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Posted: Fri Apr 15, 2005 8:53 pm
For those that are curious about our current character stats and stuff, you can go check in the Battle System Sticky. I have updated the Java Program for all 3 classes. The Main, Character, and Units.
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Posted: Wed Apr 27, 2005 11:12 am
Hey, Partisus. o.o For the command array for the GUI program I'm making, I need a way to have an array have a variable .. nevermind. x_x I might have to define the arrays in the unit select item event of the program, right? And after that, I suppose you just add the "Do Nothing", "Defend", and "Evade" commands after all the defined attacks.
Grr.. This is taking longer than I thought..
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Posted: Fri Apr 29, 2005 11:33 am
@_@ Tried to figure out what the LinkedList thing was.. but... I don't think I got it.. I might end up having to put those 3 commands in the list of moves for each unit or something, even if it'll take up a huge amount of space... Unless I just make a method in it or something.. if methods work in GUIs. x_o;;
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Posted: Fri Apr 29, 2005 11:46 am
Geeze. The health class comes into the room and they're too loud. x_o; Anyway, I'll be working on the program at home, if possible.. though I'd like some help on it. This is what I have right now.
//Log 1: First attempt at creating a GUI, simulating the MechBattleSystem.
import javax.swing.*; import java.awt.*; import java.util.*;
public class SRWBattleDemo1 extends JFrame { private JButton calculate; private Container container; private JLabel offence, defense, lMorale, lDistance, lDamage, lAcc, lDef, blank1, blank2, blank3; private JComboBox pilotBoxA, pilotBoxB, unitBoxA, unitBoxB, terrainBoxA, terrainBoxB, commandBoxA, commandBoxB; private JTextField moraleA, moraleB, damageA, damageB, distance, fieldAccA, fieldAccB, fieldDefA, fieldDefB, effectA, effectB; private Object pilotArray[]={"Arcainth Eivand", "Locke Trufeld", "Dion Zegraad", "Yuri N. Eldform", "Guilliam Yaeger", "Heath", "Leowen Dravon", "Alexander Fedelki", "Partisus", "Vicki", "Ember", "Garde", "Kujaviak", "RenegadeA", "Zenk Bandeps", "Xath Trilnoa", "Jeggar Jolen"}; private Object unitArray[]={"Zaku II F-2", "Aqua Valiance", "Huckebein Mk-III", "Huckebein Gunner", "Huckebein Boxer", "Reb Gelf", "Alt Eisen", "Weiss Ritter", "White Phantom", "Gundam Epyon", "Nightshade Mk-VI", "Serie", "Zekaria", "Velga Giros", "Zeta Gundam", "Viator", "Alterion (CF)", "Alterion (DF)", "Vegarion", "Hyperion"}; private Object terrainArray[]={"Sky", "Land", "Water", "Space"}; private Object comArray[][]={{"Do Nothing"}, {"Defend"}, {"Evade"}}; private GridLayout grid; public SRWBattleDemo1() { super("Super Robot Wars Sim"); grid=new GridLayout(10, 5); container=getContentPane(); container.setLayout(grid); Arrays.sort(pilotArray); Arrays.sort(unitArray); calculate=new JButton("Battle!"); offence=new JLabel("Enter Player A"); defense=new JLabel("Enter Player B"); lMorale=new JLabel("Character Morale"); lDistance=new JLabel("Enter Distance"); lAcc=new JLabel("Field Accuracy Bonus"); lDef=new JLabel("Field Defense Bonus"); lDamage=new JLabel("Damage Output"); blank1=new JLabel(" "); blank2=new JLabel("Enter Unit's Terrain"); blank3=new JLabel("Enter Unit's Command"); pilotBoxA=new JComboBox(pilotArray); pilotBoxB=new JComboBox(pilotArray); unitBoxA=new JComboBox(unitArray); unitBoxB=new JComboBox(unitArray); terrainBoxA=new JComboBox(terrainArray); terrainBoxB=new JComboBox(terrainArray); commandBoxA=new JComboBox(comArray); commandBoxB=new JComboBox(comArray); moraleA=new JTextField(3); moraleA.setEditable(true); moraleB=new JTextField(3); moraleB.setEditable(true); distance=new JTextField(2); distance.setEditable(true); fieldAccA=new JTextField(2); fieldAccA.setEditable(true); fieldAccB=new JTextField(2); fieldAccB.setEditable(true); fieldDefA=new JTextField(2); fieldDefA.setEditable(true); fieldDefB=new JTextField(2); fieldDefB.setEditable(true); effectA=new JTextField(20); effectA.setEditable(false); effectB=new JTextField(20); effectB.setEditable(false); damageA=new JTextField(6); damageA.setEditable(false); damageB=new JTextField(6); damageB.setEditable(false); container.add(offence); container.add(blank1); container.add(defense); container.add(pilotBoxA); container.add(lDistance); container.add(pilotBoxB); container.add(unitBoxA); container.add(distance); container.add(unitBoxB); container.add(moraleA); container.add(lMorale); container.add(moraleB); container.add(terrainBoxA); container.add(blank2); container.add(terrainBoxB); container.add(commandBoxA); container.add(blank3); container.add(commandBoxB); container.add(fieldAccA); container.add(lAcc); container.add(fieldAccB); container.add(fieldDefA); container.add(lDef); container.add(fieldDefB); container.add(effectA); container.add(calculate); container.add(effectB); container.add(damageA); container.add(lDamage); container.add(damageB); setSize(500, 300); setVisible(true); } public static void main(String args[]) { SRWBattleDemo1 application=new SRWBattleDemo1(); application.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); } }
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Posted: Fri Apr 29, 2005 12:50 pm
