CommonerQuest: Primitive Text Based JRPG
Posted: Tue Feb 26, 2019 5:06 pm
One day, I though about the comment of how a D&D Cat can kill a level 1 commoner.
I've never checked or played, but whatever.
I then decided to make basically a random number generator to determine which would win, which eventually evolved into a moderately fledged game.
So...
Here it is.
What I've done:
1) Damage is randomly generated via a simulated dice of varying sides.
2)Multiple foes. Sort of.
3)Classes. Sort of.
4) Player can input name as well as attack choices.
4.5) Certain names have...interesting effects >:D. You can just read it, but try messing around and see what happens. Special names are not case-sensitive because I have the relevant string converted to lower case (but not the names themselves, as they are a separate variable).
I'm planning on 1. adding status effects to the game (which will affect damage dealt/received as a modifier, and fade gradually) and 2. make the game sort of default into a survival mode, where you will perpetually be barraged by a one on one foe fight of various types until you become rich and famous or something. Also a third tier of class changes, but that doesn't matter much until the other two are implemented.
Here's the code:
CommonerQuest V9
I've never checked or played, but whatever.
I then decided to make basically a random number generator to determine which would win, which eventually evolved into a moderately fledged game.
So...
Here it is.
What I've done:
1) Damage is randomly generated via a simulated dice of varying sides.
2)Multiple foes. Sort of.
3)Classes. Sort of.
4) Player can input name as well as attack choices.
4.5) Certain names have...interesting effects >:D. You can just read it, but try messing around and see what happens. Special names are not case-sensitive because I have the relevant string converted to lower case (but not the names themselves, as they are a separate variable).
I'm planning on 1. adding status effects to the game (which will affect damage dealt/received as a modifier, and fade gradually) and 2. make the game sort of default into a survival mode, where you will perpetually be barraged by a one on one foe fight of various types until you become rich and famous or something. Also a third tier of class changes, but that doesn't matter much until the other two are implemented.
Here's the code:
CommonerQuest V9
Code: Select all
import java.util.Scanner;
public class commonerQuest {
String attackNameNormal;
int dieCount;
int dieSide;
double accuracy;
double critLimit;
//Static Variable
static double foeCON=0.0;
static int foeCONUp=0;
static int winCount;
static int noHeals=0;
static String classType;
static String foeName;
static double foeHealth;
static double foeMaxHealth;
static double playerHealth;
static double playerMaxHealth;
//Constructors
public commonerQuest(String attackNameNormal, int dieCount, int dieSide, double accuracy, double critLimit)
{
//Normal Attack
this.attackNameNormal=attackNameNormal;
this.dieCount=dieCount;
this.dieSide=dieSide;
this.accuracy=accuracy;
this.critLimit=critLimit;
}
public commonerQuest()
{
//Normal Attack
this.attackNameNormal="<normal attack name>";
this.dieCount=0;
this.dieSide=0;
this.accuracy=0.0;
this.critLimit=0.0;
}
//setters
public void setAccuracy(double accuracy)
{this.accuracy=accuracy;}
public void setAttackNameNormal(String attackNameNormal)
{this.attackNameNormal=attackNameNormal;}
public void setCritLimit(double critLimit)
{this.critLimit=critLimit;}
public void setDieSide(int dieSide)
{this.dieSide=dieSide;}
public void setDieCount(int dieCount)
{this.dieCount=dieCount;}
