public static void levelStrangerSurrender() { player.goldMod(player.getGold() * -1); story("You reluctantly empty your pockets of every last piece of gold."); story("STRANGER: You made the right decision. I said I would spare your life."); story("STRANGER: But not your thoughts."); story("Your head is met with the blow of the hilt of the thief's blade."); story("You fade into unconsciousness..."); story("..."); story("..."); story("..."); randomMod = randomizer(4) + 2; player.hpMod(randomMod * -1); story("You awaken, dazed, unsure of how long you were knocked out."); story("Your pockets remain empty. The encounter was no dream."); story("Despite the loss, you vigilantly get on your feet, ready for the next challenge."); }
public static void eventMonsterUndead() { story( "You pass upon the corpse of a fallen adventurer. You spot a coin purse and a crude-looking sword still grasped by his lifeless hand."); story("Do you wish to LOOT the corpse or RESPECT the dead man and leave his body alone?"); c1 = "loot"; c2 = "respect"; decision = decisionProcess(c1, c2); if (decision == 1) { MonsterBattle undead = new MonsterBattle(30, 8, 100, "Undead Adventurer"); if (player.getBlade() == false) { story( "Knowing that you need the blade more than he does, you reach down to take the weapon."); } else { story( "Knowing that coin proves more useful to the living, you reach down for his coin purse."); } randomStory = randomizer(2); if (randomStory == 1) { story("...!"); story( "You jump at the sight of the unliving adventurer rising up, ready to defend its peace!"); undead.battle(); if (player.getBlade() == false) { story("You take the now-truly-dead adventurer's old blade."); player.bladeMod(true); } story("What a fight! You hope you find a way of healing yourself soon."); } else { if (player.getBlade() == false) { player.bladeMod(true); story( "Also knowing that coin proves more useful to the living, you reach down for his coin purse."); } randomMod = randomizer(90) + 10; story("You count " + randomMod * player.getGoldFind() + " pieces of gold!"); player.goldMod(randomMod); } } else { story( "You are better than this. Respecting the dead is far more important than loot... right?"); player.willMod(1); } }
public static void eventMonsterArmor() { MonsterBattle armor = new MonsterBattle(50, 10, 500, "Cursed Armor"); story("After walking for some time, you enter an elegantly built room - one fit for royalty."); story("The first thing you spot is a massive, golden chest behind an idle suit of armor."); story("You believe the gold chest cannot simply be for grabs."); story("Do you wish to APPROACH the golden chest or avoid it and CARRY on?"); c1 = "approach"; c2 = "carry"; decision = decisionProcess(c1, c2); if (decision == 1) { story("You cautiously approach the treasure, hoping nothing happens."); story("You open the chest, revealing piles over piles of gold!"); story("To your actual surprise, the golden chest appears to be free of traps!"); story("You pocket as much gold as humanly possible! You're rich!"); player.goldMod(randomizer(1000)); story("...!"); story("Your euphoria is interrupted by a loud, metal, clanking noise."); story("Behind you - the suit of armor no longer remains idle, bearing a large mace!"); armor.battle(); story("The suit of armor, along with its massive weapon, crumbles into dust."); story("Incredible. You survived what seemed to be an impossible fight..."); story("Gravely wounded, you rest for awhile in the room..."); player.hpMod(randomizer(5) + 5); story("You wake up slightly rejuvenated with several of your injuries healed."); story("This room must be sacred, since you have recovered so quickly."); story("You get on your legs and leave bearing more teasure than you have imagined."); } else { story("Worried by a trap or curse tied with the treasure, you continue onward."); story("Survival over treasure seems the best strategy to you."); } }
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(); } }
public static void eventTreasure() { story("Walking further down the dungeon's dark halls, you encounter a tiny chest."); story( "It sits upon a peculiar stone pedestal bearing engravings of unfamiliar creatures, brightly lit by burning torches."); story("Your curiosity tells you to open the chest, but you remain extremely cautious."); story("You could OPEN the chest, IGNORE it, or CHECK the surroundings for traps."); c1 = "open"; c2 = "ignore"; c3 = "check"; decision = decisionProcess(c1, c2, c3); if (decision == 1) { randomStory = randomizer(10); if (randomStory < 5) { story( "As you open the chest, you hear a clicking noise, and an arrow shoots to your knee!"); story("You scream in pain, quickly hushing yourself in case something hears you."); randomMod = randomizer(10) * -1; player.hpMod(randomMod); } else if (randomStory >= 5) { randomMod = randomizer(40) + 10; story( "You open the chest, revealing a pile of " + randomMod * player.getGoldFind() + " gold! You sigh in relief as you pocket the shinies."); player.goldMod(randomMod); } } else if (decision == 2) { story("You decide to resist the temptations of treasure and continue down the path."); player.willMod(1); } else if (decision == 3) { story("You dilligently search the surroundings for any sort of dangers."); randomMod = randomizer(10); if (randomStory <= player.getCun()) { story( "To your expectatons, you spot an arrow trap against the wall, aiming to where one would stand to open the chest."); story("You open the chest from the opposite side, triggering the trap without harm."); randomMod = randomizer(100); story( "The chest contains a pile of " + randomMod * player.getGoldFind() + " gold! You smugly pocket the treasure, having outsmarted the dungeon's follies."); player.goldMod(randomMod); player.cunMod(1); } else if (randomStory > player.getCun()) { story( "However, you accidentally trigger a pressure plate on the ground, springing an arrow trap! Your shoulder is met with the piercing of an arrowhead."); randomMod = randomizer(10); player.hpMod(randomMod * -1); } } }