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	<id>https://meet.konsthol.eu/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=84.129.124.219</id>
	<title>Arianne - User contributions [en]</title>
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	<updated>2026-05-18T17:37:40Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=118912</id>
		<title>Talk:StendhalDesign</title>
		<link rel="alternate" type="text/html" href="https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=118912"/>
		<updated>2005-03-04T20:05:46Z</updated>

		<summary type="html">&lt;p&gt;84.129.124.219: /* Roleplaying? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What happens if you get a pig, it gets killed, you buy another , it gets killed, and so on, and then u have no more money... you are stuck, maybe should be removed from game? - steve&amp;lt;br&amp;gt;&lt;br /&gt;
Interesting question, maybe there should be another way of making money although slower. --[[User:MiguelAngelBlanchLardin|MiguelAngelBlanchLardin]] 11:57, 22 Feb 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Ragnar wrote:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Make sheeps out of pigs. People *did* drive pigs into the woodlands, to eat acorns, &lt;br /&gt;
but never far away from the village. &lt;br /&gt;
Besides, I like sheep. Call me Wallace. &lt;br /&gt;
I will say animals for now, as I can&#039;t say if you&#039;re still free to decide, &lt;br /&gt;
or even willing... ;-)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I see: pig, sheep, cow, horse... animal :)&lt;br /&gt;
A pig is an animal and it is not abstract, let&#039;s grow pigs by now, just as a tribute to Acorn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
I would make weapons and armour expensive.&lt;br /&gt;
Too expensive to buy under normal conditions, that is: No way by just selling animals.&lt;br /&gt;
&lt;br /&gt;
Weapons should be &amp;quot;made&amp;quot; by the character, that is, available for free.&lt;br /&gt;
&lt;br /&gt;
Selection:&lt;br /&gt;
* Axe (entirely of wood, as in the ancient tales of slavian lore)&lt;br /&gt;
* Staff (*the* proverbial herders staff,  yes!)&lt;br /&gt;
* Sling (call me David)&lt;br /&gt;
&lt;br /&gt;
Instead of &amp;quot;healing potions&amp;quot;, let there be &amp;quot;bandages&amp;quot; in the shop. &lt;br /&gt;
Wounds heal one point per bandage over night.&lt;br /&gt;
Also have herbs available, that can also be collected in the woodlands near the wolves cave. &lt;br /&gt;
Make that heal one point additionally.&lt;br /&gt;
&lt;br /&gt;
In the wolves cave, there could lie the remnants of some hunter or knight, that is,&lt;br /&gt;
serious equipment, that can be sold or used.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s make them expensive or let&#039;s make several of them and make several class of armors.&lt;br /&gt;
&lt;br /&gt;
It would be nice to expand later our game concept by adding new zones and so new quests and new tasks. Don&#039;t think about Stendhal as a closed game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The animals could:&lt;br /&gt;
- have a tendency to wander away (or at least, stray), as long as there&#039;s no wolf around&lt;br /&gt;
- wander away a bit directly away from the character, if beaten by a stick (to make them go this or that way)&lt;br /&gt;
- have a tendency to follow the biggest animal of the herd (so it usually is enough to make the biggest one go some way)&lt;br /&gt;
- have a tendency to get nearer to the character, if a wolf can be seen, but is not approaching the animal directly&lt;br /&gt;
- run away from any wolf, once at least one wolf is attacking it&lt;br /&gt;
&lt;br /&gt;
&amp;quot;have a tendency&amp;quot; means &amp;quot;usually not while the character is moving, but more often while grazing&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ok, it seems a good AI pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
But let&#039;s start small, let&#039;s play with one Pig and we later add several animal under control of the same person.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
If we have a wolf: Recolour it, and name it &amp;quot;shepards dog&amp;quot; (yeah, Gromit, in example), make it &amp;quot;bite&amp;quot; animals, which makes them go&lt;br /&gt;
nearer to the shepard. It must be bought, of course, and perhaps grow as well.&lt;br /&gt;
&lt;br /&gt;
Wolves should not be attacking the character, until really pressed, AND outnumbering the character by at least 2:1.&lt;br /&gt;
Thus, character + dog = 2, and that means 4 wolves at least.&lt;br /&gt;
Otherwise, they should just be chasing the animals, whereas two wolves are needed to hunt down a grown animal (one for holding fast,&lt;br /&gt;
one to do the kill), and only one wolf for a small animal.&lt;br /&gt;
Running animals (including dog) and running wolves should be 50% faster than the character!&lt;br /&gt;
Small animals should be still 25% faster than the character, but that may not be enough against wolves... :(&lt;br /&gt;
&lt;br /&gt;
Two wolves are needed to attack a character, one to hold it at its leg (no need to show this, only have one &amp;quot;fixed&amp;quot; near to the&lt;br /&gt;
character), and one to jump at the character. Movement -50% for the character.&lt;br /&gt;
Once the character is down, wounds or a kill can happen.&lt;br /&gt;
Three wolves make &amp;quot;two hold, one jump&amp;quot;, which shoud lower the defence, and make movement impossible.&lt;br /&gt;
&lt;br /&gt;
Perhaps &amp;quot;bloody hunting&amp;quot; should not happen regularily (only perhaps when &amp;quot;season&amp;quot; is &amp;quot;winter&amp;quot;, but that needs more work on&lt;br /&gt;
graphics... :-)&lt;br /&gt;
Perhaps a more tactical &amp;quot;chasing&amp;quot; game instead is more fun.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I plan to implement a very simple RP combat rules. &amp;lt;br&amp;gt;&lt;br /&gt;
I perhaps base my work on S6S game, that is very simple and very clean.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying? ==&lt;br /&gt;
&lt;br /&gt;
You said the &amp;quot;character&amp;quot; should gain XP for &amp;quot;Roleplaying&amp;quot;. Actually, characters don&#039;t roleplay, but Players do. &lt;br /&gt;
While this is a single-player game, ignore XP. Once it is multiplayer, the Player should gain XP for Roleplaying.&amp;lt;br&amp;gt;&lt;br /&gt;
The Player can then use the XP to:&amp;lt;br&amp;gt;&lt;br /&gt;
- &amp;quot;buff up&amp;quot; his character&amp;lt;br&amp;gt;&lt;br /&gt;
- have better equipment&amp;lt;br&amp;gt;&lt;br /&gt;
This may only happen when a new character is created. It is important Players cannot do this in midgame!&amp;lt;br&amp;gt;&lt;br /&gt;
Deal: 1 XP =&amp;lt;br&amp;gt;&lt;br /&gt;
50 coins, or&amp;lt;br&amp;gt;&lt;br /&gt;
one point of atk more&amp;lt;br&amp;gt;&lt;br /&gt;
or one point defense more&amp;lt;br&amp;gt;&lt;br /&gt;
or whatever.&amp;lt;br&amp;gt;&lt;br /&gt;
Therefore, *remove* the XP-attrib from the character, and add it to the player.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>84.129.124.219</name></author>
	</entry>
	<entry>
		<id>https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=95095</id>
		<title>Talk:StendhalDesign</title>
		<link rel="alternate" type="text/html" href="https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=95095"/>
		<updated>2005-03-04T20:05:46Z</updated>

		<summary type="html">&lt;p&gt;84.129.124.219: /* Roleplaying? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What happens if you get a pig, it gets killed, you buy another , it gets killed, and so on, and then u have no more money... you are stuck, maybe should be removed from game? - steve&amp;lt;br&amp;gt;&lt;br /&gt;
Interesting question, maybe there should be another way of making money although slower. --[[User:MiguelAngelBlanchLardin|MiguelAngelBlanchLardin]] 11:57, 22 Feb 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Ragnar wrote:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Make sheeps out of pigs. People *did* drive pigs into the woodlands, to eat acorns, &lt;br /&gt;
but never far away from the village. &lt;br /&gt;
Besides, I like sheep. Call me Wallace. &lt;br /&gt;
I will say animals for now, as I can&#039;t say if you&#039;re still free to decide, &lt;br /&gt;
or even willing... ;-)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I see: pig, sheep, cow, horse... animal :)&lt;br /&gt;
A pig is an animal and it is not abstract, let&#039;s grow pigs by now, just as a tribute to Acorn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
I would make weapons and armour expensive.&lt;br /&gt;
Too expensive to buy under normal conditions, that is: No way by just selling animals.&lt;br /&gt;
&lt;br /&gt;
Weapons should be &amp;quot;made&amp;quot; by the character, that is, available for free.&lt;br /&gt;
&lt;br /&gt;
Selection:&lt;br /&gt;
* Axe (entirely of wood, as in the ancient tales of slavian lore)&lt;br /&gt;
* Staff (*the* proverbial herders staff,  yes!)&lt;br /&gt;
* Sling (call me David)&lt;br /&gt;
&lt;br /&gt;
Instead of &amp;quot;healing potions&amp;quot;, let there be &amp;quot;bandages&amp;quot; in the shop. &lt;br /&gt;
Wounds heal one point per bandage over night.&lt;br /&gt;
Also have herbs available, that can also be collected in the woodlands near the wolves cave. &lt;br /&gt;
Make that heal one point additionally.&lt;br /&gt;
&lt;br /&gt;
In the wolves cave, there could lie the remnants of some hunter or knight, that is,&lt;br /&gt;
serious equipment, that can be sold or used.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s make them expensive or let&#039;s make several of them and make several class of armors.&lt;br /&gt;
&lt;br /&gt;
It would be nice to expand later our game concept by adding new zones and so new quests and new tasks. Don&#039;t think about Stendhal as a closed game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The animals could:&lt;br /&gt;
- have a tendency to wander away (or at least, stray), as long as there&#039;s no wolf around&lt;br /&gt;
- wander away a bit directly away from the character, if beaten by a stick (to make them go this or that way)&lt;br /&gt;
- have a tendency to follow the biggest animal of the herd (so it usually is enough to make the biggest one go some way)&lt;br /&gt;
- have a tendency to get nearer to the character, if a wolf can be seen, but is not approaching the animal directly&lt;br /&gt;
- run away from any wolf, once at least one wolf is attacking it&lt;br /&gt;
&lt;br /&gt;
&amp;quot;have a tendency&amp;quot; means &amp;quot;usually not while the character is moving, but more often while grazing&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ok, it seems a good AI pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
But let&#039;s start small, let&#039;s play with one Pig and we later add several animal under control of the same person.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
If we have a wolf: Recolour it, and name it &amp;quot;shepards dog&amp;quot; (yeah, Gromit, in example), make it &amp;quot;bite&amp;quot; animals, which makes them go&lt;br /&gt;
nearer to the shepard. It must be bought, of course, and perhaps grow as well.&lt;br /&gt;
&lt;br /&gt;
Wolves should not be attacking the character, until really pressed, AND outnumbering the character by at least 2:1.&lt;br /&gt;
Thus, character + dog = 2, and that means 4 wolves at least.&lt;br /&gt;
Otherwise, they should just be chasing the animals, whereas two wolves are needed to hunt down a grown animal (one for holding fast,&lt;br /&gt;
one to do the kill), and only one wolf for a small animal.&lt;br /&gt;
Running animals (including dog) and running wolves should be 50% faster than the character!&lt;br /&gt;
Small animals should be still 25% faster than the character, but that may not be enough against wolves... :(&lt;br /&gt;
&lt;br /&gt;
Two wolves are needed to attack a character, one to hold it at its leg (no need to show this, only have one &amp;quot;fixed&amp;quot; near to the&lt;br /&gt;
character), and one to jump at the character. Movement -50% for the character.&lt;br /&gt;
Once the character is down, wounds or a kill can happen.&lt;br /&gt;
Three wolves make &amp;quot;two hold, one jump&amp;quot;, which shoud lower the defence, and make movement impossible.&lt;br /&gt;
&lt;br /&gt;
Perhaps &amp;quot;bloody hunting&amp;quot; should not happen regularily (only perhaps when &amp;quot;season&amp;quot; is &amp;quot;winter&amp;quot;, but that needs more work on&lt;br /&gt;
graphics... :-)&lt;br /&gt;
Perhaps a more tactical &amp;quot;chasing&amp;quot; game instead is more fun.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I plan to implement a very simple RP combat rules. &amp;lt;br&amp;gt;&lt;br /&gt;
I perhaps base my work on S6S game, that is very simple and very clean.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying? ==&lt;br /&gt;
&lt;br /&gt;
You said the &amp;quot;character&amp;quot; should gain XP for &amp;quot;Roleplaying&amp;quot;. Actually, characters don&#039;t roleplay, but Players do. &lt;br /&gt;
While this is a single-player game, ignore XP. Once it is multiplayer, the Player should gain XP for Roleplaying.&amp;lt;br&amp;gt;&lt;br /&gt;
The Player can then use the XP to:&amp;lt;br&amp;gt;&lt;br /&gt;
- &amp;quot;buff up&amp;quot; his character&amp;lt;br&amp;gt;&lt;br /&gt;
- have better equipment&amp;lt;br&amp;gt;&lt;br /&gt;
This may only happen when a new character is created. It is important Players cannot do this in midgame!&amp;lt;br&amp;gt;&lt;br /&gt;
Deal: 1 XP =&amp;lt;br&amp;gt;&lt;br /&gt;
50 coins, or&amp;lt;br&amp;gt;&lt;br /&gt;
one point of atk more&amp;lt;br&amp;gt;&lt;br /&gt;
or one point defense more&amp;lt;br&amp;gt;&lt;br /&gt;
or whatever.&amp;lt;br&amp;gt;&lt;br /&gt;
Therefore, *remove* the XP-attrib from the character, and add it to the player.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>84.129.124.219</name></author>
	</entry>
	<entry>
		<id>https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=78790</id>
		<title>Talk:StendhalDesign</title>
		<link rel="alternate" type="text/html" href="https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=78790"/>
		<updated>2005-03-04T20:05:46Z</updated>

		<summary type="html">&lt;p&gt;84.129.124.219: /* Roleplaying? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What happens if you get a pig, it gets killed, you buy another , it gets killed, and so on, and then u have no more money... you are stuck, maybe should be removed from game? - steve&amp;lt;br&amp;gt;&lt;br /&gt;
Interesting question, maybe there should be another way of making money although slower. --[[User:MiguelAngelBlanchLardin|MiguelAngelBlanchLardin]] 11:57, 22 Feb 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Ragnar wrote:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Make sheeps out of pigs. People *did* drive pigs into the woodlands, to eat acorns, &lt;br /&gt;
but never far away from the village. &lt;br /&gt;
Besides, I like sheep. Call me Wallace. &lt;br /&gt;
I will say animals for now, as I can&#039;t say if you&#039;re still free to decide, &lt;br /&gt;
or even willing... ;-)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I see: pig, sheep, cow, horse... animal :)&lt;br /&gt;
A pig is an animal and it is not abstract, let&#039;s grow pigs by now, just as a tribute to Acorn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
I would make weapons and armour expensive.&lt;br /&gt;
Too expensive to buy under normal conditions, that is: No way by just selling animals.&lt;br /&gt;
&lt;br /&gt;
Weapons should be &amp;quot;made&amp;quot; by the character, that is, available for free.&lt;br /&gt;
&lt;br /&gt;
Selection:&lt;br /&gt;
* Axe (entirely of wood, as in the ancient tales of slavian lore)&lt;br /&gt;
* Staff (*the* proverbial herders staff,  yes!)&lt;br /&gt;
* Sling (call me David)&lt;br /&gt;
&lt;br /&gt;
Instead of &amp;quot;healing potions&amp;quot;, let there be &amp;quot;bandages&amp;quot; in the shop. &lt;br /&gt;
Wounds heal one point per bandage over night.&lt;br /&gt;
Also have herbs available, that can also be collected in the woodlands near the wolves cave. &lt;br /&gt;
Make that heal one point additionally.&lt;br /&gt;
&lt;br /&gt;
In the wolves cave, there could lie the remnants of some hunter or knight, that is,&lt;br /&gt;
serious equipment, that can be sold or used.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s make them expensive or let&#039;s make several of them and make several class of armors.&lt;br /&gt;
&lt;br /&gt;
It would be nice to expand later our game concept by adding new zones and so new quests and new tasks. Don&#039;t think about Stendhal as a closed game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The animals could:&lt;br /&gt;
- have a tendency to wander away (or at least, stray), as long as there&#039;s no wolf around&lt;br /&gt;
- wander away a bit directly away from the character, if beaten by a stick (to make them go this or that way)&lt;br /&gt;
- have a tendency to follow the biggest animal of the herd (so it usually is enough to make the biggest one go some way)&lt;br /&gt;
- have a tendency to get nearer to the character, if a wolf can be seen, but is not approaching the animal directly&lt;br /&gt;
- run away from any wolf, once at least one wolf is attacking it&lt;br /&gt;
&lt;br /&gt;
&amp;quot;have a tendency&amp;quot; means &amp;quot;usually not while the character is moving, but more often while grazing&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ok, it seems a good AI pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
But let&#039;s start small, let&#039;s play with one Pig and we later add several animal under control of the same person.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
If we have a wolf: Recolour it, and name it &amp;quot;shepards dog&amp;quot; (yeah, Gromit, in example), make it &amp;quot;bite&amp;quot; animals, which makes them go&lt;br /&gt;
nearer to the shepard. It must be bought, of course, and perhaps grow as well.&lt;br /&gt;
&lt;br /&gt;
Wolves should not be attacking the character, until really pressed, AND outnumbering the character by at least 2:1.&lt;br /&gt;
Thus, character + dog = 2, and that means 4 wolves at least.&lt;br /&gt;
Otherwise, they should just be chasing the animals, whereas two wolves are needed to hunt down a grown animal (one for holding fast,&lt;br /&gt;
one to do the kill), and only one wolf for a small animal.&lt;br /&gt;
Running animals (including dog) and running wolves should be 50% faster than the character!&lt;br /&gt;
Small animals should be still 25% faster than the character, but that may not be enough against wolves... :(&lt;br /&gt;
&lt;br /&gt;
Two wolves are needed to attack a character, one to hold it at its leg (no need to show this, only have one &amp;quot;fixed&amp;quot; near to the&lt;br /&gt;
character), and one to jump at the character. Movement -50% for the character.&lt;br /&gt;
Once the character is down, wounds or a kill can happen.&lt;br /&gt;
Three wolves make &amp;quot;two hold, one jump&amp;quot;, which shoud lower the defence, and make movement impossible.&lt;br /&gt;
&lt;br /&gt;
Perhaps &amp;quot;bloody hunting&amp;quot; should not happen regularily (only perhaps when &amp;quot;season&amp;quot; is &amp;quot;winter&amp;quot;, but that needs more work on&lt;br /&gt;
graphics... :-)&lt;br /&gt;
Perhaps a more tactical &amp;quot;chasing&amp;quot; game instead is more fun.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I plan to implement a very simple RP combat rules. &amp;lt;br&amp;gt;&lt;br /&gt;
I perhaps base my work on S6S game, that is very simple and very clean.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying? ==&lt;br /&gt;
&lt;br /&gt;
You said the &amp;quot;character&amp;quot; should gain XP for &amp;quot;Roleplaying&amp;quot;. Actually, characters don&#039;t roleplay, but Players do. &lt;br /&gt;
While this is a single-player game, ignore XP. Once it is multiplayer, the Player should gain XP for Roleplaying.&amp;lt;br&amp;gt;&lt;br /&gt;
The Player can then use the XP to:&amp;lt;br&amp;gt;&lt;br /&gt;
- &amp;quot;buff up&amp;quot; his character&amp;lt;br&amp;gt;&lt;br /&gt;
- have better equipment&amp;lt;br&amp;gt;&lt;br /&gt;
This may only happen when a new character is created. It is important Players cannot do this in midgame!&amp;lt;br&amp;gt;&lt;br /&gt;
Deal: 1 XP =&amp;lt;br&amp;gt;&lt;br /&gt;
50 coins, or&amp;lt;br&amp;gt;&lt;br /&gt;
one point of atk more&amp;lt;br&amp;gt;&lt;br /&gt;
or one point defense more&amp;lt;br&amp;gt;&lt;br /&gt;
or whatever.&amp;lt;br&amp;gt;&lt;br /&gt;
Therefore, *remove* the XP-attrib from the character, and add it to the player.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>84.129.124.219</name></author>
	</entry>
	<entry>
		<id>https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=59493</id>
		<title>Talk:StendhalDesign</title>
		<link rel="alternate" type="text/html" href="https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=59493"/>
		<updated>2005-03-04T20:05:46Z</updated>

		<summary type="html">&lt;p&gt;84.129.124.219: /* Roleplaying? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What happens if you get a pig, it gets killed, you buy another , it gets killed, and so on, and then u have no more money... you are stuck, maybe should be removed from game? - steve&amp;lt;br&amp;gt;&lt;br /&gt;
Interesting question, maybe there should be another way of making money although slower. --[[User:MiguelAngelBlanchLardin|MiguelAngelBlanchLardin]] 11:57, 22 Feb 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Ragnar wrote:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Make sheeps out of pigs. People *did* drive pigs into the woodlands, to eat acorns, &lt;br /&gt;
but never far away from the village. &lt;br /&gt;
Besides, I like sheep. Call me Wallace. &lt;br /&gt;
I will say animals for now, as I can&#039;t say if you&#039;re still free to decide, &lt;br /&gt;
or even willing... ;-)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I see: pig, sheep, cow, horse... animal :)&lt;br /&gt;
A pig is an animal and it is not abstract, let&#039;s grow pigs by now, just as a tribute to Acorn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
I would make weapons and armour expensive.&lt;br /&gt;
Too expensive to buy under normal conditions, that is: No way by just selling animals.&lt;br /&gt;
&lt;br /&gt;
Weapons should be &amp;quot;made&amp;quot; by the character, that is, available for free.&lt;br /&gt;
&lt;br /&gt;
Selection:&lt;br /&gt;
* Axe (entirely of wood, as in the ancient tales of slavian lore)&lt;br /&gt;
* Staff (*the* proverbial herders staff,  yes!)&lt;br /&gt;
* Sling (call me David)&lt;br /&gt;
&lt;br /&gt;
Instead of &amp;quot;healing potions&amp;quot;, let there be &amp;quot;bandages&amp;quot; in the shop. &lt;br /&gt;
Wounds heal one point per bandage over night.&lt;br /&gt;
Also have herbs available, that can also be collected in the woodlands near the wolves cave. &lt;br /&gt;
Make that heal one point additionally.&lt;br /&gt;
&lt;br /&gt;
In the wolves cave, there could lie the remnants of some hunter or knight, that is,&lt;br /&gt;
serious equipment, that can be sold or used.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s make them expensive or let&#039;s make several of them and make several class of armors.&lt;br /&gt;
&lt;br /&gt;
It would be nice to expand later our game concept by adding new zones and so new quests and new tasks. Don&#039;t think about Stendhal as a closed game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The animals could:&lt;br /&gt;
- have a tendency to wander away (or at least, stray), as long as there&#039;s no wolf around&lt;br /&gt;
- wander away a bit directly away from the character, if beaten by a stick (to make them go this or that way)&lt;br /&gt;
- have a tendency to follow the biggest animal of the herd (so it usually is enough to make the biggest one go some way)&lt;br /&gt;
- have a tendency to get nearer to the character, if a wolf can be seen, but is not approaching the animal directly&lt;br /&gt;
- run away from any wolf, once at least one wolf is attacking it&lt;br /&gt;
&lt;br /&gt;
&amp;quot;have a tendency&amp;quot; means &amp;quot;usually not while the character is moving, but more often while grazing&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ok, it seems a good AI pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
But let&#039;s start small, let&#039;s play with one Pig and we later add several animal under control of the same person.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
If we have a wolf: Recolour it, and name it &amp;quot;shepards dog&amp;quot; (yeah, Gromit, in example), make it &amp;quot;bite&amp;quot; animals, which makes them go&lt;br /&gt;
nearer to the shepard. It must be bought, of course, and perhaps grow as well.&lt;br /&gt;
&lt;br /&gt;
Wolves should not be attacking the character, until really pressed, AND outnumbering the character by at least 2:1.&lt;br /&gt;
Thus, character + dog = 2, and that means 4 wolves at least.&lt;br /&gt;
Otherwise, they should just be chasing the animals, whereas two wolves are needed to hunt down a grown animal (one for holding fast,&lt;br /&gt;
one to do the kill), and only one wolf for a small animal.&lt;br /&gt;
Running animals (including dog) and running wolves should be 50% faster than the character!&lt;br /&gt;
Small animals should be still 25% faster than the character, but that may not be enough against wolves... :(&lt;br /&gt;
&lt;br /&gt;
Two wolves are needed to attack a character, one to hold it at its leg (no need to show this, only have one &amp;quot;fixed&amp;quot; near to the&lt;br /&gt;
character), and one to jump at the character. Movement -50% for the character.&lt;br /&gt;
Once the character is down, wounds or a kill can happen.&lt;br /&gt;
Three wolves make &amp;quot;two hold, one jump&amp;quot;, which shoud lower the defence, and make movement impossible.&lt;br /&gt;
&lt;br /&gt;
Perhaps &amp;quot;bloody hunting&amp;quot; should not happen regularily (only perhaps when &amp;quot;season&amp;quot; is &amp;quot;winter&amp;quot;, but that needs more work on&lt;br /&gt;
graphics... :-)&lt;br /&gt;
Perhaps a more tactical &amp;quot;chasing&amp;quot; game instead is more fun.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I plan to implement a very simple RP combat rules. &amp;lt;br&amp;gt;&lt;br /&gt;
I perhaps base my work on S6S game, that is very simple and very clean.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying? ==&lt;br /&gt;
&lt;br /&gt;
You said the &amp;quot;character&amp;quot; should gain XP for &amp;quot;Roleplaying&amp;quot;. Actually, characters don&#039;t roleplay, but Players do. &lt;br /&gt;
While this is a single-player game, ignore XP. Once it is multiplayer, the Player should gain XP for Roleplaying.&amp;lt;br&amp;gt;&lt;br /&gt;
The Player can then use the XP to:&amp;lt;br&amp;gt;&lt;br /&gt;
- &amp;quot;buff up&amp;quot; his character&amp;lt;br&amp;gt;&lt;br /&gt;
- have better equipment&amp;lt;br&amp;gt;&lt;br /&gt;
This may only happen when a new character is created. It is important Players cannot do this in midgame!&amp;lt;br&amp;gt;&lt;br /&gt;
Deal: 1 XP =&amp;lt;br&amp;gt;&lt;br /&gt;
50 coins, or&amp;lt;br&amp;gt;&lt;br /&gt;
one point of atk more&amp;lt;br&amp;gt;&lt;br /&gt;
or one point defense more&amp;lt;br&amp;gt;&lt;br /&gt;
or whatever.&amp;lt;br&amp;gt;&lt;br /&gt;
Therefore, *remove* the XP-attrib from the character, and add it to the player.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>84.129.124.219</name></author>
	</entry>
	<entry>
		<id>https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=36471</id>
		<title>Talk:StendhalDesign</title>
		<link rel="alternate" type="text/html" href="https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=36471"/>
		<updated>2005-03-04T20:05:46Z</updated>

