public static void levelNightmare() { story("After hours of seemingly endless walking, you notice something unsettling."); story( "The hallway becomes decreasingly lit and a strange, fleshy substance lines the cracks in the stone."); story( "You walk upon a crooked, decaying sign, only barely able to read its crudely scribed letters."); story("A GrEaT PEril aWAitS YoU, ViSitOr, aND tHerE iS nO TuRniNg BaCk."); story("yOU HaVE wAlkEd BeyOnD thE POinT OF nO RetURn, OnLy tO bE ChAsEd bY A nIGhtmaRE."); story("ProCeED SWiFtlY, FOr hE AlReaDy kNowS yOuR PrEseNcE."); story( "Worried from what you read, you have the urge to TURN back, but the sign says you can only go FORWARD."); c1 = "turn"; c2 = "forward"; decision = decisionProcess(c1, c2); if (decision == 1) { story( "Afraid of facing certain doom, you turn back and hope for a less threatening passage."); story("Strangely, the way back becomes increasingly darker. Something is different."); story("You don't know whether to WALK on, or turn back and FACE your fears."); c1 = "walk"; c2 = "face"; decision = decisionProcess(c1, c2); if (decision == 1) { story( "You tell yourself to stop worrying and keep walking. It's all in your head, you tell yourself."); story("Suddenly, the ground gets incredibly fleshy and seemingly alive!"); story("Fear and instinct take over you, and you take off running!"); story( "The darkness lining the walls shoots past you, and what used to be a stone floor now feels like the insides of a beast!"); story("Down what used to be a stone corridor, to your disbelief..."); story( "Enormous teeth sprout from the ceiling and floor and begin quickly closing on each other! There is no escape..."); story("The last thing you ever see is the light between the teeth's closing gaps."); player.gameOver(); } else if (decision == 2) { story("You stop for a moment and gather yourself. The sign said not to turn back."); story("Ultimately, you decide to proceed back towards the creepy sign and past it."); } } story( "You walk onwards, and the halls are no longer lit by dim, orange flames. Bright, green, seemingly cursed flames light the path."); story("Soon, you encounter a room containing three large, wooden doors."); story("...!"); story( "You hear a long, sustained moan, and you remember the 'nightmare' mentioned by the sign."); story( "One of these doors must lead the way. If you are surely being followed, you have no choice but to pick one."); story("You must quickly decide - Which door should you enter? LEFT, CENTER, or RIGHT?"); c1 = "left"; c2 = "center"; c3 = "right"; decision = decisionProcess(c1, c2, c3); if (decision == 1) { story("You enter the left door, hoping you make it through alive."); } else if (decision == 2) { story("You enter the center door, hoping you make it through alive."); } else { story("You enter the right door, hoping you make it through alive."); } randomStory = randomizer(3); if (randomStory == 1) { levelNightmareBattle(); } else if (randomStory == 2) { levelNightmareBlackJack(); } else if (randomStory == 3) { levelNightmareBlackJack(); } }
public static void levelNightmareBlackJack() { story( "After stepping into what seems to be an old, rustic casino room, the door behind you closes shut."); story("In front of you is a dimly lit tabletop, and behind it sits a man."); story("You can't quite make out his features with the poor lighting."); story( "THE DEALER: Welcome, sir. You may call me THE DEALER. May I offer you a wager you surely cannot refuse?"); story("* Continue to LISTEN to the dealer.\n* QUESTION him about the wager."); c1 = "listen"; c2 = "question"; decision = decisionProcess(c1, c2); if (decision == 2) { story("THE DEALER: Ah good sir, I am just getting to that."); } story("THE DEALER: As you see, I hold the key to your escape."); story("The man slowly holds out a rusty key with his gloved hand."); story("THE DEALER: Similarly, you hold the key to my own escape."); story("THE DEALER: I am a cursed man, cursed to forever be the dealer of this forsaken place."); story( "THE DEALER: The only way to break my curse is to offer my position to another... willing."); story( "THE DEALER: So what will it be, will you PLAY?\n* You also have the option to KILL the dealer for the key."); c1 = "play"; c2 = "kill"; decision = decisionProcess(c1, c2); if (decision == 2) { if (player.getBlade() == true) { story("You brandish your trusty blade and slowly approach the dealer."); } else { story("You crack your knuckles and slowly approach the dealer."); } story( "THE DEALER: You have no power here, naive sir. Do you truly want to do this?\n* Sit down and PLAY the game.