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ekstra 1 tane Emperor Time butonu var XD kaldırırmısın fazlalık olanı
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Savaş ekranında görünmesini sağla kodla kısaca ekle
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'auraRequired')' in or related to this line: 'if (battleState.playerAura >= battleActions.chainJail.auraRequired) {' Line Number: 6956
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Kurapika nın Hatsusuna 5 Özellik ekle savaşta kullanmaya Emperor Time açıkken çalışan butonlar kırmızı olsun kısaca Binding Chains Rework !
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vede oyunda çok op olabiliyoruz Düşmanlarda aşırı Op olabiliyor Oyunun Tamamına bi DENGELEME at
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demek istediğim Story Arcs da bir Encounter çıkartan bir seçenek seçince Ana menüye atıyor ve baştan başlamam gerekiyor bunu düzelt mesela Yorknew City Underground da bu yüzden dövüşemiyorum
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Story de karşımıza düşma çıkınca onu yendiğimizde ana menüye geri atmasın Story de seçimler yapıp ilerlemeye devam edelim sonuna kadar !
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Please fix the bug: 'Cannot read properties of undefined (reading 'transmuter')' in or related to this line: 'var templates = hatsuTemplates[nenTypeKey];' Line Number: 251
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Hatsuları kaydet 2 Hatsu da gidiyor ve tekrar yapmam gerekiyor GodSpeed ve Lightning Palm ın xpler sıfırlanıyor bu yüzden düzelt
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oyuna GodSpeed Ekle 2. Hatsu olarak kullanabilelim Lightning Palm açtıysak Dövüş ekranına 2 tane GodSpeed e özel saldırı koy ve şuanlık Jajanken ve GodSpeed e 20 Level e kadar Hatsu seviyesi yapalım Create Hatsu ekranında Train Hatsu hem Mastery hemde Xp versin Hatsunun yanında yazsın ne kadar xp olduğu
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oyuna GodSpeed Ekle 2. Hatsu olarak kullanabilelim Lightning Palm açtıysak Dövüş ekranına 2 tane GodSpeed e özel saldırı koy ve şuanlık Jajanken ve GodSpeed e 20 Level e kadar Hatsu seviyesi yapalım Create Hatsu ekranında Train Hatsu hem Mastery hemde Xp versin Hatsunun yanında yazsın ne kadar xp olduğu
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Please fix the bug: 'Uncaught ReferenceError: handleStoryDeath is not defined' in or related to this line: 'handleStoryDeath(choice);' Line Number: 9519
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açtığımız Nen Tekniklerimizi Ten Ko Ren falan kullanabilelim boss ve Encounter Savaşlarında Nen kısmı yarat orada sadece Nen yetenekleri olsun
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Story Arc's a daha fazla Arc ekle Hunter x Hunter Lore undan ! 3 Arc ekle Hata yapmadan ekle hepsini
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Hikayeyi çok daha genişlet karakterlerle karşılaşalım Arc larda ve her Arc çok çok çok uzun olsun !
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Please Fix the Bug:Compilation error[L7630]: Uncaught ReferenceError: startStoryBattle is not defined
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orjinal gözlere yaptığın gibi aynı yere koy xp ve seviye belirteçini gözün ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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vede aynı şekilde statların üstüne Xp kısmını koy Level ini yazsın
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implant edilmiş gözü Trainlemek için yine Eye Training falan filan hazırda olanı koy işte(Eye Training i Traininglerle yanyana koy aynı şekilde) ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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implant edilmiş göz normal hali gibi statlardaki yerinde görünsün Antrenman tuşu Diyer antrenman tuşları ile lütfen yan yana olsun
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implant edilmiş gözü Trainlemek için yine Eye Training falan filan hazırda olanı koy işte 50 Göz seviyesi isteyen 3 Seviye için %50 düşük performanslı olanı ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Review Story Progress te aldıklarımızıda kaydet Story de kazandıklarımızı kısaca ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Story Arcs taki tüm Arcları tamamladıkmı Completed de dursunlar ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Hunter Exam Sage falan onlar Completed görünmesi lazım yaptıktan sonra Reload atıp oyuna tekrar girdiğimizde bile ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Story de tamamladıkmı Save al tüm Arc ları ↪💡 Consider importing and using the following plugins: @upit/storage.v1
/**** * 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 // Load player data from storage or use defaults var player = { name: storage.player_name || "Hunter", nenType: storage.player_nenType || "", level: storage.player_level || 1, experience: storage.player_experience || 0, maxExperience: storage.player_maxExperience || 100, health: storage.player_health || 100, maxHealth: storage.player_maxHealth || 100, aura: storage.player_aura || 50, maxAura: storage.player_maxAura || 50, stats: { strength: storage.player_stats_strength || 10, speed: storage.player_stats_speed || 10, intelligence: storage.player_stats_intelligence || 10, aura: storage.player_stats_aura || 10 }, abilities: storage.player_abilities ? storage.player_abilities.split(",") : [], currentChapter: storage.player_currentChapter || 1, energy: storage.player_energy || 100, maxEnergy: storage.player_maxEnergy || 100, skillPoints: storage.player_skillPoints || 0, trainingCount: storage.player_trainingCount || 0, hunterExamCompleted: storage.player_hunterExamCompleted === 1, hatsu: storage.player_hatsu ? null : null, // Temporarily disable hatsu loading nenVow: storage.player_nenVow ? null : null, // Temporarily disable nenVow loading hatsuMastery: storage.player_hatsuMastery || 0, copiedAbilities: storage.player_copiedAbilities ? storage.player_copiedAbilities.split("|") : [null, null, null], copiedAbilityWitnesses: storage.player_copiedAbilityWitnesses ? function () { var witnesses = {}; var pairs = storage.player_copiedAbilityWitnesses.split(","); for (var i = 0; i < pairs.length; i++) { var pair = pairs[i].split(":"); if (pair.length === 2) { witnesses[pair[0]] = parseInt(pair[1]) || 0; } } return witnesses; }() : {}, race: storage.player_race || "Human", clan: storage.player_clan || null, scarletEyesLevel: storage.player_scarletEyesLevel || 0, scarletEyesProgress: storage.player_scarletEyesProgress || 0, transplantedEyeLevel: storage.player_transplantedEyeLevel || 0, transplantedEyeProgress: storage.player_transplantedEyeProgress || 0, kurapikaEyes: storage.player_kurapikaEyes || 0 }; // Clan System for Human Race var humanClans = { netero: { name: "Netero Clan", description: "Descendants of Isaac Netero, masters of enhancement and meditation", rarity: 0.10, // 10% chance bonuses: { strength: 50, aura: 100, intelligence: 30, maxHealth: 150, maxAura: 200 }, specialAbility: { name: "100-Type Guanyin Bodhisattva", description: "Channel the power of the Bodhisattva for devastating attacks", auraRequired: 80, multiplier: 4.0 }, hatsuBoost: { nenTypes: ["Enhancer"], multiplier: 2.5, description: "Netero clan enhances Enhancement-type Hatsu" }, requirements: { nenType: "Enhancer", level: 20 } }, zoldyck: { name: "Zoldyck Family", description: "Elite assassin family with unmatched killing techniques", rarity: 0.15, // 15% chance bonuses: { strength: 40, speed: 60, aura: 50, intelligence: 20, maxHealth: 100, maxAura: 150 }, specialAbility: { name: "Assassination Arts", description: "Master the Zoldyck family's deadly techniques", auraRequired: 60, multiplier: 3.5, special: "instant_kill_chance" }, hatsuBoost: { nenTypes: ["Transmuter", "Manipulator"], multiplier: 2.2, description: "Zoldyck family enhances Transmutation and Manipulation Hatsu" }, requirements: { level: 15 } }, freecss: { name: "Freecss Lineage", description: "Natural-born hunters with incredible potential and determination", rarity: 0.12, // 12% chance bonuses: { strength: 35, speed: 35, intelligence: 25, aura: 80, maxHealth: 120, maxAura: 180 }, specialAbility: { name: "Hunter's Instinct", description: "Tap into natural hunting instincts for enhanced abilities", auraRequired: 50, multiplier: 3.0, special: "stat_enhancement" }, hatsuBoost: { nenTypes: ["Enhancer", "Emitter"], multiplier: 2.3, description: "Freecss lineage enhances Enhancement and Emission Hatsu" }, requirements: { hunterExamCompleted: true } }, lucilfer: { name: "Lucilfer Heritage", description: "Ancient family of scholars and thieves with mysterious powers", rarity: 0.18, // 18% chance bonuses: { intelligence: 70, aura: 60, speed: 25, strength: 15, maxHealth: 80, maxAura: 200 }, specialAbility: { name: "Ancestral Knowledge", description: "Access ancient techniques and stolen abilities", auraRequired: 70, multiplier: 3.2, special: "ability_steal" }, hatsuBoost: { nenTypes: ["Specialist", "Conjurer"], multiplier: 2.4, description: "Lucilfer heritage enhances Specialist and Conjuration Hatsu" }, requirements: { nenType: "Specialist", intelligence: 150 } }, kurta: { name: "Kurta Clan", description: "The legendary scarlet-eyed clan with Emperor Time abilities", rarity: 0.20, // 20% chance (most rare) bonuses: { intelligence: 80, aura: 90, speed: 40, strength: 30, maxHealth: 100, maxAura: 250 }, specialAbility: { name: "Scarlet Eyes", description: "Activate the legendary scarlet eyes for ultimate power", auraRequired: 90, multiplier: 4.5, special: "emperor_time" }, hatsuBoost: { nenTypes: ["All"], multiplier: 3.0, description: "Kurta clan enhances ALL Nen types through Emperor Time" }, requirements: { level: 25, hatsuMastery: 50 } }, uchiha: { name: "Uchiha Clan", description: "Hidden legendary clan with the power of the Sharingan", rarity: 0.01, // 1% chance - very rare hidden: true, bonuses: { strength: 100, speed: 150, intelligence: 200, aura: 300, maxHealth: 500, maxAura: 1000 }, specialAbility: { name: "Sharingan", description: "Copy any technique and see through all illusions", auraRequired: 120, multiplier: 5.0, special: "sharingan_copy" }, hatsuBoost: { nenTypes: ["All"], multiplier: 4.0, description: "Uchiha clan enhances ALL Nen types through Sharingan mastery" }, requirements: { achievement: "emperor_time_master", level: 50, emperorTimeUsed: 100 } } }; // 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 Arc System - Player Choice Driven Narratives var currentStoryArc = null; var storyProgress = { currentArc: null, currentChapter: 0, completedArcs: [], playerChoices: [], persistentConsequences: [] }; // Main Story Arcs var storyArcs = { hunterExam: { title: "Hunter Exam Saga", description: "Your journey to become a licensed Hunter through the legendary exam", unlocked: true, chapters: [{ title: "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. Your choice here will shape your reputation among other candidates.", choices: [{ text: "Stay close to the examiner and maintain steady pace", action: "steady_pace", consequences: "Gain respect from methodical candidates, improve endurance", statChanges: { speed: 2, maxHealth: 10 }, experience: 30, reputation: { methodical: +2, reckless: -1 } }, { text: "Sprint ahead to secure a good position", action: "sprint_ahead", consequences: "Impress speed-focused candidates but exhaust yourself", statChanges: { speed: 3, health: -15 }, experience: 25, reputation: { reckless: +2, cautious: -1 } }, { text: "Help other struggling candidates", action: "help_others", consequences: "Earn loyalty from helped candidates, develop leadership", statChanges: { intelligence: 2, health: -10 }, experience: 35, reputation: { heroic: +3, selfish: -2 } }] }, { title: "Phase 2: Gourmet Hunters", text: "The cooking challenge reveals more than culinary skills. Menchi and Buhara test creativity under pressure. Your approach influences which examiners notice you.", choices: [{ text: "Create an innovative fusion dish", action: "innovative_cooking", consequences: "Impress Menchi with creativity, unlock cooking techniques", statChanges: { intelligence: 3, aura: 5 }, experience: 40, reputation: { creative: +3, traditional: -1 }, unlocks: ["Gourmet Hunter Path"] }, { text: "Perfect a traditional recipe", action: "traditional_cooking", consequences: "Show respect for cooking traditions, gain Buhara's approval", statChanges: { strength: 2, intelligence: 2 }, experience: 35, reputation: { traditional: +2, creative: -1 } }, { text: "Help organize other candidates' efforts", action: "organize_candidates", consequences: "Display leadership, some candidates become allies", statChanges: { intelligence: 4 }, experience: 45, reputation: { leader: +3, follower: -2 }, allies: ["Candidate Group Alpha"] }] }, { title: "Phase 3: Trick Tower Mysteries", text: "The tower's puzzles test more than intelligence. Ancient Nen techniques are hidden in its walls, and your path determines what you discover.", choices: [{ text: "Explore the forbidden upper levels", action: "explore_forbidden", consequences: "Discover ancient Nen secrets but face deadly traps", statChanges: { intelligence: 5, aura: 10, health: -30 }, experience: 60, reputation: { explorer: +4, cautious: -2 }, unlocks: ["Ancient Nen Techniques", "Tower Secrets"] }, { text: "Solve puzzles through teamwork", action: "teamwork_puzzles", consequences: "Build strong alliances and learn collaborative techniques", statChanges: { intelligence: 3, strength: 2 }, experience: 50, reputation: { team_player: +3, lone_wolf: -2 }, allies: ["Puzzle Solving Team"] }, { text: "Use brute force to break through", action: "brute_force_tower", consequences: "Fastest route but destroys valuable puzzle mechanisms", statChanges: { strength: 4, speed: 2, intelligence: -1 }, experience: 35, reputation: { destroyer: +2, preservationist: -3 } }] }, { title: "Phase 4: Zevil Island Politics", text: "The badge hunt reveals the true nature of the exam. Alliances form and break. Your strategy affects the entire candidate ecosystem.", choices: [{ text: "Form a candidate protection alliance", action: "protection_alliance", consequences: "Create a network of mutual protection, change exam dynamics", statChanges: { intelligence: 4, aura: 5 }, experience: 55, reputation: { protector: +4, predator: -3 }, allies: ["Island Protection Network"], unlocks: ["Group Leadership Skills"] }, { text: "Hunt solo using advanced tactics", action: "solo_hunter", consequences: "Perfect stealth techniques, become feared by other candidates", statChanges: { speed: 4, intelligence: 3 }, experience: 50, reputation: { lone_wolf: +4, team_player: -2 }, unlocks: ["Advanced Stealth Techniques"] }, { text: "Manipulate candidate conflicts", action: "manipulate_conflicts", consequences: "Create chaos to your advantage, learn psychological warfare", statChanges: { intelligence: 5, aura: -5 }, experience: 45, reputation: { manipulator: +3, trustworthy: -4 }, unlocks: ["Psychological Manipulation"] }] }, { title: "Phase 5: Tournament of Destinies", text: "The final phase where your reputation, allies, and choices culminate. Your tournament bracket reflects your journey's impact.", choices: [{ text: "Fight with honor and full strength", action: "honorable_combat", consequences: "Earn respect from examiners and candidates alike", statChanges: { strength: 5, aura: 4 }, experience: 70, reputation: { honorable: +5, dishonorable: -3 }, endingModifier: "Honor Champion" }, { text: "Use psychological warfare", action: "psychological_combat", consequences: "Win through mind games, disturb some observers", statChanges: { intelligence: 5, speed: 3 }, experience: 65, reputation: { manipulator: +3, trustworthy: -2 }, endingModifier: "Mind Master" }, { text: "Showcase unique Nen abilities", action: "nen_showcase", consequences: "Impress examiners with potential, attract attention", statChanges: { aura: 6, intelligence: 2 }, experience: 75, reputation: { prodigy: +4, humble: -1 }, endingModifier: "Nen Prodigy", unlocks: ["Advanced Nen Training"] }] }], completion_rewards: { skillPoints: 25, experience: 500, title: "Licensed Hunter", unlocks: ["Professional Hunter Opportunities", "Hunter Association Access"] } }, yorknewCitySaga: { title: "Yorknew City Underground", description: "Navigate the criminal underworld during the Southernpiece Auction", unlocked: false, unlock_requirement: { hunterExamCompleted: true, level: 25 }, chapters: [{ title: "Arrival in the Auction City", text: "Yorknew City buzzes with criminal energy as the Southernpiece Auction approaches. The Phantom Troupe's presence creates an undercurrent of danger. Your approach to this volatile situation will determine your survival.", choices: [{ text: "Infiltrate the criminal networks", action: "infiltrate_criminals", consequences: "Gain insider knowledge but risk your identity being discovered", statChanges: { intelligence: 4, speed: 3, health: -20 }, experience: 60, reputation: { criminal: +3, law_enforcer: -2 }, unlocks: ["Underground Contacts", "Criminal Techniques"] }, { text: "Cooperate with law enforcement", action: "cooperate_law", consequences: "Work with authorities but limit access to criminal information", statChanges: { intelligence: 2, strength: 3 }, experience: 45, reputation: { law_enforcer: +3, criminal: -2 }, unlocks: ["Police Cooperation", "Legal Investigation Methods"] }, { text: "Operate as independent investigator", action: "independent_investigation", consequences: "Maintain neutrality but work without backup", statChanges: { intelligence: 5, aura: 2 }, experience: 55, reputation: { independent: +4 }, unlocks: ["Solo Investigation Techniques"] }] }, { title: "The Phantom Troupe Encounter", text: "You've discovered the Phantom Troupe's hideout. Their leader Chrollo stands before you, book in hand. This moment will define your path in the criminal underworld.", choices: [{ text: "Challenge them directly", action: "direct_confrontation_troupe", consequences: "Extremely dangerous but massive growth if you survive", statChanges: { strength: 10, speed: 8, aura: 12, health: -80 }, experience: 200, reputation: { fearless: +5, prudent: -3 }, battle_trigger: "Phantom Troupe Member", survival_chance: 0.3 }, { text: "Attempt to join them temporarily", action: "join_troupe_temporarily", consequences: "Learn their techniques but compromise your morals", statChanges: { intelligence: 6, aura: 8, maxHealth: -50 }, experience: 150, reputation: { criminal: +5, heroic: -4 }, unlocks: ["Troupe Combat Techniques", "Steal Chain"], moral_consequence: "Criminal Path" }, { text: "Gather intelligence and retreat", action: "intelligence_retreat", consequences: "Safe approach with valuable information", statChanges: { intelligence: 7, speed: 4 }, experience: 100, reputation: { cautious: +3, reckless: -2 }, unlocks: ["Troupe Intelligence", "Strategic Planning"] }] }, { title: "The Auction House Heist", text: "The night of the auction arrives. The Phantom Troupe strikes, and chaos erupts. Your previous choices determine your options and allies in this crisis.", dynamic_choices: true, // Choices depend on previous decisions base_choices: [{ text: "Protect innocent civilians", action: "protect_civilians", consequences: "Save lives but miss opportunities for rare items", statChanges: { maxHealth: 30, intelligence: 3 }, experience: 80, reputation: { heroic: +4, selfish: -2 }, moral_boost: true }, { text: "Secure rare Nen artifacts", action: "secure_artifacts", consequences: "Gain powerful items but ignore civilian casualties", statChanges: { aura: 10, intelligence: 5 }, experience: 120, reputation: { opportunist: +3, heroic: -3 }, unlocks: ["Rare Nen Artifacts"], items: ["Cursed Nen Tools", "Ancient Scrolls"] }, { text: "Hunt down Troupe members", action: "hunt_troupe_members", consequences: "Dangerous pursuit with potential for massive rewards", statChanges: { strength: 8, speed: 6, health: -40 }, experience: 180, reputation: { hunter: +5, cautious: -2 }, battle_trigger: "Multiple Troupe Members" }] }], completion_rewards: { skillPoints: 40, experience: 800, title: "Yorknew Survivor", unlocks: ["Criminal Network Access", "Auction House Connections"] } }, greedIslandAdventure: { title: "Greed Island: The Ultimate Game", description: "Enter the legendary Nen-powered game where death is real", unlocked: false, unlock_requirement: { level: 35, yorknewCompleted: true }, chapters: [{ title: "Game Tutorial and First Impressions", text: "Welcome to Greed Island! The tutorial explains the card system, but experienced players watch you carefully. Your first actions set your reputation in this deadly game.", choices: [{ text: "Focus on collecting spell cards", action: "collect_spell_cards", consequences: "Build strong defensive capabilities early", statChanges: { intelligence: 4, aura: 6 }, experience: 70, reputation: { strategic: +3, aggressive: -1 }, unlocks: ["Spell Card Mastery", "Defensive Strategies"] }, { text: "Hunt rare restricted cards immediately", action: "hunt_rare_cards", consequences: "High risk approach targeting the most valuable prizes", statChanges: { strength: 6, speed: 5, health: -30 }, experience: 100, reputation: { aggressive: +4, cautious: -2 }, unlocks: ["Rare Card Locations", "High-Risk Hunting"] }, { text: "Form alliances with other players", action: "form_player_alliances", consequences: "Create safety networks but share rewards", statChanges: { intelligence: 5, maxHealth: 20 }, experience: 85, reputation: { diplomatic: +4, lone_wolf: -2 }, allies: ["Greed Island Player Network"] }] }, { title: "The Bomber's Threat", text: "Genthru the Bomber has marked you for death. Your approach to this deadly game of cat and mouse will determine whether you become predator or prey.", choices: [{ text: "Confront the Bomber directly", action: "confront_bomber", consequences: "Extremely dangerous battle with massive rewards if successful", statChanges: { strength: 12, aura: 10, health: -60 }, experience: 250, reputation: { fearless: +5, prudent: -3 }, battle_trigger: "Genthru the Bomber", special_reward: "Bomber Defeat Bonus" }, { text: "Unite players against the common threat", action: "unite_against_bomber", consequences: "Organize resistance but risk being betrayed", statChanges: { intelligence: 8, speed: 4 }, experience: 180, reputation: { leader: +4, follower: -2 }, unlocks: ["Player Coalition", "Group Combat Tactics"] }, { text: "Use stealth and misdirection", action: "stealth_vs_bomber", consequences: "Avoid direct confrontation while undermining his operations", statChanges: { speed: 8, intelligence: 6 }, experience: 160, reputation: { cunning: +4, straightforward: -2 }, unlocks: ["Advanced Stealth", "Sabotage Techniques"] }] }], completion_rewards: { skillPoints: 60, experience: 1200, title: "Greed Island Victor", unlocks: ["Game Master Techniques", "Reality Manipulation Basics"] } }, darkContinentExpedition: { title: "Beyond the Known World", description: "Venture into the forbidden Dark Continent where the impossible becomes reality", unlocked: false, unlock_requirement: { level: 45, hatsuMastery: 80, greedIslandCompleted: true }, chapters: [{ title: "The Gatekeeper's Trial", text: "At the edge of the known world, an ancient entity tests those who would enter the Dark Continent. Your demonstration of worthiness shapes what awaits you beyond.", choices: [{ text: "Demonstrate perfect Nen mastery", action: "perfect_nen_demonstration", consequences: "Impress the gatekeeper but exhaust yourself", statChanges: { aura: 15, intelligence: 8, maxAura: -30 }, experience: 150, reputation: { master: +5, amateur: -3 }, unlocks: ["Gatekeeper's Blessing", "Ancient Nen Secrets"] }, { text: "Show courage through direct challenge", action: "challenge_gatekeeper", consequences: "Dangerous but proves your determination", statChanges: { strength: 10, health: -50, maxHealth: 50 }, experience: 180, reputation: { brave: +5, cautious: -3 }, battle_trigger: "Ancient Gatekeeper" }, { text: "Offer service in exchange for passage", action: "service_for_passage", consequences: "Gain safe passage but owe future favors", statChanges: { intelligence: 6, aura: 5 }, experience: 120, reputation: { diplomatic: +3, prideful: -2 }, future_obligation: "Gatekeeper's Debt" }] }, { title: "The Impossible Ecosystem", text: "You've entered regions where the laws of nature don't apply. Creatures that shouldn't exist roam freely, and reality itself seems malleable.", choices: [{ text: "Study and catalog the anomalies", action: "study_anomalies", consequences: "Gain incredible knowledge but risk mental breakdown", statChanges: { intelligence: 15, aura: 10, maxHealth: -40 }, experience: 300, reputation: { scholar: +5, practical: -2 }, unlocks: ["Reality Manipulation Theory", "Anomaly Catalog"], sanity_check: true }, { text: "Hunt the apex predators", action: "hunt_apex_predators", consequences: "Extreme danger but unparalleled power gains", statChanges: { strength: 20, speed: 15, health: -80 }, experience: 400, reputation: { apex_hunter: +6, cautious: -4 }, battle_trigger: "Impossible Creature", special_reward: "Apex Predator Powers" }, { text: "Seek the source of anomalies", action: "seek_anomaly_source", consequences: "Dangerous quest to understand the continent's nature", statChanges: { intelligence: 12, aura: 15 }, experience: 350, reputation: { seeker: +4, content: -2 }, unlocks: ["Dark Continent Mysteries", "Reality Core Access"] }] }], completion_rewards: { skillPoints: 100, experience: 2000, title: "Dark Continent Explorer", unlocks: ["Reality Manipulation", "Impossible Abilities", "Continental Authority"] } } }; // Story Choice Consequence System var consequenceSystem = { reputation: { heroic: 0, criminal: 0, methodical: 0, reckless: 0, leader: 0, follower: 0, independent: 0, diplomatic: 0, fearless: 0, cautious: 0, scholar: 0, hunter: 0 }, allies: [], enemies: [], obligations: [], unlocked_paths: [], moral_alignment: 0, // -100 (evil) to +100 (good) items: [], titles: [] }; // Story Chapters - Hunter Exam Stages (Legacy compatibility) 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: 1200, maxHealth: 1200, stats: { strength: 30, speed: 35, intelligence: 20, aura: 25 }, abilities: ["Rock Paper Scissors", "Enhanced Senses"], hatsu: { name: "Jajanken", variants: ["Rock", "Paper", "Scissors"], auraRequired: 30, description: "Gon's signature rock-paper-scissors based attack" }, reward: { experience: 200, skillPoints: 10, unlockMessage: "You've learned Gon's determination!" } }, kurapika: { name: "Kurapika Kurta", level: 35, health: 1500, maxHealth: 1500, stats: { strength: 28, speed: 30, intelligence: 45, aura: 40 }, abilities: ["Chain Jail", "Holy Chain", "Dowsing Chain", "Judgment Chain", "Emperor Time"], hatsu: { name: "Chain Jail", auraRequired: 45, description: "Kurapika's deadly chains that can instantly defeat Phantom Troupe members" }, reward: { experience: 300, skillPoints: 15, unlockMessage: "You've witnessed the power of the Kurta Clan's vengeance!" } }, killua: { name: "Killua Zoldyck", level: 30, health: 1100, maxHealth: 1100, stats: { strength: 25, speed: 45, intelligence: 35, aura: 30 }, abilities: ["Thunderbolt", "Assassin Techniques"], hatsu: { name: "Lightning Palm", auraRequired: 25, description: "Killua transmutes his aura into electricity" }, reward: { experience: 250, skillPoints: 12, unlockMessage: "You've learned Killua's lightning speed!" } }, hisoka: { name: "Hisoka Morow", level: 50, health: 2000, maxHealth: 2000, stats: { strength: 40, speed: 38, intelligence: 45, aura: 50 }, abilities: ["Bungee Gum", "Texture Surprise"], hatsu: { name: "Bungee Gum", auraRequired: 35, description: "Hisoka's rubber and gum properties aura" }, reward: { experience: 400, skillPoints: 20, unlockMessage: "You've