		<summary type="html">&lt;p&gt;84.129.124.219: /* Roleplaying? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What happens if you get a pig, it gets killed, you buy another , it gets killed, and so on, and then u have no more money... you are stuck, maybe should be removed from game? - steve&amp;lt;br&amp;gt;&lt;br /&gt;
Interesting question, maybe there should be another way of making money although slower. --[[User:MiguelAngelBlanchLardin|MiguelAngelBlanchLardin]] 11:57, 22 Feb 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Ragnar wrote:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Make sheeps out of pigs. People *did* drive pigs into the woodlands, to eat acorns, &lt;br /&gt;
but never far away from the village. &lt;br /&gt;
Besides, I like sheep. Call me Wallace. &lt;br /&gt;
I will say animals for now, as I can&#039;t say if you&#039;re still free to decide, &lt;br /&gt;
or even willing... ;-)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I see: pig, sheep, cow, horse... animal :)&lt;br /&gt;
A pig is an animal and it is not abstract, let&#039;s grow pigs by now, just as a tribute to Acorn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
I would make weapons and armour expensive.&lt;br /&gt;
Too expensive to buy under normal conditions, that is: No way by just selling animals.&lt;br /&gt;
&lt;br /&gt;
Weapons should be &amp;quot;made&amp;quot; by the character, that is, available for free.&lt;br /&gt;
&lt;br /&gt;
Selection:&lt;br /&gt;
* Axe (entirely of wood, as in the ancient tales of slavian lore)&lt;br /&gt;
* Staff (*the* proverbial herders staff,  yes!)&lt;br /&gt;
* Sling (call me David)&lt;br /&gt;
&lt;br /&gt;
Instead of &amp;quot;healing potions&amp;quot;, let there be &amp;quot;bandages&amp;quot; in the shop. &lt;br /&gt;
Wounds heal one point per bandage over night.&lt;br /&gt;
Also have herbs available, that can also be collected in the woodlands near the wolves cave. &lt;br /&gt;
Make that heal one point additionally.&lt;br /&gt;
&lt;br /&gt;
In the wolves cave, there could lie the remnants of some hunter or knight, that is,&lt;br /&gt;
serious equipment, that can be sold or used.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s make them expensive or let&#039;s make several of them and make several class of armors.&lt;br /&gt;
&lt;br /&gt;
It would be nice to expand later our game concept by adding new zones and so new quests and new tasks. Don&#039;t think about Stendhal as a closed game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The animals could:&lt;br /&gt;
- have a tendency to wander away (or at least, stray), as long as there&#039;s no wolf around&lt;br /&gt;
- wander away a bit directly away from the character, if beaten by a stick (to make them go this or that way)&lt;br /&gt;
- have a tendency to follow the biggest animal of the herd (so it usually is enough to make the biggest one go some way)&lt;br /&gt;
- have a tendency to get nearer to the character, if a wolf can be seen, but is not approaching the animal directly&lt;br /&gt;
- run away from any wolf, once at least one wolf is attacking it&lt;br /&gt;
&lt;br /&gt;
&amp;quot;have a tendency&amp;quot; means &amp;quot;usually not while the character is moving, but more often while grazing&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ok, it seems a good AI pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
But let&#039;s start small, let&#039;s play with one Pig and we later add several animal under control of the same person.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
If we have a wolf: Recolour it, and name it &amp;quot;shepards dog&amp;quot; (yeah, Gromit, in example), make it &amp;quot;bite&amp;quot; animals, which makes them go&lt;br /&gt;
nearer to the shepard. It must be bought, of course, and perhaps grow as well.&lt;br /&gt;
&lt;br /&gt;
Wolves should not be attacking the character, until really pressed, AND outnumbering the character by at least 2:1.&lt;br /&gt;
Thus, character + dog = 2, and that means 4 wolves at least.&lt;br /&gt;
Otherwise, they should just be chasing the animals, whereas two wolves are needed to hunt down a grown animal (one for holding fast,&lt;br /&gt;
one to do the kill), and only one wolf for a small animal.&lt;br /&gt;
Running animals (including dog) and running wolves should be 50% faster than the character!&lt;br /&gt;
Small animals should be still 25% faster than the character, but that may not be enough against wolves... :(&lt;br /&gt;
&lt;br /&gt;
Two wolves are needed to attack a character, one to hold it at its leg (no need to show this, only have one &amp;quot;fixed&amp;quot; near to the&lt;br /&gt;
character), and one to jump at the character. Movement -50% for the character.&lt;br /&gt;
Once the character is down, wounds or a kill can happen.&lt;br /&gt;
Three wolves make &amp;quot;two hold, one jump&amp;quot;, which shoud lower the defence, and make movement impossible.&lt;br /&gt;
&lt;br /&gt;
Perhaps &amp;quot;bloody hunting&amp;quot; should not happen regularily (only perhaps when &amp;quot;season&amp;quot; is &amp;quot;winter&amp;quot;, but that needs more work on&lt;br /&gt;
graphics... :-)&lt;br /&gt;
Perhaps a more tactical &amp;quot;chasing&amp;quot; game instead is more fun.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I plan to implement a very simple RP combat rules. &amp;lt;br&amp;gt;&lt;br /&gt;
I perhaps base my work on S6S game, that is very simple and very clean.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying? ==&lt;br /&gt;
&lt;br /&gt;
You said the &amp;quot;character&amp;quot; should gain XP for &amp;quot;Roleplaying&amp;quot;. Actually, characters don&#039;t roleplay, but Players do. &lt;br /&gt;
While this is a single-player game, ignore XP. Once it is multiplayer, the Player should gain XP for Roleplaying.&amp;lt;br&amp;gt;&lt;br /&gt;
The Player can then use the XP to:&amp;lt;br&amp;gt;&lt;br /&gt;
- &amp;quot;buff up&amp;quot; his character&amp;lt;br&amp;gt;&lt;br /&gt;
- have better equipment&amp;lt;br&amp;gt;&lt;br /&gt;
This may only happen when a new character is created. It is important Players cannot do this in midgame!&amp;lt;br&amp;gt;&lt;br /&gt;
Deal: 1 XP =&amp;lt;br&amp;gt;&lt;br /&gt;
50 coins, or&amp;lt;br&amp;gt;&lt;br /&gt;
one point of atk more&amp;lt;br&amp;gt;&lt;br /&gt;
or one point defense more&amp;lt;br&amp;gt;&lt;br /&gt;
or whatever.&amp;lt;br&amp;gt;&lt;br /&gt;
Therefore, *remove* the XP-attrib from the character, and add it to the player.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>84.129.124.219</name></author>
	</entry>
	<entry>
		<id>https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=18301</id>
		<title>Talk:StendhalDesign</title>
		<link rel="alternate" type="text/html" href="https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=18301"/>
		<updated>2005-03-04T20:05:46Z</updated>

		<summary type="html">&lt;p&gt;84.129.124.219: /* Roleplaying? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What happens if you get a pig, it gets killed, you buy another , it gets killed, and so on, and then u have no more money... you are stuck, maybe should be removed from game? - steve&amp;lt;br&amp;gt;&lt;br /&gt;
Interesting question, maybe there should be another way of making money although slower. --[[User:MiguelAngelBlanchLardin|MiguelAngelBlanchLardin]] 11:57, 22 Feb 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Ragnar wrote:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Make sheeps out of pigs. People *did* drive pigs into the woodlands, to eat acorns, &lt;br /&gt;
but never far away from the village. &lt;br /&gt;
Besides, I like sheep. Call me Wallace. &lt;br /&gt;
I will say animals for now, as I can&#039;t say if you&#039;re still free to decide, &lt;br /&gt;
or even willing... ;-)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I see: pig, sheep, cow, horse... animal :)&lt;br /&gt;
A pig is an animal and it is not abstract, let&#039;s grow pigs by now, just as a tribute to Acorn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
I would make weapons and armour expensive.&lt;br /&gt;
Too expensive to buy under normal conditions, that is: No way by just selling animals.&lt;br /&gt;
&lt;br /&gt;
Weapons should be &amp;quot;made&amp;quot; by the character, that is, available for free.&lt;br /&gt;
&lt;br /&gt;
Selection:&lt;br /&gt;
* Axe (entirely of wood, as in the ancient tales of slavian lore)&lt;br /&gt;
* Staff (*the* proverbial herders staff,  yes!)&lt;br /&gt;
* Sling (call me David)&lt;br /&gt;
&lt;br /&gt;
Instead of &amp;quot;healing potions&amp;quot;, let there be &amp;quot;bandages&amp;quot; in the shop. &lt;br /&gt;
Wounds heal one point per bandage over night.&lt;br /&gt;
Also have herbs available, that can also be collected in the woodlands near the wolves cave. &lt;br /&gt;
Make that heal one point additionally.&lt;br /&gt;
&lt;br /&gt;
In the wolves cave, there could lie the remnants of some hunter or knight, that is,&lt;br /&gt;
serious equipment, that can be sold or used.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s make them expensive or let&#039;s make several of them and make several class of armors.&lt;br /&gt;
&lt;br /&gt;
It would be nice to expand later our game concept by adding new zones and so new quests and new tasks. Don&#039;t think about Stendhal as a closed game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The animals could:&lt;br /&gt;
- have a tendency to wander away (or at least, stray), as long as there&#039;s no wolf around&lt;br /&gt;
- wander away a bit directly away from the character, if beaten by a stick (to make them go this or that way)&lt;br /&gt;
- have a tendency to follow the biggest animal of the herd (so it usually is enough to make the biggest one go some way)&lt;br /&gt;
- have a tendency to get nearer to the character, if a wolf can be seen, but is not approaching the animal directly&lt;br /&gt;
- run away from any wolf, once at least one wolf is attacking it&lt;br /&gt;
&lt;br /&gt;
&amp;quot;have a tendency&amp;quot; means &amp;quot;usually not while the character is moving, but more often while grazing&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ok, it seems a good AI pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
But let&#039;s start small, let&#039;s play with one Pig and we later add several animal under control of the same person.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
If we have a wolf: Recolour it, and name it &amp;quot;shepards dog&amp;quot; (yeah, Gromit, in example), make it &amp;quot;bite&amp;quot; animals, which makes them go&lt;br /&gt;
nearer to the shepard. It must be bought, of course, and perhaps grow as well.&lt;br /&gt;
&lt;br /&gt;
Wolves should not be attacking the character, until really pressed, AND outnumbering the character by at least 2:1.&lt;br /&gt;
Thus, character + dog = 2, and that means 4 wolves at least.&lt;br /&gt;
Otherwise, they should just be chasing the animals, whereas two wolves are needed to hunt down a grown animal (one for holding fast,&lt;br /&gt;
one to do the kill), and only one wolf for a small animal.&lt;br /&gt;
Running animals (including dog) and running wolves should be 50% faster than the character!&lt;br /&gt;
Small animals should be still 25% faster than the character, but that may not be enough against wolves... :(&lt;br /&gt;
&lt;br /&gt;
Two wolves are needed to attack a character, one to hold it at its leg (no need to show this, only have one &amp;quot;fixed&amp;quot; near to the&lt;br /&gt;
character), and one to jump at the character. Movement -50% for the character.&lt;br /&gt;
Once the character is down, wounds or a kill can happen.&lt;br /&gt;
Three wolves make &amp;quot;two hold, one jump&amp;quot;, which shoud lower the defence, and make movement impossible.&lt;br /&gt;
&lt;br /&gt;
Perhaps &amp;quot;bloody hunting&amp;quot; should not happen regularily (only perhaps when &amp;quot;season&amp;quot; is &amp;quot;winter&amp;quot;, but that needs more work on&lt;br /&gt;
graphics... :-)&lt;br /&gt;
Perhaps a more tactical &amp;quot;chasing&amp;quot; game instead is more fun.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I plan to implement a very simple RP combat rules. &amp;lt;br&amp;gt;&lt;br /&gt;
I perhaps base my work on S6S game, that is very simple and very clean.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying? ==&lt;br /&gt;
&lt;br /&gt;
You said the &amp;quot;character&amp;quot; should gain XP for &amp;quot;Roleplaying&amp;quot;. Actually, characters don&#039;t roleplay, but Players do. &lt;br /&gt;
While this is a single-player game, ignore XP. Once it is multiplayer, the Player should gain XP for Roleplaying.&amp;lt;br&amp;gt;&lt;br /&gt;
The Player can then use the XP to:&amp;lt;br&amp;gt;&lt;br /&gt;
- &amp;quot;buff up&amp;quot; his character&amp;lt;br&amp;gt;&lt;br /&gt;
- have better equipment&amp;lt;br&amp;gt;&lt;br /&gt;
This may only happen when a new character is created. It is important Players cannot do this in midgame!&amp;lt;br&amp;gt;&lt;br /&gt;
Deal: 1 XP =&amp;lt;br&amp;gt;&lt;br /&gt;
50 coins, or&amp;lt;br&amp;gt;&lt;br /&gt;
one point of atk more&amp;lt;br&amp;gt;&lt;br /&gt;
or one point defense more&amp;lt;br&amp;gt;&lt;br /&gt;
or whatever.&amp;lt;br&amp;gt;&lt;br /&gt;
Therefore, *remove* the XP-attrib from the character, and add it to the player.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>84.129.124.219</name></author>
	</entry>
	<entry>
		<id>https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=295</id>
		<title>Talk:StendhalDesign</title>
		<link rel="alternate" type="text/html" href="https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=295"/>
		<updated>2005-03-04T20:05:46Z</updated>

		<summary type="html">&lt;p&gt;84.129.124.219: /* Roleplaying? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What happens if you get a pig, it gets killed, you buy another , it gets killed, and so on, and then u have no more money... you are stuck, maybe should be removed from game? - steve&amp;lt;br&amp;gt;&lt;br /&gt;
Interesting question, maybe there should be another way of making money although slower. --[[User:MiguelAngelBlanchLardin|MiguelAngelBlanchLardin]] 11:57, 22 Feb 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Ragnar wrote:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Make sheeps out of pigs. People *did* drive pigs into the woodlands, to eat acorns, &lt;br /&gt;
but never far away from the village. &lt;br /&gt;
Besides, I like sheep. Call me Wallace. &lt;br /&gt;
I will say animals for now, as I can&#039;t say if you&#039;re still free to decide, &lt;br /&gt;
or even willing... ;-)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I see: pig, sheep, cow, horse... animal :)&lt;br /&gt;
A pig is an animal and it is not abstract, let&#039;s grow pigs by now, just as a tribute to Acorn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
I would make weapons and armour expensive.&lt;br /&gt;
Too expensive to buy under normal conditions, that is: No way by just selling animals.&lt;br /&gt;
&lt;br /&gt;
Weapons should be &amp;quot;made&amp;quot; by the character, that is, available for free.&lt;br /&gt;
&lt;br /&gt;
Selection:&lt;br /&gt;
* Axe (entirely of wood, as in the ancient tales of slavian lore)&lt;br /&gt;
* Staff (*the* proverbial herders staff,  yes!)&lt;br /&gt;
* Sling (call me David)&lt;br /&gt;
&lt;br /&gt;
Instead of &amp;quot;healing potions&amp;quot;, let there be &amp;quot;bandages&amp;quot; in the shop. &lt;br /&gt;
Wounds heal one point per bandage over night.&lt;br /&gt;
Also have herbs available, that can also be collected in the woodlands near the wolves cave. &lt;br /&gt;
Make that heal one point additionally.&lt;br /&gt;
&lt;br /&gt;
In the wolves cave, there could lie the remnants of some hunter or knight, that is,&lt;br /&gt;
serious equipment, that can be sold or used.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s make them expensive or let&#039;s make several of them and make several class of armors.&lt;br /&gt;
&lt;br /&gt;
It would be nice to expand later our game concept by adding new zones and so new quests and new tasks. Don&#039;t think about Stendhal as a closed game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The animals could:&lt;br /&gt;
- have a tendency to wander away (or at least, stray), as long as there&#039;s no wolf around&lt;br /&gt;
- wander away a bit directly away from the character, if beaten by a stick (to make them go this or that way)&lt;br /&gt;
- have a tendency to follow the biggest animal of the herd (so it usually is enough to make the biggest one go some way)&lt;br /&gt;
- have a tendency to get nearer to the character, if a wolf can be seen, but is not approaching the animal directly&lt;br /&gt;
- run away from any wolf, once at least one wolf is attacking it&lt;br /&gt;
&lt;br /&gt;
&amp;quot;have a tendency&amp;quot; means &amp;quot;usually not while the character is moving, but more often while grazing&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ok, it seems a good AI pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
But let&#039;s start small, let&#039;s play with one Pig and we later add several animal under control of the same person.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
If we have a wolf: Recolour it, and name it &amp;quot;shepards dog&amp;quot; (yeah, Gromit, in example), make it &amp;quot;bite&amp;quot; animals, which makes them go&lt;br /&gt;
nearer to the shepard. It must be bought, of course, and perhaps grow as well.&lt;br /&gt;
&lt;br /&gt;
Wolves should not be attacking the character, until really pressed, AND outnumbering the character by at least 2:1.&lt;br /&gt;
Thus, character + dog = 2, and that means 4 wolves at least.&lt;br /&gt;
Otherwise, they should just be chasing the animals, whereas two wolves are needed to hunt down a grown animal (one for holding fast,&lt;br /&gt;
one to do the kill), and only one wolf for a small animal.&lt;br /&gt;
Running animals (including dog) and running wolves should be 50% faster than the character!&lt;br /&gt;
Small animals should be still 25% faster than the character, but that may not be enough against wolves... :(&lt;br /&gt;
&lt;br /&gt;
Two wolves are needed to attack a character, one to hold it at its leg (no need to show this, only have one &amp;quot;fixed&amp;quot; near to the&lt;br /&gt;
character), and one to jump at the character. Movement -50% for the character.&lt;br /&gt;
Once the character is down, wounds or a kill can happen.&lt;br /&gt;
Three wolves make &amp;quot;two hold, one jump&amp;quot;, which shoud lower the defence, and make movement impossible.&lt;br /&gt;
&lt;br /&gt;
Perhaps &amp;quot;bloody hunting&amp;quot; should not happen regularily (only perhaps when &amp;quot;season&amp;quot; is &amp;quot;winter&amp;quot;, but that needs more work on&lt;br /&gt;
graphics... :-)&lt;br /&gt;
Perhaps a more tactical &amp;quot;chasing&amp;quot; game instead is more fun.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I plan to implement a very simple RP combat rules. &amp;lt;br&amp;gt;&lt;br /&gt;
I perhaps base my work on S6S game, that is very simple and very clean.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying? ==&lt;br /&gt;
&lt;br /&gt;
You said the &amp;quot;character&amp;quot; should gain XP for &amp;quot;Roleplaying&amp;quot;. Actually, characters don&#039;t roleplay, but Players do. &lt;br /&gt;
While this is a single-player game, ignore XP. Once it is multiplayer, the Player should gain XP for Roleplaying.&amp;lt;br&amp;gt;&lt;br /&gt;
The Player can then use the XP to:&amp;lt;br&amp;gt;&lt;br /&gt;
- &amp;quot;buff up&amp;quot; his character&amp;lt;br&amp;gt;&lt;br /&gt;
- have better equipment&amp;lt;br&amp;gt;&lt;br /&gt;
This may only happen when a new character is created. It is important Players cannot do this in midgame!&amp;lt;br&amp;gt;&lt;br /&gt;
Deal: 1 XP =&amp;lt;br&amp;gt;&lt;br /&gt;
50 coins, or&amp;lt;br&amp;gt;&lt;br /&gt;
one point of atk more&amp;lt;br&amp;gt;&lt;br /&gt;
or one point defense more&amp;lt;br&amp;gt;&lt;br /&gt;
or whatever.&amp;lt;br&amp;gt;&lt;br /&gt;
Therefore, *remove* the XP-attrib from the character, and add it to the player.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>84.129.124.219</name></author>
	</entry>
	<entry>
		<id>https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=118911</id>
		<title>Talk:StendhalDesign</title>
		<link rel="alternate" type="text/html" href="https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=118911"/>
		<updated>2005-03-04T19:53:49Z</updated>

		<summary type="html">&lt;p&gt;84.129.124.219: /* Roleplaying? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What happens if you get a pig, it gets killed, you buy another , it gets killed, and so on, and then u have no more money... you are stuck, maybe should be removed from game? - steve&amp;lt;br&amp;gt;&lt;br /&gt;
Interesting question, maybe there should be another way of making money although slower. --[[User:MiguelAngelBlanchLardin|MiguelAngelBlanchLardin]] 11:57, 22 Feb 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Ragnar wrote:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Make sheeps out of pigs. People *did* drive pigs into the woodlands, to eat acorns, &lt;br /&gt;
but never far away from the village. &lt;br /&gt;
Besides, I like sheep. Call me Wallace. &lt;br /&gt;
I will say animals for now, as I can&#039;t say if you&#039;re still free to decide, &lt;br /&gt;
or even willing... ;-)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I see: pig, sheep, cow, horse... animal :)&lt;br /&gt;
A pig is an animal and it is not abstract, let&#039;s grow pigs by now, just as a tribute to Acorn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
I would make weapons and armour expensive.&lt;br /&gt;
Too expensive to buy under normal conditions, that is: No way by just selling animals.&lt;br /&gt;
&lt;br /&gt;
Weapons should be &amp;quot;made&amp;quot; by the character, that is, available for free.&lt;br /&gt;
&lt;br /&gt;
Selection:&lt;br /&gt;
* Axe (entirely of wood, as in the ancient tales of slavian lore)&lt;br /&gt;
* Staff (*the* proverbial herders staff,  yes!)&lt;br /&gt;
* Sling (call me David)&lt;br /&gt;
&lt;br /&gt;
Instead of &amp;quot;healing potions&amp;quot;, let there be &amp;quot;bandages&amp;quot; in the shop. &lt;br /&gt;
Wounds heal one point per bandage over night.&lt;br /&gt;
Also have herbs available, that can also be collected in the woodlands near the wolves cave. &lt;br /&gt;
Make that heal one point additionally.&lt;br /&gt;
&lt;br /&gt;
In the wolves cave, there could lie the remnants of some hunter or knight, that is,&lt;br /&gt;
serious equipment, that can be sold or used.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s make them expensive or let&#039;s make several of them and make several class of armors.&lt;br /&gt;
&lt;br /&gt;
It would be nice to expand later our game concept by adding new zones and so new quests and new tasks. Don&#039;t think about Stendhal as a closed game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The animals could:&lt;br /&gt;
- have a tendency to wander away (or at least, stray), as long as there&#039;s no wolf around&lt;br /&gt;
- wander away a bit directly away from the character, if beaten by a stick (to make them go this or that way)&lt;br /&gt;
- have a tendency to follow the biggest animal of the herd (so it usually is enough to make the biggest one go some way)&lt;br /&gt;
- have a tendency to get nearer to the character, if a wolf can be seen, but is not approaching the animal directly&lt;br /&gt;
- run away from any wolf, once at least one wolf is attacking it&lt;br /&gt;
&lt;br /&gt;
&amp;quot;have a tendency&amp;quot; means &amp;quot;usually not while the character is moving, but more often while grazing&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ok, it seems a good AI pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
But let&#039;s start small, let&#039;s play with one Pig and we later add several animal under control of the same person.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
If we have a wolf: Recolour it, and name it &amp;quot;shepards dog&amp;quot; (yeah, Gromit, in example), make it &amp;quot;bite&amp;quot; animals, which makes them go&lt;br /&gt;
nearer to the shepard. It must be bought, of course, and perhaps grow as well.&lt;br /&gt;
&lt;br /&gt;
Wolves should not be attacking the character, until really pressed, AND outnumbering the character by at least 2:1.&lt;br /&gt;
Thus, character + dog = 2, and that means 4 wolves at least.&lt;br /&gt;
Otherwise, they should just be chasing the animals, whereas two wolves are needed to hunt down a grown animal (one for holding fast,&lt;br /&gt;
one to do the kill), and only one wolf for a small animal.&lt;br /&gt;
Running animals (including dog) and running wolves should be 50% faster than the character!&lt;br /&gt;
Small animals should be still 25% faster than the character, but that may not be enough against wolves... :(&lt;br /&gt;
&lt;br /&gt;
Two wolves are needed to attack a character, one to hold it at its leg (no need to show this, only have one &amp;quot;fixed&amp;quot; near to the&lt;br /&gt;
character), and one to jump at the character. Movement -50% for the character.&lt;br /&gt;
Once the character is down, wounds or a kill can happen.&lt;br /&gt;
Three wolves make &amp;quot;two hold, one jump&amp;quot;, which shoud lower the defence, and make movement impossible.&lt;br /&gt;
&lt;br /&gt;
Perhaps &amp;quot;bloody hunting&amp;quot; should not happen regularily (only perhaps when &amp;quot;season&amp;quot; is &amp;quot;winter&amp;quot;, but that needs more work on&lt;br /&gt;
graphics... :-)&lt;br /&gt;
Perhaps a more tactical &amp;quot;chasing&amp;quot; game instead is more fun.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I plan to implement a very simple RP combat rules. &amp;lt;br&amp;gt;&lt;br /&gt;
I perhaps base my work on S6S game, that is very simple and very clean.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying? ==&lt;br /&gt;
&lt;br /&gt;
You said the &amp;quot;character&amp;quot; should gain XP for &amp;quot;Roleplaying&amp;quot;. Actually, characters don&#039;t roleplay, but Players do. &lt;br /&gt;
While this is a single-player game, ignore XP. Once it is multiplayer, the Player should gain XP for Roleplaying.&amp;lt;br&amp;gt;&lt;br /&gt;
The Player can then use the XP to:&amp;lt;br&amp;gt;&lt;br /&gt;
- &amp;quot;buff up&amp;quot; his character&amp;lt;br&amp;gt;&lt;br /&gt;
- have better equipment&amp;lt;br&amp;gt;&lt;br /&gt;
This may only happen when a new character is created.&amp;lt;br&amp;gt;&lt;br /&gt;
Deal: 1 XP =&amp;lt;br&amp;gt;&lt;br /&gt;
50 coins, or&amp;lt;br&amp;gt;&lt;br /&gt;
one point of atk more&amp;lt;br&amp;gt;&lt;br /&gt;
or one point defense more&amp;lt;br&amp;gt;&lt;br /&gt;
or whatever.&amp;lt;br&amp;gt;&lt;br /&gt;
Therefore, *remove* the XP-attrib from the character, and add it to the player.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>84.129.124.219</name></author>
	</entry>
	<entry>
		<id>https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=95094</id>
		<title>Talk:StendhalDesign</title>
		<link rel="alternate" type="text/html" href="https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=95094"/>
		<updated>2005-03-04T19:53:49Z</updated>

