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<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Epic RPG Adventure</title>
    <script src="https://cdn.tailwindcss.com"></script>
    <link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/6.4.0/css/all.min.css">
    <style>
        @keyframes fadeIn {
            from { opacity: 0; }
            to { opacity: 1; }
        }
        @keyframes pulse {
            0% { transform: scale(1); }
            50% { transform: scale(1.05); }
            100% { transform: scale(1); }
        }
        .fade-in {
            animation: fadeIn 0.5s ease-in-out;
        }
        .pulse {
            animation: pulse 1.5s infinite;
        }
        .health-bar {
            transition: width 0.3s ease;
        }
        .damage-text {
            position: absolute;
            color: red;
            font-weight: bold;
            animation: floatUp 1s forwards;
        }
        @keyframes floatUp {
            0% { transform: translateY(0); opacity: 1; }
            100% { transform: translateY(-50px); opacity: 0; }
        }
        .game-container {
            background-image: url('https://images.unsplash.com/photo-1542273917363-3b1817f69a2d?ixlib=rb-4.0.3&ixid=M3wxMjA3fDB8MHxwaG90by1wYWdlfHx8fGVufDB8fHx8fA%3D%3D&auto=format&fit=crop&w=2070&q=80');
            background-size: cover;
            background-position: center;
        }
        .dialog-box {
            background-color: rgba(0, 0, 0, 0.8);
            border: 2px solid gold;
            border-radius: 10px;
        }
        .character-card {
            transition: all 0.3s ease;
        }
        .character-card:hover {
            transform: translateY(-5px);
            box-shadow: 0 10px 20px rgba(0, 0, 0, 0.3);
        }
    </style>
</head>
<body class="bg-gray-900 text-white font-sans">
    <div class="game-container min-h-screen flex flex-col items-center justify-center p-4">
        <!-- Main Menu -->
        <div id="main-menu" class="text-center fade-in">
            <h1 class="text-6xl font-bold mb-8 text-yellow-400">Epic RPG Adventure</h1>
            <div class="space-y-4">
                <button onclick="startNewGame()" class="bg-blue-600 hover:bg-blue-700 text-white font-bold py-3 px-6 rounded-lg text-xl w-64 transition-all hover:scale-105">
                    <i class="fas fa-play mr-2"></i> New Game
                </button>
                <button onclick="loadGame()" class="bg-green-600 hover:bg-green-700 text-white font-bold py-3 px-6 rounded-lg text-xl w-64 transition-all hover:scale-105">
                    <i class="fas fa-folder-open mr-2"></i> Load Game
                </button>
                <button onclick="showCredits()" class="bg-purple-600 hover:bg-purple-700 text-white font-bold py-3 px-6 rounded-lg text-xl w-64 transition-all hover:scale-105">
                    <i class="fas fa-info-circle mr-2"></i> Credits
                </button>
            </div>
        </div>

        <!-- Character Creation -->
        <div id="character-creation" class="hidden text-center w-full max-w-4xl">
            <h2 class="text-4xl font-bold mb-8 text-yellow-400">Create Your Hero</h2>
            
            <div class="grid grid-cols-1 md:grid-cols-3 gap-6 mb-8">
                <!-- Warrior -->
                <div class="character-card bg-gray-800 p-6 rounded-lg cursor-pointer" onclick="selectClass('warrior')">
                    <div class="text-5xl mb-4 text-red-500">
                        <i class="fas fa-shield-alt"></i>
                    </div>
                    <h3 class="text-2xl font-bold mb-2">Warrior</h3>
                    <p class="text-gray-300 mb-4">Strong and resilient, excels in melee combat</p>
                    <div class="text-left">
                        <p><i class="fas fa-heart text-red-500 mr-2"></i> High Health</p>
                        <p><i class="fas fa-fist-raised text-orange-500 mr-2"></i> Strong Attacks</p>
                        <p><i class="fas fa-running text-blue-500 mr-2"></i> Low Speed</p>
                    </div>
                </div>
                
                <!-- Mage -->
                <div class="character-card bg-gray-800 p-6 rounded-lg cursor-pointer" onclick="selectClass('mage')">
                    <div class="text-5xl mb-4 text-blue-500">
                        <i class="fas fa-hat-wizard"></i>
                    </div>
                    <h3 class="text-2xl font-bold mb-2">Mage</h3>
                    <p class="text-gray-300 mb-4">Master of arcane arts, powerful spells</p>
                    <div class="text-left">
                        <p><i class="fas fa-bolt text-yellow-500 mr-2"></i> High Magic</p>
                        <p><i class="fas fa-heart text-red-500 mr-2"></i> Low Health</p>
                        <p><i class="fas fa-brain text-purple-500 mr-2"></i> Smart</p>
                    </div>
                </div>
                
                <!-- Rogue -->
                <div class="character-card bg-gray-800 p-6 rounded-lg cursor-pointer" onclick="selectClass('rogue')">
                    <div class="text-5xl mb-4 text-green-500">
                        <i class="fas fa-user-ninja"></i>
                    </div>
                    <h3 class="text-2xl font-bold mb-2">Rogue</h3>
                    <p class="text-gray-300 mb-4">Stealthy and quick, deadly with daggers</p>
                    <div class="text-left">
                        <p><i class="fas fa-tachometer-alt text-green-500 mr-2"></i> High Speed</p>
                        <p><i class="fas fa-heart text-red-500 mr-2"></i> Medium Health</p>
                        <p><i class="fas fa-eye-slash text-gray-500 mr-2"></i> Sneaky</p>
                    </div>
                </div>
            </div>
            
