This document provides instructions for using the database features in RPG Maker 2k3, including creating custom monsters. It explains how to navigate the hero and monster databases to set attributes like graphics, stats, skills, and resistances. Players can customize a monster's actions, behaviors, and conditions through the behavior settings. The document demonstrates how to create a custom monster with 3 skills and different resistances.
1) The document provides rules explanations and clarifications for various Magic: The Gathering concepts, including turn structure, supertypes and subtypes, state-based actions, replacement effects, dependencies, triggered and activated abilities, static abilities, protection, and zones.
2) It explains rules for state-based actions like losing the game due to having 0 life or drawing from an empty library, as well as the legend rule and planeswalker uniqueness rule.
3) Static abilities are defined as continuous abilities, including characteristic-defining abilities, and the order they are applied in different game situations.
This document provides instructions for creating events in RPG Maker VX Ace to make interactive elements in a game. It explains how to start an event by right clicking on a tile and selecting New Event. Events can include showing text, setting a move route, or transferring to another map. For example, one event could make a character say something via text display, then another event could set a move route to create an opening scene on the map.
This document provides instructions for creating maps and manipulating map properties in RPG Maker VX Ace. It outlines the steps to open a new project, select tiles to design maps, and edit various properties of each map such as name, size, background music and enemy encounters. The goal is for users to learn how to build worlds and levels by designing custom maps and customizing map settings.
This document provides an overview of the roleplaying game "Striders" and its core mechanics. In Striders, characters do not choose a predefined class or abilities, but instead discover unique powers through interactions with their environment and connections to a mystical "Source". Abilities are represented by flexible "Paths" that characters gain over time. Combat uses attribute checks to determine success of attacks, defenses, and spell effects. The game emphasizes improvisation and player creativity within the framework of the attribute and Path systems.
This document describes a customizable melee combat system called CuL-TICS (Customizable Limb + Transition Independent Combo System). It allows for independent combo creation and hit detection on individual limbs. Global settings control hit detection types, FX playback, and more. Melee weapons have properties that determine damage, force, etc. Motion data references control combos and individual attack properties. The system supports ground/aerial attacks, combos, cancelling, and has been optimized for performance.
Keep your game in the fun zone - Designing an AI DirectorIndieOutpost
Das Balancing eines Spiels ist eine große Herausforderung, insbesondere wenn es gilt, Spieler auf unterschiedlichen Niveaus gleichermaßen abzuholen und im Flow-Kanal zu halten. Dabei spielt die automatische Anpassung des Schwierigkeitsgrades eine zentrale Rolle. An dieser Stelle kommt das Konzept des AI-Directors ins Spiel, welcher erlaubt die Balance zentral zu steuern und dynamisch an das Spielerverhalten anzupassen. Wie dieses Konzept konkret umgesetzt wird und sich auf das eigene Spiel übertragen lässt, erklärt Sascha in diesem Talk.
C++ ASSIGNMENT.PLEASE HELPInstructions -Assignment 15a [requir.pdfFootageetoffe16
C++ ASSIGNMENT.
PLEASE HELP
Instructions -
Assignment 15a [required in order to complete assignment 15b]
Note: you may omit documentation on all parts of this assignment.
Suppose you are creating a fantasy role-playing game. In this game we have four different types
of creatures: humans, cyberdemons, balrogs, and elves. To represent one of these creatures we
might define a creature class as follows:
class creature {
private:
int type; // 0 human, 1 cyberdemon, 2 balrog, 3 elf
int strength; // how much damage this creature inflicts
int hitpoints; // how much damage this creature can sustain
string getSpecies() const; // returns the type of the species
public:
creature(); // initialize to human, 10 strength, 10 hitpoints
creature(int newType, int newStrength, int newHitpoints);
int getDamage() const; // returns the amount of damage this creature
// inflicts in one round of combat
// also include appropriate accessors and mutators
};
Here is an implementation of the getSpecies() function:
string creature::getSpecies() const {
switch (type) {
case 0: return \"Human\";
case 1: return \"Cyberdemon\";
case 2: return \"Balrog\";
case 3: return \"Elf\";
}
return \"unknown\";
}
The getDamage() function outputs and returns the damage this creature can inflict in one round
of combat. The rules for determining the damage are as follows:
Every creature inflicts damage that is a random number r, where 0 < r <= strength.
