned to 2>>\ <<set $p1unit[$cor].turned to 1>>\ <<set $txt to $tar + " will be tapped for 1 turn.">><<set $actions.push($txt)>>\ <<dialogclose>>\ <<case "Invigorate.">>\ <<set $p1unit[$tar].turned to 0>>\ <<set $p1unit[$cor].turned to 1>>\ <<set $txt to $tar + " was untapped.">><<set $actions.push($txt)>>\ <<delpiece $custo>>\ <<dialogclose>>\ <<case "Magic attack.">>\ <<if $p2unit[$tar].imun is 0>><<set $p2unit[$tar].hp -= 4>><</if>>\ <<set $p1unit[$cor].turned to 1>>\ <<if $p2unit[$tar].hp lt 1>><<kill 2 $tar>><</if>>\ <<set $txt to $tar + " took 4 magic damage.">><<set $actions.push($txt)>>\ <<delpiece $custo>>\ <<dialogclose>>\ <<case "Push.">>\ <<set $computer_dir to []>>\ <<if _args[2] is 1>>\ <<if $p1unit[$tar].x gt 1 and $map[$p1unit[$tar].x - 1][$p1unit[$tar].y] eq 0>><<run $computer_dir.push(1)>><</if>>\ <<if $p1unit[$tar].x lt 8 and $map[$p1unit[$tar].x + 1][$p1unit[$tar].y] eq 0>><<run $computer_dir.push(2)>><</if>>\ <<if $p1unit[$tar].y gt 1 and $map[$p1unit[$tar].x][$p1unit[$tar].y - 1] eq 0>><<run $computer_dir.push(3)>><</if>>\ <<if $p1unit[$tar].y lt 8 and $map[$p1unit[$tar].x][$p1unit[$tar].y + 1] eq 0>><<run $computer_dir.push(4)>><</if>>\ <<else>>\ <<if $p2unit[$tar].x gt 1 and $map[$p2unit[$tar].x - 1][$p2unit[$tar].y] eq 0>><<run $computer_dir.push(1)>><</if>>\ <<if $p2unit[$tar].x lt 8 and $map[$p2unit[$tar].x + 1][$p2unit[$tar].y] eq 0>><<run $computer_dir.push(2)>><</if>>\ <<if $p2unit[$tar].y gt 1 and $map[$p2unit[$tar].x][$p2unit[$tar].y - 1] eq 0>><<run $computer_dir.push(3)>><</if>>\ <<if $p2unit[$tar].y lt 8 and $map[$p2unit[$tar].x][$p2unit[$tar].y + 1] eq 0>><<run $computer_dir.push(4)>><</if>>\ <</if>>\ <<set $dir to $computer_dir.random()>><<computer_move $dir _args[2]>>\ <</switch>>\ <</widget>> <<widget "computer_move">>\ <<set $dir to _args[0]>>\ <<if _args[1] is 1>>\ <<switch $dir>>\ <<case 1>><<set $p1unit[$tar].x -= 1>>\ <<case 2>><<set $p1unit[$tar].x += 1>>\ <<case 3>><<set $p1unit[$tar].y -= 1>>\ <<case 4>><<set $p1unit[$tar].y += 1>>\ <</switch>>\ <<else>>\ <<switch $dir>>\ <<case 1>><<set $p2unit[$tar].x -= 1>>\ <<case 2>><<set $p2unit[$tar].x += 1>>\ <<case 3>><<set $p2unit[$tar].y -= 1>>\ <<case 4>><<set $p2unit[$tar].y += 1>>\ <</switch>>\ <</if>>\ <<set $p1unit[$cor].turned to 1>>\ <<set $txt to $tar + " was moved.">><<set $actions.push($txt)>>\ <<dialogclose>>\ <</widget>> <<widget "kill">>\ <<set $tar to _args[1]>> <<if _args[0] is 1>>\ <<set $p1unit[$tar].level to 0>><<set $p1unit[$tar].att to 0>><<set $p1unit[$tar].def to 0>><<set $p1unit[$tar].hp to 0>><<set $p1unit[$tar].mov to 0>>\ <<set $p1unit[$tar].turned to 0>><<set $p1unit[$tar].x to 0>><<set $p1unit[$tar].y to 0>><<set $actions.push($tar + " was killed.")>>\ <<if $vez is 1>><<set $player1life -= 1>><<else>><<set $player2life -= 1>><</if>>\ <<else>>\ <<set $p2unit[$tar].level to 0>><<set $p2unit[$tar].att to 0>><<set $p2unit[$tar].def to 0>><<set $p2unit[$tar].hp to 0>><<set $p2unit[$tar].mov to 0>>\ <<set $p2unit[$tar].turned to 0>><<set $p2unit[$tar].x to 0>><<set $p2unit[$tar].y to 0>><<set $actions.push($tar + " was killed.")>>\ <<if $vez is 1>><<set $player2life -= 1>><<else>><<set $player1life -= 1>><</if>>\ <</if>>\ <</widget>> <<widget "computer_target_enemy">>\ <<set $computer_targets to []>>\ <<for _index, _color range $cores>><<set $tar = _color>>\ <<if $p2unit[$tar].level gt 0>><<run $computer_targets.push($tar)>><</if>>\ <</for>>\ <<set $tar to $computer_targets.random()>><<computer_target $hab $tar 2>> <</widget>> <<widget "target_enemy">>\ <<replace "#hdialog">>Choose an enemy unit: <<for _index, _color range $cores>><<set $tar = _color>>\ <<if $p2unit[$tar].level gt 0>><<link_target '[$tar]' $hab $tar 2>><</if>>\ <</for>>\ <</replace>>\ <</widget>> <<widget "computer_target_ally">>\ <<set $computer_targets to []>>\ <<for _index, _color range $cores>><<set $tar = _color>>\ <<if $p1unit[$tar].level gt 0>><<run $computer_targets.push($tar)>><</if>>\ <</for>>\ <<set $tar to $computer_targets.random()>><<computer_target $hab $tar 1>> <</widget>> <<widget "target_ally">>\ <<replace "#hdialog">>Choose an allied unit: <<for _index, _color range $cores>><<set $tar = _color>>\ <<if $p1unit[$tar].level gt 0>><<link_target '[$tar]' $hab $tar 1>><</if>>\ <</for>>\ <</replace>>\ <</widget>> <<widget "computer_target_turned_ally">>\ <<set $computer_targets to []>>\ <<for _index, _color range $cores>><<set $tar = _color>>\ <<if $p1unit[$tar].level gt 0 and $p1unit[$tar].turned gt 0>><<run $computer_targets.push($tar)>><</if>>\ <</for>>\ <<set $tar to $computer_targets.random()>><<computer_target $hab $tar 1>> <</widget>> <<widget "target_turned_ally">> <<replace "#hdialog">>Choose a tapped allied unit: <<for _index, _color range $cores>><<set $tar = _color>>\ <<if $p1unit[$tar].level gt 0 and $p1unit[$tar].turned gt 0>><<link_target '[$tar]' $hab $tar 1>><</if>>\ <</for>>\ <</replace>>\ <</widget>> <<widget "target">>\ <<replace "#hdialog">>Choose a unit: Your units: \ <<for _index, _color range $cores>><<set $tar = _color>>\ <<if $p1unit[$tar].level gt 0>><<link_target '[$tar]' $hab $tar 1>><</if>>\ <</for>> Enemy units: \ <<for _index, _color range $cores>><<set $tar = _color>>\ <<if $p2unit[$tar].level gt 0>><<link_target '[$tar]' $hab $tar 2>><</if>>\ <</for>>\ <</replace>>\ <</widget>> <<widget "use">>\ <<if $vez is 2 and $computer is true>>\ <<dialog $hab>><span id="hdialog"></span>\ <<onclose>><<include "Update">><<if $txt isnot "">><<replace "#texto">>$txt<</replace>><</if>>\ <</dialog>>\ <</if>>\ <<if $p1unit[$cor].turned is 0>>\ <<set $hab to _args[0]>>\ <<switch $hab>>\ <<case "Rage.">><<if $vez is 2 and $computer is true>><<computer_pay $hab>><<else>><<colorpay>><</if>>\ <<case "Growth.">><<set $p1unit[$cor].level +=1>><<set $p1unit[$cor].att += 1>><<set $p1unit[$cor].def += 1>>\ <<set $p1unit[$cor].hp += 2>><<if $p1unit[$cor].hp gt $p1unit[$cor].level>><<set $p1unit[$cor].hp to $p1unit[$cor].level>><</if>>\ <<set $p1unit[$cor].turned to 1>>\ <<set $txt to $cor + " raised a level.">><<set $actions.push($txt)>>\ <<dialogclose>>\ <<case "Fortify defense.">><<if $vez is 2 and $computer is true>><<computer_pay $hab>><<else>><<colorpay>><</if>>\ <<case "Hold.">>\ <<for _index, _color range $cores>><<set $tar = _color>>\ <<if $p2unit[$tar].level gt 0>><<target_enemy>><<break>>\ <<else>><<replace "#hdialog">>There are no enemy units on the board.<</replace>><</if>>\ <</for>>\ <<case "Invigorate.">>\ <<for _index, _color range $cores>><<set $tar = _color>>\ <<if $p1unit[$tar].level gt 0 and $p1unit[$tar].turned gt 0>><<if $vez is 2 and $computer is true>><<computer_pay $hab>><<else>><<colorpay>><</if>>\<<break>>\ <<else>><<replace "#hdialog">>There are no tapped allied units on the board.<</replace>><</if>>\ <</for>>\ <<case "Invulnerability.">><<if $vez is 2 and $computer is true>><<computer_pay $hab>><<else>><<colorpay>><</if>>\ <<case "Push.">><<if $vez is 2 and $computer is true>><<if random(1,2) is 1>><<computer_target_ally>><<else>><<computer_target_enemy>><</if>><<else>><<target>><</if>>\\ <<case "Magic attack.">>\ <<for _index, _color range $cores>><<set $tar = _color>>\ <<if $p2unit[$tar].level gt 0>><<if $vez is 2 and $computer is true>><<computer_pay $hab>><<else>><<colorpay>><</if>>\<<break>>\ <<else>><<replace "#hdialog">>There are no enemy units on the board.