private void spawnRandomers() { for (int i = 0; i < randomN; i++) { float x = (float) Math.random() * width; float y = (float) Math.random() * height; float r = (float) Math.sqrt( Math.pow(((Player) players.get(0)).getX() - x, 2) + Math.pow(((Player) players.get(0)).getY() - x, 2)); while (r < distanceLimit) { x = (float) Math.random() * width; y = (float) Math.random() * height; r = (float) Math.sqrt( Math.pow(((Player) players.get(0)).getX() - x, 2) + Math.pow(((Player) players.get(0)).getY() - y, 2)); } enemies.add(new EnemyTypes.Random(x, y, 0.5f, borders)); } spawnRandomersB = false; }
/** * Spawn a character on the map * * @param MiX Minimum X value * @param MiY Minimum Y value * @param MaX Maximum X value * @param MaY Maximum Y value */ public void Spawn(int MiX, int MiY, int MaX, int MaY) { double Nx = 0, Ny = 0; // Random coordinate Nx = Math.random() * MaX + MiX; Ny = Math.random() * MaY + MiY; // Store block number int BNum = MAP.elementAt(0).getBlockNum(Nx + W / 2, Ny + H / 2); // if invalid block number if (BNum == -1) { Spawn(MiX, MiY, MaX, MaY); } // if invalid surface else if (!isValidSurface(MAP.elementAt(0).Fill[BNum])) { Spawn(MiX, MiY, MaX, MaY); } // if colliding with something else if (this.Collision(Nx + W / 2, Ny + H / 2)) { Spawn(MiX, MiY, MaX, MaY); } else { X = Nx; Y = Ny; } }
private void spawnBomb() { float x, y; for (int i = 0; i < bombN; i++) { if (Math.random() > .5) { // top/bottom y = (Math.random() > .5) ? borders[1] : borders[3]; x = (float) Math.random() * borders[2] - borders[0]; // width } else { x = (Math.random() > .5) ? borders[0] : borders[2]; y = (float) Math.random() * borders[3] - borders[1]; // height } enemies.add(new EnemyTypes.Bomb(x, y, 1f, borders, scbInstance)); } }
private void levelSetup() { reset(); switch (level) { case 1: distance = 600; monsterN = 0; randomN = 0; rainN = 30; defaultDistance = 600; timeLast = 10000; spawnCircleB = true; break; case 2: distance = 600; monsterN = 0; randomN = 30; rainN = 30; defaultDistance = 600; timeLast += 10000; spawnCircleB = true; break; case 3: distance = 600; monsterN = 30; randomN = 0; rainN = 0; defaultDistance = 600; timeLast += 10000; spawnCircleB = true; break; default: distance = (float) (Math.random() * 200 + 400 - level * 5); monsterN = (int) (Math.random() * 25 + 10 + level); randomN = (int) (Math.random() * 25 + 10 + level); rainN = (int) (Math.random() * 10 + 10 + level); defaultDistance = distance; timeLast += 5000 + level * 1000; spawnCircleB = true; } monsterN *= monsterMultiplier; randomN *= monsterMultiplier; spawnMonsterB = true; spawnRandomersB = true; spawnIncrease = true; spawnRainB = true; }
private void spawnCircles() { if (circular) { for (int i = 0; i < ballN; i++) { double degree = Math.random() * 2 * Math.PI; float x = ((Player) players.get(0)).getX() + distance * (float) Math.sin(degree * i); float y = ((Player) players.get(0)).getY() + distance * (float) Math.cos(degree * i); enemies.add(new EnemyTypes.Circle(x, y, invSpeed)); } } else { for (int i = 1; i < (ballN / 2); i++) { float x = (i * 2 * width) / (ballN); float y = 0; enemies.add(new EnemyTypes.Circle(x, y, invSpeed)); } for (int i = (ballN / 2) + 1; i < ballN; i++) { float x = ((i - ballN / 2) * 2 * width) / ballN; float y = height; enemies.add(new EnemyTypes.Circle(x, y, invSpeed)); } } spawnIncrease = false; }