The references you asked for: The Java 1.4.2 APIsThe conversation [15:33:00 Friday April 29 2005] Kaz: Can I just take the stats from the Character and Mech classes that I already have? [15:33:29 Friday April 29 2005] Partisus: If you have objects of that type, just access them like normal. [15:33:55 Friday April 29 2005] Kaz: o.o In the public static void main? [15:34:11 Friday April 29 2005] Partisus: If it's an object, no worries [15:34:47 Friday April 29 2005] Kaz: Okay. Also, can I put an array in the Combo Box from the public static void main? [15:34:53 Friday April 29 2005] Partisus: Accessing an object from static, you can use only non-static methods. Using the class name instead of a variable name, you can only use static in that. [15:35:01 Friday April 29 2005] Kaz: Also, about the 2D Array as a Combo Box.. o.o [15:35:02 Friday April 29 2005] Partisus: Yeah [15:35:16 Friday April 29 2005] Partisus: ...don't think there is support for that... [15:35:41 Friday April 29 2005] Partisus: Unless you're having all the elements of on row/column be concatenated to be a string to select or something [15:35:54 Friday April 29 2005] Kaz: x_x; Darn.. [15:36:01 Friday April 29 2005] Partisus: BTW, you know about the toString method? [15:36:01 Friday April 29 2005] Kaz: This is going to be tougher than I thought.. [15:36:08 Friday April 29 2005] Kaz: No.. x_x;; [15:36:16 Friday April 29 2005] Partisus: public String toString() { } [15:36:41 Friday April 29 2005] Partisus: The code is returning what you want that class to be when concatenated into a string =p [15:37:10 Friday April 29 2005] Partisus: So, for pilots, mechs, etc., you could put the objects directly into the comboboxes, I think. [15:37:36 Friday April 29 2005] Partisus: Have to check on how the combobox thing accesses stuff, but I think it'd work. [15:37:45 Friday April 29 2005] Kaz: Hm.. [15:37:48 Friday April 29 2005] Partisus: Then you would have to do all that string matching stuff to find everything [15:37:59 Friday April 29 2005] Kaz: I need to do a 2D array mainly because of the attacks. [15:38:10 Friday April 29 2005] Partisus: Just instantiate an object with the appropriate parameters and slap it in, and howso? [15:38:35 Friday April 29 2005] Partisus: You could have a dual combobox setup... [15:38:46 Friday April 29 2005] Kaz: @_@;; *Completely lost.* [15:39:02 Friday April 29 2005] Kaz: I just started GUIs, so I have like.. no knowledge at all about most of these things.. [15:39:04 Friday April 29 2005] Partisus: Like...when you select an item from one, it'll switch a cardLayout section to the second dimension thing [15:39:15 Friday April 29 2005] Partisus: Ah, first, let me figure out what you're trying to do. [15:39:20 Friday April 29 2005] Partisus: Why do you need a 2D array. [15:39:22 Friday April 29 2005] Partisus: ?* [15:39:51 Friday April 29 2005] Kaz: When you select a unit in the combo boxes up there, I need the command combobox to show all of that unit's attacks. [15:40:01 Friday April 29 2005] Partisus: OK [15:40:06 Friday April 29 2005] Partisus: And that means 2D because? [15:40:48 Friday April 29 2005] Kaz: Each attack has Range, EN Cost or Ammo, Accuracy Bonus, Critical Bonus, Sky / Land / Water / Space compatibility, etc. [15:40:50 Friday April 29 2005] Partisus: Just use a LinkedList--you can just add as many as you need, and no limit on indices to worry about =p [15:40:59 Friday April 29 2005] Partisus: Oh, make objects for the attacks [15:41:07 Friday April 29 2005] Partisus: toString again =p [15:41:38 Friday April 29 2005] Partisus: And when you select an attack, you could have a JLabel below the box show the stats on it if you really want [15:41:58 Friday April 29 2005] Partisus: You know about ActionEvents from JComboBoxes, right? [15:42:14 Friday April 29 2005] Partisus: Err...ItemEvent I think >_< [15:42:26 Friday April 29 2005] Kaz: Yeah. [15:42:27 Friday April 29 2005] Partisus: ....one of the two [15:42:46 Friday April 29 2005] Partisus: OK, then you know what I mean about switching stuff when you select an option, right? [15:43:51 Friday April 29 2005] Kaz: Yeah. [15:44:07 Friday April 29 2005] Partisus: OK, good. Wanted to make sure I'm not confusing you [15:44:43 Friday April 29 2005] Partisus: Any clue on how to use a LinkedList? Or ArrayList if you prefer (may actually be simpler, since you've never done iterators) [15:44:55 Friday April 29 2005] Kaz: I was trying to figure it out earlier, but.. x_x;; No... [15:45:04 Friday April 29 2005] Partisus: Alrighty [15:45:20 Friday April 29 2005] Partisus: Yeah, let's do an ArrayList [15:45:53 Friday April 29 2005] Partisus: Just use listVar.add(objectToAdd); to pop something onto the end of the list [15:46:11 Friday April 29 2005] Partisus: And use listVar.get(index); to get an item at a specific index [15:46:29 Friday April 29 2005] Partisus: listVar.size(); returns the length of the ArrayList
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Posted: Fri Apr 29, 2005 10:15 pm
Well Guys, new computer is now up and running, Ive gotta take some time to transfer files and re-install stuff, but its getting there. Im glad to be back, though im sure some of you arn't too happy about it, hugs and kisses to those folk heh heh.
--leowen
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Posted: Fri Apr 29, 2005 10:22 pm
Nice. o_o If you need the new positions for the map, it's in Mythril Legion's battle log like planned.
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Posted: Fri Apr 29, 2005 11:24 pm
Yea RIght now my parents arnt letting me do anything except get online....bah....but once I get capabilities back up I'll be sure to update the map.