		<summary type="html">&lt;p&gt;84.129.124.219: /* Roleplaying? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What happens if you get a pig, it gets killed, you buy another , it gets killed, and so on, and then u have no more money... you are stuck, maybe should be removed from game? - steve&amp;lt;br&amp;gt;&lt;br /&gt;
Interesting question, maybe there should be another way of making money although slower. --[[User:MiguelAngelBlanchLardin|MiguelAngelBlanchLardin]] 11:57, 22 Feb 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Ragnar wrote:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Make sheeps out of pigs. People *did* drive pigs into the woodlands, to eat acorns, &lt;br /&gt;
but never far away from the village. &lt;br /&gt;
Besides, I like sheep. Call me Wallace. &lt;br /&gt;
I will say animals for now, as I can&#039;t say if you&#039;re still free to decide, &lt;br /&gt;
or even willing... ;-)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I see: pig, sheep, cow, horse... animal :)&lt;br /&gt;
A pig is an animal and it is not abstract, let&#039;s grow pigs by now, just as a tribute to Acorn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
I would make weapons and armour expensive.&lt;br /&gt;
Too expensive to buy under normal conditions, that is: No way by just selling animals.&lt;br /&gt;
&lt;br /&gt;
Weapons should be &amp;quot;made&amp;quot; by the character, that is, available for free.&lt;br /&gt;
&lt;br /&gt;
Selection:&lt;br /&gt;
* Axe (entirely of wood, as in the ancient tales of slavian lore)&lt;br /&gt;
* Staff (*the* proverbial herders staff,  yes!)&lt;br /&gt;
* Sling (call me David)&lt;br /&gt;
&lt;br /&gt;
Instead of &amp;quot;healing potions&amp;quot;, let there be &amp;quot;bandages&amp;quot; in the shop. &lt;br /&gt;
Wounds heal one point per bandage over night.&lt;br /&gt;
Also have herbs available, that can also be collected in the woodlands near the wolves cave. &lt;br /&gt;
Make that heal one point additionally.&lt;br /&gt;
&lt;br /&gt;
In the wolves cave, there could lie the remnants of some hunter or knight, that is,&lt;br /&gt;
serious equipment, that can be sold or used.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s make them expensive or let&#039;s make several of them and make several class of armors.&lt;br /&gt;
&lt;br /&gt;
It would be nice to expand later our game concept by adding new zones and so new quests and new tasks. Don&#039;t think about Stendhal as a closed game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The animals could:&lt;br /&gt;
- have a tendency to wander away (or at least, stray), as long as there&#039;s no wolf around&lt;br /&gt;
- wander away a bit directly away from the character, if beaten by a stick (to make them go this or that way)&lt;br /&gt;
- have a tendency to follow the biggest animal of the herd (so it usually is enough to make the biggest one go some way)&lt;br /&gt;
- have a tendency to get nearer to the character, if a wolf can be seen, but is not approaching the animal directly&lt;br /&gt;
- run away from any wolf, once at least one wolf is attacking it&lt;br /&gt;
&lt;br /&gt;
&amp;quot;have a tendency&amp;quot; means &amp;quot;usually not while the character is moving, but more often while grazing&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ok, it seems a good AI pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
But let&#039;s start small, let&#039;s play with one Pig and we later add several animal under control of the same person.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
If we have a wolf: Recolour it, and name it &amp;quot;shepards dog&amp;quot; (yeah, Gromit, in example), make it &amp;quot;bite&amp;quot; animals, which makes them go&lt;br /&gt;
nearer to the shepard. It must be bought, of course, and perhaps grow as well.&lt;br /&gt;
&lt;br /&gt;
Wolves should not be attacking the character, until really pressed, AND outnumbering the character by at least 2:1.&lt;br /&gt;
Thus, character + dog = 2, and that means 4 wolves at least.&lt;br /&gt;
Otherwise, they should just be chasing the animals, whereas two wolves are needed to hunt down a grown animal (one for holding fast,&lt;br /&gt;
one to do the kill), and only one wolf for a small animal.&lt;br /&gt;
Running animals (including dog) and running wolves should be 50% faster than the character!&lt;br /&gt;
Small animals should be still 25% faster than the character, but that may not be enough against wolves... :(&lt;br /&gt;
&lt;br /&gt;
Two wolves are needed to attack a character, one to hold it at its leg (no need to show this, only have one &amp;quot;fixed&amp;quot; near to the&lt;br /&gt;
character), and one to jump at the character. Movement -50% for the character.&lt;br /&gt;
Once the character is down, wounds or a kill can happen.&lt;br /&gt;
Three wolves make &amp;quot;two hold, one jump&amp;quot;, which shoud lower the defence, and make movement impossible.&lt;br /&gt;
&lt;br /&gt;
Perhaps &amp;quot;bloody hunting&amp;quot; should not happen regularily (only perhaps when &amp;quot;season&amp;quot; is &amp;quot;winter&amp;quot;, but that needs more work on&lt;br /&gt;
graphics... :-)&lt;br /&gt;
Perhaps a more tactical &amp;quot;chasing&amp;quot; game instead is more fun.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I plan to implement a very simple RP combat rules. &amp;lt;br&amp;gt;&lt;br /&gt;
I perhaps base my work on S6S game, that is very simple and very clean.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying? ==&lt;br /&gt;
&lt;br /&gt;
You said the &amp;quot;character&amp;quot; should gain XP for &amp;quot;Roleplaying&amp;quot;. Actually, characters don&#039;t roleplay, but Players do. &lt;br /&gt;
While this is a single-player game, ignore XP. Once it is multiplayer, the Player should gain XP for Roleplaying.&amp;lt;br&amp;gt;&lt;br /&gt;
The Player can then use the XP to:&amp;lt;br&amp;gt;&lt;br /&gt;
- &amp;quot;buff up&amp;quot; his character&amp;lt;br&amp;gt;&lt;br /&gt;
- have better equipment&amp;lt;br&amp;gt;&lt;br /&gt;
This may only happen when a new character is created.&amp;lt;br&amp;gt;&lt;br /&gt;
Deal: 1 XP =&amp;lt;br&amp;gt;&lt;br /&gt;
50 coins, or&amp;lt;br&amp;gt;&lt;br /&gt;
one point of atk more&amp;lt;br&amp;gt;&lt;br /&gt;
or one point defense more&amp;lt;br&amp;gt;&lt;br /&gt;
or whatever.&amp;lt;br&amp;gt;&lt;br /&gt;
Therefore, *remove* the XP-attrib from the character, and add it to the player.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>84.129.124.219</name></author>
	</entry>
	<entry>
		<id>https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=78789</id>
		<title>Talk:StendhalDesign</title>
		<link rel="alternate" type="text/html" href="https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=78789"/>
		<updated>2005-03-04T19:53:49Z</updated>

		<summary type="html">&lt;p&gt;84.129.124.219: /* Roleplaying? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What happens if you get a pig, it gets killed, you buy another , it gets killed, and so on, and then u have no more money... you are stuck, maybe should be removed from game? - steve&amp;lt;br&amp;gt;&lt;br /&gt;
Interesting question, maybe there should be another way of making money although slower. --[[User:MiguelAngelBlanchLardin|MiguelAngelBlanchLardin]] 11:57, 22 Feb 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Ragnar wrote:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Make sheeps out of pigs. People *did* drive pigs into the woodlands, to eat acorns, &lt;br /&gt;
but never far away from the village. &lt;br /&gt;
Besides, I like sheep. Call me Wallace. &lt;br /&gt;
I will say animals for now, as I can&#039;t say if you&#039;re still free to decide, &lt;br /&gt;
or even willing... ;-)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I see: pig, sheep, cow, horse... animal :)&lt;br /&gt;
A pig is an animal and it is not abstract, let&#039;s grow pigs by now, just as a tribute to Acorn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
I would make weapons and armour expensive.&lt;br /&gt;
Too expensive to buy under normal conditions, that is: No way by just selling animals.&lt;br /&gt;
&lt;br /&gt;
Weapons should be &amp;quot;made&amp;quot; by the character, that is, available for free.&lt;br /&gt;
&lt;br /&gt;
Selection:&lt;br /&gt;
* Axe (entirely of wood, as in the ancient tales of slavian lore)&lt;br /&gt;
* Staff (*the* proverbial herders staff,  yes!)&lt;br /&gt;
* Sling (call me David)&lt;br /&gt;
&lt;br /&gt;
Instead of &amp;quot;healing potions&amp;quot;, let there be &amp;quot;bandages&amp;quot; in the shop. &lt;br /&gt;
Wounds heal one point per bandage over night.&lt;br /&gt;
Also have herbs available, that can also be collected in the woodlands near the wolves cave. &lt;br /&gt;
Make that heal one point additionally.&lt;br /&gt;
&lt;br /&gt;
In the wolves cave, there could lie the remnants of some hunter or knight, that is,&lt;br /&gt;
serious equipment, that can be sold or used.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s make them expensive or let&#039;s make several of them and make several class of armors.&lt;br /&gt;
&lt;br /&gt;
It would be nice to expand later our game concept by adding new zones and so new quests and new tasks. Don&#039;t think about Stendhal as a closed game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The animals could:&lt;br /&gt;
- have a tendency to wander away (or at least, stray), as long as there&#039;s no wolf around&lt;br /&gt;
- wander away a bit directly away from the character, if beaten by a stick (to make them go this or that way)&lt;br /&gt;
- have a tendency to follow the biggest animal of the herd (so it usually is enough to make the biggest one go some way)&lt;br /&gt;
- have a tendency to get nearer to the character, if a wolf can be seen, but is not approaching the animal directly&lt;br /&gt;
- run away from any wolf, once at least one wolf is attacking it&lt;br /&gt;
&lt;br /&gt;
&amp;quot;have a tendency&amp;quot; means &amp;quot;usually not while the character is moving, but more often while grazing&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ok, it seems a good AI pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
But let&#039;s start small, let&#039;s play with one Pig and we later add several animal under control of the same person.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
If we have a wolf: Recolour it, and name it &amp;quot;shepards dog&amp;quot; (yeah, Gromit, in example), make it &amp;quot;bite&amp;quot; animals, which makes them go&lt;br /&gt;
nearer to the shepard. It must be bought, of course, and perhaps grow as well.&lt;br /&gt;
&lt;br /&gt;
Wolves should not be attacking the character, until really pressed, AND outnumbering the character by at least 2:1.&lt;br /&gt;
Thus, character + dog = 2, and that means 4 wolves at least.&lt;br /&gt;
Otherwise, they should just be chasing the animals, whereas two wolves are needed to hunt down a grown animal (one for holding fast,&lt;br /&gt;
one to do the kill), and only one wolf for a small animal.&lt;br /&gt;
Running animals (including dog) and running wolves should be 50% faster than the character!&lt;br /&gt;
Small animals should be still 25% faster than the character, but that may not be enough against wolves... :(&lt;br /&gt;
&lt;br /&gt;
Two wolves are needed to attack a character, one to hold it at its leg (no need to show this, only have one &amp;quot;fixed&amp;quot; near to the&lt;br /&gt;
character), and one to jump at the character. Movement -50% for the character.&lt;br /&gt;
Once the character is down, wounds or a kill can happen.&lt;br /&gt;
Three wolves make &amp;quot;two hold, one jump&amp;quot;, which shoud lower the defence, and make movement impossible.&lt;br /&gt;
&lt;br /&gt;
Perhaps &amp;quot;bloody hunting&amp;quot; should not happen regularily (only perhaps when &amp;quot;season&amp;quot; is &amp;quot;winter&amp;quot;, but that needs more work on&lt;br /&gt;
graphics... :-)&lt;br /&gt;
Perhaps a more tactical &amp;quot;chasing&amp;quot; game instead is more fun.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I plan to implement a very simple RP combat rules. &amp;lt;br&amp;gt;&lt;br /&gt;
I perhaps base my work on S6S game, that is very simple and very clean.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying? ==&lt;br /&gt;
&lt;br /&gt;
You said the &amp;quot;character&amp;quot; should gain XP for &amp;quot;Roleplaying&amp;quot;. Actually, characters don&#039;t roleplay, but Players do. &lt;br /&gt;
While this is a single-player game, ignore XP. Once it is multiplayer, the Player should gain XP for Roleplaying.&amp;lt;br&amp;gt;&lt;br /&gt;
The Player can then use the XP to:&amp;lt;br&amp;gt;&lt;br /&gt;
- &amp;quot;buff up&amp;quot; his character&amp;lt;br&amp;gt;&lt;br /&gt;
- have better equipment&amp;lt;br&amp;gt;&lt;br /&gt;
This may only happen when a new character is created.&amp;lt;br&amp;gt;&lt;br /&gt;
Deal: 1 XP =&amp;lt;br&amp;gt;&lt;br /&gt;
50 coins, or&amp;lt;br&amp;gt;&lt;br /&gt;
one point of atk more&amp;lt;br&amp;gt;&lt;br /&gt;
or one point defense more&amp;lt;br&amp;gt;&lt;br /&gt;
or whatever.&amp;lt;br&amp;gt;&lt;br /&gt;
Therefore, *remove* the XP-attrib from the character, and add it to the player.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>84.129.124.219</name></author>
	</entry>
	<entry>
		<id>https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=59492</id>
		<title>Talk:StendhalDesign</title>
		<link rel="alternate" type="text/html" href="https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=59492"/>
		<updated>2005-03-04T19:53:49Z</updated>

		<summary type="html">&lt;p&gt;84.129.124.219: /* Roleplaying? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What happens if you get a pig, it gets killed, you buy another , it gets killed, and so on, and then u have no more money... you are stuck, maybe should be removed from game? - steve&amp;lt;br&amp;gt;&lt;br /&gt;
Interesting question, maybe there should be another way of making money although slower. --[[User:MiguelAngelBlanchLardin|MiguelAngelBlanchLardin]] 11:57, 22 Feb 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Ragnar wrote:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Make sheeps out of pigs. People *did* drive pigs into the woodlands, to eat acorns, &lt;br /&gt;
but never far away from the village. &lt;br /&gt;
Besides, I like sheep. Call me Wallace. &lt;br /&gt;
I will say animals for now, as I can&#039;t say if you&#039;re still free to decide, &lt;br /&gt;
or even willing... ;-)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I see: pig, sheep, cow, horse... animal :)&lt;br /&gt;
A pig is an animal and it is not abstract, let&#039;s grow pigs by now, just as a tribute to Acorn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
I would make weapons and armour expensive.&lt;br /&gt;
Too expensive to buy under normal conditions, that is: No way by just selling animals.&lt;br /&gt;
&lt;br /&gt;
Weapons should be &amp;quot;made&amp;quot; by the character, that is, available for free.&lt;br /&gt;
&lt;br /&gt;
Selection:&lt;br /&gt;
* Axe (entirely of wood, as in the ancient tales of slavian lore)&lt;br /&gt;
* Staff (*the* proverbial herders staff,  yes!)&lt;br /&gt;
* Sling (call me David)&lt;br /&gt;
&lt;br /&gt;
Instead of &amp;quot;healing potions&amp;quot;, let there be &amp;quot;bandages&amp;quot; in the shop. &lt;br /&gt;
Wounds heal one point per bandage over night.&lt;br /&gt;
Also have herbs available, that can also be collected in the woodlands near the wolves cave. &lt;br /&gt;
Make that heal one point additionally.&lt;br /&gt;
&lt;br /&gt;
In the wolves cave, there could lie the remnants of some hunter or knight, that is,&lt;br /&gt;
serious equipment, that can be sold or used.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s make them expensive or let&#039;s make several of them and make several class of armors.&lt;br /&gt;
&lt;br /&gt;
It would be nice to expand later our game concept by adding new zones and so new quests and new tasks. Don&#039;t think about Stendhal as a closed game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The animals could:&lt;br /&gt;
- have a tendency to wander away (or at least, stray), as long as there&#039;s no wolf around&lt;br /&gt;
- wander away a bit directly away from the character, if beaten by a stick (to make them go this or that way)&lt;br /&gt;
- have a tendency to follow the biggest animal of the herd (so it usually is enough to make the biggest one go some way)&lt;br /&gt;
- have a tendency to get nearer to the character, if a wolf can be seen, but is not approaching the animal directly&lt;br /&gt;
- run away from any wolf, once at least one wolf is attacking it&lt;br /&gt;
&lt;br /&gt;
&amp;quot;have a tendency&amp;quot; means &amp;quot;usually not while the character is moving, but more often while grazing&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ok, it seems a good AI pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
But let&#039;s start small, let&#039;s play with one Pig and we later add several animal under control of the same person.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
If we have a wolf: Recolour it, and name it &amp;quot;shepards dog&amp;quot; (yeah, Gromit, in example), make it &amp;quot;bite&amp;quot; animals, which makes them go&lt;br /&gt;
nearer to the shepard. It must be bought, of course, and perhaps grow as well.&lt;br /&gt;
&lt;br /&gt;
Wolves should not be attacking the character, until really pressed, AND outnumbering the character by at least 2:1.&lt;br /&gt;
Thus, character + dog = 2, and that means 4 wolves at least.&lt;br /&gt;
Otherwise, they should just be chasing the animals, whereas two wolves are needed to hunt down a grown animal (one for holding fast,&lt;br /&gt;
one to do the kill), and only one wolf for a small animal.&lt;br /&gt;
Running animals (including dog) and running wolves should be 50% faster than the character!&lt;br /&gt;
Small animals should be still 25% faster than the character, but that may not be enough against wolves... :(&lt;br /&gt;
&lt;br /&gt;
Two wolves are needed to attack a character, one to hold it at its leg (no need to show this, only have one &amp;quot;fixed&amp;quot; near to the&lt;br /&gt;
character), and one to jump at the character. Movement -50% for the character.&lt;br /&gt;
Once the character is down, wounds or a kill can happen.&lt;br /&gt;
Three wolves make &amp;quot;two hold, one jump&amp;quot;, which shoud lower the defence, and make movement impossible.&lt;br /&gt;
&lt;br /&gt;
Perhaps &amp;quot;bloody hunting&amp;quot; should not happen regularily (only perhaps when &amp;quot;season&amp;quot; is &amp;quot;winter&amp;quot;, but that needs more work on&lt;br /&gt;
graphics... :-)&lt;br /&gt;
Perhaps a more tactical &amp;quot;chasing&amp;quot; game instead is more fun.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I plan to implement a very simple RP combat rules. &amp;lt;br&amp;gt;&lt;br /&gt;
I perhaps base my work on S6S game, that is very simple and very clean.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying? ==&lt;br /&gt;
&lt;br /&gt;
You said the &amp;quot;character&amp;quot; should gain XP for &amp;quot;Roleplaying&amp;quot;. Actually, characters don&#039;t roleplay, but Players do. &lt;br /&gt;
While this is a single-player game, ignore XP. Once it is multiplayer, the Player should gain XP for Roleplaying.&amp;lt;br&amp;gt;&lt;br /&gt;
The Player can then use the XP to:&amp;lt;br&amp;gt;&lt;br /&gt;
- &amp;quot;buff up&amp;quot; his character&amp;lt;br&amp;gt;&lt;br /&gt;
- have better equipment&amp;lt;br&amp;gt;&lt;br /&gt;
This may only happen when a new character is created.&amp;lt;br&amp;gt;&lt;br /&gt;
Deal: 1 XP =&amp;lt;br&amp;gt;&lt;br /&gt;
50 coins, or&amp;lt;br&amp;gt;&lt;br /&gt;
one point of atk more&amp;lt;br&amp;gt;&lt;br /&gt;
or one point defense more&amp;lt;br&amp;gt;&lt;br /&gt;
or whatever.&amp;lt;br&amp;gt;&lt;br /&gt;
Therefore, *remove* the XP-attrib from the character, and add it to the player.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>84.129.124.219</name></author>
	</entry>
	<entry>
		<id>https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=36470</id>
		<title>Talk:StendhalDesign</title>
		<link rel="alternate" type="text/html" href="https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=36470"/>
		<updated>2005-03-04T19:53:49Z</updated>

		<summary type="html">&lt;p&gt;84.129.124.219: /* Roleplaying? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What happens if you get a pig, it gets killed, you buy another , it gets killed, and so on, and then u have no more money... you are stuck, maybe should be removed from game? - steve&amp;lt;br&amp;gt;&lt;br /&gt;
Interesting question, maybe there should be another way of making money although slower. --[[User:MiguelAngelBlanchLardin|MiguelAngelBlanchLardin]] 11:57, 22 Feb 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Ragnar wrote:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Make sheeps out of pigs. People *did* drive pigs into the woodlands, to eat acorns, &lt;br /&gt;
but never far away from the village. &lt;br /&gt;
Besides, I like sheep. Call me Wallace. &lt;br /&gt;
I will say animals for now, as I can&#039;t say if you&#039;re still free to decide, &lt;br /&gt;
or even willing... ;-)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I see: pig, sheep, cow, horse... animal :)&lt;br /&gt;
A pig is an animal and it is not abstract, let&#039;s grow pigs by now, just as a tribute to Acorn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
I would make weapons and armour expensive.&lt;br /&gt;
Too expensive to buy under normal conditions, that is: No way by just selling animals.&lt;br /&gt;
&lt;br /&gt;
Weapons should be &amp;quot;made&amp;quot; by the character, that is, available for free.&lt;br /&gt;
&lt;br /&gt;
Selection:&lt;br /&gt;
* Axe (entirely of wood, as in the ancient tales of slavian lore)&lt;br /&gt;
* Staff (*the* proverbial herders staff,  yes!)&lt;br /&gt;
* Sling (call me David)&lt;br /&gt;
&lt;br /&gt;
Instead of &amp;quot;healing potions&amp;quot;, let there be &amp;quot;bandages&amp;quot; in the shop. &lt;br /&gt;
Wounds heal one point per bandage over night.&lt;br /&gt;
Also have herbs available, that can also be collected in the woodlands near the wolves cave. &lt;br /&gt;
Make that heal one point additionally.&lt;br /&gt;
&lt;br /&gt;
In the wolves cave, there could lie the remnants of some hunter or knight, that is,&lt;br /&gt;
serious equipment, that can be sold or used.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s make them expensive or let&#039;s make several of them and make several class of armors.&lt;br /&gt;
&lt;br /&gt;
It would be nice to expand later our game concept by adding new zones and so new quests and new tasks. Don&#039;t think about Stendhal as a closed game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The animals could:&lt;br /&gt;
- have a tendency to wander away (or at least, stray), as long as there&#039;s no wolf around&lt;br /&gt;
- wander away a bit directly away from the character, if beaten by a stick (to make them go this or that way)&lt;br /&gt;
- have a tendency to follow the biggest animal of the herd (so it usually is enough to make the biggest one go some way)&lt;br /&gt;
- have a tendency to get nearer to the character, if a wolf can be seen, but is not approaching the animal directly&lt;br /&gt;
- run away from any wolf, once at least one wolf is attacking it&lt;br /&gt;
&lt;br /&gt;
&amp;quot;have a tendency&amp;quot; means &amp;quot;usually not while the character is moving, but more often while grazing&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ok, it seems a good AI pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
But let&#039;s start small, let&#039;s play with one Pig and we later add several animal under control of the same person.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
If we have a wolf: Recolour it, and name it &amp;quot;shepards dog&amp;quot; (yeah, Gromit, in example), make it &amp;quot;bite&amp;quot; animals, which makes them go&lt;br /&gt;
nearer to the shepard. It must be bought, of course, and perhaps grow as well.&lt;br /&gt;
&lt;br /&gt;
Wolves should not be attacking the character, until really pressed, AND outnumbering the character by at least 2:1.&lt;br /&gt;
Thus, character + dog = 2, and that means 4 wolves at least.&lt;br /&gt;
Otherwise, they should just be chasing the animals, whereas two wolves are needed to hunt down a grown animal (one for holding fast,&lt;br /&gt;
one to do the kill), and only one wolf for a small animal.&lt;br /&gt;
Running animals (including dog) and running wolves should be 50% faster than the character!&lt;br /&gt;
Small animals should be still 25% faster than the character, but that may not be enough against wolves... :(&lt;br /&gt;
&lt;br /&gt;
Two wolves are needed to attack a character, one to hold it at its leg (no need to show this, only have one &amp;quot;fixed&amp;quot; near to the&lt;br /&gt;
character), and one to jump at the character. Movement -50% for the character.&lt;br /&gt;
Once the character is down, wounds or a kill can happen.&lt;br /&gt;
Three wolves make &amp;quot;two hold, one jump&amp;quot;, which shoud lower the defence, and make movement impossible.&lt;br /&gt;
&lt;br /&gt;
Perhaps &amp;quot;bloody hunting&amp;quot; should not happen regularily (only perhaps when &amp;quot;season&amp;quot; is &amp;quot;winter&amp;quot;, but that needs more work on&lt;br /&gt;
graphics... :-)&lt;br /&gt;
Perhaps a more tactical &amp;quot;chasing&amp;quot; game instead is more fun.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I plan to implement a very simple RP combat rules. &amp;lt;br&amp;gt;&lt;br /&gt;
I perhaps base my work on S6S game, that is very simple and very clean.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying? ==&lt;br /&gt;
&lt;br /&gt;
You said the &amp;quot;character&amp;quot; should gain XP for &amp;quot;Roleplaying&amp;quot;. Actually, characters don&#039;t roleplay, but Players do. &lt;br /&gt;
While this is a single-player game, ignore XP. Once it is multiplayer, the Player should gain XP for Roleplaying.&amp;lt;br&amp;gt;&lt;br /&gt;
The Player can then use the XP to:&amp;lt;br&amp;gt;&lt;br /&gt;
- &amp;quot;buff up&amp;quot; his character&amp;lt;br&amp;gt;&lt;br /&gt;
- have better equipment&amp;lt;br&amp;gt;&lt;br /&gt;
This may only happen when a new character is created.&amp;lt;br&amp;gt;&lt;br /&gt;
Deal: 1 XP =&amp;lt;br&amp;gt;&lt;br /&gt;
50 coins, or&amp;lt;br&amp;gt;&lt;br /&gt;
one point of atk more&amp;lt;br&amp;gt;&lt;br /&gt;
or one point defense more&amp;lt;br&amp;gt;&lt;br /&gt;
or whatever.&amp;lt;br&amp;gt;&lt;br /&gt;
Therefore, *remove* the XP-attrib from the character, and add it to the player.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>84.129.124.219</name></author>
	</entry>
	<entry>
		<id>https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=18300</id>
		<title>Talk:StendhalDesign</title>
		<link rel="alternate" type="text/html" href="https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=18300"/>
		<updated>2005-03-04T19:53:49Z</updated>