public void initialize() { buffer = new BufferedImage(w, h, BufferedImage.TYPE_INT_RGB); // #if (Black_P1) // @ player_1 = new Entity(100,100, "imgs/Tank_Black.gif", "SP1"); // #elif (Red_P1) // @ player_1 = new Entity(100,100, "imgs/Tank_Red.gif", "SP1"); // #elif (Red_Tier1_P1) // @ player_1 = new Entity(100,100, "imgs/Tier1rot.gif", "SP1"); // #elif (Yellow_Tier1_P1) player_1 = new Entity(100, 100, "imgs/Tier1gelb.gif", "SP1"); // #elif (Blue_Tier2_P1) // @ player_1 = new Entity(100,100, "imgs/Tier2blau.gif", "SP1"); // #elif (Green_Tier2_P1) // @ player_1 = new Entity(100,100, "imgs/Tier2gruen.gif", "SP1"); // #endif // #if (Black_P2) // @ player_2 = new Entity(200,100, "imgs/Tank_Black.gif", "SP2"); // #elif (Red_P2) // @ player_2 = new Entity(200,100, "imgs/Tank_Red.gif", "SP2"); // #elif (Red_Tier1_P2) // @ player_2 = new Entity(200,100, "imgs/Tier1rot.gif", "SP2"); // #elif (Yellow_Tier1_P2) // @ player_2 = new Entity(200,100, "imgs/Tier1gelb.gif", "SP2"); // #elif (Blue_Tier2_P2) // @ player_2 = new Entity(200,100, "imgs/Tier2blau.gif", "SP2"); // #elif (Green_Tier2_P2) player_2 = new Entity(200, 100, "imgs/Tier2gruen.gif", "SP2"); // #endif current_Player = player_1; other_Player = player_2; env = new Environment[amountEnv]; powerUps = new PowerUp[9]; for (int i = 0; i <= amountEnv - 1; i++) { // #if (Hinderniss_Set) // @ if (Math.random()>0.95) env[i] = new // Environment("imgs/HindernisseBearbeitet/_b.GIF"); // @ else if (Math.random()>0.90)env[i] = new // Environment("imgs/HindernisseBearbeitet/MauerDunkelrot_b.gif"); // @ else if (Math.random()>0.85)env[i] = new // Environment("imgs/mauer_hoch.gif"); // @ else if (Math.random()>0.80)env[i] = new // Environment("imgs/HindernisseBearbeitet/BaumStamm.gif"); // @ else if (Math.random()>0.75)env[i] = new // Environment("imgs/HindernisseBearbeitet/BaumKlein.gif"); // @ else if (Math.random()>0.70)env[i] = new // Environment("imgs/HindernisseBearbeitet/BaumKlein_b.GIF"); // @ else if (Math.random()>0.65)env[i] = new // Environment("imgs/HindernisseBearbeitet/BaumStamm.gif"); // @ else if (Math.random()>0.60)env[i] = new // Environment("imgs/HindernisseBearbeitet/BaumStamm_b.GIF"); // @ else if (Math.random()>0.55)env[i] = new // Environment("imgs/HindernisseBearbeitet/MauerDunkelrot_b.gif"); // @ else if (Math.random()>0.50)env[i] = new // Environment("imgs/HindernisseBearbeitet/MauerDunkelrot.gif"); // @ else if (Math.random()>0.45)env[i] = new // Environment("imgs/HindernisseBearbeitet/MauerDunkelrot_b.GIF"); // @ else if (Math.random()>0.40)env[i] = new // Environment("imgs/HindernisseBearbeitet/MauerGrauKurz.gif"); // @ else if (Math.random()>0.35)env[i] = new // Environment("imgs/HindernisseBearbeitet/MauerGrauKurz_b.GIF"); // @ else if (Math.random()>0.30)env[i] = new // Environment("imgs/HindernisseBearbeitet/MauerGrauKurzDick.gif"); // @ else if (Math.random()>0.25)env[i] = new // Environment("imgs/HindernisseBearbeitet/MauerGrauKurzDick_b.GIF"); // @ else if (Math.random()>0.20)env[i] = new // Environment("imgs/Haus_vonOben.gif"); // @ else if (Math.random()>0.15)env[i] = new // Environment("imgs/HindernisseBearbeitet/MauerGrauLangDick.gif"); // @ else if (Math.random()>0.10)env[i] = new // Environment("imgs/HindernisseBearbeitet/MauerGrauLangDick_b.GIF"); // @ else if (Math.random()>0.05)env[i] = new // Environment("imgs/HindernisseBearbeitet/MauerRot.gif"); // @ else env[i] = new Environment("imgs/Haus_vonOben_b.GIF"); // @ //} // #else if (Math.random() > 0.75) env[i] = new Environment("imgs/HindernisseBearbeitet/Pfuetze1.gif.gif"); else if (Math.random() > 0.50) env[i] = new Environment("imgs/HindernisseBearbeitet/PfuetzeGross.gif"); else if (Math.random() > 0.25) env[i] = new Environment("imgs/HindernisseBearbeitet/PfuetzeKlein.gif"); else env[i] = new Environment("imgs/HindernisseBearbeitet/PfuetzeMittel.gif"); // #endif env[i].setX((int) (150 + Math.random() * (w - 200))); env[i].setY((int) (50 + Math.random() * (h - 200))); } int i = 0; while (true) { // #if (Flower) if (i == 9) break; powerUps[i] = new PowerUp(i, "imgs/PowerUpsBearbeitet/PowerUpBlume.gif"); i++; // #endif // #if (Blue_Flower) if (i == 9) break; powerUps[i] = new PowerUp(i, "imgs/PowerUpsBearbeitet/PowerUpBlumeBlau.gif"); i++; // #endif // #if (Copy) if (i == 9) break; powerUps[i] = new PowerUp(i, "imgs/PowerUpsBearbeitet/PowerUpCopy.gif"); i++; // #endif // #if (Fire) // @ if (i == 9) break; // @ powerUps[i] = new PowerUp(i, "imgs/PowerUpsBearbeitet/PowerUpFeuer.gif"); // @ i++; // #endif // #if (Light_Bulb_Round) if (i == 9) break; powerUps[i] = new PowerUp(i, "imgs/PowerUpsBearbeitet/PowerUpGluehbirneRund.gif"); i++; // #endif // #if (Green) // @ if (i == 9) break; // @ powerUps[i] = new PowerUp(i, "imgs/PowerUpsBearbeitet/PowerUpGruen.gif"); // @ i++; // #endif // #if (Heart) // @ if (i == 9) break; // @ powerUps[i] = new PowerUp(i, "imgs/PowerUpsBearbeitet/PowerUpHerz.gif"); // @ i++; // #endif // #if (Circle) // @ if (i == 9) break; // @ powerUps[i] = new PowerUp(i, "imgs/PowerUpsBearbeitet/PowerUpKreis.gif"); // @ i++; // #endif // #if (Cow) // @ if (i == 9) break; // @ powerUps[i] = new PowerUp(i, "imgs/PowerUpsBearbeitet/PowerUpKuh.gif"); // @ i++; // #endif // #if (Light_Bulb) if (i == 9) break; powerUps[i] = new PowerUp(i, "imgs/PowerUpsBearbeitet/PowerUpLightbulb.gif"); i++; // #endif // #if (Octagonal) // @ if (i == 9) break; // @ powerUps[i] = new PowerUp(i, "imgs/PowerUpsBearbeitet/PowerUpOctagonal.gif"); // @ i++; // #endif // #if (Mushroom) if (i == 9) break; powerUps[i] = new PowerUp(i, "imgs/PowerUpsBearbeitet/PowerUpPilz.gif"); i++; // #endif // #if (Pumpkin_Pie) // @ if (i == 9) break; // @ powerUps[i] = new PowerUp(i, "imgs/PowerUpsBearbeitet/PowerUpPumpkinPie.gif"); // @ i++; // #endif // #if (Ring) if (i == 9) break; powerUps[i] = new PowerUp(i, "imgs/PowerUpsBearbeitet/PowerUpRing.gif"); i++; // #endif // #if (Ring_2) if (i == 9) break; powerUps[i] = new PowerUp(i, "imgs/PowerUpsBearbeitet/PowerUpRingeZwei.gif"); i++; // #endif // #if (Ring_Oval) if (i == 9) break; powerUps[i] = new PowerUp(i, "imgs/PowerUpsBearbeitet/PowerUpRingOval.gif"); i++; // #endif // #if (Ring_Oval_Small) if (i == 9) break; powerUps[i] = new PowerUp(i, "imgs/PowerUpsBearbeitet/PowerUpRingOvalKlein.gif"); i++; // #endif // #if (Sponge) // @ if (i == 9) break; // @ powerUps[i] = new PowerUp(i, "imgs/PowerUpsBearbeitet/PowerUpSchwamm.gif"); // @ i++; // #endif // #if (Spiral) // @ if (i == 9) break; // @ powerUps[i] = new PowerUp(i, "imgs/PowerUpsBearbeitet/PowerUpSpiral.gif"); // @ i++; // #endif // #if (Star_Oval) if (i == 9) break; powerUps[i] = new PowerUp(i, "imgs/PowerUpsBearbeitet/PowerUpSternOval.gif"); i++; // #endif // #if (Star_Oval_Small) if (i == 9) break; powerUps[i] = new PowerUp(i, "imgs/PowerUpsBearbeitet/PowerUpSternOvalKlein.gif"); i++; // #endif // #if (Star_Ring) if (i == 9) break; powerUps[i] = new PowerUp(i, "imgs/PowerUpsBearbeitet/PowerUpSternRing.gif"); i++; // #endif } // #if (Nr1) powerUps[0].setX(50 + (int) (Math.random() * (w - 100))); powerUps[0].setY(50 + (int) (Math.random() * (h - 150))); // #else // @ powerUps[0].setX(-100); // @ powerUps[0].setY(-100); // #endif // #if (Nr2) powerUps[1].setX(50 + (int) (Math.random() * (w - 100))); powerUps[1].setY(50 + (int) (Math.random() * (h - 150))); // #else // @ powerUps[1].setX(-100); // @ powerUps[1].setY(-100); // #endif // #if (Nr3) powerUps[2].setX(50 + (int) (Math.random() * (w - 100))); powerUps[2].setY(50 + (int) (Math.random() * (h - 150))); // #else // @ powerUps[2].setX(-100); // @ powerUps[2].setY(-100); // #endif // #if (Nr4) powerUps[3].setX(50 + (int) (Math.random() * (w - 100))); powerUps[3].setY(50 + (int) (Math.random() * (h - 150))); // #else // @ powerUps[3].setX(-100); // @ powerUps[3].setY(-100); // #endif // #if (Nr5) powerUps[4].setX(50 + (int) (Math.random() * (w - 100))); powerUps[4].setY(50 + (int) (Math.random() * (h - 150))); // #else // @ powerUps[4].setX(-100); // @ powerUps[4].setY(-100); // #endif // #if (Nr6) powerUps[5].setX(50 + (int) (Math.random() * (w - 100))); powerUps[5].setY(50 + (int) (Math.random() * (h - 150))); // #else // @ powerUps[5].setX(-100); // @ powerUps[5].setY(-100); // #endif // #if (Nr7) powerUps[6].setX(50 + (int) (Math.random() * (w - 100))); powerUps[6].setY(50 + (int) (Math.random() * (h - 150))); // #else // @ powerUps[6].setX(-100); // @ powerUps[6].setY(-100); // #endif // #if (Nr8) powerUps[7].setX(50 + (int) (Math.random() * (w - 100))); powerUps[7].setY(50 + (int) (Math.random() * (h - 150))); // #else // @ powerUps[7].setX(-100); // @ powerUps[7].setY(-100); // #endif }
/** * Constructor to create a character * * @param x X Position * @param y Y Position * @param w Width of Image * @param h Height of Image * @param FileN Name of image file * @param S Max number of frames */ public GameCharacter( double x, double y, double w, double h, String FileN, int S, int Ty, String c) { // Set position and size X = x; Y = y; W = w; H = h; BASIC_PROCESS = new ProgressBar(new Font("Arial", 36, 36), this); BASIC_EFFECTS = new ProgressBar(new Font("Arial", 36, 36), this); // Add magic attacks // Fireball for (int i = 0; i < FIREBALL.length; i++) { FIREBALL[i] = new MagicAttack(-500, -500, 39, 41, "Fireball.png", 