--leowen
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Posted: Sat Apr 30, 2005 10:38 am
Oh, darn it. >_< Well, maybe while we're waiting, we can just continue the battle or something atleast. We can work with the last map for this.
Also note that we are in Enemy Phase 4 now. I'll be handling all the actions, and all I'll need is for those that got attacked to give me a counter action, like always.
But now that we have a map, I won't have to just roll a dice to randomly determine who it attacks. XD
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Posted: Fri May 06, 2005 11:30 am
Yet again, I need help on Java.
As the Character and Mech Classes will be needing updates frequently whenever we get new characters or mechs in the RP, and if I were to keep it in the GUI program itself, it would get very.. messy. Not only that, but if I were to keep it in Alphabetical order like I plan it to be, then there will be a lot of problems whenever updating the Array list, since the ComboBox's getSelectedIndex thing returns the number of the array rather than the content of that specific array's point. So if I add in a new Mech or something that starts with the letter A, I would probably have to re-number all of the units, and that would be a huge pain in the butt.
So I want to bring the Arrays, the lists of the characters and mechs, directly from the classes I have, and put it into the ComboBox in the GUI program. However, I don't think it's really allowing me to do that.. Not in any way that I would know how to anyway...
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Posted: Fri May 06, 2005 11:46 am
Probably out dated, since I don't update all the stuff on here, but I just want to get the stuff here so I know what major changes I've made to the program itself rather than any stats.
//Log 1: First attempt at creating a GUI, simulating the MechBattleSystem.
import javax.swing.*; import java.awt.*; import java.awt.event.*; import java.util.*;
public class SRWBattleDemo1 extends JFrame implements ActionListener { private JButton calculate; private Container container; private JLabel offence, defense, lMorale, lDistance, lDamage, lAcc, lDef, blank1, blank2, blank3; private JComboBox pilotBoxA, pilotBoxB, unitBoxA, unitBoxB, terrainBoxA, terrainBoxB, fieldBoxA, fieldBoxB, commandBoxA, commandBoxB; private JTextField moraleA, moraleB, distance, accuracyA, accuracyB, effectA, effectB, damageA, damageB; private Object pilotArray[]={"Arcainth Eivand", "Locke Trufeld", "Dion Zegraad", "Yuri N. Eldform", "Guilliam Yaeger", "Heath", "Leowen Dravon", "Alexander Fedelki", "Partisus", "Vicki", "Ember", "Garde", "Kujaviak", "RenegadeA", "Zenk Bandeps", "Xath Trilnoa", "Jeggar Jolen"}; private Object unitArray[]={"Zaku II F-2", "Aqua Valiance", "Huckebein Mk-III", "Huckebein Gunner", "Huckebein Boxer", "Reb Gelf", "Alt Eisen", "Weiss Ritter", "White Phantom", "Gundam Epyon", "Nightshade Mk-VI", "Serie", "Zekaria", "Velga Giros", "Zeta Gundam", "Viator", "Alterion (CF)", "Alterion (DF)", "Vegarion", "Hyperion"}; private Object terrainArray[]={"Sky", "Land", "Water", "Space"}; private Object fieldArray[][]={{"Plain", "Forest", "Structure"}, {"0", "5", "10"}, {"0", "5", "15"}}; private Object comArray[][]={{"Do Nothing", "Defend", "Evade"}}; private GridLayout grid; private String atkType, weaponCompBonus; private String stringX=""; private String stringY=""; private int nMoraleA, nMoraleB, intZ, rand, sizeDifference, atkStat, critBonus, critRate; private int atkPower=0; private int statBonusA=0; private int statBonusB=0; private double terrAccA, terrAccB, doubleX, doubleY, weaponTerrBonus, terrDefA, terrDefB; private double damage=0; private double sizeBonus=0; //private Object pilotList[]; //private Object unitList[]; public SRWBattleDemo1() { super("Super Robot Wars Sim"); grid=new GridLayout(10, 5); container=getContentPane(); container.setLayout(grid); //CharacterClass characterA=new CharacterClass(); //MechClass mechA=new MechClass(); calculate=new JButton("Battle!"); offence=new JLabel("Enter Player A"); defense=new JLabel("Enter Player B"); lMorale=new JLabel("Character Morale"); lDistance=new JLabel("Enter Distance"); lAcc=new JLabel("Field Bonus"); lDef=new JLabel("Field Defense Bonus"); lDamage=new JLabel("Damage Output"); blank1=new JLabel(" "); blank2=new JLabel("Enter Unit's Terrain"); blank3=new JLabel("Enter Unit's Command"); //pilotList=characterA.getCharacterArray(); //unitList=mechA.getUnitArray(); Arrays.sort(pilotArray); Arrays.sort(unitArray); pilotBoxA=new JComboBox(pilotArray); pilotBoxB=new JComboBox(pilotArray); unitBoxA=new JComboBox(unitArray); unitBoxB=new JComboBox(unitArray); terrainBoxA=new JComboBox(terrainArray); terrainBoxB=new JComboBox(terrainArray); fieldBoxA=new JComboBox(fieldArray[0]); fieldBoxB=new JComboBox(fieldArray[0]); commandBoxA=new JComboBox(comArray[0]); commandBoxB=new JComboBox(comArray[0]); moraleA=new JTextField(3); moraleA.setEditable(true); moraleB=new JTextField(3); moraleB.setEditable(true); distance=new JTextField(2); distance.setEditable(true); effectA=new JTextField(20); effectA.setEditable(false); effectB=new JTextField(20); effectB.setEditable(false); damageA=new JTextField(6); damageA.setEditable(false); damageB=new JTextField(6); damageB.setEditable(false); container.add(offence); container.add(blank1); container.add(defense); container.add(pilotBoxA); container.add(lDistance); container.add(pilotBoxB); container.add(unitBoxA); container.add(distance); container.add(unitBoxB); container.add(moraleA); container.add(lMorale); container.add(moraleB); container.add(terrainBoxA); container.add(blank2); container.add(terrainBoxB); container.add(fieldBoxA); container.add(lAcc); container.add(fieldBoxB); container.add(commandBoxA); container.add(blank3); container.add(commandBoxB); container.add(effectA); container.add(calculate); container.add(effectB); container.add(damageA); container.add(lDamage); container.add(damageB); calculate.addActionListener(this); pilotBoxA.addItemListener(new ItemListener() { public void itemStateChanged(ItemEvent event) { /*if(pilotBoxA.getSelectedIndex()==0) ; else if(pilotBoxA.getSelectedIndex()==1) ; else if(pilotBoxA.getSelectedIndex()==2) ;*/ } }); /*pilotBoxB.addItemListener(new ItemListener() { public void itemStateChanged(ItemEvent event) { if(*/ setSize(500, 300); setVisible(true); } public void actionPerformed(ActionEvent e) { Object source=e.getSource(); /*if(source==calculate) { } else if(source==calculate) { }*/ } public static void main(String args[]) { SRWBattleDemo1 application=new SRWBattleDemo1(); application.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); } }
... Btw, I just copied and pasted out of my Book Order GUI program that was one of my class work, so.. don't mind the Moby d**k and stuff that's in comments.