//getters
public double getAccuracy()
{return this.accuracy;}
public String getAttackNameNormal()
{return this.attackNameNormal;}
public double getCritLimit()
{return this.critLimit;}
public int getDieSide()
{return this.dieSide;}
public int getDieCount()
{return this.dieCount;}
public static void main(String[] args){
System.out.println ("Welcome to COMMONER QUEST!");
System.out.println ("Please input name.");
int classChangeLoop=0;
double randoFoe=(0);
double gold=(Math.ceil((Math.random()*4)+(Math.random()*4)+(Math.random()*4)));
double currentGold=(Math.ceil((Math.random()*4))+100);
System.out.println ("Current cash:"+currentGold);
double currentRoll=0;
double totalRoll=0;
classType=" ";
//Class stats
//Commoner Stats
double commonCON=(Math.ceil(Math.random()*19)+1);
playerHealth=commonCON+10;
playerMaxHealth=playerHealth;
System.out.println("Commoner Max Health="+playerHealth);
System.out.println("");
classType="Commoner";
double rogueCON=(Math.random()*29)+1;
double warriorCON=(Math.random()*19)+1;
//Foe Stats
//Cat stats
foeCON=Math.ceil((Math.random()*14)+1);
foeHealth=foeCON+6;
foeMaxHealth=foeHealth;
foeName="Cat";
//Grue Stats
foeCON=Math.ceil((Math.random()*29)+1);
//double foeHealth=grueCON+10+Math.ceil((Math.random()*5)+1);
double grueEvade=2;
//Constructors
//Attack
//public statusAttack()
//public healAttack()
//Name effects
Scanner playerNameInput = new Scanner(System.in);
String playerName = playerNameInput.nextLine();
System.out.println ("Welcome "+playerName+"!");
String playerNameEffect=playerName.toLowerCase();
if (playerNameEffect.equals("muffin")||playerNameEffect.equals("tiamat")||playerNameEffect.equals("fluff")||playerNameEffect.equals("*fluff*"))
{
System.out.println ("*fluff*");
playerMaxHealth+=5;
}
if (playerNameEffect.equals("king") || playerNameEffect.equals("dr mcninja") || playerNameEffect.equals("white mage") || playerNameEffect.equals("jester") || playerNameEffect.equals("dr. mcninja") || playerNameEffect.equals("hard mode") )
{
System.out.println ("YOU WERE WARNED! YOU ARE NOW WEAKER THAN BEFORE.");
playerHealth-=5;
currentGold-=50;
foeCONUp=1;
}
if (playerNameEffect.equals("cuco") || playerNameEffect.equals("almond") || playerNameEffect.equals("cucumber") || playerNameEffect.equals("carrot"))
{
System.out.println ("Welcome to CucoQuest (tm)");
currentGold+=60;
foeCONUp=-1;
}
if (playerNameEffect.equals("grue")||playerNameEffect.equals("zork"))
{
System.out.println ("It is pitch black. You are likely to be eaten by a grue.");
playerMaxHealth-=5;
}
if (playerNameEffect.equals("lich")||playerNameEffect.equals("roxas")|playerNameEffect.equals("ada")||playerNameEffect.equals("dregg")||playerNameEffect.equals("amber"))
{
System.out.println ("And with many strange aeons even death may die.");
System.out.println ("Beware the Wolfsbane.");
noHeals=-1;
playerMaxHealth+=5;
}
//Printing stats
System.out.println("Commoner Max Health="+playerMaxHealth);
System.out.println("Cat Max Health="+foeHealth);
System.out.println("Grue Max Health="+foeHealth);
System.out.println ("Current cash:"+currentGold);
System.out.println ("");
//Commoner Attacks Flail 2d6, Punch 1d8, Slap 1d4, Kick 1d12
double damageBreath=0.0;
//Cat Attacks Claw3d4, Bite 1d6, HB2d4, Slash1d12
//Scenario Battle 1 (Cat)
System.out.println ("You are a lowly COMMONER. You have no value at all. You are wandering the streets when HOLYCOWWHATTHEHECK a CAT just jumped at you!");
System.out.println ("What do you DO?!");
System.out.println ("Available attacks are: Kick, Slap, Punch, Flail and Breathe. Please do not use spaces or the attack may be invalid.");