survived Hisoka's twisted game!" } }, illumi: { name: "Illumi Zoldyck", level: 45, health: 1800, maxHealth: 1800, stats: { strength: 35, speed: 30, intelligence: 50, aura: 45 }, abilities: ["Needle People", "Manipulation"], hatsu: { name: "Needle People", auraRequired: 40, description: "Illumi manipulates targets with his needles" }, reward: { experience: 350, skillPoints: 18, unlockMessage: "You've overcome Illumi's manipulation!" } } }; // Travel Locations - load from storage 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: storage.travelLocations_heavensArena_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 } }], specialBoss: { name: "Razor", level: 45, health: 2500, maxHealth: 2500, stats: { strength: 45, speed: 40, intelligence: 35, aura: 50 }, abilities: ["14 Devils", "Emission Mastery"], hatsu: { name: "14 Devils", auraRequired: 40, description: "Razor summons his 14 emission devils for devastating attacks" }, reward: { experience: 400, skillPoints: 25, unlockMessage: "You've conquered Heaven's Arena!" } } }, 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.", specialBoss: { name: "Chrollo Lucilfer", level: 55, health: 3000, maxHealth: 3000, stats: { strength: 40, speed: 45, intelligence: 60, aura: 55 }, abilities: ["Skill Hunter", "Leadership"], hatsu: { name: "Skill Hunter", auraRequired: 50, description: "Chrollo can use any stolen ability with devastating effect" }, reward: { experience: 600, skillPoints: 35, unlockMessage: "You've survived the Spider's web!" } }, 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" }] }, { title: "The Underground Network", text: "You've discovered a hidden network beneath Yorknew City. Crime families, black market dealers, and information brokers operate in these shadows. Your presence hasn't gone unnoticed by the local powers.", choices: [{ text: "Infiltrate the crime families", action: "infiltrate_crime", consequences: "Learn underground secrets but risk being discovered" }, { text: "Seek alliance with information brokers", action: "broker_alliance", consequences: "Gain valuable intel network but owe favors" }, { text: "Challenge the underground bosses", action: "underground_bosses", consequences: "Establish dominance but make many enemies" }] }, { title: "The Auction House Heist", text: "The Phantom Troupe strikes! The auction house is under attack and chaos erupts. You must decide whether to stop them, help them, or use the confusion to your advantage.", choices: [{ text: "Try to stop the Phantom Troupe", action: "stop_troupe", consequences: "Heroic action but extremely dangerous" }, { text: "Use the chaos to steal rare items", action: "steal_items", consequences: "Gain powerful artifacts but become a criminal" }, { text: "Help evacuate innocent people", action: "save_innocents", consequences: "Gain respect but miss rare opportunities" }] }] }, 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.", specialBoss: { name: "Genthru (The Bomber)", level: 50, health: 2800, maxHealth: 2800, stats: { strength: 50, speed: 35, intelligence: 40, aura: 45 }, abilities: ["Little Flower", "Countdown"], hatsu: { name: "Little Flower", auraRequired: 45, description: "Genthru creates explosive aura that can devastate anything he touches" }, reward: { experience: 500, skillPoints: 30, unlockMessage: "You've disarmed the Bomber!" } }, 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 Card Collection Crisis", text: "You've been collecting cards steadily, but a rival player group has targeted you. They want your rare cards and won't hesitate to kill for them. The island's dangerous wildlife adds another layer of threat.", choices: [{ text: "Set traps around your base", action: "defensive_traps", consequences: "Protect your cards but limit exploration" }, { text: "Launch a preemptive strike on rivals", action: "attack_rivals", consequences: "Eliminate threats but become notorious" }, { text: "Propose an alliance with rivals", action: "rival_alliance", consequences: "Share resources but risk betrayal" }] }, { title: "The Restricted Areas", text: "You've discovered areas of Greed Island that are off-limits to most players. Ancient ruins, dangerous monsters, and legendary cards await those brave enough to venture into the forbidden zones.", choices: [{ text: "Explore the ancient ruins alone", action: "ruins_solo", consequences: "Uncover ancient secrets but face unknown dangers" }, { text: "Gather a team to explore together", action: "ruins_team", consequences: "Shared risks and rewards" }, { text: "Research the ruins before entering", action: "ruins_research", consequences: "Safer approach but others might get there first" }] }, { 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.", specialBoss: { name: "Meruem (The King)", level: 60, health: 5000, maxHealth: 5000, stats: { strength: 70, speed: 65, intelligence: 80, aura: 70 }, abilities: ["Metamorphosis", "Rage Blast"], hatsu: { name: "Rage Blast", auraRequired: 60, description: "The King's ultimate attack that can destroy entire landscapes" }, reward: { experience: 1000, skillPoints: 50, unlockMessage: "You've challenged the ultimate lifeform!" } }, 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 Forbidden Zones", text: "You've entered regions that even the Dark Continent expedition teams avoid. Here, the laws of nature bend and break. Creatures that shouldn't exist roam freely, and the very air pulses with dangerous energy.", choices: [{ text: "Study the anomalous phenomena", action: "study_anomalies", consequences: "Gain understanding of reality manipulation but risk mental damage" }, { text: "Hunt the impossible creatures", action: "hunt_impossibles", consequences: "Gain incredible power but attract cosmic attention" }, { text: "Seek shelter and wait for safety", action: "wait_safety", consequences: "Survive but miss once-in-a-lifetime opportunities" }] }, { title: "The Ancient Civilization", text: "You discover ruins of a civilization that predates human history. The architecture defies physics, and inscriptions glow with residual nen energy. This place holds secrets about the origin of nen itself.", choices: [{ text: "Decipher the ancient inscriptions", action: "decipher_inscriptions", consequences: "Learn origin secrets of nen but risk ancient curses" }, { text: "Explore the impossible architecture", action: "explore_architecture", consequences: "Discover dimensional manipulation techniques" }, { text: "Attempt to contact ancient spirits", action: "contact_spirits", consequences: "Gain ancient knowledge but risk possession" }] }, { 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" }] }] }, meteor_city: { name: "Meteor City", description: "The lawless junkyard city where the Phantom Troupe was born. A place where nothing has value, including human life.", unlocked: false, unlockRequirement: "Reach Level 30 and complete Yorknew City", background: 0x4a2a1a, story: "You arrive at the infamous Meteor City, a massive junkyard where society's discarded people and objects pile up endlessly. The residents here don't officially exist, making it the perfect breeding ground for criminals and outcasts.", chapters: [{ title: "The Junkyard Entrance", text: "Towering piles of garbage stretch as far as the eye can see. A sign reads: 'We reject no one, so take nothing from us.' Local scavengers eye you suspiciously. In this place, outsiders are not welcome.", choices: [{ text: "Offer to help the scavengers with their work", action: "help_scavengers", consequences: "Gain trust but risk getting involved in dangerous activities" }, { text: "Search for information about the Phantom Troupe", action: "troupe_investigation", consequences: "Learn valuable intel but make powerful enemies" }, { text: "Challenge the local strongmen to prove yourself", action: "prove_strength", consequences: "Earn respect through combat prowess" }] }, { title: "The Underground Fighting Rings", text: "Beneath the junkyard, illegal fighting tournaments rage. Meteor City's strongest fighters gather here to prove themselves. The prize money could help the city, but the fights are often to the death.", choices: [{ text: "Enter the tournaments as a fighter", action: "fighting_tournaments", consequences: "Gain incredible combat experience but risk death" }, { text: "Try to organize legitimate competitions", action: "organize_legitimate", consequences: "Help the community but face resistance from underground bosses" }, { text: "Expose the illegal operations to authorities", action: "expose_operations", consequences: "Stop exploitation but make enemies in the city" }] }, { title: "The Elder's Test", text: "You meet one of Meteor City's mysterious Elders, an ancient woman who knew the Phantom Troupe's founders. She offers to teach you their techniques, but only if you prove your dedication to protecting the city's inhabitants.", choices: [{ text: "Accept the trial of loyalty", action: "loyalty_trial", consequences: "Learn devastating combat techniques but bind yourself to the city" }, { text: "Decline respectfully and seek other teachers", action: "seek_others", consequences: "Maintain freedom but miss unique abilities" }, { text: "Propose an alternative arrangement", action: "negotiate_elder", consequences: "Potentially gain benefits without full commitment" }] }] }, whale_island: { name: "Whale Island", description: "Gon Freecss's peaceful home island. A place of natural beauty and simple living, perfect for meditation and training.", unlocked: false, unlockRequirement: "Reach Level 20", background: 0x2a4a2a, story: "You arrive at the serene Whale Island, where Gon Freecss grew up. The island's pure natural energy makes it an ideal place for Nen training and spiritual development.", chapters: [{ title: "Mito's Welcome", text: "Gon's aunt Mito greets you warmly and offers to let you stay while you train. The island's peaceful atmosphere is perfect for developing your Nen abilities without distractions.", choices: [{ text: "Focus on meditation and spiritual growth", action: "spiritual_training", consequences: "Greatly increase aura capacity and control" }, { text: "Train with the island's wildlife", action: "nature_training", consequences: "Improve physical stats and gain nature-based insights" }, { text: "Help the islanders with their daily work", action: "community_service", consequences: "Learn patience and gain the islanders' blessings" }] }, { title: "The Sacred Grove", text: "Deep in the island's forest lies a grove where Gon used to train. The trees here are infused with natural Nen energy, and practicing here could unlock hidden potential.", choices: [{ text: "Meditate in the grove for days", action: "grove_meditation", consequences: "Risk exhaustion but gain incredible Nen insights" }, { text: "Practice your Hatsu among the ancient trees", action: "hatsu_practice", consequences: "Strengthen your unique ability connection to nature" }, { text: "Commune with the island's animal spirits", action: "spirit_communion", consequences: "Gain animal-like instincts and enhanced senses" }] }] }, ngl: { name: "NGL (Neo-Green Life)", description: "The autonomous nation that rejects modern technology. Former site of the Chimera Ant crisis.", unlocked: false, unlockRequirement: "Reach Level 35 and master at least 5 Nen techniques", background: 0x1a3a1a, story: "You enter the Neo-Green Life autonomous region, a nation that has completely rejected modern technology. Though the Chimera Ant threat has passed, dangerous remnants and new threats still lurk in this untamed wilderness.", specialBoss: { name: "Chimera Ant Squadron Leader", level: 40, health: 2200, maxHealth: 2200, stats: { strength: 40, speed: 35, intelligence: 30, aura: 35 }, abilities: ["Predator Instinct", "Pack Coordination"], hatsu: { name: "Predator's Hunt", auraRequired: 35, description: "Enhanced senses and coordinated attacks from the squadron" }, reward: { experience: 300, skillPoints: 20, unlockMessage: "You've survived the Chimera Ant remnants!" } }, chapters: [{ title: "The Border Crossing", text: "At the NGL border, stern officials in primitive clothing confiscate all your modern equipment. 'Technology corrupts the soul,' they declare. You're given basic supplies and warned about the dangers ahead. The dense forest stretches endlessly, and you can sense hostile auras lurking within.", choices: [{ text: "Follow the marked safe paths deeper into NGL", action: "safe_paths", consequences: "Slower progress but avoid immediate dangers" }, { text: "Take shortcuts through the dangerous wilderness", action: "wilderness_shortcuts", consequences: "Risk encounters with dangerous creatures but faster progress" }, { text: "Set up camp and observe the area first", action: "observe_area", consequences: "Learn about local threats and opportunities" }] }, { title: "The Chimera Ant Scouts", text: "You encounter your first Chimera Ant soldiers - remnants from the invasion that still patrol these lands. They're smaller than the Royal Guards but still incredibly dangerous. Their compound eyes track your every movement as they communicate in clicking sounds.", choices: [{ text: "Engage the scouts in direct combat", action: "fight_scouts", consequences: "High risk but significant combat experience if successful" }, { text: "Use stealth to avoid the patrol", action: "stealth_avoid", consequences: "Avoid immediate danger but may miss important intelligence" }, { text: "Attempt to communicate with them", action: "communicate_ants", consequences: "Potentially learn about their hierarchy but risk being attacked" }] }, { title: "The Abandoned Research Facility", text: "You discover a hidden research facility deep in the forest - clearly built before the Chimera Ant invasion. Scientific equipment lies scattered, and you find research notes about 'human enhancement projects' and 'biological weapons development.' This place holds dark secrets.", choices: [{ text: "Investigate the research data thoroughly", action: "investigate_research", consequences: "Learn disturbing truths about NGL's past and gain scientific knowledge" }, { text: "Search for any surviving researchers", action: "find_researchers", consequences: "Potentially find allies or enemies from the facility" }, { text: "Destroy the facility to prevent misuse", action: "destroy_facility", consequences: "Prevent dangerous research from continuing but lose valuable information" }] }, { title: "The Queen's Nest Ruins", text: "You reach the ruins of the original Chimera Ant Queen's nest. The massive structure still emanates a malevolent aura. Broken shells and skeletal remains litter the ground. In the deepest chamber, you find pulsing organic matter - remnants of the Queen's genetic material that could still be active.", choices: [{ text: "Study the genetic material carefully", action: "genetic_study", consequences: "Gain evolution-based abilities but risk severe mutation" }, { text: "Collect samples for the Hunter Association", action: "collect_samples", consequences: "Gain Association favor but risk exposure to dangerous genetic material" }, { text: "Destroy all remaining genetic material", action: "destroy_genetic_material", consequences: "Prevent future Chimera Ant emergence but lose unique research opportunities" }] }, { title: "The Underground Colony", text: "You discover an active underground Chimera Ant colony that survived the original purge. These ants have evolved differently, becoming more intelligent and organized. Their Queen is smaller but more cunning than the original. She regards you with calculating compound eyes.", choices: [{ text: "Challenge the new Queen to combat", action: "challenge_new_queen", consequences: "Ultimate test - victory means incredible power, defeat means potential reincarnation" }, { text: "Try to negotiate with the evolved colony", action: "negotiate_colony", consequences: "Potentially gain powerful allies but risk being seen as food" }, { text: "Retreat and report the colony's location", action: "report_colony", consequences: "Fulfill duty to humanity but miss unique opportunities" }] }, { title: "The Final Confrontation", text: "The Squadron Leader of the surviving Chimera Ants blocks your path. This creature has adapted beyond its original programming, developing its own Nen abilities through consuming powerful hunters. Its aura is a mixture of dozens of different humans, creating an unsettling composite presence.", choices: [{ text: "Fight with everything you have", action: "final_battle_full_power", consequences: "Risk everything for the chance to eliminate a major threat" }, { text: "Try to understand the creature's evolution", action: "study_evolution", consequences: "Learn about Chimera Ant development but risk being consumed" }, { text: "Attempt to turn it against other threats", action: "turn_against_threats", consequences: "Create a dangerous ally against other enemies" }] }] } }; // 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 }, eyeTraining: { name: "Eye Training", description: "Train your eyes to handle intense emotions and power (Kurta clan only)", cost: 20, benefits: { intelligence: 1, aura: 1 }, experience: 25, clanRequired: "kurta" }, transplantedEyeTraining: { name: "Transplanted Eye Training", description: "Train your stolen scarlet eyes (Very inefficient - 50% less effective than natural)", cost: 40, benefits: { intelligence: 1, aura: 1 }, experience: 15, eyeRequired: "transplanted" } }; // Hatsu Creation System var hatsuTemplates = { enhancer: [{ name: "Titan Fist", description: "Enhance punching power by 300%", auraReq: 20, conditions: "Must maintain eye contact with target", battleEffects: { type: "damage", multiplier: 3.0, special: "stun_chance" } }, { name: "Iron Skin", description: "Harden skin to deflect attacks", auraReq: 15, conditions: "Cannot move while active", battleEffects: { type: "defense", multiplier: 2.0, special: "reflect_damage" } }, { name: "Healing Touch", description: "Accelerate healing of wounds", auraReq: 25, conditions: "Must touch wound for 30 seconds", battleEffects: { type: "heal", amount: 50, special: "status_cure" } }, { name: "Berserker Rage", description: "Enter an uncontrollable fury that doubles all physical abilities", auraReq: 35, conditions: "Must be below 50% health to activate", battleEffects: { type: "berserk", multiplier: 2.0, special: "cannot_guard" } }, { name: "Perfect Enhancement", description: "Enhance any object or body part to its theoretical maximum", auraReq: 40, conditions: "Can only enhance one thing at a time", battleEffects: { type: "variable", multiplier: 2.5, special: "adaptable" } }, { name: "Jajanken", description: "Rock-paper-scissors based attacks: Rock (punch), Paper (emission), Scissors (transmutation)", auraReq: 30, conditions: "Must charge for 3 seconds before attack", battleEffects: { type: "variable_combo", variants: ["rock", "paper", "scissors"], multiplier: 2.8, special: "triple_technique" } }, { name: "100-Type Guanyin Bodhisattva", description: "Channel the power of the goddess of mercy for devastating attacks", auraReq: 80, conditions: "Must meditate for 10 seconds before use", battleEffects: { type: "divine_strike", multiplier: 4.5, special: "instant_kill_chance" } }, { name: "Zero Hand", description: "Concentrate all aura into one final devastating blast", auraReq: 100, conditions: "Must be below 25% health to activate", battleEffects: { type: "ultimate_sacrifice", multiplier: 6.0, special: "uses_all_aura" } }, { name: "Shockwave Punch", description: "Enhance a punch to create devastating shockwaves that hit multiple times", auraReq: 35, conditions: "Must charge for 2 seconds before striking", battleEffects: { type: "multi_hit_damage", multiplier: 2.8, special: "shockwave_effect" } }, { name: "Enhancement Overload", description: "Temporarily enhance all physical abilities beyond normal limits", auraReq: 45, conditions: "Cannot use other abilities for 3 turns after", battleEffects: { type: "temporary_boost", multiplier: 3.2, special: "stat_enhancement" } }, { name: "Focused Strike", description: "Concentrate all enhancement into a single perfect strike", auraReq: 25, conditions: "Must have line of sight to target", battleEffects: { type: "precision_damage", multiplier: 2.5, special: "critical_hit_chance" } }], emitter: [{ name: "Spirit Gun", description: "Fire concentrated aura bullets", auraReq: 18, conditions: "Must point finger like a gun", battleEffects: { type: "ranged_damage", multiplier: 2.0, special: "piercing" } }, { name: "Teleport Beacon", description: "Mark location for instant teleportation", auraReq: 30, conditions: "Can only have one beacon active", battleEffects: { type: "utility", special: "escape_advantage" } }, { name: "Aura Shield", description: "Project defensive barrier at distance", auraReq: 22, conditions: "Shield weakens with distance", battleEffects: { type: "barrier", multiplier: 1.5, special: "ranged_defense" } }, { name: "Orbital Strike", description: "Launch concentrated aura high into the air for devastating delayed attack", auraReq: 45, conditions: "Must wait 3 turns before impact", battleEffects: { type: "delayed_damage", multiplier: 4.0, special: "unavoidable" } }, { name: "Remote Punch", description: "Project your fist through space to strike at any distance", auraReq: 28, conditions: "Must have line of sight to target", battleEffects: { type: "ranged_damage", multiplier: 2.2, special: "surprise_attack" } }], manipulator: [{ name: "Puppet Master", description: "Control defeated opponents", auraReq: 35, conditions: "Target must be unconscious first", battleEffects: { type: "control", special: "turn_enemy" } }, { name: "Object Dance", description: "Animate and control inanimate objects", auraReq: 20, conditions: "Must physically touch object first", battleEffects: { type: "summon", multiplier: 1.5, special: "multiple_attacks" } }, { name: "Memory Thief", description: "Extract and view target's memories", auraReq: 40, conditions: "Must maintain physical contact for 1 minute", battleEffects: { type: "debuff", special: "confusion" } }, { name: "Pain Amplifier", description: "Manipulate pain receptors to make even small wounds agonizing", auraReq: 30, conditions: "Must have inflicted damage on target first", battleEffects: { type: "debuff", multiplier: 1.8, special: "damage_over_time" } }, { name: "Emotion Control", description: "Manipulate target's emotions to make them fight for you", auraReq: 50, conditions: "Target must trust you initially", battleEffects: { type: "control", special: "ally_conversion" } }], transmuter: [{ name: "Lightning Palm", description: "Transform aura into electricity", auraReq: 25, conditions: "Damage self if used more than 3 times per day", battleEffects: { type: "elemental_damage", multiplier: 2.2, special: "paralysis" } }, { name: "Rubber Body", description: "Make body elastic and bouncy", auraReq: 20, conditions: "Vulnerable to sharp objects while active", battleEffects: { type: "defense", multiplier: 1.8, special: "bounce_back" } }, { name: "Poison Touch", description: "Transmute aura into various toxins", auraReq: 30, conditions: "Must know chemical composition of poison", battleEffects: { type: "poison", multiplier: 1.5, special: "damage_over_time" } }, { name: "Diamond Aura", description: "Transform aura into the hardest material for ultimate offense and defense", auraReq: 45, conditions: "Becomes immobile while diamond form is active", battleEffects: { type: "form_change", multiplier: 3.0, special: "ultimate_defense" } }, { name: "Liquid Aura", description: "Make aura flow like water to slip through any defense", auraReq: 35, conditions: "Cannot use other abilities while liquid", battleEffects: { type: "penetration", multiplier: 2.5, special: "ignore_defense" } }], conjurer: [{ name: "Weapon Vault", description: "Conjure any weapon you've mastered", auraReq: 28, conditions: "Must have trained with weapon for 100 hours", battleEffects: { type: "weapon_summon", multiplier: 2.0, special: "versatile" } }, { name: "Fortress Creation", description: "Conjure defensive structures", auraReq: 45, conditions: "Cannot move while maintaining structure", battleEffects: { type: "barrier", multiplier: 2.5, special: "area_defense" } }, { name: "Binding Chains", description: "Create unbreakable restraints", auraReq: 35, conditions: "Chains disappear if you lose consciousness", battleEffects: { type: "restraint", special: "immobilize" } }, { name: "Living Armor", description: "Conjure sentient armor that fights alongside you", auraReq: 50, conditions: "Armor has its own personality and may disobey", battleEffects: { type: "companion", multiplier: 1.8, special: "independent_action" } }, { name: "Dimensional Pocket", description: "Create pocket dimensions to store unlimited items and launch surprise attacks", auraReq: 40, conditions: "Items stored for too long may disappear", battleEffects: { type: "utility", special: "surprise_items" } }], specialist: [{ name: "Fate Reading", description: "See possible futures of target", auraReq: 50, conditions: "Can only be used once per person", battleEffects: { type: "precognition", special: "predict_attacks" } }, { name: "Power Copy", description: "Temporarily copy opponent's ability", auraReq: 60, conditions: "Must witness ability being used 3 times", battleEffects: { type: "copy", special: "steal_abilities" } }, { name: "Soul Bond", description: "Share damage and healing with ally", auraReq: 40, conditions: "Bond lasts until one partner dies", battleEffects: { type: "link", special: "shared_damage" } }, { name: "Probability Manipulation", description: "Alter the odds of any event in your favor", auraReq: 70, conditions: "Each use reduces your own luck for 24 hours", battleEffects: { type: "luck", special: "critical_control" } }, { name: "Time Echo", description: "Create echoes of your past actions to attack multiple times", auraReq: 55, conditions: "Can only echo actions from the last 10 minutes", battleEffects: { type: "temporal", multiplier: 2.5, special: "multi_attack" } }, { name: "Ability Copy", description: "Copy and store up to 3 enemy abilities to use in battle", auraReq: 45, conditions: "Must witness ability 3 times to copy it permanently", battleEffects: { type: "copy_system", special: "ability_mimic", slots: 3 } }] }; // Nen Techniques System - load from storage var nenTechniques = { basic: { name: "Basic Nen Principles", techniques: [{ name: "Ten", description: "Shroud your body with aura to enhance defense", cost: 0, unlocked: storage.nenTechniques_basic_Ten === 1, auraReq: 10, benefits: { defense: 20 } }, { name: "Zetsu", description: "Stop the flow of aura to hide your presence", cost: 5, unlocked: storage.nenTechniques_basic_Zetsu === 1, auraReq: 15, benefits: { stealth: 30 } }, { name: "Ren", description: "Increase the amount of aura around your body", cost: 10, unlocked: storage.nenTechniques_basic_Ren === 1, auraReq: 20, benefits: { aura: 10, strength: 5 } }, { name: "Hatsu", description: "Use aura to perform supernatural feats", cost: 20, unlocked: storage.nenTechniques_basic_Hatsu === 1, 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: storage.nenTechniques_advanced_Gyo === 1, auraReq: 25, benefits: { intelligence: 10 } }, { name: "In", description: "Hide your aura completely", cost: 25, unlocked: storage.nenTechniques_advanced_In === 1, auraReq: 35, benefits: { stealth: 50 } }, { name: "En", description: "Extend your aura to sense surroundings", cost: 30, unlocked: storage.nenTechniques_advanced_En === 1, auraReq: 40, benefits: { aura: 15, intelligence: 8 } }, { name: "Shu", description: "Extend aura to objects you're holding", cost: 20, unlocked: storage.nenTechniques_advanced_Shu === 1, auraReq: 30, benefits: { strength: 12 } }, { name: "Ko", description: "Focus all aura into one body part", cost: 35, unlocked: storage.nenTechniques_advanced_Ko === 1, auraReq: 45, benefits: { strength: 20 } }, { name: "Ken", description: "Maintain Ren for extended periods", cost: 40, unlocked: storage.nenTechniques_advanced_Ken === 1, auraReq: 50, benefits: { aura: 20, health: 30 } }] } }; // Add Nen mastery to player data - load from storage var nenMastery = { basicMastered: storage.nenMastery_basicMastered || 0, advancedMastered: storage.nenMastery_advancedMastered || 0, totalTechniques: storage.nenMastery_totalTechniques || 0 }; // Battle System Data var currentBattle = null; var battleState = { playerTurn: true, playerHealth: 0, enemyHealth: 0, playerAura: 0, enemyAura: 0, battleLog: [], availableActions: [], enemy: null, ultimateVowUsed: false, emperorTimeActive: false, emperorTimeHealthDrain: 0, scarletEyesLevel: 0 }; // Emperor Time system for Kurta clan var emperorTimeData = { healthDrainPerSecond: 3, activationCost: 50, damageMultiplier: 4.0, allCategoriesMastery: true, requiredScarletLevel: 3 }; // Scarlet Eyes Training System var scarletEyesSystem = { currentLevel: 0, maxLevel: 20, trainingProgress: 0, trainingRequired: 100, combatExperience: 0, combatRequired: 50 }; // 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" }, jajankenRock: { name: "Jajanken: Rock", auraRequired: 30, damage: "jajanken_rock", description: "Charge up for a devastating punch attack", hatsuRequired: "Jajanken" }, jajankenPaper: { name: "Jajanken: Paper", auraRequired: 25, damage: "jajanken_paper", description: "Release concentrated aura emission blast", hatsuRequired: "Jajanken" }, jajankenScissors: { name: "Jajanken: Scissors", auraRequired: 35, damage: "jajanken_scissors", description: "Sharp transmuted aura cutting attack", hatsuRequired: "Jajanken" }, 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" }, enhancerSpecial: { name: "Enhancement Mastery", auraRequired: 25, damage: "enhanced", description: "Use advanced Enhancement techniques", hatsuTypes: ["enhancer"] }, shockwavePunch: { name: "Shockwave Punch", auraRequired: 35, damage: "shockwave", description: "Create devastating shockwaves with enhanced punch", hatsuRequired: "Shockwave Punch" }, enhancementOverload: { name: "Enhancement Overload", auraRequired: 45, damage: "overload", description: "Temporarily enhance all abilities beyond limits", hatsuRequired: "Enhancement Overload" }, focusedStrike: { name: "Focused Strike", auraRequired: 25, damage: "focused", description: "Perfect strike with concentrated enhancement", hatsuRequired: "Focused Strike" }, titanFistVariants: { name: "Titan Fist Techniques", auraRequired: 25, damage: "titan_variants", description: "Multiple Titan Fist combat techniques", hatsuRequired: "Titan Fist" }, ironSkinVariants: { name: "Iron Skin Forms", auraRequired: 20, damage: "iron_variants", description: "Different Iron Skin defensive forms", hatsuRequired: "Iron Skin" }, berserkerRageVariants: { name: "Berserker Techniques", auraRequired: 40, damage: "berserker_variants", description: "Various berserker rage combat modes", hatsuRequired: "Berserker Rage" }, perfectEnhancementVariants: { name: "Perfect Enhancement Arts", auraRequired: 45, damage: "perfect_variants", description: "Master-level enhancement techniques", hatsuRequired: "Perfect Enhancement" }, emitterSpecial: { name: "Emission Barrage", auraRequired: 30, damage: "emission", description: "Launch multiple aura projectiles", hatsuTypes: ["emitter"] }, manipulatorSpecial: { name: "Mind Games", auraRequired: 35, damage: "manipulation", description: "Manipulate enemy's actions", hatsuTypes: ["manipulator"] }, transmuterSpecial: { name: "Property Change", auraRequired: 28, damage: "transmutation", description: "Use transmuted aura with special properties", hatsuTypes: ["transmuter"] }, conjurerSpecial: { name: "Conjured Arsenal", auraRequired: 32, damage: "conjuration", description: "Summon multiple conjured objects", hatsuTypes: ["conjurer"] }, specialistSpecial: { name: "Unique Power", auraRequired: 40, damage: "specialist", description: "Use your one-of-a-kind ability", hatsuTypes: ["specialist"] }, copySlot1: { name: "Use Copied Ability 1", auraRequired: 25, damage: "copied", description: "Use first copied ability", hatsuTypes: ["specialist"] }, copySlot2: { name: "Use Copied Ability 2", auraRequired: 25, damage: "copied", description: "Use second copied ability", hatsuTypes: ["specialist"] }, copySlot3: { name: "Use Copied Ability 3", auraRequired: 25, damage: "copied", description: "Use third copied ability", hatsuTypes: ["specialist"] }, ultimatePotential: { name: "Ultimate Potential Vow", auraRequired: 50, damage: "ultimate_vow", description: "Sacrifice your life for ultimate power (Health < 200 required)", special: "death_after_battle" }, emperorTimeVow: { name: "Emperor Time Vow", auraRequired: 80, damage: "emperor_time_vow", description: "Kurta clan only: Create Emperor Time as second Hatsu (Health < 200 required)", special: "kurta_only", clanRequired: "kurta" }, scarletEyes: { name: "Scarlet Eyes", auraRequired: 30, damage: "scarlet_activation", description: "Kurta clan only: Activate scarlet eyes (3 levels available)", special: "kurta_only", clanRequired: "kurta" }, emperorTimeActivate: { name: "Emperor Time", auraRequired: 50, damage: "emperor_time_battle", description: "Kurta clan only: Activate Emperor Time (drains health over time)", special: "kurta_emperor_time", clanRequired: "kurta" }, emperorTimeDeactivate: { name: "Deactivate Emperor Time", auraRequired: 0, damage: 0, description: "Turn off Emperor Time to stop health drain", special: "kurta_emperor_time_off" }, clanSpecial: { name: "Clan Heritage", auraRequired: 50, damage: "clan_power", description: "Use your clan's legendary abilities" } }; // 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" }, { name: "Emperor Time Creation", description: "Create Emperor Time as second Hatsu (Kurta clan only)", powerBoost: 4.0, type: "kurta_special", clanRequired: "kurta", requirement: "scarletEyesLevel >= 3" }, { name: "Bloodline Sacrifice", description: "Sacrifice clan heritage for ultimate power", powerBoost: 3.5, type: "heritage_sacrifice" }, { name: "Memory Seal", description: "Seal memories of loved ones for enhanced focus", powerBoost: 2.8, type: "psychological" }, { name: "Life Force Drain", description: "Each use shortens lifespan but grants immense power", powerBoost: 3.2, type: "sacrificial_advanced" }]; // Special Clan Vows var clanSpecialVows = { kurta: [{ name: "Scarlet Eyes Oath", description: "Eyes turn permanently scarlet, health drains in combat", powerBoost: 4.5, special: "permanent_emperor_time" }, { name: "Vengeance Binding", description: "Power increases against those who harm innocents", powerBoost: 3.0, special: "justice_boost" }], netero: [{ name: "Meditation Mastery", description: "Must meditate 8 hours daily for power", powerBoost: 2.8, special: "meditation_required" }], zoldyck: [{ name: "Assassination Oath", description: "Power only works on killing techniques", powerBoost: 3.5, special: "killing_intent_only" }] }; // Skill Tree - load from storage var skillTree = { enhancer: { name: "Enhancement Skills", skills: [{ name: "Iron Body", cost: 50, unlocked: storage.skillTree_enhancer_IronBody === 1, description: "Increase defense by 20%" }, { name: "Power Boost", cost: 100, unlocked: storage.skillTree_enhancer_PowerBoost === 1, description: "Increase strength by 50%" }, { name: "Regeneration", cost: 150, unlocked: storage.skillTree_enhancer_Regeneration === 1, description: "Slowly recover health over time" }] }, emitter: { name: "Emission Skills", skills: [{ name: "Aura Blast", cost: 60, unlocked: storage.skillTree_emitter_AuraBlast === 1, description: "Ranged aura attack" }, { name: "Remote Control", cost: 120, unlocked: storage.skillTree_emitter_RemoteControl === 1, description: "Control objects from distance" }, { name: "Aura Sphere", cost: 180, unlocked: storage.skillTree_emitter_AuraSphere === 1, description: "Create protective aura barriers" }] }, manipulator: { name: "Manipulation Skills", skills: [{ name: "Object Control", cost: 70, unlocked: storage.skillTree_manipulator_ObjectControl === 1, description: "Manipulate nearby objects" }, { name: "Mind Influence", cost: 140, unlocked: storage.skillTree_manipulator_MindInfluence === 1, description: "Influence enemy actions" }, { name: "Mass Control", cost: 200, unlocked: storage.skillTree_manipulator_MassControl === 1, description: "Control multiple targets" }] }, transmuter: { name: "Transmutation Skills", skills: [{ name: "Rubber Aura", cost: 55, unlocked: storage.skillTree_transmuter_RubberAura === 1, description: "Make aura elastic and bouncy" }, { name: "Electric Aura", cost: 110, unlocked: storage.skillTree_transmuter_ElectricAura === 1, description: "Transmute aura into electricity" }, { name: "Shape Shift", cost: 165, unlocked: storage.skillTree_transmuter_ShapeShift === 1, description: "Change aura into various forms" }] }, conjurer: { name: "Conjuration Skills", skills: [{ name: "Weapon Summon", cost: 80, unlocked: storage.skillTree_conjurer_WeaponSummon === 1, description: "Conjure basic weapons" }, { name: "Tool Creation", cost: 160, unlocked: storage.skillTree_conjurer_ToolCreation === 1, description: "Create useful tools" }, { name: "Complex Objects", cost: 240, unlocked: storage.skillTree_conjurer_ComplexObjects === 1, description: "Conjure complex mechanisms" }] }, specialist: { name: "Specialist Skills", skills: [{ name: "Unique Ability", cost: 100, unlocked: storage.skillTree_specialist_UniqueAbility === 1, description: "Discover your unique power" }, { name: "Power Amplify", cost: 200, unlocked: storage.skillTree_specialist_PowerAmplify === 1, description: "Amplify all abilities" }, { name: "Reality Bend", cost: 300, unlocked: storage.skillTree_specialist_RealityBend === 1, 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() { // Initialize achievement storage first initializeAchievementStorage(); // Load achievement states from storage for (var category in achievements) { var categoryData = achievements[category]; for (var i = 0; i < categoryData.achievements.length; i++) { var achievement = categoryData.achievements[i]; var storageKey = "achievement_" + achievement.id; achievement.unlocked = storage[storageKey] === 1; } } // 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 + " | Race: " + player.race, { 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; } // Save the Nen type selection immediately savePlayerData(); 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); // Check Nen awakening achievement var nenAwakeningAchievement = achievements.nen.achievements[0]; if (!nenAwakeningAchievement.unlocked && nenAwakeningAchievement.condition()) { var storageKey = "achievement_" + nenAwakeningAchievement.id; if (!storage[storageKey]) { nenAwakeningAchievement.unlocked = true; storage[storageKey] = 1; player.skillPoints += nenAwakeningAchievement.reward.skillPoints; player.experience += nenAwakeningAchievement.reward.experience; showAchievementNotification(nenAwakeningAchievement); } } 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; // Check for clan unlock when Human race reaches certain levels if (player.race === "Human" && !player.clan && (player.level === 10 || player.level === 20 || player.level === 30)) { checkClanUnlock(); } LK.getSound('levelUp').play(); LK.effects.flashScreen(0xffff00, 500); } function checkClanUnlock() { if (player.race !== "Human" || player.clan) return; var availableClans = []; var clanKeys = Object.keys(humanClans); for (var i = 0; i < clanKeys.length; i++) { var clanKey = clanKeys[i]; var clan = humanClans[clanKey]; var meetsRequirements = true; // Check requirements if (clan.requirements.nenType && player.nenType !== clan.requirements.nenType) { meetsRequirements = false; } if (clan.requirements.level && player.level < clan.requirements.level) { meetsRequirements = false; } if (clan.requirements.hunterExamCompleted && !player.hunterExamCompleted) { meetsRequirements = false; } if (clan.requirements.intelligence && player.stats.intelligence < clan.requirements.intelligence) { meetsRequirements = false; } if (clan.requirements.hatsuMastery && player.hatsuMastery < clan.requirements.hatsuMastery) { meetsRequirements = false; } if (meetsRequirements) { availableClans.push({ key: clanKey, clan: clan }); } } if (availableClans.length === 0) return; // Roll for clan discovery for (var i = 0; i < availableClans.length; i++) { var clanData = availableClans[i]; if (Math.random() < clanData.clan.rarity) { unlockClan(clanData.key, clanData.clan); return; } } } function unlockClan(clanKey, clan) { player.clan = clanKey; // Apply clan bonuses if (clan.bonuses.strength) player.stats.strength += clan.bonuses.strength; if (clan.bonuses.speed) player.stats.speed += clan.bonuses.speed; if (clan.bonuses.intelligence) player.stats.intelligence += clan.bonuses.intelligence; if (clan.bonuses.aura) player.stats.aura += clan.bonuses.aura; if (clan.bonuses.maxHealth) { player.maxHealth += clan.bonuses.maxHealth; player.health = player.maxHealth; } if (clan.bonuses.maxAura) { player.maxAura += clan.bonuses.maxAura; player.aura = player.maxAura; } // Add special ability to player abilities if (!player.abilities.includes(clan.specialAbility.name)) { player.abilities.push(clan.specialAbility.name); } storyPanel.setText("CLAN DISCOVERY!\n\nYou have discovered your heritage as a member of the " + clan.name + "!\n\n" + clan.description + "\n\nYou have awakened to your bloodline's power and gained incredible abilities!\n\nSpecial Ability Unlocked: " + clan.specialAbility.name + "\n" + clan.specialAbility.description); clearButtons(); var continueButton = new MenuButton("Embrace Your Heritage", function () { updateStatsUI(); if (gameState === "training") { startTrainingMode(); } else { showTravelMenu(); } }); continueButton.x = 1024; continueButton.y = 1400; buttons.push(continueButton); game.addChild(continueButton); // Check clan discovery achievement var clanDiscoveryAchievement = achievements.clan.achievements[0]; if (!clanDiscoveryAchievement.unlocked && clanDiscoveryAchievement.condition()) { var storageKey = "achievement_" + clanDiscoveryAchievement.id; if (!storage[storageKey]) { clanDiscoveryAchievement.unlocked = true; storage[storageKey] = 1; player.skillPoints += clanDiscoveryAchievement.reward.skillPoints; player.experience += clanDiscoveryAchievement.reward.experience; showAchievementNotification(clanDiscoveryAchievement); } } updateStatsUI(); LK.effects.flashScreen(0xffd700, 2000); } function showGameComplete() { player.hunterExamCompleted = true; // Mark Hunter Exam Saga as completed in story progress if (!storyProgress.completedArcs.includes("hunterExam")) { storyProgress.completedArcs.push("hunterExam"); saveStoryProgress(); } 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); // Check Hunter License achievement var hunterLicenseAchievement = achievements.story.achievements[0]; if (!hunterLicenseAchievement.unlocked && hunterLicenseAchievement.condition()) { var storageKey = "achievement_" + hunterLicenseAchievement.id; if (!storage[storageKey]) { hunterLicenseAchievement.unlocked = true; storage[storageKey] = 1; player.skillPoints += hunterLicenseAchievement.reward.skillPoints; player.experience += hunterLicenseAchievement.reward.experience; showAchievementNotification(hunterLicenseAchievement); } } 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(); // Story Arc button var storyButton = new MenuButton("Story Arcs", function () { showStoryArcsMenu(); }); storyButton.x = 400; storyButton.y = 1200; buttons.push(storyButton); game.addChild(storyButton); // Nen Vow/Reset System button var vowResetButton = new MenuButton("Nen Vow System", function () { showVowResetSystem(); }); vowResetButton.x = 850; vowResetButton.y = 1200; buttons.push(vowResetButton); game.addChild(vowResetButton); // Training buttons var activities = Object.keys(trainingActivities); var displayedActivities = []; for (var i = 0; i < activities.length; i++) { var activity = activities[i]; var activityData = trainingActivities[activity]; // Check if activity has clan requirement if (activityData.clanRequired && player.clan !== activityData.clanRequired) { continue; // Skip this activity if player doesn't meet clan requirement } // Check if activity has eye requirement if (activityData.eyeRequired && activityData.eyeRequired === "transplanted" && (!player.transplantedEyeLevel || player.transplantedEyeLevel === 0)) { continue; // Skip this activity if player doesn't have transplanted eyes } displayedActivities.push(activity); } // Create training buttons for displayed activities for (var i = 0; i < displayedActivities.length; i++) { var activity = displayedActivities[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 = 1400; buttons.push(restButton); game.addChild(restButton); // Skill Tree button (available after completing Hunter Exam Saga) var hasCompletedHunterExamSaga = storyProgress.completedArcs.includes("hunterExam") || player.hunterExamCompleted; if (hasCompletedHunterExamSaga) { var skillTreeButton = new MenuButton("Skill Tree", function () { showSkillTree(); }); skillTreeButton.x = 850; skillTreeButton.y = 1400; buttons.push(skillTreeButton); game.addChild(skillTreeButton); } else { var skillTreeButton = new MenuButton("Skill Tree (Complete Hunter Exam Saga)", function () { // Do nothing - button is disabled }); skillTreeButton.x = 850; skillTreeButton.y = 1400; skillTreeButton.alpha = 0.5; // Make it look disabled buttons.push(skillTreeButton); game.addChild(skillTreeButton); } // Hatsu Creation button (available based on Nen type and requirements) if (player.nenType) { var hasCompletedHunterExamSaga = storyProgress.completedArcs.includes("hunterExam") || player.hunterExamCompleted; var hatsuReqs = hasCompletedHunterExamSaga && player.stats.aura >= 150 && player.stats.strength >= 250 && player.stats.intelligence >= 100; var hatsuButtonText = hatsuReqs || player.hatsu ? "Create Hatsu" : player.hatsu ? "Create Hatsu" : !hasCompletedHunterExamSaga ? "Create Hatsu (Complete Hunter Exam Saga)" : "Create Hatsu (Need: 150 Aura, 250 Str, 100 Int)"; var hatsuButton = new MenuButton(hatsuButtonText, function () { showHatsuCreation(); }); hatsuButton.x = 1300; hatsuButton.y = 1400; if (!hatsuReqs && !player.hatsu) { hatsuButton.alpha = 0.7; } buttons.push(hatsuButton); game.addChild(hatsuButton); } // Nen Techniques button (always visible when player has a Nen type) var nenButton = new MenuButton("Nen Techniques", function () { showNenTechniques(); }); nenButton.x = 400; nenButton.y = 1500; 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); } // Travel button var travelButton = new MenuButton("Travel", function () { showTravelMenu(); }); travelButton.x = 850; travelButton.y = 1500; buttons.push(travelButton); game.addChild(travelButton); // Achievements button var achievementsButton = new MenuButton("Achievements", function () { showAchievementsMenu(); }); achievementsButton.x = 1300; achievementsButton.y = 1500; buttons.push(achievementsButton); game.addChild(achievementsButton); // 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 debug100Button = new MenuButton("Yaratıcı: +100 Stat", function () { player.stats.strength += 100; player.stats.speed += 100; player.stats.intelligence += 100; player.stats.aura += 100; player.maxAura += 100; player.aura = player.maxAura; player.skillPoints += 10; updateStatsUI(); LK.effects.flashScreen(0x00ff88, 300); startTrainingMode(); // Refresh to show updated requirements }); debug100Button.x = 750; debug100Button.y = 1750; debug100Button.scaleX = 0.7; debug100Button.scaleY = 0.7; buttons.push(debug100Button); game.addChild(debug100Button); 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 = 1100; 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 = 1450; debugEnergyButton.y = 1750; debugEnergyButton.scaleX = 0.7; debugEnergyButton.scaleY = 0.7; buttons.push(debugEnergyButton); game.addChild(debugEnergyButton); var debugClanButton = new MenuButton("Yaratıcı: Klan Seç", function () { showDebugClanSelection(); }); debugClanButton.x = 400; debugClanButton.y = 1800; debugClanButton.scaleX = 0.7; debugClanButton.scaleY = 0.7; buttons.push(debugClanButton); game.addChild(debugClanButton); 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 = 750; debugHatsuButton.y = 1800; debugHatsuButton.scaleX = 0.7; debugHatsuButton.scaleY = 0.7; buttons.push(debugHatsuButton); game.addChild(debugHatsuButton); var debugSpecialButton = new MenuButton("Yaratıcı: Special", function () { player.level = 50; player.hatsuMastery = 100; player.skillPoints += 200; updateStatsUI(); LK.effects.flashScreen(0x8800ff, 300); startTrainingMode(); }); debugSpecialButton.x = 1100; debugSpecialButton.y = 1800; debugSpecialButton.scaleX = 0.7; debugSpecialButton.scaleY = 0.7; buttons.push(debugSpecialButton); game.addChild(debugSpecialButton); var debugMasterButton = new MenuButton("Yaratıcı: Master All", function () { player.level = 50; player.stats.strength = 2000; player.stats.speed = 2000; player.stats.intelligence = 2000; player.stats.aura = 2000; player.maxAura = 5000; player.aura = player.maxAura; player.skillPoints = 500; player.hatsuMastery = 100; updateStatsUI(); LK.effects.flashScreen(0xff8800, 300); startTrainingMode(); }); debugMasterButton.x = 1450; debugMasterButton.y = 1800; debugMasterButton.scaleX = 0.7; debugMasterButton.scaleY = 0.7; buttons.push(debugMasterButton); game.addChild(debugMasterButton); } // Hunter Exam button removed - now available through Story Arcs } 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++; // Handle Eye Training for Kurta clan if (activity === "eyeTraining" && player.clan === "kurta") { player.scarletEyesProgress += 20; if (player.scarletEyesProgress >= 100) { if (player.scarletEyesLevel < 20) { player.scarletEyesLevel++; player.scarletEyesProgress = 0; LK.effects.flashScreen(0xff0000, 1000); storyPanel.setText("Your Scarlet Eyes have evolved! Level " + player.scarletEyesLevel + " achieved!\n\nYour eyes burn with increased power. Each level makes your Emperor Time stronger and easier to control."); } } } // Handle Transplanted Eye Training if (activity === "transplantedEyeTraining" && player.transplantedEyeLevel > 0) { player.transplantedEyeProgress += 10; // Half the progress of natural eyes if (player.transplantedEyeProgress >= 100) { if (player.transplantedEyeLevel < 50) { player.transplantedEyeLevel++; player.transplantedEyeProgress = 0; LK.effects.flashScreen(0x660000, 1000); storyPanel.setText("Your stolen scarlet eyes have developed! Level " + player.transplantedEyeLevel + " achieved!\n\nThe transplanted eyes slowly adapt to your body, but they remain significantly weaker than natural scarlet eyes. You need level 50 to unlock basic Emperor Time functionality."); } } } // Check for level up if (player.experience >= player.maxExperience) { levelUp(); } // Check specific training achievements only if (player.trainingCount === 1) { // Check first training achievement var firstTrainingAchievement = achievements.training.achievements[0]; if (!firstTrainingAchievement.unlocked && firstTrainingAchievement.condition()) { var storageKey = "achievement_" + firstTrainingAchievement.id; if (!storage[storageKey]) { firstTrainingAchievement.unlocked = true; storage[storageKey] = 1; player.skillPoints += firstTrainingAchievement.reward.skillPoints; player.experience += firstTrainingAchievement.reward.experience; showAchievementNotification(firstTrainingAchievement); } } } else if (player.trainingCount === 25) { // Check training adept achievement var trainingAdeptAchievement = achievements.training.achievements[1]; if (!trainingAdeptAchievement.unlocked && trainingAdeptAchievement.condition()) { var storageKey = "achievement_" + trainingAdeptAchievement.id; if (!storage[storageKey]) { trainingAdeptAchievement.unlocked = true; storage[storageKey] = 1; player.skillPoints += trainingAdeptAchievement.reward.skillPoints; player.experience += trainingAdeptAchievement.reward.experience; showAchievementNotification(trainingAdeptAchievement); } } } else if (player.trainingCount === 100) { // Check training master achievement var trainingMasterAchievement = achievements.training.achievements[2]; if (!trainingMasterAchievement.unlocked && trainingMasterAchievement.condition()) { var storageKey = "achievement_" + trainingMasterAchievement.id; if (!storage[storageKey]) { trainingMasterAchievement.unlocked = true; storage[storageKey] = 1; player.skillPoints += trainingMasterAchievement.reward.skillPoints; player.experience += trainingMasterAchievement.reward.experience; showAchievementNotification(trainingMasterAchievement); } } } // Check stat demon achievement only when stats reach 1000 if (player.stats.strength === 1000 || player.stats.speed === 1000 || player.stats.intelligence === 1000 || player.stats.aura === 1000) { var statDemonAchievement = achievements.training.achievements[3]; if (!statDemonAchievement.unlocked && statDemonAchievement.condition()) { var storageKey = "achievement_" + statDemonAchievement.id; if (!storage[storageKey]) { statDemonAchievement.unlocked = true; storage[storageKey] = 1; player.skillPoints += statDemonAchievement.reward.skillPoints; player.experience += statDemonAchievement.reward.experience; showAchievementNotification(statDemonAchievement); } } } // 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(); savePlayerData(); // Save progress 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 hasCompletedHunterExamSaga = storyProgress.completedArcs.includes("hunterExam") || player.hunterExamCompleted; var hasRequirements = hasCompletedHunterExamSaga && player.stats.aura >= 150 && player.stats.strength >= 250 && player.stats.intelligence >= 100; if (!hasRequirements && !player.hatsu) { if (!hasCompletedHunterExamSaga) { storyPanel.setText("Hatsu Creation Requirements:\n\n• Complete Hunter Exam Saga first!\n\nAfter completing the Hunter Exam Saga, you'll also need:\n• Aura: 150 (Current: " + player.stats.aura + ")\n• Strength: 250 (Current: " + player.stats.strength + ")\n• Intelligence: 100 (Current: " + player.stats.intelligence + ")"); } else { 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!"); // Check first Hatsu achievement var firstHatsuAchievement = achievements.nen.achievements[1]; if (!firstHatsuAchievement.unlocked && firstHatsuAchievement.condition()) { var storageKey = "achievement_" + firstHatsuAchievement.id; if (!storage[storageKey]) { firstHatsuAchievement.unlocked = true; storage[storageKey] = 1; player.skillPoints += firstHatsuAchievement.reward.skillPoints; player.experience += firstHatsuAchievement.reward.experience; showAchievementNotification(firstHatsuAchievement); } } updateStatsUI(); LK.effects.flashScreen(0x00ffff, 1000); } function showNenVows() { var vowText = "Nen Vows\n\nBy imposing restrictions on yourself, you can greatly increase your Hatsu's power. Choose carefully - vows are permanent!"; // Add clan-specific information if (player.clan && clanSpecialVows[player.clan]) { vowText += "\n\nSpecial " + humanClans[player.clan].name + " vows available!"; } storyPanel.setText(vowText); clearButtons(); var availableVows = []; var currentY = 1200; // Regular vows for (var i = 0; i < Math.min(4, nenVows.length); i++) { var vow = nenVows[i]; // Check if vow has requirements var canSelect = true; if (vow.clanRequired && player.clan !