The only errors I have is on the pilotList= and unitList= lines, where I am attempting to get the arrays from the classes. Here's the two classes in the following posts, just to prevent any confusion in the huge posts with lots of coding. @_@
Edit: Got rid of those annoying book stuff, made it so that it would atleast compile, but still haven't solved the Class Array problem yet. Also got rid of some of the annoying extra stuff. This probably isn't going to get anywhere for a while since we have a group project to do soon, so... unless I can get some motivation and help or something, this might not get some work for a while. >_< Don't let this be another Crescent Legend...
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Posted: Fri May 06, 2005 11:48 am
import javax.swing.*; import java.util.*;
public class CharacterClass { private Object character; private int melee; private int shot; private int evade; private int accuracy; private int defense; private int skill; private String sky; private String land; private String water; private String space; private String personality; private int morale=100; private int swordCut=0; private int shield=0; private int counter=0; private boolean foresight=false; private boolean guard=false; private boolean attacker=false; private boolean spiritEvade=false; private boolean spiritHit=false; private boolean spiritDamage=false; private boolean SPRecovery=false; private int leadership=0; private int ESP=0;
private int x=0;
private Object characterArray[]={"Arcainth Eivand", "Locke Trufeld", "Dion Zegraad", "Yuri N. Eldform", "Guilliam Yaeger", "Heath", "Leowen Dravon", "Alexander Fedelki", "Partisus", "Vicki", "Ember", "Garde", "Kujaviak", "RenegadeA", "Zenk Bandeps", "Xath Trilnoa", "Jeggar Jolen"}; //private int potential;
public CharacterClass() { setCharacter(); }
public void setCharacter() { do { Arrays.sort(characterArray);
/*character=JOptionPane.showInputDialog(null, "Enter Character Name.", "Character Select", JOptionPane.INFORMATION_MESSAGE, null, characterArray, characterArray[0]);*/
if(character.equals("Arcainth Eivand")){ melee=142; shot=153; evade=177; accuracy=175; defense=105; skill=165;
sky="A"; land="A"; water="B"; space="A";
personality="Aggressive";
//Assist Attack Level 2 //Assist Defend Level 1 swordCut=4; foresight=true; spiritEvade=true; //Switch Evade to Hit
//battleCount=1; //killCount=1; }
else if(character.equals("Locke Trufeld")){ melee=146; shot=165; evade=181; accuracy=190; defense=139; skill=172;
sky="A"; land="A"; water="B"; space="S";
personality="Aggressive";
leadership=4; ESP=8; swordCut=9; foresight=true; attacker=true; SPRecovery=true;
//battleCount=1; //killCount=0; }
else if(character.equals("Dion Zegraad")){ melee=155; shot=143; evade=166; accuracy=159; defense=118; skill=162;
sky="A"; land="A"; water="C"; space="A";
personality="Aggressive";
//Assist Attack Level 1 //Strong Luck
//battleCount=1; //killCount=0; }
else if(character.equals("Yuri N. Eldform")){ melee=118; shot=160; evade=207; accuracy=184; defense=110; skill=123;
sky="A"; land="A"; water="C"; space="A";
personality="Aggressive";
spiritEvade=true; //Strong Luck
//battleCount=1; //killCount=0; }
else if(character.equals("Guilliam Yaeger")){ melee=170; shot=140; evade=100; accuracy=170; defense=160; skill=160;
sky="A"; land="A"; water="B"; space="A";
personality="Aggressive";
//attacker=true; //potential=3; //infight=;
//battleCount=1; //killCount=0; }
else if(character.equals("Heath")){ melee=100; shot=180; evade=140; accuracy=170; defense=170; skill=110;
sky="A"; land="B"; water="B"; space="S";
personality="Normal";
//battleCount=1; //killCount=1; }
else if(character.equals("Leowen Dravon")){ melee=190; shot=110; evade=120; accuracy=150; defense=180; skill=150;
sky="A"; land="A"; water="B"; space="A";
personality="Very Aggressive";
//battleCount=1; //killCount=0; }
else if(character.equals("Alexander Fedelki")){ melee=100; shot=175; evade=200; accuracy=180; defense=125; skill=120;
sky="A"; land="A"; water="D"; space="S";
personality="Normal";
//Assist Attack Level 3
//battleCount=1; //killCount=1; }