3, 1, 2, "Fireball"); FIREBALL[i].STATS.setStats(new String[] {"Damage=10", "Points=10"}); FIREBALL[i].CASTER = this; } // Shock for (int i = 0; i < SHOCK.length; i++) { SHOCK[i] = new MagicAttack(-500, -500, 39, 41, "Shock.png", 2, 1, 0, "Shock"); SHOCK[i].STATS.setStats(new String[] {"Damage=20", "Points=15"}); SHOCK[i].CASTER = this; } // Darkness for (int i = 0; i < DARKNESS.length; i++) { DARKNESS[i] = new MagicAttack(-500, -500, 165, 164, "Darkness.png", 3, 1, 2, "Darkness"); DARKNESS[i].STATS.setStats(new String[] {"Damage=100", "Points=50"}); DARKNESS[i].CASTER = this; } // Life Drain for (int i = 0; i < LIFE_DRAIN.length; i++) { LIFE_DRAIN[i] = new MagicAttack(-500, -500, 32, 32, "Life Drain.png", 7, 1, 0, "Life Drain"); LIFE_DRAIN[i].STATS.setStats(new String[] {"Damage=50", "Points=25"}); LIFE_DRAIN[i].CASTER = this; } // Get Image try { if (isJar()) { // Character imgCHARAC = getImage("/Graphics/Character/", FileN); // Blood int BloodType = (int) Math.round(Math.random() * 3) + 1; imgBLOOD = getImage("/Graphics/Effects/", "Dead" + BloodType + ".png"); // Quest imgQStart = getImage("/Graphics/Effects/", "Quest_Start.png"); imgQEnd = getImage("/Graphics/Effects/", "Quest_Complete.png"); } else { // Character imgCHARAC = ImageIO.read(Paths.get(DIRECT + FileN).toFile()); // Blood int BloodType = (int) Math.round(Math.random() * 3) + 1; imgBLOOD = ImageIO.read(Paths.get(DIRECT2 + "Dead" + BloodType + ".png").toFile()); // Quest imgQStart = ImageIO.read(Paths.get(DIRECT2 + "Quest_Start.png").toFile()); imgQEnd = ImageIO.read(Paths.get(DIRECT2 + "Quest_Complete.png").toFile()); } } catch (Exception e) { } // Max number of frames SIZE = S; // Sprite type TYPE = Ty; // Assign class CLASS = c; Cl = c; // Add items and attacks according to class if (CLASS.equals("Player")) { // Add items INVENTORY.addItem( "Health Potion", 25, 1, "Health Pot.png", "Potion", new String[] {"Points=50"}); INVENTORY.addItem( "Rusted Dagger", 20, 1, "Dagger_4.png", "Meele", new String[] {"Damage=10", "Attack Speed=1"}); INVENTORY.addItem( "Wooden Staff", 20, 1, "Staff_1.png", "Meele", new String[] {"Damage=5", "Attack Speed=1"}); // Equip items INVENTORY.ItemEffect(1, this); // MEELE_WEAPON=null; // Assign Magic SPELL_LIST.add(FIREBALL); // Inventory type INVENTORY.Type = "Player"; } else if (CLASS.equals("Citizen")) { // Add items INVENTORY.addItem( "Health Potion", 25, 1, "Health Pot.png", "Potion", new String[] {"Points=50"}); // Add Ai NAI = new NPCAI(this); // Add Gold this.GOLD = (int) Math.round(Math.random() * 15 + 5); INVENTORY.Type = "Friendly"; } else if (CLASS.equals("Blacksmith")) { // Add items INVENTORY.addItem( "Silver Dagger", 250, 1, "Dagger_3.png", "Meele", new String[] {"Damage=10", "Attack Speed=1"}); INVENTORY.addItem( "Steel Dagger", 450, 1, "Dagger_5.png", "Meele", new String[] {"Damage=35", "Attack Speed=1"}); // INVENTORY.addItem("Assassin blade", 750,1, "Dagger_6.png","Meele",new // String[]{"Damage=45","Attack Speed=1"}); // INVENTORY.addItem("Serpent Dagger", 5000,1, "Dagger_2.png","Meele",new // String[]{"Damage=50","Attack Speed=1"}); // INVENTORY.addItem("Dagger of Time", 