<</replace>><</if>>\ <</for>>\ <<case "Heal.">><<if $vez is 2 and $computer is true>><<computer_target_ally>><<else>><<target_ally>><</if>>\ <<case "Reinforcements.">>\ <<if $vez is 1>><<set $bag to $bag1>><<set $pool to $pool1>><<else>><<set $bag to $bag2>><<set $pool to $pool2>><</if>>\ <<if $bag.length > 0 and $pool.length < 12>><<set $sacar to $bag.pluckMany(1)>><<set $pool to $pool.concat($sacar)>>\ <<if $vez is 1>><<set $bag1 to $bag>><<set $pool1 to $pool>><<else>><<set $bag2 to $bag>><<set $pool2 to $pool>><</if>>\ <<set $p1unit[$cor].turned to 1>>\ <<set $txt to "A piece has been added to the pile.">><<set $actions.push($txt)>>\ <<dialogclose>>\ <<else>>\ <<replace "#hdialog">>Unable to draw.<</replace>>\ <<if $vez is 2 and $computer is true>><<dialogclose>><</if>>\ <</if>>\ <</switch>> <<else>>\ <<replace "#hdialog">>This unit is tapped and cannot use this ability.<</replace>>\ <<if $vez is 2 and $computer is true>><<dialogclose>><</if>>\ <</if>>\ <</widget>>
<<set $putunit to 0>><<set $moveunit to 0>><<set $attunit to 0>><<include "Update">>\ <<if $vez is 1>><<removeclass "#vez" "p1">><<addclass "#vez" "p2">>\ <<replace "#vez">><strong>Inspecting $player2</strong> | Pieces: $bag2.length | Pile: $pool2.length | Life: $player2life<</replace>>\ <<else>><<removeclass "#vez" "p2">><<addclass "#vez" "p1">>\ <<replace "#vez">><strong>Inspecting $player1</strong> | Pieces: $bag1.length | Pile: $pool1.length | Life: $player1life<</replace>>\ <</if>>\ <<replace "#fase">>$fase<</replace>>\ <<replace "#texto">>$texto<</replace>>\ <<if $cor2 isnot "" and $p2unit[$cor2].level gt 0>>\ <<replace "#units2">>\ <strong>$cor2</strong> Level: $p2unit[$cor2].level Attack: <<=$p2unit[$cor2].att + $p2unit[$cor2].modatt>> Defense: $p2unit[$cor2].def Life: <<=$p2unit[$cor2].hp + "/" + $p2unit[$cor2].level>> Movement: $p2unit[$cor2].mov Abilities: <<link '[$p2unit[$cor2].abilities[0]]'>><<abil $p2unit[$cor2].abilities[0] 2>><</link>> <<if $p2unit[$cor2].level gt 1>><<link '[$p2unit[$cor2].abilities[1]]'>><<abil $p2unit[$cor2].abilities[1] 2>><</link>><</if>> <<if $p2unit[$cor2].level gt 2>><<link '[$p2unit[$cor2].abilities[2]]'>><<abil $p2unit[$cor2].abilities[2] 2>><</link>><</if>> <<if $p2unit[$cor2].level gt 3>><<link '[$p2unit[$cor2].abilities[3]]'>><<abil $p2unit[$cor2].abilities[3] 2>><</link>><</if>> <</replace>>\ <<removeclass "#units2" "red">><<removeclass "#units2" "green">><<removeclass "#units2" "yellow">><<removeclass "#units2" "orange">><<removeclass "#units2" "Neutral">>\ <<removeclass "#units1" "red">><<removeclass "#units1" "green">><<removeclass "#units1" "yellow">><<removeclass "#units1" "orange">><<removeclass "#units1" "Neutral">>\ <<switch $cor2>>\ <<case "Red">><<addclass "#units2" "red">>\ <<case "Green">><<addclass "#units2" "green">>\ <<case "Yellow">><<addclass "#units2" "yellow">>\ <<case "Orange">><<addclass "#units2" "orange">>\ <<case "Neutral">><<addclass "#units2" "Neutral">>\ <</switch>>\ <<else>>\ <<replace "#units2">><</replace>>\ <<removeclass "#units2" "red">><<removeclass "#units2" "green">><<removeclass "#units2" "yellow">><<removeclass "#units2" "orange">><<removeclass "#units2" "Neutral">>\ <<removeclass "#units1" "red">><<removeclass "#units1" "green">><<removeclass "#units1" "yellow">><<removeclass "#units1" "orange">><<removeclass "#units1" "Neutral">>\ <</if>>\ <<replace "#units1">>\ <strong>Unidades inimigas:</strong> <<for _index, _color range $cores>><<set $cor3 = _color>>\ <<if $p2unit[$cor3].level gt 0>>\ <<set $corText to $cor3 + " Level:" + $p2unit[$cor3].level + " Att:" + ($p2unit[$cor3].att + $p2unit[$cor3].modatt) + " Def:" + $p2unit[$cor3].def + " HP:" + $p2unit[$cor3].hp + "/" + $p2unit[$cor3].level + " Mov:" + $p2unit[$cor3].mov>>\ <<switch $cor3>>\ <<case "Red">>@@background-color:#FF3232;<<print $corText>>@@<br> <<case "Green">>@@background-color:#4CA64C;<<print $corText>>@@<br> <<case "Yellow">>@@background-color:#FFFF66;<<print $corText>>@@<br> <<case "Orange">>@@background-color:#FFB732;<<print $corText>>@@<br> <<case "Neutral">>@@background-color:white;<<print $corText>>@@ <</switch>>\ <</if>>\ <</for>>\ <</replace>>\