            <div class="bg-gray-800 p-6 rounded-lg mb-6">
                <h3 class="text-2xl font-bold mb-4">Character Details</h3>
                <div class="grid grid-cols-1 md:grid-cols-2 gap-4">
                    <div>
                        <label class="block text-left mb-2">Name:</label>
                        <input type="text" id="character-name" class="w-full p-2 rounded bg-gray-700 border border-gray-600" placeholder="Enter your name">
                    </div>
                    <div>
                        <label class="block text-left mb-2">Gender:</label>
                        <select id="character-gender" class="w-full p-2 rounded bg-gray-700 border border-gray-600">
                            <option value="male">Male</option>
                            <option value="female">Female</option>
                            <option value="other">Other</option>
                        </select>
                    </div>
                </div>
            </div>
            
            <button onclick="finalizeCharacter()" class="bg-green-600 hover:bg-green-700 text-white font-bold py-3 px-8 rounded-lg text-xl transition-all hover:scale-105">
                <i class="fas fa-check mr-2"></i> Begin Adventure
            </button>
        </div>

        <!-- Game Screen -->
        <div id="game-screen" class="hidden w-full max-w-6xl">
            <div class="flex flex-col md:flex-row gap-6">
                <!-- Character Panel -->
                <div class="bg-gray-800 bg-opacity-90 rounded-lg p-4 w-full md:w-1/4">
                    <h3 class="text-xl font-bold mb-4 border-b pb-2">Hero</h3>
                    <div class="text-center mb-4">
                        <div class="text-6xl mb-2" id="character-icon">
                            <i class="fas fa-user"></i>
                        </div>
                        <h4 class="text-2xl font-bold" id="character-display-name">Unknown</h4>
                        <p class="text-gray-300" id="character-display-class">Class: None</p>
                    </div>
                    
                    <div class="mb-4">
                        <div class="flex justify-between mb-1">
                            <span>Health</span>
                            <span id="health-text">100/100</span>
                        </div>
        <div class="w-full bg-gray-700 rounded-full h-4">
            <div id="health-bar" class="health-bar bg-red-500 h-4 rounded-full" style="width: 100%"></div>
        </div>
    </div>
    
    <div class="mb-4">
        <div class="flex justify-between mb-1">
            <span>Mana</span>
            <span id="mana-text">50/50</span>
        </div>
        <div class="w-full bg-gray-700 rounded-full h-4">
            <div id="mana-bar" class="health-bar bg-blue-500 h-4 rounded-full" style="width: 100%"></div>
        </div>
    </div>
    
    <div class="mb-4">
        <div class="flex justify-between mb-1">
            <span>Experience</span>
            <span id="exp-text">0/100</span>
        </div>
        <div class="w-full bg-gray-700 rounded-full h-4">
            <div id="exp-bar" class="health-bar bg-yellow-500 h-4 rounded-full" style="width: 0%"></div>
        </div>
    </div>
    
    <div class="grid grid-cols-2 gap-2 mb-4">
        <div class="bg-gray-700 p-2 rounded">
            <div class="text-sm text-gray-300">Level</div>
            <div class="font-bold" id="level-text">1</div>
        </div>
        <div class="bg-gray-700 p-2 rounded">
            <div class="text-sm text-gray-300">Gold</div>
            <div class="font-bold" id="gold-text">10</div>
        </div>
        <div class="bg-gray-700 p-2 rounded">
            <div class="text-sm text-gray-300">Attack</div>
            <div class="font-bold" id="attack-text">10</div>
        </div>
        <div class="bg-gray-700 p-2 rounded">
            <div class="text-sm text-gray-300">Defense</div>
            <div class="font-bold" id="defense-text">5</div>
        </div>
    </div>
    
    <button onclick="openInventory()" class="w-full bg-blue-600 hover:bg-blue-700 text-white py-2 rounded mb-2">
        <i class="fas fa-backpack mr-2"></i> Inventory
    </button>
    <button onclick="openQuests()" class="w-full bg-green-600 hover:bg-green-700 text-white py-2 rounded mb-2">
        <i class="fas fa-scroll mr-2"></i> Quests
    </button>
    <button onclick="saveGame()" class="w-full bg-purple-600 hover:bg-purple-700 text-white py-2 rounded">
        <i class="fas fa-save mr-2"></i> Save Game
    </button>
</div>

<!-- Main Game Area -->
<div class="flex-1">
    <!-- Game Messages -->
    <div id="game-messages" class="bg-gray-800 bg-opacity-90 rounded-lg p-4 mb-4 h-40 overflow-y-auto">
        <p class="text-yellow-300">Welcome to Epic RPG Adventure!</p>
        <p>Create your character and begin your journey.</p>
    </div>
    
    <!-- Action Buttons -->
    <div class="grid grid-cols-2 gap-4 mb-6">
        <button onclick="explore()" class="bg-green-600 hover:bg-green-700 text-white font-bold py-3 px-4 rounded-lg transition-all hover:scale-105">
            <i class="fas fa-binoculars mr-2"></i> Explore
        </button>
        <button onclick="rest()" class="bg-blue-600 hover:bg-blue-700 text-white font-bold py-3 px-4 rounded-lg transition-all hover:scale-105">
            <i class="fas fa-bed mr-2"></i> Rest
        </button>
        <button onclick="visitTown()" class="bg-yellow-600 hover:bg-yellow-700 text-white font-bold py-3 px-4 rounded-lg transition-all hover:scale-105">
            <i class="fas fa-city mr-2"></i> Visit Town
        </button>
        <button onclick="train()" class="bg-red-600 hover:bg-red-700 text-white font-bold py-3 px-4 rounded-lg transition-all hover:scale-105">
            <i class="fas fa-dumbbell mr-2"></i> Train
        </button>
    </div>
    
