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Game 15 Unit 24 of 32 1 hr learning time

Combat Polish

Add descriptive combat messages with monster names, colour-coded damage, and weapon names in the text.

75% of Dungeons Of Dorin

“You hit for 4” works, but “You slash the goblin for 4 damage with your Steel Sword” tells a story. Combat polish replaces generic messages with descriptive ones that use the monster name, weapon name, and colour to make each exchange feel distinct. The combat mechanics are unchanged — only the presentation improves.

The Program

5 REM === DUNGEONS OF DORIN ===
10 BORDER 0: PAPER 0: INK 7: CLS
15 GO SUB 2500
20 DIM d(16,16): DIM v(16,16)
22 DIM j(5): DIM k(5): DIM l(5): DIM n(5)
24 LET h = 20: LET z = 20: LET a = 3: LET f = 2
26 LET w = 0: LET r = 0: LET p = 0
28 LET g = 0: LET e = 1: LET q = 0: LET b = 0
40 REM === generate floor ===
42 FOR i = 1 TO 16: FOR o = 1 TO 16
44 LET d(i,o) = 1: LET v(i,o) = 0
46 NEXT o: NEXT i
50 LET s = INT (RND * 3) + 3
52 DIM u(5,4)
54 FOR i = 1 TO s
56 LET u(i,1) = INT (RND * 10) + 2
58 LET u(i,2) = INT (RND * 10) + 2
60 LET u(i,3) = INT (RND * 4) + 3
62 LET u(i,4) = INT (RND * 4) + 3
64 FOR c = u(i,2) TO u(i,2) + u(i,4) - 1
66 FOR o = u(i,1) TO u(i,1) + u(i,3) - 1
68 IF c >= 1 AND c <= 16 AND o >= 1 AND o <= 16 THEN LET d(c,o) = 0
70 NEXT o: NEXT c
72 NEXT i
76 FOR i = 1 TO s - 1
78 LET t = u(i,1) + INT (u(i,3) / 2)
80 LET t2 = u(i,2) + INT (u(i,4) / 2)
82 LET t3 = u(i+1,1) + INT (u(i+1,3) / 2)
84 LET t4 = u(i+1,2) + INT (u(i+1,4) / 2)
86 IF t <= t3 THEN FOR o = t TO t3: IF t2 >= 1 AND t2 <= 16 AND o >= 1 AND o <= 16 THEN LET d(t2,o) = 0
88 IF t <= t3 THEN NEXT o
90 IF t > t3 THEN FOR o = t3 TO t: IF t2 >= 1 AND t2 <= 16 AND o >= 1 AND o <= 16 THEN LET d(t2,o) = 0
92 IF t > t3 THEN NEXT o
94 IF t2 <= t4 THEN FOR c = t2 TO t4: IF c >= 1 AND c <= 16 AND t3 >= 1 AND t3 <= 16 THEN LET d(c,t3) = 0
96 IF t2 <= t4 THEN NEXT c
98 IF t2 > t4 THEN FOR c = t4 TO t2: IF c >= 1 AND c <= 16 AND t3 >= 1 AND t3 <= 16 THEN LET d(c,t3) = 0
100 IF t2 > t4 THEN NEXT c
102 NEXT i
108 LET x = u(1,1) + 1: LET y = u(1,2) + 1
110 LET t = u(s,1) + 1: LET t2 = u(s,2) + 1
112 IF t >= 1 AND t <= 16 AND t2 >= 1 AND t2 <= 16 THEN LET d(t2,t) = 2
114 LET t = INT (RND * 3) + 2
116 IF t > 5 THEN LET t = 5
118 LET m = t
120 FOR i = 1 TO m
122 GO SUB 1600
124 LET j(i) = t: LET k(i) = t2
126 GO SUB 1700
128 NEXT i
130 FOR i = 1 TO 2
132 GO SUB 1600
134 LET d(t2,t) = 3
136 NEXT i
138 IF RND > 0.5 THEN GO SUB 1600: LET d(t2,t) = 4
146 GO SUB 380
148 CLS
150 GO SUB 300
152 GO SUB 500
154 REM === main loop ===
156 PAUSE 0: LET i$ = INKEY$
158 LET b = b + 1
160 LET t = x: LET t2 = y
