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Please fix the bug: 'storage.get is not a function' in or related to this line: 'if (storage.get(key) === undefined) {' Line Number: 5456 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Please fix the bug: 'storage.get is not a function' in or related to this line: 'if (storage.get(key) === undefined) {' Line Number: 5456 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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oyuna başarımlar sekmesi ekle !
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20 Level e çıkaralım Göz seviyesini Emperor Time için
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Gözün seviyesini dövüşerek+Antrenman yaparak arttıralım
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Emperor Time Dövüşte istediğimiz zaman kullanabiliriz ama saniye başı 2 ila 3 can götürsün ve Scarlet Eye's ı 3 Level yapmamız gereksin Emperor Time Nen Vow unu Create Hatsu kısmında yapmak için kısaca Gizli bir hatsu Emperor Time ve ekstra Kurta lar için veya tüm klanlar için özel Nen yeminleri ekle
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Her Klan kendi hatsusunu Boostlasın ve Kurta olan biri Nen Vow kullanırken Emperor Time ı yemin olarak yaratsın yani 2. Hatsu yaratmış olsun dövüşte ya biz istersek açabilirizki ekran Kırmızıya dönsün böyle olunca ve Debug Mode a istediğimiz klana geçme ekle
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Clan:Kurta,Lucifer,Netero,Freecss,Zoldyck falan diye yazsın bunlardan biri denk gelirse bize yoksa Clan:None yazsın
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Race imiz Human olduğu zaman Netero,Zoldyck,Freecss,Lucifer,Kurta gibi Klan Bonusları alabilelim nadirlikler %10 ila %20 maks
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Bossların Canlarını arttır he bide Dövüş sırasında Yeni Nen yeminleri yapabilelim mesela canımız 200 ün altına düşerse gidip Tüm Potansiyeline Erişme Yemini yapabilelim karşılığında 100 Seviye olalım ki bu Normal sınırın yani 50 nin üstüne çıkmak ! oluyor +10000 Aura +2000 Can Tüm Hatsuların NİHAİ versiyonları ama karşılığında savaş sonunda ölürüz!
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Kurapika Boss u ekle ! 5 Saldırısı olsun Serçe parmağındaki onun istediğini yapmazsak tek atsın öldürsün direk diyerlerini yap bide ırkımız Level imizin yanında Yazsın Race:Human Race:Chimera Ant/King/Royal anladın sen
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Debug Mode sekmesine +100 Stat da eklesene hemen +1000 Stat ın altına
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Boss lara belirli bir Savunma ekle (neden çünkü Gon a falan tek atıyoruz normal Hatsu açtığımız zamanki Statlarla Boss lar Ken falan kullansın Ten kullansın savunma için ) ve her bölgeye bir tane at NGL olay örgüsü baya uzun olsun ve orada bir Chimera karıncasına kaybedersek ve bizi yerse Chimera karıncası olarak Reankarne olabilelim %80 şansla normal Chimera karıncası %15 Kraliyet muhafızı %5 Kral olarak
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Bosslara gidemiyoruz Gittiğimiz yerlerdeki Olay örgülerini uzat ve Boss larla savaşacağımız bir seçenek ekle
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Bossların saldırıları daha cezalandırıcı olsun ve özel olsun ve esktra başka özel Boss lar ekle bu Bosslarla Boss fight ta değilde Travel ile gittiğimiz yerlerde savaşalım ve Hatsumuza göre savaş ekranındayken extra mesela Jajanken in 3 özelliğide olsun biz Hatsumuzun özelliklerine çalışalım vede
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Boss lara da Nen yeteneği ataki Specialist oynarken onlardan aynı sanki Enchancer gibi Gon la kapışırken Jajanken:Rock ı kopyalayıp kullana bileyim !
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Enchancer a Gon un Hatsusunu ekle ve Specialist te Kopyalama yeteneği için savaşta 3 tane boş slot koy karşımızdaki kişinin yeteneğini kopyalayıp kullanalım !
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yeni Gidilebilecek alanlar ekle ve Nen türleri için daha fazla Hatsu ve savaşlarda bu Hatsular için özel seçenekler olsun
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yeni Gidilebilecek alanlar ekle ve Nen türleri için daha fazla Hatsu ve savaşlarda bu Hatsular için özel seçenekler olsun ve Greed Island otomatik 40 seviyede açılsın (mesela Savaşta ekstra haraket veren Hatsular Gon un Jajanken i gibi)
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Hunter Exam butonu yok ekle bi yere
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Bosslarda Hatsularını kullanabilsin mesela Gon Jajanken kullansın Rock,Paper,Scisor Killua Lightning Hatsu kullansın Hisoka Bungee Gum kullansın
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Nen butonunun yerini değiştir
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Nen butonu kayboluyor şimdide her zaman ekranda dursun o diyer butonlar gibi
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Yeni bölgeler ekle gidile bilen ve bizim şu an oyunda olan Greed Island Newyork ve Dark Continent e özel diyaloglar yaz her birinde arka plan değişsin ve uzun bir hikaye örgüsü olsun ve Savaş sistemi yap Savaşlarda 1 biz 1 karşı taraf hamle yapacak ekranda yeteneklerimiz Aura mız canımız falan olacak bide açtığımız yeteneklerimiz mesela Gon Jajanken:Scisor ! kullandı Parry basarak durdurabiliriz Str stat ımız 400 ise
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butonlar kayboluyor (Nen le Hatsu yaratma butonları)birde Debug mode olarak kenara sadece Yaratıcı diye otomatik stat verebileceğim butonlar koysana test için
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var MenuButton = Container.expand(function (text, callback) { var self = Container.call(this); var buttonBg = self.attachAsset('buttonBg', { anchorX: 0.5, anchorY: 0.5 }); var buttonText = new Text2(text, { size: 40, fill: 0xFFFFFF }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); self.callback = callback; self.isHovered = false; self.down = function (x, y, obj) { LK.getSound('menuSelect').play(); if (self.callback) { self.callback(); } }; self.move = function (x, y, obj) { if (!self.isHovered) { self.isHovered = true; buttonBg.tint = 0x6a6a6a; } }; return self; }); var SkillButton = Container.expand(function (skill, skillData) { var self = Container.call(this); var buttonColor = skillData.unlocked ? 0x4a4a4a : 0x2a2a2a; var buttonBg = LK.getAsset('buttonBg', { anchorX: 0.5, anchorY: 0.5, tint: buttonColor }); self.addChild(buttonBg); var skillText = new Text2(skillData.name, { size: 32, fill: skillData.unlocked ? 0xFFFFFF : 0x888888 }); skillText.anchor.set(0.5, 0.3); self.addChild(skillText); var costText = new Text2("SP: " + skillData.cost, { size: 24, fill: 0x00FF00 }); costText.anchor.set(0.5, 0.7); self.addChild(costText); self.skill = skill; self.skillData = skillData; self.down = function (x, y, obj) { if (!skillData.unlocked && player.skillPoints >= skillData.cost) { LK.getSound('levelUp').play(); unlockSkill(skill, skillData); } }; return self; }); var StatBar = Container.expand(function (label, maxValue, currentValue, color) { var self = Container.call(this); var labelText = new Text2(label + ": " + currentValue + "/" + maxValue, { size: 30, fill: 0xFFFFFF }); labelText.anchor.set(0, 0.5); self.addChild(labelText); var barBg = self.attachAsset('statBar', { anchorX: 0, anchorY: 0.5, x: 200 }); var barFill = LK.getAsset('statBarFill', { anchorX: 0, anchorY: 0.5, x: 200, scaleX: currentValue / maxValue, tint: color || 0x00ff00 }); self.addChild(barFill); self.maxValue = maxValue; self.currentValue = currentValue; self.barFill = barFill; self.labelText = labelText; self.updateValue = function (newValue) { self.currentValue = Math.max(0, Math.min(newValue, self.maxValue)); self.barFill.scaleX = self.currentValue / self.maxValue; self.labelText.setText(label + ": " + self.currentValue + "/" + self.maxValue); }; return self; }); var StoryPanel = Container.expand(function () { var self = Container.call(this); var panelBg = self.attachAsset('backgroundPanel', { anchorX: 0.5, anchorY: 0.5 }); var storyText = new Text2("", { size: 34, fill: 0xFFFFFF, wordWrap: true, wordWrapWidth: 1700 }); storyText.anchor.set(0.5, 0.5); self.addChild(storyText); self.storyText = storyText; self.setText = function (text) { self.storyText.setText(text); }; return self; }); var TrainingButton = Container.expand(function (activity, activityData) { var self = Container.call(this); var buttonBg = self.attachAsset('buttonBg', { anchorX: 0.5, anchorY: 0.5 }); var buttonText = new Text2(activityData.name, { size: 36, fill: 0xFFFFFF }); buttonText.anchor.set(0.5, 0.3); self.addChild(buttonText); var costText = new Text2("Energy: " + activityData.cost, { size: 24, fill: 0xFFFF00 }); costText.anchor.set(0.5, 0.7); self.addChild(costText); self.activity = activity; self.activityData = activityData; self.isHovered = false; self.down = function (x, y, obj) { if (player.energy >= activityData.cost) { LK.getSound('menuSelect').play(); performTraining(activity); } }; self.move = function (x, y, obj) { if (!self.isHovered) { self.isHovered = true; buttonBg.tint = 0x6a6a6a; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a1a1a }); /**** * Game Code ****/ // Game State var gameState = "characterCreation"; var trainingState = "menu"; // menu, training, skillTree var debugMode = true; // Set to false to hide debug buttons var player = { name: "Hunter", nenType: "", level: 1, experience: 0, maxExperience: 100, health: 100, maxHealth: 100, aura: 50, maxAura: 50, stats: { strength: 10, speed: 10, intelligence: 10, aura: 10 }, abilities: [], currentChapter: 1, energy: 100, maxEnergy: 100, skillPoints: 0, trainingCount: 0, hunterExamCompleted: false, hatsu: null, nenVow: null, hatsuMastery: 0 }; // Nen Types Data var nenTypes = { "Enhancer": { description: "Enhancers can increase the natural abilities of an object or one's own body.", bonuses: { strength: 3, health: 20 } }, "Emitter": { description: "Emitters can separate their aura from their body and control it from a distance.", bonuses: { aura: 10, intelligence: 2 } }, "Manipulator": { description: "Manipulators can control living or non-living things with their aura.", bonuses: { intelligence: 3, aura: 5 } }, "Transmuter": { description: "Transmuters can change the properties of their aura to mimic other substances.", bonuses: { speed: 3, aura: 5 } }, "Conjurer": { description: "Conjurers can create physical objects out of their aura.", bonuses: { intelligence: 2, aura: 8 } }, "Specialist": { description: "Specialists have unique abilities that don't fit into other categories.", bonuses: { aura: 15 } } }; // Story Chapters - Hunter Exam Stages var storyChapters = { 1: { title: "Hunter Exam - Phase 1: The Long Run", text: "Examiner Satotz leads 404 applicants through the Milsy Wetlands. You must keep up with his pace while avoiding the creatures lurking in the fog. How do you proceed?", choices: [{ text: "Stay close to the examiner and maintain steady pace", action: "steady_pace" }, { text: "Sprint ahead to secure a good position", action: "sprint_ahead" }, { text: "Help other struggling candidates", action: "help_others" }] }, 2: { title: "Hunter Exam - Phase 2: Gourmet Hunters", text: "Examiners Menchi and Buhara challenge you to cook! Buhara wants roasted whole pig, while Menchi demands the perfect boiled egg. The kitchen is chaotic with desperate candidates.", choices: [{ text: "Hunt the Great Stamp pig with strategy", action: "hunt_strategically" }, { text: "Attempt to cook multiple dishes quickly", action: "cook_multiple" }, { text: "Observe successful candidates and learn", action: "observe_learn" }] }, 3: { title: "Hunter Exam - Phase 3: Trick Tower", text: "The 50-hour time limit challenge in the Trick Tower! You must navigate traps, puzzles, and face other candidates. Your current path leads to a choice of three doors.", choices: [{ text: "Choose the door marked with strength symbol", action: "strength_door" }, { text: "Choose the door marked with wisdom symbol", action: "wisdom_door" }, { text: "Choose the door marked with agility symbol", action: "agility_door" }] }, 4: { title: "Hunter Exam - Phase 4: Zevil Island", text: "You've landed on Zevil Island! Each candidate must collect 6 points total - 3 from your target's badge, 1 from your own, and 2 from anyone else's. Your target has been spotted near the rocky cliffs.", choices: [{ text: "Ambush your target using stealth", action: "stealth_ambush" }, { text: "Challenge your target to direct combat", action: "direct_combat" }, { text: "Set a trap and wait patiently", action: "set_trap" }] }, 5: { title: "Hunter Exam - Phase 5: Final Tournament", text: "The final phase! A tournament bracket has been set. You face a dangerous opponent who seems to have killed before. The fight can end in victory, defeat, or death. What's your strategy?", choices: [{ text: "Fight with full power from the start", action: "full_power" }, { text: "Analyze opponent's fighting style first", action: "analyze_first" }, { text: "Try to win through tactics and cunning", action: "tactical_approach" }] } }; // Boss System var bosses = { gon: { name: "Gon Freecss", level: 25, health: 500, maxHealth: 500, stats: { strength: 30, speed: 35, intelligence: 20, aura: 25 }, abilities: ["Rock Paper Scissors", "Enhanced Senses"], reward: { experience: 200, skillPoints: 10, unlockMessage: "You've learned Gon's determination!" } }, killua: { name: "Killua Zoldyck", level: 30, health: 450, maxHealth: 450, stats: { strength: 25, speed: 45, intelligence: 35, aura: 30 }, abilities: ["Thunderbolt", "Assassin Techniques"], reward: { experience: 250, skillPoints: 12, unlockMessage: "You've learned Killua's lightning speed!" } }, hisoka: { name: "Hisoka Morow", level: 50, health: 800, maxHealth: 800, stats: { strength: 40, speed: 38, intelligence: 45, aura: 50 }, abilities: ["Bungee Gum", "Texture Surprise"], reward: { experience: 400, skillPoints: 20, unlockMessage: "You've survived Hisoka's twisted game!" } }, illumi: { name: "Illumi Zoldyck", level: 45, health: 700, maxHealth: 700, stats: { strength: 35, speed: 30, intelligence: 50, aura: 45 }, abilities: ["Needle People", "Manipulation"], reward: { experience: 350, skillPoints: 18, unlockMessage: "You've overcome Illumi's manipulation!" } } }; // Travel Locations var travelLocations = { heavensArena: { name: "Heaven's Arena", description: "Fight through 200 floors of the famous combat tower. Face stronger opponents as you climb higher.", unlocked: true, floors: 200, currentFloor: 1, background: 0x4a4a4a, opponents: [{ name: "Floor 50 Fighter", level: 10, reward: { exp: 50, money: 100 } }, { name: "Floor 100 Fighter", level: 20, reward: { exp: 100, money: 200 } }, { name: "Floor 150 Fighter", level: 30, reward: { exp: 150, money: 300 } }, { name: "Floor 200 Champion", level: 40, reward: { exp: 200, money: 500 } }] }, yorknewCity: { name: "Yorknew City", description: "The bustling auction city where the Phantom Troupe lurks in shadows.", unlocked: false, unlockRequirement: "Complete Heaven's Arena", background: 0x2a2a4a, story: "You arrive in Yorknew City during the annual auction. The streets buzz with activity, but there's an underlying tension. Reports of the Phantom Troupe's presence have put everyone on edge. As a Hunter, you must decide your next move carefully.", chapters: [{ title: "Arrival in Yorknew", text: "The towering skyscrapers of Yorknew City cast long shadows as you step off the airship. The Southernpiece Auction is about to begin, and you can sense the aura of powerful individuals gathering. What's your approach?", choices: [{ text: "Head to the auction house immediately", action: "auction_direct", consequences: "You gain intel on rare items but attract unwanted attention" }, { text: "Gather information in the underground markets", action: "underground_info", consequences: "You learn about Phantom Troupe movements" }, { text: "Contact the Hunter Association for backup", action: "hunter_backup", consequences: "You gain allies but alert criminals to Hunter presence" }] }, { title: "The Phantom Troupe Encounter", text: "During your investigation, you've crossed paths with members of the notorious Phantom Troupe. Their leader, Chrollo, stands before you with an unsettling calm. The air crackles with deadly nen energy.", choices: [{ text: "Challenge them directly", action: "direct_confrontation", consequences: "High risk, high reward - massive stat gains if you survive" }, { text: "Attempt to negotiate", action: "negotiate_troupe", consequences: "Learn secret techniques but make dangerous enemies" }, { text: "Retreat and plan an ambush", action: "tactical_retreat", consequences: "Safe but miss opportunity for major growth" }] }] }, greedIsland: { name: "Greed Island", description: "Enter the legendary game world where nen users compete for ultimate prizes.", unlocked: false, unlockRequirement: "Reach Level 40", background: 0x2a4a2a, story: "You've obtained one of the rare copies of Greed Island, the legendary game created by Nen users. As you activate the game, reality shifts around you and you find yourself in a vibrant virtual world where everything is real and death is permanent.", chapters: [{ title: "Tutorial Island", text: "Welcome to Greed Island! A cheerful NPC named Elena explains the rules. You must collect designated cards to win, but beware - other players will kill for rare cards. Your starting city of Antokiba spreads out before you.", choices: [{ text: "Head to the rocky area to hunt monsters", action: "hunt_monsters", consequences: "Gain combat experience and basic spell cards" }, { text: "Team up with other new players", action: "form_team", consequences: "Safety in numbers but shared rewards" }, { text: "Seek out veteran players for advice", action: "veteran_advice", consequences: "Learn advanced strategies but reveal your rookie status" }] }, { title: "The Bomber's Challenge", text: "You've encountered Genthru, the infamous Bomber. His explosive nen ability has already killed dozens of players. He offers a deadly game - find his bombs hidden throughout the island or face his wrath directly.", choices: [{ text: "Accept the bomb disposal challenge", action: "bomb_challenge", consequences: "Extremely dangerous but massive rewards if successful" }, { text: "Rally other players to fight together", action: "unite_players", consequences: "Share the danger and potential victory" }, { text: "Try to outmaneuver him with speed", action: "speed_escape", consequences: "Avoid direct confrontation but miss rare cards" }] }] }, darkContinent: { name: "Dark Continent", description: "The forbidden realm beyond the known