5050,1, "Dagger_1.png","Meele",new // String[]{"Damage=75","Attack Speed=1"}); INVENTORY.addItem( "Steel Sword", 450, 1, "Sword_1.png", "Meele", new String[] {"Damage=30", "Attack Speed=0.65"}); INVENTORY.addItem( "Iron Sword", 50, 1, "Sword_2.png", "Meele", new String[] {"Damage=15", "Attack Speed=0.65"}); INVENTORY.addItem( "Silver Sword", 100, 1, "Sword_5.png", "Meele", new String[] {"Damage=20", "Attack Speed=0.5"}); // INVENTORY.addItem("Iron Scimitar", 150,1, "Sword_7.png","Meele",new // String[]{"Damage=15","Attack Speed=0.75"}); // INVENTORY.addItem("Steel Scimitar", 500,1, "Sword_4.png","Meele",new // String[]{"Damage=50","Attack Speed=0.75"}); // INVENTORY.addItem("Steel Katana", 450,1, "Sword_6.png","Meele",new // String[]{"Damage=40","Attack Speed=0.95"}); // INVENTORY.addItem("Butcher's Sword", 5000,1, "Sword_3.png","Meele",new // String[]{"Damage=100","Attack Speed=0.55"}); // INVENTORY.addItem("Blood Thirster", 6000,1, "Sword_8.png","Meele",new // String[]{"Damage=200","Attack Speed=0.75"}); INVENTORY.addItem( "Iron Hammer", 150, 1, "Hammer_1.png", "Meele", new String[] {"Damage=40", "Attack Speed=0.15"}); // INVENTORY.addItem("Steel Hammer", 450,1, "Hammer_0.png","Meele",new // String[]{"Damage=60","Attack Speed=0.15"}); // INVENTORY.addItem("Iron Mace", 50,1, "Mace_1.png","Meele",new String[]{"Damage=15","Attack // Speed=0.5"}); INVENTORY.addItem("Steel Helmet", 250, 1, "Head_1.png", "H_armor", new String[] {"Armor=20"}); INVENTORY.addItem("Iron Helmet", 150, 1, "Head_2.png", "H_armor", new String[] {"Armor=5"}); // INVENTORY.addItem("Iron Horn Helmet", 350,1, "Head_6.png","H_armor",new // String[]{"Armor=50","Magic Resist=0"}); // INVENTORY.addItem("Steel Horn Helmet", 500,1, "Head_7.png","H_armor",new // String[]{"Armor=80","Magic Resist=0"}); // INVENTORY.addItem("Skysteel Helmet", 4000,1, "Head_4.png","H_armor",new // String[]{"Armor=60","Magic Resist=25"}); INVENTORY.addItem( "Iron Cuirass", 250, 1, "Chest_4.png", "C_armor", new String[] {"Armor=20"}); INVENTORY.addItem( "Steel Cuirass", 350, 1, "Chest_1.png", "C_armor", new String[] {"Armor=30"}); // INVENTORY.addItem("Scale Cuirass", 550,1, "Chest_3.png","C_armor",new // String[]{"Armor=50"}); // INVENTORY.addItem("Dark metal Cuirass", 750,1, "Chest_6.png","C_armor",new // String[]{"Armor=70"}); // INVENTORY.addItem("Master Cuirass", 3050,1, "Chest_5.png","C_armor",new // String[]{"Armor=80","Magic Resist=25"}); // INVENTORY.addItem("Legendary Cuirass", 3050,1, "Chest_2.png","C_armor",new // String[]{"Armor=100","Magic Resist=100"}); INVENTORY.addItem( "Wooden Shield", 50, 1, "Shield_1.png", "Shield", new String[] {"Armor=5", "Magic Resist=0"}); // Add AI NAI = new NPCAI(this); // Identify as trader INVENTORY.Type = "Trader"; // Set Stats STATS.setStats(new String[] {"Level = 5 "}); MAX_HEALTH = 200; HEALTH = (int) MAX_HEALTH; } else if (CLASS.equals("Alchemist")) { // Add Items INVENTORY.addItem( "Health Potion", 25, 50, "Health Pot.png", "Potion", new String[] {"Points=50"}); INVENTORY.addItem( "Mana Potion", 20, 50, "Mana Pot.png", "Potion", new String[] {"Points=50"}); INVENTORY.addItem( "Speed Potion", 10, 50, "Speed