Demons have a 25% chance of inflicting a demonic attack which is an additional 50 damage
points. balrogs and cyberdemons are demons.
With a 50% chance elves inflict a magical attack that doubles the normal amount of damage.
Balrogs are very fast, so they get to attack twice
An implementation of getDamage() is given below:
int creature::getDamage() {
int damage;
// All creatures inflict damage which is a random number up to their strength
damage = (rand() % strength) + 1;
cout << getSpecies() << \" attacks for \" << damage << \" points!\" << endl;
// Demons can inflict damage of 50 with a 25% chance
if (type == 2 || type == 1){
if (rand() % 4 == 0) {
damage = damage + 50;
cout << \"Demonic attack inflicts 50 additional damage points!\" << endl;
}
}
// Elves inflict double magical damage with a 50% chance
if (type == 3) {
if ((rand() % 2) == 0) {
cout << \"Magical attack inflicts \" << damage << \" additional damage points!\" <<
endl;
damage *= 2;
}
}
// Balrogs are so fast they get to attack twice
if (type == 2) {
int damage2 = (rand() % strength) + 1;
cout << \"Balrog speed attack inflicts \" << damage2 << \" additional damage points!\" <<
endl;
damage += damage2;
}
return damage;
}
One problem with this implementation is that it is unwieldy to add new creatures. Rewrite the
class to use inheritance, which will eliminate the need for the variable \"type\". The creature
class should be the base class. The classes demon, elf, and human should be derived from
creature. The classes cyberdemon and balrog should be derived from demon. You will nee.
1) The document describes the components and setup of a board game called Grand Tactics that simulates battles between different character jobs/classes.
2) It provides an overview of the different character jobs including their stats, skills, and gameplay effects. Character jobs include Novice, Chemist, Knight, Priest, Archer, and Wizard.
3) The rules section describes the basic turn structure which allows players to move their characters or perform an attack/use a skill, as well as how dice are used to determine movement distances, damage amounts, and skill effects. It also covers map features and moving between characters on the battlefield.
1) The document provides rules explanations and clarifications for various Magic: The Gathering concepts, including turn structure, supertypes and subtypes, state-based actions, replacement effects, dependencies, triggered and activated abilities, static abilities, protection, and zones.
2) It explains rules for state-based actions like losing the game due to having 0 life or drawing from an empty library, as well as the legend rule and planeswalker uniqueness rule.
3) Static abilities are defined as continuous abilities, including characteristic-defining abilities, and the order they are applied in different game situations.
This document provides instructions for creating events in RPG Maker VX Ace to make interactive elements in a game. It explains how to start an event by right clicking on a tile and selecting New Event. Events can include showing text, setting a move route, or transferring to another map. For example, one event could make a character say something via text display, then another event could set a move route to create an opening scene on the map.
This document provides instructions for creating maps and manipulating map properties in RPG Maker VX Ace. It outlines the steps to open a new project, select tiles to design maps, and edit various properties of each map such as name, size, background music and enemy encounters. The goal is for users to learn how to build worlds and levels by designing custom maps and customizing map settings.
This document provides an overview of the roleplaying game "Striders" and its core mechanics. In Striders, characters do not choose a predefined class or abilities, but instead discover unique powers through interactions with their environment and connections to a mystical "Source". Abilities are represented by flexible "Paths" that characters gain over time. Combat uses attribute checks to determine success of attacks, defenses, and spell effects. The game emphasizes improvisation and player creativity within the framework of the attribute and Path systems.