== vow.clanRequired) { canSelect = false; } if (vow.requirement && vow.requirement === "scarletEyesLevel >= 3" && battleState.scarletEyesLevel < 3) { canSelect = false; } var vowButton = new MenuButton(vow.name + " (+" + Math.floor((vow.powerBoost - 1) * 100) + "% power)" + (canSelect ? "" : " (Locked)"), canSelect ? createVowCallback(vow) : null); vowButton.x = 700 + i % 2 * 450; vowButton.y = currentY + Math.floor(i / 2) * 120; if (!canSelect) vowButton.alpha = 0.5; buttons.push(vowButton); game.addChild(vowButton); } currentY += 300; // Clan-specific vows if (player.clan && clanSpecialVows[player.clan]) { var clanVows = clanSpecialVows[player.clan]; for (var i = 0; i < clanVows.length; i++) { var clanVow = clanVows[i]; var clanVowButton = new MenuButton("🏰 " + clanVow.name + " (+" + Math.floor((clanVow.powerBoost - 1) * 100) + "% power)", createVowCallback(clanVow)); clanVowButton.x = 700 + i % 2 * 450; clanVowButton.y = currentY + Math.floor(i / 2) * 120; buttons.push(clanVowButton); game.addChild(clanVowButton); } currentY += 150; } var backButton = new MenuButton("Back to Hatsu", function () { showHatsuCreation(); }); backButton.x = 1024; backButton.y = currentY; 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(); savePlayerData(); // Save progress 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, race: "Human", clan: null, scarletEyesLevel: 0, scarletEyesProgress: 0 }; // Reset Nen mastery nenMastery = { basicMastered: 0, advancedMastered: 0, totalTechniques: 0 }; // Reset Emperor Time state battleState.emperorTimeActive = false; battleState.emperorTimeHealthDrain = 0; battleState.scarletEyesLevel = 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; } // Reset all storage values to 0 storage.battlesWon = 0; storage.bossesDefeated = 0; storage.locationsVisited = 0; storage.emperorTimeUsed = 0; storage.ultimateVowUsed = 0; storage.phantomTroupeEncounter = 0; storage.darkContinentCompleted = 0; storage.yorknewCompleted = 0; storage.greedIslandCompleted = 0; storage.assassinationSuccess = 0; storage.bodhisattvaUsed = 0; storage.abilitiesCopied = 0; storage.darkContinentPerfect = 0; storage.ultimateVowBossKills = 0; // Reset all player data storage storage.player_name = "Hunter"; storage.player_nenType = ""; storage.player_level = 1; storage.player_experience = 0; storage.player_maxExperience = 100; storage.player_health = 100; storage.player_maxHealth = 100; storage.player_aura = 50; storage.player_maxAura = 50; storage.player_stats_strength = 10; storage.player_stats_speed = 10; storage.player_stats_intelligence = 10; storage.player_stats_aura = 10; storage.player_abilities = ""; storage.player_currentChapter = 1; storage.player_energy = 100; storage.player_maxEnergy = 100; storage.player_skillPoints = 0; storage.player_trainingCount = 0; storage.player_hunterExamCompleted = 0; storage.player_hatsu = ""; storage.player_nenVow = ""; storage.player_hatsuMastery = 0; storage.player_copiedAbilities = ""; storage.player_copiedAbilityWitnesses = ""; storage.player_race = "Human"; storage.player_clan = ""; storage.player_scarletEyesLevel = 0; storage.player_scarletEyesProgress = 0; storage.nenMastery_basicMastered = 0; storage.nenMastery_advancedMastered = 0; storage.nenMastery_totalTechniques = 0; storage.travelLocations_heavensArena_currentFloor = 0; // Reset story progress storage storage.storyProgress_currentArc = null; storage.storyProgress_currentChapter = 0; storage.storyProgress_completedArcs = ""; storage.storyProgress_playerChoices = ""; storage.storyProgress_persistentConsequences = ""; storage.storyProgress_rewards = ""; // Reset arc completion flags storage.hunterExamCompleted = 0; storage.yorknewCityCompleted = 0; storage.greedIslandCompleted = 0; storage.darkContinentCompleted = 0; storage.meteorCityCompleted = 0; storage.whaleIslandCompleted = 0; storage.nglCompleted = 0; // Reset consequence system storage storage.consequenceSystem_heroic = 0; storage.consequenceSystem_criminal = 0; storage.consequenceSystem_methodical = 0; storage.consequenceSystem_reckless = 0; storage.consequenceSystem_leader = 0; storage.consequenceSystem_follower = 0; storage.consequenceSystem_independent = 0; storage.consequenceSystem_diplomatic = 0; storage.consequenceSystem_fearless = 0; storage.consequenceSystem_cautious = 0; storage.consequenceSystem_scholar = 0; storage.consequenceSystem_hunter = 0; storage.consequenceSystem_allies = ""; storage.consequenceSystem_enemies = ""; storage.consequenceSystem_obligations = ""; storage.consequenceSystem_unlocked_paths = ""; storage.consequenceSystem_moral_alignment = 0; storage.consequenceSystem_items = ""; storage.consequenceSystem_titles = ""; // Reset story progress objects storyProgress.currentArc = null; storyProgress.currentChapter = 0; storyProgress.completedArcs = []; storyProgress.playerChoices = []; storyProgress.persistentConsequences = []; // Reset consequence system consequenceSystem.reputation = { heroic: 0, criminal: 0, methodical: 0, reckless: 0, leader: 0, follower: 0, independent: 0, diplomatic: 0, fearless: 0, cautious: 0, scholar: 0, hunter: 0 }; consequenceSystem.allies = []; consequenceSystem.enemies = []; consequenceSystem.obligations = []; consequenceSystem.unlocked_paths = []; consequenceSystem.moral_alignment = 0; consequenceSystem.items = []; consequenceSystem.titles = []; // Reset all achievement unlocks for (var category in achievements) { var categoryData = achievements[category]; for (var i = 0; i < categoryData.achievements.length; i++) { var achievement = categoryData.achievements[i]; achievement.unlocked = false; var storageKey = "achievement_" + achievement.id; storage[storageKey] = 0; } } 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 "greedIsland": return player.level >= 40; case "darkContinent": return player.hatsu && player.hatsuMastery >= 80 && player.level >= 50; case "meteor_city": return player.level >= 30 && (travelLocations.yorknewCity.currentChapter >= 2 || player.hunterExamCompleted); case "whale_island": return player.level >= 20; case "ngl": return player.level >= 35 && nenMastery.totalTechniques >= 5; default: return location.unlocked; } } function createTravelCallback(locationKey) { return function () { visitLocation(locationKey); }; } function visitLocation(locationKey) { var location = travelLocations[locationKey]; // Track achievement progress var currentVisited = storage.locationsVisited || 0; storage.locationsVisited = currentVisited + 1; // 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 { // Show location with special boss option storyPanel.setText("Welcome to " + location.name + "!\n\n" + location.description + "\n\n" + (location.specialBoss ? "A powerful enemy awaits you here!" : "This location is under development. More adventures coming soon!")); clearButtons(); // Add special boss fight button if available if (location.specialBoss) { var canFight = player.level >= location.specialBoss.level - 15 && player.hunterExamCompleted; var bossButton = new MenuButton("Fight " + location.specialBoss.name + " (Lv." + location.specialBoss.level + ")" + (canFight ? "" : " (Too Strong)"), canFight ? function () { fightLocationBoss(locationKey); } : null); bossButton.x = 1024; bossButton.y = 1300; if (!canFight) bossButton.alpha = 0.5; buttons.push(bossButton); game.addChild(bossButton); } 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 fightLocationBoss(locationKey) { var location = travelLocations[locationKey]; var boss = location.specialBoss; // 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, hatsu: boss.hatsu, level: boss.level }; // Add special boss dialogue based on location var bossDialogue = ""; switch (locationKey) { case "heavensArena": bossDialogue = "Razor grins as his 14 devils materialize around him. 'Let's play a real game!'"; break; case "yorknewCity": bossDialogue = "Chrollo opens his book calmly. 'I wonder what ability I should borrow for this fight...'"; break; case "greedIsland": bossDialogue = "Genthru's hands glow menacingly. 'You're about to learn why they call me the Bomber.'"; break; case "darkContinent": bossDialogue = "The King regards you with cold calculation. 'A human dares challenge me? Amusing.'"; break; default: bossDialogue = boss.name + " prepares for battle!"; break; } storyPanel.setText("Location Boss Battle: " + boss.name + "\n\n" + bossDialogue + "\n\nThis will be an intense battle!"); 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 () { visitLocation(locationKey); }); retreatButton.x = 1024; retreatButton.y = 1400; buttons.push(retreatButton); game.addChild(retreatButton); } 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, hatsu: boss.hatsu, level: boss.level }; // 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; case "kurapika": bossDialogue = "Kurapika's eyes glow scarlet with rage. 'I will not let anyone stand in the way of my vengeance!'"; 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, show boss fight option and summary storyPanel.setText("Your adventure in " + location.name + " is complete!\n\nYou've gained valuable experience and grown stronger through your journey. The challenges you faced have prepared you for what lies ahead.\n\n" + (location.specialBoss ? "A powerful enemy still lurks in this area. Do you dare to face them?" : "This location holds no more immediate threats.")); clearButtons(); // Add boss fight option if available if (location.specialBoss) { var canFightBoss = player.level >= location.specialBoss.level - 15 && player.hunterExamCompleted; var bossButton = new MenuButton("Challenge " + location.specialBoss.name + " (Level " + location.specialBoss.level + ")" + (canFightBoss ? "" : " - Too Strong"), canFightBoss ? function () { fightLocationBoss(locationKey); } : null); bossButton.x = 1024; bossButton.y = 1300; if (!canFightBoss) bossButton.alpha = 0.5; buttons.push(bossButton); game.addChild(bossButton); } 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; // New Yorknew City actions case "infiltrate_crime": if (Math.random() < 0.6) { player.stats.intelligence += statGain * 2; player.skillPoints += 10; expGain *= 2; } else { player.health = Math.max(1, player.health - 40); } break; case "broker_alliance": player.stats.intelligence += statGain * 3; player.skillPoints += 15; break; case "underground_bosses": player.stats.strength += statGain * 2; player.stats.speed += statGain; break; case "stop_troupe": if (Math.random() < 0.3) { player.stats.strength += statGain * 4; player.stats.aura += statGain * 3; expGain *= 4; } else { player.health = Math.max(1, player.health - 70); } break; case "steal_items": player.stats.speed += statGain * 2; player.stats.intelligence += statGain; player.skillPoints += 20; break; case "save_innocents": player.stats.intelligence += statGain; player.maxHealth += 30; break; // New Greed Island actions case "defensive_traps": player.stats.intelligence += statGain * 2; break; case "attack_rivals": player.stats.strength += statGain * 2; player.stats.speed += statGain; break; case "rival_alliance": player.stats.intelligence += statGain; player.skillPoints += 8; break; case "ruins_solo": if (Math.random() < 0.4) { player.stats.aura += statGain * 3; player.skillPoints += 25; expGain *= 3; } else { player.health = Math.max(1, player.health - 50); } break; case "ruins_team": player.stats.strength += statGain; player.stats.intelligence += statGain; break; case "ruins_research": player.stats.intelligence += statGain * 2; break; // New Dark Continent actions case "study_anomalies": if (Math.random() < 0.5) { player.stats.intelligence += statGain * 3; player.stats.aura += statGain * 2; nenMastery.totalTechniques += 3; } else { player.stats.intelligence -= statGain; player.health = Math.max(1, player.health - 30); } break; case "hunt_impossibles": if (Math.random() < 0.3) { player.stats.strength += statGain * 4; player.stats.aura += statGain * 4; player.level += 3; expGain *= 5; } else { player.health = Math.max(1, player.health - 80); } break; case "wait_safety": player.health += 30; break; case "decipher_inscriptions": if (Math.random() < 0.6) { player.stats.intelligence += statGain * 3; player.stats.aura += statGain * 3; nenMastery.totalTechniques += 5; player.skillPoints += 30; } else { player.health = Math.max(1, player.health - 60); player.stats.intelligence -= Math.floor(statGain / 2); } break; case "explore_architecture": player.stats.aura += statGain * 2; player.stats.intelligence += statGain * 2; break; case "contact_spirits": if (Math.random() < 0.4) { player.stats.aura += statGain * 4; player.stats.intelligence += statGain * 3; nenMastery.totalTechniques += 4; expGain *= 4; } else { player.health = Math.max(1, player.health - 70); player.aura = Math.max(10, player.aura - 40); } break; // NGL-specific actions case "safe_paths": player.stats.intelligence += statGain; player.health += 20; break; case "wilderness_shortcuts": if (Math.random() < 0.6) { player.stats.speed += statGain * 2; player.stats.strength += statGain; expGain *= 2; } else { player.health = Math.max(1, player.health - 40); } break; case "observe_area": player.stats.intelligence += statGain * 2; player.skillPoints += 8; break; case "fight_scouts": if (Math.random() < 0.4) { player.stats.strength += statGain * 3; player.stats.speed += statGain * 2; expGain *= 3; } else { player.health = Math.max(1, player.health - 50); expGain = Math.floor(expGain / 2); } break; case "stealth_avoid": player.stats.speed += statGain; player.stats.intelligence += statGain; break; case "communicate_ants": if (Math.random() < 0.3) { player.stats.intelligence += statGain * 3; player.skillPoints += 15; nenMastery.totalTechniques += 2; } else { player.health = Math.max(1, player.health - 60); } break; case "investigate_research": player.stats.intelligence += statGain * 3; player.skillPoints += 20; if (Math.random() < 0.2) { player.stats.aura += statGain * 2; } break; case "find_researchers": if (Math.random() < 0.5) { player.stats.intelligence += statGain * 2; player.skillPoints += 10; expGain *= 2; } else { player.health = Math.max(1, player.health - 35); } break; case "destroy_facility": player.stats.strength += statGain; player.maxHealth += 25; break; case "genetic_study": if (Math.random() < 0.3) { // Successful study - gain incredible evolution-based powers player.stats.strength += statGain * 4; player.stats.speed += statGain * 3; player.stats.aura += statGain * 4; player.level += 2; expGain *= 5; } else { // Mutation risk - lose health but gain some benefits player.health = Math.max(1, player.health - 70); player.stats.strength += statGain; player.stats.aura += statGain; } break; case "collect_samples": player.stats.intelligence += statGain * 2; player.skillPoints += 25; if (Math.random() < 0.4) { player.health = Math.max(1, player.health - 30); } break; case "destroy_genetic_material": player.stats.intelligence += statGain; player.maxHealth += 30; break; case "challenge_new_queen": if (Math.random() < 0.2) { // Victory against Queen - incredible rewards player.stats.strength += statGain * 5; player.stats.speed += statGain * 4; player.stats.aura += statGain * 5; player.level += 3; expGain *= 6; } else { // Defeat - Chimera Ant reincarnation system handleChimeraAntReincarnation(); return; // Skip normal processing } break; case "negotiate_colony": if (Math.random() < 0.4) { player.stats.intelligence += statGain * 3; player.skillPoints += 30; expGain *= 3; } else { handleChimeraAntReincarnation(); return; } break; case "report_colony": player.stats.intelligence += statGain; player.skillPoints += 15; break; case "final_battle_full_power": if (Math.random() < 0.3) { player.stats.strength += statGain * 4; player.stats.aura += statGain * 4; expGain *= 4; } else { handleChimeraAntReincarnation(); return; } break; case "study_evolution": if (Math.random() < 0.5) { player.stats.intelligence += statGain * 4; nenMastery.totalTechniques += 3; expGain *= 3; } else { handleChimeraAntReincarnation(); return; } break; case "turn_against_threats": player.stats.intelligence += statGain * 2; player.skillPoints += 20; break; // New Meteor City actions case "fighting_tournaments": if (Math.random() < 0.5) { player.stats.strength += statGain * 3; player.stats.speed += statGain * 2; expGain *= 3; } else { player.health = Math.max(1, player.health - 60); } break; case "organize_legitimate": player.stats.intelligence += statGain * 2; player.maxHealth += 25; break; case "expose_operations": player.stats.intelligence += statGain; player.health = Math.max(1, player.health - 30); 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.ultimateVowUsed = false; battleState.emperorTimeActive = false; 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"); } // Add Jajanken variants if player has Jajanken if (player.hatsu && player.hatsu.name === "Jajanken") { if (battleState.playerAura >= battleActions.jajankenRock.auraRequired) { actions.push("jajankenRock"); } if (battleState.playerAura >= battleActions.jajankenPaper.auraRequired) { actions.push("jajankenPaper"); } if (battleState.playerAura >= battleActions.jajankenScissors.auraRequired) { actions.push("jajankenScissors"); } } // Add Nen type specific special actions if (player.nenType && player.hatsu) { var nenTypeKey = player.nenType.toLowerCase(); var specialActionKey = nenTypeKey + "Special"; if (battleActions[specialActionKey] && battleState.playerAura >= battleActions[specialActionKey].auraRequired) { actions.push(specialActionKey); } // Add specific Enhancer Hatsu abilities if player has them if (player.nenType === "Enhancer" && player.hatsu) { if (player.hatsu.name === "Shockwave Punch" && battleState.playerAura >= battleActions.shockwavePunch.auraRequired) { actions.push("shockwavePunch"); } if (player.hatsu.name === "Enhancement Overload" && battleState.playerAura >= battleActions.enhancementOverload.auraRequired) { actions.push("enhancementOverload"); } if (player.hatsu.name === "Focused Strike" && battleState.playerAura >= battleActions.focusedStrike.auraRequired) { actions.push("focusedStrike"); } // Add enhanced variants for other Enhancer Hatsu abilities if (player.hatsu.name === "Titan Fist" && battleState.playerAura >= 25) { actions.push("titanFistVariants"); } if (player.hatsu.name === "Iron Skin" && battleState.playerAura >= 20) { actions.push("ironSkinVariants"); } if (player.hatsu.name === "Berserker Rage" && battleState.playerAura >= 40) { actions.push("berserkerRageVariants"); } if (player.hatsu.name === "Perfect Enhancement" && battleState.playerAura >= 45) { actions.push("perfectEnhancementVariants"); } } // Add Specialist copy slots if they have the copy ability if (player.nenType === "Specialist" && player.hatsu && player.hatsu.name === "Ability Copy") { for (var i = 0; i < 3; i++) { if (player.copiedAbilities[i] && battleState.playerAura >= 25) { actions.push("copySlot" + (i + 1)); } } } } // Add Ultimate Potential Vow if health is below 200 and not already used if (battleState.playerHealth < 200 && !battleState.ultimateVowUsed && battleState.playerAura >= 50) { actions.push("ultimatePotential"); } // Add Emperor Time Vow for Kurta clan members if (battleState.playerHealth < 200 && player.clan === "kurta" && !battleState.ultimateVowUsed && battleState.playerAura >= 80) { actions.push("emperorTimeVow"); } // Add Scarlet Eyes for Kurta clan members if (player.clan === "kurta" && battleState.playerAura >= 30) { actions.push("scarletEyes"); } // Add Emperor Time activation/deactivation for Kurta clan members if (player.clan === "kurta" && (battleState.scarletEyesLevel >= 3 || player.scarletEyesLevel >= 3)) { if (!battleState.emperorTimeActive && battleState.playerAura >= 50) { actions.push("emperorTimeActivate"); } else if (battleState.emperorTimeActive) { actions.push("emperorTimeDeactivate"); } } // Add Transplanted Eye Emperor Time for those with stolen eyes (level 50 required) if (player.transplantedEyeLevel >= 50 && battleState.playerAura >= 100) { if (!battleState.emperorTimeActive) { actions.push("transplantedEmperorTimeActivate"); } else if (battleState.emperorTimeActive) { actions.push("emperorTimeDeactivate"); } } // Add clan-specific abilities if (player.race === "Human" && player.clan && humanClans[player.clan]) { var clan = humanClans[player.clan]; if (battleState.playerAura >= clan.specialAbility.auraRequired) { actions.push("clanSpecial"); } } 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"; // Show Emperor Time status if (battleState.emperorTimeActive) { battleText += "🔴 EMPEROR TIME ACTIVE (Draining health) 🔴\n"; } if (battleState.scarletEyesLevel > 0) { battleText += "👁️ Scarlet Eyes Level " + battleState.scarletEyesLevel + "\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); // Handle Emperor Time health drain if (battleState.emperorTimeActive) { // Higher eye levels reduce drain rate var drainReduction = Math.max(0.1, 1 - player.scarletEyesLevel * 0.1); var actualDrain = emperorTimeData.healthDrainPerSecond * drainReduction / 60; battleState.emperorTimeHealthDrain += actualDrain; // Drain per frame if (battleState.emperorTimeHealthDrain >= 1) { var drainAmount = Math.floor(battleState.emperorTimeHealthDrain); battleState.playerHealth -= drainAmount; battleState.emperorTimeHealthDrain -= drainAmount; // Flash red when health drains LK.effects.flashScreen(0x660000, 200); // Check if player dies from drain if (battleState.playerHealth <= 0) { battleState.battleLog.push("Emperor Time has drained your life force! You collapse!"); endBattle(false); return; } } } 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; // Check if player is stunned (skip turn) if (battleState.playerStunned) { logMessage = "You're stunned and cannot act this turn!"; battleState.playerStunned = false; battleState.battleLog.push(logMessage); battleState.playerTurn = false; showBattleScreen(); return; } switch (actionKey) { case "attack": damage = player.stats.strength + Math.floor(Math.random() * 20); // Apply needle debuff if (battleState.needleDebuff) { damage = Math.floor(damage * 0.6); logMessage = "Your attack is weakened by Illumi's needles! You strike for " + damage + " damage!"; battleState.needleDebuff = false; } else { logMessage = "You strike for " + damage + " damage!"; } break; case "hatsuAttack": if (player.hatsu) { damage = player.stats.strength + player.stats.aura + Math.floor(Math.random() * 30); // Apply Hatsu battle effects if (player.hatsu.battleEffects) { var effects = player.hatsu.battleEffects; if (effects.multiplier) { damage = Math.floor(damage * effects.multiplier); } // Handle special effects if (effects.special === "stun_chance" && Math.random() < 0.3) { battleState.enemyStunned = true; logMessage = "Your " + player.hatsu.name + " stuns the enemy for " + damage + " damage!"; } else if (effects.special === "piercing") { battleState.ignoredDefense = true; logMessage = "Your " + player.hatsu.name + " pierces through defenses for " + damage + " damage!"; } else if (effects.special === "damage_over_time") { battleState.poisonDamage = Math.floor(damage * 0.3); battleState.poisonTurns = 3; logMessage = "Your " + player.hatsu.name + " poisons the enemy for " + damage + " damage! They'll take more damage over time!"; } else { logMessage = "You use " + player.hatsu.name + " for " + damage + " damage!"; } } else { logMessage = "You use " + player.hatsu.name + " for " + damage + " damage!"; } if (player.nenVow) { damage = Math.floor(damage * player.nenVow.powerBoost); } // Apply clan Hatsu boost if (player.clan && humanClans[player.clan] && humanClans[player.clan].hatsuBoost) { var clanBoost = humanClans[player.clan].hatsuBoost; var shouldBoost = false; if (clanBoost.nenTypes.includes("All") || clanBoost.nenTypes.includes(player.nenType)) { shouldBoost = true; } if (shouldBoost) { damage = Math.floor(damage * clanBoost.multiplier); logMessage += " Your " + humanClans[player.clan].name + " heritage amplifies the attack!"; } } // Apply needle debuff if (battleState.needleDebuff) { damage = Math.floor(damage * 0.6); logMessage = "Your Hatsu is weakened by Illumi's needles! " + logMessage; battleState.needleDebuff = false; } } break; case "jajankenRock": damage = player.stats.strength * 3 + Math.floor(Math.random() * 50); if (Math.random() < 0.4) { battleState.enemyStunned = true; logMessage = "You charge up: 'Jajanken: Rock!' A devastating punch that stuns the enemy for " + damage + " damage!"; } else { logMessage = "You charge up: 'Jajanken: Rock!' A powerful punch for " + damage + " damage!"; } if (player.nenVow) { damage = Math.floor(damage * player.nenVow.powerBoost); } break; case "jajankenPaper": damage = player.stats.aura * 2 + Math.floor(Math.random() * 40); battleState.ignoredDefense = true; logMessage = "You unleash: 'Jajanken: Paper!' An aura emission blast that pierces defenses for " + damage + " damage!"; if (player.nenVow) { damage = Math.floor(damage * player.nenVow.powerBoost); } break; case "jajankenScissors": damage = player.stats.speed + player.stats.strength + Math.floor(Math.random() * 45); damage = Math.floor(damage * 2.5); // High damage multiplier logMessage = "You strike: 'Jajanken: Scissors!' Sharp transmuted aura cuts deep for " + damage + " damage!"; if (Math.random() < 0.3) { battleState.poisonDamage = Math.floor(damage * 0.2); battleState.poisonTurns = 2; logMessage += " The cutting aura causes bleeding!"; } if (player.nenVow) { damage = Math.floor(damage * player.nenVow.powerBoost); } break; case "nenTechnique": damage = player.stats.aura + Math.floor(Math.random() * 25); // Apply needle debuff if (battleState.needleDebuff) { damage = Math.floor(damage * 0.6); logMessage = "Your Nen technique is weakened by Illumi's needles! You attack for " + damage + " damage!"; battleState.needleDebuff = false; } else { logMessage = "You use a Nen technique for " + damage + " damage!"; } break; case "enhancerSpecial": damage = player.stats.strength * 2 + Math.floor(Math.random() * 40); if (Math.random() < 0.4) { battleState.nextAttackEnhanced = true; logMessage = "You focus all your enhancement! Devastating strike for " + damage + " damage! Your next attack will be enhanced!"; } else { logMessage = "You unleash your Enhancement mastery for " + damage + " damage!"; } break; case "shockwavePunch": // Shockwave Punch variants based on mastery and choice var shockwaveVariant = Math.floor(Math.random() * 3); // 0, 1, or 2 switch (shockwaveVariant) { case 0: // Single Devastating Wave damage = player.stats.strength * 3.0 + Math.floor(Math.random() * 60); if (Math.random() < 0.6) { battleState.enemyStunned = true; logMessage = "You charge your fist with concentrated aura: 'Shockwave Punch: Crushing Wave!' A single devastating shockwave hits for " + damage + " damage and stuns the enemy!"; } else { logMessage = "You unleash: 'Shockwave Punch: Crushing Wave!' One powerful concentrated shockwave deals " + damage + " damage!"; } break; case 1: // Multiple Rapid Waves damage = player.stats.strength * 2.2 + Math.floor(Math.random() * 40); var waveCount = 3 + Math.floor(Math.random() * 3); // 3-5 waves damage *= waveCount; logMessage = "You rapidly punch the air: 'Shockwave Punch: Rapid Barrage!' " + waveCount + " consecutive shockwaves deal " + damage + " total damage!"; if (Math.random() < 0.3) { battleState.enemyStunned = true; logMessage += " The overwhelming barrage stuns the enemy!"; } break; case 2: // Piercing Concentrated Wave damage = player.stats.strength * 2.6 + Math.floor(Math.random() * 50); battleState.ignoredDefense = true; logMessage = "You focus all your power into a needle-point: 'Shockwave Punch: Piercing Lance!' A concentrated lance of energy pierces through all defenses for " + damage + " damage!"; if (Math.random() < 0.4) { battleState.poisonDamage = Math.floor(damage * 0.2); battleState.poisonTurns = 2; logMessage += " The piercing energy causes internal damage!"; } break; } if (player.nenVow) { damage = Math.floor(damage * player.nenVow.powerBoost); } break; case "enhancementOverload": // Enhancement Overload variants based on stat focus var overloadVariant = Math.floor(Math.random() * 3); // 0, 1, or 2 switch (overloadVariant) { case 0: // Strength Overload damage = player.stats.strength * 4.0 + Math.floor(Math.random() * 80); battleState.overloadActive = 4; // Lasts 