162 IF i$ = "q" OR i$ = "Q" THEN LET t2 = y - 1
164 IF i$ = "a" OR i$ = "A" THEN LET t2 = y + 1
166 IF i$ = "o" OR i$ = "O" THEN LET t = x - 1
168 IF i$ = "p" OR i$ = "P" THEN LET t = x + 1
170 IF i$ = "h" OR i$ = "H" THEN GO SUB 700: GO TO 154
171 IF i$ = "i" OR i$ = "I" THEN GO SUB 1800: GO TO 154
172 IF t = x AND t2 = y THEN GO TO 154
174 IF t < 1 OR t > 16 OR t2 < 1 OR t2 > 16 THEN GO TO 154
176 IF d(t2,t) = 1 THEN GO TO 154
178 FOR c = 1 TO m
180 IF j(c) = t AND k(c) = t2 AND n(c) > 0 THEN LET i = c: GO SUB 800: GO TO 196
182 NEXT c
184 LET x = t: LET y = t2
188 IF d(y,x) = 2 THEN GO SUB 600: GO TO 154
190 IF d(y,x) = 3 THEN GO SUB 750: LET d(y,x) = 0
192 IF d(y,x) = 4 THEN LET h = z: LET d(y,x) = 0: PRINT AT 12, 3; INK 5; "Fountain! HP restored!"
196 GO SUB 380
198 GO SUB 300
199 GO SUB 500
200 GO TO 154
300 REM === draw viewport ===
302 FOR c = -3 TO 3
304 FOR o = -3 TO 3
306 LET t = x + o: LET t2 = y + c
308 LET i = 1: LET i2 = 0
310 IF t < 1 OR t > 16 OR t2 < 1 OR t2 > 16 THEN GO TO 340
312 IF v(t2,t) = 0 THEN GO TO 340
314 LET i = d(t2,t)
316 LET i2 = 7
318 IF i = 1 THEN LET i2 = 4
320 FOR s = 1 TO m
322 IF j(s) = t AND k(s) = t2 AND n(s) > 0 THEN LET i2 = 2: LET i = 5
324 NEXT s
340 LET t3 = 3 + c: LET t4 = 11 + o
342 IF o = 0 AND c = 0 THEN LET i2 = 7: LET i = 6
344 IF i2 = 0 THEN PRINT AT t3, t4; " ": GO TO 370
346 IF i = 0 THEN PRINT AT t3, t4; INK i2; ".": GO TO 370
348 IF i = 1 THEN PRINT AT t3, t4; INK i2; CHR$ 143: GO TO 370
350 IF i = 2 THEN PRINT AT t3, t4; INK i2; ">": GO TO 370
352 IF i = 3 THEN PRINT AT t3, t4; INK i2; "$": GO TO 370
353 IF i = 4 THEN PRINT AT t3, t4; INK 5; "~": GO TO 370
354 IF i = 5 THEN PRINT AT t3, t4; INK i2; "M": GO TO 370
356 IF i = 6 THEN PRINT AT t3, t4; INK i2; "@": GO TO 370
358 PRINT AT t3, t4; INK i2; "?"
370 NEXT o: NEXT c
372 RETURN
380 REM === update visibility ===
382 FOR c = y - 2 TO y + 2
384 FOR o = x - 2 TO x + 2
386 IF c >= 1 AND c <= 16 AND o >= 1 AND o <= 16 THEN LET v(c,o) = 1
388 NEXT o: NEXT c
390 RETURN
500 REM === draw status ===
502 PRINT AT 8, 2; INK 7; "HP:"; h; "/"; z; "  "
504 PRINT AT 9, 2; INK 4; "AT:"; a + w; "  "
506 PRINT AT 10, 2; INK 5; "DF:"; f + r; "  "
508 PRINT AT 8, 20; INK 6; "FL:"; e; " "
510 PRINT AT 9, 20; INK 6; "AU:"; g; "  "
512 PRINT AT 10, 20; INK 3; "PT:"; p; " "
514 RETURN
600 REM === stairs down ===
602 LET e = e + 1
604 IF e > 10 THEN GO TO 1100
606 PRINT AT 12, 5; INK 7; BRIGHT 1; "DESCENDING..."
608 PAUSE 30
610 GO TO 40
700 REM === use potion ===
702 IF p <= 0 THEN PRINT AT 12, 5; INK 2; "No potions!   ": RETURN
704 LET p = p - 1
706 LET h = h + 10
708 IF h > z THEN LET h = z
710 PRINT AT 12, 5; INK 4; "Healed! HP:"; h; "  "