System.out.println ("You may also use the corresponding number keys for offensive attacks and QWERTY for healing ones.");
//Executes Battle 1
foeCON=Math.ceil((Math.random()*14)+1);
CONCheck();
foeHealth=foeCON+6;
foeMaxHealth=foeHealth;
while ((foeHealth>0)&&(playerHealth>0) && winCount<1)
{
randoFoe=(Math.ceil((Math.random()*4)));
System.out.print (">Input attack: ");
Scanner actionCommon = new Scanner(System.in);
String attackCommon = actionCommon.nextLine();
attackCommon=attackCommon.toLowerCase( );
System.out.println("//"+playerName+"'s Turn\\\\");
if (attackCommon.equals("kick")||attackCommon.equals("1"))
{
commonerQuest kick=new commonerQuest("Kick",1,12,35.0,12.0);
normalAttackHit(kick);
}
if (attackCommon.equals("slap") || attackCommon.equals("2"))
{
commonerQuest slap=new commonerQuest("Slap",1,4,5.0,4.0);
normalAttackHit(slap);
}
if (attackCommon.equals("punch") || attackCommon.equals("3"))
{
commonerQuest punch=new commonerQuest("Punch",1,8,15.0,8.0);
normalAttackHit(punch);
}
if (attackCommon.equals("flail") || attackCommon.equals("4"))
{
commonerQuest flail=new commonerQuest("Flail",2,6,42.0,12.0);
normalAttackHit(flail);
}
if (attackCommon.equals("breath") || attackCommon.equals("breathe") || attackCommon.equals("q"))
{
commonerQuest breath=new commonerQuest("Breathe",1,6,6.0,0);
healAttackPlayer(breath);
}
if (attackCommon.equals("pet"))
{
System.out.println ("Commoner...um...pets the murdercat for some reason. The cat tries to claw the hand off.");
System.out.println ("You sure that was a good idea? At least the cat took 1 damage.");
foeHealth--;
System.out.println ("Cat Health is now "+foeHealth+"/"+foeMaxHealth);
}
if (attackCommon.equals("derp") || attackCommon.equals("xyz"))
{
System.out.println ("0m3G4 protocol activated. Foe death inbound.");
foeHealth=0.0;
}
System.out.println("\\\\"+foeName+"'s Turn//");
//Cat Attacks
if (randoFoe==1)
{
commonerQuest slash=new commonerQuest("Slash",1,12,25.0,11.0);
foeAttackHit(slash);
}
if (randoFoe==2)
{
commonerQuest claw=new commonerQuest("Claw",3,4,55.0,12.0);
foeAttackHit(claw);
}
if (randoFoe==3)
{
commonerQuest bite=new commonerQuest("Bite",2,3,10.0,6.0);
foeAttackHit(bite);
}
if (randoFoe==4)
{
commonerQuest hairball=new commonerQuest("Hairball",2,4,15.0,8.0);
foeAttackHit(hairball);
}
turnSummary();
}
if (playerHealth<=0)
System.out.println ("You lose! Commoner is felled! Cat is victorious! Cat gets 3d4="+gold+" GP!");
if ((foeHealth<=0)&&(playerHealth>0))
{
System.out.println ("You win! Cat is felled! Commoner is victorious! Commoner gets 3d4="+gold+" GP!");
winCount++;
}
if (winCount==1)
{
System.out.println ("===");
System.out.println ("===");
System.out.println ("Congratulations! You've unlocked a class change!");
System.out.println ("Would you like to be a WARRIOR or a ROGUE?");
classChangeLoop=1;
while (classChangeLoop==1)
{
Scanner classChange1 = new Scanner(System.in);
String classChange1alpha = classChange1.nextLine();
classChange1alpha=classChange1alpha.toLowerCase();
if (classChange1alpha.equals("warrior") || classChange1alpha.equals("rogue"))
{
if (classChange1alpha.equals("warrior"))
{
System.out.println ("You are now a WARRIOR! You do not strike as hard as possible, but you can take hits like a walking sheet of metal.");
System.out.println ("...which you basically are, so that works out pretty well.");
classType="Warrior";
classChangeLoop=0;
}
if (classChange1alpha.equals("rogue"))
{
System.out.println ("You are now a ROGUE! You are not very good at taking blows, but you can backstab your way to victory.");
System.out.println ("You can sometimes hit so fast that you get in another attack before your foes can react! Be the onslaught!");