world, home to unimaginable horrors and treasures.", unlocked: false, unlockRequirement: "Master your Hatsu and reach Level 50", background: 0x1a1a2a, story: "Beyond the world map lies the Dark Continent - a place so dangerous that it's forbidden by international law. Ancient civilizations, impossible creatures, and treasures that could reshape the world await those brave or foolish enough to venture here.", chapters: [{ title: "The Gatekeeper's Trial", text: "At the edge of the known world, a massive stone guardian blocks your path. Its eyes glow with ancient nen energy as it speaks: 'Only those who understand the true nature of nen may pass. Show me your resolve, human.'", choices: [{ text: "Demonstrate your most powerful Hatsu", action: "show_hatsu", consequences: "Prove your worth but exhaust yourself" }, { text: "Attempt to communicate with the guardian", action: "communicate_guardian", consequences: "Learn ancient nen secrets or face its wrath" }, { text: "Try to sneak past using stealth", action: "stealth_bypass", consequences: "Avoid confrontation but miss valuable knowledge" }] }, { title: "The Chimera Ant Colony", text: "Deep in the Dark Continent, you discover a massive Chimera Ant colony. These aren't the ants from the known world - these are the originals, far more powerful and intelligent. Their Queen regards you with calculating eyes.", choices: [{ text: "Challenge the Queen to single combat", action: "queen_combat", consequences: "Ultimate test of strength - victory means legendary power" }, { text: "Offer to serve the colony temporarily", action: "serve_colony", consequences: "Learn their combat techniques but risk losing humanity" }, { text: "Attempt to form an alliance", action: "ant_alliance", consequences: "Gain powerful allies but make enemies of other humans" }] }] } }; // Training Activities var trainingActivities = { meditation: { name: "Meditation", description: "Focus your mind and expand your aura capacity", cost: 10, // energy cost benefits: { aura: 2, intelligence: 1 }, experience: 15 }, pushups: { name: "Push-ups", description: "Build physical strength through intense training", cost: 15, benefits: { strength: 2, health: 5 }, experience: 20 }, running: { name: "Running", description: "Improve speed and endurance", cost: 12, benefits: { speed: 2, health: 3 }, experience: 18 } }; // Hatsu Creation System var hatsuTemplates = { enhancer: [{ name: "Titan Fist", description: "Enhance punching power by 300%", auraReq: 20, conditions: "Must maintain eye contact with target" }, { name: "Iron Skin", description: "Harden skin to deflect attacks", auraReq: 15, conditions: "Cannot move while active" }, { name: "Healing Touch", description: "Accelerate healing of wounds", auraReq: 25, conditions: "Must touch wound for 30 seconds" }], emitter: [{ name: "Spirit Gun", description: "Fire concentrated aura bullets", auraReq: 18, conditions: "Must point finger like a gun" }, { name: "Teleport Beacon", description: "Mark location for instant teleportation", auraReq: 30, conditions: "Can only have one beacon active" }, { name: "Aura Shield", description: "Project defensive barrier at distance", auraReq: 22, conditions: "Shield weakens with distance" }], manipulator: [{ name: "Puppet Master", description: "Control defeated opponents", auraReq: 35, conditions: "Target must be unconscious first" }, { name: "Object Dance", description: "Animate and control inanimate objects", auraReq: 20, conditions: "Must physically touch object first" }, { name: "Memory Thief", description: "Extract and view target's memories", auraReq: 40, conditions: "Must maintain physical contact for 1 minute" }], transmuter: [{ name: "Lightning Palm", description: "Transform aura into electricity", auraReq: 25, conditions: "Damage self if used more than 3 times per day" }, { name: "Rubber Body", description: "Make body elastic and bouncy", auraReq: 20, conditions: "Vulnerable to sharp objects while active" }, { name: "Poison Touch", description: "Transmute aura into various toxins", auraReq: 30, conditions: "Must know chemical composition of poison" }], conjurer: [{ name: "Weapon Vault", description: "Conjure any weapon you've mastered", auraReq: 28, conditions: "Must have trained with weapon for 100 hours" }, { name: "Fortress Creation", description: "Conjure defensive structures", auraReq: 45, conditions: "Cannot move while maintaining structure" }, { name: "Binding Chains", description: "Create unbreakable restraints", auraReq: 35, conditions: "Chains disappear if you lose consciousness" }], specialist: [{ name: "Fate Reading", description: "See possible futures of target", auraReq: 50, conditions: "Can only be used once per person" }, { name: "Power Copy", description: "Temporarily copy opponent's ability", auraReq: 60, conditions: "Must witness ability being used 3 times" }, { name: "Soul Bond", description: "Share damage and healing with ally", auraReq: 40, conditions: "Bond lasts until one partner dies" }] }; // Nen Techniques System var nenTechniques = { basic: { name: "Basic Nen Principles", techniques: [{ name: "Ten", description: "Shroud your body with aura to enhance defense", cost: 0, unlocked: false, auraReq: 10, benefits: { defense: 20 } }, { name: "Zetsu", description: "Stop the flow of aura to hide your presence", cost: 5, unlocked: false, auraReq: 15, benefits: { stealth: 30 } }, { name: "Ren", description: "Increase the amount of aura around your body", cost: 10, unlocked: false, auraReq: 20, benefits: { aura: 10, strength: 5 } }, { name: "Hatsu", description: "Use aura to perform supernatural feats", cost: 20, unlocked: false, auraReq: 30, benefits: { allStats: 5 } }] }, advanced: { name: "Advanced Nen Techniques", techniques: [{ name: "Gyo", description: "Focus aura into your eyes to see hidden things", cost: 15, unlocked: false, auraReq: 25, benefits: { intelligence: 10 } }, { name: "In", description: "Hide your aura completely", cost: 25, unlocked: false, auraReq: 35, benefits: { stealth: 50 } }, { name: "En", description: "Extend your aura to sense surroundings", cost: 30, unlocked: false, auraReq: 40, benefits: { aura: 15, intelligence: 8 } }, { name: "Shu", description: "Extend aura to objects you're holding", cost: 20, unlocked: false, auraReq: 30, benefits: { strength: 12 } }, { name: "Ko", description: "Focus all aura into one body part", cost: 35, unlocked: false, auraReq: 45, benefits: { strength: 20 } }, { name: "Ken", description: "Maintain Ren for extended periods", cost: 40, unlocked: false, auraReq: 50, benefits: { aura: 20, health: 30 } }] } }; // Add Nen mastery to player data var nenMastery = { basicMastered: 0, advancedMastered: 0, totalTechniques: 0 }; // Battle System Data var currentBattle = null; var battleState = { playerTurn: true, playerHealth: 0, enemyHealth: 0, playerAura: 0, enemyAura: 0, battleLog: [], availableActions: [], enemy: null }; // Battle Actions var battleActions = { attack: { name: "Basic Attack", auraRequired: 5, damage: "strength", description: "Strike with your fists" }, hatsuAttack: { name: "Hatsu Attack", auraRequired: 20, damage: "hatsu", description: "Use your unique Hatsu ability" }, nenTechnique: { name: "Nen Technique", auraRequired: 15, damage: "technique", description: "Use mastered Nen techniques" }, parry: { name: "Parry", auraRequired: 10, damage: 0, description: "Block and counter the next attack" }, guard: { name: "Guard", auraRequired: 5, damage: 0, description: "Reduce incoming damage by 50%" }, recover: { name: "Recover Aura", auraRequired: 0, damage: 0, description: "Restore 30 aura points" } }; // Nen Vows System var nenVows = [{ name: "Combat Restriction", description: "Never use Hatsu to kill", powerBoost: 1.5, type: "moral" }, { name: "Time Limit", description: "Ability only works for 10 minutes per day", powerBoost: 2.0, type: "temporal" }, { name: "Location Binding", description: "Ability only works in specific location", powerBoost: 2.5, type: "spatial" }, { name: "Emotional Trigger", description: "Only works when extremely angry", powerBoost: 1.8, type: "emotional" }, { name: "Risk of Death", description: "Ability will kill you if overused", powerBoost: 3.0, type: "sacrificial" }, { name: "Shared Burden", description: "Allies also take damage when you do", powerBoost: 2.2, type: "collective" }]; // Skill Tree var skillTree = { enhancer: { name: "Enhancement Skills", skills: [{ name: "Iron Body", cost: 50, unlocked: false, description: "Increase defense by 20%" }, { name: "Power Boost", cost: 100, unlocked: false, description: "Increase strength by 50%" }, { name: "Regeneration", cost: 150, unlocked: false, description: "Slowly recover health over time" }] }, emitter: { name: "Emission Skills", skills: [{ name: "Aura Blast", cost: 60, unlocked: false, description: "Ranged aura attack" }, { name: "Remote Control", cost: 120, unlocked: false, description: "Control objects from distance" }, { name: "Aura Sphere", cost: 180, unlocked: false, description: "Create protective aura barriers" }] }, manipulator: { name: "Manipulation Skills", skills: [{ name: "Object Control", cost: 70, unlocked: false, description: "Manipulate nearby objects" }, { name: "Mind Influence", cost: 140, unlocked: false, description: "Influence enemy actions" }, { name: "Mass Control", cost: 200, unlocked: false, description: "Control multiple