714 RETURN
750 REM === open chest ===
752 LET i = INT (RND * 4)
754 IF i = 0 THEN LET t = INT (RND * 5) + e * 2: LET g = g + t: PRINT AT 12, 3; INK 6; "Found "; t; " gold!     ": GO TO 770
756 IF i = 1 AND p < 3 THEN LET p = p + 1: PRINT AT 12, 3; INK 4; "Found a potion!   ": GO TO 770
758 IF i = 2 THEN LET t = INT (e / 3) + 1: IF t > w THEN LET w = t: PRINT AT 12, 3; INK 7; "Better weapon! +"; w: GO TO 770
760 IF i = 3 THEN LET t = INT (e / 4) + 1: IF t > r THEN LET r = t: PRINT AT 12, 3; INK 5; "Better armour! +"; r: GO TO 770
762 LET t = INT (RND * 3) + e: LET g = g + t: PRINT AT 12, 3; INK 6; "Found "; t; " gold!     "
770 PAUSE 20
772 RETURN
800 REM === combat ===
802 LET i5 = l(i)
804 RESTORE 1500
806 FOR c = 1 TO i5 - 1: READ i$, t, t2, t3, t4: NEXT c
808 READ i$, t, t2, t3, t4
810 LET i4 = n(i)
812 CLS
814 PRINT AT 0, 0; INK 2; BRIGHT 1; "COMBAT: "; i$
816 PRINT AT 2, 0; INK 7; "Your HP: "; h; "  Enemy HP: "; i4
820 REM combat loop
822 PRINT AT 5, 0; INK 7; "A)ttack  F)lee"
824 PAUSE 0: LET i$ = INKEY$
826 IF i$ = "f" OR i$ = "F" THEN GO TO 870
828 IF i$ <> "a" AND i$ <> "A" THEN GO TO 824
830 REM player attacks
832 LET c = INT (RND * 6) + 1 + a + w - t3
834 IF c < 1 THEN LET c = 1
836 LET i4 = i4 - c
838 PRINT AT 8, 0; INK 4; "You hit for "; c; "!    "
840 BEEP 0.02, 5
842 IF i4 <= 0 THEN GO TO 890
844 REM monster attacks
846 LET c = INT (RND * 6) + 1 + t2 - f - r
848 IF c < 1 THEN LET c = 1
850 LET h = h - c
852 PRINT AT 10, 0; INK 2; "Enemy hits for "; c; "!    "
854 BEEP 0.02, -5
856 IF h <= 0 THEN GO TO 1000
858 PRINT AT 2, 0; INK 7; "Your HP: "; h; "  Enemy HP: "; i4; "  "
860 PAUSE 20
862 GO TO 820
870 REM flee
872 IF RND > 0.5 THEN PRINT AT 8, 0; INK 6; "You escape!      ": BEEP 0.05, 10: PAUSE 20: CLS: RETURN
874 PRINT AT 8, 0; INK 2; "Cannot flee!     "
876 LET c = INT (RND * 6) + 1 + t2 - f - r
878 IF c < 1 THEN LET c = 1
880 LET h = h - c
882 PRINT AT 10, 0; INK 2; "Hit for "; c; "!        "
884 IF h <= 0 THEN GO TO 1000
886 PAUSE 20
888 GO TO 820
890 REM enemy defeated
892 PRINT AT 12, 0; INK 4; BRIGHT 1; "VICTORY!"
894 LET n(i) = 0
896 LET g = g + t4: LET q = q + 1
898 BEEP 0.1, 12: BEEP 0.1, 16
900 PRINT AT 14, 0; INK 6; "Gained "; t4; " gold"
902 IF i5 >= 3 AND RND > 0.5 THEN LET t = INT (e / 3) + 1: IF t > w THEN LET w = t: PRINT AT 16, 0; INK 7; "Dropped a weapon! +"; w
904 PAUSE 30
906 CLS
908 RETURN
1000 REM === death ===
1002 CLS
1004 PRINT AT 6, 6; INK 2; BRIGHT 1; "YOU HAVE FALLEN"
1006 PRINT AT 8, 4; INK 7; "Floor: "; e; "  Kills: "; q
1008 PRINT AT 10, 4; INK 6; "Gold: "; g; "  Turns: "; b
1010 PRINT AT 14, 6; INK 7; "Press any key"
1012 BEEP 0.2, -10: BEEP 0.2, -15