\n* FINISH the job."); c1 = "play"; c2 = "finish"; decision = decisionProcess(c1, c2); if (decision == 1) { story("Not willing to take the risk, you stand down."); story("THE DEALER: Smart move, sir. Hopefully it reflects in your card game."); } else { story("You call the dealer's bluff and charge at him!"); if (player.getBlade() == true) { story("Ready to obtain your prize, you drive your blade into his body..."); story("Instantly, you feel a sharp drive of metal in your own gut!"); story("You quickly bleed to death from your self-inflicted wound."); story("THE DEALER: Good night... sir."); player.gameOver(); } else { story("You crack your knuckles and slowly approach the dealer."); story("He only sits there as you press both you hands on the sides of his head."); story("With a sudden jerk, you twist his neck..."); story("In a single motion your own neck breaks, instantly killing you!"); story("THE DEALER: Good night... sir."); player.gameOver(); } } } story("You take a seat, and the dealer pulls out a deck of cards."); story("THE DEALER: The game for tonight is Blackjack! Do you know how to play?\n* YES.\n* NO."); c1 = "yes"; c2 = "no"; decision = decisionProcess(c1, c2); if (decision == 1) { story("Good. let us begin then."); } else { story( "THE DEALER: The goal of blackjack is to beat the dealer's hand without going over 21."); story( "THE DEALER: Face cards are worth 10. Aces are worth 1 or 11, whichever makes a better hand."); story("THE DEALER: With that being said, let us begin."); } story("First to three wins the wager!"); int playerScore = 0; int dealerScore = 0; while (playerScore < 3 && dealerScore < 3) { if (playerScore == 2 && dealerScore == 2) { story("THE DEALER: The wager of a millennium! It all goes down to this game!"); } BlackJack blackJackGame = new BlackJack(); boolean playerWin = BlackJack.playRound(); if (playerWin == true) { playerScore = playerScore + 1; if (playerScore == 1 && dealerScore == 0) { story("THE DEALER: Let's hope lady luck stays faithful to you. Again!"); } else if (playerScore == 2) { story("THE DEALER: Another win for you, good sir! Very good!"); } } else { dealerScore = dealerScore + 1; if (dealerScore == 1) { story("THE DEALER: Aha! This game belongs to me!"); } else if (dealerScore == 2) { story("THE DEALER: Another win for THE DEALER! I wish you the best of luck, sir."); } } story("SCORE:\nYou: " + playerScore + "\nTHE DEALER: " + dealerScore); } if (playerScore == 3) { story("You won the wager!"); player.cunMod(1); story("THE DEALER: Well, a wager's a wager, and my curse bounds me to my word."); story("The dealer places the key upon the table."); story("The exit is behind me. Good luck on your further adventures, sir."); } else { story("You lost the wager!"); story("THE DEALER: Well, a wager's a wager, and my curse belongs to you now!"); story( "You suddenly lose consciousness, and your body becomes possessed of the dealer's curse!"); story("No longer caring for gold and adventure, you take the dealer's seat."); story("EX-DEALER: I'm free! How long has it been...?"); player.gameOver(); } }
public static void levelStrangerFight() { story( "Confident in your own strength, you attempt to break free and turn the tables against the attacker."); randomStory = randomizer(5) + 4; story("You gather yourself and try your hardest to break free from the hold."); if (randomStory <= player.getStr()) { story("In a flash, you drive his blade-arm away from you and knock him on the ground."); player.strMod(1); story( "STRANGER: Ugh... You are a formidable one, adventurer. I do enjoy a challenge, however."); story( "Your enemy has his back to the ground! You can either go for the BLADE or try to FINISH him off!"); c1 = "blade"; c2 = "finish"; decision = decisionProcess(c1, c2); if (decision == 1) { story("Following your instinct, you sprint towards the shiny metal blade."); randomStory = randomizer(5) + 4; if (randomStory <= player.getStr()) { story( "The stranger springs up and runs for the weapon as well, but fails to beat you to it."); story("Seeing that you now wield the blade, he hurriedly takes off down the hallway."); player.bladeMod(true); } else if (randomStory > player.getStr()) { story("However, the stranger springs up and beats you to the weapon."); story("You are unable to react quickly enough, and he cuts you down with a single blow!"); story( "Your killer greedily pockets all your hard-earned gold with no regrets of your expense."); player.gameOver(); } } else if (decision == 2) { story( "Ignoring the shiny metal weapon, you forcefully pin the attacker against the ground."); story("You both exchange blows, leaving yourself with a bloody face and fists."); randomMod = randomizer(3) + 3; player.hpMod(randomMod * -1); story("However, you manage to finish off your adversary by breaking his neck!"); story( "Relieved that you survived the encounter, you take the dead stranger's gold and the weapon."); randomMod = randomizer(200) + 50; player.goldMod(randomMod); player.bladeMod(true); story( "You brush the dust off your clothes with your hands and delve deeper into the dungeon's darkly-lit corridors."); } } else if (randomStory > player.getStr()) { story("You gather yourself and try your hardest to break free from the hold."); story("Unfortunately, your strength failed you and the stranger slices open your throat."); story( "Your killer greedily pockets all your hard-earned gold with no regrets of your expense."); player.gameOver(); } }