This document describes a customizable melee combat system called CuL-TICS (Customizable Limb + Transition Independent Combo System). It allows for independent combo creation and hit detection on individual limbs. Global settings control hit detection types, FX playback, and more. Melee weapons have properties that determine damage, force, etc. Motion data references control combos and individual attack properties. The system supports ground/aerial attacks, combos, cancelling, and has been optimized for performance.
Keep your game in the fun zone - Designing an AI DirectorIndieOutpost
Das Balancing eines Spiels ist eine große Herausforderung, insbesondere wenn es gilt, Spieler auf unterschiedlichen Niveaus gleichermaßen abzuholen und im Flow-Kanal zu halten. Dabei spielt die automatische Anpassung des Schwierigkeitsgrades eine zentrale Rolle. An dieser Stelle kommt das Konzept des AI-Directors ins Spiel, welcher erlaubt die Balance zentral zu steuern und dynamisch an das Spielerverhalten anzupassen. Wie dieses Konzept konkret umgesetzt wird und sich auf das eigene Spiel übertragen lässt, erklärt Sascha in diesem Talk.
C++ ASSIGNMENT.PLEASE HELPInstructions -Assignment 15a [requir.pdfFootageetoffe16
C++ ASSIGNMENT.
PLEASE HELP
Instructions -
Assignment 15a [required in order to complete assignment 15b]
Note: you may omit documentation on all parts of this assignment.
Suppose you are creating a fantasy role-playing game. In this game we have four different types
of creatures: humans, cyberdemons, balrogs, and elves. To represent one of these creatures we
might define a creature class as follows:
class creature {
private:
int type; // 0 human, 1 cyberdemon, 2 balrog, 3 elf
int strength; // how much damage this creature inflicts
int hitpoints; // how much damage this creature can sustain
string getSpecies() const; // returns the type of the species
public:
creature(); // initialize to human, 10 strength, 10 hitpoints
creature(int newType, int newStrength, int newHitpoints);
int getDamage() const; // returns the amount of damage this creature
// inflicts in one round of combat
// also include appropriate accessors and mutators
};
Here is an implementation of the getSpecies() function:
string creature::getSpecies() const {
switch (type) {
case 0: return \"Human\";
case 1: return \"Cyberdemon\";
case 2: return \"Balrog\";
case 3: return \"Elf\";
}
return \"unknown\";
}
The getDamage() function outputs and returns the damage this creature can inflict in one round
of combat. The rules for determining the damage are as follows:
Every creature inflicts damage that is a random number r, where 0 < r <= strength.
Demons have a 25% chance of inflicting a demonic attack which is an additional 50 damage
points. balrogs and cyberdemons are demons.
With a 50% chance elves inflict a magical attack that doubles the normal amount of damage.
Balrogs are very fast, so they get to attack twice
An implementation of getDamage() is given below:
int creature::getDamage() {
int damage;
// All creatures inflict damage which is a random number up to their strength
damage = (rand() % strength) + 1;
cout << getSpecies() << \" attacks for \" << damage << \" points!\" << endl;
// Demons can inflict damage of 50 with a 25% chance
if (type == 2 || type == 1){
if (rand() % 4 == 0) {
damage = damage + 50;
cout << \"Demonic attack inflicts 50 additional damage points!\" << endl;
}
}
// Elves inflict double magical damage with a 50% chance
if (type == 3) {
if ((rand() % 2) == 0) {
cout << \"Magical attack inflicts \" << damage << \" additional damage points!\" <<
endl;
damage *= 2;
}
}
// Balrogs are so fast they get to attack twice
if (type == 2) {
int damage2 = (rand() % strength) + 1;
cout << \"Balrog speed attack inflicts \" << damage2 << \" additional damage points!\" <<
endl;
damage += damage2;
}
return damage;
}
One problem with this implementation is that it is unwieldy to add new creatures. Rewrite the
class to use inheritance, which will eliminate the need for the variable \"type\". The creature
class should be the base class. The classes demon, elf, and human should be derived from
creature. The classes cyberdemon and balrog should be derived from demon. You will nee.