    <!-- Combat Area -->
    <div id="combat-area" class="hidden bg-gray-800 bg-opacity-90 rounded-lg p-6">
        <div class="flex flex-col md:flex-row justify-between items-center mb-8">
            <!-- Player -->
            <div class="text-center mb-6 md:mb-0 relative">
                <div class="text-6xl mb-2" id="player-combat-icon">
                    <i class="fas fa-user"></i>
                </div>
                <h4 class="text-xl font-bold" id="player-combat-name">Hero</h4>
                <div class="w-full bg-gray-700 rounded-full h-3 mt-2">
                    <div id="player-health-bar" class="health-bar bg-red-500 h-3 rounded-full" style="width: 100%"></div>
                </div>
                <div class="text-sm" id="player-health-text">100/100</div>
            </div>
            
            <!-- VS -->
            <div class="text-2xl font-bold mx-4 mb-6 md:mb-0">VS</div>
            
            <!-- Enemy -->
            <div class="text-center relative">
                <div class="text-6xl mb-2" id="enemy-icon">
                    <i class="fas fa-spider"></i>
                </div>
                <h4 class="text-xl font-bold" id="enemy-name">Goblin</h4>
                <div class="w-full bg-gray-700 rounded-full h-3 mt-2">
                    <div id="enemy-health-bar" class="health-bar bg-red-500 h-3 rounded-full" style="width: 100%"></div>
                </div>
                <div class="text-sm" id="enemy-health-text">30/30</div>
            </div>
        </div>
        
        <!-- Combat Actions -->
        <div id="combat-actions" class="grid grid-cols-2 gap-4">
            <button onclick="playerAttack()" class="bg-red-600 hover:bg-red-700 text-white font-bold py-3 px-4 rounded-lg">
                <i class="fas fa-sword mr-2"></i> Attack
            </button>
            <button onclick="playerSpell()" class="bg-blue-600 hover:bg-blue-700 text-white font-bold py-3 px-4 rounded-lg">
                <i class="fas fa-magic mr-2"></i> Cast Spell
            </button>
            <button onclick="playerDefend()" class="bg-gray-600 hover:bg-gray-700 text-white font-bold py-3 px-4 rounded-lg">
                <i class="fas fa-shield-alt mr-2"></i> Defend
            </button>
            <button onclick="playerFlee()" class="bg-yellow-600 hover:bg-yellow-700 text-white font-bold py-3 px-4 rounded-lg">
                <i class="fas fa-running mr-2"></i> Flee
            </button>
        </div>
    </div>
    
    <!-- Town Area -->
    <div id="town-area" class="hidden bg-gray-800 bg-opacity-90 rounded-lg p-6">
        <h3 class="text-2xl font-bold mb-4">Town Square</h3>
        <div class="grid grid-cols-1 md:grid-cols-3 gap-4">
            <button onclick="visitShop()" class="bg-blue-600 hover:bg-blue-700 text-white font-bold py-3 px-4 rounded-lg">
                <i class="fas fa-shopping-cart mr-2"></i> Shop
            </button>
            <button onclick="visitTavern()" class="bg-yellow-600 hover:bg-yellow-700 text-white font-bold py-3 px-4 rounded-lg">
                <i class="fas fa-beer mr-2"></i> Tavern
            </button>
            <button onclick="visitGuild()" class="bg-purple-600 hover:bg-purple-700 text-white font-bold py-3 px-4 rounded-lg">
                <i class="fas fa-scroll mr-2"></i> Adventurer's Guild
            </button>
            <button onclick="leaveTown()" class="bg-gray-600 hover:bg-gray-700 text-white font-bold py-3 px-4 rounded-lg">
                <i class="fas fa-door-open mr-2"></i> Leave Town
            </button>
        </div>
    </div>
</div>
</div>
</div>

<!-- Inventory Modal -->
<div id="inventory-modal" class="hidden fixed inset-0 bg-black bg-opacity-50 flex items-center justify-center z-50">
    <div class="bg-gray-800 rounded-lg p-6 w-full max-w-2xl max-h-[80vh] overflow-y-auto">
        <div class="flex justify-between items-center mb-4">
            <h3 class="text-2xl font-bold">Inventory</h3>
            <button onclick="closeInventory()" class="text-gray-400 hover:text-white">
                <i class="fas fa-times"></i>
            </button>
        </div>
        
        <div class="grid grid-cols-2 md:grid-cols-4 gap-4 mb-6">
            <div class="bg-gray-700 p-4 rounded-lg text-center">
                <div class="text-3xl mb-2"><i class="fas fa-sword"></i></div>
                <div class="font-bold">Iron Sword</div>
                <div class="text-sm text-gray-300">Attack +5</div>
                <button class="mt-2 bg-blue-600 hover:bg-blue-700 text-white py-1 px-3 rounded text-sm">
                    Equip
                </button>
            </div>
            <div class="bg-gray-700 p-4 rounded-lg text-center">
                <div class="text-3xl mb-2"><i class="fas fa-shield-alt"></i></div>
                <div class="font-bold">Wooden Shield</div>
                <div class="text-sm text-gray-300">Defense +3</div>
                <button class="mt-2 bg-blue-600 hover:bg-blue-700 text-white py-1 px-3 rounded text-sm">
                    Equip
                </button>
            </div>
            <div class="bg-gray-700 p-4 rounded-lg text-center">
                <div class="text-3xl mb-2"><i class="fas fa-flask"></i></div>
                <div class="font-bold">Health Potion</div>
                <div class="text-sm text-gray-300">Restores 30 HP</div>
                <button class="mt-2 bg-green-600 hover:bg-green-700 text-white py-1 px-3 rounded text-sm">
                    Use
                </button>
            </div>
            <div class="bg-gray-700 p-4 rounded-lg text-center">
                <div class="text-3xl mb-2"><i class="fas fa-flask"></i></div>
                <div class="font-bold">Mana Potion</div>
                <div class="text-sm text-gray-300">Restores 20 MP</div>
                <button class="mt-2 bg-green-600 hover:bg-green-700 text-white py-1 px-3 rounded text-sm">
                    Use
                </button>
            </div>
        </div>
        