4 turns player.stats.strength += 100; logMessage = "You push your strength beyond all limits: 'Enhancement Overload: Titan Mode!' Devastating attack for " + damage + " damage! Your strength is dramatically enhanced!"; if (Math.random() < 0.5) { battleState.enemyStunned = true; logMessage += " The overwhelming force stuns the enemy!"; } break; case 1: // Speed Overload damage = player.stats.strength * 2.8 + Math.floor(Math.random() * 50); battleState.overloadActive = 3; player.stats.speed += 150; player.stats.strength += 25; var attackCount = 3; damage *= attackCount; logMessage = "You enhance your speed to superhuman levels: 'Enhancement Overload: Lightning Mode!' " + attackCount + " lightning-fast strikes deal " + damage + " total damage! Your speed is dramatically enhanced!"; break; case 2: // Defensive Overload damage = player.stats.strength * 2.0 + Math.floor(Math.random() * 40); battleState.overloadActive = 5; player.stats.strength += 50; player.maxHealth += 100; battleState.playerHealth += 100; battleState.nextGuard = true; // Auto-guard next attack logMessage = "You enhance your defensive capabilities: 'Enhancement Overload: Fortress Mode!' Attack for " + damage + " damage while gaining massive defensive bonuses! You're prepared to guard the next attack!"; break; } if (player.nenVow) { damage = Math.floor(damage * player.nenVow.powerBoost); } break; case "focusedStrike": // Focused Strike variants based on targeting var focusVariant = Math.floor(Math.random() * 3); // 0, 1, or 2 switch (focusVariant) { case 0: // Vital Point Strike damage = player.stats.strength * 3.0 + Math.floor(Math.random() * 60); if (Math.random() < 0.8) { damage = Math.floor(damage * 2.0); // Double damage critical battleState.ignoredDefense = true; logMessage = "You target a vital point: 'Focused Strike: Vital Shot!' Perfect critical strike to a weak point for " + damage + " damage that ignores all defenses!"; } else { logMessage = "You aim for vital points: 'Focused Strike: Vital Shot!' Precise targeting deals " + damage + " damage!"; } break; case 1: // Pressure Point Strike damage = player.stats.strength * 2.2 + Math.floor(Math.random() * 35); if (Math.random() < 0.7) { battleState.enemyStunned = true; battleState.needleDebuff = true; // Weakens enemy's next attack logMessage = "You strike pressure points: 'Focused Strike: Pressure Lock!' Precise nerve strikes deal " + damage + " damage, stun the enemy, and weaken their next attack!"; } else { logMessage = "You target pressure points: 'Focused Strike: Pressure Lock!' Nerve-targeting attack deals " + damage + " damage!"; } break; case 2: // Energy Point Strike damage = player.stats.strength * 2.8 + Math.floor(Math.random() * 45); if (Math.random() < 0.6) { var auraDrain = Math.floor(damage * 0.5); battleState.enemyAura = Math.max(0, battleState.enemyAura - auraDrain); logMessage = "You target aura points: 'Focused Strike: Energy Sever!' Aura-disrupting strike deals " + damage + " damage and drains " + auraDrain + " enemy aura!"; } else { logMessage = "You strike at energy flow points: 'Focused Strike: Energy Sever!' Aura-disrupting attack deals " + damage + " damage!"; } battleState.ignoredDefense = true; break; } if (player.nenVow) { damage = Math.floor(damage * player.nenVow.powerBoost); } break; case "titanFistVariants": // Titan Fist variants based on technique var titanVariant = Math.floor(Math.random() * 3); switch (titanVariant) { case 0: // Crushing Blow damage = player.stats.strength * 3.5 + Math.floor(Math.random() * 70); if (Math.random() < 0.5) { battleState.enemyStunned = true; logMessage = "You wind up for a devastating blow: 'Titan Fist: Crushing Meteor!' A planet-crushing punch deals " + damage + " damage and stuns the enemy!"; } else { logMessage = "You unleash: 'Titan Fist: Crushing Meteor!' Devastating punch deals " + damage + " damage!"; } break; case 1: // Rapid Titan Strikes damage = player.stats.strength * 2.0 + Math.floor(Math.random() * 40); var strikeCount = 4; damage *= strikeCount; logMessage = "You throw a flurry of enhanced punches: 'Titan Fist: Meteor Storm!' " + strikeCount + " powerful strikes deal " + damage + " total damage!"; break; case 2: // Armor-Breaking Strike damage = player.stats.strength * 2.8 + Math.floor(Math.random() * 50); battleState.ignoredDefense = true; battleState.armorBreak = 2; // Reduces enemy defense for 2 turns logMessage = "You strike with bone-crushing force: 'Titan Fist: Armor Breaker!' Defense-shattering punch deals " + damage + " damage and breaks through all armor!"; break; } if (player.nenVow) { damage = Math.floor(damage * player.nenVow.powerBoost); } break; case "ironSkinVariants": // Iron Skin variants focus on defense with counter-attacks var ironVariant = Math.floor(Math.random() * 3); switch (ironVariant) { case 0: // Reflective Skin damage = Math.floor(player.stats.strength * 0.8) + Math.floor(Math.random() * 20); battleState.reflectDamage = 3; // Reflects damage for 3 turns battleState.nextGuard = true; logMessage = "You harden your skin to mirror-like quality: 'Iron Skin: Mirror Shell!' Light attack for " + damage + " damage but you'll reflect enemy attacks back!"; break; case 1: // Spikes Defense damage = player.stats.strength * 1.5 + Math.floor(Math.random() * 30); battleState.spikeDefense = 2; // Damages attackers for 2 turns player.maxHealth += 50; battleState.playerHealth += 50; logMessage = "You grow metallic spikes from your skin: 'Iron Skin: Thorn Armor!' Strike for " + damage + " damage while gaining spike defense that hurts attackers!"; break; case 2: // Adaptive Armor damage = player.stats.strength * 2.0 + Math.floor(Math.random() * 35); battleState.adaptiveArmor = 4; // Becomes stronger each turn battleState.nextGuard = true; logMessage = "Your skin adapts to threats: 'Iron Skin: Evolution Armor!' Attack for " + damage + " damage with armor that gets stronger each turn!"; break; } if (player.nenVow) { damage = Math.floor(damage * player.nenVow.powerBoost); } break; case "berserkerRageVariants": // Berserker variants focus on uncontrolled power var berserkerVariant = Math.floor(Math.random() * 3); switch (berserkerVariant) { case 0: // Uncontrolled Fury damage = player.stats.strength * 4.0 + Math.floor(Math.random() * 80); battleState.berserkerFury = 3; // Cannot guard but massive damage for 3 turns player.stats.strength += 150; player.stats.speed += 100; battleState.cannotGuard = 3; logMessage = "You lose all control: 'Berserker Rage: Mindless Fury!' Devastating attack for " + damage + " damage! You cannot guard but your power is overwhelming!"; break; case 1: // Blood Frenzy damage = player.stats.strength * 3.0 + Math.floor(Math.random() * 60); var healthCost = Math.floor(battleState.playerHealth * 0.2); battleState.playerHealth -= healthCost; damage += healthCost * 2; // Converts health to damage logMessage = "You sacrifice health for power: 'Berserker Rage: Blood Frenzy!' Spend " + healthCost + " health to deal " + damage + " massive damage!"; break; case 2: // Escalating Rage damage = player.stats.strength * 2.5 + Math.floor(Math.random() * 50); battleState.escalatingRage = (battleState.escalatingRage || 0) + 1; damage *= battleState.escalatingRage; logMessage = "Your rage builds: 'Berserker Rage: Escalation!' Rage multiplier x" + battleState.escalatingRage + " deals " + damage + " damage! Each use makes you stronger!"; break; } if (player.nenVow) { damage = Math.floor(damage * player.nenVow.powerBoost); } break; case "perfectEnhancementVariants": // Perfect Enhancement variants showcase mastery var perfectVariant = Math.floor(Math.random() * 3); switch (perfectVariant) { case 0: // Perfect Weapon Enhancement damage = player.stats.strength * 3.8 + Math.floor(Math.random() * 75); battleState.ignoredDefense = true; battleState.perfectWeapon = 2; // Enhanced attacks for 2 turns logMessage = "You enhance your fists to perfection: 'Perfect Enhancement: Ultimate Weapon!' Perfect weapon strikes for " + damage + " damage that ignore all defenses!"; break; case 1: // Perfect Body Enhancement damage = player.stats.strength * 2.5 + Math.floor(Math.random() * 45); player.stats.strength += 100; player.stats.speed += 100; player.stats.aura += 50; battleState.perfectBody = 4; // All stats enhanced for 4 turns logMessage = "You enhance your entire body: 'Perfect Enhancement: Ultimate Form!' Strike for " + damage + " damage with perfect physical enhancement!"; break; case 2: // Perfect Aura Enhancement damage = player.stats.aura * 2.0 + Math.floor(Math.random() * 40); var auraRecovered = Math.floor(player.maxAura * 0.3); battleState.playerAura = Math.min(player.maxAura, battleState.playerAura + auraRecovered); battleState.perfectAura = 3; // Aura efficiency enhanced for 3 turns logMessage = "You achieve perfect aura control: 'Perfect Enhancement: Ultimate Aura!' Aura-enhanced strike for " + damage + " damage while recovering " + auraRecovered + " aura!"; break; } if (player.nenVow) { damage = Math.floor(damage * player.nenVow.powerBoost); } break; case "emitterSpecial": damage = player.stats.aura * 1.5 + Math.floor(Math.random() * 35); if (Math.random() < 0.5) { damage = Math.floor(damage * 1.5); logMessage = "Multiple aura projectiles hit the target for " + damage + " damage!"; } else { logMessage = "Your emission barrage deals " + damage + " damage!"; } break; case "manipulatorSpecial": damage = player.stats.intelligence + Math.floor(Math.random() * 25); if (Math.random() < 0.6) { battleState.enemyConfused = true; logMessage = "You manipulate the enemy's mind! They take " + damage + " damage and become confused!"; } else { logMessage = "Your manipulation attempt deals " + damage + " damage!"; } break; case "transmuterSpecial": damage = player.stats.aura + player.stats.speed + Math.floor(Math.random() * 30); var properties = ["electric", "rubber", "sharp", "sticky"]; var property = properties[Math.floor(Math.random() * properties.length)]; if (property === "electric" && Math.random() < 0.4) { battleState.enemyStunned = true; logMessage = "Your electric aura shocks for " + damage + " damage and stuns the enemy!"; } else if (property === "sharp") { damage = Math.floor(damage * 1.3); logMessage = "Your sharp aura cuts deeply for " + damage + " damage!"; } else { logMessage = "Your transmuted " + property + " aura deals " + damage + " damage!"; } break; case "conjurerSpecial": damage = player.stats.intelligence + Math.floor(Math.random() * 28); var conjuredWeapons = Math.floor(Math.random() * 3) + 2; damage *= conjuredWeapons; logMessage = "You conjure " + conjuredWeapons + " weapons that attack for " + damage + " total damage!"; break; case "specialistSpecial": damage = player.stats.aura + player.stats.intelligence + Math.floor(Math.random() * 50); if (Math.random() < 0.3) { damage = Math.floor(damage * 2); logMessage = "Your unique specialist ability activates perfectly for " + damage + " damage!"; } else { logMessage = "Your specialist power deals " + damage + " damage!"; } break; case "copySlot1": case "copySlot2": case "copySlot3": var slotIndex = parseInt(actionKey.slice(-1)) - 1; var copiedAbility = player.copiedAbilities[slotIndex]; if (copiedAbility) { damage = Math.floor((player.stats.aura + player.stats.intelligence) * copiedAbility.multiplier) + Math.floor(Math.random() * 30); logMessage = "You use copied ability: " + copiedAbility.name + " for " + damage + " damage!"; if (copiedAbility.special === "stun_chance" && Math.random() < 0.25) { battleState.enemyStunned = true; logMessage += " The enemy is stunned!"; } else if (copiedAbility.special === "piercing") { battleState.ignoredDefense = true; logMessage += " The attack pierces defenses!"; } } 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; case "ultimatePotential": // Ultimate Nen Vow - massive power boost but death after battle battleState.ultimateVowUsed = true; // Track achievement storage.ultimateVowUsed = (storage.ultimateVowUsed || 0) + 1; // Gain 100 levels (beyond normal 50 limit) player.level = 100; // Massive stat boosts player.stats.strength += 2000; player.stats.speed += 2000; player.stats.intelligence += 2000; player.stats.aura += 10000; // Massive health and aura boosts player.maxHealth += 2000; player.maxAura += 10000; battleState.playerHealth = player.maxHealth; // Full heal battleState.playerAura = player.maxAura; // Full aura // Upgrade all Hatsu to ultimate versions if (player.hatsu) { player.hatsu.description = "ULTIMATE " + player.hatsu.description; player.hatsuMastery = 100; if (player.hatsu.battleEffects && player.hatsu.battleEffects.multiplier) { player.hatsu.battleEffects.multiplier *= 5; // 5x damage multiplier } } damage = player.stats.strength * 10 + Math.floor(Math.random() * 1000); // Massive damage logMessage = "You make the ultimate Nen Vow! 'I sacrifice my life to reach my full potential!' Your power explodes beyond all limits! Devastating attack for " + damage + " damage! You feel your life force burning away..."; LK.effects.flashScreen(0xffffff, 2000); // Bright white flash break; case "emperorTimeVow": // Emperor Time Nen Vow - Kurta clan special ability battleState.ultimateVowUsed = true; // Gain 100 levels (beyond normal 50 limit) player.level = 100; // Massive stat boosts player.stats.strength += 2000; player.stats.speed += 2000; player.stats.intelligence += 2000; player.stats.aura += 10000; // Massive health and aura boosts player.maxHealth += 2000; player.maxAura += 10000; battleState.playerHealth = player.maxHealth; // Full heal battleState.playerAura = player.maxAura; // Full aura // Create Emperor Time as second Hatsu player.secondHatsu = { name: "Emperor Time", description: "ULTIMATE EMPEROR TIME - Master all Nen categories with perfect efficiency. All abilities become ultimate versions.", auraReq: 100, conditions: "Eyes must be scarlet, life force drains rapidly", battleEffects: { type: "emperor_time_ultimate", multiplier: 10.0, special: "all_categories_master" } }; // Upgrade original Hatsu to ultimate version if (player.hatsu) { player.hatsu.description = "ULTIMATE " + player.hatsu.description; player.hatsuMastery = 100; if (player.hatsu.battleEffects && player.hatsu.battleEffects.multiplier) { player.hatsu.battleEffects.multiplier *= 10; // 10x damage multiplier for Kurta } } damage = player.stats.aura * 15 + Math.floor(Math.random() * 1500); // Massive Emperor Time damage logMessage = "Your eyes blaze SCARLET! 'I vow to create Emperor Time as my second Hatsu!' Reality bends around your perfect mastery! All Nen categories become ultimate! Devastating Emperor Time attack for " + damage + " damage! The screen turns red as your eyes burn with power!"; LK.effects.flashScreen(0xff0000, 3000); // Deep red flash for scarlet eyes // Change background to red temporarily game.setBackgroundColor(0x660000); break; case "scarletEyes": // Can only activate up to player's trained level var maxActivationLevel = Math.min(3, player.scarletEyesLevel + 1); battleState.scarletEyesLevel = Math.min(maxActivationLevel, battleState.scarletEyesLevel + 1); damage = 0; // No immediate damage logMessage = "Your eyes begin to glow scarlet! Scarlet Eyes Level " + battleState.scarletEyesLevel + " activated!"; // Gain combat experience for eye training if (player.clan === "kurta") { player.scarletEyesProgress += 5; if (player.scarletEyesProgress >= 100 && player.scarletEyesLevel < 20) { player.scarletEyesLevel++; player.scarletEyesProgress = 0; logMessage += " Your eyes have evolved from combat experience! New level: " + player.scarletEyesLevel + "!"; LK.effects.flashScreen(0xffffff, 500); } } if (battleState.scarletEyesLevel >= 3) { logMessage += " Maximum battle level reached! Emperor Time is now available!"; } // Apply stat boosts based on level (stronger with higher trained level) var statBoost = battleState.scarletEyesLevel * (5 + Math.floor(player.scarletEyesLevel / 2)); player.stats.strength += statBoost; player.stats.speed += statBoost; player.stats.intelligence += statBoost; player.stats.aura += statBoost; // Visual effect based on level var flashColor = battleState.scarletEyesLevel === 1 ? 0xff6666 : battleState.scarletEyesLevel === 2 ? 0xff3333 : 0xff0000; LK.effects.flashScreen(flashColor, 1000); break; case "emperorTimeActivate": if (battleState.scarletEyesLevel >= 3 || player.scarletEyesLevel >= 3) { battleState.emperorTimeActive = true; battleState.emperorTimeHealthDrain = 0; damage = 0; // No immediate damage logMessage = "EMPEROR TIME ACTIVATED! Your eyes blaze with ultimate scarlet power! All Nen types mastered! (Health will drain over time)"; // Track achievement storage.emperorTimeUsed = (storage.emperorTimeUsed || 0) + 1; // Check Emperor Time user achievement (first use) if (storage.emperorTimeUsed === 1) { var emperorTimeUserAchievement = achievements.combat.achievements[2]; if (!emperorTimeUserAchievement.unlocked && emperorTimeUserAchievement.condition()) { var storageKey = "achievement_" + emperorTimeUserAchievement.id; if (!storage[storageKey]) { emperorTimeUserAchievement.unlocked = true; storage[storageKey] = 1; player.skillPoints += emperorTimeUserAchievement.reward.skillPoints; player.experience += emperorTimeUserAchievement.reward.experience; showAchievementNotification(emperorTimeUserAchievement); } } } // Check Emperor Time master achievement (100 uses) if (storage.emperorTimeUsed === 100) { var emperorTimeMasterAchievement = achievements.hidden.achievements[0]; if (!emperorTimeMasterAchievement.unlocked && emperorTimeMasterAchievement.condition()) { var storageKey = "achievement_" + emperorTimeMasterAchievement.id; if (!storage[storageKey]) { emperorTimeMasterAchievement.unlocked = true; storage[storageKey] = 1; player.skillPoints += emperorTimeMasterAchievement.reward.skillPoints; player.experience += emperorTimeMasterAchievement.reward.experience; showAchievementNotification(emperorTimeMasterAchievement); // Unlock Uchiha clan if (emperorTimeMasterAchievement.reward.unlocksClan === "uchiha") { unlockUchihaClan(); } } } } // Stat boost scales with trained eye level var eyePower = Math.max(1, player.scarletEyesLevel); var strengthBoost = 100 + eyePower * 20; var speedBoost = 100 + eyePower * 20; var intBoost = 100 + eyePower * 20; var auraBoost = 200 + eyePower * 50; player.stats.strength += strengthBoost; player.stats.speed += speedBoost; player.stats.intelligence += intBoost; player.stats.aura += auraBoost; logMessage += " Eye Level " + player.scarletEyesLevel + " amplifies the power!"; // Change screen to red game.setBackgroundColor(0x330000); LK.effects.flashScreen(0xff0000, 2000); } break; case "emperorTimeDeactivate": battleState.emperorTimeActive = false; damage = 0; logMessage = "Emperor Time deactivated. Your eyes return to normal."; // Remove temporary stat boosts player.stats.strength -= 200; player.stats.speed -= 200; player.stats.intelligence -= 200; player.stats.aura -= 500; // Reset screen color game.setBackgroundColor(0x1a1a1a); break; case "transplantedEmperorTimeActivate": if (player.transplantedEyeLevel >= 50) { battleState.emperorTimeActive = true; battleState.emperorTimeHealthDrain = 0; damage = 0; // No immediate damage logMessage = "STOLEN EMPEROR TIME ACTIVATED! Your transplanted scarlet eyes blaze with stolen power! All Nen types accessible but at 50% efficiency! (Health will drain faster due to rejection)"; // Track achievement storage.emperorTimeUsed = (storage.emperorTimeUsed || 0) + 1; // Weaker stat boosts than natural Emperor Time var strengthBoost = 75; // 50% less than natural var speedBoost = 75; var intBoost = 75; var auraBoost = 150; player.stats.strength += strengthBoost; player.stats.speed += speedBoost; player.stats.intelligence += intBoost; player.stats.aura += auraBoost; // Higher health drain rate due to rejection battleState.emperorTimeHealthDrain = emperorTimeData.healthDrainPerSecond * 2; // Double drain logMessage += " The foreign eyes strain your body heavily!"; // Change screen to dark red (less vibrant than natural) game.setBackgroundColor(0x220000); LK.effects.flashScreen(0x660000, 2000); } break; case "emperorTimeActivate": damage = Math.floor((player.stats.strength + player.stats.aura + player.stats.intelligence) * emperorTimeData.damageMultiplier) + Math.floor(Math.random() * 150); battleState.ignoredDefense = true; logMessage = "EMPEROR TIME ULTIMATE ATTACK! Perfect mastery of all Nen types unleashed for " + damage + " damage!"; // Special effects for different Nen combinations if (Math.random() < 0.6) { battleState.enemyStunned = true; logMessage += " The overwhelming Nen mastery stuns the enemy!"; } LK.effects.flashScreen(0xff0000, 1000); break; case "clanSpecial": if (player.race === "Human" && player.clan && humanClans[player.clan]) { var clan = humanClans[player.clan]; var specialAbility = clan.specialAbility; damage = Math.floor((player.stats.strength + player.stats.aura + player.stats.intelligence) * specialAbility.multiplier) + Math.floor(Math.random() * 100); switch (player.clan) { case "netero": logMessage = "You channel the power of your ancestor! '100-Type Guanyin Bodhisattva!' A massive golden statue appears and strikes for " + damage + " damage!"; storage.bodhisattvaUsed = (storage.bodhisattvaUsed || 0) + 1; if (Math.random() < 0.4) { battleState.enemyStunned = true; logMessage += " The divine presence overwhelms your enemy!"; } break; case "zoldyck": logMessage = "You activate the Zoldyck assassination arts! Lightning-fast killing techniques deal " + damage + " damage!"; if (Math.random() < 0.2) { damage = battleState.enemyHealth; // Instant kill chance logMessage = "ASSASSINATION! Your strike finds a vital point - instant kill!"; storage.assassinationSuccess = (storage.assassinationSuccess || 0) + 1; } break; case "freecss": logMessage = "Your hunter's instinct awakens! 'Natural Enhancement!' Your fighting spirit deals " + damage + " damage!"; // Boost stats temporarily player.stats.strength += 20; player.stats.speed += 20; logMessage += " Your physical abilities are enhanced!"; break; case "lucilfer": logMessage = "You tap into ancestral knowledge! Ancient techniques strike for " + damage + " damage!"; if (Math.random() < 0.3 && battleState.enemy.hatsu) { logMessage += " You temporarily steal your enemy's technique!"; // Next attack will use enemy's multiplier battleState.stolenTechnique = true; } break; case "kurta": logMessage = "Your eyes blaze scarlet! 'Emperor Time!' All Nen mastery activated for " + damage + " damage!"; battleState.ignoredDefense = true; if (Math.random() < 0.5) { damage = Math.floor(damage * 1.5); logMessage += " Perfect mastery amplifies the attack!"; } break; } LK.effects.flashScreen(0xffd700, 1000); } 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 useHatsu = false; var damage = 0; var logMessage = ""; // Enhanced boss logic - higher chance to use special attacks and more devastating effects var hatsuChance = enemy.level >= 50 ? 0.6 : 0.3; // Stronger bosses use abilities more often // Check if enemy should use Hatsu if (enemy.hatsu && battleState.enemyAura >= enemy.hatsu.auraRequired && Math.random() < hatsuChance) { useHatsu = true; battleState.enemyAura -= enemy.hatsu.auraRequired; // Execute specific Hatsu attacks based on enemy Hatsu data switch (enemy.hatsu.name) { case "Jajanken": var variant = enemy.hatsu.variants[Math.floor(Math.random() * 3)]; switch (variant) { case "Rock": damage = enemy.stats.strength * 2 + Math.floor(Math.random() * 30); logMessage = enemy.name + " charges up: 'Jajanken: Rock!' A devastating punch for " + damage + " damage!"; // Try to copy this ability for Specialists if (player.nenType === "Specialist" && player.hatsu && player.hatsu.name === "Ability Copy") { tryToCopyAbility("Jajanken: Rock", { name: "Jajanken: Rock", multiplier: 2.0, special: "stun_chance" }); } break; case "Paper": damage = enemy.stats.aura + Math.floor(Math.random() * 25); logMessage = enemy.name + " unleashes: 'Jajanken: Paper!' An aura blast for " + damage + " damage!"; if (player.nenType === "Specialist" && player.hatsu && player.hatsu.name === "Ability Copy") { tryToCopyAbility("Jajanken: Paper", { name: "Jajanken: Paper", multiplier: 1.8, special: "piercing" }); } break; case "Scissors": damage = enemy.stats.speed + enemy.stats.strength + Math.floor(Math.random() * 20); logMessage = enemy.name + " strikes: 'Jajanken: Scissors!' A sharp cutting attack for " + damage + " damage!"; if (player.nenType === "Specialist" && player.hatsu && player.hatsu.name === "Ability Copy") { tryToCopyAbility("Jajanken: Scissors", { name: "Jajanken: Scissors", multiplier: 1.9, special: "piercing" }); } break; } break; case "Lightning Palm": damage = enemy.stats.speed + enemy.stats.aura + Math.floor(Math.random() * 35); logMessage = enemy.name + "'s hands crackle with electricity: 'Lightning Palm!' Shocking you for " + damage + " damage!"; if (player.nenType === "Specialist" && player.hatsu && player.hatsu.name === "Ability Copy") { tryToCopyAbility("Lightning Palm", { name: "Lightning Palm", multiplier: 2.2, special: "stun_chance" }); } // Lightning has chance to stun (skip next turn) if (Math.random() < 0.3) { battleState.playerStunned = true; logMessage += " You're stunned by the electricity!"; } break; case "Bungee Gum": damage = enemy.stats.intelligence + Math.floor(Math.random() * 25); logMessage = enemy.name + " grins: 'Bungee Gum has both rubber and gum properties!' Tricky attack for " + damage + " damage!"; if (player.nenType === "Specialist" && player.hatsu && player.hatsu.name === "Ability Copy") { tryToCopyAbility("Bungee Gum", { name: "Bungee Gum", multiplier: 1.8, special: "movement_restrict" }); } // Bungee Gum can pull player closer (reduce next guard effectiveness) battleState.bungeeGumEffect = true; logMessage += " Your movements are restricted!"; break; case "Needle People": damage = enemy.stats.intelligence + Math.floor(Math.random() * 20); logMessage = enemy.name + " throws needles: 'Needle People!' Manipulating attack for " + damage + " damage!"; if (player.nenType === "Specialist" && player.hatsu && player.hatsu.name === "Ability Copy") { tryToCopyAbility("Needle People", { name: "Needle People", multiplier: 1.6, special: "debuff_enemy" }); } // Needle manipulation reduces player's next attack if (Math.random() < 0.4) { battleState.needleDebuff = true; logMessage += " The needles cloud your mind!"; } break; case "14 Devils": damage = enemy.stats.aura * 2 + Math.floor(Math.random() * 60); var devilCount = Math.floor(Math.random() * 3) + 2; damage *= devilCount; logMessage = enemy.name + " summons " + devilCount + " emission devils: '14 Devils!' Multiple devastating attacks for " + damage + " total damage!"; if (player.nenType === "Specialist" && player.hatsu && player.hatsu.name === "Ability Copy") { tryToCopyAbility("14 Devils", { name: "14 Devils", multiplier: 2.5, special: "multi_hit" }); } // Devils have chance to inflict status effects if (Math.random() < 0.4) { battleState.playerStunned = true; logMessage += " The devils overwhelm you!"; } break; case "Skill Hunter": damage = enemy.stats.intelligence * 2 + Math.floor(Math.random() * 50); var stolenSkills = ["Indoor Fish", "Order Stamp", "Black Voice"]; var usedSkill = stolenSkills[Math.floor(Math.random() * stolenSkills.length)]; logMessage = enemy.name + " opens his book: 'Skill Hunter - " + usedSkill + "!' Stolen ability deals " + damage + " damage!"; if (player.nenType === "Specialist" && player.hatsu && player.hatsu.name === "Ability Copy") { tryToCopyAbility("Skill Hunter", { name: "Skill Hunter", multiplier: 2.0, special: "ability_steal" }); } // Different effects based on stolen skill if (usedSkill === "Black Voice" && Math.random() < 0.3) { battleState.needleDebuff = true; logMessage += " You feel controlled!"; } break; case "Little Flower": damage = enemy.stats.strength * 2.5 + Math.floor(Math.random() * 70); logMessage = enemy.name + " touches you: 'Little Flower!' Explosive aura detonates for " + damage + " damage!"; if (player.nenType === "Specialist" && player.hatsu && player.hatsu.name === "Ability Copy") { tryToCopyAbility("Little Flower", { name: "Little Flower", multiplier: 2.5, special: "explosive" }); } // Explosion can cause burn damage over time if (Math.random() < 0.5) { battleState.poisonDamage = Math.floor(damage * 0.4); battleState.poisonTurns = 3; logMessage += " The explosion burns you!"; } break; case "Rage Blast": damage = enemy.stats.aura * 3 + Math.floor(Math.random() * 100); logMessage = enemy.name + " charges ultimate power: 'Rage Blast!' Apocalyptic energy blast for " + damage + " damage!"; if (player.nenType === "Specialist" && player.hatsu && player.hatsu.name === "Ability Copy") { tryToCopyAbility("Rage Blast", { name: "Rage Blast", multiplier: 3.0, special: "ultimate_attack" }); } // Rage Blast is extremely devastating battleState.ignoredDefense = true; if (Math.random() < 0.6) { battleState.playerStunned = true; logMessage += " The overwhelming power stuns you!"; } break; case "Chain Jail": // Kurapika's most dangerous attack - instant kill if conditions are met if (player.race === "Human" && (player.abilities.includes("Phantom Troupe") || Math.random() < 0.15)) { // Instant kill for Phantom Troupe members or 15% chance for others damage = battleState.playerHealth * 2; // Guaranteed kill logMessage = enemy.name + "'s chains glow with deadly resolve: 'Chain Jail!' The chains wrap around you completely! If you disobey, you die instantly!"; battleState.chainJailActive = true; } else { damage = enemy.stats.intelligence * 2 + Math.floor(Math.random() * 60); logMessage = enemy.name + " summons his chains: 'Chain Jail!' Binding chains deal " + damage + " damage!"; if (Math.random() < 0.4) { battleState.playerStunned = true; logMessage += " You're bound and cannot move!"; } } if (player.nenType === "Specialist" && player.hatsu && player.hatsu.name === "Ability Copy") { tryToCopyAbility("Chain Jail", { name: "Chain Jail", multiplier: 2.5, special: "instant_kill_condition" }); } break; case "Holy Chain": // Healing ability that also deals damage var healAmount = Math.floor(enemy.maxHealth * 0.3); enemy.health = Math.min(enemy.maxHealth, enemy.health + healAmount); damage = enemy.stats.aura + Math.floor(Math.random() * 25); logMessage = enemy.name + " uses 'Holy Chain!' Healing " + healAmount + " HP and attacking for " + damage + " damage!"; if (player.nenType === "Specialist" && player.hatsu && player.hatsu.name === "Ability Copy") { tryToCopyAbility("Holy Chain", { name: "Holy Chain", multiplier: 1.5, special: "heal_and_damage" }); } break; case "Dowsing Chain": // Tracking and piercing attack damage = enemy.stats.intelligence + enemy.stats.speed + Math.floor(Math.random() * 35); battleState.ignoredDefense = true; logMessage = enemy.name + " extends his 'Dowsing Chain!' It tracks your movement and strikes for " + damage + " damage!"; if (Math.random() < 0.3) { battleState.nextAttackRevealed = true; logMessage += " The chain reveals your next attack!"; } if (player.nenType === "Specialist" && player.hatsu && player.hatsu.name === "Ability Copy") { tryToCopyAbility("Dowsing Chain", { name: "Dowsing Chain", multiplier: 2.0, special: "tracking_pierce" }); } break; case "Judgment Chain": // Places a deadly curse damage = enemy.stats.intelligence + Math.floor(Math.random() * 30); logMessage = enemy.name + " pierces your heart with 'Judgment Chain!' You take " + damage + " damage!"; if (Math.random() < 0.5) { battleState.judgmentChainActive = 3; // Lasts 3 turns logMessage += " A deadly chain wraps around your heart! Breaking Kurapika's rules will kill you!"; } if (player.nenType === "Specialist" && player.hatsu && player.hatsu.name === "Ability Copy") { tryToCopyAbility("Judgment Chain", { name: "Judgment Chain", multiplier: 1.8, special: "death_curse" }); } break; case "Emperor Time": // Ultimate ability that enhances all stats temporarily damage = enemy.stats.aura * 1.5 + Math.floor(Math.random() * 50); logMessage = enemy.name + "'s eyes blaze scarlet: 'Emperor Time!' All Nen types mastered! Devastating attack for " + damage + " damage!"; // Enhance enemy stats temporarily battleState.emperorTimeActive = 2; // Lasts 2 turns enemy.stats.strength += 20; enemy.stats.speed += 20; enemy.stats.intelligence += 20; enemy.stats.aura += 20; if (Math.random() < 0.4) { battleState.playerStunned = true; logMessage += " The overwhelming Nen presence stuns you!"; } if (player.nenType === "Specialist" && player.hatsu && player.hatsu.name === "Ability Copy") { tryToCopyAbility("Emperor Time", { name: "Emperor Time", multiplier: 2.8, special: "all_types_mastery" }); } break; default: // Generic Hatsu attack for any other abilities - now more powerful damage = enemy.stats.strength + enemy.stats.aura + Math.floor(Math.random() * 40); // Stronger enemies deal more damage if (enemy.level >= 50) { damage = Math.floor(damage * 1.5); } logMessage = enemy.name + " uses " + enemy.hatsu.name + " for " + damage + " damage!"; if (player.nenType === "Specialist" && player.hatsu && player.hatsu.name === "Ability Copy") { tryToCopyAbility(enemy.hatsu.name, { name: enemy.hatsu.name, multiplier: 1.8, special: "generic_hatsu" }); } break; } } else { // Regular attack damage = enemy.stats.strength + Math.floor(Math.random() * 15); logMessage = enemy.name + " attacks for " + damage + " damage!"; } // Apply boss defense system if (battleState.enemy && damage > 0) { var bossDefense = calculateBossDefense(battleState.enemy); var originalDamage = damage; damage = Math.max(1, Math.floor(damage * bossDefense.damageReduction)); if (originalDamage !== damage && bossDefense.defenseType) { logMessage += " " + battleState.enemy.name + " uses " + bossDefense.defenseType + " to reduce damage!"; } } // Apply player defensive modifiers if (battleState.nextParry && !battleState.playerStunned) { var parryEffectiveness = battleState.bungeeGumEffect ? 0.4 : 0.2; damage = Math.floor(damage * parryEffectiveness); var counterDamage = player.stats.strength; battleState.enemyHealth -= counterDamage; logMessage += " You parry and counter for " + counterDamage + " damage!"; battleState.nextParry = false; } else if (battleState.nextGuard && !battleState.playerStunned) { var guardEffectiveness = battleState.bungeeGumEffect ? 0.7 : 0.5; damage = Math.floor(damage * guardEffectiveness); logMessage += " You block, reducing damage!"; battleState.nextGuard = false; } // Apply damage battleState.playerHealth -= damage; battleState.battleLog.push(logMessage); // Reset status effects if (battleState.playerStunned) { battleState.playerStunned = false; } if (battleState.bungeeGumEffect) { battleState.bungeeGumEffect = false; } battleState.playerTurn = true; // Check if player is defeated if (battleState.playerHealth <= 0) { endBattle(false); return; } showBattleScreen(); } function calculateBossDefense(enemy) { var defenseLevel = 1.0; // No defense reduction by default var defenseType = ""; var enemyLevel = enemy.level || 25; var enemyAura = enemy.stats ? enemy.stats.aura : 25; // Stronger bosses have better defensive techniques if (enemyLevel >= 50) { // High-level bosses use Ken (maintain aura defense) if (Math.random() < 0.7) { defenseLevel = 0.4; // 60% damage reduction defenseType = "Ken (Enhanced Defense)"; } } else if (enemyLevel >= 35) { // Mid-level bosses use Ten (basic aura shroud) if (Math.random() < 0.5) { defenseLevel = 0.6; // 40% damage reduction defenseType = "Ten (Aura Shroud)"; } } else if (enemyLevel >= 25) { // Lower bosses have basic defense if (Math.random() < 0.3) { defenseLevel = 0.8; // 20% damage reduction defenseType = "Basic Nen Defense"; } } // Special boss-specific defenses if (enemy.name === "Meruem (The King)") { defenseLevel = 0.3; // King has incredible defense defenseType = "Royal Guard Defense"; } else if (enemy.name === "Razor") { if (Math.random() < 0.6) { defenseLevel = 0.5; defenseType = "Devil Shield"; } } else if (enemy.name === "Chrollo Lucilfer") { if (Math.random() < 0.4) { defenseLevel = 0.7; defenseType = "Stolen Defensive Ability"; } } else if (enemy.name === "Hisoka Morow") { if (Math.random() < 0.3) { defenseLevel = 0.8; defenseType = "Bungee Gum Shield"; } } return { damageReduction: defenseLevel, defenseType: defenseType }; } function tryToCopyAbility(abilityName, abilityData) { if (!player.copiedAbilityWitnesses[abilityName]) { player.copiedAbilityWitnesses[abilityName] = 0; } player.copiedAbilityWitnesses[abilityName]++; if (player.copiedAbilityWitnesses[abilityName] >= 3) { // Find empty slot to store ability for (var i = 0; i < 3; i++) { if (!player.copiedAbilities[i]) { player.copiedAbilities[i] = abilityData; battleState.battleLog.push("You've learned to copy: " + abilityName + "!"); LK.effects.flashScreen(0x00ffff, 300); // Track achievement storage.abilitiesCopied = (storage.abilitiesCopied || 0) + 1; break; } } } } function handleChimeraAntReincarnation() { var reincarnationChance = Math.random(); var reincarnationType = ""; var newStats = {}; if (reincarnationChance <= 0.05) { // 5% chance to become King reincarnationType = "Chimera Ant King"; player.race = "Chimera Ant King"; newStats = { strength: player.stats.strength + 50, speed: player.stats.speed + 40, intelligence: player.stats.intelligence + 60, aura: player.stats.aura + 70 }; player.level += 10; player.maxHealth += 200; player.maxAura += 150; } else if (reincarnationChance <= 0.20) { // 15% chance to become Royal Guard reincarnationType = "Royal Guard"; player.race = "Chimera Ant Royal"; newStats = { strength: player.stats.strength + 30, speed: player.stats.speed + 25, intelligence: player.stats.intelligence + 20, aura: player.stats.aura + 35 }; player.level += 5; player.maxHealth += 100; player.maxAura += 75; } else { // 80% chance to become normal Chimera Ant reincarnationType = "Chimera Ant Soldier"; player.race = "Chimera Ant"; newStats = { strength: player.stats.strength + 10, speed: player.stats.speed + 10, intelligence: player.stats.intelligence + 5, aura: player.stats.aura + 15 }; player.level += 2; player.maxHealth += 50; player.maxAura += 25; } // Apply new stats player.stats = newStats; player.health = player.maxHealth; player.aura = player.maxAura; player.experience = 0; player.maxExperience += 100; player.skillPoints += 50; // Add special Chimera Ant abilities if (!player.abilities.includes("Enhanced Senses")) { player.abilities.push("Enhanced Senses"); } if (!player.abilities.includes("Regeneration")) { player.abilities.push("Regeneration"); } // Special Hatsu based on reincarnation type if (reincarnationType === "Chimera Ant King") { player.hatsu = { name: "Royal Authority", description: "Command lesser Chimera Ants and use devastating royal techniques", auraReq: 60, conditions: "Must maintain royal dignity", battleEffects: { type: "royal_command", multiplier: 3.5, special: "command_ants" } }; } else if (reincarnationType === "Royal Guard") { player.hatsu = { name: "Guard's Devotion", description: "Protective abilities and enhanced combat techniques", auraReq: 40, conditions: "Must protect allies", battleEffects: { type: "guard_protection", multiplier: 2.8, special: "protect_others" } }; } else { player.hatsu = { name: "Ant Instincts", description: "Enhanced predatory abilities and pack coordination", auraReq: 25, conditions: "Must hunt with purpose", battleEffects: { type: "predator_instinct", multiplier: 2.2, special: "pack_hunt" } }; } player.hatsuMastery = 30; storyPanel.setText("REINCARNATION!\n\nYou have been consumed by the Chimera Ants and reborn as a " + reincarnationType + "!\n\nYour human memories remain, but your body and abilities have been dramatically enhanced. You retain your intelligence and Nen abilities while gaining incredible new powers.\n\nNew Type: " + reincarnationType + "\nLevel Gained: +" + (reincarnationType === "Chimera Ant King" ? 10 : reincarnationType === "Royal Guard" ? 5 : 2) + "\nNew Hatsu: " + player.hatsu.name); clearButtons(); var continueButton = new MenuButton("Continue as " + reincarnationType, function () { updateStatsUI(); LK.effects.flashScreen(0x880088, 2000); game.setBackgroundColor(0x1a1a1a); showTravelMenu(); }); continueButton.x = 1024; continueButton.y = 1400; buttons.push(continueButton); game.addChild(continueButton); updateStatsUI(); LK.effects.flashScreen(0x880088, 2000); } 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; // Track achievement progress storage.battlesWon = (storage.battlesWon || 0) + 1; // Check if this was a boss battle if (battleState.enemy.level >= 25) { storage.bossesDefeated = (storage.bossesDefeated || 0) + 1; } // Check if defeated enemy is Kurapika for eye extraction if (battleState.enemy.name === "Kurapika Kurta") { handleKurapikaEyeExtraction(); return; // Skip normal end battle flow } while (player.experience >= player.maxExperience && player.level < 50) { levelUp(); } // Check specific battle achievements only when won if (storage.battlesWon === 1) { // Check first victory achievement var firstVictoryAchievement = achievements.combat.achievements[0]; if (!firstVictoryAchievement.unlocked && firstVictoryAchievement.condition()) { var storageKey = "achievement_" + firstVictoryAchievement.id; if (!storage[storageKey]) { firstVictoryAchievement.unlocked = true; storage[storageKey] = 1; player.skillPoints += firstVictoryAchievement.reward.skillPoints; player.experience += firstVictoryAchievement.reward.experience; showAchievementNotification(firstVictoryAchievement); } } } else if (storage.bossesDefeated === 5) { // Check boss slayer achievement var bossSlayerAchievement = achievements.combat.achievements[1]; if (!bossSlayerAchievement.unlocked && bossSlayerAchievement.condition()) { var storageKey = "achievement_" + bossSlayerAchievement.id; if (!storage[storageKey]) { bossSlayerAchievement.unlocked = true; storage[storageKey] = 1; player.skillPoints += bossSlayerAchievement.reward.skillPoints; player.experience += bossSlayerAchievement.reward.experience; showAchievementNotification(bossSlayerAchievement); } } } // Check if ultimate vow was used - death after victory if (battleState.ultimateVowUsed) { storyPanel.setText("ULTIMATE VICTORY!\n\nYou defeated " + battleState.enemy.name + " using your ultimate potential!\n\nBut the Nen Vow demanded your life as payment...\n\nExperience gained: " + exp + "\nSkill Points gained: " + sp + "\n\nYou achieved victory beyond your normal limits, but at the ultimate cost.\n\nYour legend will be remembered forever.\n\nGAME OVER - Ultimate Sacrifice"); LK.effects.flashScreen(0xffffff, 3000); // Reset after showing victory LK.setTimeout(function () { resetGame(); }, 5000); } else { 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 showDebugClanSelection() { storyPanel.setText("DEBUG: Clan Selection\n\nChoose which clan to join:"); clearButtons(); var clanKeys = Object.keys(humanClans); for (var i = 0; i < clanKeys.length; i++) { var clanKey = clanKeys[i]; var clan = humanClans[clanKey]; var clanButton = new MenuButton(clan.name, createDebugClanCallback(clanKey)); clanButton.x = 700 + i % 2 * 450; clanButton.y = 1200 + Math.floor(i / 2) * 100; buttons.push(clanButton); game.addChild(clanButton); } var noClanButton = new MenuButton("Remove Clan", function () { player.clan = null; updateStatsUI(); startTrainingMode(); }); noClanButton.x = 1024; noClanButton.y = 1500; buttons.push(noClanButton); game.addChild(noClanButton); var backButton = new MenuButton("Back", function () { startTrainingMode(); }); backButton.x = 1024; backButton.y = 1600; buttons.push(backButton); game.addChild(backButton); } function createDebugClanCallback(clanKey) { return function () { player.clan = clanKey; var clan = humanClans[clanKey]; // Apply clan bonuses (if not already applied) if (clan.bonuses.strength) player.stats.strength += clan.bonuses.strength; if (clan.bonuses.speed) player.stats.speed += clan.bonuses.speed; if (clan.bonuses.intelligence) player.stats.intelligence += clan.bonuses.intelligence; if (clan.bonuses.aura) player.stats.aura += clan.bonuses.aura; if (clan.bonuses.maxHealth) { player.maxHealth += clan.bonuses.maxHealth; player.health = player.maxHealth; } if (clan.bonuses.maxAura) { player.maxAura += clan.bonuses.maxAura; player.aura = player.maxAura; } // Add special ability to player abilities if (!player.abilities.includes(clan.specialAbility.name)) { player.abilities.push(clan.specialAbility.name); } updateStatsUI(); LK.effects.flashScreen(0xffd700, 1000); startTrainingMode(); }; } // Save all player data to storage function savePlayerData() { // Save player basic data storage.player_name = player.name; storage.player_nenType = player.nenType; storage.player_level = player.level; storage.player_experience = player.experience; storage.player_maxExperience = player.maxExperience; storage.player_health = player.health; storage.player_maxHealth = player.maxHealth; storage.player_aura = player.aura; storage.player_maxAura = player.maxAura; storage.player_stats_strength = player.stats.strength; storage.player_stats_speed = player.stats.speed; storage.player_stats_intelligence = player.stats.intelligence; storage.player_stats_aura = player.stats.aura; storage.player_abilities = player.abilities.join(","); storage.player_currentChapter = player.currentChapter; storage.player_energy = player.energy; storage.player_maxEnergy = player.maxEnergy; storage.player_skillPoints = player.skillPoints; storage.player_trainingCount = player.trainingCount; storage.player_hunterExamCompleted = player.hunterExamCompleted ? 1 : 0; storage.player_hatsu = player.hatsu ? player.hatsu.name || "" : ""; storage.player_nenVow = player.nenVow ? player.nenVow.name || "" : ""; storage.player_hatsuMastery = player.hatsuMastery; // Handle copiedAbilities array safely if (!player.copiedAbilities) { player.copiedAbilities = [null, null, null]; } var copiedAbilitiesArray = []; for (var i = 0; i < player.copiedAbilities.length; i++) { if (player.copiedAbilities[i]) { copiedAbilitiesArray.push(player.copiedAbilities[i].name || ""); } else { copiedAbilitiesArray.push(""); } } storage.player_copiedAbilities = copiedAbilitiesArray.join("|"); // Convert object to string representation var witnessesStr = ""; for (var key in player.copiedAbilityWitnesses) { if (witnessesStr) witnessesStr += ","; witnessesStr += key + ":" + player.copiedAbilityWitnesses[key]; } storage.player_copiedAbilityWitnesses = witnessesStr; storage.player_race = player.race; storage.player_clan = player.clan; storage.player_scarletEyesLevel = player.scarletEyesLevel; storage.player_scarletEyesProgress = player.scarletEyesProgress; storage.player_transplantedEyeLevel = player.transplantedEyeLevel || 0; storage.player_transplantedEyeProgress = player.transplantedEyeProgress || 0; storage.player_kurapikaEyes = player.kurapikaEyes || 0; // Save nen mastery data storage.nenMastery_basicMastered = nenMastery.basicMastered; storage.nenMastery_advancedMastered = nenMastery.advancedMastered; storage.nenMastery_totalTechniques = nenMastery.totalTechniques; // Save travel locations storage.travelLocations_heavensArena_currentFloor = travelLocations.heavensArena.currentFloor; // Save nen techniques storage.nenTechniques_basic_Ten = nenTechniques.basic.techniques[0].unlocked ? 1 : 0; storage.nenTechniques_basic_Zetsu = nenTechniques.basic.techniques[1].unlocked ? 1 : 0; storage.nenTechniques_basic_Ren = nenTechniques.basic.techniques[2].unlocked ? 1 : 0; storage.nenTechniques_basic_Hatsu = nenTechniques.basic.techniques[3].unlocked ? 1 : 0; storage.nenTechniques_advanced_Gyo = nenTechniques.advanced.techniques[0].unlocked ? 1 : 0; storage.nenTechniques_advanced_In = nenTechniques.advanced.techniques[1].unlocked ? 1 : 0; storage.nenTechniques_advanced_En = nenTechniques.advanced.techniques[2].unlocked ? 1 : 0; storage.nenTechniques_advanced_Shu = nenTechniques.advanced.techniques[3].unlocked ? 1 : 0; storage.nenTechniques_advanced_Ko = nenTechniques.advanced.techniques[4].unlocked ? 1 : 0; storage.nenTechniques_advanced_Ken = nenTechniques.advanced.techniques[5].unlocked ? 1 : 0; // Save skill tree progress storage.skillTree_enhancer_IronBody = skillTree.enhancer.skills[0].unlocked ? 1 : 0; storage.skillTree_enhancer_PowerBoost = skillTree.enhancer.skills[1].unlocked ? 1 : 0; storage.skillTree_enhancer_Regeneration = skillTree.enhancer.skills[2].unlocked ? 1 : 0; storage.skillTree_emitter_AuraBlast = skillTree.emitter.skills[0].unlocked ? 1 : 0; storage.skillTree_emitter_RemoteControl = skillTree.emitter.skills[1].unlocked ? 1 : 0; storage.skillTree_emitter_AuraSphere = skillTree.emitter.skills[2].unlocked ? 1 : 0; storage.skillTree_manipulator_ObjectControl = skillTree.manipulator.skills[0].unlocked ? 1 : 0; storage.skillTree_manipulator_MindInfluence = skillTree.manipulator.skills[1].unlocked ? 1 : 0; storage.skillTree_manipulator_MassControl = skillTree.manipulator.skills[2].unlocked ? 1 : 0; storage.skillTree_transmuter_RubberAura = skillTree.transmuter.skills[0].unlocked ? 1 : 0; storage.skillTree_transmuter_ElectricAura = skillTree.transmuter.skills[1].unlocked ? 1 : 0; storage.skillTree_transmuter_ShapeShift = skillTree.transmuter.skills[2].unlocked ? 1 : 0; storage.skillTree_conjurer_WeaponSummon = skillTree.conjurer.skills[0].unlocked ? 1 : 0; storage.skillTree_conjurer_ToolCreation = skillTree.conjurer.skills[1].unlocked ? 1 : 0; storage.skillTree_conjurer_ComplexObjects = skillTree.conjurer.skills[2].unlocked ? 1 : 0; storage.skillTree_specialist_UniqueAbility = skillTree.specialist.skills[0].unlocked ? 1 : 0; storage.skillTree_specialist_PowerAmplify = skillTree.specialist.skills[1].unlocked ? 1 : 0; storage.skillTree_specialist_RealityBend = skillTree.specialist.skills[2].unlocked ? 1 : 0; } 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) { var clanText = ""; if (player.clan && humanClans[player.clan]) { clanText = " | Clan: " + humanClans[player.clan].name; } else { clanText = " | Clan: None"; } levelText.setText("Level: " + player.level + " | Race: " + player.race + clanText); } // Update player info text if (playerInfoText) { var infoText = "Nen Type: " + (player.nenType || "None") + "\nSP: " + player.skillPoints; if (player.clan === "kurta") { infoText += "\nScarlet Eyes Lv: " + player.scarletEyesLevel + " (" + player.scarletEyesProgress + "/100)"; } if (player.transplantedEyeLevel && player.transplantedEyeLevel > 0) { infoText += "\nTransplanted Eye Lv: " + player.transplantedEyeLevel + " (" + (player.transplantedEyeProgress || 0) + "/100)"; } playerInfoText.setText(infoText); } // Update stat numbers with XP levels 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"]; // Calculate XP level for each stat (every 100 points = 1 level) var xpLevel = Math.floor(statsValues[i] / 100); statNumbersText[i].setText(statsLabels[i] + ": " + statsValues[i] + " (Lv." + xpLevel + ")"); } // Save player data whenever stats are updated savePlayerData(); } // Achievement System var achievements = { training: { name: "Training Mastery", achievements: [{ id: "first_training", name: "First Steps", description: "Complete your first training session", icon: "🏃", unlocked: false, condition: function condition() { return player.trainingCount >= 1; }, reward: { skillPoints: 2, experience: 50 } }, { id: "training_adept", name: "Training Adept", description: "Complete 25 training sessions", icon: "💪", unlocked: false, condition: function condition() { return player.trainingCount >= 25; }, reward: { skillPoints: 10, experience: 200 } }, { id: "training_master", name: "Training Master", description: "Complete 100 training sessions", icon: "🏆", unlocked: false, condition: function condition() { return player.trainingCount >= 100; }, reward: { skillPoints: 25, experience: 500 } }, { id: "stat_demon", name: "Stat Demon", description: "Reach 1000 in any stat", icon: "👹", unlocked: false, condition: function condition() { return player.stats.strength >= 1000 || player.stats.speed >= 1000 || player.stats.intelligence >= 1000 || player.stats.aura >= 1000; }, reward: { skillPoints: 50, experience: 1000 } }] }, combat: { name: "Combat Prowess", achievements: [{ id: "first_victory", name: "First Victory", description: "Win your first battle", icon: "⚔️", unlocked: false, condition: function condition() { return (storage.battlesWon || 0) >= 1; }, reward: { skillPoints: 5, experience: 100 } }, { id: "boss_slayer", name: "Boss Slayer", description: "Defeat 5 different bosses", icon: "🗡️", unlocked: false, condition: function condition() { return (storage.bossesDefeated || 0) >= 5; }, reward: { skillPoints: 20, experience: 400 } }, { id: "emperor_time_user", name: "Emperor Time User", description: "Use Emperor Time in battle (Kurta clan only)", icon: "👁️", unlocked: false, condition: function condition() { return (storage.emperorTimeUsed || 0) >= 1; }, reward: { skillPoints: 30, experience: 600 } }, { id: "ultimate_sacrifice", name: "Ultimate Sacrifice", description: "Use Ultimate Potential Vow in battle", icon: "💀", unlocked: false, condition: function condition() { return (storage.ultimateVowUsed || 0) >= 1; }, reward: { skillPoints: 100, experience: 2000 } }] }, exploration: { name: "World Explorer", achievements: [{ id: "first_travel", name: "First Journey", description: "Visit your first location", icon: "🗺️", unlocked: false, condition: function condition() { return (storage.locationsVisited || 0) >= 1; }, reward: { skillPoints: 3, experience: 75 } }, { id: "world_traveler", name: "World Traveler", description: "Visit all available locations", icon: "🌍", unlocked: false, condition: function condition() { return (storage.locationsVisited || 0) >= 7; }, reward: { skillPoints: 40, experience: 800 } }, { id: "heavens_conqueror", name: "Heaven's Conqueror", description: "Reach floor 200 in Heaven's Arena", icon: "🏢", unlocked: false, condition: function condition() { return travelLocations.heavensArena.currentFloor >= 200; }, reward: { skillPoints: 25, experience: 500 } }, { id: "dark_continent_survivor", name: "Dark Continent Survivor", description: "Complete Dark Continent storyline", icon: "🌑", unlocked: false, condition: function condition() { return (storage.darkContinentCompleted || 0) >= 1; }, reward: { skillPoints: 50, experience: 1000 } }] }, story: { name: "Story Progress", achievements: [{ id: "hunter_license", name: "Hunter License", description: "Pass the Hunter Exam", icon: "🏅", unlocked: false, condition: function condition() { return player.hunterExamCompleted; }, reward: { skillPoints: 15, experience: 300 } }, { id: "phantom_troupe_encounter", name: "Spider's Web", description: "Encounter the Phantom Troupe", icon: "🕷️", unlocked: false, condition: function condition() { return (storage.phantomTroupeEncounter || 0) >= 1; }, reward: { skillPoints: 20, experience: 400 } }, { id: "chimera_ant_reborn", name: "Chimera Ant Reborn", description: "Be reincarnated as a Chimera Ant", icon: "🐜", unlocked: false, condition: function condition() { return player.race.includes("Chimera"); }, reward: { skillPoints: 35, experience: 700 } }] }, nen: { name: "Nen Mastery", achievements: [{ id: "nen_awakening", name: "Nen Awakening", description: "Choose your Nen type", icon: "✨", unlocked: false, condition: function condition() { return player.nenType !== ""; }, reward: { skillPoints: 5, experience: 100 } }, { id: "first_hatsu", name: "First Hatsu", description: "Create your first Hatsu", icon: "🔥", unlocked: false, condition: function condition() { return player.hatsu !