Hyperlink Combat System
version 1 by Philip Black
Section - HEALTH
Potion is a kind of thing. [If this line causes a bug just delete it!]
When play begins (this is the set permanent health to initial health rule):
repeat with the patient running through people:
now the permanent health of the patient is the health of the patient;
[We set the permanent health of each individual to the health it has at the beginning of the game. If we wish any character to start the game wounded or super-healthy, we will have to manually override this process.]
To restore the health of (patient - a person):
now the health of the patient is the permanent health of the patient.
To fully heal (patient - a person):
if the permanent health of the patient is greater than the health of the patient:
restore the health of the patient.
[The healed amount is a number that varies. The healed amount is usually 0.]
To heal (patient - a person) for (health - a number) health:
let the health dummy be the permanent health of the patient minus the health of the patient;
if health is less than the health dummy:
now the health dummy is health;
if the health dummy is less than 0:
now the health dummy is 0;
increase the health of the patient by the health dummy;
[now the healed amount is the health dummy.] [For storage.]
[ Once health drops to zero, you are Subdued. This holds true for both the player and his enemies. ]
Definition: A person is alive rather than Subdued if its health is greater than 0.
[ This printing Subdued property is used to ensure that statements like "You were killed by the ogre" won't be broken if the ogre died at the same time. ]
The printing Subdued property is a truth state variable. The printing Subdued property is true.