        <h4 class="text-xl font-bold mb-3">Equipped Items</h4>
        <div class="grid grid-cols-2 gap-4">
            <div class="bg-gray-700 p-3 rounded-lg">
                <div class="flex items-center">
                    <div class="text-2xl mr-3"><i class="fas fa-sword"></i></div>
                    <div>
                        <div class="font-bold">Iron Sword</div>
                        <div class="text-sm text-gray-300">Attack +5</div>
                    </div>
                </div>
            </div>
            <div class="bg-gray-700 p-3 rounded-lg">
                <div class="flex items-center">
                    <div class="text-2xl mr-3"><i class="fas fa-shield-alt"></i></div>
                    <div>
                        <div class="font-bold">Wooden Shield</div>
                        <div class="text-sm text-gray-300">Defense +3</div>
                    </div>
                </div>
            </div>
        </div>
    </div>
</div>

<!-- Credits Modal -->
<div id="credits-modal" class="hidden fixed inset-0 bg-black bg-opacity-50 flex items-center justify-center z-50">
    <div class="bg-gray-800 rounded-lg p-6 w-full max-w-md">
        <div class="flex justify-between items-center mb-4">
            <h3 class="text-2xl font-bold">Credits</h3>
            <button onclick="hideCredits()" class="text-gray-400 hover:text-white">
                <i class="fas fa-times"></i>
            </button>
        </div>
        
        <div class="space-y-4">
            <div>
                <h4 class="text-xl font-bold text-yellow-400">Epic RPG Adventure</h4>
                <p class="text-gray-300">Created with HTML, CSS, and JavaScript</p>
            </div>
            
            <div>
                <h4 class="font-bold">Developer</h4>
                <p class="text-gray-300">Your Name Here</p>
            </div>
            
            <div>
                <h4 class="font-bold">Special Thanks</h4>
                <ul class="list-disc list-inside text-gray-300">
                    <li>Tailwind CSS</li>
                    <li>Font Awesome</li>
                    <li>Unsplash for images</li>
                </ul>
            </div>
            
            <div class="pt-4 border-t border-gray-700">
                <p class="text-sm text-gray-400">© 2023 All Rights Reserved</p>
            </div>
        </div>
    </div>
</div>
</div>

<script>
    // Game State
    const gameState = {
        player: {
            name: '',
            class: '',
            gender: '',
            level: 1,
            exp: 0,
            expToNextLevel: 100,
            health: 100,
            maxHealth: 100,
            mana: 50,
            maxMana: 50,
            attack: 10,
            defense: 5,
            gold: 10,
            inventory: [
                { name: 'Iron Sword', type: 'weapon', attack: 5, icon: 'fa-s sword' },
                { name: 'Wooden Shield', type: 'shield', defense: 3, icon: 'fa-shield-alt' },
                { name: 'Health Potion', type: 'consumable', effect: 'heal', amount: 30, icon: 'fa-flask' },
                { name: 'Mana Potion', type: 'consumable', effect: 'mana', amount: 20, icon: 'fa-flask' }
            ],
            equipped: {
                weapon: { name: 'Iron Sword', type: 'weapon', attack: 5, icon: 'fa-sword' },
                shield: { name: 'Wooden Shield', type: 'shield', defense: 3, icon: 'fa-shield-alt' }
            }
        },
        currentEnemy: null,
        inCombat: false,
        gameMessages: []
    };

    // Cute Monstergirl Enemies
    const enemies = [
        { name: 'Goblin Girl', health: 30, maxHealth: 30, attack: 8, defense: 2, exp: 20, gold: 5, icon: 'fa-user-ninja' },
        { name: 'Orc Girl', health: 50, maxHealth: 50, attack: 12, defense: 5, exp: 35, gold: 10, icon: 'fa-user-injured' },
        { name: 'Skeleton Girl', health: 25, maxHealth: 25, attack: 10, defense: 3, exp: 25, gold: 8, icon: 'fa-skull' },
        { name: 'Wolf Girl', health: 20, maxHealth: 20, attack: 7, defense: 1, exp: 15, gold: 3, icon: 'fa-paw' },
        { name: 'Bandit Girl', health: 40, maxHealth: 40, attack: 11, defense: 4, exp: 30, gold: 15, icon: 'fa-user' },
        { name: 'Catgirl', health: 25, maxHealth: 25, attack: 9, defense: 2, exp: 22, gold: 7, icon: 'fa-cat' },
        { name: 'Bunny Girl', health: 35, maxHealth: 35, attack: 7, defense: 3, exp: 25, gold: 8, icon: 'fa-paw' },
        { name: 'Fox Girl', health: 28, maxHealth: 28, attack: 10, defense: 2, exp: 24, gold: 9, icon: 'fa-paw' },
        { name: 'Slime Girl', health: 45, maxHealth: 45, attack: 6, defense: 6, exp: 28, gold: 10, icon: 'fa-droplet' },
        { name: 'Dragon Girl', health: 60, maxHealth: 60, attack: 15, defense: 8, exp: 50, gold: 25, icon: 'fa-dragon' }
    ];