else if(character.equals("Partisus")){ melee=80; shot=225; evade=210; accuracy=200; defense=100; skill=100;
sky="A"; land="S"; water="C"; space="A";
personality="Normal";
//battleCount=1; //killCount=0; }
else if(character.equals("Vicki")){ melee=106; shot=144; evade=121; accuracy=170; defense=142; skill=174;
sky="A"; land="B"; water="C"; space="A";
personality="Aggressive";
//battleCount=0; //killCount=0; }
else if(character.equals("Ember")){ melee=110; shot=190; evade=190; accuracy=190; defense=140; skill=80;
sky="B"; land="C"; water="B"; space="A";
personality="Aggressive";
//battleCount=1; //killCount=0; }
else if(character.equals("Garde")){ melee=80; shot=200; evade=225; accuracy=230; defense=100; skill=80;
sky="A"; land="B"; water="C"; space="S";
personality="Very Aggressive";
//battleCount=1; //killCount=1; }
else if(character.equals("Kujaviak")){ melee=190; shot=190; evade=150; accuracy=150; defense=100; skill=135;
sky="S"; land="A"; water="B"; space="S";
personality="Aggressive";
//Assist Attack level 5 spiritEvade=true; spiritHit=true; spiritDamage=true; swordCut=7; shield=4;
//battleCount=0; //killCount=0; }
else if(character.equals("Zenk Bandeps")){ melee=154; shot=157; evade=196; accuracy=210; defense=103; skill=114;
sky="A"; land="A"; water="B"; space="S";
personality="Very Aggressive";
leadership=3; foresight=true; attacker=true;
//battleCount=1; //killCount=0; }
else if(character.equals("Xath Trilnoa")){ melee=125; shot=163; evade=183; accuracy=193; defense=131; skill=117;
sky="S"; land="B"; water="A"; space="A";
personality="Aggressive";
//Assist Defend=1; guard=true;
//battleCount=1; //killCount=0; }
else if(character.equals("Jeggar Jolen")){ melee=167; shot=134; evade=192; accuracy=201; defense=109; skill=104;
sky="A"; land="S"; water="C"; space="A";
personality="Very Aggressive";
spiritHit=true; attacker=true;
//battleCount=1; //killCount=0; }
else if(character.equals("RenegadeA")){ melee=135; shot=137; evade=144; accuracy=159; defense=158; skill=162;
sky="A"; land="A"; water="C"; space="A";
personality="Normal";
//Soldier }
else { x=1; JOptionPane.showMessageDialog(null, "Not in Directory."); }
}while(x==1); }
public Object getCharacterArray() { return characterArray; }
public Object getPilot() { return character; }
public int getMelee() { return melee; }
public int getShot() { return shot; }
public int getEvade() { return evade; }
public int getAccuracy() { return accuracy; }
public int getDefense() { return defense; }
public int getSkill() { return skill; }
public String getSky() { return sky; }
public String getLand() { return land; }
public String getWater() { return water; }
public String getSpace() { return space; }
public String getPersonality() { return personality; }
public int getSwordCut() { return swordCut; }
public int getShield() { return shield; }
public int getMorale() { return morale; }
public boolean getForesight() { return foresight; }
public boolean getGuard() { return guard; }
public boolean getAttacker() { return attacker; }
public boolean getSpiritEvade() { return spiritEvade; }
public boolean getSpiritHit() { return spiritHit; }
public boolean getSpiritDamage() { return spiritDamage; }
public int getLeadership() { return leadership; }
public int getESP() { return ESP; }
public boolean getSPRecovery() { return SPRecovery; } }
Just took the last CharacterClass and changed it around, since I'm lazy. @_@
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Posted: Fri May 06, 2005 11:50 am
import javax.swing.*;
public class MechClass { private Object mech; private int HP; private int EN; private int def; private int agl; private String sky; private String land; private String water; private String space; private String size; private boolean sword=false; private boolean shield=false; private boolean afterImage=false; private String notes=""; private String attacks=""; private int x=0; private Object unitArray;
public MechClass() { setMech(); }