targets" }] }, transmuter: { name: "Transmutation Skills", skills: [{ name: "Rubber Aura", cost: 55, unlocked: false, description: "Make aura elastic and bouncy" }, { name: "Electric Aura", cost: 110, unlocked: false, description: "Transmute aura into electricity" }, { name: "Shape Shift", cost: 165, unlocked: false, description: "Change aura into various forms" }] }, conjurer: { name: "Conjuration Skills", skills: [{ name: "Weapon Summon", cost: 80, unlocked: false, description: "Conjure basic weapons" }, { name: "Tool Creation", cost: 160, unlocked: false, description: "Create useful tools" }, { name: "Complex Objects", cost: 240, unlocked: false, description: "Conjure complex mechanisms" }] }, specialist: { name: "Specialist Skills", skills: [{ name: "Unique Ability", cost: 100, unlocked: false, description: "Discover your unique power" }, { name: "Power Amplify", cost: 200, unlocked: false, description: "Amplify all abilities" }, { name: "Reality Bend", cost: 300, unlocked: false, description: "Bend rules of reality" }] } }; // UI Elements var storyPanel; var buttons = []; var statsUI = []; var titleText; var playerInfoText; var levelText; var statNumbersText = []; // Initialize UI function initializeUI() { // Title titleText = new Text2("Hunter X Hunter: Nen Mastery Challenge", { size: 56, fill: 0xFFFF00 }); titleText.anchor.set(0.5, 0.5); titleText.x = 1024; titleText.y = 150; game.addChild(titleText); // Story Panel - moved to center-right storyPanel = new StoryPanel(); storyPanel.x = 1200; storyPanel.y = 700; game.addChild(storyPanel); // Bottom left stats panel background var statsPanelBg = LK.getAsset('backgroundPanel', { anchorX: 0, anchorY: 1, scaleX: 0.4, scaleY: 0.8, tint: 0x1a1a1a }); statsPanelBg.x = 50; statsPanelBg.y = 2680; game.addChild(statsPanelBg); // Level display levelText = new Text2("Level: " + player.level, { size: 38, fill: 0xFFFF00 }); levelText.anchor.set(0, 0.5); levelText.x = 80; levelText.y = 2250; game.addChild(levelText); // Player info under level playerInfoText = new Text2("Nen Type: " + (player.nenType || "None") + "\nSP: " + player.skillPoints, { size: 28, fill: 0xFFFFFF }); playerInfoText.anchor.set(0, 0.5); playerInfoText.x = 80; playerInfoText.y = 2310; game.addChild(playerInfoText); // Stats as numbers var statsLabels = ["Strength", "Speed", "Intelligence", "Aura"]; var statsValues = [player.stats.strength, player.stats.speed, player.stats.intelligence, player.stats.aura]; for (var i = 0; i < statsLabels.length; i++) { var statText = new Text2(statsLabels[i] + ": " + statsValues[i], { size: 24, fill: 0xAAFFAA }); statText.anchor.set(0, 0.5); statText.x = 80; statText.y = 2400 + i * 30; statNumbersText.push(statText); game.addChild(statText); } // Status bars (Health, Aura, Energy, Experience) - compact version var statusY = 2520; statsUI.push(new StatBar("Health", player.maxHealth, player.health, 0xff0000)); statsUI.push(new StatBar("Aura", player.maxAura, player.aura, 0x0066ff)); statsUI.push(new StatBar("Energy", player.maxEnergy, player.energy, 0x00ff00)); statsUI.push(new StatBar("Experience", player.maxExperience, player.experience, 0xffff00)); for (var i = 0; i < statsUI.length; i++) { statsUI[i].x = 80; statsUI[i].y = statusY + i * 40; statsUI[i].scaleX = 0.7; // Make bars more compact statsUI[i].scaleY = 0.7; game.addChild(statsUI[i]); } } // Character Creation function startCharacterCreation() { storyPanel.setText("Welcome, aspiring Hunter! First, you must discover your Nen type. Choose your path:"); clearButtons(); var nenTypeKeys = Object.keys(nenTypes); for (var i = 0; i < nenTypeKeys.length; i++) { var nenType = nenTypeKeys[i]; var button = new MenuButton(nenType, createNenTypeCallback(nenType)); button.x = 400 + i % 3 * 450; button.y = 1200 + Math.floor(i / 3) * 100; buttons.push(button); game.addChild(button); } } function createNenTypeCallback(nenType) { return function () { selectNenType(nenType); }; } function selectNenType(nenType) { player.nenType = nenType; var typeData = nenTypes[nenType]; // Apply bonuses if (typeData.bonuses.strength) player.stats.strength += typeData.bonuses.strength; if (typeData.bonuses.speed) player.stats.speed += typeData.bonuses.speed; if (typeData.bonuses.intelligence) player.stats.intelligence += typeData.bonuses.intelligence; if (typeData.bonuses.aura) player.stats.aura += typeData.bonuses.aura; if (typeData.bonuses.health) { player.maxHealth += typeData.bonuses.health; player.health = player.maxHealth; } storyPanel.setText("Excellent! You are a " + nenType + ". " + typeData.description); clearButtons(); var continueButton = new MenuButton("Start Training", function () { gameState = "training"; startTrainingMode(); }); continueButton.x = 1024; continueButton.y = 1400; buttons.push(continueButton); game.addChild(continueButton); updateStatsUI(); } // Story System function startStoryChapter(chapterNum) { var chapter = storyChapters[chapterNum]; if (!chapter) return; player.currentChapter = chapterNum; storyPanel.setText(chapter.title + "\n\n" + chapter.text); clearButtons(); for (var i = 0; i < chapter.choices.length; i++) { var choice = chapter.choices[i]; var button = new MenuButton(choice.text, createChoiceCallback(choice.action)); button.x = 1024; button.y = 1400 + i * 100; buttons.push(button); game.addChild(button); } } function createChoiceCallback(action) { return function () { handleChoice(action); }; } function handleChoice(action) { var result = ""; var expGain = 0; switch (action) { // Phase 1: The Long Run case "steady_pace": result = "You maintain a steady pace, conserving energy while staying with the main group. Your endurance improves and you avoid the dangerous creatures in the fog."; player.stats.speed += 2; player.maxHealth += 10; expGain = 30; break; case "sprint_ahead": result = "You sprint ahead but exhaust yourself. However, you gain valuable experience in speed and spot shortcuts for future reference."; player.stats.speed += 3; player.health -= 15; expGain = 25; break; case "help_others": result = "You help struggling candidates, earning their respect. Your leadership skills and intelligence grow, though you use more energy."; player.stats.intelligence += 2; player.health -= 10; expGain = 35; break; // Phase 2: Gourmet Hunters case "hunt_strategically": result = "You successfully hunt the Great Stamp pig using clever tactics. Your strategic thinking and strength improve significantly."; player.stats.strength += 3; player.stats.intelligence += 2; expGain = 40; break; case "cook_multiple": result = "You attempt multiple dishes but burn several. You learn from your mistakes and improve your multitasking abilities."; player.stats.intelligence += 1; player.stats.speed += 2; expGain = 25; break; case "observe_learn": result = "You carefully observe successful candidates and learn their techniques. Your analytical skills improve greatly."; player.stats.intelligence += 4; expGain = 45; break; // Phase 3: Trick Tower case "strength_door": result = "You choose the strength path and face physical challenges. Your raw power increases but you take some damage from the trials."; player.stats.strength += 4; player.health -= 20; expGain = 35; break; case "wisdom_door": result = "You solve complex puzzles and riddles. Your intelligence grows significantly as you overcome mental challenges."; player.stats.intelligence += 5; expGain = 50; break; case "agility_door": result = "You navigate through speed-based obstacles and traps. Your agility and reflexes improve dramatically."; player.stats.speed += 4; expGain = 40; break; // Phase 4: Zevil Island case "stealth_ambush": result = "You successfully ambush your target using stealth tactics. Your speed and intelligence improve from the successful strategy."; player.stats.speed += 3; player.stats.intelligence += 2; expGain = 45; break; case "direct_combat": result = "You engage in direct combat with your target. A fierce battle ensues, improving your strength but leaving you injured."; player.stats.strength += 4; player.health -= 25; expGain = 40; break; case "set_trap": result = "You patiently set a trap and wait. Your strategic thinking pays off as you capture your target with minimal effort."; player.stats.intelligence += 3; player.stats.aura += 2; expGain = 50; break; // Phase 5: Final Tournament case "full_power": result = "You unleash your full power from the start! Your overwhelming strength secures victory, and you pass the Hunter Exam!"; player.stats.strength += 5; player.stats.aura += 3; expGain = 60; break; case "analyze_first": result = "You carefully analyze your opponent's fighting style before striking. Your tactical approach leads to a decisive victory!"; player.stats.intelligence += 4; player.stats.speed += 3; expGain = 65; break; case "tactical_approach": result = "You use cunning tactics to outmaneuver your opponent. Your strategic mind proves superior, earning you the Hunter License!"; player.stats.intelligence += 5; player.stats.aura += 4; expGain = 70; break; } // Apply experience player.experience += expGain; if (player.experience >= player.maxExperience) { levelUp(); } storyPanel.setText(result); clearButtons(); var continueButton = new MenuButton("Continue", function () { var nextChapter = player.currentChapter + 1; if (nextChapter <= 5) { startStoryChapter(nextChapter); } else { showGameComplete(); } }); continueButton.x = 1024; continueButton.y = 1400; buttons.push(continueButton); game.addChild(continueButton); updateStatsUI(); } function levelUp() { if (player.level >= 50) { return; // Maximum level reached } player.level++; player.skillPoints += 2; // Give 2 SP per level player.experience = 0; player.maxExperience += 50; player.maxHealth += 20; player.health = player.maxHealth; player.maxAura += 10; player.aura = player.maxAura; LK.getSound('levelUp').play(); LK.effects.flashScreen(0xffff00, 500); } function showGameComplete() { player.hunterExamCompleted = true; storyPanel.setText("🎉 CONGRATULATIONS! 