    // Game Functions
    function startNewGame() {
        document.getElementById('main-menu').classList.add('hidden');
        document.getElementById('character-creation').classList.remove('hidden');
        addGameMessage('Begin your adventure by creating your character.');
    }

    function selectClass(characterClass) {
        const cards = document.querySelectorAll('.character-card');
        cards.forEach(card => card.classList.remove('ring-2', 'ring-yellow-400'));
        
        const selectedCard = document.querySelector(`.character-card:nth-child(${characterClass === 'warrior' ? 1 : characterClass === 'mage' ? 2 : 3})`);
        selectedCard.classList.add('ring-2', 'ring-yellow-400');
        
        gameState.player.class = characterClass;
        
        // Update stats based on class
        if (characterClass === 'warrior') {
            gameState.player.maxHealth = 120;
            gameState.player.health = 120;
            gameState.player.attack = 12;
            gameState.player.defense = 8;
            gameState.player.mana = 30;
            gameState.player.maxMana = 30;
        } else if (characterClass === 'mage') {
            gameState.player.maxHealth = 70;
            gameState.player.health = 70;
            gameState.player.attack = 8;
            gameState.player.defense = 3;
            gameState.player.mana = 80;
            gameState.player.maxMana = 80;
        } else if (characterClass === 'rogue') {
            gameState.player.maxHealth = 90;
            gameState.player.health = 90;
            gameState.player.attack = 10;
            gameState.player.defense = 5;
            gameState.player.mana = 50;
            gameState.player.maxMana = 50;
        }
        
        addGameMessage(`You selected the ${characterClass} class.`);
    }

    function finalizeCharacter() {
        const nameInput = document.getElementById('character-name');
        const genderSelect = document.getElementById('character-gender');
        
        if (!nameInput.value.trim()) {
            addGameMessage('Please enter a name for your character.', 'error');
            return;
        }
        
        if (!gameState.player.class) {
            addGameMessage('Please select a class for your character.', 'error');
            return;
        }
        
        gameState.player.name = nameInput.value.trim();
        gameState.player.gender = genderSelect.value;
        
        // Start the game
        document.getElementById('character-creation').classList.add('hidden');
        document.getElementById('game-screen').classList.remove('hidden');
        
        // Update character display
        updateCharacterDisplay();
        
        addGameMessage(`Welcome, ${gameState.player.name} the ${gameState.player.class}! Your adventure begins now.`, 'success');
    }

    function updateCharacterDisplay() {
        // Update character panel
        document.getElementById('character-display-name').textContent = gameState.player.name;
        document.getElementById('character-display-class').textContent = `Class: ${capitalizeFirstLetter(gameState.player.class)}`;
        
        // Update stats
        document.getElementById('health-text').textContent = `${gameState.player.health}/${gameState.player.maxHealth}`;
        document.getElementById('mana-text').textContent = `${gameState.player.mana}/${gameState.player.maxMana}`;
        document.getElementById('exp-text').textContent = `${gameState.player.exp}/${gameState.player.expToNextLevel}`;
        document.getElementById('level-text').textContent = gameState.player.level;
        document.getElementById('gold-text').textContent = gameState.player.gold;
        document.getElementById('attack-text').textContent = gameState.player.attack + (gameState.player.equipped.weapon ? gameState.player.equipped.weapon.attack : 0);
        document.getElementById('defense-text').textContent = gameState.player.defense + (gameState.player.equipped.shield ? gameState.player.equipped.shield.defense : 0);
        
        // Update health bar
        const healthPercent = (gameState.player.health / gameState.player.maxHealth) * 100;
        document.getElementById('health-bar').style.width = `${healthPercent}%`;
        
        // Update mana bar
        const manaPercent = (gameState.player.mana / gameState.player.maxMana) * 100;
        document.getElementById('mana-bar').style.width = `${manaPercent}%`;
        
        // Update exp bar
        const expPercent = (gameState.player.exp / gameState.player.expToNextLevel) * 100;
        document.getElementById('exp-bar').style.width = `${expPercent}%`;
        
        // Update character icon based on class
        const characterIcon = document.getElementById('character-icon');
        const playerCombatIcon = document.getElementById('player-combat-icon');
        
        if (gameState.player.class === 'warrior') {
            characterIcon.innerHTML = '<i class="fas fa-shield-alt text-red-500"></i>';
            playerCombatIcon.innerHTML = '<i class="fas fa-shield-alt text-red-500"></i>';
        } else if (gameState.player.class === 'mage') {
            characterIcon.innerHTML = '<i class="fas fa-hat-wizard text-blue-500"></i>';
            playerCombatIcon.innerHTML = '<i class="fas fa-hat-wizard text-blue-500"></i>';
        } else if (gameState.player.class === 'rogue') {
            characterIcon.innerHTML = '<i class="fas fa-user-ninja text-green-500"></i>';
            playerCombatIcon.innerHTML = '<i class="fas fa-user-ninja text-green-500"></i>';
        }
        