public void setMech() { do { Object unitArray[]={"Zaku II F-2", "Aqua Valiance", "Huckebein Mk-III", "Huckebein Gunner", "Huckebein Boxer", "Reb Gelf", "Alt Eisen", "Weiss Ritter", "White Phantom", "Gundam Epyon", "Nightshade Mk-VI", "Serie", "Zekaria", "Velga Giros", "Zeta Gundam", "Viator", "Alterion (CF)", "Alterion (DF)", "Vegarion", "Hyperion"};
/*mech=JOptionPane.showInputDialog(null, "Enter unit name.", "Unit Select", JOptionPane.INFORMATION_MESSAGE, null, unitArray, unitArray[0]); */
if(mech.equals("Zaku II F-2")){ HP=4000; EN=120; def=1100; agl=850;
sky="-"; land="A"; water="B"; space="A";
size="M";
sword=true; shield=true;
notes="Notes: None";
attacks="120mm Machine Gun : 1400, 1-4, Ammo 10, Acc 0 , Crit 10, A/A/B/A"+ "nHeat Hawk P : 1400, 1 , None , Acc 15, Crit 0 , -/A/A/A"+ "n240mm Bazooka : 1600, 3-5, Ammo 4 , Acc-10, Crit-10, A/A/A/A"; }
else if(mech.equals("Aqua Valiance")){ HP=16000; EN=350; def=1800; agl=1000;
sky="A"; land="C"; water="B"; space="A";
size="LL";
notes="Vell Force: -800 Damage to all attacks.";
attacks="Storm Chaingun P : 1600, 1-2, Ammo 99, Acc 0 , Crit 10, A/B/D/A"+ "n200mm Turret Railgun: 2500, 1-8, None , Acc 10, Crit 30, A/A/B/A"+ "nHellhound Missile : 3200, 1-9, Ammo 20, Acc 50, Crit 20, A/B/C/A"+ "nMain MegaBeam Cannon: 4200, 1-9, EN 50 , Acc 15, Crit 20, A/A/C/A"+ "nWinter Tempest P : 4800, 1-3, EN 80 , Acc 20, Crit 35, A/A/A/A, Morale 120, ESP level 7"; }
else if(mech.equals("Huckebein Mk-III")){ HP=6000; EN=320; def=2200; agl=1700;
sky="A"; land="A"; water="B"; space="A";
size="M";
sword=true; afterImage=true;
notes="Gravity Territory: EN Cost 5, Damage under 1500 = 0";
attacks="Twin Vulcan P : 2800, 1 , Ammo 20, Acc 35, Crit 30, A/A/B/A"+ "nMulti Trace Missiles: 3200, MAP, Ammo 2 , Acc 10, Crit 10, A/A/C/A, Morale 120"+ "nPhoton Rifle P : 4500, 1-6, Ammo 10, Acc 20, Crit 0 , A/A/B/A"+ "nRosh Saber P : 4600, 1-2, None , Acc 40, Crit 35, A/A/B/A"+ "nFang Slasher P : 4900, 2-5, EN 10 , Acc 25, Crit 40, A/A/B/A, Morale 105"+ "nGraviton Rifle BST : 5300, 2-8, EN 35 , Acc 15, Crit 10, A/A/B/A, Morale 120"; }
else if(mech.equals("Huckebein Gunner")){ HP=7000; EN=350; def=2100; agl=1800;
sky="A"; land="B"; water="C"; space="A";
size="M";
notes="Gravity Territory: EN Cost 5, Damage under 1500 = 0";
attacks="Twin Vulcan P : 2800, 1 , Ammo 20, Acc 35, Crit 30, A/A/A/A"+ "nMulti Trace Missiles: 3200, MAP, Ammo 2 , Acc 10, Crit 10, A/A/C/A, Morale 120"+ "nLeap Missile : 3500, MAP, Ammo 1 , Acc 40, Crit-10, A/B/C/A, Morale 125"+ "nRosh Saber P : 4600, 1-2, None , Acc 40, Crit 35, A/A/B/A"+ "nGraviton Rifle : 4700, 1-6, Ammo 8 , Acc -5, Crit 30, A/A/B/A"+ "nFang Slasher P : 4900, 2-5, EN 10 , Acc 25, Crit 40, A/A/B/A"+ "nGravity Ring : 5300, 1-8, Ammo 6 , Acc 20, Crit 0 , A/B/C/A"+ "nFull Impact Cannon : 6000, 1-9, EN 60 , Acc 20, Crit 0 , A/B/C/A, Morale 130"; }
else if(mech.equals("Huckebein Boxer")){ HP=9000; EN=350; def=2600; agl=1600;
sky="B"; land="A"; water="A"; space="A";
size="M";
notes="Gravity Territory: EN Cost 5, Damage under 1500 = 0";
attacks="Twin Vulcan P : 2800, 1 , Ammo 20, Acc 35, Crit 30, A/A/A/A"+ "nRosh Saber P : 4600, 1-2, None , Acc 40, Crit 35, A/A/B/A"+ "nGraviton Rifle : 4700, 1-6, Ammo 8 , Acc -5, Crit 30, A/A/B/A"+ "nFang Slasher P : 4900, 2-5, EN 5 , Acc 25, Crit 40, A/A/B/A"+ "nGeist Knuckle P : 5400, 1 , EN 10 , Acc 30, Crit 0 , -/A/A/A, Morale 110"+ "nCatapult Kick P : 5900, 1 , EN 20 , Acc 15, Crit 25, -/A/A/A"+ "nG Sword Diver P : 6300, 1 , EN 50 , Acc 40, Crit 10, A/A/A/A, Morale 130"; }
else if(mech.equals("Reb Gelf")){ HP=3600; EN=150; def=1200; agl=950;
sky="A"; land="A"; water="C"; space="A";
size="M";
sword=true; //jammer=true;
notes="Jammer: 100% Evade against Smart Missiles";
attacks="5 Ren Missile Pod P : 1300, 2-6, Ammo 5 , Acc 5 , Crit 0 , A/A/A/A"+ "nLaser Sword P : 1400, 1 , None , Acc 15, Crit 0 , A/A/A/A"+ "n75mm Hand Rail Gun : 1400, 1-6, Ammo 10, Acc 0 , Crit 10, A/A/B/A"; }
else if(mech.equals("Alt Eisen")){ HP=6500; EN=220; def=2000; agl=1000;
sky="A"; land="S"; water="B"; space="A";
size="M";
sword=true;
notes="Beam Coat: Damage - 700 on Beam Attacks. 5 EN Cost";