1) The document describes the components and setup of a board game called Grand Tactics that simulates battles between different character jobs/classes.
2) It provides an overview of the different character jobs including their stats, skills, and gameplay effects. Character jobs include Novice, Chemist, Knight, Priest, Archer, and Wizard.
3) The rules section describes the basic turn structure which allows players to move their characters or perform an attack/use a skill, as well as how dice are used to determine movement distances, damage amounts, and skill effects. It also covers map features and moving between characters on the battlefield.
RPG Maker 2k3 Lesson 3 is an instructional document about the RPG game development program RPG Maker 2k3. It provides guidance on how to use some of the core features of RPG Maker 2k3, including how to add events, create maps, and program basic event interactions to bring an RPG world to life within the software.
This lesson teaches how to build a shop in RPG Maker 2003, with objectives of learning shop creation and materials needed being the RPG Maker 2003 program. The lesson instructs the reader to create their own shop in the game world that sells a potion and longsword.
This document provides a lesson on using the event menu in RPG Maker 2003, teaching the user about different event triggers like the action key, hero touch, and collision and explaining how to create messages and choices using the event menu. It encourages the user to make a town using the event menu to practice these new skills.
This document provides a lesson on using the event menu in RPG Maker 2003, teaching the user about different event triggers like the action key, hero touch, and collision and explaining how to create messages and choices using the event menu. The user is then encouraged to make a town using the event menu to practice these new skills.
This lesson teaches how to set up a basic map in RPG Maker 2k3, including naming the map, choosing a map pallet, setting the X,Y size, configuring random encounters and background music, selecting the background graphic for battles, and randomly generating a dungeon map.
This document discusses how to create an event in RPGM2k3 that only runs once instead of continuously repeating. It notes that entering an area causes the event to run over and over, and then states that it will show how to fix this so the event only happens a single time.
RPG Maker 2k3 Lesson 3 is an instructional document about the RPG game development program RPG Maker 2k3. It provides guidance on how to use some of the core features of RPG Maker 2k3, including how to add events, create maps, and program basic event interactions to bring an RPG world to life within the software.
This lesson teaches how to build a shop in RPG Maker 2003, with objectives of learning shop creation and materials needed being the RPG Maker 2003 program. The lesson instructs the reader to create their own shop in the game world that sells a potion and longsword.
This document provides a lesson on using the event menu in RPG Maker 2003, teaching the user about different event triggers like the action key, hero touch, and collision and explaining how to create messages and choices using the event menu. It encourages the user to make a town using the event menu to practice these new skills.
This document provides a lesson on using the event menu in RPG Maker 2003, teaching the user about different event triggers like the action key, hero touch, and collision and explaining how to create messages and choices using the event menu. The user is then encouraged to make a town using the event menu to practice these new skills.
This lesson teaches how to set up a basic map in RPG Maker 2k3, including naming the map, choosing a map pallet, setting the X,Y size, configuring random encounters and background music, selecting the background graphic for battles, and randomly generating a dungeon map.
This document discusses how to create an event in RPGM2k3 that only runs once instead of continuously repeating. It notes that entering an area causes the event to run over and over, and then states that it will show how to fix this so the event only happens a single time.
3. Objective Learn about Database Hero database Monster database Create a Custom monster Resistance
4.
5. 1) Tabs to navigate the database 2) Separate Heroes 3) Name Hero 4) Level hero starts at 5) Equipment Hero starts with 6) Hero options: SEE NEXT SLIDE 7) Class of character (Ex. Mage Rogue) 8) the graphics that will be associated with that hero 9) How statistics will increase as hero levels
6. Hero Options -> Two Weapons Allows the hero to equip a weapon in the shield slot. This makes him unable to equip a shield. Useful for heroes who excel in attack power. -> Lock Equipment The hero cannot have their equipment changed. Useful for NPCs which join the hero and have a specific set of equipment for the entire time they're with you. -> AI Control The hero cannot be controlled by the player in battle.. The computer acts for them. -> Mighty Guard Heroes with this option will take even less damage when defending than usual.