        // Update player combat name
        document.getElementById('player-combat-name').textContent = gameState.player.name;
    }

    function addGameMessage(message, type = 'info') {
        const messagesDiv = document.getElementById('game-messages');
        const messageElement = document.createElement('p');
        
        if (type === 'error') {
            messageElement.className = 'text-red-400';
        } else if (type === 'success') {
            messageElement.className = 'text-green-400';
        } else if (type === 'warning') {
            messageElement.className = 'text-yellow-400';
        } else {
            messageElement.className = 'text-gray-300';
        }
        
        messageElement.textContent = message;
        messagesDiv.appendChild(messageElement);
        messagesDiv.scrollTop = messagesDiv.scrollHeight;
        
        // Add to game state for saving
        gameState.gameMessages.push(message);
    }

    function explore() {
        if (gameState.inCombat) {
            addGameMessage('You are already in combat!', 'error');
            return;
        }
        
        // 70% chance to find an enemy
        if (Math.random() < 0.7) {
            startCombat();
        } else {
            // 30% chance to find something else
            const randomEvent = Math.random();
            
            if (randomEvent < 0.5) {
                // Found gold
                const goldFound = Math.floor(Math.random() * 10) + 5;
                gameState.player.gold += goldFound;
                updateCharacterDisplay();
                addGameMessage(`You found ${goldFound} gold coins on the ground!`, 'success');
            } else {
                // Found a health potion
                gameState.player.inventory.push({ 
                    name: 'Health Potion', 
                    type: 'consumable', 
                    effect: 'heal', 
                    amount: 30, 
                    icon: 'fa-flask' 
                });
                addGameMessage('You found a Health Potion!', 'success');
            }
        }
    }

    function startCombat() {
        gameState.inCombat = true;
        
        // Select a random enemy
        const randomEnemyIndex = Math.floor(Math.random() * enemies.length);
        gameState.currentEnemy = {...enemies[randomEnemyIndex]};
        
        // Update combat UI
        document.getElementById('combat-area').classList.remove('hidden');
        document.getElementById('enemy-name').textContent = gameState.currentEnemy.name;
        document.getElementById('enemy-health-text').textContent = `${gameState.currentEnemy.health}/${gameState.currentEnemy.maxHealth}`;
        document.getElementById('enemy-health-bar').style.width = '100%';
        document.getElementById('enemy-icon').innerHTML = `<i class="fas ${gameState.currentEnemy.icon}"></i>`;
        
        // Update player stats in combat
        document.getElementById('player-health-text').textContent = `${gameState.player.health}/${gameState.player.maxHealth}`;
        const healthPercent = (gameState.player.health / gameState.player.maxHealth) * 100;
        document.getElementById('player-health-bar').style.width = `${healthPercent}%`;
        
        addGameMessage(`A wild ${gameState.currentEnemy.name} appears!`, 'warning');
    }

    function playerAttack() {
        if (!gameState.inCombat || !gameState.currentEnemy) {
            addGameMessage('There is nothing to attack!', 'error');
            return;
        }
        
        // Calculate player damage
        const playerAttackPower = gameState.player.attack + (gameState.player.equipped.weapon ? gameState.player.equipped.weapon.attack : 0);
        const damage = Math.max(1, playerAttackPower - Math.floor(gameState.currentEnemy.defense / 2));
        
        // Apply damage to enemy
        gameState.currentEnemy.health -= damage;
        
        // Update enemy health bar
        const enemyHealthPercent = (gameState.currentEnemy.health / gameState.currentEnemy.maxHealth) * 100;
        document.getElementById('enemy-health-bar').style.width = `${Math.max(0, enemyHealthPercent)}%`;
        document.getElementById('enemy-health-text').textContent = `${Math.max(0, gameState.currentEnemy.health)}/${gameState.currentEnemy.maxHealth}`;
        
        // Show damage text
        showDamageText(document.querySelector('#combat-area .relative:last-child'), damage);
        
        addGameMessage(`You attack the ${gameState.currentEnemy.name} for ${damage} damage!`, 'success');
        
        // Check if enemy is defeated
        if (gameState.currentEnemy.health <= 0) {
            enemyDefeated();
            return;
        }
        
        // Enemy attacks back
        setTimeout(() => {
            enemyAttack();
        }, 1000);
    }

    function playerSpell() {
        if (!gameState.inCombat || !gameState.currentEnemy) {
            addGameMessage('There is nothing to attack!', 'error');
            return;
        }
        
        if (gameState.player.mana < 15) {
            addGameMessage('Not enough mana to cast a spell!', 'error');
            return;
        }
        
        // Use mana
        gameState.player.mana -= 15;
        updateCharacterDisplay();
        
        // Calculate spell damage (more powerful than regular attack)
        let spellDamage;
        if (gameState.player.class === 'mage') {
            spellDamage = Math.max(3, 15 + Math.floor(Math.random() * 10));
        } else {
            spellDamage = Math.max(3, 10 + Math.floor(Math.random() * 5));
        }
        
        // Apply damage to enemy
        gameState.currentEnemy.health -= spellDamage;
        
        // Update enemy health bar
        const enemyHealthPercent = (gameState.currentEnemy.health / gameState.currentEnemy.maxHealth) * 100;
        document.getElementById('enemy-health-bar').style.width = `${Math.max(0, enemyHealthPercent)}%`;
        document.getElementById('enemy-health-text').textContent = `${Math.max(0, gameState.currentEnemy.health)}/${gameState.currentEnemy.maxHealth}`;
        
        // Show damage text
        showDamageText(document.querySelector('#combat-area .relative:last-child'), spellDamage, 'blue');
        
        addGameMessage(`You cast a spell on the ${gameState.currentEnemy.name} for ${spellDamage} damage!`, 'success');
        