attacks="Heat Horn : 2000, 1 , None , Acc 40, Crit 40, A/A/B/A"+ "n3 Way Gattling Gun : 2300, 1-4, Ammo 10, Acc 30, Crit 10, A/A/A/A"+ "nHigh Prfm Beam Rifle: 2500, 2-7, Ammo 5 , Acc 25, Crit 20, A/A/-/A"+ "nRevolving Stake : 3200, 1-3, Ammo 6 , Acc 10, Crit 35, A/A/A/A"+ "nSquare Claymore : 4000, 1-2, Ammo 3 , Acc 50, Crit 50, A/A/B/A, Morale 110"+ "nJoker : 5000, 1 , Ammo 1 , Acc 40, Crit 45, D/S/S/S, Morale 130"+ "nRampage Ghost : 5500, 1-4, EN 60 , Acc 50, Crit 50, A/A/A/A, Morale 120 with Weiss Ritter"; }
else if(mech.equals("Weiss Ritter")){ HP=5000; EN=200; def=1000; agl=1500;
sky="A"; land="A"; water="C"; space="S";
size="M";
sword=true;
notes="Beam Coat: Damage - 700 on Beam Attacks. 5 EN Cost";
attacks="Beam Knife : 1500, 1 , EN 5 , Acc 50, Crit 50, A/A/B/A"+ "n3 Barrel Beam Cannon: 2200, 1-4, Ammo 10, Acc 40, Crit 20, A/B/D/S"+ "nOxton Launcher - E : 3100, 4-7, EN 15 , Acc 35, Crit 0 , A/B/D/S, Beam"+ "nOxton Launcher - B : 3500, 2-5, Ammo 5 , Acc 30, Crit 20, A/A/A/S"+ "nOxton Launcher - W : 4200, 3-6, Ammo 3 , Acc 30, Crit 20, S/B/B/S, Morale 110"+ "nRampage Ghost : 5500, 1-4, EN 60 , Acc 50, Crit 50, A/A/A/A, Morale 120 with Alt Eisen"; }
else if(mech.equals("White Phantom")){ HP=10000; EN=200; def=1000; agl=900;
sky="A"; land="-"; water="-"; space="A";
size="LL";
notes="None";
attacks="Anti Mech Vulcan : 1200, 1-3, Ammo 20, Acc 50, Crit 50, A/A/B/A"+ "nAll Terrain Missiles: 1500, 1-5, Ammo 8 , Acc 20, Crit 20, A/A/A/A"+ "nMega Ptc Beam Cannon: 2500, 1-8, EN 30 , Acc 30, Crit 10, A/A/C/A, Morale 105"+ "nAnti Warship Warhead: 3000, 1-8, Ammo 3 , Acc 20, Crit 50, A/A/A/A, Morale 120"; }
//Incomplete else if(mech.equals("Gundam Epyon")){ HP=4300; EN=180; def=1000; agl=950;
sky="A"; land="A"; water="C"; space="S";
size="M";
sword=true;
notes="Beam Coat: Damage - 700 on Beam Attacks. 5 EN Cost";
attacks="Beam Saber : 2000, 1 , EN 5 , Acc , Crit , A/A/B/A"; }
else if(mech.equals("Nightshade Mk-VI")){ HP=5000; EN=210; def=1100; agl=1600;
sky="B"; land="S"; water="C"; space="A";
size="M";
sword=true;
notes="Booster: EN Cost 6 per turn, Speed + 10%"+ "Over Boost: EN Cost 9 per turn, 2 turn max. Speed + 20%"+ "Stealth: EN Cost 7 per turn, nullify opponent weapon accuracy bonus.";
attacks="Beam Saber P : 1700, 1 , EN 5 , Acc 35, Crit 20, A/A/B/A"+ "nDual Machine Gun P : 2700, 1-4, Ammo 7 , Acc 23, Crit 25, A/A/C/A"+ "nOver Boost Charge P : 4500, 1-4, EN 35 , Acc 25, Crit 30, A/A/B/A, Morale 120, Req. Over Boost"; }
//incomplete else if(mech.equals("Serie")){ HP=5500; EN=250; def=1200; agl=1300;
sky="-"; land="S"; water="C"; space="A";
size="M";
sword=true;
notes="Exceed Orbit: 400, 1-4, EN 2.";
attacks="Beam Saber P : 1700, 1 , EN 5 , Acc 35, Crit 20, A/A/B/A"+ "nSniper Rifle : 2800, 3-8, Ammo 6 , Acc 30, Crit 15, B/A/C/A"+ "nBazooka P : 3000, 2-5, Ammo 6 , Acc 15, Crit 15, A/A/D/B"+ "nMissiles P : 3300, 3-5, Ammo 8 , Acc-10, Crit 10, A/A/-/B"+ "nAll Out Attack P : 4500, 3-6, Ammo 2 , Acc 30, Crit 30, S/S/A/S, Morale 115"; }
else if(mech.equals("Zekaria")){ HP=4800; EN=200; def=1500; agl=1100;
sky="C"; land="B"; water="C"; space="A";
size="M";
sword=true;
notes="Notes: None";
attacks="Photon Vulcan P : 1200, 1 , Ammo 20, Acc 20, Crit 0, B/A/A/A"+ "nLaser Blade P : 1600, 1 , None , Acc 15, Crit 30, B/A/B/A"+ "nGist Blow P : 1700, 1 , None , Acc 35, Crit 0 , B/A/C/A"+ "nOptical Rifle : 1900, 2-6, Ammo 6 , Acc 0 , Crit 0 , B/A/C/A"; }
else if(mech.equals("Velga Giros")){ HP=3000; EN=110; def=1600; agl=1000;
sky="B"; land="A"; water="C"; space="A";
size="M";
sword=true; shield=true;
notes="Notes: None";
attacks="Beam Saber P : 1500, 1 , None , Acc 35, Crit 0 , -/A/B/A"+ "nHeavy Machine Gun : 1600, 1-6, Ammo 10, Acc 0 , Crit 10, A/A/B/A"+ "nShot Lancer P : 1800, 1-3, None , Acc 10, Crit 0 , A/A/B/A"; }
else if(mech.equals("Viator")){ HP=4500; EN=180; def=1050; agl=750;
sky="-"; land="S"; water="C"; space="A";
size="M";
sword=true; shield=true;
notes="Notes: None";
attacks="Basic Rifle P : 1600, 1-6, Ammo 12, Acc 20, Crit 10, A/A/B/A"+ "nEnergy Heavyblade P : 2800, 1-2, EN 10 , Acc 0 , Crit 20, B/A/B/A"; }
else if(mech.equals("Alterion (CF)")){ HP=3600; EN=120; def=900; agl=1150;
sky="A"; land="B"; water="C"; space="A";
size="M";
notes="Notes: Transforms to Alterion (DF)";
