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Game Process

  1. select race
  2. initialization
  3. command interpreter cycle
  4. Game ends, Calculate Score, etc.

Generation

generation happens in the following order: player character location, stairway location, potions, gold, enemies.

  • potion (10 potions each floor)
    • each type has equal 1/6 possibility
  • gold (10 piles each floor)
    • Normal: 5/8
    • Dragon Hoard: 1/8
    • Small: 2/8
  • enemy (20 each floor, excluding dragons(D))
    • Human(H): 4/18
    • Dwarf(W): 3/18
    • Halfling(L): 18/5
    • Elf(E): 2/18
    • Orc(O): 2/18
    • Merchant(M): 2/18

Combat

Damage(Def ender) = ceiling((100/(100+Def (Def ender)))∗Atk(Attacker))

PC Stats Ability
Shade 125 25 25 Final score doubles
Drow 150 25 15 Potion effects magnified by 1.5
Vampire 50 25 25 Gain 5 HP every successful attack, no max HP
Troll 120 25 15 Gains 5 HP every turn
Goblin 110 15 20 Gains 5 gold for every enemy killed
Enemy Stats Ability
Human 140 20 20 Drops two piles of Normal Gold
Dwarf 100 20 30 Vampires are allergic to them, -5HP every turn
Elf 140 30 10 Attack twice against every race except for drow
Orcs 180 30 25 Does 50% more damages to Goblines
Merchant 30 70 5 Drops merchant gold
Halfling 100 15 20 50% chance to cause player to miss in combat
Dragon 150 20 20 Guard Dragon Hoard, can attack at distance

Upon their demise, any enemy that is not a dragon, human, or merchant will drop either a small pile or normal pile of gold. This gold is immediately added.

Game Tik

Enemies should be moved in a line-by-line fashion.

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