Pot.png", "Potion", new String[] {"Points=5"}); // INVENTORY.addItem("Invisib Potion", 50, 10, "Invisibility Pot.png","Potion",new // String[]{"Points=5"}); // Add AI NAI = new NPCAI(this); // Identify as trader INVENTORY.Type = "Trader"; } else if (CLASS.equals("Inn Keeper")) { // Add Items INVENTORY.addItem("Roasted Fish", 15, 10, "Fish.png", "Food", new String[] {"Points=5"}); INVENTORY.addItem("Apple", 15, 10, "Apple.png", "Food", new String[] {"Points=2"}); // Add AI NAI = new NPCAI(this); // Identify as trader INVENTORY.Type = "Trader"; } else if (CLASS.equals("Mage")) { INVENTORY.addItem( "Leather Cap", 250, 1, "Head_8.png", "H_armor", new String[] {"Armor=5", "Magic Resist=25"}); INVENTORY.addItem( "Dark Leather Cap", 300, 1, "Head_9.png", "H_armor", new String[] {"Armor=5", "Magic Resist=50"}); // INVENTORY.addItem("Jesters Cap", 500,1, "Head_5.png","H_armor",new // String[]{"Armor=10","Magic Resist=90"}); // INVENTORY.addItem("Skull Helmet", 5000,1, "Head_3.png","H_armor",new // String[]{"Armor=100","Magic Resist=100"}); INVENTORY.addItem( "Shock Spell Stone", 250, 1, "Stone_1.png", "SpellStoner", new String[] {"Damage=" + SHOCK[0].STATS.DAMAGE}); // INVENTORY.addItem("Darkness Spell Stone", 500,1, "Stone_1.png","SpellStoner",new // String[]{"Damage="+DARKNESS[0].STATS.DAMAGE}); INVENTORY.addItem( "Life Drain Spell Stone", 300, 1, "Stone_1.png", "SpellStoner", new String[] {"Damage=" + LIFE_DRAIN[0].STATS.DAMAGE}); // Add AI NAI = new NPCAI(this); // Identify as trader INVENTORY.Type = "Trader"; } else if (CLASS.equals("Skeleton")) { // Add items INVENTORY.addItem( "Bone Club", 5, 1, "Mace_2.png", "Meele", new String[] {"Damage=5", "Attack Speed=1"}); // Add Gold this.GOLD = (int) Math.round(Math.random() * 10 + 2); // Use Item INVENTORY.ItemEffect(0, this); // Add AI EAI = new EnemyAI(this); } else if (CLASS.equals("Skeleton Chieftan")) { // Add Item INVENTORY.addItem( "Iron Sword", 50, 1, "Sword_2.png", "Meele", new String[] {"Damage=15", "Attack Speed=0.65"}); INVENTORY.addItem( "Health Potion", 25, 1, "Health Pot.png", "Potion", new String[] {"Points=50"}); // Add Gold this.GOLD = (int) Math.round(Math.random() * 50 + 25); // Use Item INVENTORY.ItemEffect(0, this); // Assign Stats STATS.LEVEL = 3; HEALTH = 250; MAX_HEALTH = 250; // Opify Opify(1 / 1.25); // Add AI EAI = new EnemyAI(this); } else if (CLASS.equals("Shaman")) { // Add items INVENTORY.addItem( "Health Potion", 25, 1, "Health Pot.png", "Potion", new String[] {"Points=50"}); // Add Ai NAI = new NPCAI(this); } else if (CLASS.equals("Dark Elf")) { // Add items INVENTORY.addItem( "Rusted Dagger", 20, 1, "Dagger_4.png", "Meele", new String[] {"Damage=10", "Attack Speed=1"}); INVENTORY.addItem("Iron Helmet", 150, 1, "Head_2.png", "H_armor", new String[] {"Armor=5"}); // Assign Stats STATS.LEVEL = 2; HEALTH = 150; MAX_HEALTH = 150; // Add Gold this.GOLD = (int) Math.round(Math.random() * 15 + 2); // Use Item INVENTORY.ItemEffect(0, this); INVENTORY.ItemEffect(1, this); // Add Ai EAI = new EnemyAI(this); } else if (CLASS.equals("Prisoner")) { INVENTORY.addItem("Key", 0, 1, "Key.png", "Key", new String[] {}); // NAI= new NPCAI(this); } }