attacks="90mm GG Cannon P : 2500, 1 , Ammo 10, Acc 20, Crit 30, A/A/B/A"+ "nCTM-07 Prominence : 2900, 1-6, Ammo 8 , Acc 30, Crit 0 , A/A/B/A"+ "nG Axel Driver P : 3100, 2-3, Ammo 6 , Acc 0 , Crit 10, A/A/C/A"; }
else if(mech.equals("Alterion (DF)")){ HP=3600; EN=120; def=1000; agl=1050;
sky="A"; land="A"; water="C"; space="A";
size="M";
sword=true;
notes="Notes: Transforms to Alterion (CF)";
attacks="90mm GG Cannon P : 2500, 1-3, Ammo 10, Acc 20, Crit 30, A/A/B/A"+ "nSonic Saber P : 2800, 1 , EN 15 , Acc 40, Crit 10, A/A/B/A, Morale 110"+ "nCTM-02 Spicule P : 2700, 3-4, Ammo 2 , Acc 10, Crit 0 , A/A/B/A"+ "nCTM-07 Prominence : 2900, 1-6, Ammo 8 , Acc 30, Crit 0 , A/A/B/A"+ "nG Axel Driver : 3400, 3-7, Ammo 6 , Acc 0 , Crit 10, A/A/C/A"; }
else if(mech.equals("Vegarion")){ HP=3800; EN=100; def=1100; agl=1200;
sky="A"; land="B"; water="C"; space="A";
size="M";
afterImage=true;
notes="Notes: None";
attacks="110mm GG Cannon : 2700, 1-5, Ammo 10, Acc 20, Crit 30, A/A/B/A"+ "nCTM-05 Pleadis : 2900, MAP, Ammo 2 , Acc 10, Crit 0 , A/A/B/A, Morale 120"+ "nCTM-07 Prominence P : 3100, 2-4, Ammo 8 , Acc 30, Crit 0 , A/A/B/A"+ "nG Break Driver : 2900, 1-6, Ammo 6 , Acc 0 , Crit 10, A/A/C/A"+ "nCTM-09 Seifahlt : 3400, 3-7, Ammo 2 , Acc-10, Crit 0 , A/A/B/A"; }
else if(mech.equals("Hyperion")){ HP=4000; EN=130; def=1200; agl=1250;
sky="A"; land="B"; water="C"; space="A";
size="M";
sword=true;
notes="Notes: None";
attacks="Twin GG Cannon P : 2700, 1-3, Ammo 10, Acc 20, Crit 30, A/A/B/A"+ "nSonic Saber P : 2800, 1-2, EN 30 , Acc 40, Crit 10, A/A/B/A, Morale 110"+ "nCTM-02 Spicule P : 2800, 3-4, Ammo 2 , Acc 10, Crit 0 , A/A/B/A"+ "nCTM-05 Pleadis : 2900, MAP, Ammo 2 , Acc 10, Crit 0 , A/A/B/A, Morale 120"+ "nCTM-07 ProminenceW : 3300, 1-5, Ammo 8 , Acc 30, Crit 0 , A/A/B/A"+ "nCTM-09 Seifahlt : 3600, 3-7, Ammo 2 , Acc-10, Crit 0 , A/A/B/A"+ "nG Driver XCombinatio: 3700, 2-8, Ammo 6 , Acc 0 , Crit 10, A/A/C/A"+ "nManuver GRaMXs P : 4400, 3-5, Ammo 3 , Acc 30, Crit 0 , A/A/C/A, Morale 130"; }
//incomplete else if(mech.equals("Zeta Gundam")){ HP=4400; EN=120; def=750; agl=900;
sky="A"; land="A"; water="C"; space="S";
size="M";
sword=true;
notes="Beam Coat: Damage - 700 on Beam Attacks. 5 EN Cost";
attacks="Beam Saber : 1700, 1 , EN 5 , Acc , Crit , A/A/B/A"; }
else { x=1; JOptionPane.showMessageDialog(null, "Not in Directory."); } }while(x==1); }
public Object getUnitArray() { return unitArray; }
public Object getMech() { return mech; }
public int getHP() { return HP; }
public int getEN() { return EN; }
public int getDef() { return def; }
public int getAgl() { agl=agl/10; return agl; }
public String getSky() { return sky; }
public String getLand() { return land; }
public String getWater() { return water; }
public String getSpace() { return space; }
public String getSize() { return size; }
public boolean getSword() { return sword; }
public boolean getShield() { return shield; }
public boolean getAfterImage() { return afterImage; }
public String getAttacks() { return attacks; } }
Same deal here too. >.< I can't continue with the programming until I get this problem solved with because I can't even experiment with all these errors here, and I need these things there because that's what I'm testing anyway. @_@
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Posted: Tue May 10, 2005 11:50 am
Bump of attention grabbing, and of sign of updating.
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Posted: Sun May 22, 2005 10:08 pm
Partisus, RadixFaff, anyone that has knowledge in java, would like to help me out in this program already, I'd be glad to work on it on what little free time I have lately. >_< Even after finishing the last English report. ... Got another one now due on June 1st.
We all know that we seriously need to finish this battle atleast. Things aren't getting anywhere around here, and I am sick of it. I have been doing as much work as I can on this RP and now it's not going anywhere because everyone else isn't doing their part. >_< Because of that, I'm pretty much "stuck" now. How sad is that? Being "stuck" in a RP...
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