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Create a new class and some methods that utilize selection statements

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Lab 4 Selection Statements

Create a new class and some methods that utilize selection statements.

Exercises 1 - Create a new class called RPGCharacter (1 Point)

2 - Declare the following field variables for the class. Use the names in bold below and create with the appropriate data type. (1 Point each) name - holds the Character's name. inventory - holds the current items that the Character found or crafted. health - holds a number that represents how much damage they can take before they lose a life value. damage - holds a number that represents how much damage they can produce against another Character . NOTE: The inventory should be defaulted to an empty string ("") for both constructors.

3 - Create a constructor that will pass in the following information: name. The parameter data will be stored in the appropriate field variables. The other field variables will be defaulted to an empty string (" ") or 0. (4 Points)

4 - Create a constructor that will pass in the following information: name, health, and damage. The parameter data will be stored in the appropriate field variables. (4 Points)

5 - Create a function that adds an item to the inventory. The item will be added to the inventory string. You are appending the item to the end of the inventory field variable. Separate items by space or some type of character. (4 Points) INPUT: Name of the inventory item OUTPUT: Inventory after item is added RETURN: Nothing is returned 6 - Create a function that updates the health field variable. You will add the item to the inventory, like the above function. Change the health field variable to the value for that item. (6 Points) Only update the health and add to inventory if the new health amount is larger than the current health field variable. INPUT: Name of the inventory item and health amount OUTPUT: Inventory and current health value after item is added RETURN: Nothing is returned

7 - Create a function that updates the damage field variable. You will add the item to the inventory, like the above function. Change the damage field variable to the value for that item. (6 Points) Only update the damage and add to inventory if the new damage amount is larger than the current damage field variable. INPUT: Name of the inventory item and damage amount OUTPUT: Inventory and current damage value after item is added RETURN: Nothing is returned

8 - Create a function that can craft an item. It will accept 2 different parameters. Below will have a chart of what is crafted based on the input value. (10 Points) Parameter 1 Parameter 2 Item name Notes 5 or more 5 or more Overpower Add item to inventory and increase health and damage by 10 5 or more less than 5 Heal Add item to inventory and increase health by 10 less than 5 5 or more Thunder Add item to inventory and increase damage by 10 less than 5 less than 5 Nothing is added to inventory or increase INPUT: 2 numerical values OUTPUT: Nothing is output RETURN: true if something was added to the inventory, otherwise return false.

9 - Create a toString method to output the current field variable values. (3 Points)

10 - Create the main method (1 Point)

11 - Create a new instance of the class object. Use either of the constructors. (2 Points)

12 - Call the method to add an item to the inventory. (2 Points)

13 - Call the method to update the health. (2 Points)

14 - Call the method to update the damage. (2 Points)

15 - Call the method to craft an item 4 different times, one to trigger each of the options. (2 Points)

16 - Display the current state of the field variables. (2 Points) BONUS: Output the current inventory, in the main, only if the health or damage is updated. Will need to add boolean returns (like the crafting method). Up to 4 Points BONUS: If the inventory isn't updated, output a message to the console. Up to 2 Points BONUS: When updating the inventory, call the function from #5. Up to 2 Points

 

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