        // Check if enemy is defeated
        if (gameState.currentEnemy.health <= 0) {
            enemyDefeated();
            return;
        }
        
        // Enemy attacks back
        setTimeout(() => {
            enemyAttack();
        }, 1000);
    }

    function playerDefend() {
        if (!gameState.inCombat || !gameState.currentEnemy) {
            addGameMessage('There is nothing to defend against!', 'error');
            return;
        }
        
        addGameMessage(`You take a defensive stance, reducing damage from the next attack.`, 'info');
        
        // Enemy attacks with reduced damage
        setTimeout(() => {
            // Calculate enemy damage (reduced by 50% when defending)
            const enemyDamage = Math.max(1, Math.floor((gameState.currentEnemy.attack - (gameState.player.defense + (gameState.player.equipped.shield ? gameState.player.equipped.shield.defense : 0))) / 2));
            
            // Apply damage to player
            gameState.player.health -= enemyDamage;
            
            // Update player health bar
            const healthPercent = (gameState.player.health / gameState.player.maxHealth) * 100;
            document.getElementById('player-health-bar').style.width = `${Math.max(0, healthPercent)}%`;
            document.getElementById('player-health-text').textContent = `${Math.max(0, gameState.player.health)}/${gameState.player.maxHealth}`;
            document.getElementById('health-bar').style.width = `${Math.max(0, healthPercent)}%`;
            document.getElementById('health-text').textContent = `${Math.max(0, gameState.player.health)}/${gameState.player.maxHealth}`;
            
            // Show damage text
            showDamageText(document.querySelector('#combat-area .relative:first-child'), enemyDamage);
            
            addGameMessage(`The ${gameState.currentEnemy.name} attacks you for ${enemyDamage} damage (reduced by your defense)!`, 'warning');
            
            // Check if player is defeated
            if (gameState.player.health <= 0) {
                playerDefeated();
            }
        }, 1000);
    }

    function playerFlee() {
        if (!gameState.inCombat || !gameState.currentEnemy) {
            addGameMessage('There is nothing to flee from!', 'error');
            return;
        }
        
        // 60% chance to flee successfully
        if (Math.random() < 0.6) {
            addGameMessage(`You successfully fled from the ${gameState.currentEnemy.name}!`, 'success');
            endCombat();
        } else {
            addGameMessage(`You failed to flee! The ${gameState.currentEnemy.name} attacks you!`, 'error');
            
            // Enemy attacks
            setTimeout(() => {
                enemyAttack();
            }, 1000);
        }
    }

    function enemyAttack() {
        if (!gameState.inCombat || !gameState.currentEnemy) return;
        
        // Calculate enemy damage
        const enemyDamage = Math.max(1, gameState.currentEnemy.attack - (gameState.player.defense + (gameState.player.equipped.shield ? gameState.player.equipped.shield.defense : 0)));
        
        // Apply damage to player
        gameState.player.health -= enemyDamage;
        
        // Update player health bar
        const healthPercent = (gameState.player.health / gameState.player.maxHealth) * 100;
        document.getElementById('player-health-bar').style.width = `${Math.max(0, healthPercent)}%`;
        document.getElementById('player-health-text').textContent = `${Math.max(0, gameState.player.health)}/${gameState.player.maxHealth}`;
        document.getElementById('health-bar').style.width = `${Math.max(0, healthPercent)}%`;
        document.getElementById('health-text').textContent = `${Math.max(0, gameState.player.health)}/${gameState.player.maxHealth}`;
        
        // Show damage text
        showDamageText(document.querySelector('#combat-area .relative:first-child'), enemyDamage);
        
        addGameMessage(`The ${gameState.currentEnemy.name} attacks you for ${enemyDamage} damage!`, 'warning');
        
        // Check if player is defeated
        if (gameState.player.health <= 0) {
            playerDefeated();
        }
    }

    function enemyDefeated() {
        addGameMessage(`You defeated the ${gameState.currentEnemy.name}!`, 'success');
        
        // Gain experience and gold
        gameState.player.exp += gameState.currentEnemy.exp;
        gameState.player.gold += gameState.currentEnemy.gold;
        
        addGameMessage(`Gained ${gameState.currentEnemy.exp} experience and ${gameState.currentEnemy.gold} gold.`, 'success');
        
        // Check for level up
        checkLevelUp();
        
        // End combat
        endCombat();
    }

    function playerDefeated() {
        addGameMessage(`You were defeated by the ${gameState.currentEnemy.name}!`, 'error');
        addGameMessage('You wake up in town, having lost some gold and experience.', 'warning');
        
        // Penalty for dying
        gameState.player.exp = Math.max(0, gameState.player.exp - 10);
        gameState.player.gold = Math.max(0, gameState.player.gold - 5);
        
        // Restore some health
        gameState.player.health = Math.floor(gameState.player.maxHealth * 0.3);
        
        // Update display
        updateCharacterDisplay();
        
        // End combat
        endCombat();
    }

    function endCombat() {
        gameState.inCombat = false;
        gameState.currentEnemy = null;
        document.getElementById('combat-area').classList.add('hidden');
    }

    function checkLevelUp() {
        if (gameState.player.exp >= gameState.player.expToNextLevel) {
            gameState.player.level++;
            gameState.player.exp -= gameState.player.expToNextLevel;
            gameState.player.expToNextLevel = Math.floor(gameState.player.expToNextLevel * 1.2);
            