		<summary type="html">&lt;p&gt;84.129.124.219: /* Roleplaying? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What happens if you get a pig, it gets killed, you buy another , it gets killed, and so on, and then u have no more money... you are stuck, maybe should be removed from game? - steve&amp;lt;br&amp;gt;&lt;br /&gt;
Interesting question, maybe there should be another way of making money although slower. --[[User:MiguelAngelBlanchLardin|MiguelAngelBlanchLardin]] 11:57, 22 Feb 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Ragnar wrote:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Make sheeps out of pigs. People *did* drive pigs into the woodlands, to eat acorns, &lt;br /&gt;
but never far away from the village. &lt;br /&gt;
Besides, I like sheep. Call me Wallace. &lt;br /&gt;
I will say animals for now, as I can&#039;t say if you&#039;re still free to decide, &lt;br /&gt;
or even willing... ;-)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I see: pig, sheep, cow, horse... animal :)&lt;br /&gt;
A pig is an animal and it is not abstract, let&#039;s grow pigs by now, just as a tribute to Acorn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
I would make weapons and armour expensive.&lt;br /&gt;
Too expensive to buy under normal conditions, that is: No way by just selling animals.&lt;br /&gt;
&lt;br /&gt;
Weapons should be &amp;quot;made&amp;quot; by the character, that is, available for free.&lt;br /&gt;
&lt;br /&gt;
Selection:&lt;br /&gt;
* Axe (entirely of wood, as in the ancient tales of slavian lore)&lt;br /&gt;
* Staff (*the* proverbial herders staff,  yes!)&lt;br /&gt;
* Sling (call me David)&lt;br /&gt;
&lt;br /&gt;
Instead of &amp;quot;healing potions&amp;quot;, let there be &amp;quot;bandages&amp;quot; in the shop. &lt;br /&gt;
Wounds heal one point per bandage over night.&lt;br /&gt;
Also have herbs available, that can also be collected in the woodlands near the wolves cave. &lt;br /&gt;
Make that heal one point additionally.&lt;br /&gt;
&lt;br /&gt;
In the wolves cave, there could lie the remnants of some hunter or knight, that is,&lt;br /&gt;
serious equipment, that can be sold or used.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s make them expensive or let&#039;s make several of them and make several class of armors.&lt;br /&gt;
&lt;br /&gt;
It would be nice to expand later our game concept by adding new zones and so new quests and new tasks. Don&#039;t think about Stendhal as a closed game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The animals could:&lt;br /&gt;
- have a tendency to wander away (or at least, stray), as long as there&#039;s no wolf around&lt;br /&gt;
- wander away a bit directly away from the character, if beaten by a stick (to make them go this or that way)&lt;br /&gt;
- have a tendency to follow the biggest animal of the herd (so it usually is enough to make the biggest one go some way)&lt;br /&gt;
- have a tendency to get nearer to the character, if a wolf can be seen, but is not approaching the animal directly&lt;br /&gt;
- run away from any wolf, once at least one wolf is attacking it&lt;br /&gt;
&lt;br /&gt;
&amp;quot;have a tendency&amp;quot; means &amp;quot;usually not while the character is moving, but more often while grazing&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ok, it seems a good AI pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
But let&#039;s start small, let&#039;s play with one Pig and we later add several animal under control of the same person.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
If we have a wolf: Recolour it, and name it &amp;quot;shepards dog&amp;quot; (yeah, Gromit, in example), make it &amp;quot;bite&amp;quot; animals, which makes them go&lt;br /&gt;
nearer to the shepard. It must be bought, of course, and perhaps grow as well.&lt;br /&gt;
&lt;br /&gt;
Wolves should not be attacking the character, until really pressed, AND outnumbering the character by at least 2:1.&lt;br /&gt;
Thus, character + dog = 2, and that means 4 wolves at least.&lt;br /&gt;
Otherwise, they should just be chasing the animals, whereas two wolves are needed to hunt down a grown animal (one for holding fast,&lt;br /&gt;
one to do the kill), and only one wolf for a small animal.&lt;br /&gt;
Running animals (including dog) and running wolves should be 50% faster than the character!&lt;br /&gt;
Small animals should be still 25% faster than the character, but that may not be enough against wolves... :(&lt;br /&gt;
&lt;br /&gt;
Two wolves are needed to attack a character, one to hold it at its leg (no need to show this, only have one &amp;quot;fixed&amp;quot; near to the&lt;br /&gt;
character), and one to jump at the character. Movement -50% for the character.&lt;br /&gt;
Once the character is down, wounds or a kill can happen.&lt;br /&gt;
Three wolves make &amp;quot;two hold, one jump&amp;quot;, which shoud lower the defence, and make movement impossible.&lt;br /&gt;
&lt;br /&gt;
Perhaps &amp;quot;bloody hunting&amp;quot; should not happen regularily (only perhaps when &amp;quot;season&amp;quot; is &amp;quot;winter&amp;quot;, but that needs more work on&lt;br /&gt;
graphics... :-)&lt;br /&gt;
Perhaps a more tactical &amp;quot;chasing&amp;quot; game instead is more fun.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I plan to implement a very simple RP combat rules. &amp;lt;br&amp;gt;&lt;br /&gt;
I perhaps base my work on S6S game, that is very simple and very clean.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying? ==&lt;br /&gt;
&lt;br /&gt;
You said the &amp;quot;character&amp;quot; should gain XP for &amp;quot;Roleplaying&amp;quot;. Actually, characters don&#039;t roleplay, but Players do. &lt;br /&gt;
While this is a single-player game, ignore XP. Once it is multiplayer, the Player should gain XP for Roleplaying.&amp;lt;br&amp;gt;&lt;br /&gt;
The Player can then use the XP to:&amp;lt;br&amp;gt;&lt;br /&gt;
- &amp;quot;buff up&amp;quot; his character&amp;lt;br&amp;gt;&lt;br /&gt;
- have better equipment&amp;lt;br&amp;gt;&lt;br /&gt;
This may only happen when a new character is created.&amp;lt;br&amp;gt;&lt;br /&gt;
Deal: 1 XP =&amp;lt;br&amp;gt;&lt;br /&gt;
50 coins, or&amp;lt;br&amp;gt;&lt;br /&gt;
one point of atk more&amp;lt;br&amp;gt;&lt;br /&gt;
or one point defense more&amp;lt;br&amp;gt;&lt;br /&gt;
or whatever.&amp;lt;br&amp;gt;&lt;br /&gt;
Therefore, *remove* the XP-attrib from the character, and add it to the player.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>84.129.124.219</name></author>
	</entry>
	<entry>
		<id>https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=294</id>
		<title>Talk:StendhalDesign</title>
		<link rel="alternate" type="text/html" href="https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=294"/>
		<updated>2005-03-04T19:53:49Z</updated>

		<summary type="html">&lt;p&gt;84.129.124.219: /* Roleplaying? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What happens if you get a pig, it gets killed, you buy another , it gets killed, and so on, and then u have no more money... you are stuck, maybe should be removed from game? - steve&amp;lt;br&amp;gt;&lt;br /&gt;
Interesting question, maybe there should be another way of making money although slower. --[[User:MiguelAngelBlanchLardin|MiguelAngelBlanchLardin]] 11:57, 22 Feb 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Ragnar wrote:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Make sheeps out of pigs. People *did* drive pigs into the woodlands, to eat acorns, &lt;br /&gt;
but never far away from the village. &lt;br /&gt;
Besides, I like sheep. Call me Wallace. &lt;br /&gt;
I will say animals for now, as I can&#039;t say if you&#039;re still free to decide, &lt;br /&gt;
or even willing... ;-)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I see: pig, sheep, cow, horse... animal :)&lt;br /&gt;
A pig is an animal and it is not abstract, let&#039;s grow pigs by now, just as a tribute to Acorn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
I would make weapons and armour expensive.&lt;br /&gt;
Too expensive to buy under normal conditions, that is: No way by just selling animals.&lt;br /&gt;
&lt;br /&gt;
Weapons should be &amp;quot;made&amp;quot; by the character, that is, available for free.&lt;br /&gt;
&lt;br /&gt;
Selection:&lt;br /&gt;
* Axe (entirely of wood, as in the ancient tales of slavian lore)&lt;br /&gt;
* Staff (*the* proverbial herders staff,  yes!)&lt;br /&gt;
* Sling (call me David)&lt;br /&gt;
&lt;br /&gt;
Instead of &amp;quot;healing potions&amp;quot;, let there be &amp;quot;bandages&amp;quot; in the shop. &lt;br /&gt;
Wounds heal one point per bandage over night.&lt;br /&gt;
Also have herbs available, that can also be collected in the woodlands near the wolves cave. &lt;br /&gt;
Make that heal one point additionally.&lt;br /&gt;
&lt;br /&gt;
In the wolves cave, there could lie the remnants of some hunter or knight, that is,&lt;br /&gt;
serious equipment, that can be sold or used.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s make them expensive or let&#039;s make several of them and make several class of armors.&lt;br /&gt;
&lt;br /&gt;
It would be nice to expand later our game concept by adding new zones and so new quests and new tasks. Don&#039;t think about Stendhal as a closed game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The animals could:&lt;br /&gt;
- have a tendency to wander away (or at least, stray), as long as there&#039;s no wolf around&lt;br /&gt;
- wander away a bit directly away from the character, if beaten by a stick (to make them go this or that way)&lt;br /&gt;
- have a tendency to follow the biggest animal of the herd (so it usually is enough to make the biggest one go some way)&lt;br /&gt;
- have a tendency to get nearer to the character, if a wolf can be seen, but is not approaching the animal directly&lt;br /&gt;
- run away from any wolf, once at least one wolf is attacking it&lt;br /&gt;
&lt;br /&gt;
&amp;quot;have a tendency&amp;quot; means &amp;quot;usually not while the character is moving, but more often while grazing&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ok, it seems a good AI pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
But let&#039;s start small, let&#039;s play with one Pig and we later add several animal under control of the same person.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
If we have a wolf: Recolour it, and name it &amp;quot;shepards dog&amp;quot; (yeah, Gromit, in example), make it &amp;quot;bite&amp;quot; animals, which makes them go&lt;br /&gt;
nearer to the shepard. It must be bought, of course, and perhaps grow as well.&lt;br /&gt;
&lt;br /&gt;
Wolves should not be attacking the character, until really pressed, AND outnumbering the character by at least 2:1.&lt;br /&gt;
Thus, character + dog = 2, and that means 4 wolves at least.&lt;br /&gt;
Otherwise, they should just be chasing the animals, whereas two wolves are needed to hunt down a grown animal (one for holding fast,&lt;br /&gt;
one to do the kill), and only one wolf for a small animal.&lt;br /&gt;
Running animals (including dog) and running wolves should be 50% faster than the character!&lt;br /&gt;
Small animals should be still 25% faster than the character, but that may not be enough against wolves... :(&lt;br /&gt;
&lt;br /&gt;
Two wolves are needed to attack a character, one to hold it at its leg (no need to show this, only have one &amp;quot;fixed&amp;quot; near to the&lt;br /&gt;
character), and one to jump at the character. Movement -50% for the character.&lt;br /&gt;
Once the character is down, wounds or a kill can happen.&lt;br /&gt;
Three wolves make &amp;quot;two hold, one jump&amp;quot;, which shoud lower the defence, and make movement impossible.&lt;br /&gt;
&lt;br /&gt;
Perhaps &amp;quot;bloody hunting&amp;quot; should not happen regularily (only perhaps when &amp;quot;season&amp;quot; is &amp;quot;winter&amp;quot;, but that needs more work on&lt;br /&gt;
graphics... :-)&lt;br /&gt;
Perhaps a more tactical &amp;quot;chasing&amp;quot; game instead is more fun.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I plan to implement a very simple RP combat rules. &amp;lt;br&amp;gt;&lt;br /&gt;
I perhaps base my work on S6S game, that is very simple and very clean.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying? ==&lt;br /&gt;
&lt;br /&gt;
You said the &amp;quot;character&amp;quot; should gain XP for &amp;quot;Roleplaying&amp;quot;. Actually, characters don&#039;t roleplay, but Players do. &lt;br /&gt;
While this is a single-player game, ignore XP. Once it is multiplayer, the Player should gain XP for Roleplaying.&amp;lt;br&amp;gt;&lt;br /&gt;
The Player can then use the XP to:&amp;lt;br&amp;gt;&lt;br /&gt;
- &amp;quot;buff up&amp;quot; his character&amp;lt;br&amp;gt;&lt;br /&gt;
- have better equipment&amp;lt;br&amp;gt;&lt;br /&gt;
This may only happen when a new character is created.&amp;lt;br&amp;gt;&lt;br /&gt;
Deal: 1 XP =&amp;lt;br&amp;gt;&lt;br /&gt;
50 coins, or&amp;lt;br&amp;gt;&lt;br /&gt;
one point of atk more&amp;lt;br&amp;gt;&lt;br /&gt;
or one point defense more&amp;lt;br&amp;gt;&lt;br /&gt;
or whatever.&amp;lt;br&amp;gt;&lt;br /&gt;
Therefore, *remove* the XP-attrib from the character, and add it to the player.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>84.129.124.219</name></author>
	</entry>
	<entry>
		<id>https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=118910</id>
		<title>Talk:StendhalDesign</title>
		<link rel="alternate" type="text/html" href="https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=118910"/>
		<updated>2005-03-04T19:40:51Z</updated>

		<summary type="html">&lt;p&gt;84.129.124.219: /* Roleplaying? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What happens if you get a pig, it gets killed, you buy another , it gets killed, and so on, and then u have no more money... you are stuck, maybe should be removed from game? - steve&amp;lt;br&amp;gt;&lt;br /&gt;
Interesting question, maybe there should be another way of making money although slower. --[[User:MiguelAngelBlanchLardin|MiguelAngelBlanchLardin]] 11:57, 22 Feb 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Ragnar wrote:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Make sheeps out of pigs. People *did* drive pigs into the woodlands, to eat acorns, &lt;br /&gt;
but never far away from the village. &lt;br /&gt;
Besides, I like sheep. Call me Wallace. &lt;br /&gt;
I will say animals for now, as I can&#039;t say if you&#039;re still free to decide, &lt;br /&gt;
or even willing... ;-)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I see: pig, sheep, cow, horse... animal :)&lt;br /&gt;
A pig is an animal and it is not abstract, let&#039;s grow pigs by now, just as a tribute to Acorn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
I would make weapons and armour expensive.&lt;br /&gt;
Too expensive to buy under normal conditions, that is: No way by just selling animals.&lt;br /&gt;
&lt;br /&gt;
Weapons should be &amp;quot;made&amp;quot; by the character, that is, available for free.&lt;br /&gt;
&lt;br /&gt;
Selection:&lt;br /&gt;
* Axe (entirely of wood, as in the ancient tales of slavian lore)&lt;br /&gt;
* Staff (*the* proverbial herders staff,  yes!)&lt;br /&gt;
* Sling (call me David)&lt;br /&gt;
&lt;br /&gt;
Instead of &amp;quot;healing potions&amp;quot;, let there be &amp;quot;bandages&amp;quot; in the shop. &lt;br /&gt;
Wounds heal one point per bandage over night.&lt;br /&gt;
Also have herbs available, that can also be collected in the woodlands near the wolves cave. &lt;br /&gt;
Make that heal one point additionally.&lt;br /&gt;
&lt;br /&gt;
In the wolves cave, there could lie the remnants of some hunter or knight, that is,&lt;br /&gt;
serious equipment, that can be sold or used.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s make them expensive or let&#039;s make several of them and make several class of armors.&lt;br /&gt;
&lt;br /&gt;
It would be nice to expand later our game concept by adding new zones and so new quests and new tasks. Don&#039;t think about Stendhal as a closed game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The animals could:&lt;br /&gt;
- have a tendency to wander away (or at least, stray), as long as there&#039;s no wolf around&lt;br /&gt;
- wander away a bit directly away from the character, if beaten by a stick (to make them go this or that way)&lt;br /&gt;
- have a tendency to follow the biggest animal of the herd (so it usually is enough to make the biggest one go some way)&lt;br /&gt;
- have a tendency to get nearer to the character, if a wolf can be seen, but is not approaching the animal directly&lt;br /&gt;
- run away from any wolf, once at least one wolf is attacking it&lt;br /&gt;
&lt;br /&gt;
&amp;quot;have a tendency&amp;quot; means &amp;quot;usually not while the character is moving, but more often while grazing&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ok, it seems a good AI pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
But let&#039;s start small, let&#039;s play with one Pig and we later add several animal under control of the same person.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
If we have a wolf: Recolour it, and name it &amp;quot;shepards dog&amp;quot; (yeah, Gromit, in example), make it &amp;quot;bite&amp;quot; animals, which makes them go&lt;br /&gt;
nearer to the shepard. It must be bought, of course, and perhaps grow as well.&lt;br /&gt;
&lt;br /&gt;
Wolves should not be attacking the character, until really pressed, AND outnumbering the character by at least 2:1.&lt;br /&gt;
Thus, character + dog = 2, and that means 4 wolves at least.&lt;br /&gt;
Otherwise, they should just be chasing the animals, whereas two wolves are needed to hunt down a grown animal (one for holding fast,&lt;br /&gt;
one to do the kill), and only one wolf for a small animal.&lt;br /&gt;
Running animals (including dog) and running wolves should be 50% faster than the character!&lt;br /&gt;
Small animals should be still 25% faster than the character, but that may not be enough against wolves... :(&lt;br /&gt;
&lt;br /&gt;
Two wolves are needed to attack a character, one to hold it at its leg (no need to show this, only have one &amp;quot;fixed&amp;quot; near to the&lt;br /&gt;
character), and one to jump at the character. Movement -50% for the character.&lt;br /&gt;
Once the character is down, wounds or a kill can happen.&lt;br /&gt;
Three wolves make &amp;quot;two hold, one jump&amp;quot;, which shoud lower the defence, and make movement impossible.&lt;br /&gt;
&lt;br /&gt;
Perhaps &amp;quot;bloody hunting&amp;quot; should not happen regularily (only perhaps when &amp;quot;season&amp;quot; is &amp;quot;winter&amp;quot;, but that needs more work on&lt;br /&gt;
graphics... :-)&lt;br /&gt;
Perhaps a more tactical &amp;quot;chasing&amp;quot; game instead is more fun.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I plan to implement a very simple RP combat rules. &amp;lt;br&amp;gt;&lt;br /&gt;
I perhaps base my work on S6S game, that is very simple and very clean.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying? ==&lt;br /&gt;
&lt;br /&gt;
You said the &amp;quot;character&amp;quot; should gain XP for &amp;quot;Roleplaying&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
While this is a single-player game, there is no need.&amp;lt;br&amp;gt;&lt;br /&gt;
Once it is multiplayer, the Player should gain XP for Roleplaying.&amp;lt;br&amp;gt;&lt;br /&gt;
The Player can then use the XP to:&amp;lt;br&amp;gt;&lt;br /&gt;
- &amp;quot;buff up&amp;quot; his character&amp;lt;br&amp;gt;&lt;br /&gt;
- have better equipment&amp;lt;br&amp;gt;&lt;br /&gt;
This may only happen when a new character is created.&amp;lt;br&amp;gt;&lt;br /&gt;
Deal: 1 XP =&amp;lt;br&amp;gt;&lt;br /&gt;
50 coins, or&amp;lt;br&amp;gt;&lt;br /&gt;
one point of atk more&amp;lt;br&amp;gt;&lt;br /&gt;
or one point defense more&amp;lt;br&amp;gt;&lt;br /&gt;
or whatever.&amp;lt;br&amp;gt;&lt;br /&gt;
Therefore, *remove* the XP-attrib from the character, and add it to the player.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>84.129.124.219</name></author>
	</entry>
	<entry>
		<id>https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=95093</id>
		<title>Talk:StendhalDesign</title>
		<link rel="alternate" type="text/html" href="https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=95093"/>
		<updated>2005-03-04T19:40:51Z</updated>

		<summary type="html">&lt;p&gt;84.129.124.219: /* Roleplaying? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What happens if you get a pig, it gets killed, you buy another , it gets killed, and so on, and then u have no more money... you are stuck, maybe should be removed from game? - steve&amp;lt;br&amp;gt;&lt;br /&gt;
Interesting question, maybe there should be another way of making money although slower. --[[User:MiguelAngelBlanchLardin|MiguelAngelBlanchLardin]] 11:57, 22 Feb 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Ragnar wrote:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Make sheeps out of pigs. People *did* drive pigs into the woodlands, to eat acorns, &lt;br /&gt;
but never far away from the village. &lt;br /&gt;
Besides, I like sheep. Call me Wallace. &lt;br /&gt;
I will say animals for now, as I can&#039;t say if you&#039;re still free to decide, &lt;br /&gt;
or even willing... ;-)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I see: pig, sheep, cow, horse... animal :)&lt;br /&gt;
A pig is an animal and it is not abstract, let&#039;s grow pigs by now, just as a tribute to Acorn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
I would make weapons and armour expensive.&lt;br /&gt;
Too expensive to buy under normal conditions, that is: No way by just selling animals.&lt;br /&gt;
&lt;br /&gt;
Weapons should be &amp;quot;made&amp;quot; by the character, that is, available for free.&lt;br /&gt;
&lt;br /&gt;
Selection:&lt;br /&gt;
* Axe (entirely of wood, as in the ancient tales of slavian lore)&lt;br /&gt;
* Staff (*the* proverbial herders staff,  yes!)&lt;br /&gt;
* Sling (call me David)&lt;br /&gt;
&lt;br /&gt;
Instead of &amp;quot;healing potions&amp;quot;, let there be &amp;quot;bandages&amp;quot; in the shop. &lt;br /&gt;
Wounds heal one point per bandage over night.&lt;br /&gt;
Also have herbs available, that can also be collected in the woodlands near the wolves cave. &lt;br /&gt;
Make that heal one point additionally.&lt;br /&gt;
&lt;br /&gt;
In the wolves cave, there could lie the remnants of some hunter or knight, that is,&lt;br /&gt;
serious equipment, that can be sold or used.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s make them expensive or let&#039;s make several of them and make several class of armors.&lt;br /&gt;
&lt;br /&gt;
It would be nice to expand later our game concept by adding new zones and so new quests and new tasks. Don&#039;t think about Stendhal as a closed game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The animals could:&lt;br /&gt;
- have a tendency to wander away (or at least, stray), as long as there&#039;s no wolf around&lt;br /&gt;
- wander away a bit directly away from the character, if beaten by a stick (to make them go this or that way)&lt;br /&gt;
- have a tendency to follow the biggest animal of the herd (so it usually is enough to make the biggest one go some way)&lt;br /&gt;
- have a tendency to get nearer to the character, if a wolf can be seen, but is not approaching the animal directly&lt;br /&gt;
- run away from any wolf, once at least one wolf is attacking it&lt;br /&gt;
&lt;br /&gt;
&amp;quot;have a tendency&amp;quot; means &amp;quot;usually not while the character is moving, but more often while grazing&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ok, it seems a good AI pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
But let&#039;s start small, let&#039;s play with one Pig and we later add several animal under control of the same person.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
If we have a wolf: Recolour it, and name it &amp;quot;shepards dog&amp;quot; (yeah, Gromit, in example), make it &amp;quot;bite&amp;quot; animals, which makes them go&lt;br /&gt;
nearer to the shepard. It must be bought, of course, and perhaps grow as well.&lt;br /&gt;
&lt;br /&gt;
Wolves should not be attacking the character, until really pressed, AND outnumbering the character by at least 2:1.&lt;br /&gt;
Thus, character + dog = 2, and that means 4 wolves at least.&lt;br /&gt;
Otherwise, they should just be chasing the animals, whereas two wolves are needed to hunt down a grown animal (one for holding fast,&lt;br /&gt;
one to do the kill), and only one wolf for a small animal.&lt;br /&gt;
Running animals (including dog) and running wolves should be 50% faster than the character!&lt;br /&gt;
Small animals should be still 25% faster than the character, but that may not be enough against wolves... :(&lt;br /&gt;
&lt;br /&gt;
Two wolves are needed to attack a character, one to hold it at its leg (no need to show this, only have one &amp;quot;fixed&amp;quot; near to the&lt;br /&gt;
character), and one to jump at the character. Movement -50% for the character.&lt;br /&gt;
Once the character is down, wounds or a kill can happen.&lt;br /&gt;
Three wolves make &amp;quot;two hold, one jump&amp;quot;, which shoud lower the defence, and make movement impossible.&lt;br /&gt;
&lt;br /&gt;
Perhaps &amp;quot;bloody hunting&amp;quot; should not happen regularily (only perhaps when &amp;quot;season&amp;quot; is &amp;quot;winter&amp;quot;, but that needs more work on&lt;br /&gt;
graphics... :-)&lt;br /&gt;
Perhaps a more tactical &amp;quot;chasing&amp;quot; game instead is more fun.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I plan to implement a very simple RP combat rules. &amp;lt;br&amp;gt;&lt;br /&gt;
I perhaps base my work on S6S game, that is very simple and very clean.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying? ==&lt;br /&gt;
&lt;br /&gt;
You said the &amp;quot;character&amp;quot; should gain XP for &amp;quot;Roleplaying&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
While this is a single-player game, there is no need.&amp;lt;br&amp;gt;&lt;br /&gt;
Once it is multiplayer, the Player should gain XP for Roleplaying.&amp;lt;br&amp;gt;&lt;br /&gt;
The Player can then use the XP to:&amp;lt;br&amp;gt;&lt;br /&gt;
- &amp;quot;buff up&amp;quot; his character&amp;lt;br&amp;gt;&lt;br /&gt;
- have better equipment&amp;lt;br&amp;gt;&lt;br /&gt;
This may only happen when a new character is created.&amp;lt;br&amp;gt;&lt;br /&gt;
Deal: 1 XP =&amp;lt;br&amp;gt;&lt;br /&gt;
50 coins, or&amp;lt;br&amp;gt;&lt;br /&gt;
one point of atk more&amp;lt;br&amp;gt;&lt;br /&gt;
or one point defense more&amp;lt;br&amp;gt;&lt;br /&gt;
or whatever.&amp;lt;br&amp;gt;&lt;br /&gt;
Therefore, *remove* the XP-attrib from the character, and add it to the player.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>84.129.124.219</name></author>
	</entry>
	<entry>
		<id>https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=78788</id>
		<title>Talk:StendhalDesign</title>
		<link rel="alternate" type="text/html" href="https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=78788"/>
		<updated>2005-03-04T19:40:51Z</updated>

		<summary type="html">&lt;p&gt;84.129.124.219: /* Roleplaying? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What happens if you get a pig, it gets killed, you buy another , it gets killed, and so on, and then u have no more money... you are stuck, maybe should be removed from game? - steve&amp;lt;br&amp;gt;&lt;br /&gt;
Interesting question, maybe there should be another way of making money although slower. --[[User:MiguelAngelBlanchLardin|MiguelAngelBlanchLardin]] 11:57, 22 Feb 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Ragnar wrote:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Make sheeps out of pigs. People *did* drive pigs into the woodlands, to eat acorns, &lt;br /&gt;
but never far away from the village. &lt;br /&gt;
Besides, I like sheep. Call me Wallace. &lt;br /&gt;
I will say animals for now, as I can&#039;t say if you&#039;re still free to decide, &lt;br /&gt;
or even willing... ;-)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I see: pig, sheep, cow, horse... animal :)&lt;br /&gt;
A pig is an animal and it is not abstract, let&#039;s grow pigs by now, just as a tribute to Acorn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
I would make weapons and armour expensive.&lt;br /&gt;
Too expensive to buy under normal conditions, that is: No way by just selling animals.&lt;br /&gt;
&lt;br /&gt;
Weapons should be &amp;quot;made&amp;quot; by the character, that is, available for free.&lt;br /&gt;
&lt;br /&gt;
Selection:&lt;br /&gt;
* Axe (entirely of wood, as in the ancient tales of slavian lore)&lt;br /&gt;
* Staff (*the* proverbial herders staff,  yes!)&lt;br /&gt;
* Sling (call me David)&lt;br /&gt;
&lt;br /&gt;
Instead of &amp;quot;healing potions&amp;quot;, let there be &amp;quot;bandages&amp;quot; in the shop. &lt;br /&gt;
Wounds heal one point per bandage over night.&lt;br /&gt;
Also have herbs available, that can also be collected in the woodlands near the wolves cave. &lt;br /&gt;
Make that heal one point additionally.&lt;br /&gt;
&lt;br /&gt;
In the wolves cave, there could lie the remnants of some hunter or knight, that is,&lt;br /&gt;
serious equipment, that can be sold or used.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s make them expensive or let&#039;s make several of them and make several class of armors.&lt;br /&gt;
&lt;br /&gt;
It would be nice to expand later our game concept by adding new zones and so new quests and new tasks. Don&#039;t think about Stendhal as a closed game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The animals could:&lt;br /&gt;
- have a tendency to wander away (or at least, stray), as long as there&#039;s no wolf around&lt;br /&gt;
- wander away a bit directly away from the character, if beaten by a stick (to make them go this or that way)&lt;br /&gt;
- have a tendency to follow the biggest animal of the herd (so it usually is enough to make the biggest one go some way)&lt;br /&gt;
- have a tendency to get nearer to the character, if a wolf can be seen, but is not approaching the animal directly&lt;br /&gt;
- run away from any wolf, once at least one wolf is attacking it&lt;br /&gt;
&lt;br /&gt;
&amp;quot;have a tendency&amp;quot; means &amp;quot;usually not while the character is moving, but more often while grazing&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ok, it seems a good AI pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
But let&#039;s start small, let&#039;s play with one Pig and we later add several animal under control of the same person.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
If we have a wolf: Recolour it, and name it &amp;quot;shepards dog&amp;quot; (yeah, Gromit, in example), make it &amp;quot;bite&amp;quot; animals, which makes them go&lt;br /&gt;
nearer to the shepard. It must be bought, of course, and perhaps grow as well.&lt;br /&gt;
&lt;br /&gt;
Wolves should not be attacking the character, until really pressed, AND outnumbering the character by at least 2:1.&lt;br /&gt;
Thus, character + dog = 2, and that means 4 wolves at least.&lt;br /&gt;
Otherwise, they should just be chasing the animals, whereas two wolves are needed to hunt down a grown animal (one for holding fast,&lt;br /&gt;
one to do the kill), and only one wolf for a small animal.&lt;br /&gt;
Running animals (including dog) and running wolves should be 50% faster than the character!&lt;br /&gt;
Small animals should be still 25% faster than the character, but that may not be enough against wolves... :(&lt;br /&gt;
&lt;br /&gt;
Two wolves are needed to attack a character, one to hold it at its leg (no need to show this, only have one &amp;quot;fixed&amp;quot; near to the&lt;br /&gt;
character), and one to jump at the character. Movement -50% for the character.&lt;br /&gt;
Once the character is down, wounds or a kill can happen.&lt;br /&gt;
Three wolves make &amp;quot;two hold, one jump&amp;quot;, which shoud lower the defence, and make movement impossible.&lt;br /&gt;
&lt;br /&gt;
Perhaps &amp;quot;bloody hunting&amp;quot; should not happen regularily (only perhaps when &amp;quot;season&amp;quot; is &amp;quot;winter&amp;quot;, but that needs more work on&lt;br /&gt;
graphics... :-)&lt;br /&gt;
Perhaps a more tactical &amp;quot;chasing&amp;quot; game instead is more fun.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I plan to implement a very simple RP combat rules. &amp;lt;br&amp;gt;&lt;br /&gt;
I perhaps base my work on S6S game, that is very simple and very clean.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying? ==&lt;br /&gt;
&lt;br /&gt;
You said the &amp;quot;character&amp;quot; should gain XP for &amp;quot;Roleplaying&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
While this is a single-player game, there is no need.&amp;lt;br&amp;gt;&lt;br /&gt;
Once it is multiplayer, the Player should gain XP for Roleplaying.&amp;lt;br&amp;gt;&lt;br /&gt;
The Player can then use the XP to:&amp;lt;br&amp;gt;&lt;br /&gt;
- &amp;quot;buff up&amp;quot; his character&amp;lt;br&amp;gt;&lt;br /&gt;
- have better equipment&amp;lt;br&amp;gt;&lt;br /&gt;
This may only happen when a new character is created.&amp;lt;br&amp;gt;&lt;br /&gt;
Deal: 1 XP =&amp;lt;br&amp;gt;&lt;br /&gt;
50 coins, or&amp;lt;br&amp;gt;&lt;br /&gt;
one point of atk more&amp;lt;br&amp;gt;&lt;br /&gt;
or one point defense more&amp;lt;br&amp;gt;&lt;br /&gt;
or whatever.&amp;lt;br&amp;gt;&lt;br /&gt;
Therefore, *remove* the XP-attrib from the character, and add it to the player.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>84.129.124.219</name></author>
	</entry>
	<entry>
		<id>https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=59491</id>
		<title>Talk:StendhalDesign</title>
		<link rel="alternate" type="text/html" href="https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=59491"/>
		<updated>2005-03-04T19:40:51Z</updated>