classType="Rogue";
classChangeLoop=0;
}
}
else
{
System.out.println("I'm sorry, I did not get that. You might have typed in a space or mispelled your input.");
System.out.println ("===");
System.out.println ("===");
System.out.println ("Congratulations! You've unlocked a class change!");
System.out.println ("Would you like to be a WARRIOR or a ROGUE?");
}
}
}
//Battle 2:Grue
if (winCount==1)
{
foeName="Grue";
if (classType==("Warrior"))
{
playerMaxHealth=(playerMaxHealth)+warriorCON+15;
}
if (classType==("Rogue"))
{
playerMaxHealth=playerMaxHealth+rogueCON+5;
}
playerMaxHealth=Math.ceil(playerMaxHealth);
healCheck();
foeCON=Math.ceil((Math.random()*29)+1);
CONCheck();
foeHealth=45+foeCON;
foeMaxHealth=foeHealth;
System.out.println ("===");
System.out.println ("===");
System.out.println ("Alike all, you are twisty in passages of a little maze.");
System.out.println("You find the early 80's reference suspicious when A GRUE ABRUPLTY ATTACKS! You have no idea what this is! Seriously, there was originally no art.");
System.out.println("Let's say its a crane. A giant sharp toothed angry crane.");
while ((foeHealth>0)&&(playerHealth>0) && winCount==1)
{
System.out.println("//"+playerName+"'s Turn\\\\");
randoFoe=(Math.ceil(Math.random()*9)+1);
if (classType=="Rogue")
{
commonerQuest followUp=new commonerQuest("Follow-up",1,4,5.0,4.0);
System.out.println("Available attacks are: Shiv, Backstab, Hurl, Blitz, Agility and Bandage");
System.out.println("Bandage and Agility are defensive and as such are QWERTY. All other attacks have hotkeys with the number keys.");
Scanner actionB2 = new Scanner(System.in);
String attackB2 = actionB2.nextLine();
attackB2=attackB2.toLowerCase();
char attackB2C=attackB2.charAt(0);
double followUpCheck=(Math.ceil(Math.random()*5));
if (attackB2.equals("shiv")||attackB2.equals("1"))
{
commonerQuest shiv=new commonerQuest("Shiv",2,4,10.0,8.0);
normalAttackHit(shiv);
if (followUpCheck>2)
{
normalAttackHit(followUp);
}
}
if (attackB2.equals("backstab")||attackB2.equals("2"))
{
commonerQuest backstabA=new commonerQuest("Backstab",1,6,15.0,6.0);
normalAttackHit(backstabA);
commonerQuest backstabB=new commonerQuest("Follow-up",1,4,30.0,4.0);
normalAttackHit(backstabB);
if (followUpCheck>3)
{
normalAttackHit(followUp);
}
}
if (attackB2.equals("hurl")||attackB2.equals("3"))
{
commonerQuest hurl=new commonerQuest("Hurl",1,8,5.0,8.0);
normalAttackHit(hurl);
}
if (attackB2.equals("blitz")||attackB2.equals("4"))
{
commonerQuest blitz=new commonerQuest("Blitz",4,4,50.0,14.0);
normalAttackHit(blitz);
if (followUpCheck>3)
{
normalAttackHit(followUp);
while (followUpCheck>4)
{
followUpCheck=(Math.ceil(Math.random()*4)+1);
normalAttackHit(followUp);
}
}
if (attackB2.equals("bandage") || attackB2.equals("q"))
{
commonerQuest bandage=new commonerQuest("bandage",1,12,11.0,0);
healAttackPlayer(bandage);
if (followUpCheck>3)
{
normalAttackHit(followUp);
}
}
}
}
if (classType=="Warrior")
{
System.out.println("Available attacks are: Smash, Bash, Flurry, Rend, Block and Bandage");
System.out.println("Block and Bandage are defensive and as such are QWERTY. All other attacks have hotkeys with the number keys.");
Scanner actionB2 = new Scanner(System.in);
String attackB2 = actionB2.nextLine();
attackB2=attackB2.toLowerCase( );
if (attackB2.equals("smash")||attackB2.equals("1"))
{
commonerQuest smash=new commonerQuest("Smash",1,6,1.0,6.0);
normalAttackHit(smash);
}
if (attackB2.equals("bash")||attackB2.equals("2"))
{
commonerQuest bash=new commonerQuest("Bash",2,4,15.0,7.0);
normalAttackHit(bash);
}
if (attackB2.equals("flurry")||attackB2.equals("3"))
{