🎉\n\nYou have successfully passed the Hunter Exam and earned your Hunter License!\n\nYou survived all 5 phases:\n✓ The Long Run through Milsy Wetlands\n✓ Gourmet Hunters Challenge\n✓ Trick Tower Navigation\n✓ Zevil Island Badge Hunt\n✓ Final Tournament Victory\n\nYou can now access advanced Nen techniques through the Skill Tree and continue your journey as a licensed Hunter!\n\nFinal Stats:\nLevel: " + player.level + "\nNen Type: " + player.nenType + "\nStrength: " + player.stats.strength + "\nSpeed: " + player.stats.speed + "\nIntelligence: " + player.stats.intelligence + "\nAura: " + player.stats.aura); clearButtons(); var continueButton = new MenuButton("Continue as Licensed Hunter", function () { gameState = "training"; startTrainingMode(); }); continueButton.x = 1024; continueButton.y = 1400; buttons.push(continueButton); game.addChild(continueButton); LK.setScore(player.level * 100 + player.stats.strength + player.stats.speed + player.stats.intelligence + player.stats.aura); } function startTrainingMode() { storyPanel.setText("Welcome to the training grounds! Train your abilities before attempting the Hunter Exam.\n\nTraining will cost energy but will make you stronger. Rest to recover energy."); clearButtons(); // Training buttons var activities = Object.keys(trainingActivities); for (var i = 0; i < activities.length; i++) { var activity = activities[i]; var activityData = trainingActivities[activity]; var button = new TrainingButton(activity, activityData); button.x = 400 + i * 450; button.y = 1300; buttons.push(button); game.addChild(button); } // Rest button var restButton = new MenuButton("Rest (+50 Energy)", function () { player.energy = Math.min(player.maxEnergy, player.energy + 50); updateStatsUI(); }); restButton.x = 400; restButton.y = 1450; buttons.push(restButton); game.addChild(restButton); // Skill Tree button (only available after Hunter Exam) if (player.hunterExamCompleted) { var skillTreeButton = new MenuButton("Skill Tree", function () { showSkillTree(); }); skillTreeButton.x = 850; skillTreeButton.y = 1450; buttons.push(skillTreeButton); game.addChild(skillTreeButton); } else { var skillTreeButton = new MenuButton("Skill Tree (Locked)", function () { // Do nothing - button is disabled }); skillTreeButton.x = 850; skillTreeButton.y = 1450; skillTreeButton.alpha = 0.5; // Make it look disabled buttons.push(skillTreeButton); game.addChild(skillTreeButton); } // Nen Techniques button (always visible when player has a Nen type) var nenButton = new MenuButton("Nen Techniques", function () { showNenTechniques(); }); nenButton.x = 850; nenButton.y = 1550; if (player.nenType) { buttons.push(nenButton); game.addChild(nenButton); } else { nenButton.alpha = 0.5; // Make it look disabled when no Nen type buttons.push(nenButton); game.addChild(nenButton); } // Hatsu Creation button (available based on Nen type and requirements) if (player.nenType) { var hatsuReqs = player.stats.aura >= 150 && player.stats.strength >= 250 && player.stats.intelligence >= 100; var hatsuButtonText = hatsuReqs || player.hatsu ? "Create Hatsu" : "Create Hatsu (Need: 150 Aura, 250 Str, 100 Int)"; var hatsuButton = new MenuButton(hatsuButtonText, function () { showHatsuCreation(); }); hatsuButton.x = 1750; hatsuButton.y = 1450; if (!hatsuReqs && !player.hatsu) { hatsuButton.alpha = 0.7; } buttons.push(hatsuButton); game.addChild(hatsuButton); } // Travel button var travelButton = new MenuButton("Travel", function () { showTravelMenu(); }); travelButton.x = 1300; travelButton.y = 1550; buttons.push(travelButton); game.addChild(travelButton); // Debug Mode - Creator buttons for testing if (debugMode) { // Debug panel background var debugPanelBg = LK.getAsset('backgroundPanel', { anchorX: 0.5, anchorY: 0, scaleX: 0.9, scaleY: 0.3, tint: 0x330033 }); debugPanelBg.x = 1024; debugPanelBg.y = 1650; game.addChild(debugPanelBg); var debugLabel = new Text2("=== DEBUG MODE ===", { size: 32, fill: 0xFF00FF }); debugLabel.anchor.set(0.5, 0.5); debugLabel.x = 1024; debugLabel.y = 1680; game.addChild(debugLabel); var debugButton = new MenuButton("Yaratıcı: +1000 Stat", function () { player.stats.strength += 1000; player.stats.speed += 1000; player.stats.intelligence += 1000; player.stats.aura += 1000; player.maxAura += 1000; player.aura = player.maxAura; player.skillPoints += 100; updateStatsUI(); LK.effects.flashScreen(0xff00ff, 300); startTrainingMode(); // Refresh to show updated requirements }); debugButton.x = 400; debugButton.y = 1750; debugButton.scaleX = 0.7; debugButton.scaleY = 0.7; buttons.push(debugButton); game.addChild(debugButton); var debugLevelButton = new MenuButton("Yaratıcı: +10 Level", function () { for (var i = 0; i < 10; i++) { if (player.level < 50) { levelUp(); } } updateStatsUI(); LK.effects.flashScreen(0x00ffff, 300); }); debugLevelButton.x = 750; debugLevelButton.y = 1750; debugLevelButton.scaleX = 0.7; debugLevelButton.scaleY = 0.7; buttons.push(debugLevelButton); game.addChild(debugLevelButton); var debugEnergyButton = new MenuButton("Yaratıcı: Dolu Enerji", function () { player.energy = player.maxEnergy; player.health = player.maxHealth; player.aura = player.maxAura; updateStatsUI(); LK.effects.flashScreen(0xffff00, 300); }); debugEnergyButton.x = 1100; debugEnergyButton.y = 1750; debugEnergyButton.scaleX = 0.7; debugEnergyButton.scaleY = 0.7; buttons.push(debugEnergyButton); game.addChild(debugEnergyButton); var debugHatsuButton = new MenuButton("Yaratıcı: Hatsu Unlock", function () { player.hunterExamCompleted = true; if (!player.nenType) { player.nenType = "Enhancer"; var typeData = nenTypes["Enhancer"]; if (typeData.bonuses.strength) player.stats.strength += typeData.bonuses.strength; if (typeData.bonuses.health) { player.maxHealth += typeData.bonuses.health; player.health = player.maxHealth; } } updateStatsUI(); LK.effects.flashScreen(0x00ff00, 300); startTrainingMode(); // Refresh to show all buttons }); debugHatsuButton.x = 1450; debugHatsuButton.y = 1750; debugHatsuButton.scaleX = 0.7; debugHatsuButton.scaleY = 0.7; buttons.push(debugHatsuButton); game.addChild(debugHatsuButton); } // Hunter Exam button (available after some training) if (player.trainingCount >= 5) { var examButton = new MenuButton("Take Hunter Exam", function () { gameState = "story"; startStoryChapter(1); }); examButton.x = 1300; examButton.y = 1450; buttons.push(examButton); game.addChild(examButton); } } function performTraining(activity) { var activityData = trainingActivities[activity]; // Deduct energy player.energy -= activityData.cost; // Apply benefits if (activityData.benefits.strength) player.stats.strength += activityData.benefits.strength; if (activityData.benefits.speed) player.stats.speed += activityData.benefits.speed; if (activityData.benefits.intelligence) player.stats.intelligence += activityData.benefits.intelligence; if (activityData.benefits.aura) player.stats.aura += activityData.benefits.aura; if (activityData.benefits.health) { player.maxHealth += activityData.benefits.health; player.health = player.maxHealth; } // Add experience and skill points player.experience += activityData.experience; player.skillPoints += Math.floor(activityData.experience / 10); player.trainingCount++; // Check for level up if (player.experience >= player.maxExperience) { levelUp(); } // Update UI updateStatsUI(); // Flash effect LK.effects.flashScreen(0x00ff00, 300); // Refresh training mode to update buttons startTrainingMode(); } function showNenTechniques() { storyPanel.setText("Nen Techniques\n\nMaster the fundamental principles of Nen and advanced techniques. Basic techniques must be learned before advanced ones.