		<summary type="html">&lt;p&gt;84.129.124.219: /* Roleplaying? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What happens if you get a pig, it gets killed, you buy another , it gets killed, and so on, and then u have no more money... you are stuck, maybe should be removed from game? - steve&amp;lt;br&amp;gt;&lt;br /&gt;
Interesting question, maybe there should be another way of making money although slower. --[[User:MiguelAngelBlanchLardin|MiguelAngelBlanchLardin]] 11:57, 22 Feb 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Ragnar wrote:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Make sheeps out of pigs. People *did* drive pigs into the woodlands, to eat acorns, &lt;br /&gt;
but never far away from the village. &lt;br /&gt;
Besides, I like sheep. Call me Wallace. &lt;br /&gt;
I will say animals for now, as I can&#039;t say if you&#039;re still free to decide, &lt;br /&gt;
or even willing... ;-)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I see: pig, sheep, cow, horse... animal :)&lt;br /&gt;
A pig is an animal and it is not abstract, let&#039;s grow pigs by now, just as a tribute to Acorn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
I would make weapons and armour expensive.&lt;br /&gt;
Too expensive to buy under normal conditions, that is: No way by just selling animals.&lt;br /&gt;
&lt;br /&gt;
Weapons should be &amp;quot;made&amp;quot; by the character, that is, available for free.&lt;br /&gt;
&lt;br /&gt;
Selection:&lt;br /&gt;
* Axe (entirely of wood, as in the ancient tales of slavian lore)&lt;br /&gt;
* Staff (*the* proverbial herders staff,  yes!)&lt;br /&gt;
* Sling (call me David)&lt;br /&gt;
&lt;br /&gt;
Instead of &amp;quot;healing potions&amp;quot;, let there be &amp;quot;bandages&amp;quot; in the shop. &lt;br /&gt;
Wounds heal one point per bandage over night.&lt;br /&gt;
Also have herbs available, that can also be collected in the woodlands near the wolves cave. &lt;br /&gt;
Make that heal one point additionally.&lt;br /&gt;
&lt;br /&gt;
In the wolves cave, there could lie the remnants of some hunter or knight, that is,&lt;br /&gt;
serious equipment, that can be sold or used.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s make them expensive or let&#039;s make several of them and make several class of armors.&lt;br /&gt;
&lt;br /&gt;
It would be nice to expand later our game concept by adding new zones and so new quests and new tasks. Don&#039;t think about Stendhal as a closed game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The animals could:&lt;br /&gt;
- have a tendency to wander away (or at least, stray), as long as there&#039;s no wolf around&lt;br /&gt;
- wander away a bit directly away from the character, if beaten by a stick (to make them go this or that way)&lt;br /&gt;
- have a tendency to follow the biggest animal of the herd (so it usually is enough to make the biggest one go some way)&lt;br /&gt;
- have a tendency to get nearer to the character, if a wolf can be seen, but is not approaching the animal directly&lt;br /&gt;
- run away from any wolf, once at least one wolf is attacking it&lt;br /&gt;
&lt;br /&gt;
&amp;quot;have a tendency&amp;quot; means &amp;quot;usually not while the character is moving, but more often while grazing&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ok, it seems a good AI pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
But let&#039;s start small, let&#039;s play with one Pig and we later add several animal under control of the same person.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
If we have a wolf: Recolour it, and name it &amp;quot;shepards dog&amp;quot; (yeah, Gromit, in example), make it &amp;quot;bite&amp;quot; animals, which makes them go&lt;br /&gt;
nearer to the shepard. It must be bought, of course, and perhaps grow as well.&lt;br /&gt;
&lt;br /&gt;
Wolves should not be attacking the character, until really pressed, AND outnumbering the character by at least 2:1.&lt;br /&gt;
Thus, character + dog = 2, and that means 4 wolves at least.&lt;br /&gt;
Otherwise, they should just be chasing the animals, whereas two wolves are needed to hunt down a grown animal (one for holding fast,&lt;br /&gt;
one to do the kill), and only one wolf for a small animal.&lt;br /&gt;
Running animals (including dog) and running wolves should be 50% faster than the character!&lt;br /&gt;
Small animals should be still 25% faster than the character, but that may not be enough against wolves... :(&lt;br /&gt;
&lt;br /&gt;
Two wolves are needed to attack a character, one to hold it at its leg (no need to show this, only have one &amp;quot;fixed&amp;quot; near to the&lt;br /&gt;
character), and one to jump at the character. Movement -50% for the character.&lt;br /&gt;
Once the character is down, wounds or a kill can happen.&lt;br /&gt;
Three wolves make &amp;quot;two hold, one jump&amp;quot;, which shoud lower the defence, and make movement impossible.&lt;br /&gt;
&lt;br /&gt;
Perhaps &amp;quot;bloody hunting&amp;quot; should not happen regularily (only perhaps when &amp;quot;season&amp;quot; is &amp;quot;winter&amp;quot;, but that needs more work on&lt;br /&gt;
graphics... :-)&lt;br /&gt;
Perhaps a more tactical &amp;quot;chasing&amp;quot; game instead is more fun.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I plan to implement a very simple RP combat rules. &amp;lt;br&amp;gt;&lt;br /&gt;
I perhaps base my work on S6S game, that is very simple and very clean.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying? ==&lt;br /&gt;
&lt;br /&gt;
You said the &amp;quot;character&amp;quot; should gain XP for &amp;quot;Roleplaying&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
While this is a single-player game, there is no need.&amp;lt;br&amp;gt;&lt;br /&gt;
Once it is multiplayer, the Player should gain XP for Roleplaying.&amp;lt;br&amp;gt;&lt;br /&gt;
The Player can then use the XP to:&amp;lt;br&amp;gt;&lt;br /&gt;
- &amp;quot;buff up&amp;quot; his character&amp;lt;br&amp;gt;&lt;br /&gt;
- have better equipment&amp;lt;br&amp;gt;&lt;br /&gt;
This may only happen when a new character is created.&amp;lt;br&amp;gt;&lt;br /&gt;
Deal: 1 XP =&amp;lt;br&amp;gt;&lt;br /&gt;
50 coins, or&amp;lt;br&amp;gt;&lt;br /&gt;
one point of atk more&amp;lt;br&amp;gt;&lt;br /&gt;
or one point defense more&amp;lt;br&amp;gt;&lt;br /&gt;
or whatever.&amp;lt;br&amp;gt;&lt;br /&gt;
Therefore, *remove* the XP-attrib from the character, and add it to the player.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>84.129.124.219</name></author>
	</entry>
	<entry>
		<id>https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=36469</id>
		<title>Talk:StendhalDesign</title>
		<link rel="alternate" type="text/html" href="https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=36469"/>
		<updated>2005-03-04T19:40:51Z</updated>

		<summary type="html">&lt;p&gt;84.129.124.219: /* Roleplaying? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What happens if you get a pig, it gets killed, you buy another , it gets killed, and so on, and then u have no more money... you are stuck, maybe should be removed from game? - steve&amp;lt;br&amp;gt;&lt;br /&gt;
Interesting question, maybe there should be another way of making money although slower. --[[User:MiguelAngelBlanchLardin|MiguelAngelBlanchLardin]] 11:57, 22 Feb 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Ragnar wrote:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Make sheeps out of pigs. People *did* drive pigs into the woodlands, to eat acorns, &lt;br /&gt;
but never far away from the village. &lt;br /&gt;
Besides, I like sheep. Call me Wallace. &lt;br /&gt;
I will say animals for now, as I can&#039;t say if you&#039;re still free to decide, &lt;br /&gt;
or even willing... ;-)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I see: pig, sheep, cow, horse... animal :)&lt;br /&gt;
A pig is an animal and it is not abstract, let&#039;s grow pigs by now, just as a tribute to Acorn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
I would make weapons and armour expensive.&lt;br /&gt;
Too expensive to buy under normal conditions, that is: No way by just selling animals.&lt;br /&gt;
&lt;br /&gt;
Weapons should be &amp;quot;made&amp;quot; by the character, that is, available for free.&lt;br /&gt;
&lt;br /&gt;
Selection:&lt;br /&gt;
* Axe (entirely of wood, as in the ancient tales of slavian lore)&lt;br /&gt;
* Staff (*the* proverbial herders staff,  yes!)&lt;br /&gt;
* Sling (call me David)&lt;br /&gt;
&lt;br /&gt;
Instead of &amp;quot;healing potions&amp;quot;, let there be &amp;quot;bandages&amp;quot; in the shop. &lt;br /&gt;
Wounds heal one point per bandage over night.&lt;br /&gt;
Also have herbs available, that can also be collected in the woodlands near the wolves cave. &lt;br /&gt;
Make that heal one point additionally.&lt;br /&gt;
&lt;br /&gt;
In the wolves cave, there could lie the remnants of some hunter or knight, that is,&lt;br /&gt;
serious equipment, that can be sold or used.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s make them expensive or let&#039;s make several of them and make several class of armors.&lt;br /&gt;
&lt;br /&gt;
It would be nice to expand later our game concept by adding new zones and so new quests and new tasks. Don&#039;t think about Stendhal as a closed game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The animals could:&lt;br /&gt;
- have a tendency to wander away (or at least, stray), as long as there&#039;s no wolf around&lt;br /&gt;
- wander away a bit directly away from the character, if beaten by a stick (to make them go this or that way)&lt;br /&gt;
- have a tendency to follow the biggest animal of the herd (so it usually is enough to make the biggest one go some way)&lt;br /&gt;
- have a tendency to get nearer to the character, if a wolf can be seen, but is not approaching the animal directly&lt;br /&gt;
- run away from any wolf, once at least one wolf is attacking it&lt;br /&gt;
&lt;br /&gt;
&amp;quot;have a tendency&amp;quot; means &amp;quot;usually not while the character is moving, but more often while grazing&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ok, it seems a good AI pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
But let&#039;s start small, let&#039;s play with one Pig and we later add several animal under control of the same person.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
If we have a wolf: Recolour it, and name it &amp;quot;shepards dog&amp;quot; (yeah, Gromit, in example), make it &amp;quot;bite&amp;quot; animals, which makes them go&lt;br /&gt;
nearer to the shepard. It must be bought, of course, and perhaps grow as well.&lt;br /&gt;
&lt;br /&gt;
Wolves should not be attacking the character, until really pressed, AND outnumbering the character by at least 2:1.&lt;br /&gt;
Thus, character + dog = 2, and that means 4 wolves at least.&lt;br /&gt;
Otherwise, they should just be chasing the animals, whereas two wolves are needed to hunt down a grown animal (one for holding fast,&lt;br /&gt;
one to do the kill), and only one wolf for a small animal.&lt;br /&gt;
Running animals (including dog) and running wolves should be 50% faster than the character!&lt;br /&gt;
Small animals should be still 25% faster than the character, but that may not be enough against wolves... :(&lt;br /&gt;
&lt;br /&gt;
Two wolves are needed to attack a character, one to hold it at its leg (no need to show this, only have one &amp;quot;fixed&amp;quot; near to the&lt;br /&gt;
character), and one to jump at the character. Movement -50% for the character.&lt;br /&gt;
Once the character is down, wounds or a kill can happen.&lt;br /&gt;
Three wolves make &amp;quot;two hold, one jump&amp;quot;, which shoud lower the defence, and make movement impossible.&lt;br /&gt;
&lt;br /&gt;
Perhaps &amp;quot;bloody hunting&amp;quot; should not happen regularily (only perhaps when &amp;quot;season&amp;quot; is &amp;quot;winter&amp;quot;, but that needs more work on&lt;br /&gt;
graphics... :-)&lt;br /&gt;
Perhaps a more tactical &amp;quot;chasing&amp;quot; game instead is more fun.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I plan to implement a very simple RP combat rules. &amp;lt;br&amp;gt;&lt;br /&gt;
I perhaps base my work on S6S game, that is very simple and very clean.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying? ==&lt;br /&gt;
&lt;br /&gt;
You said the &amp;quot;character&amp;quot; should gain XP for &amp;quot;Roleplaying&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
While this is a single-player game, there is no need.&amp;lt;br&amp;gt;&lt;br /&gt;
Once it is multiplayer, the Player should gain XP for Roleplaying.&amp;lt;br&amp;gt;&lt;br /&gt;
The Player can then use the XP to:&amp;lt;br&amp;gt;&lt;br /&gt;
- &amp;quot;buff up&amp;quot; his character&amp;lt;br&amp;gt;&lt;br /&gt;
- have better equipment&amp;lt;br&amp;gt;&lt;br /&gt;
This may only happen when a new character is created.&amp;lt;br&amp;gt;&lt;br /&gt;
Deal: 1 XP =&amp;lt;br&amp;gt;&lt;br /&gt;
50 coins, or&amp;lt;br&amp;gt;&lt;br /&gt;
one point of atk more&amp;lt;br&amp;gt;&lt;br /&gt;
or one point defense more&amp;lt;br&amp;gt;&lt;br /&gt;
or whatever.&amp;lt;br&amp;gt;&lt;br /&gt;
Therefore, *remove* the XP-attrib from the character, and add it to the player.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>84.129.124.219</name></author>
	</entry>
	<entry>
		<id>https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=18299</id>
		<title>Talk:StendhalDesign</title>
		<link rel="alternate" type="text/html" href="https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=18299"/>
		<updated>2005-03-04T19:40:51Z</updated>

		<summary type="html">&lt;p&gt;84.129.124.219: /* Roleplaying? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What happens if you get a pig, it gets killed, you buy another , it gets killed, and so on, and then u have no more money... you are stuck, maybe should be removed from game? - steve&amp;lt;br&amp;gt;&lt;br /&gt;
Interesting question, maybe there should be another way of making money although slower. --[[User:MiguelAngelBlanchLardin|MiguelAngelBlanchLardin]] 11:57, 22 Feb 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Ragnar wrote:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Make sheeps out of pigs. People *did* drive pigs into the woodlands, to eat acorns, &lt;br /&gt;
but never far away from the village. &lt;br /&gt;
Besides, I like sheep. Call me Wallace. &lt;br /&gt;
I will say animals for now, as I can&#039;t say if you&#039;re still free to decide, &lt;br /&gt;
or even willing... ;-)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I see: pig, sheep, cow, horse... animal :)&lt;br /&gt;
A pig is an animal and it is not abstract, let&#039;s grow pigs by now, just as a tribute to Acorn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
I would make weapons and armour expensive.&lt;br /&gt;
Too expensive to buy under normal conditions, that is: No way by just selling animals.&lt;br /&gt;
&lt;br /&gt;
Weapons should be &amp;quot;made&amp;quot; by the character, that is, available for free.&lt;br /&gt;
&lt;br /&gt;
Selection:&lt;br /&gt;
* Axe (entirely of wood, as in the ancient tales of slavian lore)&lt;br /&gt;
* Staff (*the* proverbial herders staff,  yes!)&lt;br /&gt;
* Sling (call me David)&lt;br /&gt;
&lt;br /&gt;
Instead of &amp;quot;healing potions&amp;quot;, let there be &amp;quot;bandages&amp;quot; in the shop. &lt;br /&gt;
Wounds heal one point per bandage over night.&lt;br /&gt;
Also have herbs available, that can also be collected in the woodlands near the wolves cave. &lt;br /&gt;
Make that heal one point additionally.&lt;br /&gt;
&lt;br /&gt;
In the wolves cave, there could lie the remnants of some hunter or knight, that is,&lt;br /&gt;
serious equipment, that can be sold or used.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s make them expensive or let&#039;s make several of them and make several class of armors.&lt;br /&gt;
&lt;br /&gt;
It would be nice to expand later our game concept by adding new zones and so new quests and new tasks. Don&#039;t think about Stendhal as a closed game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The animals could:&lt;br /&gt;
- have a tendency to wander away (or at least, stray), as long as there&#039;s no wolf around&lt;br /&gt;
- wander away a bit directly away from the character, if beaten by a stick (to make them go this or that way)&lt;br /&gt;
- have a tendency to follow the biggest animal of the herd (so it usually is enough to make the biggest one go some way)&lt;br /&gt;
- have a tendency to get nearer to the character, if a wolf can be seen, but is not approaching the animal directly&lt;br /&gt;
- run away from any wolf, once at least one wolf is attacking it&lt;br /&gt;
&lt;br /&gt;
&amp;quot;have a tendency&amp;quot; means &amp;quot;usually not while the character is moving, but more often while grazing&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ok, it seems a good AI pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
But let&#039;s start small, let&#039;s play with one Pig and we later add several animal under control of the same person.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
If we have a wolf: Recolour it, and name it &amp;quot;shepards dog&amp;quot; (yeah, Gromit, in example), make it &amp;quot;bite&amp;quot; animals, which makes them go&lt;br /&gt;
nearer to the shepard. It must be bought, of course, and perhaps grow as well.&lt;br /&gt;
&lt;br /&gt;
Wolves should not be attacking the character, until really pressed, AND outnumbering the character by at least 2:1.&lt;br /&gt;
Thus, character + dog = 2, and that means 4 wolves at least.&lt;br /&gt;
Otherwise, they should just be chasing the animals, whereas two wolves are needed to hunt down a grown animal (one for holding fast,&lt;br /&gt;
one to do the kill), and only one wolf for a small animal.&lt;br /&gt;
Running animals (including dog) and running wolves should be 50% faster than the character!&lt;br /&gt;
Small animals should be still 25% faster than the character, but that may not be enough against wolves... :(&lt;br /&gt;
&lt;br /&gt;
Two wolves are needed to attack a character, one to hold it at its leg (no need to show this, only have one &amp;quot;fixed&amp;quot; near to the&lt;br /&gt;
character), and one to jump at the character. Movement -50% for the character.&lt;br /&gt;
Once the character is down, wounds or a kill can happen.&lt;br /&gt;
Three wolves make &amp;quot;two hold, one jump&amp;quot;, which shoud lower the defence, and make movement impossible.&lt;br /&gt;
&lt;br /&gt;
Perhaps &amp;quot;bloody hunting&amp;quot; should not happen regularily (only perhaps when &amp;quot;season&amp;quot; is &amp;quot;winter&amp;quot;, but that needs more work on&lt;br /&gt;
graphics... :-)&lt;br /&gt;
Perhaps a more tactical &amp;quot;chasing&amp;quot; game instead is more fun.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I plan to implement a very simple RP combat rules. &amp;lt;br&amp;gt;&lt;br /&gt;
I perhaps base my work on S6S game, that is very simple and very clean.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying? ==&lt;br /&gt;
&lt;br /&gt;
You said the &amp;quot;character&amp;quot; should gain XP for &amp;quot;Roleplaying&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
While this is a single-player game, there is no need.&amp;lt;br&amp;gt;&lt;br /&gt;
Once it is multiplayer, the Player should gain XP for Roleplaying.&amp;lt;br&amp;gt;&lt;br /&gt;
The Player can then use the XP to:&amp;lt;br&amp;gt;&lt;br /&gt;
- &amp;quot;buff up&amp;quot; his character&amp;lt;br&amp;gt;&lt;br /&gt;
- have better equipment&amp;lt;br&amp;gt;&lt;br /&gt;
This may only happen when a new character is created.&amp;lt;br&amp;gt;&lt;br /&gt;
Deal: 1 XP =&amp;lt;br&amp;gt;&lt;br /&gt;
50 coins, or&amp;lt;br&amp;gt;&lt;br /&gt;
one point of atk more&amp;lt;br&amp;gt;&lt;br /&gt;
or one point defense more&amp;lt;br&amp;gt;&lt;br /&gt;
or whatever.&amp;lt;br&amp;gt;&lt;br /&gt;
Therefore, *remove* the XP-attrib from the character, and add it to the player.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>84.129.124.219</name></author>
	</entry>
	<entry>
		<id>https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=293</id>
		<title>Talk:StendhalDesign</title>
		<link rel="alternate" type="text/html" href="https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=293"/>
		<updated>2005-03-04T19:40:51Z</updated>

		<summary type="html">&lt;p&gt;84.129.124.219: /* Roleplaying? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What happens if you get a pig, it gets killed, you buy another , it gets killed, and so on, and then u have no more money... you are stuck, maybe should be removed from game? - steve&amp;lt;br&amp;gt;&lt;br /&gt;
Interesting question, maybe there should be another way of making money although slower. --[[User:MiguelAngelBlanchLardin|MiguelAngelBlanchLardin]] 11:57, 22 Feb 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Ragnar wrote:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Make sheeps out of pigs. People *did* drive pigs into the woodlands, to eat acorns, &lt;br /&gt;
but never far away from the village. &lt;br /&gt;
Besides, I like sheep. Call me Wallace. &lt;br /&gt;
I will say animals for now, as I can&#039;t say if you&#039;re still free to decide, &lt;br /&gt;
or even willing... ;-)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I see: pig, sheep, cow, horse... animal :)&lt;br /&gt;
A pig is an animal and it is not abstract, let&#039;s grow pigs by now, just as a tribute to Acorn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
I would make weapons and armour expensive.&lt;br /&gt;
Too expensive to buy under normal conditions, that is: No way by just selling animals.&lt;br /&gt;
&lt;br /&gt;
Weapons should be &amp;quot;made&amp;quot; by the character, that is, available for free.&lt;br /&gt;
&lt;br /&gt;
Selection:&lt;br /&gt;
* Axe (entirely of wood, as in the ancient tales of slavian lore)&lt;br /&gt;
* Staff (*the* proverbial herders staff,  yes!)&lt;br /&gt;
* Sling (call me David)&lt;br /&gt;
&lt;br /&gt;
Instead of &amp;quot;healing potions&amp;quot;, let there be &amp;quot;bandages&amp;quot; in the shop. &lt;br /&gt;
Wounds heal one point per bandage over night.&lt;br /&gt;
Also have herbs available, that can also be collected in the woodlands near the wolves cave. &lt;br /&gt;
Make that heal one point additionally.&lt;br /&gt;
&lt;br /&gt;
In the wolves cave, there could lie the remnants of some hunter or knight, that is,&lt;br /&gt;
serious equipment, that can be sold or used.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s make them expensive or let&#039;s make several of them and make several class of armors.&lt;br /&gt;
&lt;br /&gt;
It would be nice to expand later our game concept by adding new zones and so new quests and new tasks. Don&#039;t think about Stendhal as a closed game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The animals could:&lt;br /&gt;
- have a tendency to wander away (or at least, stray), as long as there&#039;s no wolf around&lt;br /&gt;
- wander away a bit directly away from the character, if beaten by a stick (to make them go this or that way)&lt;br /&gt;
- have a tendency to follow the biggest animal of the herd (so it usually is enough to make the biggest one go some way)&lt;br /&gt;
- have a tendency to get nearer to the character, if a wolf can be seen, but is not approaching the animal directly&lt;br /&gt;
- run away from any wolf, once at least one wolf is attacking it&lt;br /&gt;
&lt;br /&gt;
&amp;quot;have a tendency&amp;quot; means &amp;quot;usually not while the character is moving, but more often while grazing&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ok, it seems a good AI pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
But let&#039;s start small, let&#039;s play with one Pig and we later add several animal under control of the same person.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
If we have a wolf: Recolour it, and name it &amp;quot;shepards dog&amp;quot; (yeah, Gromit, in example), make it &amp;quot;bite&amp;quot; animals, which makes them go&lt;br /&gt;
nearer to the shepard. It must be bought, of course, and perhaps grow as well.&lt;br /&gt;
&lt;br /&gt;
Wolves should not be attacking the character, until really pressed, AND outnumbering the character by at least 2:1.&lt;br /&gt;
Thus, character + dog = 2, and that means 4 wolves at least.&lt;br /&gt;
Otherwise, they should just be chasing the animals, whereas two wolves are needed to hunt down a grown animal (one for holding fast,&lt;br /&gt;
one to do the kill), and only one wolf for a small animal.&lt;br /&gt;
Running animals (including dog) and running wolves should be 50% faster than the character!&lt;br /&gt;
Small animals should be still 25% faster than the character, but that may not be enough against wolves... :(&lt;br /&gt;
&lt;br /&gt;
Two wolves are needed to attack a character, one to hold it at its leg (no need to show this, only have one &amp;quot;fixed&amp;quot; near to the&lt;br /&gt;
character), and one to jump at the character. Movement -50% for the character.&lt;br /&gt;
Once the character is down, wounds or a kill can happen.&lt;br /&gt;
Three wolves make &amp;quot;two hold, one jump&amp;quot;, which shoud lower the defence, and make movement impossible.&lt;br /&gt;
&lt;br /&gt;
Perhaps &amp;quot;bloody hunting&amp;quot; should not happen regularily (only perhaps when &amp;quot;season&amp;quot; is &amp;quot;winter&amp;quot;, but that needs more work on&lt;br /&gt;
graphics... :-)&lt;br /&gt;
Perhaps a more tactical &amp;quot;chasing&amp;quot; game instead is more fun.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I plan to implement a very simple RP combat rules. &amp;lt;br&amp;gt;&lt;br /&gt;
I perhaps base my work on S6S game, that is very simple and very clean.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying? ==&lt;br /&gt;
&lt;br /&gt;
You said the &amp;quot;character&amp;quot; should gain XP for &amp;quot;Roleplaying&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
While this is a single-player game, there is no need.&amp;lt;br&amp;gt;&lt;br /&gt;
Once it is multiplayer, the Player should gain XP for Roleplaying.&amp;lt;br&amp;gt;&lt;br /&gt;
The Player can then use the XP to:&amp;lt;br&amp;gt;&lt;br /&gt;
- &amp;quot;buff up&amp;quot; his character&amp;lt;br&amp;gt;&lt;br /&gt;
- have better equipment&amp;lt;br&amp;gt;&lt;br /&gt;
This may only happen when a new character is created.&amp;lt;br&amp;gt;&lt;br /&gt;
Deal: 1 XP =&amp;lt;br&amp;gt;&lt;br /&gt;
50 coins, or&amp;lt;br&amp;gt;&lt;br /&gt;
one point of atk more&amp;lt;br&amp;gt;&lt;br /&gt;
or one point defense more&amp;lt;br&amp;gt;&lt;br /&gt;
or whatever.&amp;lt;br&amp;gt;&lt;br /&gt;
Therefore, *remove* the XP-attrib from the character, and add it to the player.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>84.129.124.219</name></author>
	</entry>
	<entry>
		<id>https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=118909</id>
		<title>Talk:StendhalDesign</title>
		<link rel="alternate" type="text/html" href="https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=118909"/>
		<updated>2005-03-04T19:27:52Z</updated>