<<for _index, _color range $cores>>\ <<if _index +1 is $tar>><<set $tar to _color>><</if>>\ <<if _index +1 is $attunit>><<set $cor to _color>><</if>>\ <</for>>\ <<if $cor is "Neutral" and $p2unit[$tar].turned is 0>><<replace "#texto">>This unit cannot attack untapped units.<</replace>>\ <<else>>\ <<set $att1 to $p1unit[$cor].att + $p1unit[$cor].modatt>>\ <<set $def1 to $p1unit[$cor].def>>\ <<set $att2 to $p2unit[$tar].att + $p2unit[$tar].modatt>>\ <<set $def2 to $p2unit[$tar].def>>\ <<if $p2unit[$tar].abilities.includes("Ranged attack.") and $p2unit[$tar].level gt 1>>\ <<elseif $p1unit[$cor].abilities.includes("Ranged attack.") and $p1unit[$cor].level gt 1>>\ <<if Math.abs($p1unit[$cor].x - $p2unit[$tar].x) + Math.abs($p1unit[$cor].y - $p2unit[$tar].y) isnot 1>><<set $att2 to 0>><</if>>\ <</if>>\ <<if $p1unit[$cor].abilities.includes("Attack of Opportunity.") and $p1unit[$cor].level gt 1>>\ <<if $p2unit[$tar].turned gt 0>><<set $att1 += 1>><</if>>\ <</if>>\ <<if $p2unit[$tar].abilities.includes("Alertness.")>>\ <<if $p2unit[$tar].turned is 0>><<set $def2 += 1>><</if>>\ <</if>>\ <<if $p1unit[$cor].abilities.includes("Protection.") and $p1unit[$cor].level gt 1>>\ <<if $p1unit[$cor].turned gt 0>><<set $def1 += 1>><</if>>\ <</if>>\ <<if $p2unit[$tar].abilities.includes("Protection.") and $p2unit[$tar].level gt 1>>\ <<if $p2unit[$tar].turned gt 0>><<set $def2 += 1>><</if>>\ <</if>>\ <<if $p1unit[$cor].imun is 1>><<set $att2 to 0>><</if>>\ <<if $p2unit[$tar].imun is 1>><<set $att1 to 0>><</if>>\ <<if $p1unit[$cor].abilities.includes("Initiative.") and $p1unit[$cor].level gt 3>>\ <<if $att1 gte $def2 + $p2unit[$tar].hp>><<set $att2 to 0>><</if>>\ <</if>>\ <<set $p2unit[$tar].def -= $att1>><<if $p2unit[$tar].def lt 0>><<set $p2unit[$tar].def to 0>><</if>>\ <<set $p1unit[$cor].def -= $att2>><<if $p1unit[$cor].def lt 0>><<set $p1unit[$cor].def to 0>><</if>>\ <<set $att1 -= $def2>><<if $att1 lt 0>><<set $att1 to 0>><</if>>\ <<set $att2 -= $def1>><<if $att2 lt 0>><<set $att2 to 0>><</if>>\ <<set $p2unit[$tar].hp -= $att1>>\ <<set $p1unit[$cor].hp -= $att2>>\ <<set $txt to $cor + " dealt " + $att1 + " damage to " + $tar + " and took " + $att2 + " damage.">><<set $actions.push($txt)>>\ <<if $p2unit[$tar].hp lte 0>>\ <<set $p2unit[$tar].level to 0>><<set $p2unit[$tar].att to 0>><<set $p2unit[$tar].def to 0>><<set $p2unit[$tar].hp to 0>><<set $p2unit[$tar].mov to 0>>\ <<set $p2unit[$tar].turned to 0>><<set $p2unit[$tar].x to 0>><<set $p2unit[$tar].y to 0>><<set $actions.push($tar + " defender was destroyed.")>>\ <<if $vez is 1>><<set $player2life -= 1>><<else>><<set $player1life -= 1>><</if>>\ <</if>>\ <<if $p1unit[$cor].hp lte 0>>\ <<set $p1unit[$cor].level to 0>><<set $p1unit[$cor].att to 0>><<set $p1unit[$cor].def to 0>><<set $p1unit[$cor].hp to 0>><<set $p1unit[$cor].mov to 0>>\ <<set $p1unit[$cor].turned to 0>><<set $p1unit[$cor].x to 0>><<set $p1unit[$cor].y to 0>><<set $actions.push($cor + " attacker was destroyed.")>>\ <<if $vez is 1>><<set $player1life -= 1>><<else>><<set $player2life -= 1>><</if>>\ <<else>>\ <<set $p1unit[$cor].turned to 1>>\ <</if>>\ <<set $attunit to 0>><<set $targets to []>><<include "Update">><<replace "#texto">>$txt<</replace>>\ <</if>>\