1014 PAUSE 0
1016 GO TO 15
1100 REM === victory ===
1102 CLS
1104 PRINT AT 4, 3; INK 7; BRIGHT 1; "THE HEART OF DORIN!"
1106 PRINT AT 6, 2; INK 6; "You found the ancient"
1108 PRINT AT 7, 2; INK 6; "heart and restored Dorin!"
1110 PRINT AT 9, 4; INK 7; "Floors: 10"
1112 PRINT AT 10, 4; INK 7; "Kills: "; q
1114 PRINT AT 11, 4; INK 6; "Gold: "; g
1116 PRINT AT 12, 4; INK 7; "Turns: "; b
1118 PRINT AT 16, 6; INK 7; "Press any key"
1120 BEEP 0.1, 12: BEEP 0.1, 16: BEEP 0.2, 19: BEEP 0.3, 24
1122 PAUSE 0
1124 STOP
1500 REM === MONSTER DATA ===
1502 DATA "Rat", 4, 1, 0, 2
1504 DATA "Goblin", 8, 2, 1, 5
1506 DATA "Skeleton", 12, 3, 2, 8
1508 DATA "Troll", 18, 4, 2, 12
1510 DATA "Wraith", 15, 5, 1, 15
1512 DATA "Dragon", 30, 6, 4, 50
1600 REM === find empty cell ===
1602 LET t = INT (RND * 14) + 2
1604 LET t2 = INT (RND * 14) + 2
1606 IF d(t2,t) <> 0 THEN GO TO 1602
1608 IF t = x AND t2 = y THEN GO TO 1602
1610 RETURN
1700 REM === pick monster for slot i ===
1702 IF e <= 3 THEN LET t = INT (RND * 2) + 1: GO TO 1720
1704 IF e <= 5 THEN LET t = INT (RND * 3) + 1: GO TO 1720
1706 IF e <= 7 THEN LET t = INT (RND * 4) + 2: GO TO 1720
1708 IF e <= 9 THEN LET t = INT (RND * 4) + 3: GO TO 1720
1710 LET t = 6
1720 LET l(i) = t
1722 RESTORE 1500
1724 FOR c = 1 TO t - 1: READ i$, t2, t3, t4, t5: NEXT c
1726 READ i$, t2, t3, t4, t5
1728 LET n(i) = t2
1730 RETURN
1800 REM === inventory screen ===
1802 CLS
1804 PRINT AT 1, 5; INK 7; BRIGHT 1; "INVENTORY"
1806 PRINT AT 3, 2; INK 7; "HP: "; h; "/"; z
1808 PRINT AT 5, 2; INK 4; "Attack:  "; a; " + "; w; " = "; a + w
1810 PRINT AT 6, 2; INK 5; "Defence: "; f; " + "; r; " = "; f + r
1812 PRINT AT 8, 2; INK 6; "Gold: "; g
1814 PRINT AT 9, 2; INK 3; "Potions: "; p; "/3"
1816 PRINT AT 11, 2; INK 7; "Weapon bonus: +"; w
1818 PRINT AT 12, 2; INK 7; "Armour bonus: +"; r
1820 PRINT AT 14, 2; INK 6; "Floor: "; e; "  Kills: "; q
1822 PRINT AT 16, 2; INK 7; "Turns: "; b
1824 PRINT AT 20, 4; INK 7; "Press any key"
1826 PAUSE 0
1828 CLS
1830 RETURN
2500 REM === title screen ===
2510 PRINT AT 3, 4; INK 7; BRIGHT 1; "DUNGEONS OF DORIN"
2520 PRINT AT 6, 2; INK 6; "Descend ten floors of"
2525 PRINT AT 7, 2; INK 6; "darkness. Find the Heart."
2530 PRINT AT 9, 2; INK 7; "Q/A = up/down"
2535 PRINT AT 10, 2; INK 7; "O/P = left/right"
2540 PRINT AT 11, 2; INK 7; "H = use potion"
2542 PRINT AT 12, 2; INK 7; "I = inventory"
2550 PRINT AT 14, 2; INK 5; "Monsters grow stronger"
2555 PRINT AT 15, 2; INK 5; "on deeper floors."
2570 PRINT AT 17, 2; INK 4; "@ = you  M = monster"
2575 PRINT AT 18, 2; INK 4; "> = stairs  $ = chest"
2580 PRINT AT 20, 6; INK 7; "Press any key"
2590 PAUSE 0
2595 CLS
2598 RETURN