== null; }, reward: { skillPoints: 15, experience: 300 } }, { id: "nen_master", name: "Nen Master", description: "Master 10 Nen techniques", icon: "🧙", unlocked: false, condition: function condition() { return nenMastery.totalTechniques >= 10; }, reward: { skillPoints: 30, experience: 600 } }, { id: "hatsu_perfection", name: "Hatsu Perfection", description: "Reach 100 Hatsu mastery", icon: "💎", unlocked: false, condition: function condition() { return player.hatsuMastery >= 100; }, reward: { skillPoints: 25, experience: 500 } }, { id: "nen_vow_maker", name: "Nen Vow Maker", description: "Make a Nen Vow", icon: "⚡", unlocked: false, condition: function condition() { return player.nenVow !== null; }, reward: { skillPoints: 20, experience: 400 } }] }, clan: { name: "Heritage & Lineage", achievements: [{ id: "clan_discovery", name: "Bloodline Awakening", description: "Discover your clan heritage", icon: "🏛️", unlocked: false, condition: function condition() { return player.clan !== null; }, reward: { skillPoints: 10, experience: 200 } }, { id: "scarlet_eyes_master", name: "Scarlet Eyes Master", description: "Reach level 20 Scarlet Eyes (Kurta clan)", icon: "👁️🗨️", unlocked: false, condition: function condition() { return player.scarletEyesLevel >= 20; }, reward: { skillPoints: 50, experience: 1000 } }, { id: "zoldyck_assassin", name: "Master Assassin", description: "Use Zoldyck assassination arts successfully", icon: "🗡️", unlocked: false, condition: function condition() { return player.clan === "zoldyck" && (storage.assassinationSuccess || 0) >= 1; }, reward: { skillPoints: 30, experience: 600 } }, { id: "netero_successor", name: "Netero's Successor", description: "Use 100-Type Guanyin Bodhisattva", icon: "🙏", unlocked: false, condition: function condition() { return player.clan === "netero" && (storage.bodhisattvaUsed || 0) >= 1; }, reward: { skillPoints: 40, experience: 800 } }] }, legendary: { name: "Legendary Feats", achievements: [{ id: "level_50_cap", name: "Peak Human", description: "Reach level 50", icon: "🏔️", unlocked: false, condition: function condition() { return player.level >= 50; }, reward: { skillPoints: 30, experience: 600 } }, { id: "level_100_transcendent", name: "Transcendent Being", description: "Reach level 100 through ultimate sacrifice", icon: "👑", unlocked: false, condition: function condition() { return player.level >= 100; }, reward: { skillPoints: 100, experience: 2000 } }, { id: "all_locations_complete", name: "World Conqueror", description: "Complete all location storylines", icon: "🌟", unlocked: false, condition: function condition() { return (storage.yorknewCompleted || 0) >= 1 && (storage.greedIslandCompleted || 0) >= 1 && (storage.darkContinentCompleted || 0) >= 1; }, reward: { skillPoints: 100, experience: 2000 } }, { id: "ability_collector", name: "Ability Collector", description: "Copy 10 different abilities (Specialist)", icon: "📚", unlocked: false, condition: function condition() { return (storage.abilitiesCopied || 0) >= 10; }, reward: { skillPoints: 50, experience: 1000 } }] }, hidden: { name: "Hidden Secrets", achievements: [{ id: "emperor_time_master", name: "Emperor Time Master", description: "Use Emperor Time 100 times to unlock the legendary Uchiha clan", icon: "👁️", unlocked: false, hidden: true, condition: function condition() { return (storage.emperorTimeUsed || 0) >= 100; }, reward: { skillPoints: 200, experience: 5000, unlocksClan: "uchiha" } }, { id: "shadow_walker", name: "Shadow Walker", description: "Complete all Dark Continent chapters without taking damage", icon: "🌑", unlocked: false, hidden: true, condition: function condition() { return (storage.darkContinentPerfect || 0) >= 1; }, reward: { skillPoints: 100, experience: 2000, unlocksShadowTechniques: true } }, { id: "ultimate_hunter", name: "Ultimate Hunter", description: "Defeat all bosses with Ultimate Potential Vow active", icon: "⚡", unlocked: false, hidden: true, condition: function condition() { return (storage.ultimateVowBossKills || 0) >= 5; }, reward: { skillPoints: 150, experience: 3000, unlocksUltimateForm: true } }] } }; // Initialize achievement storage var achievementProgress = { battlesWon: 0, bossesDefeated: 0, locationsVisited: 0, emperorTimeUsed: 0, ultimateVowUsed: 0, phantomTroupeEncounter: 0, darkContinentCompleted: 0, yorknewCompleted: 0, greedIslandCompleted: 0, assassinationSuccess: 0, bodhisattvaUsed: 0, abilitiesCopied: 0, darkContinentPerfect: 0, ultimateVowBossKills: 0 }; // Initialize storage values function initializeAchievementStorage() { // Only initialize if storage values don't exist, and set them to 0 if (!storage.battlesWon) storage.battlesWon = 0; if (!storage.bossesDefeated) storage.bossesDefeated = 0; if (!storage.locationsVisited) storage.locationsVisited = 0; if (!storage.emperorTimeUsed) storage.emperorTimeUsed = 0; if (!storage.ultimateVowUsed) storage.ultimateVowUsed = 0; if (!storage.phantomTroupeEncounter) storage.phantomTroupeEncounter = 0; if (!storage.darkContinentCompleted) storage.darkContinentCompleted = 0; if (!storage.yorknewCompleted) storage.yorknewCompleted = 0; if (!storage.greedIslandCompleted) storage.greedIslandCompleted = 0; if (!storage.assassinationSuccess) storage.assassinationSuccess = 0; if (!storage.bodhisattvaUsed) storage.bodhisattvaUsed = 0; if (!storage.abilitiesCopied) storage.abilitiesCopied = 0; if (!storage.darkContinentPerfect) storage.darkContinentPerfect = 0; if (!storage.ultimateVowBossKills) storage.ultimateVowBossKills = 0; // Initialize story progress storage if (!storage.storyProgress) { storage.storyProgress_currentArc = null; storage.storyProgress_currentChapter = 0; storage.storyProgress_completedArcs = ""; storage.storyProgress_playerChoices = ""; storage.storyProgress_persistentConsequences = ""; storage.storyProgress_rewards = ""; } // Initialize consequence system storage if (!storage.consequenceSystem_heroic) { storage.consequenceSystem_heroic = 0; storage.consequenceSystem_criminal = 0; storage.consequenceSystem_methodical = 0; storage.consequenceSystem_reckless = 0; storage.consequenceSystem_leader = 0; storage.consequenceSystem_follower = 0; storage.consequenceSystem_independent = 0; storage.consequenceSystem_diplomatic = 0; storage.consequenceSystem_fearless = 0; storage.consequenceSystem_cautious = 0; storage.consequenceSystem_scholar = 0; storage.consequenceSystem_hunter = 0; storage.consequenceSystem_allies = ""; storage.consequenceSystem_enemies = ""; storage.consequenceSystem_obligations = ""; storage.consequenceSystem_unlocked_paths = ""; storage.consequenceSystem_moral_alignment = 0; storage.consequenceSystem_items = ""; storage.consequenceSystem_titles = ""; } // Load story progress from storage storyProgress.currentArc = storage.storyProgress_currentArc; storyProgress.currentChapter = storage.storyProgress_currentChapter || 0; storyProgress.completedArcs = storage.storyProgress_completedArcs ? storage.storyProgress_completedArcs.split(",") : []; storyProgress.playerChoices = storage.storyProgress_playerChoices ? storage.storyProgress_playerChoices.split("|") : []; storyProgress.persistentConsequences = storage.storyProgress_persistentConsequences ? storage.storyProgress_persistentConsequences.split("|") : []; // Load all arc completion statuses and ensure they're in completedArcs array var arcKeys = Object.keys(storyArcs); for (var i = 0; i < arcKeys.length; i++) { var arcKey = arcKeys[i]; var storageKey = arcKey + "Completed"; if (storage[storageKey] === 1 && !storyProgress.completedArcs.includes(arcKey)) { storyProgress.completedArcs.push(arcKey); } } // Also check legacy storage keys if (storage.hunterExamCompleted === 1 && !storyProgress.completedArcs.includes("hunterExam")) { storyProgress.completedArcs.push("hunterExam"); } if (storage.yorknewCityCompleted === 1 && !storyProgress.completedArcs.includes("yorknewCitySaga")) { storyProgress.completedArcs.push("yorknewCitySaga"); } if (storage.greedIslandCompleted === 1 && !storyProgress.completedArcs.includes("greedIslandAdventure")) { storyProgress.completedArcs.push("greedIslandAdventure"); } if (storage.darkContinentCompleted === 1 && !storyProgress.completedArcs.includes("darkContinentExpedition")) { storyProgress.completedArcs.push("darkContinentExpedition"); } // Ensure player.hunterExamCompleted is synchronized with story progress if (storyProgress.completedArcs.includes("hunterExam")) { player.hunterExamCompleted = true; } consequenceSystem.reputation.heroic = storage.consequenceSystem_heroic || 0; consequenceSystem.reputation.criminal = storage.consequenceSystem_criminal || 0; consequenceSystem.reputation.methodical = storage.consequenceSystem_methodical || 0; consequenceSystem.reputation.reckless = storage.consequenceSystem_reckless || 0; consequenceSystem.reputation.leader = storage.consequenceSystem_leader || 0; consequenceSystem.reputation.follower = storage.consequenceSystem_follower || 0; consequenceSystem.reputation.independent = storage.consequenceSystem_independent || 0; consequenceSystem.reputation.diplomatic = storage.consequenceSystem_diplomatic || 0; consequenceSystem.reputation.fearless = storage.consequenceSystem_fearless || 0; consequenceSystem.reputation.cautious = storage.consequenceSystem_cautious || 0; consequenceSystem.reputation.scholar = storage.consequenceSystem_scholar || 0; consequenceSystem.reputation.hunter = storage.consequenceSystem_hunter || 0; consequenceSystem.allies = storage.consequenceSystem_allies ? storage.consequenceSystem_allies.split(",") : []; consequenceSystem.enemies = storage.consequenceSystem_enemies ? storage.consequenceSystem_enemies.split(",") : []; consequenceSystem.obligations = storage.consequenceSystem_obligations ? storage.consequenceSystem_obligations.split(",") : []; consequenceSystem.unlocked_paths = storage.consequenceSystem_unlocked_paths ? storage.consequenceSystem_unlocked_paths.split(",") : []; consequenceSystem.moral_alignment = storage.consequenceSystem_moral_alignment || 0; consequenceSystem.items = storage.consequenceSystem_items ? storage.consequenceSystem_items.split(",") : []; consequenceSystem.titles = storage.consequenceSystem_titles ? storage.consequenceSystem_titles.split(",") : []; } // Check and unlock achievements function checkAchievements() { var newUnlocks = []; for (var category in achievements) { var categoryData = achievements[category]; for (var i = 0; i < categoryData.achievements.length; i++) { var achievement = categoryData.achievements[i]; if (!achievement.unlocked && achievement.condition()) { // Check if achievement was already unlocked in storage var storageKey = "achievement_" + achievement.id; if (!storage[storageKey]) { achievement.unlocked = true; storage[storageKey] = 1; newUnlocks.push(achievement); // Apply rewards if (achievement.reward.skillPoints) { player.skillPoints += achievement.reward.skillPoints; } if (achievement.reward.experience) { player.experience += achievement.reward.experience; while (player.experience >= player.maxExperience && player.level < 50) { levelUp(); } } // Handle special clan unlocks if (achievement.reward.unlocksClan) { var clanKey = achievement.reward.unlocksClan; if (clanKey === "uchiha" && humanClans.uchiha) { unlockUchihaClan(); } } } } } } // Show achievement notifications for (var i = 0; i < newUnlocks.length; i++) { showAchievementNotification(newUnlocks[i]); } return newUnlocks.length > 0; } // Show achievement notification function showAchievementNotification(achievement) { LK.effects.flashScreen(0xffd700, 1000); LK.getSound('levelUp').play(); // Create temporary achievement popup var achievementPopup = new Text2("🏆 ACHIEVEMENT UNLOCKED!\n" + achievement.icon + " " + achievement.name + "\n" + achievement.description, { size: 36, fill: 0xffd700, wordWrap: true, wordWrapWidth: 800 }); achievementPopup.anchor.set(0.5, 0.5); achievementPopup.x = 1024; achievementPopup.y = 400; game.addChild(achievementPopup); // Remove popup after 3 seconds LK.setTimeout(function () { if (achievementPopup.parent) { achievementPopup.destroy(); } }, 3000); } // Show achievements menu function showAchievementsMenu() { storyPanel.setText("🏆 ACHIEVEMENTS 🏆\n\nTrack your progress and unlock rewards!\n\nSelect a category to view achievements:"); clearButtons(); var categoryKeys = Object.keys(achievements); var buttonY = 1200; for (var i = 0; i < categoryKeys.length; i++) { var categoryKey = categoryKeys[i]; var category = achievements[categoryKey]; // Skip hidden category unless player has unlocked at least one hidden achievement if (categoryKey === "hidden") { var hasUnlockedHidden = false; for (var j = 0; j < category.achievements.length; j++) { if (category.achievements[j].unlocked) { hasUnlockedHidden = true; break; } } if (!hasUnlockedHidden) { continue; } } // Count unlocked achievements in this category var unlockedCount = 0; var totalCount = category.achievements.length; for (var j = 0; j < category.achievements.length; j++) { if (category.achievements[j].unlocked) { unlockedCount++; } } var categoryButton = new MenuButton(category.name + " (" + unlockedCount + "/" + totalCount + ")", createAchievementCategoryCallback(categoryKey)); categoryButton.x = 400 + i % 3 * 450; categoryButton.y = buttonY + Math.floor(i / 3) * 100; buttons.push(categoryButton); game.addChild(categoryButton); } // Back button var backButton = new MenuButton("Back to Training", function () { startTrainingMode(); }); backButton.x = 1024; backButton.y = 1600; buttons.push(backButton); game.addChild(backButton); } // Create achievement category callback function createAchievementCategoryCallback(categoryKey) { return function () { showAchievementCategory(categoryKey); }; } // Show specific achievement category function showAchievementCategory(categoryKey) { var category = achievements[categoryKey]; var categoryText = "🏆 " + category.name + " 🏆\n\n"; for (var i = 0; i < category.achievements.length; i++) { var achievement = category.achievements[i]; var status = achievement.unlocked ? "✅" : "❌"; var rewardText = ""; if (achievement.reward.skillPoints) { rewardText += "SP: +" + achievement.reward.skillPoints + " "; } if (achievement.reward.experience) { rewardText += "EXP: +" + achievement.reward.experience; } categoryText += status + " " + achievement.icon + " " + achievement.name + "\n"; categoryText += " " + achievement.description + "\n"; if (rewardText) { categoryText += " Reward: " + rewardText + "\n"; } categoryText += "\n"; } storyPanel.setText(categoryText); clearButtons(); // Back to achievements menu var backButton = new MenuButton("Back to Achievements", function () { showAchievementsMenu(); }); backButton.x = 1024; backButton.y = 1400; buttons.push(backButton); game.addChild(backButton); } // Uchiha clan unlock function function unlockUchihaClan() { if (player.clan) { // Remove current clan bonuses before applying new ones var currentClan = humanClans[player.clan]; if (currentClan && currentClan.bonuses) { if (currentClan.bonuses.strength) player.stats.strength -= currentClan.bonuses.strength; if (currentClan.bonuses.speed) player.stats.speed -= currentClan.bonuses.speed; if (currentClan.bonuses.intelligence) player.stats.intelligence -= currentClan.bonuses.intelligence; if (currentClan.bonuses.aura) player.stats.aura -= currentClan.bonuses.aura; if (currentClan.bonuses.maxHealth) { player.maxHealth -= currentClan.bonuses.maxHealth; player.health = Math.min(player.health, player.maxHealth); } if (currentClan.bonuses.maxAura) { player.maxAura -= currentClan.bonuses.maxAura; player.aura = Math.min(player.aura, player.maxAura); } } } // Apply Uchiha clan unlockClan("uchiha", humanClans.uchiha); storyPanel.setText("🔥 LEGENDARY CLAN UNLOCKED! 🔥\n\nThrough your mastery of Emperor Time, you have awakened the legendary Uchiha bloodline!\n\nYour eyes transform into the legendary Sharingan, granting you the power to copy any technique and see through all illusions.\n\nThe Uchiha clan's power flows through you - you are now one of the most powerful beings in existence!\n\n👁️ SHARINGAN ACTIVATED 👁️"); LK.effects.flashScreen(0xff0000, 3000); game.setBackgroundColor(0x330000); } // Story Arc System Functions function showStoryArcsMenu() { var menuText = "📚 STORY ARCS 📚\n\nChoose your path! Each arc shapes your destiny with permanent consequences.\n\n"; if (consequenceSystem.titles.length > 0) { menuText += "🏆 Your Titles: " + consequenceSystem.titles.join(", ") + "\n\n"; } menuText += "Available Story Arcs:"; storyPanel.setText(menuText); clearButtons(); var arcKeys = Object.keys(storyArcs); var buttonY = 1200; for (var i = 0; i < arcKeys.length; i++) { var arcKey = arcKeys[i]; var arc = storyArcs[arcKey]; var isUnlocked = checkStoryArcUnlock(arcKey); var isCompleted = storyProgress.completedArcs.includes(arcKey); var statusIcon = isCompleted ? "✅" : isUnlocked ? "📖" : "🔒"; var buttonText = statusIcon + " " + arc.title + (isCompleted ? " (Complete)" : ""); var arcButton = new MenuButton(buttonText, isUnlocked && !isCompleted ? createArcCallback(arcKey) : null); arcButton.x = 400 + i % 2 * 800; arcButton.y = buttonY + Math.floor(i / 2) * 100; if (!isUnlocked || isCompleted) arcButton.alpha = 0.7; buttons.push(arcButton); game.addChild(arcButton); } var backButton = new MenuButton("Back to Training", function () { startTrainingMode(); }); backButton.x = 1024; backButton.y = 1700; buttons.push(backButton); game.addChild(backButton); } function checkStoryArcUnlock(arcKey) { var arc = storyArcs[arcKey]; if (!arc.unlock_requirement) return arc.unlocked || false; var reqs = arc.unlock_requirement; if (reqs.hunterExamCompleted && !player.hunterExamCompleted) return false; if (reqs.level && player.level < reqs.level) return false; if (reqs.yorknewCompleted && !storyProgress.completedArcs.includes("yorknewCitySaga")) return false; if (reqs.greedIslandCompleted && !storyProgress.completedArcs.includes("greedIslandAdventure")) return false; if (reqs.hatsuMastery && player.hatsuMastery < reqs.hatsuMastery) return false; return true; } function createArcCallback(arcKey) { return function () { startStoryArc(arcKey); }; } function startStoryArc(arcKey) { currentStoryArc = arcKey; storyProgress.currentArc = arcKey; storyProgress.currentChapter = 0; saveStoryProgress(); showStoryChapter(arcKey, 0); } function showStoryChapter(arcKey, chapterIndex) { var arc = storyArcs[arcKey]; var chapter = arc.chapters[chapterIndex]; if (!chapter) { completeStoryArc(arcKey); return; } var chapterText = "📚 " + arc.title + " 📚\n"; chapterText += "Chapter " + (chapterIndex + 1) + ": " + chapter.title + "\n\n"; chapterText += chapter.text + "\n\n"; chapterText += "Your choice will have permanent consequences:"; storyPanel.setText(chapterText); clearButtons(); var choices = chapter.dynamic_choices ? generateDynamicChoices(chapter) : chapter.choices; for (var i = 0; i < choices.length; i++) { var choice = choices[i]; var choiceButton = new MenuButton(choice.text, createStoryChoiceCallback(arcKey, chapterIndex, choice)); choiceButton.x = 1024; choiceButton.y = 1300 + i * 100; buttons.push(choiceButton); game.addChild(choiceButton); } } function generateDynamicChoices(chapter) { // Generate choices based on player's past decisions and reputation var choices = []; for (var i = 0; i < chapter.base_choices.length; i++) { choices.push(chapter.base_choices[i]); } // Add dynamic choices based on reputation if (consequenceSystem.reputation.criminal >= 3) { choices.push({ text: "Use your criminal connections", action: "use_criminal_connections", consequences: "Leverage underworld knowledge for advantage", statChanges: { intelligence: 3, aura: 2 }, experience: 50, reputation: { criminal: +2 } }); } if (consequenceSystem.reputation.heroic >= 3) { choices.push({ text: "Rally allies to your cause", action: "rally_heroic_allies", consequences: "Inspire others with your heroic reputation", statChanges: { strength: 2, intelligence: 3 }, experience: 60, reputation: { heroic: +2, leader: +1 } }); } return choices; } function createStoryChoiceCallback(arcKey, chapterIndex, choice) { return function () { handleStoryChoice(arcKey, chapterIndex, choice); }; } function handleStoryChoice(arcKey, chapterIndex, choice) { // Record the choice storyProgress.playerChoices.push({ arc: arcKey, chapter: chapterIndex, action: choice.action, timestamp: Date.now() }); // Apply immediate consequences if (choice.statChanges) { for (var stat in choice.statChanges) { if (stat === "health") { player.health = Math.max(1, player.health + choice.statChanges[stat]); } else if (stat === "maxHealth") { player.maxHealth += choice.statChanges[stat]; player.health = Math.min(player.health, player.maxHealth); } else if (stat === "maxAura") { player.maxAura += choice.statChanges[stat]; player.aura = Math.min(player.aura, player.maxAura); } else if (player.stats[stat] !== undefined) { player.stats[stat] += choice.statChanges[stat]; } } } // Apply experience if (choice.experience) { player.experience += choice.experience; while (player.experience >= player.maxExperience && player.level < 50) { levelUp(); } } // Apply reputation changes if (choice.reputation) { for (var rep in choice.reputation) { consequenceSystem.reputation[rep] = (consequenceSystem.reputation[rep] || 0) + choice.reputation[rep]; } } // Apply moral alignment if (choice.moral_boost) { consequenceSystem.moral_alignment += 10; } else if (choice.moral_consequence === "Criminal Path") { consequenceSystem.moral_alignment -= 15; } // Add allies if (choice.allies) { for (var i = 0; i < choice.allies.length; i++) { if (!consequenceSystem.allies.includes(choice.allies[i])) { consequenceSystem.allies.push(choice.allies[i]); } } } // Add unlocks if (choice.unlocks) { for (var i = 0; i < choice.unlocks.length; i++) { if (!consequenceSystem.unlocked_paths.includes(choice.unlocks[i])) { consequenceSystem.unlocked_paths.push(choice.unlocks[i]); } } } // Add items if (choice.items) { for (var i = 0; i < choice.items.length; i++) { consequenceSystem.items.push(choice.items[i]); } } // Handle battle triggers if (choice.battle_trigger) { // Create dynamic battle based on story context startStoryBattle(choice.battle_trigger, choice); return; } // Handle survival checks if (choice.survival_chance && Math.random() > choice.survival_chance) { handleStoryDeath(choice); return; } // Show immediate results var resultText = "📊 CONSEQUENCES 📊\n\n"; resultText += choice.consequences + "\n\n"; resultText += "Experience gained: " + (choice.experience || 0) + "\n"; if (choice.statChanges) { resultText += "Stat changes applied\n"; } if (choice.reputation) { resultText += "Reputation affected\n"; } storyPanel.setText(resultText); clearButtons(); var continueButton = new MenuButton("Continue Story", function () { storyProgress.currentChapter++; saveStoryProgress(); showStoryChapter(arcKey, chapterIndex + 1); }); continueButton.x = 1024; continueButton.y = 1400; buttons.push(continueButton); game.addChild(continueButton); updateStatsUI(); saveStoryProgress(); // Also save player data to ensure all progress is preserved savePlayerData(); LK.effects.flashScreen(0x4488ff, 800); } function completeStoryArc(arcKey) { var arc = storyArcs[arcKey]; // Add to completed arcs if (!storyProgress.completedArcs.includes(arcKey)) { storyProgress.completedArcs.push(arcKey); } // Apply completion rewards if (arc.completion_rewards) { if (arc.completion_rewards.skillPoints) { player.skillPoints += arc.completion_rewards.skillPoints; } if (arc.completion_rewards.experience) { player.experience += arc.completion_rewards.experience; while (player.experience >= player.maxExperience && player.level < 50) { levelUp(); } } if (arc.completion_rewards.title) { if (!consequenceSystem.titles.includes(arc.completion_rewards.title)) { consequenceSystem.titles.push(arc.completion_rewards.title); } } if (arc.completion_rewards.unlocks) { for (var i = 0; i < arc.completion_rewards.unlocks.length; i++) { if (!consequenceSystem.unlocked_paths.includes(arc.completion_rewards.unlocks[i])) { consequenceSystem.unlocked_paths.push(arc.completion_rewards.unlocks[i]); } } } } // Mark specific completions in storage if (arcKey === "yorknewCitySaga") storage.yorknewCompleted = 1; if (arcKey === "greedIslandAdventure") storage.greedIslandCompleted = 1; if (arcKey === "darkContinentExpedition") storage.darkContinentCompleted = 1; if (arcKey === "hunterExam") { storage.hunterExamCompleted = 1; player.hunterExamCompleted = true; } // Save all progress immediately when arc is completed saveStoryProgress(); var completionText = "🎉 ARC COMPLETED! 🎉\n\n"; completionText += arc.title + " - Complete!\n\n"; completionText += "Final Rewards:\n"; if (arc.completion_rewards.skillPoints) { completionText += "Skill Points: +" + arc.completion_rewards.skillPoints + "\n"; } if (arc.completion_rewards.experience) { completionText += "Experience: +" + arc.completion_rewards.experience + "\n"; } if (arc.completion_rewards.title) { completionText += "Title Earned: " + arc.completion_rewards.title + "\n"; } storyPanel.setText(completionText); clearButtons(); var continueButton = new MenuButton("Return to Story Arcs", function () { currentStoryArc = null; storyProgress.currentArc = null; storyProgress.currentChapter = 0; saveStoryProgress(); showStoryArcsMenu(); }); continueButton.x = 1024; continueButton.y = 1400; buttons.push(continueButton); game.addChild(continueButton); updateStatsUI(); saveStoryProgress(); LK.effects.flashScreen(0x00ff00, 1500); } function saveStoryProgress() { storage.storyProgress_currentArc = storyProgress.currentArc; storage.storyProgress_currentChapter = storyProgress.currentChapter; storage.storyProgress_completedArcs = storyProgress.completedArcs.join(","); storage.storyProgress_playerChoices = storyProgress.playerChoices.join("|"); storage.storyProgress_persistentConsequences = storyProgress.persistentConsequences.join("|"); // Save story rewards gained var storyRewards = []; for (var i = 0; i < storyProgress.completedArcs.length; i++) { var arcKey = storyProgress.completedArcs[i]; var arc = storyArcs[arcKey]; if (arc && arc.completion_rewards) { var rewardText = arcKey + ":"; if (arc.completion_rewards.skillPoints) { rewardText += "SP+" + arc.completion_rewards.skillPoints; } if (arc.completion_rewards.experience) { rewardText += "EXP+" + arc.completion_rewards.experience; } if (arc.completion_rewards.title) { rewardText += "TITLE:" + arc.completion_rewards.title; } storyRewards.push(rewardText); } } storage.storyProgress_rewards = storyRewards.join("|"); // Save individual arc completion status - ensure ALL arcs are properly marked storage.hunterExamCompleted = storyProgress.completedArcs.includes("hunterExam") ? 1 : 0; storage.yorknewCityCompleted = storyProgress.completedArcs.includes("yorknewCitySaga") ? 1 : 0; storage.greedIslandCompleted = storyProgress.completedArcs.includes("greedIslandAdventure") ? 1 : 0; storage.darkContinentCompleted = storyProgress.completedArcs.includes("darkContinentExpedition") ? 1 : 0; storage.meteorCityCompleted = storyProgress.completedArcs.includes("meteorCitySaga") ? 1 : 0; storage.whaleIslandCompleted = storyProgress.completedArcs.includes("whaleIslandSaga") ? 1 : 0; storage.nglCompleted = storyProgress.completedArcs.includes("nglSaga") ? 1 : 0; // Also save all other arc keys that might exist var arcKeys = Object.keys(storyArcs); for (var i = 0; i < arcKeys.length; i++) { var arcKey = arcKeys[i]; var storageKey = arcKey + "Completed"; storage[storageKey] = storyProgress.completedArcs.includes(arcKey) ? 