<<set $sel to 0>><<set $cor to "">><<set $cor1 to "">><<set $cor2 to "">><<set $cor3 to "">><<set $putunit to 0>><<set $moveunit to 0>><<set $attunit to 0>>\ <<for $i to 1; $i lte 8; $i++>><<for $k to 1; $k lte 8; $k++>><<set $map[$i][$k] to 0>><</for>><</for>>\ <<include "Update">>\ <<removeclass "#vez" "p1">><<removeclass "#vez" "p2">>\ <<replace "#vez">><strong>$player1</strong> | Pieces: $bag1.length | Pile: $pool1.length | Life: $player1life<</replace>>\ <<replace "#fase">><</replace>>\ <<replace "#texto">><strong>$player2</strong> | Pieces: $bag2.length | Pile: $pool2.length | Life: $player2life<</replace>>\ <<replace "#units1">>\ <<if $vez is 1>><strong><<= $player1>> units:</strong><<else>><strong><<= $player2>> units:</strong><</if>> <<for _index, _color range $cores>><<set $cor1 = _color>>\ <<if $p1unit[$cor1].level gt 0>>\ <<set $corText to $cor1 + " Level:" + $p1unit[$cor1].level + " Att:" + ($p1unit[$cor1].att + $p1unit[$cor1].modatt) + " Def:" + $p1unit[$cor1].def + " HP:" + $p1unit[$cor1].hp + "/" + $p1unit[$cor1].level + " Mov:" + $p1unit[$cor1].mov>>\ <<switch $cor1>>\ <<case "Red">>@@background-color:#FF3232;<<print $corText>>@@<br> <<case "Green">>@@background-color:#4CA64C;<<print $corText>>@@<br> <<case "Yellow">>@@background-color:#FFFF66;<<print $corText>>@@<br> <<case "Orange">>@@background-color:#FFB732;<<print $corText>>@@<br> <<case "Neutral">>@@background-color:white;<<print $corText>>@@ <</switch>>\ <</if>>\ <</for>>\ <</replace>>\ <<replace "#units2">>\ <<if $vez is 1>><strong><<= $player2>> units:</strong><<else>><strong><<= $player1>> Units:</strong><</if>> <<for _index, _color range $cores>><<set $cor3 = _color>>\ <<if $p2unit[$cor3].level gt 0>>\ <<set $corText to $cor3 + " Level:" + $p2unit[$cor3].level + " Att:" + ($p2unit[$cor3].att + $p2unit[$cor3].modatt) + " Def:" + $p2unit[$cor3].def + " HP:" + $p2unit[$cor3].hp + "/" + $p2unit[$cor3].level + " Mov:" + $p2unit[$cor3].mov>>\ <<switch $cor3>>\ <<case "Red">>@@background-color:#FF3232;<<print $corText>>@@<br> <<case "Green">>@@background-color:#4CA64C;<<print $corText>>@@<br> <<case "Yellow">>@@background-color:#FFFF66;<<print $corText>>@@<br> <<case "Orange">>@@background-color:#FFB732;<<print $corText>>@@<br> <<case "Neutral">>@@background-color:white;<<print $corText>>@@ <</switch>>\ <</if>>\ <</for>>\ <</replace>>\
<<if $player1life gt $player2life>>\ !! $player1 wins <<set $score to $player1life - $player2life>>\ !!! Score: $score <<set $scorename to $player1>>\ <<elseif $player2life gt $player1life>>\ !! $player2 wins <<set $score to $player2life - $player1life>>\ !!! Score: $score <<set $scorename to $player2>>\ <<else>>\ !! Tie between $player1 and $player2 <<set $score to $player1life + $player2life>>\ !!! Score: $score <<set $scorename to $player1 + " e " + $player2>>\ <</if>>\ !!! <<linkreplace "Save score">>\ <<if ndef $scoreboard>><<set $scoreboard to []>><</if>>\ <<set $scoreboard = recall("scoreboard", [])>>\ <<set $scoreboard.push([$scorename, $score])>>\ <<run $scoreboard.sort(function (a, b) { return b[1] - a[1]; })>>\ <<set memorize("scoreboard", $scoreboard)>>\ Your score has been saved to the scoreboard.\ <</linkreplace>>\ !!! <<link "Scoreboard">>\ <<if ndef $scoreboard>><<set $scoreboard to []>><</if>>\ <<set $scoreboard = recall("scoreboard", [])>>\ <<dialog "Scoreboard">>\ <<if $scoreboard.length gt 0>>\ <<set _scoreFound to false>>\ <<for _i, _pair range $scoreboard>>\ <<if _pair[0] is $scorename and _pair[1] is $score and _scoreFound is false>>\ <strong><<print _i + 1>>.</strong> <span class="highlight">_pair[0]: _pair[1]</span> <<set _scoreFound to true>>\ <<else>>\ <strong><<print _i + 1>>.</strong> _pair[0]: _pair[1] <</if>>\ <</for>> <<button "Clean scoreboard">><<run forget('scoreboard')>><<unset $scoreboard>><<dialogclose>><</button>> <<else>>\ No score yet. <</if>>\ <</dialog>>\ <</link>>\ !!! <a href="https://twitter.com/intent/tweet?url=https://janosbiro.itch.io/gummy-bear-battle&text=I%20won%20a%20battle%20of%20Gummy%20Bears%20&via=JanosBiro&hashtags=GummyBearBattle" target="_blank">Share</a>\ !!! <a href="https://janosbiro.itch.io/gummy-bear-battle/donate" target="_blank">Donate</a>\ !!! <<link 'Restart'>><<run UI.restart();>><</link>>\