commonerQuest flurryA=new commonerQuest("Flurry",2,4,40.0,16.0);
normalAttackHit(flurryA);
System.out.println("Warrior rests for a moment");
commonerQuest flurryB=new commonerQuest("Finisher!!",1,8,15.0,16.0);
normalAttackHit(flurryB);
}
if (attackB2.equals("rend")||attackB2.equals("4"))
{
commonerQuest rend=new commonerQuest("Rend",1,20,20.0,6.0);
normalAttackHit(rend);
}
if (attackB2.equals("bandage") || attackB2.equals("q"))
{
commonerQuest bandage=new commonerQuest("bandage",3,4,10.0,0);
healAttackPlayer(bandage);
}
}
commonerQuest combo=new commonerQuest("its speed for a Combo Attack!",1,4,35.0,4.0);
double comboCheck=(Math.ceil(Math.random()*19)+1);
if (randoFoe==1||randoFoe==2)
{
commonerQuest gnaw=new commonerQuest("Gnaw",2,4,10.0,8.0);
foeAttackHit(gnaw);
if (comboCheck>18)
{
foeAttackHit(combo);
}
}
if (randoFoe==3||randoFoe==4)
{
commonerQuest ravage=new commonerQuest("Ravage",3,4,15.0,10.0);
foeAttackHit(ravage);
if (comboCheck>15)
{
foeAttackHit(combo);
}
}
if (randoFoe==5)
{
commonerQuest grind=new commonerQuest("Grind",1,20,25.0,20.0);
foeAttackHit(grind);
if (comboCheck>18)
{
foeAttackHit(combo);
}
}
if (randoFoe==7||randoFoe==8)
{
commonerQuest swiftBlow=new commonerQuest("Swift Blow",1,8,5.0,3.0);
foeAttackHit(swiftBlow);
if (comboCheck>13)
{
foeAttackHit(combo);
comboCheck=(Math.ceil(Math.random()*19)+1);
if (comboCheck>16)
{
foeAttackHit(combo);
}
}
}
if (randoFoe==9||randoFoe==10)
{
commonerQuest gobble=new commonerQuest("Gobble",1,6,15.0,8.0);
foeAttackHit(gobble);
commonerQuest gobbleHeal=new commonerQuest("a darn self healing skill",1,4,4.0,4.0);
healAttackFoe(gobbleHeal);
}
if (randoFoe==6)
{
commonerQuest heal=new commonerQuest("Heal",2,6,4.0,8.0);
healAttackFoe(heal);
if (comboCheck>18)
{
foeAttackHit(combo);
}
}
turnSummary();
}
if (playerHealth<=0)
{
System.out.println ("You lose! "+classType+" is felled! Grue is victorious! Grue gets 3d4="+gold+" GP!");
}
if ((foeHealth<=0)&&(playerHealth>0))
{
System.out.println ("You win! Grue is felled! "+classType+" is victorious! "+classType+" gets 3d4="+gold+" GP!");
winCount++;
}
}
}
public static void healAttackPlayer(commonerQuest aspectHeal)
{
int dieSide=aspectHeal.getDieSide();
String attackNameNormal=aspectHeal.getAttackNameNormal();
int dieCount=aspectHeal.getDieCount();
double critLimit=aspectHeal.getCritLimit();
double currentRoll=0;
double totalRoll=0;
for (int i=0; i<dieCount; i++)
{
currentRoll=(Math.random()*(dieSide-1))+1;
currentRoll=Math.ceil(currentRoll);
totalRoll=totalRoll+=currentRoll;
System.out.println ("Roll "+(i+1)+":"+currentRoll);
}
if (totalRoll>=critLimit)
{
totalRoll+=(totalRoll/4);
totalRoll=(Math.floor(totalRoll));
}
playerHealth=playerHealth+=totalRoll;
if (playerHealth>playerMaxHealth)
{
playerHealth=playerMaxHealth;
}
System.out.print (classType+" uses "+attackNameNormal+"! ");
System.out.println(classType+" Health is now "+playerHealth+" out of "+playerMaxHealth+".");
}
public static void normalAttackHit(commonerQuest aspectNormal)
{
int dieSide=aspectNormal.getDieSide();
String attackNameNormal=aspectNormal.getAttackNameNormal();
int dieCount=aspectNormal.getDieCount();
double accuracy=aspectNormal.getAccuracy();
double critLimit=aspectNormal.getCritLimit();
double currentRoll=0;
double totalRoll=0;
double hitCheck=0.0;
int missCount=0;
for (int i=0; i<dieCount; i++)
{
currentRoll=(Math.random()*(dieSide-1))+1;
currentRoll=Math.ceil(currentRoll);
hitCheck=(Math.ceil(Math.random()*99)+1);
if (accuracy<hitCheck)
{
totalRoll=totalRoll+=currentRoll;
System.out.println ("Roll "+(i+1)+":"+currentRoll);
}
else
{
System.out.println("...the blow missed the foe");
missCount++;
}
}