		<summary type="html">&lt;p&gt;84.129.124.219: Roleplaying?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What happens if you get a pig, it gets killed, you buy another , it gets killed, and so on, and then u have no more money... you are stuck, maybe should be removed from game? - steve&amp;lt;br&amp;gt;&lt;br /&gt;
Interesting question, maybe there should be another way of making money although slower. --[[User:MiguelAngelBlanchLardin|MiguelAngelBlanchLardin]] 11:57, 22 Feb 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Ragnar wrote:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Make sheeps out of pigs. People *did* drive pigs into the woodlands, to eat acorns, &lt;br /&gt;
but never far away from the village. &lt;br /&gt;
Besides, I like sheep. Call me Wallace. &lt;br /&gt;
I will say animals for now, as I can&#039;t say if you&#039;re still free to decide, &lt;br /&gt;
or even willing... ;-)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I see: pig, sheep, cow, horse... animal :)&lt;br /&gt;
A pig is an animal and it is not abstract, let&#039;s grow pigs by now, just as a tribute to Acorn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
I would make weapons and armour expensive.&lt;br /&gt;
Too expensive to buy under normal conditions, that is: No way by just selling animals.&lt;br /&gt;
&lt;br /&gt;
Weapons should be &amp;quot;made&amp;quot; by the character, that is, available for free.&lt;br /&gt;
&lt;br /&gt;
Selection:&lt;br /&gt;
* Axe (entirely of wood, as in the ancient tales of slavian lore)&lt;br /&gt;
* Staff (*the* proverbial herders staff,  yes!)&lt;br /&gt;
* Sling (call me David)&lt;br /&gt;
&lt;br /&gt;
Instead of &amp;quot;healing potions&amp;quot;, let there be &amp;quot;bandages&amp;quot; in the shop. &lt;br /&gt;
Wounds heal one point per bandage over night.&lt;br /&gt;
Also have herbs available, that can also be collected in the woodlands near the wolves cave. &lt;br /&gt;
Make that heal one point additionally.&lt;br /&gt;
&lt;br /&gt;
In the wolves cave, there could lie the remnants of some hunter or knight, that is,&lt;br /&gt;
serious equipment, that can be sold or used.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s make them expensive or let&#039;s make several of them and make several class of armors.&lt;br /&gt;
&lt;br /&gt;
It would be nice to expand later our game concept by adding new zones and so new quests and new tasks. Don&#039;t think about Stendhal as a closed game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The animals could:&lt;br /&gt;
- have a tendency to wander away (or at least, stray), as long as there&#039;s no wolf around&lt;br /&gt;
- wander away a bit directly away from the character, if beaten by a stick (to make them go this or that way)&lt;br /&gt;
- have a tendency to follow the biggest animal of the herd (so it usually is enough to make the biggest one go some way)&lt;br /&gt;
- have a tendency to get nearer to the character, if a wolf can be seen, but is not approaching the animal directly&lt;br /&gt;
- run away from any wolf, once at least one wolf is attacking it&lt;br /&gt;
&lt;br /&gt;
&amp;quot;have a tendency&amp;quot; means &amp;quot;usually not while the character is moving, but more often while grazing&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ok, it seems a good AI pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
But let&#039;s start small, let&#039;s play with one Pig and we later add several animal under control of the same person.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
If we have a wolf: Recolour it, and name it &amp;quot;shepards dog&amp;quot; (yeah, Gromit, in example), make it &amp;quot;bite&amp;quot; animals, which makes them go&lt;br /&gt;
nearer to the shepard. It must be bought, of course, and perhaps grow as well.&lt;br /&gt;
&lt;br /&gt;
Wolves should not be attacking the character, until really pressed, AND outnumbering the character by at least 2:1.&lt;br /&gt;
Thus, character + dog = 2, and that means 4 wolves at least.&lt;br /&gt;
Otherwise, they should just be chasing the animals, whereas two wolves are needed to hunt down a grown animal (one for holding fast,&lt;br /&gt;
one to do the kill), and only one wolf for a small animal.&lt;br /&gt;
Running animals (including dog) and running wolves should be 50% faster than the character!&lt;br /&gt;
Small animals should be still 25% faster than the character, but that may not be enough against wolves... :(&lt;br /&gt;
&lt;br /&gt;
Two wolves are needed to attack a character, one to hold it at its leg (no need to show this, only have one &amp;quot;fixed&amp;quot; near to the&lt;br /&gt;
character), and one to jump at the character. Movement -50% for the character.&lt;br /&gt;
Once the character is down, wounds or a kill can happen.&lt;br /&gt;
Three wolves make &amp;quot;two hold, one jump&amp;quot;, which shoud lower the defence, and make movement impossible.&lt;br /&gt;
&lt;br /&gt;
Perhaps &amp;quot;bloody hunting&amp;quot; should not happen regularily (only perhaps when &amp;quot;season&amp;quot; is &amp;quot;winter&amp;quot;, but that needs more work on&lt;br /&gt;
graphics... :-)&lt;br /&gt;
Perhaps a more tactical &amp;quot;chasing&amp;quot; game instead is more fun.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I plan to implement a very simple RP combat rules. &amp;lt;br&amp;gt;&lt;br /&gt;
I perhaps base my work on S6S game, that is very simple and very clean.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying? ==&lt;br /&gt;
&lt;br /&gt;
You said the &amp;quot;character&amp;quot; should gain XP for &amp;quot;Roleplaying&amp;quot;.&lt;br /&gt;
While this is a single-player game, there is no need.&lt;br /&gt;
Once it is multiplayer, the Player should gain XP for Roleplaying.&lt;br /&gt;
The Player can then use the XP to &amp;quot;buff&amp;quot; his character, when (s)he makes a new one.&lt;/div&gt;</summary>
		<author><name>84.129.124.219</name></author>
	</entry>
	<entry>
		<id>https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=95092</id>
		<title>Talk:StendhalDesign</title>
		<link rel="alternate" type="text/html" href="https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=95092"/>
		<updated>2005-03-04T19:27:52Z</updated>

		<summary type="html">&lt;p&gt;84.129.124.219: Roleplaying?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What happens if you get a pig, it gets killed, you buy another , it gets killed, and so on, and then u have no more money... you are stuck, maybe should be removed from game? - steve&amp;lt;br&amp;gt;&lt;br /&gt;
Interesting question, maybe there should be another way of making money although slower. --[[User:MiguelAngelBlanchLardin|MiguelAngelBlanchLardin]] 11:57, 22 Feb 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Ragnar wrote:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Make sheeps out of pigs. People *did* drive pigs into the woodlands, to eat acorns, &lt;br /&gt;
but never far away from the village. &lt;br /&gt;
Besides, I like sheep. Call me Wallace. &lt;br /&gt;
I will say animals for now, as I can&#039;t say if you&#039;re still free to decide, &lt;br /&gt;
or even willing... ;-)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I see: pig, sheep, cow, horse... animal :)&lt;br /&gt;
A pig is an animal and it is not abstract, let&#039;s grow pigs by now, just as a tribute to Acorn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
I would make weapons and armour expensive.&lt;br /&gt;
Too expensive to buy under normal conditions, that is: No way by just selling animals.&lt;br /&gt;
&lt;br /&gt;
Weapons should be &amp;quot;made&amp;quot; by the character, that is, available for free.&lt;br /&gt;
&lt;br /&gt;
Selection:&lt;br /&gt;
* Axe (entirely of wood, as in the ancient tales of slavian lore)&lt;br /&gt;
* Staff (*the* proverbial herders staff,  yes!)&lt;br /&gt;
* Sling (call me David)&lt;br /&gt;
&lt;br /&gt;
Instead of &amp;quot;healing potions&amp;quot;, let there be &amp;quot;bandages&amp;quot; in the shop. &lt;br /&gt;
Wounds heal one point per bandage over night.&lt;br /&gt;
Also have herbs available, that can also be collected in the woodlands near the wolves cave. &lt;br /&gt;
Make that heal one point additionally.&lt;br /&gt;
&lt;br /&gt;
In the wolves cave, there could lie the remnants of some hunter or knight, that is,&lt;br /&gt;
serious equipment, that can be sold or used.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s make them expensive or let&#039;s make several of them and make several class of armors.&lt;br /&gt;
&lt;br /&gt;
It would be nice to expand later our game concept by adding new zones and so new quests and new tasks. Don&#039;t think about Stendhal as a closed game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The animals could:&lt;br /&gt;
- have a tendency to wander away (or at least, stray), as long as there&#039;s no wolf around&lt;br /&gt;
- wander away a bit directly away from the character, if beaten by a stick (to make them go this or that way)&lt;br /&gt;
- have a tendency to follow the biggest animal of the herd (so it usually is enough to make the biggest one go some way)&lt;br /&gt;
- have a tendency to get nearer to the character, if a wolf can be seen, but is not approaching the animal directly&lt;br /&gt;
- run away from any wolf, once at least one wolf is attacking it&lt;br /&gt;
&lt;br /&gt;
&amp;quot;have a tendency&amp;quot; means &amp;quot;usually not while the character is moving, but more often while grazing&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ok, it seems a good AI pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
But let&#039;s start small, let&#039;s play with one Pig and we later add several animal under control of the same person.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
If we have a wolf: Recolour it, and name it &amp;quot;shepards dog&amp;quot; (yeah, Gromit, in example), make it &amp;quot;bite&amp;quot; animals, which makes them go&lt;br /&gt;
nearer to the shepard. It must be bought, of course, and perhaps grow as well.&lt;br /&gt;
&lt;br /&gt;
Wolves should not be attacking the character, until really pressed, AND outnumbering the character by at least 2:1.&lt;br /&gt;
Thus, character + dog = 2, and that means 4 wolves at least.&lt;br /&gt;
Otherwise, they should just be chasing the animals, whereas two wolves are needed to hunt down a grown animal (one for holding fast,&lt;br /&gt;
one to do the kill), and only one wolf for a small animal.&lt;br /&gt;
Running animals (including dog) and running wolves should be 50% faster than the character!&lt;br /&gt;
Small animals should be still 25% faster than the character, but that may not be enough against wolves... :(&lt;br /&gt;
&lt;br /&gt;
Two wolves are needed to attack a character, one to hold it at its leg (no need to show this, only have one &amp;quot;fixed&amp;quot; near to the&lt;br /&gt;
character), and one to jump at the character. Movement -50% for the character.&lt;br /&gt;
Once the character is down, wounds or a kill can happen.&lt;br /&gt;
Three wolves make &amp;quot;two hold, one jump&amp;quot;, which shoud lower the defence, and make movement impossible.&lt;br /&gt;
&lt;br /&gt;
Perhaps &amp;quot;bloody hunting&amp;quot; should not happen regularily (only perhaps when &amp;quot;season&amp;quot; is &amp;quot;winter&amp;quot;, but that needs more work on&lt;br /&gt;
graphics... :-)&lt;br /&gt;
Perhaps a more tactical &amp;quot;chasing&amp;quot; game instead is more fun.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I plan to implement a very simple RP combat rules. &amp;lt;br&amp;gt;&lt;br /&gt;
I perhaps base my work on S6S game, that is very simple and very clean.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying? ==&lt;br /&gt;
&lt;br /&gt;
You said the &amp;quot;character&amp;quot; should gain XP for &amp;quot;Roleplaying&amp;quot;.&lt;br /&gt;
While this is a single-player game, there is no need.&lt;br /&gt;
Once it is multiplayer, the Player should gain XP for Roleplaying.&lt;br /&gt;
The Player can then use the XP to &amp;quot;buff&amp;quot; his character, when (s)he makes a new one.&lt;/div&gt;</summary>
		<author><name>84.129.124.219</name></author>
	</entry>
	<entry>
		<id>https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=78787</id>
		<title>Talk:StendhalDesign</title>
		<link rel="alternate" type="text/html" href="https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=78787"/>
		<updated>2005-03-04T19:27:52Z</updated>

		<summary type="html">&lt;p&gt;84.129.124.219: Roleplaying?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What happens if you get a pig, it gets killed, you buy another , it gets killed, and so on, and then u have no more money... you are stuck, maybe should be removed from game? - steve&amp;lt;br&amp;gt;&lt;br /&gt;
Interesting question, maybe there should be another way of making money although slower. --[[User:MiguelAngelBlanchLardin|MiguelAngelBlanchLardin]] 11:57, 22 Feb 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Ragnar wrote:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Make sheeps out of pigs. People *did* drive pigs into the woodlands, to eat acorns, &lt;br /&gt;
but never far away from the village. &lt;br /&gt;
Besides, I like sheep. Call me Wallace. &lt;br /&gt;
I will say animals for now, as I can&#039;t say if you&#039;re still free to decide, &lt;br /&gt;
or even willing... ;-)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I see: pig, sheep, cow, horse... animal :)&lt;br /&gt;
A pig is an animal and it is not abstract, let&#039;s grow pigs by now, just as a tribute to Acorn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
I would make weapons and armour expensive.&lt;br /&gt;
Too expensive to buy under normal conditions, that is: No way by just selling animals.&lt;br /&gt;
&lt;br /&gt;
Weapons should be &amp;quot;made&amp;quot; by the character, that is, available for free.&lt;br /&gt;
&lt;br /&gt;
Selection:&lt;br /&gt;
* Axe (entirely of wood, as in the ancient tales of slavian lore)&lt;br /&gt;
* Staff (*the* proverbial herders staff,  yes!)&lt;br /&gt;
* Sling (call me David)&lt;br /&gt;
&lt;br /&gt;
Instead of &amp;quot;healing potions&amp;quot;, let there be &amp;quot;bandages&amp;quot; in the shop. &lt;br /&gt;
Wounds heal one point per bandage over night.&lt;br /&gt;
Also have herbs available, that can also be collected in the woodlands near the wolves cave. &lt;br /&gt;
Make that heal one point additionally.&lt;br /&gt;
&lt;br /&gt;
In the wolves cave, there could lie the remnants of some hunter or knight, that is,&lt;br /&gt;
serious equipment, that can be sold or used.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s make them expensive or let&#039;s make several of them and make several class of armors.&lt;br /&gt;
&lt;br /&gt;
It would be nice to expand later our game concept by adding new zones and so new quests and new tasks. Don&#039;t think about Stendhal as a closed game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The animals could:&lt;br /&gt;
- have a tendency to wander away (or at least, stray), as long as there&#039;s no wolf around&lt;br /&gt;
- wander away a bit directly away from the character, if beaten by a stick (to make them go this or that way)&lt;br /&gt;
- have a tendency to follow the biggest animal of the herd (so it usually is enough to make the biggest one go some way)&lt;br /&gt;
- have a tendency to get nearer to the character, if a wolf can be seen, but is not approaching the animal directly&lt;br /&gt;
- run away from any wolf, once at least one wolf is attacking it&lt;br /&gt;
&lt;br /&gt;
&amp;quot;have a tendency&amp;quot; means &amp;quot;usually not while the character is moving, but more often while grazing&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ok, it seems a good AI pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
But let&#039;s start small, let&#039;s play with one Pig and we later add several animal under control of the same person.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
If we have a wolf: Recolour it, and name it &amp;quot;shepards dog&amp;quot; (yeah, Gromit, in example), make it &amp;quot;bite&amp;quot; animals, which makes them go&lt;br /&gt;
nearer to the shepard. It must be bought, of course, and perhaps grow as well.&lt;br /&gt;
&lt;br /&gt;
Wolves should not be attacking the character, until really pressed, AND outnumbering the character by at least 2:1.&lt;br /&gt;
Thus, character + dog = 2, and that means 4 wolves at least.&lt;br /&gt;
Otherwise, they should just be chasing the animals, whereas two wolves are needed to hunt down a grown animal (one for holding fast,&lt;br /&gt;
one to do the kill), and only one wolf for a small animal.&lt;br /&gt;
Running animals (including dog) and running wolves should be 50% faster than the character!&lt;br /&gt;
Small animals should be still 25% faster than the character, but that may not be enough against wolves... :(&lt;br /&gt;
&lt;br /&gt;
Two wolves are needed to attack a character, one to hold it at its leg (no need to show this, only have one &amp;quot;fixed&amp;quot; near to the&lt;br /&gt;
character), and one to jump at the character. Movement -50% for the character.&lt;br /&gt;
Once the character is down, wounds or a kill can happen.&lt;br /&gt;
Three wolves make &amp;quot;two hold, one jump&amp;quot;, which shoud lower the defence, and make movement impossible.&lt;br /&gt;
&lt;br /&gt;
Perhaps &amp;quot;bloody hunting&amp;quot; should not happen regularily (only perhaps when &amp;quot;season&amp;quot; is &amp;quot;winter&amp;quot;, but that needs more work on&lt;br /&gt;
graphics... :-)&lt;br /&gt;
Perhaps a more tactical &amp;quot;chasing&amp;quot; game instead is more fun.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I plan to implement a very simple RP combat rules. &amp;lt;br&amp;gt;&lt;br /&gt;
I perhaps base my work on S6S game, that is very simple and very clean.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying? ==&lt;br /&gt;
&lt;br /&gt;
You said the &amp;quot;character&amp;quot; should gain XP for &amp;quot;Roleplaying&amp;quot;.&lt;br /&gt;
While this is a single-player game, there is no need.&lt;br /&gt;
Once it is multiplayer, the Player should gain XP for Roleplaying.&lt;br /&gt;
The Player can then use the XP to &amp;quot;buff&amp;quot; his character, when (s)he makes a new one.&lt;/div&gt;</summary>
		<author><name>84.129.124.219</name></author>
	</entry>
	<entry>
		<id>https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=59490</id>
		<title>Talk:StendhalDesign</title>
		<link rel="alternate" type="text/html" href="https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=59490"/>
		<updated>2005-03-04T19:27:52Z</updated>

		<summary type="html">&lt;p&gt;84.129.124.219: Roleplaying?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What happens if you get a pig, it gets killed, you buy another , it gets killed, and so on, and then u have no more money... you are stuck, maybe should be removed from game? - steve&amp;lt;br&amp;gt;&lt;br /&gt;
Interesting question, maybe there should be another way of making money although slower. --[[User:MiguelAngelBlanchLardin|MiguelAngelBlanchLardin]] 11:57, 22 Feb 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Ragnar wrote:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Make sheeps out of pigs. People *did* drive pigs into the woodlands, to eat acorns, &lt;br /&gt;
but never far away from the village. &lt;br /&gt;
Besides, I like sheep. Call me Wallace. &lt;br /&gt;
I will say animals for now, as I can&#039;t say if you&#039;re still free to decide, &lt;br /&gt;
or even willing... ;-)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I see: pig, sheep, cow, horse... animal :)&lt;br /&gt;
A pig is an animal and it is not abstract, let&#039;s grow pigs by now, just as a tribute to Acorn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
I would make weapons and armour expensive.&lt;br /&gt;
Too expensive to buy under normal conditions, that is: No way by just selling animals.&lt;br /&gt;
&lt;br /&gt;
Weapons should be &amp;quot;made&amp;quot; by the character, that is, available for free.&lt;br /&gt;
&lt;br /&gt;
Selection:&lt;br /&gt;
* Axe (entirely of wood, as in the ancient tales of slavian lore)&lt;br /&gt;
* Staff (*the* proverbial herders staff,  yes!)&lt;br /&gt;
* Sling (call me David)&lt;br /&gt;
&lt;br /&gt;
Instead of &amp;quot;healing potions&amp;quot;, let there be &amp;quot;bandages&amp;quot; in the shop. &lt;br /&gt;
Wounds heal one point per bandage over night.&lt;br /&gt;
Also have herbs available, that can also be collected in the woodlands near the wolves cave. &lt;br /&gt;
Make that heal one point additionally.&lt;br /&gt;
&lt;br /&gt;
In the wolves cave, there could lie the remnants of some hunter or knight, that is,&lt;br /&gt;
serious equipment, that can be sold or used.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s make them expensive or let&#039;s make several of them and make several class of armors.&lt;br /&gt;
&lt;br /&gt;
It would be nice to expand later our game concept by adding new zones and so new quests and new tasks. Don&#039;t think about Stendhal as a closed game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The animals could:&lt;br /&gt;
- have a tendency to wander away (or at least, stray), as long as there&#039;s no wolf around&lt;br /&gt;
- wander away a bit directly away from the character, if beaten by a stick (to make them go this or that way)&lt;br /&gt;
- have a tendency to follow the biggest animal of the herd (so it usually is enough to make the biggest one go some way)&lt;br /&gt;
- have a tendency to get nearer to the character, if a wolf can be seen, but is not approaching the animal directly&lt;br /&gt;
- run away from any wolf, once at least one wolf is attacking it&lt;br /&gt;
&lt;br /&gt;
&amp;quot;have a tendency&amp;quot; means &amp;quot;usually not while the character is moving, but more often while grazing&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ok, it seems a good AI pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
But let&#039;s start small, let&#039;s play with one Pig and we later add several animal under control of the same person.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
If we have a wolf: Recolour it, and name it &amp;quot;shepards dog&amp;quot; (yeah, Gromit, in example), make it &amp;quot;bite&amp;quot; animals, which makes them go&lt;br /&gt;
nearer to the shepard. It must be bought, of course, and perhaps grow as well.&lt;br /&gt;
&lt;br /&gt;
Wolves should not be attacking the character, until really pressed, AND outnumbering the character by at least 2:1.&lt;br /&gt;
Thus, character + dog = 2, and that means 4 wolves at least.&lt;br /&gt;
Otherwise, they should just be chasing the animals, whereas two wolves are needed to hunt down a grown animal (one for holding fast,&lt;br /&gt;
one to do the kill), and only one wolf for a small animal.&lt;br /&gt;
Running animals (including dog) and running wolves should be 50% faster than the character!&lt;br /&gt;
Small animals should be still 25% faster than the character, but that may not be enough against wolves... :(&lt;br /&gt;
&lt;br /&gt;
Two wolves are needed to attack a character, one to hold it at its leg (no need to show this, only have one &amp;quot;fixed&amp;quot; near to the&lt;br /&gt;
character), and one to jump at the character. Movement -50% for the character.&lt;br /&gt;
Once the character is down, wounds or a kill can happen.&lt;br /&gt;
Three wolves make &amp;quot;two hold, one jump&amp;quot;, which shoud lower the defence, and make movement impossible.&lt;br /&gt;
&lt;br /&gt;
Perhaps &amp;quot;bloody hunting&amp;quot; should not happen regularily (only perhaps when &amp;quot;season&amp;quot; is &amp;quot;winter&amp;quot;, but that needs more work on&lt;br /&gt;
graphics... :-)&lt;br /&gt;
Perhaps a more tactical &amp;quot;chasing&amp;quot; game instead is more fun.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I plan to implement a very simple RP combat rules. &amp;lt;br&amp;gt;&lt;br /&gt;
I perhaps base my work on S6S game, that is very simple and very clean.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying? ==&lt;br /&gt;
&lt;br /&gt;
You said the &amp;quot;character&amp;quot; should gain XP for &amp;quot;Roleplaying&amp;quot;.&lt;br /&gt;
While this is a single-player game, there is no need.&lt;br /&gt;
Once it is multiplayer, the Player should gain XP for Roleplaying.&lt;br /&gt;
The Player can then use the XP to &amp;quot;buff&amp;quot; his character, when (s)he makes a new one.&lt;/div&gt;</summary>
		<author><name>84.129.124.219</name></author>
	</entry>
	<entry>
		<id>https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=36468</id>
		<title>Talk:StendhalDesign</title>
		<link rel="alternate" type="text/html" href="https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=36468"/>
		<updated>2005-03-04T19:27:52Z</updated>

		<summary type="html">&lt;p&gt;84.129.124.219: Roleplaying?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What happens if you get a pig, it gets killed, you buy another , it gets killed, and so on, and then u have no more money... you are stuck, maybe should be removed from game? - steve&amp;lt;br&amp;gt;&lt;br /&gt;
Interesting question, maybe there should be another way of making money although slower. --[[User:MiguelAngelBlanchLardin|MiguelAngelBlanchLardin]] 11:57, 22 Feb 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Ragnar wrote:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Make sheeps out of pigs. People *did* drive pigs into the woodlands, to eat acorns, &lt;br /&gt;
but never far away from the village. &lt;br /&gt;
Besides, I like sheep. Call me Wallace. &lt;br /&gt;
I will say animals for now, as I can&#039;t say if you&#039;re still free to decide, &lt;br /&gt;
or even willing... ;-)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I see: pig, sheep, cow, horse... animal :)&lt;br /&gt;
A pig is an animal and it is not abstract, let&#039;s grow pigs by now, just as a tribute to Acorn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
I would make weapons and armour expensive.&lt;br /&gt;
Too expensive to buy under normal conditions, that is: No way by just selling animals.&lt;br /&gt;
&lt;br /&gt;
Weapons should be &amp;quot;made&amp;quot; by the character, that is, available for free.&lt;br /&gt;
&lt;br /&gt;
Selection:&lt;br /&gt;
* Axe (entirely of wood, as in the ancient tales of slavian lore)&lt;br /&gt;
* Staff (*the* proverbial herders staff,  yes!)&lt;br /&gt;
* Sling (call me David)&lt;br /&gt;
&lt;br /&gt;
Instead of &amp;quot;healing potions&amp;quot;, let there be &amp;quot;bandages&amp;quot; in the shop. &lt;br /&gt;
Wounds heal one point per bandage over night.&lt;br /&gt;
Also have herbs available, that can also be collected in the woodlands near the wolves cave. &lt;br /&gt;
Make that heal one point additionally.&lt;br /&gt;
&lt;br /&gt;
In the wolves cave, there could lie the remnants of some hunter or knight, that is,&lt;br /&gt;
serious equipment, that can be sold or used.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s make them expensive or let&#039;s make several of them and make several class of armors.&lt;br /&gt;
&lt;br /&gt;
It would be nice to expand later our game concept by adding new zones and so new quests and new tasks. Don&#039;t think about Stendhal as a closed game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The animals could:&lt;br /&gt;
- have a tendency to wander away (or at least, stray), as long as there&#039;s no wolf around&lt;br /&gt;
- wander away a bit directly away from the character, if beaten by a stick (to make them go this or that way)&lt;br /&gt;
- have a tendency to follow the biggest animal of the herd (so it usually is enough to make the biggest one go some way)&lt;br /&gt;
- have a tendency to get nearer to the character, if a wolf can be seen, but is not approaching the animal directly&lt;br /&gt;
- run away from any wolf, once at least one wolf is attacking it&lt;br /&gt;
&lt;br /&gt;
&amp;quot;have a tendency&amp;quot; means &amp;quot;usually not while the character is moving, but more often while grazing&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ok, it seems a good AI pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
But let&#039;s start small, let&#039;s play with one Pig and we later add several animal under control of the same person.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
If we have a wolf: Recolour it, and name it &amp;quot;shepards dog&amp;quot; (yeah, Gromit, in example), make it &amp;quot;bite&amp;quot; animals, which makes them go&lt;br /&gt;
nearer to the shepard. It must be bought, of course, and perhaps grow as well.&lt;br /&gt;
&lt;br /&gt;
Wolves should not be attacking the character, until really pressed, AND outnumbering the character by at least 2:1.&lt;br /&gt;
Thus, character + dog = 2, and that means 4 wolves at least.&lt;br /&gt;
Otherwise, they should just be chasing the animals, whereas two wolves are needed to hunt down a grown animal (one for holding fast,&lt;br /&gt;
one to do the kill), and only one wolf for a small animal.&lt;br /&gt;
Running animals (including dog) and running wolves should be 50% faster than the character!&lt;br /&gt;
Small animals should be still 25% faster than the character, but that may not be enough against wolves... :(&lt;br /&gt;
&lt;br /&gt;
Two wolves are needed to attack a character, one to hold it at its leg (no need to show this, only have one &amp;quot;fixed&amp;quot; near to the&lt;br /&gt;
character), and one to jump at the character. Movement -50% for the character.&lt;br /&gt;
Once the character is down, wounds or a kill can happen.&lt;br /&gt;
Three wolves make &amp;quot;two hold, one jump&amp;quot;, which shoud lower the defence, and make movement impossible.&lt;br /&gt;
&lt;br /&gt;
Perhaps &amp;quot;bloody hunting&amp;quot; should not happen regularily (only perhaps when &amp;quot;season&amp;quot; is &amp;quot;winter&amp;quot;, but that needs more work on&lt;br /&gt;
graphics... :-)&lt;br /&gt;
Perhaps a more tactical &amp;quot;chasing&amp;quot; game instead is more fun.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I plan to implement a very simple RP combat rules. &amp;lt;br&amp;gt;&lt;br /&gt;
I perhaps base my work on S6S game, that is very simple and very clean.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying? ==&lt;br /&gt;
&lt;br /&gt;
You said the &amp;quot;character&amp;quot; should gain XP for &amp;quot;Roleplaying&amp;quot;.&lt;br /&gt;
While this is a single-player game, there is no need.&lt;br /&gt;
Once it is multiplayer, the Player should gain XP for Roleplaying.&lt;br /&gt;
The Player can then use the XP to &amp;quot;buff&amp;quot; his character, when (s)he makes a new one.&lt;/div&gt;</summary>
		<author><name>84.129.124.219</name></author>
	</entry>
	<entry>
		<id>https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=18298</id>
		<title>Talk:StendhalDesign</title>
		<link rel="alternate" type="text/html" href="https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=18298"/>
		<updated>2005-03-04T19:27:52Z</updated>