7. When hero has no weapon what will his/her attack look like As hero levels what skills will the hero get Condition/Attribute Resist SEE NEXT SLIDE Change the amount of heroes in the database Open music panel to listen to music!
8. Condition/Attribute Resistance (7) Condition Resistance · Sets the level of resistance (From A-E) that the enemy has for each defined condition. · The letter changes from E>D>C>B>A when left clicked, and goes the opposite way when right clicked. The actual effect of each letter is dependent on its setting in the conditions tab. As a general rule, A is the most effective (Least resistant). (8) Attribute Resistance · Sets the level of resistance (From A-E) that the enemy has to each defined attribute. · The letter changes from E>D>C>B>A when left clicked, and goes the opposite way when right clicked. The actual effect of each letter is dependent on its setting in the attribute tab. As a general rule, A is the most effective (Least resistant).
9.
10.
11. Click there to select the empty monster slot Select Transparency or if monster Flies Change to land a Critical hit dealing more damage 10) SEE NEXT SLIDE (it’s a lot to read)
12. Behavior ---- Allows you to set the possible actions for an enemy's attack · [Preconditions] Allows you to set a specific condition which must be met to carry out the action. The procedure for this is detailed below. -> None: This action has no requirements. -> Switch: The action will be used when the selected switch (Click the [...] button to bring up the Switch Selection window) is ON. -> Turns elapsed: The first textbox is for the first turn the action will be used on, and the second if for the number of turns afterwards it will be used again, so if 3 is in the first and 5 in the second, the action will be used on the 3rd, 8th, 13th etc. -> Monsters Present: The action will be performed only if the number of monsters present is within the specified range. -> HP: The action will be used when the monster's HP is in the specified range, the first textbox being the lower bound and the second being the upper bound. -> MP: Works the same way as HP, except MP is applied instead. -> Party Level Average: The action will be performed if the party's average level is within the specified standards, the first being the lower bound and the second being the upper bound. -> Party Exhaustion: The action is used when the Hero's exhaustion level is within the specified range. The exhaustion level is determined by 100 - 100 x ((Current HP/Max HP) x 2 - (Current MP/Max MP) / 3). The first textbox is the lower bound, and the second is the upper bound. · [Priority]: If 2 or more actions have the same preconditions, the one with the higher priority will be used. · [Action Turns Switch ON/Aciton Turns Switch Off ]: After the action executes, you may have it turn a switch on or off. · [Action]: This is the action that will be performed. Select one from the list box. The available actions are described below. -> Basic : Normal actions that any monster can use. --> Attack : Attacks normally.. --> Double Attack : Attacks twice --> Defend : The enemy defends for one turn. --> Observe Battle : The monster does nothing. A message is shown. --> Charge Up : The monster forfeits its turn to make its next attack stronger. --> Self-Destruct : Kills the monster and damages the party. --> Escape : Monster attempts to run away. --> No Action : The monster does nothing. No message is shown. -> Skill: The enemy uses a Skill. Select one from the pull down list. -> Transform: The monster transforms into another monster. Select one from the pull down list. * Processing Monster Actions The action the monster will take is determined by the following. 1. The possible actions are sorted into those whose conditions are met and those whose are not. For identical conditions, the actions are sorted by priority.. 2. The effectiveness of the action in the current situation is calculated. This value is compared to all the other actions and produces a probability of each action being used. 3. The executed action is chosen randomly based on the probability calculated above.
13. Some information got is from the help in RPGM 2k3’s Help. NOW!!!!! Create a custom monster Have it have 3 skillsand different resistances to things