            // Improve stats
            gameState.player.maxHealth += 10;
            gameState.player.health = gameState.player.maxHealth;
            gameState.player.maxMana += 5;
            gameState.player.mana = gameState.player.maxMana;
            gameState.player.attack += 2;
            gameState.player.defense += 1;
            
            addGameMessage(`Level up! You are now level ${gameState.player.level}!`, 'success');
            addGameMessage('Your stats have improved!', 'info');
            
            updateCharacterDisplay();
        }
    }

    function rest() {
        if (gameState.inCombat) {
            addGameMessage('You cannot rest while in combat!', 'error');
            return;
        }
        
        // Restore health and mana
        const healthRestored = Math.floor(gameState.player.maxHealth * 0.3);
        const manaRestored = Math.floor(gameState.player.maxMana * 0.3);
        
        gameState.player.health = Math.min(gameState.player.maxHealth, gameState.player.health + healthRestored);
        gameState.player.mana = Math.min(gameState.player.maxMana, gameState.player.mana + manaRestored);
        
        addGameMessage(`You rest and recover ${healthRestored} health and ${manaRestored} mana.`, 'success');
        updateCharacterDisplay();
    }

    function visitTown() {
        if (gameState.inCombat) {
            addGameMessage('You cannot visit town while in combat!', 'error');
            return;
        }
        
        document.getElementById('town-area').classList.remove('hidden');
        addGameMessage('You enter the town square.', 'info');
    }

    function leaveTown() {
        document.getElementById('town-area').classList.add('hidden');
        addGameMessage('You leave the town.', 'info');
    }

    function visitShop() {
        addGameMessage('The shop is currently closed. Come back later!', 'info');
    }

    function visitTavern() {
        addGameMessage('You enjoy a drink at the tavern and hear rumors of a dragon in the mountains.', 'info');
    }

    function visitGuild() {
        addGameMessage('The Adventurer\'s Guild has no quests available right now.', 'info');
    }

    function train() {
        if (gameState.inCombat) {
            addGameMessage('You cannot train while in combat!', 'error');
            return;
        }
        
        // Training costs gold but improves stats
        if (gameState.player.gold < 5) {
            addGameMessage('You need at least 5 gold to train!', 'error');
            return;
        }
        
        gameState.player.gold -= 5;
        
        // Random stat improvement
        const statToImprove = ['attack', 'defense'][Math.floor(Math.random() * 2)];
        const improvement = 1;
        
        if (statToImprove === 'attack') {
            gameState.player.attack += improvement;
            addGameMessage(`After training, your attack increased by ${improvement}! (Cost: 5 gold)`, 'success');
        } else {
            gameState.player.defense += improvement;
            addGameMessage(`After training, your defense increased by ${improvement}! (Cost: 5 gold)`, 'success');
        }
        
        updateCharacterDisplay();
    }

    function openInventory() {
        document.getElementById('inventory-modal').classList.remove('hidden');
    }

    function closeInventory() {
        document.getElementById('inventory-modal').classList.add('hidden');
    }

    function openQuests() {
        addGameMessage('You have no active quests at the moment.', 'info');
    }

    function saveGame() {
        localStorage.setItem('epicRpgSave', JSON.stringify(gameState));
        addGameMessage('Game saved successfully!', 'success');
    }

    function loadGame() {
        const savedGame = localStorage.getItem('epicRpgSave');
        
        if (savedGame) {
            try {
                const parsedGame = JSON.parse(savedGame);
                Object.assign(gameState, parsedGame);
                
                document.getElementById('main-menu').classList.add('hidden');
                document.getElementById('game-screen').classList.remove('hidden');
                
                updateCharacterDisplay();
                addGameMessage(`Welcome back, ${gameState.player.name}! Game loaded successfully.`, 'success');
            } catch (e) {
                addGameMessage('Failed to load saved game.', 'error');
            }
        } else {
            addGameMessage('No saved game found.', 'error');
            }
        }

        function showCredits() {
            document.getElementById('credits-modal').classList.remove('hidden');
        }

        function hideCredits() {
            document.getElementById('credits-modal').classList.add('hidden');
        }

        function showDamageText(element, damage, color = 'red') {
            const damageText = document.createElement('div');
            damageText.className = 'damage-text';
            damageText.style.color = color;
            damageText.textContent = `-${damage}`;
            damageText.style.left = '50%';
            damageText.style.transform = 'translateX(-50%)';
            
            element.appendChild(damageText);
            
            // Remove after animation
            setTimeout(() => {
                damageText.remove();
            }, 1000);
        }

        function capitalizeFirstLetter(string) {
            return string.charAt(0).toUpperCase() + string.slice(1);
        }

        // Initialize game
        document.addEventListener('DOMContentLoaded', () => {
            addGameMessage('Welcome to Epic RPG Adventure!');
        });
    </script>
<p style="border-radius: 8px; text-align: center; font-size: 12px; color: #fff; margin-top: 16px;position: fixed; left: 8px; bottom: 8px; z-index: 10; background: rgba(0, 0, 0, 0.8); padding: 4px 8px;">Made with <img src="https://enzostvs-deepsite.hf.space/logo.svg" alt="DeepSite Logo" style="width: 16px; height: 16px; vertical-align: middle;display:inline-block;margin-right:3px;filter:brightness(0) invert(1);"><a href="https://enzostvs-deepsite.hf.space" style="color: #fff;text-decoration: underline;" target="_blank" >DeepSite</a> - 🧬 <a href="https://enzostvs-deepsite.hf.space?remix=lunarflu/rpg" style="color: #fff;text-decoration: underline;" target="_blank" >Remix</a></p></body>
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