How It Works

Player attack messages now include context. Instead of “You hit for 5!”, the message names the action and the target. The weapon name appears when the player has one equipped. Misses (damage reduced to minimum 1) get a different message emphasising the glancing blow.

Monster attack messages name the creature: “The Troll strikes you for 3!” replaces the anonymous “Enemy hits for 3!”. Colour coding makes damage easy to read — green INK for player damage dealt, red INK for damage taken.

The combat header shows the monster name, its HP, and the player HP side by side. After each round, both values update. The player can watch HP drain from both sides and judge how the fight is going.

Miss messages appear when the damage roll is very low. “The rat barely scratches you!” communicates that the hit was minor, even though 1 damage was still dealt. These flavour messages make combat feel less mechanical without changing the underlying maths.

Colour as Information

Colour serves two purposes in combat text. First, it distinguishes player actions (green) from monster actions (red). The player can glance at the colour to know who is acting without reading the full message. Second, it conveys severity — a critical hit might use BRIGHT 1 to make the text stand out.

The status display during combat uses the same colour scheme as the exploration HUD: white for HP, green for attack, cyan for defence. Consistency helps the player read information quickly across different screens.

String Building in BASIC

Sinclair BASIC does not concatenate strings easily. Building a message like “You hit the Goblin for 5!” requires multiple PRINT statements or careful use of semicolons. The approach here uses sequential PRINT statements on the same line with AT positioning, or the semicolon separator to chain values: PRINT "You hit for "; c; "!".

The monster name i$ is read from DATA at the start of combat and reused throughout. Since BASIC variables persist until overwritten, the name remains available for every message in the combat loop.

Try This

Add a critical hit message. When the dice roll is 6 (maximum), print “Critical hit!” in bright yellow. The mechanical effect is the same, but the message makes it feel special.

Vary the verb. Instead of “hit” every time, use “slash”, “strike”, or “smash” based on the weapon type. A random selection from a small set adds variety without changing the formula.