\n\nBasic Mastered: " + nenMastery.basicMastered + "/4\nAdvanced Mastered: " + nenMastery.advancedMastered + "/6"); clearButtons(); var yStart = 1100; var currentY = yStart; // Basic Techniques Section var basicLabel = new Text2("Basic Nen Principles (Ten, Zetsu, Ren, Hatsu)", { size: 32, fill: 0x00FF00 }); basicLabel.anchor.set(0.5, 0.5); basicLabel.x = 1024; basicLabel.y = currentY; game.addChild(basicLabel); currentY += 60; for (var i = 0; i < nenTechniques.basic.techniques.length; i++) { var technique = nenTechniques.basic.techniques[i]; var canLearn = player.stats.aura >= technique.auraReq && player.skillPoints >= technique.cost; var buttonText = technique.name + " - " + technique.cost + " SP"; if (technique.unlocked) buttonText += " (Mastered)"; var techniqueButton = new MenuButton(buttonText, technique.unlocked ? null : createTechniqueCallback(technique, 'basic')); techniqueButton.x = 400 + i % 4 * 350; techniqueButton.y = currentY; if (technique.unlocked) { techniqueButton.alpha = 0.7; } else if (!canLearn) { techniqueButton.alpha = 0.5; } buttons.push(techniqueButton); game.addChild(techniqueButton); } currentY += 120; // Advanced Techniques Section var advancedLabel = new Text2("Advanced Nen Techniques", { size: 32, fill: 0xFF6600 }); advancedLabel.anchor.set(0.5, 0.5); advancedLabel.x = 1024; advancedLabel.y = currentY; game.addChild(advancedLabel); currentY += 60; // Show advanced techniques only if all basic are mastered if (nenMastery.basicMastered >= 4) { for (var i = 0; i < nenTechniques.advanced.techniques.length; i++) { var technique = nenTechniques.advanced.techniques[i]; var canLearn = player.stats.aura >= technique.auraReq && player.skillPoints >= technique.cost; var buttonText = technique.name + " - " + technique.cost + " SP"; if (technique.unlocked) buttonText += " (Mastered)"; var techniqueButton = new MenuButton(buttonText, technique.unlocked ? null : createTechniqueCallback(technique, 'advanced')); techniqueButton.x = 300 + i % 3 * 350; techniqueButton.y = currentY + Math.floor(i / 3) * 100; if (technique.unlocked) { techniqueButton.alpha = 0.7; } else if (!canLearn) { techniqueButton.alpha = 0.5; } buttons.push(techniqueButton); game.addChild(techniqueButton); } } else { var lockText = new Text2("Master all basic techniques to unlock advanced ones", { size: 28, fill: 0x888888 }); lockText.anchor.set(0.5, 0.5); lockText.x = 1024; lockText.y = currentY + 50; game.addChild(lockText); } // Back button var backButton = new MenuButton("Back to Training", function () { startTrainingMode(); }); backButton.x = 1024; backButton.y = 1700; buttons.push(backButton); game.addChild(backButton); } function createTechniqueCallback(technique, category) { return function () { learnNenTechnique(technique, category); }; } function learnNenTechnique(technique, category) { if (player.skillPoints >= technique.cost && player.stats.aura >= technique.auraReq) { player.skillPoints -= technique.cost; technique.unlocked = true; // Apply benefits if (technique.benefits.defense) player.maxHealth += technique.benefits.defense; if (technique.benefits.aura) { player.stats.aura += technique.benefits.aura; player.maxAura += technique.benefits.aura; } if (technique.benefits.strength) player.stats.strength += technique.benefits.strength; if (technique.benefits.intelligence) player.stats.intelligence += technique.benefits.intelligence; if (technique.benefits.health) { player.maxHealth += technique.benefits.health; player.health = player.maxHealth; } if (technique.benefits.allStats) { player.stats.strength += technique.benefits.allStats; player.stats.speed += technique.benefits.allStats; player.stats.intelligence += technique.benefits.allStats; player.stats.aura += technique.benefits.allStats; } // Update mastery counters if (category === 'basic') { nenMastery.basicMastered++; } else { nenMastery.advancedMastered++; } nenMastery.totalTechniques++; LK.getSound('levelUp').play(); LK.effects.flashScreen(0x00ffff, 500); updateStatsUI(); showNenTechniques(); // Refresh the menu } } function showSkillTree() { var nenTypeKey = player.nenType.toLowerCase(); var skillCategory = skillTree[nenTypeKey]; if (!skillCategory) return; storyPanel.setText("Skill Tree: " + skillCategory.name + "\n\nSpend skill points to unlock new abilities. Each skill will enhance your combat effectiveness."); clearButtons(); // Skill buttons for (var i = 0; i < skillCategory.skills.length; i++) { var skill = skillCategory.skills[i]; var skillButton = new SkillButton(skill, skill); skillButton.x = 700 + i % 2 * 450; skillButton.y = 1200 + Math.floor(i / 2) * 120; buttons.push(skillButton); game.addChild(skillButton); } // Back button var backButton = new MenuButton("Back to Training", function () { startTrainingMode(); }); backButton.x = 1024; backButton.y = 1600; buttons.push(backButton); game.addChild(backButton); } function showHatsuCreation() { var nenTypeKey = player.nenType.toLowerCase(); var templates = hatsuTemplates[nenTypeKey]; if (!templates) return; // Check requirements var hasRequirements = player.stats.aura >= 150 && player.stats.strength >= 250 && player.stats.intelligence >= 100; if (!hasRequirements && !player.hatsu) { storyPanel.setText("Hatsu Creation Requirements:\n\n• Aura: 150 (Current: " + player.stats.aura + ")\n• Strength: 250 (Current: " + player.stats.strength + ")\n• Intelligence: 100 (Current: " + player.stats.intelligence + ")\n\nTrain more to unlock Hatsu creation!"); clearButtons(); var backButton = new MenuButton("Back to Training", function () { startTrainingMode(); }); backButton.x = 1024; backButton.y = 1400; buttons.push(backButton); game.addChild(backButton); return; } if (player.hatsu) { storyPanel.setText("Your Current Hatsu: " + player.hatsu.name + "\n\n" + player.hatsu.description + "\nAura Required: " + player.hatsu.auraReq + "\nCondition: " + player.hatsu.conditions + "\nMastery Level: " + player.hatsuMastery + "/100" + (player.nenVow ? "\n\nNen Vow: " + player.nenVow.name + " - " + player.nenVow.description : "")); } else { storyPanel.setText("Hatsu Creation - " + player.nenType + " Type\n\nChoose a Hatsu template to develop your unique ability. Each Hatsu requires specific aura amounts and has conditions for use."); } clearButtons(); if (!player.hatsu) { // Show Hatsu templates for (var i = 0; i < templates.length; i++) { var template = templates[i]; var hatsuButton = new MenuButton(template.name, createHatsuCallback(template)); hatsuButton.x = 700 + i % 2 * 450; hatsuButton.y = 1200 + Math.floor(i / 2) * 120; buttons.push(hatsuButton); game.addChild(hatsuButton); } } else { // Show Nen Vow options if no vow exists if (!player.nenVow && player.hatsuMastery >= 50) { var vowButton = new MenuButton("Add Nen Vow", function () { showNenVows(); }); vowButton.x = 700; vowButton.y = 1200; buttons.push(vowButton); game.addChild(vowButton); } // Train Hatsu button var trainButton = new MenuButton("Train Hatsu (20 Energy)", function () { if (player.energy >= 20) { player.energy -= 20; player.hatsuMastery = Math.min(100, player.hatsuMastery + 10); updateStatsUI(); LK.effects.flashScreen(0x0066ff, 300); showHatsuCreation(); } }); trainButton.x = 1100; trainButton.y = 1200; buttons.push(trainButton); game.addChild(trainButton); } // Back button var backButton = new MenuButton("Back to Training", function () { startTrainingMode(); }); backButton.x = 1024; backButton.y = 1600; buttons.push(backButton); game.addChild(backButton); } function createHatsuCallback(template) { return function () { selectHatsu(template); }; } function selectHatsu(template) { player.hatsu = template; player.hatsuMastery = 10; storyPanel.setText("Congratulations! You have created your Hatsu: " + template.name + "\n\n" + template.description + "\n\nYour unique ability is now part of you. Train to increase mastery and unlock its full potential!"); updateStatsUI(); LK.effects.flashScreen(0x00ffff, 1000); } function showNenVows() { storyPanel.setText("Nen Vows\n\nBy imposing restrictions on yourself, you can greatly increase your Hatsu's power. Choose carefully - vows are permanent!"); clearButtons(); for (var i = 0; i < Math.min(3, nenVows.length); i++) { var vow = nenVows[i]; var vowButton = new MenuButton(vow.name + " (+" + Math.floor((vow.powerBoost - 1) * 100) + "% power)", createVowCallback(vow)); vowButton.x = 700 + i % 2 * 450; vowButton.y = 1200 + Math.floor(i / 2) * 120; buttons.push(vowButton); game.addChild(vowButton); } var backButton = new MenuButton("Back to Hatsu", function () { showHatsuCreation(); }); backButton.x = 1024; backButton.y = 1500; buttons.push(backButton); game.addChild(backButton); } function createVowCallback(vow) { return function () { selectNenVow(vow); }; } function selectNenVow(vow) { player.nenVow = vow; storyPanel.setText("You have made a Nen Vow: " + vow.name + "\n\n" + vow.description + "\n\nYour Hatsu power has increased by " + Math.floor((vow.powerBoost - 1) * 100) + "%! Remember, this restriction is now permanent."); LK.effects.flashScreen(0xff0000, 1000); updateStatsUI(); } function unlockSkill(skill, skillData) { player.skillPoints -= skillData.cost; skillData.unlocked = true; player.abilities.push(skill.name); // Apply skill effects if (skill.name === "Iron Body") player.maxHealth += 50; if (skill.name === "Power Boost") player.stats.strength += 20; if (skill.name === "Aura Blast") player.maxAura += 30; updateStatsUI(); showSkillTree(); // Refresh skill tree } function resetGame() { player = { name: "Hunter", nenType: "", level: 1, experience: 0, maxExperience: 100, health: 100, maxHealth: 100, aura: 50, maxAura: 50, stats: { strength: 10, speed: 10, intelligence: 10, aura: 10 }, abilities: [], currentChapter: 1, energy: 100, maxEnergy: 100, skillPoints: 0, trainingCount: 0, hunterExamCompleted: false, hatsu: null, nenVow: null, hatsuMastery: 0 }; // Reset Nen mastery nenMastery = { basicMastered: 0, advancedMastered: 0, totalTechniques: 0 }; // Reset technique unlocks for (var i = 0; i < nenTechniques.basic.techniques.length; i++) { nenTechniques.basic.techniques[i].unlocked = false; } for (var i = 0; i < nenTechniques.advanced.techniques.length; i++) { nenTechniques.advanced.techniques[i].unlocked = false; } gameState = "characterCreation"; updateStatsUI(); startCharacterCreation(); } function clearButtons() { for (var i = 0; i < buttons.length; i++) { buttons[i].destroy(); } buttons = []; } function showTravelMenu() { storyPanel.setText("Travel Destinations\n\nChoose