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Copy pathWeaponChecks.pde
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WeaponChecks.pde
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void weaponChecks() {
switch(currentWeapon) {
case 1:
//Nothing about the damage should change.
break;
case 2:
damageMod= 1.1;
break;
case 3:
damageMod= 1.3;
break;
case 4:
damageMod = 1.4;
break;
case 5:
damageMod = 1.6;
break;
case 6:
damageMod = 1.7;
break;
case 7:
damageMod = 1.9;
weaponX = weaponX-20;
break;
case 8:
damageMod = 2;
weaponX = weaponX-20;
break;
case 9:
damageMod = 1.5;
break;
default:
System.out.println("Error: There is currently no weapon selected.");
break;
}
weaponImage[1] = loadImage("Dagger.png"); //Dagger 1
weaponImage[2] = loadImage("advanced_dagger.png"); //Dagger 2
weaponImage[3] = loadImage("Sword.png"); //Sword 1
weaponImage[4] = loadImage("advanced_sword.png"); //Sword 2
weaponImage[5] = loadImage("Spear.png"); //Spear 1
weaponImage[6] = loadImage("advanced_spear.gif"); //Spear 2
weaponImage[7] = loadImage("Hammer.png"); //Hammer 1
weaponImage[8] = loadImage("advanced_hammer.png"); //Hammer 2
//weaponImage[9] = loadImage(""); //Bow
//Make sure when declaring the image, that you use [currentWeapon] in the square brackets, that is so that you use the weapon that the player actually has equiped.
/*
This will track the inventory
*/
inventory[1] = loadImage("Dagger.png"); //This will never change
inventoryTrack[1] = 1; //This will never change
}
void chestOpen() {
if (health <= 10) {
health = 50;
return;
}
luck = (int)random(1, 3);
switch(luck) {
case 1:
int rand = (int) random(2, 9);
if (weaponCount != 8) {
weaponCount++;
inventory[weaponCount] = weaponImage[rand];
inventoryTrack[weaponCount] = rand;
}
break;
case 2:
health = health / 2;
break;
case 3:
if (health != 100) {
health = 100;
}
break;
}
}