if (totalRoll>=critLimit)
{
totalRoll+=(totalRoll/4);
totalRoll=(Math.floor(totalRoll));
}
System.out.print (classType+" uses "+attackNameNormal+"! ");
if (missCount<dieCount)
{
System.out.println (dieCount+"d"+dieSide+"="+totalRoll+". "+foeName+" takes "+totalRoll+" damage.");
foeHealth=foeHealth-=totalRoll;
}
else
{
System.out.println("...But it missed completely!");
}
System.out.println(foeName+" Health is now "+foeHealth+" out of "+foeMaxHealth+".");
}
public static void foeAttackHit(commonerQuest aspectNormalFoe)
{
int dieSide=aspectNormalFoe.getDieSide();
String attackNameNormalFoe=aspectNormalFoe.getAttackNameNormal();
int dieCount=aspectNormalFoe.getDieCount();
double accuracy=aspectNormalFoe.getAccuracy();
double critLimit=aspectNormalFoe.getCritLimit();
double currentRoll=0;
double totalRoll=0;
double hitCheck=0.0;
int missCount=0;
for (int i=0; i<dieCount; i++)
{
currentRoll=(Math.random()*(dieSide-1))+1;
currentRoll=Math.ceil(currentRoll);
hitCheck=(Math.ceil(Math.random()*99)+1);
if (accuracy<hitCheck)
{
totalRoll=totalRoll+=currentRoll;
System.out.println ("Roll "+(i+1)+":"+currentRoll);
}
else
{
System.out.println("...the blow missed you.");
missCount++;
}
}
if (totalRoll>=critLimit)
{
totalRoll+=(totalRoll/4);
totalRoll=(Math.floor(totalRoll));
}
System.out.print (foeName+" uses "+attackNameNormalFoe+"! ");
if (missCount<dieCount)
{
System.out.println (dieCount+"d"+dieSide+"="+totalRoll+". "+classType+" takes "+totalRoll+" damage.");
playerHealth=playerHealth-=totalRoll;
}
else
{
System.out.println("...But it missed completely!");
}
System.out.println(classType+" Health is now "+playerHealth+" out of "+playerMaxHealth+".");
}
public static void healAttackFoe(commonerQuest aspectHeal)
{
int dieSide=aspectHeal.getDieSide();
String attackNameNormal=aspectHeal.getAttackNameNormal();
int dieCount=aspectHeal.getDieCount();
double critLimit=aspectHeal.getCritLimit();
double currentRoll=0;
double totalRoll=0;
for (int i=0; i<dieCount; i++)
{
currentRoll=(Math.random()*(dieSide-1))+1;
currentRoll=Math.ceil(currentRoll);
totalRoll=totalRoll+=currentRoll;
System.out.println ("Roll "+(i+1)+":"+currentRoll);
}
if (totalRoll>=critLimit)
{
totalRoll+=(totalRoll/4);
totalRoll=(Math.floor(totalRoll));
}
foeHealth=foeHealth+=totalRoll;
if(foeHealth>foeMaxHealth)
{
foeHealth=foeMaxHealth;
}
System.out.print (foeName+" uses "+attackNameNormal+"! ");
System.out.println(foeName+" Health is now "+foeHealth+" out of "+foeMaxHealth+".");
}
public static void healCheck()
{
if (noHeals==1)
{
System.out.println("You rest at a roadside TAVERN before continuing on your way. Your HEALTH has been fully restored!");
playerHealth=playerMaxHealth;
System.out.println(classType+" Health is "+playerHealth+" out of "+playerMaxHealth);
}
if (noHeals==0)
{
System.out.println("You rest at a musty roadside TAVERN before continuing on your way. Your HEALTH has been restored!");
if (playerHealth<playerMaxHealth-5);
{
playerHealth=playerMaxHealth-5;
}
System.out.println(classType+" Health is "+playerHealth+" out of "+playerMaxHealth);
}
if (noHeals==-1)
{
System.out.println("You rest at a pit full of sharp rocks and smelly moss before moving on. You get no sleep at all.");
System.out.println("Also, the tavern blew up last night. Again. Frigging fantasy settings.");
playerHealth=Math.ceil(playerMaxHealth/3.5)+playerHealth;
}
}
public static void turnSummary()
{
System.out.println ("|| "+classType+" Health is "+playerHealth+" out of "+playerMaxHealth+"||");
System.out.println ("|| "+foeName+" Health is "+foeHealth+" out of "+foeMaxHealth+" //");
}
public static void CONCheck()
{
foeCON=foeCON+(foeCONUp*5);
}
}