		<summary type="html">&lt;p&gt;84.129.124.219: Roleplaying?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What happens if you get a pig, it gets killed, you buy another , it gets killed, and so on, and then u have no more money... you are stuck, maybe should be removed from game? - steve&amp;lt;br&amp;gt;&lt;br /&gt;
Interesting question, maybe there should be another way of making money although slower. --[[User:MiguelAngelBlanchLardin|MiguelAngelBlanchLardin]] 11:57, 22 Feb 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Ragnar wrote:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Make sheeps out of pigs. People *did* drive pigs into the woodlands, to eat acorns, &lt;br /&gt;
but never far away from the village. &lt;br /&gt;
Besides, I like sheep. Call me Wallace. &lt;br /&gt;
I will say animals for now, as I can&#039;t say if you&#039;re still free to decide, &lt;br /&gt;
or even willing... ;-)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I see: pig, sheep, cow, horse... animal :)&lt;br /&gt;
A pig is an animal and it is not abstract, let&#039;s grow pigs by now, just as a tribute to Acorn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
I would make weapons and armour expensive.&lt;br /&gt;
Too expensive to buy under normal conditions, that is: No way by just selling animals.&lt;br /&gt;
&lt;br /&gt;
Weapons should be &amp;quot;made&amp;quot; by the character, that is, available for free.&lt;br /&gt;
&lt;br /&gt;
Selection:&lt;br /&gt;
* Axe (entirely of wood, as in the ancient tales of slavian lore)&lt;br /&gt;
* Staff (*the* proverbial herders staff,  yes!)&lt;br /&gt;
* Sling (call me David)&lt;br /&gt;
&lt;br /&gt;
Instead of &amp;quot;healing potions&amp;quot;, let there be &amp;quot;bandages&amp;quot; in the shop. &lt;br /&gt;
Wounds heal one point per bandage over night.&lt;br /&gt;
Also have herbs available, that can also be collected in the woodlands near the wolves cave. &lt;br /&gt;
Make that heal one point additionally.&lt;br /&gt;
&lt;br /&gt;
In the wolves cave, there could lie the remnants of some hunter or knight, that is,&lt;br /&gt;
serious equipment, that can be sold or used.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s make them expensive or let&#039;s make several of them and make several class of armors.&lt;br /&gt;
&lt;br /&gt;
It would be nice to expand later our game concept by adding new zones and so new quests and new tasks. Don&#039;t think about Stendhal as a closed game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The animals could:&lt;br /&gt;
- have a tendency to wander away (or at least, stray), as long as there&#039;s no wolf around&lt;br /&gt;
- wander away a bit directly away from the character, if beaten by a stick (to make them go this or that way)&lt;br /&gt;
- have a tendency to follow the biggest animal of the herd (so it usually is enough to make the biggest one go some way)&lt;br /&gt;
- have a tendency to get nearer to the character, if a wolf can be seen, but is not approaching the animal directly&lt;br /&gt;
- run away from any wolf, once at least one wolf is attacking it&lt;br /&gt;
&lt;br /&gt;
&amp;quot;have a tendency&amp;quot; means &amp;quot;usually not while the character is moving, but more often while grazing&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ok, it seems a good AI pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
But let&#039;s start small, let&#039;s play with one Pig and we later add several animal under control of the same person.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
If we have a wolf: Recolour it, and name it &amp;quot;shepards dog&amp;quot; (yeah, Gromit, in example), make it &amp;quot;bite&amp;quot; animals, which makes them go&lt;br /&gt;
nearer to the shepard. It must be bought, of course, and perhaps grow as well.&lt;br /&gt;
&lt;br /&gt;
Wolves should not be attacking the character, until really pressed, AND outnumbering the character by at least 2:1.&lt;br /&gt;
Thus, character + dog = 2, and that means 4 wolves at least.&lt;br /&gt;
Otherwise, they should just be chasing the animals, whereas two wolves are needed to hunt down a grown animal (one for holding fast,&lt;br /&gt;
one to do the kill), and only one wolf for a small animal.&lt;br /&gt;
Running animals (including dog) and running wolves should be 50% faster than the character!&lt;br /&gt;
Small animals should be still 25% faster than the character, but that may not be enough against wolves... :(&lt;br /&gt;
&lt;br /&gt;
Two wolves are needed to attack a character, one to hold it at its leg (no need to show this, only have one &amp;quot;fixed&amp;quot; near to the&lt;br /&gt;
character), and one to jump at the character. Movement -50% for the character.&lt;br /&gt;
Once the character is down, wounds or a kill can happen.&lt;br /&gt;
Three wolves make &amp;quot;two hold, one jump&amp;quot;, which shoud lower the defence, and make movement impossible.&lt;br /&gt;
&lt;br /&gt;
Perhaps &amp;quot;bloody hunting&amp;quot; should not happen regularily (only perhaps when &amp;quot;season&amp;quot; is &amp;quot;winter&amp;quot;, but that needs more work on&lt;br /&gt;
graphics... :-)&lt;br /&gt;
Perhaps a more tactical &amp;quot;chasing&amp;quot; game instead is more fun.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I plan to implement a very simple RP combat rules. &amp;lt;br&amp;gt;&lt;br /&gt;
I perhaps base my work on S6S game, that is very simple and very clean.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying? ==&lt;br /&gt;
&lt;br /&gt;
You said the &amp;quot;character&amp;quot; should gain XP for &amp;quot;Roleplaying&amp;quot;.&lt;br /&gt;
While this is a single-player game, there is no need.&lt;br /&gt;
Once it is multiplayer, the Player should gain XP for Roleplaying.&lt;br /&gt;
The Player can then use the XP to &amp;quot;buff&amp;quot; his character, when (s)he makes a new one.&lt;/div&gt;</summary>
		<author><name>84.129.124.219</name></author>
	</entry>
	<entry>
		<id>https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=292</id>
		<title>Talk:StendhalDesign</title>
		<link rel="alternate" type="text/html" href="https://meet.konsthol.eu/w/index.php?title=Talk:StendhalDesign&amp;diff=292"/>
		<updated>2005-03-04T19:27:52Z</updated>

		<summary type="html">&lt;p&gt;84.129.124.219: Roleplaying?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What happens if you get a pig, it gets killed, you buy another , it gets killed, and so on, and then u have no more money... you are stuck, maybe should be removed from game? - steve&amp;lt;br&amp;gt;&lt;br /&gt;
Interesting question, maybe there should be another way of making money although slower. --[[User:MiguelAngelBlanchLardin|MiguelAngelBlanchLardin]] 11:57, 22 Feb 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Ragnar wrote:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Make sheeps out of pigs. People *did* drive pigs into the woodlands, to eat acorns, &lt;br /&gt;
but never far away from the village. &lt;br /&gt;
Besides, I like sheep. Call me Wallace. &lt;br /&gt;
I will say animals for now, as I can&#039;t say if you&#039;re still free to decide, &lt;br /&gt;
or even willing... ;-)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I see: pig, sheep, cow, horse... animal :)&lt;br /&gt;
A pig is an animal and it is not abstract, let&#039;s grow pigs by now, just as a tribute to Acorn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
I would make weapons and armour expensive.&lt;br /&gt;
Too expensive to buy under normal conditions, that is: No way by just selling animals.&lt;br /&gt;
&lt;br /&gt;
Weapons should be &amp;quot;made&amp;quot; by the character, that is, available for free.&lt;br /&gt;
&lt;br /&gt;
Selection:&lt;br /&gt;
* Axe (entirely of wood, as in the ancient tales of slavian lore)&lt;br /&gt;
* Staff (*the* proverbial herders staff,  yes!)&lt;br /&gt;
* Sling (call me David)&lt;br /&gt;
&lt;br /&gt;
Instead of &amp;quot;healing potions&amp;quot;, let there be &amp;quot;bandages&amp;quot; in the shop. &lt;br /&gt;
Wounds heal one point per bandage over night.&lt;br /&gt;
Also have herbs available, that can also be collected in the woodlands near the wolves cave. &lt;br /&gt;
Make that heal one point additionally.&lt;br /&gt;
&lt;br /&gt;
In the wolves cave, there could lie the remnants of some hunter or knight, that is,&lt;br /&gt;
serious equipment, that can be sold or used.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s make them expensive or let&#039;s make several of them and make several class of armors.&lt;br /&gt;
&lt;br /&gt;
It would be nice to expand later our game concept by adding new zones and so new quests and new tasks. Don&#039;t think about Stendhal as a closed game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The animals could:&lt;br /&gt;
- have a tendency to wander away (or at least, stray), as long as there&#039;s no wolf around&lt;br /&gt;
- wander away a bit directly away from the character, if beaten by a stick (to make them go this or that way)&lt;br /&gt;
- have a tendency to follow the biggest animal of the herd (so it usually is enough to make the biggest one go some way)&lt;br /&gt;
- have a tendency to get nearer to the character, if a wolf can be seen, but is not approaching the animal directly&lt;br /&gt;
- run away from any wolf, once at least one wolf is attacking it&lt;br /&gt;
&lt;br /&gt;
&amp;quot;have a tendency&amp;quot; means &amp;quot;usually not while the character is moving, but more often while grazing&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ok, it seems a good AI pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
But let&#039;s start small, let&#039;s play with one Pig and we later add several animal under control of the same person.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
If we have a wolf: Recolour it, and name it &amp;quot;shepards dog&amp;quot; (yeah, Gromit, in example), make it &amp;quot;bite&amp;quot; animals, which makes them go&lt;br /&gt;
nearer to the shepard. It must be bought, of course, and perhaps grow as well.&lt;br /&gt;
&lt;br /&gt;
Wolves should not be attacking the character, until really pressed, AND outnumbering the character by at least 2:1.&lt;br /&gt;
Thus, character + dog = 2, and that means 4 wolves at least.&lt;br /&gt;
Otherwise, they should just be chasing the animals, whereas two wolves are needed to hunt down a grown animal (one for holding fast,&lt;br /&gt;
one to do the kill), and only one wolf for a small animal.&lt;br /&gt;
Running animals (including dog) and running wolves should be 50% faster than the character!&lt;br /&gt;
Small animals should be still 25% faster than the character, but that may not be enough against wolves... :(&lt;br /&gt;
&lt;br /&gt;
Two wolves are needed to attack a character, one to hold it at its leg (no need to show this, only have one &amp;quot;fixed&amp;quot; near to the&lt;br /&gt;
character), and one to jump at the character. Movement -50% for the character.&lt;br /&gt;
Once the character is down, wounds or a kill can happen.&lt;br /&gt;
Three wolves make &amp;quot;two hold, one jump&amp;quot;, which shoud lower the defence, and make movement impossible.&lt;br /&gt;
&lt;br /&gt;
Perhaps &amp;quot;bloody hunting&amp;quot; should not happen regularily (only perhaps when &amp;quot;season&amp;quot; is &amp;quot;winter&amp;quot;, but that needs more work on&lt;br /&gt;
graphics... :-)&lt;br /&gt;
Perhaps a more tactical &amp;quot;chasing&amp;quot; game instead is more fun.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I plan to implement a very simple RP combat rules. &amp;lt;br&amp;gt;&lt;br /&gt;
I perhaps base my work on S6S game, that is very simple and very clean.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying? ==&lt;br /&gt;
&lt;br /&gt;
You said the &amp;quot;character&amp;quot; should gain XP for &amp;quot;Roleplaying&amp;quot;.&lt;br /&gt;
While this is a single-player game, there is no need.&lt;br /&gt;
Once it is multiplayer, the Player should gain XP for Roleplaying.&lt;br /&gt;
The Player can then use the XP to &amp;quot;buff&amp;quot; his character, when (s)he makes a new one.&lt;/div&gt;</summary>
		<author><name>84.129.124.219</name></author>
	</entry>
	<entry>
		<id>https://meet.konsthol.eu/w/index.php?title=StendhalDesign&amp;diff=118906</id>
		<title>StendhalDesign</title>
		<link rel="alternate" type="text/html" href="https://meet.konsthol.eu/w/index.php?title=StendhalDesign&amp;diff=118906"/>
		<updated>2005-03-04T18:28:25Z</updated>

		<summary type="html">&lt;p&gt;84.129.124.219: /* Sheep */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This small doc tries to create an agreement on what stendhal is about and what it needs to include. It considers the existing [[http://arianne.sourceforge.net/wiki/index.php/StendhalObjectives#Roadmap Roadmap]] and tries to give a coherent vision of what we are trying to create.&lt;br /&gt;
&lt;br /&gt;
Please use the Discussion tab (found in the menu at the top of the page) to query about things or make suggestions.&lt;br /&gt;
&lt;br /&gt;
= Plot =&lt;br /&gt;
Stendhal&#039;s plot is to grow Sheep by taking them with you to the plains or forest to graze.&amp;lt;br&amp;gt;&lt;br /&gt;
The task is not as simple as it may sound though, as you will have to protect them from hungry wolves! Use your skill, strength and wit to destroy the attackers.&lt;br /&gt;
&lt;br /&gt;
Lambs must first be bought at a Farm and later sold at the Village when they are plump enough. For each Sheep you sell, when fully grown, you will get extra income.&lt;br /&gt;
&lt;br /&gt;
You will need to spend your money on new weapons, armor and healing potions.&lt;br /&gt;
&lt;br /&gt;
As you can see Stendhal is a minigame that will try to push and thus test everything related to a fully blown RPG:&lt;br /&gt;
* task&lt;br /&gt;
* actions&lt;br /&gt;
* areas&lt;br /&gt;
&lt;br /&gt;
If Arianne is a successful platform to get Stendhal working, the only issue is scaling up the result. :)&lt;br /&gt;
&lt;br /&gt;
= Design =&lt;br /&gt;
== Idea ==&lt;br /&gt;
The whole game area will look like:&lt;br /&gt;
&lt;br /&gt;
http://arianne.sourceforge.net/wiki_images/Stendhal_Map.jpg&lt;br /&gt;
&lt;br /&gt;
It is split in to 4 different areas to test the multizones feature of Arianne.&amp;lt;br&amp;gt;&lt;br /&gt;
Players need to change zone in order to accomplish their task.&lt;br /&gt;
&lt;br /&gt;
== Use cases description ==&lt;br /&gt;
We need to use several use cases to describe our game.&lt;br /&gt;
===Player&#039;s user case===&lt;br /&gt;
Player is an entity that play the game, it can move, chat, attack, heal.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Player enter village in entry point&lt;br /&gt;
  Player moves to Farm zone&lt;br /&gt;
&lt;br /&gt;
  Player talks with Sheep seller&lt;br /&gt;
    Player: Hi&lt;br /&gt;
    Seller: Greetings! How may I help you?&lt;br /&gt;
    Player: buy Sheep&lt;br /&gt;
    Seller: Do you want to buy a Sheep for 50 coins?&lt;br /&gt;
    Player: yes&lt;br /&gt;
    Seller: Thank you! Bye&lt;br /&gt;
&lt;br /&gt;
  Player moves. Sheep follows Player.&lt;br /&gt;
  Player moves to plains&lt;br /&gt;
  Player moves around looking for food&lt;br /&gt;
  Player protect Sheep of wolves attacks&lt;br /&gt;
&lt;br /&gt;
  When Sheep is big enough Player moves to Village&lt;br /&gt;
  Player talks with Sheep buyer&lt;br /&gt;
    Player: Hi&lt;br /&gt;
    Buyer: Greetings! How may I help you?&lt;br /&gt;
    Player: sell Sheep&lt;br /&gt;
    Buyer: Do you want to sell this Sheep for 73 coins?&lt;br /&gt;
    Player: yes&lt;br /&gt;
    Buyer: Thank you! Bye&lt;br /&gt;
&lt;br /&gt;
  Player spend money in new Sheep and equipment&lt;br /&gt;
  * Armor&lt;br /&gt;
  * Weapon&lt;br /&gt;
  * Healing potions&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sheep seller&#039;s user case===&lt;br /&gt;
This seller is a NPC entity that will sell us a sheep to grow it up and make money.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
FOREVER do:&lt;br /&gt;
  Listen to Player&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Hi&amp;quot;:&lt;br /&gt;
    Seller says &amp;quot;Greetings &amp;lt;Player&amp;gt;!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Buy Sheep&amp;quot; from Player:&lt;br /&gt;
    Seller says &amp;quot;Do you want to buy a Sheep for 50 coins?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;yes&amp;quot; from Player:&lt;br /&gt;
    If Player money - 50 &amp;gt; 0:&lt;br /&gt;
      set Player money=Player money - 50&lt;br /&gt;
      Duplicate Sheep&lt;br /&gt;
      Make Sheep follows Player&lt;br /&gt;
  Say bye to Player&lt;br /&gt;
DONE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sheep buyer&#039;s user case===&lt;br /&gt;
This buyer is a NPC entity that will buy us our sheep.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
FOREVER do:&lt;br /&gt;
  Listen to Player&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Hi&amp;quot;:&lt;br /&gt;
    Seller says &amp;quot;Greetings &amp;lt;Player&amp;gt;!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Sell Sheep&amp;quot; from Player:&lt;br /&gt;
    Estimate Sheep value related to Sheep weight&lt;br /&gt;
    Seller says &amp;quot;Do you want to sell buy a Sheep for &amp;lt;estimated price&amp;gt; coins?&amp;quot;&lt;br /&gt;
  &lt;br /&gt;
  If listen &amp;quot;yes&amp;quot; from Player:&lt;br /&gt;
    set Player money=Player money + &amp;lt;estimated price&amp;gt;&lt;br /&gt;
    Destroy Sheep&lt;br /&gt;
  &lt;br /&gt;
  Say bye to Player&lt;br /&gt;
DONE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sheep&#039;s user case===&lt;br /&gt;
Sheep is our key game concept. Sheeps must be grow up to earn money and buy stuff.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Sheep is in Farm&lt;br /&gt;
  Player buys Sheep&lt;br /&gt;
  Sheep seller duplicates Sheep&lt;br /&gt;
  Sheep follows Player&lt;br /&gt;
&lt;br /&gt;
  If Sheep finds food:&lt;br /&gt;
    Sheep moves to food&lt;br /&gt;
    Sheep eats food&lt;br /&gt;
    Sheep gains weight&lt;br /&gt;
&lt;br /&gt;
  Player sells Sheep&lt;br /&gt;
  Sheep dissappear&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Wolf&#039;s user case===&lt;br /&gt;
Wolf is the compitive entity on Stendhal. They join to attack sheeps and often also players. They can kill a sheep in not a long time.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Wolf moves&lt;br /&gt;
  If Wolf sees Sheep:&lt;br /&gt;
    Wolf attacks Sheep&lt;br /&gt;
  &lt;br /&gt;
  If Wolf is attacked:&lt;br /&gt;
    Wolf attacks Attacker&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Entities ==&lt;br /&gt;
The above user cases describe the need for the following entities in our system:&lt;br /&gt;
* Sheep&lt;br /&gt;
* Sheep seller&lt;br /&gt;
* Sheep buyer&lt;br /&gt;
* Wolf&lt;br /&gt;
* Player&lt;br /&gt;
* Food&lt;br /&gt;
* Armor&lt;br /&gt;
* Weapon&lt;br /&gt;
* Healing potion&lt;br /&gt;
&lt;br /&gt;
Let&#039;s describe each entity and its attributes and actions.&lt;br /&gt;
=== Sheep ===&lt;br /&gt;
A sheep has the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; is the life indicator of the sheep, when it reach 0 the sheep dies.&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight indicator of the sheep, the more weight, the more expensive it is.&lt;br /&gt;
&lt;br /&gt;
Sheep tasks should be:&lt;br /&gt;
* &amp;lt;b&amp;gt;follow&amp;lt;/b&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;eat&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sheeps behaviour is mainly to follow its owner and look for food.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Sheep finds food, it will eat.&amp;lt;br&amp;gt;&lt;br /&gt;
Sheep will runaway if attacked by wolves.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wolf ===&lt;br /&gt;
Wolves have the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; is the life indicator of the wolf, when it reach 0 the wolf dies.&lt;br /&gt;
* &amp;lt;b&amp;gt;atk&amp;lt;/b&amp;gt; is the RP attack value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
&lt;br /&gt;
Wolf tasks should be:&lt;br /&gt;
* &amp;lt;b&amp;gt;follow&amp;lt;/b&amp;gt; means that wolf follows an object using the shortest way to reach it.&lt;br /&gt;
* &amp;lt;b&amp;gt;attack&amp;lt;/b&amp;gt; means that wolf will try to damage the attacked object until its hp reach 0&amp;lt;br&amp;gt;Another action will cancel attack task.&lt;br /&gt;
* &amp;lt;b&amp;gt;patrol&amp;lt;/b&amp;gt; means that wolf will move around a specified path.&lt;br /&gt;
* &amp;lt;b&amp;gt;chat&amp;lt;/b&amp;gt; means that wolf will start to shout &#039;auuuuuuu!&#039;. Wolves will often understand this as a call.&lt;br /&gt;
&lt;br /&gt;
Wolf behaviour consists of patrolling some assigned areas.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Wolf finds a Sheep, it will attack Sheep.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Wolf is attacked, the Wolf returns the attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Wolf is injured, the Wolf will runaway.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sheep seller and Sheep buyer ===&lt;br /&gt;
The buyer and seller have the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;attending&amp;lt;/b&amp;gt; is the object_id of the player that is actually attending.&lt;br /&gt;
&lt;br /&gt;
seller and buyer tasks would be:&lt;br /&gt;
* &amp;lt;b&amp;gt;patrol&amp;lt;/b&amp;gt; means that NPC will move around a specified path.&lt;br /&gt;
&lt;br /&gt;
NPC behaviour consists of listening to people near them.&amp;lt;br&amp;gt;&lt;br /&gt;
If person says &amp;quot;Hi&amp;quot;, NPC faces person and generates conversation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Player===&lt;br /&gt;
The player has the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; is the life indicator of the player, when it reach 0 the sheep dies.&lt;br /&gt;
* &amp;lt;b&amp;gt;atk&amp;lt;/b&amp;gt; is the RP attack value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;exp&amp;lt;/b&amp;gt; is the experience of the player.&lt;br /&gt;
* &amp;lt;b&amp;gt;money&amp;lt;/b&amp;gt; is the quantity of money the player has.&lt;br /&gt;
&lt;br /&gt;
It has three slots:&lt;br /&gt;
* armor&lt;br /&gt;
* left hand&lt;br /&gt;
* right hand&lt;br /&gt;
* backpack&lt;br /&gt;
* flock&lt;br /&gt;
&lt;br /&gt;
Player tasks should be:&lt;br /&gt;
* &amp;lt;b&amp;gt;move&amp;lt;/b&amp;gt; means that player will change its dx, dy params to move.&lt;br /&gt;
* &amp;lt;b&amp;gt;attack&amp;lt;/b&amp;gt; means that player will try to damage the attacked object until its hp reach 0.&amp;lt;br&amp;gt;Another action will cancel attack task.&lt;br /&gt;
* &amp;lt;b&amp;gt;chat&amp;lt;/b&amp;gt; means that player writes text to other players or NPCs&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
Food has the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;quantity&amp;lt;/b&amp;gt; is the amount of food available&lt;br /&gt;
&lt;br /&gt;
Food will be regenerated every X units of time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Armor === &lt;br /&gt;
Armor is an item that player can &#039;&#039;wear&#039;&#039;:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the armor when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the armor when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;def&amp;lt;/b&amp;gt; is the RP defense value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight of the armor.&lt;br /&gt;
&lt;br /&gt;
=== Shield === &lt;br /&gt;
Shield is an item that player can &#039;&#039;wear&#039;&#039;:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the shield when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the shield when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;def&amp;lt;/b&amp;gt; is the RP defense value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight of the shield.&lt;br /&gt;
&lt;br /&gt;
=== Weapon === &lt;br /&gt;
Weapon is an item that player can &#039;&#039;wear&#039;&#039;:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the weapon when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the weapon when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;atk&amp;lt;/b&amp;gt; is the RP attack value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight of the weapon.&lt;br /&gt;
&lt;br /&gt;
=== Healing potion === &lt;br /&gt;
Healing potion is an item that player can &#039;&#039;wear&#039;&#039; inside the backpack:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the potion when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the potion when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;heal&amp;lt;/b&amp;gt; is the amount of HP the potion will heal.&lt;br /&gt;
&lt;br /&gt;
=RP=&lt;br /&gt;
Role playing games are based in a set of rules. There are many set of rules: AD&amp;amp;D, GURPS, Warhammer,...&amp;lt;br&amp;gt;&lt;br /&gt;
Stendhal defines a new &#039;&#039;typical&#039;&#039; set of rules, that has in common simplicity and ease of computing.&lt;br /&gt;
&lt;br /&gt;
The system is based around 3 ideas:&lt;br /&gt;
* Randomness using 1D6&lt;br /&gt;
* Risk evaluation&lt;br /&gt;
* Creativity&lt;br /&gt;
&lt;br /&gt;
Risk evaluation gives the DM the power to weight up an action that a player wishes to perform against things like how experienced the player is in that type of action and the situation the player is in.&lt;br /&gt;
&lt;br /&gt;
DM stands for &#039;&#039;Dungeon Master&#039;&#039;. In Stendhal our task is to design the DM, as it rules the game.&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
Each player has a set of attributes that are:&lt;br /&gt;
* &amp;lt;b&amp;gt;attack&amp;lt;/b&amp;gt; - this value is used to resolve attack situations.&lt;br /&gt;
* &amp;lt;b&amp;gt;defense&amp;lt;/b&amp;gt; - this value is used to resolve situations where the player is attacked.&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; - this value stored the live points available.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;level&amp;lt;/b&amp;gt; - this starts off as zero when the character is created and will increase related to experience&lt;br /&gt;
* &amp;lt;b&amp;gt;experience&amp;lt;/b&amp;gt; - this is the amount of experience gained at the current level&lt;br /&gt;
&lt;br /&gt;
== Experience and levels ==&lt;br /&gt;
All of the attributes can be increased during the game through gaining experience and levels.&lt;br /&gt;
Experience is awarded by DM for several reasons:&lt;br /&gt;
* good roleplaying&lt;br /&gt;
* use of skills&lt;br /&gt;
* combats&lt;br /&gt;
&lt;br /&gt;
Experience can&#039;t be gained by training.&lt;br /&gt;
&lt;br /&gt;
When you gain a level you can increase one of the attributes.&lt;br /&gt;
To reach a level you need to reach the next experience points:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Level&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Experience needed&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;160&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;320&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;previous*2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
Combat is a fight between two or more players.&lt;br /&gt;
&lt;br /&gt;
The combat is round based. Each round takes 10 turns.&lt;br /&gt;
&lt;br /&gt;
To determine whose player start first choose the player who has the biggest value of:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Player.Level + 1D6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The risk to strike a player can be written as:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Attacker.attack + 1D6 VS Defender.defense + Defender.shield.rating + 1D6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If player is hit we need to compute the wound that has been done:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  result = Attacker.weapon.rating - Defender.armor.rating + 1D6 each 6 Attacker.level&lt;br /&gt;
  if result &amp;gt; 0:&lt;br /&gt;
    Defender.hp = Defender.hp - result&lt;br /&gt;
  end if&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Death happens when hp reachs 0.&lt;br /&gt;
&lt;br /&gt;
hp points are recovered at a natural rate of 1 HP point each 1000 turns.&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
The shield rating adds to your defense skill:&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Shield&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Rating&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Buckler shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Small shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Medium shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tower shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
Armour helps you absorb damage.&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Armour&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Rating&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leather armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Studded leather armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Scale mail armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Chain mail armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Plate mail armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Field plate armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Full plate armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Weapon===&lt;br /&gt;
Weapon helps you to kill :)&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Weapon&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Rating&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Knife&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Club&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Spear&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Axe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Long sword&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Two hand sword&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>84.129.124.219</name></author>
	</entry>
	<entry>
		<id>https://meet.konsthol.eu/w/index.php?title=StendhalDesign&amp;diff=95089</id>
		<title>StendhalDesign</title>
		<link rel="alternate" type="text/html" href="https://meet.konsthol.eu/w/index.php?title=StendhalDesign&amp;diff=95089"/>
		<updated>2005-03-04T18:28:25Z</updated>