<img data-passage="cover" class="cover"> <div style="text-align: center">\ Version 1.0 (06/06/2023) [[Play|Preparação]] <<link "Continue">><<run UI.saves();>><</link>> <<link "Scoreboard">>\ <<dialog "Scoreboard">>\ <<if ndef $scoreboard>><<set $scoreboard to []>><</if>>\ <<set $scoreboard = recall("scoreboard", [])>>\ <<if $scoreboard.length gt 0>>\ <<for _i, _pair range $scoreboard>>\ <strong><<print _i + 1>>.</strong> _pair[0]: _pair[1] <</for>> <<button "Clean scoreboard">><<run forget('scoreboard')>><<unset $scoreboard>><<dialogclose>><</button>> <<else>>\ No score yet. <</if>>\ <</dialog>>\ <</link>> <<link "Credits">>\ <<dialog "Credits">>\ Creation and programming: <a href="https://janosbiro.itch.io" target="_blank">Janos Biro</a>. This is a digital version of a physical game created in 2022 as a birthday present for my brother, Judson Biro. This version was created entirely in Twine/Sugarcube, using <a href="https://twinelab.net/custom-macros-for-sugarcube-2" target="_blank">Chapel's Custom Macros</a>. <a href="https://janosbiro.itch.io/gummy-bear-battle/donate" target="_blank">Help this project</a>\ <</dialog>>\ <</link>>\ </div>\
''How to play'' ''1. Movement Phase:'' ''1.1. Adding units to the board:'' Click on one of the pieces in your pile, then click on a highlighted space on the board to add a unit of that color to the board. Remember that you can only have one unit of each color on the board. If you click on a piece of a color already present on the board, the piece will be consumed to increase the level of the corresponding unit. ''1.2. Moving units on the board:'' Click on an untapped unit on the board, then click on a green space to move it to that space. ''1.3. Tap and untap:'' Units start the game tapped, except for Red. They are untapped at the start of each movement phase. Keep in mind that some abilities can cause units to tap when used. ''1.4. Abilities:'' When selecting a unit, click on an ability to read its description. Click "Use ability" to activate it. ''1.5. Enemy units:'' When selecting an enemy unit, you can read about its abilities as well. Click on an empty space on the board to see stats for all units at once, including information about the number of pieces, pile, and life points of both sides. ''1.6. End phase:'' To end the movement phase and start the combat phase, click on "Next", located just below the board. ''2. Combat Phase:'' ''2.1. Abilities:'' During the combat phase, you can use abilities in the same way as in the movement phase. ''2.2. Attack:'' Click on one of your untapped units. The attack field will be highlighted in red. Then click on an enemy unit within that field to attack it. The attack first lowers the target unit's defense and then hit points. The attacking unit receives a counterattack equal to the defending unit's attack. When a unit is destroyed, the controlling side takes 1 damage. The attacking unit is tapped. ''2.3. Occupying the other side of the board:'' Each unit occupying the last row on the other side of the board will deal 1 damage to that side at the start of each turn. ''2.4. End phase:'' Upon completing your combat phase, the other side's movement phase begins. All units on this side are untapped, except those under the effect of "Hold", and all temporary effects end. The number of pieces added to the pile is 5 minus the sum of your units' levels, the minimum is 2. The maximum number of pieces you can have in the pile is 12. The starting