your next adventure! Each location offers unique challenges and rewards."); clearButtons(); var locationKeys = Object.keys(travelLocations); var buttonY = 1200; for (var i = 0; i < locationKeys.length; i++) { var locationKey = locationKeys[i]; var location = travelLocations[locationKey]; var isUnlocked = location.unlocked || checkLocationUnlock(locationKey); var buttonText = location.name + (isUnlocked ? "" : " (Locked)"); var travelButton = new MenuButton(buttonText, isUnlocked ? createTravelCallback(locationKey) : null); travelButton.x = 700 + i % 2 * 450; travelButton.y = buttonY + Math.floor(i / 2) * 100; if (!isUnlocked) travelButton.alpha = 0.5; buttons.push(travelButton); game.addChild(travelButton); } // Boss Battle section var bossButton = new MenuButton("Boss Battles", function () { showBossMenu(); }); bossButton.x = 1024; bossButton.y = 1500; buttons.push(bossButton); game.addChild(bossButton); var backButton = new MenuButton("Back to Training", function () { startTrainingMode(); }); backButton.x = 1024; backButton.y = 1600; buttons.push(backButton); game.addChild(backButton); } function checkLocationUnlock(locationKey) { var location = travelLocations[locationKey]; switch (locationKey) { case "yorknewCity": return travelLocations.heavensArena.currentFloor >= 200; case "greediIsland": return player.level >= 40; case "darkContinent": return player.hatsu && player.hatsuMastery >= 80 && player.level >= 50; default: return location.unlocked; } } function createTravelCallback(locationKey) { return function () { visitLocation(locationKey); }; } function visitLocation(locationKey) { var location = travelLocations[locationKey]; // Change background color based on location if (location.background) { game.setBackgroundColor(location.background); } if (locationKey === "heavensArena") { showHeavensArena(); } else if (location.chapters && location.chapters.length > 0) { // Show story-based location currentLocation = locationKey; showLocationStory(locationKey, 0); } else { storyPanel.setText("Welcome to " + location.name + "!\n\n" + location.description + "\n\nThis location is under development. More adventures coming soon!"); clearButtons(); var backButton = new MenuButton("Back to Travel", function () { game.setBackgroundColor(0x1a1a1a); // Reset to default background showTravelMenu(); }); backButton.x = 1024; backButton.y = 1400; buttons.push(backButton); game.addChild(backButton); } } function showHeavensArena() { var location = travelLocations.heavensArena; storyPanel.setText("Heaven's Arena - Floor " + location.currentFloor + "/200\n\nFight your way to the top! Each floor brings stronger opponents and greater rewards.\n\nCurrent Floor: " + location.currentFloor); clearButtons(); if (location.currentFloor < 200) { var fightButton = new MenuButton("Fight Next Opponent", function () { startHeavensArenaFight(); }); fightButton.x = 1024; fightButton.y = 1300; buttons.push(fightButton); game.addChild(fightButton); } else { var completedText = new Text2("Congratulations! You've conquered Heaven's Arena!", { size: 32, fill: 0x00FF00 }); completedText.anchor.set(0.5, 0.5); completedText.x = 1024; completedText.y = 1300; game.addChild(completedText); } var backButton = new MenuButton("Back to Travel", function () { showTravelMenu(); }); backButton.x = 1024; backButton.y = 1400; buttons.push(backButton); game.addChild(backButton); } function startHeavensArenaFight() { var location = travelLocations.heavensArena; var floorLevel = Math.floor(location.currentFloor / 50); var opponent = location.opponents[Math.min(floorLevel, location.opponents.length - 1)]; var playerPower = player.stats.strength + player.stats.speed + player.stats.intelligence + player.stats.aura; var opponentPower = opponent.level * 10; var success = playerPower > opponentPower * 0.8; if (success) { location.currentFloor += 25; player.experience += opponent.reward.exp; player.skillPoints += Math.floor(opponent.reward.exp / 20); if (player.experience >= player.maxExperience) { levelUp(); } storyPanel.setText("Victory!\n\nYou defeated the " + opponent.name + "!\n\nFloor advanced to: " + location.currentFloor + "\nExperience gained: " + opponent.reward.exp + "\nSkill Points gained: " + Math.floor(opponent.reward.exp / 20)); LK.effects.flashScreen(0x00ff00, 500); } else { player.health = Math.max(1, player.health - 30); storyPanel.setText("Defeat!\n\nThe " + opponent.name + " was too strong!\n\nHealth lost: 30\nTrain more before attempting this floor again!"); LK.effects.flashScreen(0xff0000, 500); } updateStatsUI(); clearButtons(); var continueButton = new MenuButton("Continue", function () { showHeavensArena(); }); continueButton.x = 1024; continueButton.y = 1400; buttons.push(continueButton); game.addChild(continueButton); } function showBossMenu() { storyPanel.setText("Boss Battles\n\nTest your skills against legendary hunters and dangerous opponents!"); clearButtons(); var bossKeys = Object.keys(bosses); var buttonY = 1200; for (var i = 0; i < bossKeys.length; i++) { var bossKey = bossKeys[i]; var boss = bosses[bossKey]; var canFight = player.level >= boss.level - 10 && player.hunterExamCompleted; var buttonText = boss.name + " (Lv." + boss.level + ")" + (canFight ? "" : " (Too Strong)"); var bossButton = new MenuButton(buttonText, canFight ? createBossCallback(bossKey) : null); bossButton.x = 700 + i % 2 * 450; bossButton.y = buttonY + Math.floor(i / 2) * 100; if (!canFight) bossButton.alpha = 0.5; buttons.push(bossButton); game.addChild(bossButton); } var backButton = new MenuButton("Back to Travel", function () { showTravelMenu(); }); backButton.x = 1024; backButton.y = 1600; buttons.push(backButton); game.addChild(backButton); } function createBossCallback(bossKey) { return function () { fightBoss(bossKey); }; } function fightBoss(bossKey) { var boss = bosses[bossKey]; // Create boss enemy object for battle system var bossEnemy = { name: boss.name, health: boss.health, maxHealth: boss.maxHealth, aura: boss.stats.aura * 5, stats: boss.stats, reward: boss.reward, abilities: boss.abilities }; // Add special boss dialogue var bossDialogue = ""; switch (bossKey) { case "gon": bossDialogue = "Gon clenches his fist, rock energy gathering around him. 'I won't lose to you!'"; break; case "killua": bossDialogue = "Killua's hands crackle with electricity. 'Let me show you the Zoldyck family's power!'"; break; case "hisoka": bossDialogue = "Hisoka licks his lips menacingly. 'Oh, what a delicious fight this will be... ♠'"; break; case "illumi": bossDialogue = "Illumi's dead eyes stare at you. 'I'll make you into one of my puppets.'"; break; } storyPanel.setText("Boss Battle: " + boss.name + "\n\n" + bossDialogue + "\n\nThe battle begins!"); clearButtons(); var fightButton = new MenuButton("Begin Battle!", function () { startBattle(bossEnemy); }); fightButton.x = 1024; fightButton.y = 1300; buttons.push(fightButton); game.addChild(fightButton); var retreatButton = new MenuButton("Retreat", function () { showBossMenu(); }); retreatButton.x = 1024; retreatButton.y = 1400; buttons.push(retreatButton); game.addChild(retreatButton); } // Current location tracking var currentLocation = null; var currentLocationChapter = 0; function showLocationStory(locationKey, chapterIndex) { var location = travelLocations[locationKey]; var chapter = location.chapters[chapterIndex]; if (!chapter) { // Story completed, return to travel menu storyPanel.setText("Your adventure in " + location.name + " is complete! You've gained valuable experience and grown stronger."); clearButtons(); var backButton = new MenuButton("Return to Travel", function () { game.setBackgroundColor(0x1a1a1a); // Reset background showTravelMenu(); }); backButton.x = 1024; backButton.y = 1400; buttons.push(backButton); game.addChild(backButton); return; } storyPanel.setText(location.story + "\n\n" + chapter.title + "\n\n" + chapter.text); clearButtons(); for (var i = 0; i < chapter.choices.length; i++) { var choice = chapter.choices[i]; var choiceButton = new MenuButton(choice.text, createLocationChoiceCallback(locationKey, chapterIndex, choice)); choiceButton.x = 1024; choiceButton.y = 1300 + i * 100; buttons.push(choiceButton); game.addChild(choiceButton); } } function createLocationChoiceCallback(locationKey, chapterIndex, choice) { return function () { handleLocationChoice(locationKey, chapterIndex, choice); }; } function handleLocationChoice(locationKey, chapterIndex, choice) { var expGain = 100 + chapterIndex * 50; var statGain = 5 + chapterIndex * 2; // Apply choice consequences switch (choice.action) { case "auction_direct": player.stats.intelligence += statGain; player.health -= 20; break; case "underground_info": player.stats.speed += statGain; player.stats.intelligence += statGain; break; case "hunter_backup": player.stats.strength += statGain; break; case "direct_confrontation": if (Math.random() < 0.3) { // 30% chance of success player.stats.strength += statGain * 3; player.stats.aura += statGain * 2; expGain *= 3; } else { player.health = Math.max(1, player.health - 60); expGain = Math.floor(expGain / 2); } break; case "negotiate_troupe": player.stats.intelligence += statGain * 2; player.skillPoints += 10; break; case "tactical_retreat": player.stats.speed += statGain; break; case "hunt_monsters": player.stats.strength += statGain; player.stats.speed += statGain; break; case "form_team": player.stats.intelligence += statGain; player.health += 20; break; case "veteran_advice": player.stats.intelligence += statGain * 2; player.skillPoints += 5; break; case "bomb_challenge": if (Math.random() < 0.4) { // 40% chance of success player.stats.aura += statGain * 3; player.skillPoints += 20; expGain *= 4; } else { player.health = Math.max(1, player.health - 80); } break; case "unite_players": player.stats.intelligence += statGain; player.stats.strength += statGain; break; case "speed_escape": player.stats.speed += statGain * 2; break; case "show_hatsu": if (player.hatsu) { player.stats.aura += statGain * 2; player.hatsuMastery += 20; player.aura = Math.max(10, player.aura - 50); } break; case "communicate_guardian": if (Math.random() < 0.5) { player.stats.intelligence += statGain * 2; player.stats.aura += statGain * 2; nenMastery.totalTechniques += 2; } else { player.health = Math.max(1, player.health - 40); } break; case "stealth_bypass": player.stats.speed += statGain; break; case "queen_combat": if (Math.random() < 0.2) { // 20% chance - very difficult player.stats.strength += statGain * 4; player.stats.aura += statGain * 4; player.level += 5; expGain *= 5; } else { player.health = Math.max(1, player.health - 90); expGain = Math.floor(expGain / 3); } break; case "serve_colony": player.stats.strength += statGain * 2; player.stats.speed += statGain * 2; player.stats.intelligence -= statGain; // Lose some humanity break; case "ant_alliance": player.stats.intelligence += statGain * 2; player.skillPoints += 15; break; } // Apply experience and level up if needed player.experience += expGain; while (player.experience >= player.maxExperience && player.level < 50) { levelUp(); } // Show results storyPanel.setText("Result: " + choice.consequences + "\n\nExperience gained: " + expGain + "\nStats improved based on your choice!"); clearButtons(); var continueButton = new MenuButton("Continue", function () { showLocationStory(locationKey, chapterIndex + 1); }); continueButton.x = 1024; continueButton.y = 1400; buttons.push(continueButton); game.addChild(continueButton); updateStatsUI(); LK.effects.flashScreen(0x00aaff, 500); } function startBattle(enemy) { currentBattle = true; battleState.enemy = enemy; battleState.playerHealth = player.health; battleState.enemyHealth = enemy.health; battleState.playerAura = player.aura; battleState.enemyAura = enemy.aura || 100; battleState.playerTurn = true; battleState.battleLog = []; battleState.availableActions = getAvailableBattleActions(); showBattleScreen(); } function getAvailableBattleActions() { var actions = ["attack", "guard", "recover"]; if (player.hatsu && battleState.playerAura >= battleActions.hatsuAttack.auraRequired) { actions.push("hatsuAttack"); } if (nenMastery.totalTechniques > 0 && battleState.playerAura >= battleActions.nenTechnique.auraRequired) { actions.push("nenTechnique"); } if (battleState.playerAura >= battleActions.parry.auraRequired) { actions.push("parry"); } return actions; } function showBattleScreen() { var battleText = "=== BATTLE ===\n\n"; battleText += "You: " + battleState.playerHealth + "/" + player.maxHealth + " HP, " + battleState.playerAura + "/" + player.maxAura + " Aura\n"; battleText += battleState.enemy.name + ": " + battleState.enemyHealth + "/" + battleState.enemy.health + " HP\n\n"; if (battleState.battleLog.length > 0) { battleText += "Last Action: " + battleState.battleLog[battleState.battleLog.length - 1] + "\n\n"; } battleText += battleState.playerTurn ? "Your turn! Choose your action:" : "Enemy is preparing to attack..."; storyPanel.setText(battleText); clearButtons(); if (battleState.playerTurn) { var actionsPerRow = 3; for (var i = 0; i < battleState.availableActions.length; i++) { var actionKey = battleState.availableActions[i]; var action = battleActions[actionKey]; var actionButton = new MenuButton(action.name + " (" + action.auraRequired + " aura)", createBattleActionCallback(actionKey)); actionButton.x = 400 + i % actionsPerRow * 400; actionButton.y = 1300 + Math.floor(i / actionsPerRow) * 100; if (battleState.playerAura < action.auraRequired) { actionButton.alpha = 0.5; } buttons.push(actionButton); game.addChild(actionButton); } } else { // Enemy turn - automatically execute after delay LK.setTimeout(function () { executeEnemyTurn(); }, 1500); } } function createBattleActionCallback(actionKey) { return function () { if (battleState.playerAura >= battleActions[actionKey].auraRequired) { executeBattleAction(actionKey); } }; } function executeBattleAction(actionKey) { var action = battleActions[actionKey]; var damage = 0; var logMessage = ""; battleState.playerAura -= action.auraRequired; switch (actionKey) { case "attack": damage = player.stats.strength + Math.floor(Math.random() * 20); logMessage = "You strike for " + damage + " damage!"; break; case "hatsuAttack": if (player.hatsu) { damage = player.stats.strength + player.stats.aura + Math.floor(Math.random() * 30); if (player.nenVow) { damage = Math.floor(damage * player.nenVow.powerBoost); } logMessage = "You use " + player.hatsu.name + " for " + damage + " damage!"; } break; case "nenTechnique": damage = player.stats.aura + Math.floor(Math.random() * 25); logMessage = "You use a Nen technique for " + damage + " damage!"; break; case "parry": battleState.nextParry = true; logMessage = "You prepare to parry the next attack!"; break; case "guard": battleState.nextGuard = true; logMessage = "You take a defensive stance!"; break; case "recover": var auraRecovered = Math.min(30, player.maxAura - battleState.playerAura); battleState.playerAura += auraRecovered; logMessage = "You recover " + auraRecovered + " aura!"; break; } if (damage > 0) { battleState.enemyHealth -= damage; } battleState.battleLog.push(logMessage); battleState.playerTurn = false; // Check if enemy is defeated if (battleState.enemyHealth <= 0) { endBattle(true); return; } battleState.availableActions = getAvailableBattleActions(); showBattleScreen(); } function executeEnemyTurn() { var enemy = battleState.enemy; var damage = enemy.stats.strength + Math.floor(Math.random() * 15); var logMessage = enemy.name + " attacks for " + damage + " damage!"; // Apply player defensive modifiers if (battleState.nextParry) { damage = Math.floor(damage * 0.2); var counterDamage = player.stats.strength; battleState.enemyHealth -= counterDamage; logMessage += " You parry and counter for " + counterDamage + " damage!"; battleState.nextParry = false; } else if (battleState.nextGuard) { damage = Math.floor(damage * 0.5); logMessage += " You block, reducing damage!"; battleState.nextGuard = false; } battleState.playerHealth -= damage; battleState.battleLog.push(logMessage); battleState.playerTurn = true; // Check if player is defeated if (battleState.playerHealth <= 0) { endBattle(false); return; } showBattleScreen(); } function endBattle(playerWon) { currentBattle = false; player.health = battleState.playerHealth; player.aura = battleState.playerAura; if (playerWon) { var exp = battleState.enemy.reward ? battleState.enemy.reward.experience : 100; var sp = battleState.enemy.reward ? battleState.enemy.reward.skillPoints : 5; player.experience += exp; player.skillPoints += sp; while (player.experience >= player.maxExperience && player.level < 50) { levelUp(); } storyPanel.setText("VICTORY!\n\nYou defeated " + battleState.enemy.name + "!\n\nExperience gained: " + exp + "\nSkill Points gained: " + sp); LK.effects.flashScreen(0x00ff00, 1000); } else { storyPanel.setText("DEFEAT!\n\nYou were defeated by " + battleState.enemy.name + ".\n\nYou retreat to recover your strength."); LK.effects.flashScreen(0xff0000, 1000); } clearButtons(); var continueButton = new MenuButton("Continue", function () { if (currentLocation) { game.setBackgroundColor(0x1a1a1a); showTravelMenu(); } else { startTrainingMode(); } }); continueButton.x = 1024; continueButton.y = 1400; buttons.push(continueButton); game.addChild(continueButton); updateStatsUI(); } function updateStatsUI() { if (statsUI.length > 0) { statsUI[0].updateValue(player.health); statsUI[1].updateValue(player.aura); statsUI[2].updateValue(player.energy); statsUI[3].updateValue(player.experience); } // Update level text if (levelText) { levelText.setText("Level: " + player.level); } // Update player info text if (playerInfoText) { playerInfoText.setText("Nen Type: " + (player.nenType || "None") + "\nSP: " + player.skillPoints); } // Update stat numbers var statsValues = [player.stats.strength, player.stats.speed, player.stats.intelligence, player.stats.aura]; for (var i = 0; i < statNumbersText.length && i < statsValues.length; i++) { var statsLabels = ["Strength", "Speed", "Intelligence", "Aura"]; statNumbersText[i].setText(statsLabels[i] + ": " + statsValues[i]); } } // Initialize game initializeUI(); startCharacterCreation(); game.update = function () { // Game loop logic if needed };
===================================================================
--- original.js
+++ change.js
@@ -1330,10 +1330,10 @@
// Nen Techniques button (always visible when player has a Nen type)
var nenButton = new MenuButton("Nen Techniques", function () {
showNenTechniques();
});
- nenButton.x = 1300;
- nenButton.y = 1450;
+ nenButton.x = 850;
+ nenButton.y = 1550;
if (player.nenType) {
buttons.push(nenButton);
game.addChild(nenButton);
} else {