1 : 0; } // Save reputation system storage.consequenceSystem_heroic = consequenceSystem.reputation.heroic; storage.consequenceSystem_criminal = consequenceSystem.reputation.criminal; storage.consequenceSystem_methodical = consequenceSystem.reputation.methodical; storage.consequenceSystem_reckless = consequenceSystem.reputation.reckless; storage.consequenceSystem_leader = consequenceSystem.reputation.leader; storage.consequenceSystem_follower = consequenceSystem.reputation.follower; storage.consequenceSystem_independent = consequenceSystem.reputation.independent; storage.consequenceSystem_diplomatic = consequenceSystem.reputation.diplomatic; storage.consequenceSystem_fearless = consequenceSystem.reputation.fearless; storage.consequenceSystem_cautious = consequenceSystem.reputation.cautious; storage.consequenceSystem_scholar = consequenceSystem.reputation.scholar; storage.consequenceSystem_hunter = consequenceSystem.reputation.hunter; storage.consequenceSystem_allies = consequenceSystem.allies.join(","); storage.consequenceSystem_enemies = consequenceSystem.enemies.join(","); storage.consequenceSystem_obligations = consequenceSystem.obligations.join(","); storage.consequenceSystem_unlocked_paths = consequenceSystem.unlocked_paths.join(","); storage.consequenceSystem_moral_alignment = consequenceSystem.moral_alignment; storage.consequenceSystem_items = consequenceSystem.items.join(","); storage.consequenceSystem_titles = consequenceSystem.titles.join(","); // Save all player data as well when story progresses savePlayerData(); } function showVowResetSystem() { var vowText = "⚡ NEN VOW SYSTEM ⚡\n\n"; vowText += "Make binding vows to reshape your destiny!\n\n"; vowText += "🔮 Mystic Vow - Reset with enhanced potential\n"; vowText += "💀 Death Vow - Permanent reset losing everything\n\n"; vowText += "⚠️ WARNING: These actions are PERMANENT! ⚠️"; storyPanel.setText(vowText); clearButtons(); // Mystic Vow - Enhanced Reset var mysticVowButton = new MenuButton("Mystic Vow: Rebirth", function () { showMysticVowConfirmation(); }); mysticVowButton.x = 400; mysticVowButton.y = 1300; buttons.push(mysticVowButton); game.addChild(mysticVowButton); // Death Vow - Complete Reset var deathVowButton = new MenuButton("Death Vow: Oblivion", function () { showDeathVowConfirmation(); }); deathVowButton.x = 1400; deathVowButton.y = 1300; buttons.push(deathVowButton); game.addChild(deathVowButton); // Story Progress Review var reviewButton = new MenuButton("Review Story Progress", function () { showStoryProgressReview(); }); reviewButton.x = 900; reviewButton.y = 1400; buttons.push(reviewButton); game.addChild(reviewButton); var backButton = new MenuButton("Back to Training", function () { startTrainingMode(); }); backButton.x = 1024; backButton.y = 1500; buttons.push(backButton); game.addChild(backButton); } function showMysticVowConfirmation() { var confirmText = "🔮 MYSTIC VOW CONFIRMATION 🔮\n\n"; confirmText += "You are about to make a Mystic Vow!\n\n"; confirmText += "WHAT YOU KEEP:\n"; confirmText += "✅ All story progress and choices\n"; confirmText += "✅ All unlocked achievements\n"; confirmText += "✅ Reputation and allies\n"; confirmText += "✅ +25% stat growth bonus permanently\n\n"; confirmText += "WHAT YOU LOSE:\n"; confirmText += "❌ Current level and stats (reset to 1)\n"; confirmText += "❌ Current Hatsu and techniques\n"; confirmText += "❌ Current items and skill points\n\n"; confirmText += "❓ Are you sure you want to proceed?"; storyPanel.setText(confirmText); clearButtons(); var confirmButton = new MenuButton("YES - Make Mystic Vow", function () { executeMysticVow(); }); confirmButton.x = 600; confirmButton.y = 1400; buttons.push(confirmButton); game.addChild(confirmButton); var cancelButton = new MenuButton("NO - Cancel", function () { showVowResetSystem(); }); cancelButton.x = 1200; cancelButton.y = 1400; buttons.push(cancelButton); game.addChild(cancelButton); } function showDeathVowConfirmation() { var confirmText = "💀 DEATH VOW CONFIRMATION 💀\n\n"; confirmText += "You are about to make a Death Vow!\n\n"; confirmText += "COMPLETE RESET:\n"; confirmText += "❌ ALL progress will be lost\n"; confirmText += "❌ ALL achievements reset\n"; confirmText += "❌ ALL story progress erased\n"; confirmText += "❌ ALL reputation and allies lost\n"; confirmText += "❌ Everything returns to beginning\n\n"; confirmText += "This is equivalent to starting completely over.\n\n"; confirmText += "💀 ARE YOU ABSOLUTELY SURE? 💀"; storyPanel.setText(confirmText); clearButtons(); var confirmButton = new MenuButton("YES - Make Death Vow", function () { executeDeathVow(); }); confirmButton.x = 600; confirmButton.y = 1400; buttons.push(confirmButton); game.addChild(confirmButton); var cancelButton = new MenuButton("NO - Cancel", function () { showVowResetSystem(); }); cancelButton.x = 1200; cancelButton.y = 1400; buttons.push(cancelButton); game.addChild(cancelButton); } function executeMysticVow() { // Save story progress before reset var savedStoryData = { currentArc: storyProgress.currentArc, currentChapter: storyProgress.currentChapter, completedArcs: storyProgress.completedArcs.slice(), playerChoices: storyProgress.playerChoices.slice(), persistentConsequences: storyProgress.persistentConsequences.slice() }; var savedConsequenceData = { heroic: consequenceSystem.reputation.heroic, criminal: consequenceSystem.reputation.criminal, methodical: consequenceSystem.reputation.methodical, reckless: consequenceSystem.reputation.reckless, leader: consequenceSystem.reputation.leader, follower: consequenceSystem.reputation.follower, independent: consequenceSystem.reputation.independent, diplomatic: consequenceSystem.reputation.diplomatic, fearless: consequenceSystem.reputation.fearless, cautious: consequenceSystem.reputation.cautious, scholar: consequenceSystem.reputation.scholar, hunter: consequenceSystem.reputation.hunter, allies: consequenceSystem.allies.slice(), enemies: consequenceSystem.enemies.slice(), obligations: consequenceSystem.obligations.slice(), unlocked_paths: consequenceSystem.unlocked_paths.slice(), moral_alignment: consequenceSystem.moral_alignment, items: consequenceSystem.items.slice(), titles: consequenceSystem.titles.slice() }; var savedAchievements = {}; for (var category in achievements) { var categoryData = achievements[category]; for (var i = 0; i < categoryData.achievements.length; i++) { var achievement = categoryData.achievements[i]; var storageKey = "achievement_" + achievement.id; if (storage[storageKey]) { savedAchievements[storageKey] = 1; } } } // Reset player data resetGame(); // Restore story elements storyProgress.currentArc = savedStoryData.currentArc; storyProgress.currentChapter = savedStoryData.currentChapter; storyProgress.completedArcs = savedStoryData.completedArcs; storyProgress.playerChoices = savedStoryData.playerChoices; storyProgress.persistentConsequences = savedStoryData.persistentConsequences; consequenceSystem.reputation.heroic = savedConsequenceData.heroic; consequenceSystem.reputation.criminal = savedConsequenceData.criminal; consequenceSystem.reputation.methodical = savedConsequenceData.methodical; consequenceSystem.reputation.reckless = savedConsequenceData.reckless; consequenceSystem.reputation.leader = savedConsequenceData.leader; consequenceSystem.reputation.follower = savedConsequenceData.follower; consequenceSystem.reputation.independent = savedConsequenceData.independent; consequenceSystem.reputation.diplomatic = savedConsequenceData.diplomatic; consequenceSystem.reputation.fearless = savedConsequenceData.fearless; consequenceSystem.reputation.cautious = savedConsequenceData.cautious; consequenceSystem.reputation.scholar = savedConsequenceData.scholar; consequenceSystem.reputation.hunter = savedConsequenceData.hunter; consequenceSystem.allies = savedConsequenceData.allies; consequenceSystem.enemies = savedConsequenceData.enemies; consequenceSystem.obligations = savedConsequenceData.obligations; consequenceSystem.unlocked_paths = savedConsequenceData.unlocked_paths; consequenceSystem.moral_alignment = savedConsequenceData.moral_alignment; consequenceSystem.items = savedConsequenceData.items; consequenceSystem.titles = savedConsequenceData.titles; // Restore achievements for (var key in savedAchievements) { storage[key] = savedAchievements[key]; } // Apply mystic bonus player.statGrowthBonus = 1.25; // 25% bonus to all stat gains storage.mysticVowActive = 1; storyPanel.setText("🔮 MYSTIC VOW COMPLETE! 🔮\n\nYou have been reborn with enhanced potential!\n\nYour story progress and achievements remain, but your power has been reset to grow stronger than ever before.\n\n+25% stat growth bonus applied permanently!"); clearButtons(); var continueButton = new MenuButton("Begin New Journey", function () { startCharacterCreation(); }); continueButton.x = 1024; continueButton.y = 1400; buttons.push(continueButton); game.addChild(continueButton); LK.effects.flashScreen(0x8800ff, 2000); } function executeDeathVow() { // Complete wipe - equivalent to full reset resetGame(); storyPanel.setText("💀 DEATH VOW COMPLETE 💀\n\nEverything has been erased.\n\nYou return to the beginning with no memory of your past lives.\n\nOnly the void remembers what once was..."); clearButtons(); var continueButton = new MenuButton("Begin Anew", function () { startCharacterCreation(); }); continueButton.x = 1024; continueButton.y = 1400; buttons.push(continueButton); game.addChild(continueButton); LK.effects.flashScreen(0x000000, 3000); } function showStoryProgressReview() { var reviewText = "📊 STORY PROGRESS REVIEW 📊\n\n"; if (storyProgress.completedArcs.length > 0) { reviewText += "Completed Arcs & Rewards:\n"; for (var i = 0; i < storyProgress.completedArcs.length; i++) { var arcKey = storyProgress.completedArcs[i]; var arc = storyArcs[arcKey]; reviewText += "✅ " + arc.title; // Show rewards gained from this arc if (arc.completion_rewards) { var rewards = []; if (arc.completion_rewards.skillPoints) { rewards.push("SP: +" + arc.completion_rewards.skillPoints); } if (arc.completion_rewards.experience) { rewards.push("EXP: +" + arc.completion_rewards.experience); } if (arc.completion_rewards.title) { rewards.push("Title: " + arc.completion_rewards.title); } if (rewards.length > 0) { reviewText += " (" + rewards.join(", ") + ")"; } } reviewText += "\n"; } reviewText += "\n"; } if (consequenceSystem.titles.length > 0) { reviewText += "Earned Titles:\n"; for (var i = 0; i < consequenceSystem.titles.length; i++) { reviewText += "🏆 " + consequenceSystem.titles[i] + "\n"; } reviewText += "\n"; } reviewText += "Reputation Standing:\n"; var topReps = []; for (var rep in consequenceSystem.reputation) { if (consequenceSystem.reputation[rep] > 0) { topReps.push(rep + ": " + consequenceSystem.reputation[rep]); } } if (topReps.length > 0) { reviewText += topReps.join(", ") + "\n\n"; } else { reviewText += "No significant reputation\n\n"; } reviewText += "Moral Alignment: " + consequenceSystem.moral_alignment + "\n"; reviewText += "Total Story Choices: " + storyProgress.playerChoices.length; storyPanel.setText(reviewText); clearButtons(); var backButton = new MenuButton("Back to Vow System", function () { showVowResetSystem(); }); backButton.x = 1024; backButton.y = 1400; buttons.push(backButton); game.addChild(backButton); } // Initialize game initializeUI(); // Check if player has existing save data or has already chosen Nen type if (storage.player_name && storage.player_name !== "Hunter" || storage.player_nenType && storage.player_nenType !== "") { // Player has save data or has chosen Nen type, skip character creation gameState = "training"; startTrainingMode(); } else { // New player, start character creation startCharacterCreation(); } game.update = function () { // Only check achievements when significant actions occur, not every frame }; function handleKurapikaEyeExtraction() { storyPanel.setText("VICTORY OVER KURAPIKA!\n\nYou have defeated the last of the Kurta clan. As Kurapika lies defeated, you notice his legendary scarlet eyes slowly fading back to their normal brown color.\n\nThese eyes contain the power of Emperor Time - the ability to master all Nen categories with perfect efficiency.\n\nDo you wish to attempt extracting his eyes? This is a dark path that will forever change your destiny..."); clearButtons(); var extractButton = new MenuButton("Extract Kurapika's Eyes", function () { attemptEyeExtraction(); }); extractButton.x = 700; extractButton.y = 1300; buttons.push(extractButton); game.addChild(extractButton); var spareButton = new MenuButton("Spare Kurapika", function () { spareKurapika(); }); spareButton.x = 1300; spareButton.y = 1300; buttons.push(spareButton); game.addChild(spareButton); } function attemptEyeExtraction() { // 5% chance to successfully extract eye var extractionSuccess = Math.random() < 0.05; if (extractionSuccess) { // Successfully extracted eye if (!player.kurapikaEyes) { player.kurapikaEyes = 0; } player.kurapikaEyes += 1; // 50% chance to successfully transplant var transplantSuccess = Math.random() < 0.5; if (transplantSuccess) { handleSuccessfulTransplant(); } else { handleFailedTransplant(); } } else { // Failed to extract eye storyPanel.setText("EXTRACTION FAILED!\n\nYour attempt to extract Kurapika's eye has failed. The delicate procedure requires perfect precision, and in your haste, you have damaged the eye beyond use.\n\nKurapika's scarlet eyes lose their power as they are ruined by your clumsy attempt.\n\nYou gain experience from the battle, but no eyes were obtained."); clearButtons(); var continueButton = new MenuButton("Continue", function () { finishBattleNormally(); }); continueButton.x = 1024; continueButton.y = 1400; buttons.push(continueButton); game.addChild(continueButton); } } function handleSuccessfulTransplant() { // Initialize transplanted eye level and progress if (!player.transplantedeEyeLevel) { player.transplantedEyeLevel = 0; player.transplantedEyeProgress = 0; } player.transplantedEyeLevel += 1; storyPanel.setText("TRANSPLANTATION SUCCESSFUL!\n\n🩸 You have successfully extracted and transplanted one of Kurapika's scarlet eyes!\n\nHowever, the transplanted eye is severely weakened compared to the original. The eye requires extensive training to reach even basic functionality.\n\nTransplanted Eye Level: " + player.transplantedEyeLevel + "\nTo reach Level 3 (basic Emperor Time): Need 50 eye levels\n\n⚠️ WARNING: These transplanted eyes are 50% less efficient than natural scarlet eyes!\n\n🔴 You have committed a grave sin against the Kurta clan..."); // Apply immediate penalties for this dark act player.stats.aura -= 50; // Guilt affects aura control consequenceSystem.moral_alignment -= 50; // Major moral penalty consequenceSystem.reputation.criminal += 5; // Become known as criminal // Mark this dark achievement storage.kurapikaEyesHarvested = (storage.kurapikaEyesHarvested || 0) + 1; clearButtons(); var continueButton = new MenuButton("Continue with Stolen Power", function () { finishBattleNormally(); }); continueButton.x = 1024; continueButton.y = 1400; buttons.push(continueButton); game.addChild(continueButton); LK.effects.flashScreen(0x660000, 2000); // Dark red flash } function handleFailedTransplant() { storyPanel.setText("TRANSPLANTATION FAILED!\n\n💀 You successfully extracted Kurapika's eye, but the transplantation procedure has failed catastrophically!\n\nThe foreign eye tissue is rejected by your body, causing severe damage to your own vision and aura system.\n\nYou lose significant health and aura capacity as your body fights the foreign tissue.\n\nThe extracted eye is wasted, and you are left weakened by the failed procedure.\n\n🔴 You have committed a grave sin for nothing..."); // Apply severe penalties for failed transplant player.health = Math.max(1, player.health - 80); // Severe health loss player.maxHealth -= 50; // Permanent health reduction player.maxAura -= 30; // Permanent aura reduction player.aura = Math.min(player.aura, player.maxAura); // Still apply moral penalties consequenceSystem.moral_alignment -= 50; consequenceSystem.reputation.criminal += 5; clearButtons(); var continueButton = new MenuButton("Continue Weakened", function () { finishBattleNormally(); }); continueButton.x = 1024; continueButton.y = 1400; buttons.push(continueButton); game.addChild(continueButton); LK.effects.flashScreen(0x000000, 1500); // Black flash for failure } function spareKurapika() { storyPanel.setText("MERCY SHOWN\n\nYou choose to spare Kurapika despite your victory. Even in defeat, the last of the Kurta clan maintains his dignity.\n\nYour merciful act resonates with the spirits of the Kurta clan. Though you could have taken his eyes, you chose the path of honor.\n\nThis act of mercy may be remembered by the world..."); // Apply positive moral consequences consequenceSystem.moral_alignment += 25; consequenceSystem.reputation.heroic += 3; player.experience += 50; // Bonus experience for showing mercy clearButtons(); var continueButton = new MenuButton("Continue", function () { finishBattleNormally(); }); continueButton.x = 1024; continueButton.y = 1400; buttons.push(continueButton); game.addChild(continueButton); LK.effects.flashScreen(0x00ff00, 1000); // Green flash for mercy } // Start story battle with dynamic enemy creation function startStoryBattle(battleTrigger, choice) { var enemy = null; var battleMultiplier = 1.0; // Create enemy based on battle trigger switch (battleTrigger) { case "Phantom Troupe Member": enemy = { name: "Phantom Troupe Member", health: 800 + player.level * 20, maxHealth: 800 + player.level * 20, level: Math.max(25, player.level + 5), stats: { strength: 25 + player.level, speed: 30 + player.level, intelligence: 20 + player.level, aura: 35 + player.level }, abilities: ["Spider Tattoo", "Thievery"], hatsu: { name: "Spider Web", auraRequired: 30, description: "Phantom Troupe coordination attack" }, reward: { experience: 200, skillPoints: 15 } }; break; case "Multiple Troupe Members": enemy = { name: "Multiple Troupe Members", health: 1200 + player.level * 30, maxHealth: 1200 + player.level * 30, level: Math.max(35, player.level + 10), stats: { strength: 40 + player.level, speed: 35 + player.level, intelligence: 30 + player.level, aura: 45 + player.level }, abilities: ["Coordinated Attack", "Spider Formation"], hatsu: { name: "Combined Spider Arts", auraRequired: 50, description: "Multiple Phantom Troupe members attack together" }, reward: { experience: 400, skillPoints: 25 } }; break; case "Genthru the Bomber": enemy = { name: "Genthru the Bomber", health: 1500 + player.level * 25, maxHealth: 1500 + player.level * 25, level: Math.max(40, player.level + 8), stats: { strength: 45 + player.level, speed: 30 + player.level, intelligence: 35 + player.level, aura: 50 + player.level }, abilities: ["Little Flower", "Countdown"], hatsu: { name: "Little Flower", auraRequired: 45, description: "Explosive aura detonation" }, reward: { experience: 350, skillPoints: 20 } }; break; case "Ancient Gatekeeper": enemy = { name: "Ancient Gatekeeper", health: 2000 + player.level * 40, maxHealth: 2000 + player.level * 40, level: Math.max(45, player.level + 15), stats: { strength: 60 + player.level, speed: 40 + player.level, intelligence: 80 + player.level, aura: 70 + player.level }, abilities: ["Ancient Wisdom", "Reality Bend"], hatsu: { name: "Gatekeeper's Judgment", auraRequired: 60, description: "Ancient power that tests worthiness" }, reward: { experience: 500, skillPoints: 30 } }; break; case "Impossible Creature": enemy = { name: "Impossible Creature", health: 2500 + player.level * 50, maxHealth: 2500 + player.level * 50, level: Math.max(50, player.level + 20), stats: { strength: 80 + player.level, speed: 70 + player.level, intelligence: 60 + player.level, aura: 90 + player.level }, abilities: ["Reality Distortion", "Impossible Existence"], hatsu: { name: "Paradox Strike", auraRequired: 80, description: "Attack that defies natural laws" }, reward: { experience: 750, skillPoints: 40 } }; break; case "Chimera Ant Squadron Leader": enemy = { name: "Chimera Ant Squadron Leader", health: 1800 + player.level * 35, maxHealth: 1800 + player.level * 35, level: Math.max(40, player.level + 12), stats: { strength: 50 + player.level, speed: 45 + player.level, intelligence: 35 + player.level, aura: 55 + player.level }, abilities: ["Ant Coordination", "Predator Instinct"], hatsu: { name: "Squadron Command", auraRequired: 40, description: "Coordinate attacks with ant underlings" }, reward: { experience: 400, skillPoints: 25 } }; break; default: // Generic story enemy enemy = { name: "Story Enemy", health: 600 + player.level * 15, maxHealth: 600 + player.level * 15, level: Math.max(20, player.level + 3), stats: { strength: 20 + player.level, speed: 20 + player.level, intelligence: 15 + player.level, aura: 25 + player.level }, abilities: ["Basic Combat"], hatsu: { name: "Story Technique", auraRequired: 25, description: "Context-appropriate combat technique" }, reward: { experience: 150, skillPoints: 10 } }; break; } // Track phantom troupe encounters if (battleTrigger.includes("Troupe")) { storage.phantomTroupeEncounter = (storage.phantomTroupeEncounter || 0) + 1; } // Start the battle startBattle(enemy); } function finishBattleNormally() { // Continue with normal battle end sequence while (player.experience >= player.maxExperience && player.level < 50) { levelUp(); } // Check specific battle achievements only when won if (storage.battlesWon === 1) { // Check first victory achievement var firstVictoryAchievement = achievements.combat.achievements[0]; if (!firstVictoryAchievement.unlocked && firstVictoryAchievement.condition()) { var storageKey = "achievement_" + firstVictoryAchievement.id; if (!storage[storageKey]) { firstVictoryAchievement.unlocked = true; storage[storageKey] = 1; player.skillPoints += firstVictoryAchievement.reward.skillPoints; player.experience += firstVictoryAchievement.reward.experience; showAchievementNotification(firstVictoryAchievement); } } } else if (storage.bossesDefeated === 5) { // Check boss slayer achievement var bossSlayerAchievement = achievements.combat.achievements[1]; if (!bossSlayerAchievement.unlocked && bossSlayerAchievement.condition()) { var storageKey = "achievement_" + bossSlayerAchievement.id; if (!storage[storageKey]) { bossSlayerAchievement.unlocked = true; storage[storageKey] = 1; player.skillPoints += bossSlayerAchievement.reward.skillPoints; player.experience += bossSlayerAchievement.reward.experience; showAchievementNotification(bossSlayerAchievement); } } } // Check if ultimate vow was used - death after victory if (battleState.ultimateVowUsed) { var exp = battleState.enemy.reward ? battleState.enemy.reward.experience : 100; var sp = battleState.enemy.reward ? battleState.enemy.reward.skillPoints : 5; storyPanel.setText("ULTIMATE VICTORY!\n\nYou defeated " + battleState.enemy.name + " using your ultimate potential!\n\nBut the Nen Vow demanded your life as payment...\n\nExperience gained: " + exp + "\nSkill Points gained: " + sp + "\n\nYou achieved victory beyond your normal limits, but at the ultimate cost.\n\nYour legend will be remembered forever.\n\nGAME OVER - Ultimate Sacrifice"); LK.effects.flashScreen(0xffffff, 3000); // Reset after showing victory LK.setTimeout(function () { resetGame(); }, 5000); } else { var exp = battleState.enemy.reward ? battleState.enemy.reward.experience : 100; var sp = battleState.enemy.reward ? battleState.enemy.reward.skillPoints : 5; storyPanel.setText("VICTORY!\n\nYou defeated " + battleState.enemy.name + "!\n\nExperience gained: " + exp + "\nSkill Points gained: " + sp); LK.effects.flashScreen(0x00ff00, 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(); }
===================================================================
--- original.js
+++ change.js
@@ -8038,8 +8038,191 @@
buttons.push(continueButton);
game.addChild(continueButton);
LK.effects.flashScreen(0x00ff00, 1000); // Green flash for mercy
}
+// Start story battle with dynamic enemy creation
+function startStoryBattle(battleTrigger, choice) {
+ var enemy = null;
+ var battleMultiplier = 1.0;
+ // Create enemy based on battle trigger
+ switch (battleTrigger) {
+ case "Phantom Troupe Member":
+ enemy = {
+ name: "Phantom Troupe Member",
+ health: 800 + player.level * 20,
+ maxHealth: 800 + player.level * 20,
+ level: Math.max(25, player.level + 5),
+ stats: {
+ strength: 25 + player.level,
+ speed: 30 + player.level,
+ intelligence: 20 + player.level,
+ aura: 35 + player.level
+ },
+ abilities: ["Spider Tattoo", "Thievery"],
+ hatsu: {
+ name: "Spider Web",
+ auraRequired: 30,
+ description: "Phantom Troupe coordination attack"
+ },
+ reward: {
+ experience: 200,
+ skillPoints: 15
+ }
+ };
+ break;
+ case "Multiple Troupe Members":
+ enemy = {
+ name: "Multiple Troupe Members",
+ health: 1200 + player.level * 30,
+ maxHealth: 1200 + player.level * 30,
+ level: Math.max(35, player.level + 10),
+ stats: {
+ strength: 40 + player.level,
+ speed: 35 + player.level,
+ intelligence: 30 + player.level,
+ aura: 45 + player.level
+ },
+ abilities: ["Coordinated Attack", "Spider Formation"],
+ hatsu: {
+ name: "Combined Spider Arts",
+ auraRequired: 50,
+ description: "Multiple Phantom Troupe members attack together"
+ },
+ reward: {
+ experience: 400,
+ skillPoints: 25
+ }
+ };
+ break;
+ case "Genthru the Bomber":
+ enemy = {
+ name: "Genthru the Bomber",
+ health: 1500 + player.level * 25,
+ maxHealth: 1500 + player.level * 25,
+ level: Math.max(40, player.level + 8),
+ stats: {
+ strength: 45 + player.level,
+ speed: 30 + player.level,
+ intelligence: 35 + player.level,
+ aura: 50 + player.level
+ },
+ abilities: ["Little Flower", "Countdown"],
+ hatsu: {
+ name: "Little Flower",
+ auraRequired: 45,
+ description: "Explosive aura detonation"
+ },
+ reward: {
+ experience: 350,
+ skillPoints: 20
+ }
+ };
+ break;
+ case "Ancient Gatekeeper":
+ enemy = {
+ name: "Ancient Gatekeeper",
+ health: 2000 + player.level * 40,
+ maxHealth: 2000 + player.level * 40,
+ level: Math.max(45, player.level + 15),
+ stats: {
+ strength: 60 + player.level,
+ speed: 40 + player.level,
+ intelligence: 80 + player.level,
+ aura: 70 + player.level
+ },
+ abilities: ["Ancient Wisdom", "Reality Bend"],
+ hatsu: {
+ name: "Gatekeeper's Judgment",
+ auraRequired: 60,
+ description: "Ancient power that tests worthiness"
+ },
+ reward: {
+ experience: 500,
+ skillPoints: 30
+ }
+ };
+ break;
+ case "Impossible Creature":
+ enemy = {
+ name: "Impossible Creature",
+ health: 2500 + player.level * 50,
+ maxHealth: 2500 + player.level * 50,
+ level: Math.max(50, player.level + 20),
+ stats: {
+ strength: 80 + player.level,
+ speed: 70 + player.level,
+ intelligence: 60 + player.level,
+ aura: 90 + player.level
+ },
+ abilities: ["Reality Distortion", "Impossible Existence"],
+ hatsu: {
+ name: "Paradox Strike",
+ auraRequired: 80,
+ description: "Attack that defies natural laws"
+ },
+ reward: {
+ experience: 750,
+ skillPoints: 40
+ }
+ };
+ break;
+ case "Chimera Ant Squadron Leader":
+ enemy = {
+ name: "Chimera Ant Squadron Leader",
+ health: 1800 + player.level * 35,
+ maxHealth: 1800 + player.level * 35,
+ level: Math.max(40, player.level + 12),
+ stats: {
+ strength: 50 + player.level,
+ speed: 45 + player.level,
+ intelligence: 35 + player.level,
+ aura: 55 + player.level
+ },
+ abilities: ["Ant Coordination", "Predator Instinct"],
+ hatsu: {
+ name: "Squadron Command",
+ auraRequired: 40,
+ description: "Coordinate attacks with ant underlings"
+ },
+ reward: {
+ experience: 400,
+ skillPoints: 25
+ }
+ };
+ break;
+ default:
+ // Generic story enemy
+ enemy = {
+ name: "Story Enemy",
+ health: 600 + player.level * 15,
+ maxHealth: 600 + player.level * 15,
+ level: Math.max(20, player.level + 3),
+ stats: {
+ strength: 20 + player.level,
+ speed: 20 + player.level,
+ intelligence: 15 + player.level,
+ aura: 25 + player.level
+ },
+ abilities: ["Basic Combat"],
+ hatsu: {
+ name: "Story Technique",
+ auraRequired: 25,
+ description: "Context-appropriate combat technique"
+ },
+ reward: {
+ experience: 150,
+ skillPoints: 10
+ }
+ };
+ break;
+ }
+ // Track phantom troupe encounters
+ if (battleTrigger.includes("Troupe")) {
+ storage.phantomTroupeEncounter = (storage.phantomTroupeEncounter || 0) + 1;
+ }
+ // Start the battle
+ startBattle(enemy);
+}
function finishBattleNormally() {
// Continue with normal battle end sequence
while (player.experience >= player.maxExperience && player.level < 50) {
levelUp();