number of pieces is 25 (5 of each color). ''2.5. Victory conditions:'' The game ends when one side runs out of pieces or loses all life points. The winning side can save their score on the scoreboard. ''3. Game Control:'' ''3.1. Actions:'' Click on "Actions" to view the list of actions that occurred in each turn of the match. ''3.2. Undo:'' Click "Undo" to return to the start of your move phase. ''3.3. Give up:'' Click "Give Up" to reset your life points to zero and end the game. ''3.4. Menu:'' Click "Menu" to access full screen options, save/load and restart the game. ''Units'' ''Red'' Level 1: Attack 1. Movement 2. Agility: This unit enters play untapped. Level 2: Attack +1. Attack of Opportunity: Attack +1 when the target is tapped. Level 3: Attack +1. Rage: Attack +1 for one turn. Cost: 1. Level 4: Attack +1. Defense +1. Initiative: If attack damage destroys the target, this unit takes no damage. Level 5 and up: Attack +1. Defense +1. ''Green'' Level 1: Attack 1. Movement 2. Alertness: Defense +1 when untapped. Level 2: Defense +1. Regeneration: Heals 1 health each turn. Level 3: Defense +1. Growth: Level +1. Cost: Tap. Level 4: Attack +1. Defense +1. Fortify Defense: An allied unit gets +1 to defense. Cost: 1. Level 5 and up: Attack +1. Defense +1. ''Yellow'' Level 1: Attack 1. Movement 3. Speed: Extra movement. Level 2: Defense +1. Ranged Attack: Attacks up to 4 spaces away. Level 3: Hold: Keeps a unit tapped for one turn. Cost: Tap. Level 4: Attack +1. Defense +1. Invigorate: Untaps a unit. Cost: 1 and Tap. Level 5 and up: Attack +1. Defense +1. ''Orange'' Level 1: Attack 1. Movement 2. Invulnerability: Takes no damage for one turn. Cost: 1 and Tap. Level 2: Attack +1. Ranged Attack: Attacks up to 4 spaces away. Level 3: Push: Move a unit 1 space. Cost: Tap. Level 4: Attack +1. Defense +1. Magic Attack: Deals 4 damage, ignoring defense. Cost: 1 and Tap. Level 5 and up: Attack +1. Defense +1. ''Neutral'' Level 1: Attack 1. Movement 2. Pacifism: Does not attack untapped targets. Level 2: Defense +1. Protection: Defense +1 if tapped. Level 3: Attack +1. Heal: A unit is healed. Cost: Tap. Level 4: Attack +1. Defense +1. Reinforcements: Draw a random piece. Cost: Tap. Level 5 and up: Attack +1. Defense +1.
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<<widget "computer">> <<for _n to 0; _n lt random(0, $pool2.length); _n++>><<set $rnd to $pool2.random()>>\ <<set $sel to $rnd>><<include "Pick">><<if $putunit is 1>><<set $x to 1>><<set $y to random(1,8)>><<set $sel to $rnd>><<include "Put">><</if>>\ <</for>>\ <<for _n to 0; _n lte $pool2.length; _n++>>\ <<for _index, _color range $cores>>\ <<if $pool2[_n-1] is _index+1 and $p1unit[_color].level gt 0>><<set $sel to _index+1>><<include "Pick">><</if>>\ <</for>>\ <</for>>\ <<for _index, _color range $cores>>\ <<if $p1unit[_color].level gt 0 and $p1unit[_color].turned is 0 and $p1unit[_color].x lt 8>><<set $sel to _index+1>><<include "Select">><</if>>\ <<set $maxX to 0>><<set $maxY to 0>>\ <<for $x to 1; $x lte 8; $x++>><<for $y to 1; $y lte 8; $y++>><<if $map[$x][$y] is 21>><<if $x > $maxX>><<set $maxX to $x>><<set $maxY to $y>><</if>><</if>><</for>><</for>>\ <<if $maxX gt 0>><<set $x to $maxX>><<set $y to $maxY>><<include "Move">><</if>>\ <</for>>\ <<for _index, _color range $cores>>\ <<if $p1unit[_color].level gt 0 and $p1unit[_color].turned is 2 and $p1unit["Yellow"].level gt 3>><<set $cor to "Yellow">><<use "Invigorate.">><</if>>\ <<if $p1unit[_color].level gt 0 and $p1unit[_color].turned is 0 and $p1unit[_color].x lt 8>><<set $sel to _index+1>><<include "Select">><</if>>\ <<set $maxX to 0>><<set $maxY to 0>>\ <<for $x to 1; $x lte 8; $x++>><<for $y to 1; $y lte 8; $y++>><<if $map[$x][$y] is 21>><<if $x > $maxX>><<set $maxX to $x>><<set $maxY to $y>><</if>><</if>><</for>><</for>>\ <<if $maxX gt 0>><<set $x to $maxX>><<set $y to $maxY>><<include "Move">><</if>>\ <</for>>\ <<for _n to 0; _n lt 6; _n++>>\ <<set $cor to $cores.random()>>\ <<switch $cor>>\ <<case "Red">><<if $p1unit[$cor].level gt 2>><<use "Rage.">><</if>>\ <<case "Green">><<if $p1unit[$cor].level gt 3>><<use "Fortify defense.">><</if>>\ <<case "Yellow">><<if $p1unit[$cor].level gt 3>><<use "Invigorate.">><</if>>\ <<case "Orange">><<if $p1unit[$cor].level gt 3>><<use "Magic attack.">><</if>>\ <<case "Neutral">><<if $p1unit[$cor].level gt 2>><<use "Heal.">><</if>>\ <</switch>>\ <</for>>\ <<set $sel to 0>><<set $cor to "">><<set $cor1 to "">><<set $cor2 to "">><<set $cor3 to "">><<set $putunit to 0>><<set $moveunit to 0>><<set $attunit to 0>>\ <<for $x to 1; $x lte 8; $x++>><<for $y to 1; $y lte 8; $y++>><<set $map[$x][$y] to 0>><</for>><</for>>\ <<set $fase to "Combat phase: ">><<set $texto to "Click on the units on the board.">>\ <<include "Update">>\ <<for _index, _color range $cores>>\ <<if $p1unit[_color].level gt 0 and $p1unit[_color].turned is 0>><<set $sel to _index+1>><<include "Select">><</if>>\ <<set $tar to 0>><<set $attunit to $sel>>\ <<for $x to 1; $x lte 8; $x++>><<for $y to 1; $y lte 8; $y++>>\ <<switch $map[$x][$y]>>\ <<case 6 7 8 9 10>><<if $attunit gt 0 and $targets.includes($map[$x][$y])>><<set $tar to $map[$x][$y]-5>><</if>>\ <<case 16 17 18 19 20>><<if $attunit gt 0 and $targets.includes($map[$x][$y])>><<set $tar to $map[$x][$y]-15>><</if>>\ <</switch>>\ <</for>><</for>>\ <<if $tar gt 0>><<include "Attack">><</if>>\ <</for>>\ <<for _n to 0; _n lt 6; _n++>>\ <<set $cor to $cores.random()>>\ <<switch $cor>>\ <<case "Green">><<if $p1unit[$cor].level gt 2>><<use "Growth.">><</if>>\ <<case "Yellow">><<if $p1unit[$cor].level gt 2>><<use "Hold.">><</if>>\ <<case "Orange">><<if random(1,2) is 1 and $p1unit[$cor].level gt 2>><<use "Push.">><<elseif $p1unit[$cor].level gt 0>><<use "Invulnerability.">><</if>>\ <<case "Neutral">><<if $p1unit[$cor].level gt 3>><<use "Reinforcements.">><</if>>\ <</switch>>\ <</for>>\ <<set $sel to 0>><<set $cor to "">><<set $cor1 to "">><<set $cor2 to "">><<set $cor3 to "">><<set $putunit to 0>><<set $moveunit to 0>><<set $attunit to 0>>\ <<for $x to 1; $x lte 8; $x++>><<for $y to 1; $y lte 8; $y++>><<set $map[$x][$y] to 0>><</for>><</for>>\ <<set $fase to "Movement phase: ">><<set $texto to "Click on pieces or units on the board.">>\ <<set $ptunit to $p1unit>><<set $p1unit to $p2unit>><<set $p2unit to $ptunit>>\ <<set $vez to 1>><<set $actions.push(" -- " + $player1 + " turn -- ")>>\ <<set $p1TotalLevel = 0>>\ <<for _index, _color range $cores>><<set $c = _color>>\ <<set $p1TotalLevel += $p1unit[$c].level>><<set $p1unit[$c].modatt to 0>><<set $p1unit[$c].mov to 2>><<set $p1unit[$c].imun to 0>>\ <<if $p1unit[$c].turned gt 0>><<set $p1unit[$c].turned -= 1>><</if>>\ <<if $p1unit[$c].x is 1>><<set $player2life -= 1>><<set $actions.push($c + " dealt damage to " + $player2 + ".")>><</if>>\ <</for>>\ <<if $p1TotalLevel + $pool1.length + $bag1.length lt 1>><<set $player1life to 0>><</if>>\ <<set $p1unit["Yellow"].mov to 3>>\ <<if $p1unit["Green"].level gt 1 and $p1unit["Green"].hp lt $p1unit["Green"].level>><<set $p1unit["Green"].hp += 1>><</if>>\ <<set $qp1 to 5 - $p1TotalLevel>><<if $qp1 lt 2>><<set $qp1 to 2>><</if>>\ <<if $qp1 + $pool1.length gt 12>><<set $qp1 to 12 - $pool1.length>><</if>><<if $qp1 gt $bag1.length>><<set $qp1 to $bag1.length>><</if>>\ <<if $qp1 gt 0>><<set $sacar1 to $bag1.pluckMany($qp1)>><<set $pool1 to $pool1.concat($sacar1)>><</if>>\ <<if $player1life lt 1 or $player2life lt 1>><<goto "Endgame">><<else>><<goto "Tabuleiro">><</if>>\ <</widget>>