The adventurer has the following attributes (on a 1-5 scale): Speed 3, Weapon 2, Intelligence 4.
The adventure also has three special gadgets, each of which can be used only once: Jetpack (add 2 to Speed); Flashgun (add 2 to Weapon); Textbook (add 2 to Intelligence).
On each turn, the Adventurer encounters a creature. The creature’s attributes on the above 3 scales will be randomly determined. In addition, the creature may be Scared (and will flee if you do nothing); Curious (will observe but not approach, as long as you do nothing); or Aggressive (will attack ferociously, whatever you do). These too will be determined randomly.
The adventurer has four possible actions at each point: Fight, Flee, Hypnotise or Do Nothing. The chances of success in Fighting depend on the difference in the Weapons attribute:
Difference of 2 or more: higher score wins
Difference of 1: higher score wins 50% of the time
Difference of 0: it’s a draw and the creature runs away
The chances of successful Hypnotism are calculated similarly based on differences in Intelligence. For Fleeing, all that matters is who has the greater speed; if both Speeds are equal then the flight will be successful.
In addition, the adventurer may use one special gadget before deciding which action to take. Once used, the special gadget disappears.
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