		<summary type="html">&lt;p&gt;84.129.124.219: /* Sheep */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This small doc tries to create an agreement on what stendhal is about and what it needs to include. It considers the existing [[http://arianne.sourceforge.net/wiki/index.php/StendhalObjectives#Roadmap Roadmap]] and tries to give a coherent vision of what we are trying to create.&lt;br /&gt;
&lt;br /&gt;
Please use the Discussion tab (found in the menu at the top of the page) to query about things or make suggestions.&lt;br /&gt;
&lt;br /&gt;
= Plot =&lt;br /&gt;
Stendhal&#039;s plot is to grow Sheep by taking them with you to the plains or forest to graze.&amp;lt;br&amp;gt;&lt;br /&gt;
The task is not as simple as it may sound though, as you will have to protect them from hungry wolves! Use your skill, strength and wit to destroy the attackers.&lt;br /&gt;
&lt;br /&gt;
Lambs must first be bought at a Farm and later sold at the Village when they are plump enough. For each Sheep you sell, when fully grown, you will get extra income.&lt;br /&gt;
&lt;br /&gt;
You will need to spend your money on new weapons, armor and healing potions.&lt;br /&gt;
&lt;br /&gt;
As you can see Stendhal is a minigame that will try to push and thus test everything related to a fully blown RPG:&lt;br /&gt;
* task&lt;br /&gt;
* actions&lt;br /&gt;
* areas&lt;br /&gt;
&lt;br /&gt;
If Arianne is a successful platform to get Stendhal working, the only issue is scaling up the result. :)&lt;br /&gt;
&lt;br /&gt;
= Design =&lt;br /&gt;
== Idea ==&lt;br /&gt;
The whole game area will look like:&lt;br /&gt;
&lt;br /&gt;
http://arianne.sourceforge.net/wiki_images/Stendhal_Map.jpg&lt;br /&gt;
&lt;br /&gt;
It is split in to 4 different areas to test the multizones feature of Arianne.&amp;lt;br&amp;gt;&lt;br /&gt;
Players need to change zone in order to accomplish their task.&lt;br /&gt;
&lt;br /&gt;
== Use cases description ==&lt;br /&gt;
We need to use several use cases to describe our game.&lt;br /&gt;
===Player&#039;s user case===&lt;br /&gt;
Player is an entity that play the game, it can move, chat, attack, heal.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Player enter village in entry point&lt;br /&gt;
  Player moves to Farm zone&lt;br /&gt;
&lt;br /&gt;
  Player talks with Sheep seller&lt;br /&gt;
    Player: Hi&lt;br /&gt;
    Seller: Greetings! How may I help you?&lt;br /&gt;
    Player: buy Sheep&lt;br /&gt;
    Seller: Do you want to buy a Sheep for 50 coins?&lt;br /&gt;
    Player: yes&lt;br /&gt;
    Seller: Thank you! Bye&lt;br /&gt;
&lt;br /&gt;
  Player moves. Sheep follows Player.&lt;br /&gt;
  Player moves to plains&lt;br /&gt;
  Player moves around looking for food&lt;br /&gt;
  Player protect Sheep of wolves attacks&lt;br /&gt;
&lt;br /&gt;
  When Sheep is big enough Player moves to Village&lt;br /&gt;
  Player talks with Sheep buyer&lt;br /&gt;
    Player: Hi&lt;br /&gt;
    Buyer: Greetings! How may I help you?&lt;br /&gt;
    Player: sell Sheep&lt;br /&gt;
    Buyer: Do you want to sell this Sheep for 73 coins?&lt;br /&gt;
    Player: yes&lt;br /&gt;
    Buyer: Thank you! Bye&lt;br /&gt;
&lt;br /&gt;
  Player spend money in new Sheep and equipment&lt;br /&gt;
  * Armor&lt;br /&gt;
  * Weapon&lt;br /&gt;
  * Healing potions&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sheep seller&#039;s user case===&lt;br /&gt;
This seller is a NPC entity that will sell us a sheep to grow it up and make money.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
FOREVER do:&lt;br /&gt;
  Listen to Player&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Hi&amp;quot;:&lt;br /&gt;
    Seller says &amp;quot;Greetings &amp;lt;Player&amp;gt;!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Buy Sheep&amp;quot; from Player:&lt;br /&gt;
    Seller says &amp;quot;Do you want to buy a Sheep for 50 coins?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;yes&amp;quot; from Player:&lt;br /&gt;
    If Player money - 50 &amp;gt; 0:&lt;br /&gt;
      set Player money=Player money - 50&lt;br /&gt;
      Duplicate Sheep&lt;br /&gt;
      Make Sheep follows Player&lt;br /&gt;
  Say bye to Player&lt;br /&gt;
DONE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sheep buyer&#039;s user case===&lt;br /&gt;
This buyer is a NPC entity that will buy us our sheep.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
FOREVER do:&lt;br /&gt;
  Listen to Player&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Hi&amp;quot;:&lt;br /&gt;
    Seller says &amp;quot;Greetings &amp;lt;Player&amp;gt;!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Sell Sheep&amp;quot; from Player:&lt;br /&gt;
    Estimate Sheep value related to Sheep weight&lt;br /&gt;
    Seller says &amp;quot;Do you want to sell buy a Sheep for &amp;lt;estimated price&amp;gt; coins?&amp;quot;&lt;br /&gt;
  &lt;br /&gt;
  If listen &amp;quot;yes&amp;quot; from Player:&lt;br /&gt;
    set Player money=Player money + &amp;lt;estimated price&amp;gt;&lt;br /&gt;
    Destroy Sheep&lt;br /&gt;
  &lt;br /&gt;
  Say bye to Player&lt;br /&gt;
DONE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sheep&#039;s user case===&lt;br /&gt;
Sheep is our key game concept. Sheeps must be grow up to earn money and buy stuff.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Sheep is in Farm&lt;br /&gt;
  Player buys Sheep&lt;br /&gt;
  Sheep seller duplicates Sheep&lt;br /&gt;
  Sheep follows Player&lt;br /&gt;
&lt;br /&gt;
  If Sheep finds food:&lt;br /&gt;
    Sheep moves to food&lt;br /&gt;
    Sheep eats food&lt;br /&gt;
    Sheep gains weight&lt;br /&gt;
&lt;br /&gt;
  Player sells Sheep&lt;br /&gt;
  Sheep dissappear&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Wolf&#039;s user case===&lt;br /&gt;
Wolf is the compitive entity on Stendhal. They join to attack sheeps and often also players. They can kill a sheep in not a long time.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Wolf moves&lt;br /&gt;
  If Wolf sees Sheep:&lt;br /&gt;
    Wolf attacks Sheep&lt;br /&gt;
  &lt;br /&gt;
  If Wolf is attacked:&lt;br /&gt;
    Wolf attacks Attacker&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Entities ==&lt;br /&gt;
The above user cases describe the need for the following entities in our system:&lt;br /&gt;
* Sheep&lt;br /&gt;
* Sheep seller&lt;br /&gt;
* Sheep buyer&lt;br /&gt;
* Wolf&lt;br /&gt;
* Player&lt;br /&gt;
* Food&lt;br /&gt;
* Armor&lt;br /&gt;
* Weapon&lt;br /&gt;
* Healing potion&lt;br /&gt;
&lt;br /&gt;
Let&#039;s describe each entity and its attributes and actions.&lt;br /&gt;
=== Sheep ===&lt;br /&gt;
A sheep has the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; is the life indicator of the sheep, when it reach 0 the sheep dies.&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight indicator of the sheep, the more weight, the more expensive it is.&lt;br /&gt;
&lt;br /&gt;
Sheep tasks should be:&lt;br /&gt;
* &amp;lt;b&amp;gt;follow&amp;lt;/b&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;eat&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sheeps behaviour is mainly to follow its owner and look for food.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Sheep finds food, it will eat.&amp;lt;br&amp;gt;&lt;br /&gt;
Sheep will runaway if attacked by wolves.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wolf ===&lt;br /&gt;
Wolves have the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; is the life indicator of the wolf, when it reach 0 the wolf dies.&lt;br /&gt;
* &amp;lt;b&amp;gt;atk&amp;lt;/b&amp;gt; is the RP attack value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
&lt;br /&gt;
Wolf tasks should be:&lt;br /&gt;
* &amp;lt;b&amp;gt;follow&amp;lt;/b&amp;gt; means that wolf follows an object using the shortest way to reach it.&lt;br /&gt;
* &amp;lt;b&amp;gt;attack&amp;lt;/b&amp;gt; means that wolf will try to damage the attacked object until its hp reach 0&amp;lt;br&amp;gt;Another action will cancel attack task.&lt;br /&gt;
* &amp;lt;b&amp;gt;patrol&amp;lt;/b&amp;gt; means that wolf will move around a specified path.&lt;br /&gt;
* &amp;lt;b&amp;gt;chat&amp;lt;/b&amp;gt; means that wolf will start to shout &#039;auuuuuuu!&#039;. Wolves will often understand this as a call.&lt;br /&gt;
&lt;br /&gt;
Wolf behaviour consists of patrolling some assigned areas.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Wolf finds a Sheep, it will attack Sheep.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Wolf is attacked, the Wolf returns the attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Wolf is injured, the Wolf will runaway.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sheep seller and Sheep buyer ===&lt;br /&gt;
The buyer and seller have the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;attending&amp;lt;/b&amp;gt; is the object_id of the player that is actually attending.&lt;br /&gt;
&lt;br /&gt;
seller and buyer tasks would be:&lt;br /&gt;
* &amp;lt;b&amp;gt;patrol&amp;lt;/b&amp;gt; means that NPC will move around a specified path.&lt;br /&gt;
&lt;br /&gt;
NPC behaviour consists of listening to people near them.&amp;lt;br&amp;gt;&lt;br /&gt;
If person says &amp;quot;Hi&amp;quot;, NPC faces person and generates conversation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Player===&lt;br /&gt;
The player has the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; is the life indicator of the player, when it reach 0 the sheep dies.&lt;br /&gt;
* &amp;lt;b&amp;gt;atk&amp;lt;/b&amp;gt; is the RP attack value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;exp&amp;lt;/b&amp;gt; is the experience of the player.&lt;br /&gt;
* &amp;lt;b&amp;gt;money&amp;lt;/b&amp;gt; is the quantity of money the player has.&lt;br /&gt;
&lt;br /&gt;
It has three slots:&lt;br /&gt;
* armor&lt;br /&gt;
* left hand&lt;br /&gt;
* right hand&lt;br /&gt;
* backpack&lt;br /&gt;
* flock&lt;br /&gt;
&lt;br /&gt;
Player tasks should be:&lt;br /&gt;
* &amp;lt;b&amp;gt;move&amp;lt;/b&amp;gt; means that player will change its dx, dy params to move.&lt;br /&gt;
* &amp;lt;b&amp;gt;attack&amp;lt;/b&amp;gt; means that player will try to damage the attacked object until its hp reach 0.&amp;lt;br&amp;gt;Another action will cancel attack task.&lt;br /&gt;
* &amp;lt;b&amp;gt;chat&amp;lt;/b&amp;gt; means that player writes text to other players or NPCs&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
Food has the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;quantity&amp;lt;/b&amp;gt; is the amount of food available&lt;br /&gt;
&lt;br /&gt;
Food will be regenerated every X units of time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Armor === &lt;br /&gt;
Armor is an item that player can &#039;&#039;wear&#039;&#039;:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the armor when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the armor when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;def&amp;lt;/b&amp;gt; is the RP defense value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight of the armor.&lt;br /&gt;
&lt;br /&gt;
=== Shield === &lt;br /&gt;
Shield is an item that player can &#039;&#039;wear&#039;&#039;:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the shield when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the shield when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;def&amp;lt;/b&amp;gt; is the RP defense value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight of the shield.&lt;br /&gt;
&lt;br /&gt;
=== Weapon === &lt;br /&gt;
Weapon is an item that player can &#039;&#039;wear&#039;&#039;:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the weapon when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the weapon when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;atk&amp;lt;/b&amp;gt; is the RP attack value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight of the weapon.&lt;br /&gt;
&lt;br /&gt;
=== Healing potion === &lt;br /&gt;
Healing potion is an item that player can &#039;&#039;wear&#039;&#039; inside the backpack:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the potion when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the potion when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;heal&amp;lt;/b&amp;gt; is the amount of HP the potion will heal.&lt;br /&gt;
&lt;br /&gt;
=RP=&lt;br /&gt;
Role playing games are based in a set of rules. There are many set of rules: AD&amp;amp;D, GURPS, Warhammer,...&amp;lt;br&amp;gt;&lt;br /&gt;
Stendhal defines a new &#039;&#039;typical&#039;&#039; set of rules, that has in common simplicity and ease of computing.&lt;br /&gt;
&lt;br /&gt;
The system is based around 3 ideas:&lt;br /&gt;
* Randomness using 1D6&lt;br /&gt;
* Risk evaluation&lt;br /&gt;
* Creativity&lt;br /&gt;
&lt;br /&gt;
Risk evaluation gives the DM the power to weight up an action that a player wishes to perform against things like how experienced the player is in that type of action and the situation the player is in.&lt;br /&gt;
&lt;br /&gt;
DM stands for &#039;&#039;Dungeon Master&#039;&#039;. In Stendhal our task is to design the DM, as it rules the game.&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
Each player has a set of attributes that are:&lt;br /&gt;
* &amp;lt;b&amp;gt;attack&amp;lt;/b&amp;gt; - this value is used to resolve attack situations.&lt;br /&gt;
* &amp;lt;b&amp;gt;defense&amp;lt;/b&amp;gt; - this value is used to resolve situations where the player is attacked.&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; - this value stored the live points available.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;level&amp;lt;/b&amp;gt; - this starts off as zero when the character is created and will increase related to experience&lt;br /&gt;
* &amp;lt;b&amp;gt;experience&amp;lt;/b&amp;gt; - this is the amount of experience gained at the current level&lt;br /&gt;
&lt;br /&gt;
== Experience and levels ==&lt;br /&gt;
All of the attributes can be increased during the game through gaining experience and levels.&lt;br /&gt;
Experience is awarded by DM for several reasons:&lt;br /&gt;
* good roleplaying&lt;br /&gt;
* use of skills&lt;br /&gt;
* combats&lt;br /&gt;
&lt;br /&gt;
Experience can&#039;t be gained by training.&lt;br /&gt;
&lt;br /&gt;
When you gain a level you can increase one of the attributes.&lt;br /&gt;
To reach a level you need to reach the next experience points:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Level&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Experience needed&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;160&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;320&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;previous*2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
Combat is a fight between two or more players.&lt;br /&gt;
&lt;br /&gt;
The combat is round based. Each round takes 10 turns.&lt;br /&gt;
&lt;br /&gt;
To determine whose player start first choose the player who has the biggest value of:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Player.Level + 1D6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The risk to strike a player can be written as:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Attacker.attack + 1D6 VS Defender.defense + Defender.shield.rating + 1D6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If player is hit we need to compute the wound that has been done:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  result = Attacker.weapon.rating - Defender.armor.rating + 1D6 each 6 Attacker.level&lt;br /&gt;
  if result &amp;gt; 0:&lt;br /&gt;
    Defender.hp = Defender.hp - result&lt;br /&gt;
  end if&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Death happens when hp reachs 0.&lt;br /&gt;
&lt;br /&gt;
hp points are recovered at a natural rate of 1 HP point each 1000 turns.&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
The shield rating adds to your defense skill:&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Shield&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Rating&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Buckler shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Small shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Medium shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tower shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
Armour helps you absorb damage.&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Armour&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Rating&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leather armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Studded leather armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Scale mail armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Chain mail armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Plate mail armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Field plate armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Full plate armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Weapon===&lt;br /&gt;
Weapon helps you to kill :)&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Weapon&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Rating&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Knife&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Club&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Spear&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Axe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Long sword&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Two hand sword&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>84.129.124.219</name></author>
	</entry>
	<entry>
		<id>https://meet.konsthol.eu/w/index.php?title=StendhalDesign&amp;diff=78784</id>
		<title>StendhalDesign</title>
		<link rel="alternate" type="text/html" href="https://meet.konsthol.eu/w/index.php?title=StendhalDesign&amp;diff=78784"/>
		<updated>2005-03-04T18:28:25Z</updated>

		<summary type="html">&lt;p&gt;84.129.124.219: /* Sheep */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This small doc tries to create an agreement on what stendhal is about and what it needs to include. It considers the existing [[http://arianne.sourceforge.net/wiki/index.php/StendhalObjectives#Roadmap Roadmap]] and tries to give a coherent vision of what we are trying to create.&lt;br /&gt;
&lt;br /&gt;
Please use the Discussion tab (found in the menu at the top of the page) to query about things or make suggestions.&lt;br /&gt;
&lt;br /&gt;
= Plot =&lt;br /&gt;
Stendhal&#039;s plot is to grow Sheep by taking them with you to the plains or forest to graze.&amp;lt;br&amp;gt;&lt;br /&gt;
The task is not as simple as it may sound though, as you will have to protect them from hungry wolves! Use your skill, strength and wit to destroy the attackers.&lt;br /&gt;
&lt;br /&gt;
Lambs must first be bought at a Farm and later sold at the Village when they are plump enough. For each Sheep you sell, when fully grown, you will get extra income.&lt;br /&gt;
&lt;br /&gt;
You will need to spend your money on new weapons, armor and healing potions.&lt;br /&gt;
&lt;br /&gt;
As you can see Stendhal is a minigame that will try to push and thus test everything related to a fully blown RPG:&lt;br /&gt;
* task&lt;br /&gt;
* actions&lt;br /&gt;
* areas&lt;br /&gt;
&lt;br /&gt;
If Arianne is a successful platform to get Stendhal working, the only issue is scaling up the result. :)&lt;br /&gt;
&lt;br /&gt;
= Design =&lt;br /&gt;
== Idea ==&lt;br /&gt;
The whole game area will look like:&lt;br /&gt;
&lt;br /&gt;
http://arianne.sourceforge.net/wiki_images/Stendhal_Map.jpg&lt;br /&gt;
&lt;br /&gt;
It is split in to 4 different areas to test the multizones feature of Arianne.&amp;lt;br&amp;gt;&lt;br /&gt;
Players need to change zone in order to accomplish their task.&lt;br /&gt;
&lt;br /&gt;
== Use cases description ==&lt;br /&gt;
We need to use several use cases to describe our game.&lt;br /&gt;
===Player&#039;s user case===&lt;br /&gt;
Player is an entity that play the game, it can move, chat, attack, heal.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Player enter village in entry point&lt;br /&gt;
  Player moves to Farm zone&lt;br /&gt;
&lt;br /&gt;
  Player talks with Sheep seller&lt;br /&gt;
    Player: Hi&lt;br /&gt;
    Seller: Greetings! How may I help you?&lt;br /&gt;
    Player: buy Sheep&lt;br /&gt;
    Seller: Do you want to buy a Sheep for 50 coins?&lt;br /&gt;
    Player: yes&lt;br /&gt;
    Seller: Thank you! Bye&lt;br /&gt;
&lt;br /&gt;
  Player moves. Sheep follows Player.&lt;br /&gt;
  Player moves to plains&lt;br /&gt;
  Player moves around looking for food&lt;br /&gt;
  Player protect Sheep of wolves attacks&lt;br /&gt;
&lt;br /&gt;
  When Sheep is big enough Player moves to Village&lt;br /&gt;
  Player talks with Sheep buyer&lt;br /&gt;
    Player: Hi&lt;br /&gt;
    Buyer: Greetings! How may I help you?&lt;br /&gt;
    Player: sell Sheep&lt;br /&gt;
    Buyer: Do you want to sell this Sheep for 73 coins?&lt;br /&gt;
    Player: yes&lt;br /&gt;
    Buyer: Thank you! Bye&lt;br /&gt;
&lt;br /&gt;
  Player spend money in new Sheep and equipment&lt;br /&gt;
  * Armor&lt;br /&gt;
  * Weapon&lt;br /&gt;
  * Healing potions&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sheep seller&#039;s user case===&lt;br /&gt;
This seller is a NPC entity that will sell us a sheep to grow it up and make money.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
FOREVER do:&lt;br /&gt;
  Listen to Player&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Hi&amp;quot;:&lt;br /&gt;
    Seller says &amp;quot;Greetings &amp;lt;Player&amp;gt;!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Buy Sheep&amp;quot; from Player:&lt;br /&gt;
    Seller says &amp;quot;Do you want to buy a Sheep for 50 coins?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;yes&amp;quot; from Player:&lt;br /&gt;
    If Player money - 50 &amp;gt; 0:&lt;br /&gt;
      set Player money=Player money - 50&lt;br /&gt;
      Duplicate Sheep&lt;br /&gt;
      Make Sheep follows Player&lt;br /&gt;
  Say bye to Player&lt;br /&gt;
DONE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sheep buyer&#039;s user case===&lt;br /&gt;
This buyer is a NPC entity that will buy us our sheep.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
FOREVER do:&lt;br /&gt;
  Listen to Player&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Hi&amp;quot;:&lt;br /&gt;
    Seller says &amp;quot;Greetings &amp;lt;Player&amp;gt;!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Sell Sheep&amp;quot; from Player:&lt;br /&gt;
    Estimate Sheep value related to Sheep weight&lt;br /&gt;
    Seller says &amp;quot;Do you want to sell buy a Sheep for &amp;lt;estimated price&amp;gt; coins?&amp;quot;&lt;br /&gt;
  &lt;br /&gt;
  If listen &amp;quot;yes&amp;quot; from Player:&lt;br /&gt;
    set Player money=Player money + &amp;lt;estimated price&amp;gt;&lt;br /&gt;
    Destroy Sheep&lt;br /&gt;
  &lt;br /&gt;
  Say bye to Player&lt;br /&gt;
DONE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sheep&#039;s user case===&lt;br /&gt;
Sheep is our key game concept. Sheeps must be grow up to earn money and buy stuff.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Sheep is in Farm&lt;br /&gt;
  Player buys Sheep&lt;br /&gt;
  Sheep seller duplicates Sheep&lt;br /&gt;
  Sheep follows Player&lt;br /&gt;
&lt;br /&gt;
  If Sheep finds food:&lt;br /&gt;
    Sheep moves to food&lt;br /&gt;
    Sheep eats food&lt;br /&gt;
    Sheep gains weight&lt;br /&gt;
&lt;br /&gt;
  Player sells Sheep&lt;br /&gt;
  Sheep dissappear&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Wolf&#039;s user case===&lt;br /&gt;
Wolf is the compitive entity on Stendhal. They join to attack sheeps and often also players. They can kill a sheep in not a long time.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Wolf moves&lt;br /&gt;
  If Wolf sees Sheep:&lt;br /&gt;
    Wolf attacks Sheep&lt;br /&gt;
  &lt;br /&gt;
  If Wolf is attacked:&lt;br /&gt;
    Wolf attacks Attacker&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Entities ==&lt;br /&gt;
The above user cases describe the need for the following entities in our system:&lt;br /&gt;
* Sheep&lt;br /&gt;
* Sheep seller&lt;br /&gt;
* Sheep buyer&lt;br /&gt;
* Wolf&lt;br /&gt;
* Player&lt;br /&gt;
* Food&lt;br /&gt;
* Armor&lt;br /&gt;
* Weapon&lt;br /&gt;
* Healing potion&lt;br /&gt;
&lt;br /&gt;
Let&#039;s describe each entity and its attributes and actions.&lt;br /&gt;
=== Sheep ===&lt;br /&gt;
A sheep has the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; is the life indicator of the sheep, when it reach 0 the sheep dies.&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight indicator of the sheep, the more weight, the more expensive it is.&lt;br /&gt;
&lt;br /&gt;
Sheep tasks should be:&lt;br /&gt;
* &amp;lt;b&amp;gt;follow&amp;lt;/b&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;eat&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sheeps behaviour is mainly to follow its owner and look for food.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Sheep finds food, it will eat.&amp;lt;br&amp;gt;&lt;br /&gt;
Sheep will runaway if attacked by wolves.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wolf ===&lt;br /&gt;
Wolves have the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; is the life indicator of the wolf, when it reach 0 the wolf dies.&lt;br /&gt;
* &amp;lt;b&amp;gt;atk&amp;lt;/b&amp;gt; is the RP attack value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
&lt;br /&gt;
Wolf tasks should be:&lt;br /&gt;
* &amp;lt;b&amp;gt;follow&amp;lt;/b&amp;gt; means that wolf follows an object using the shortest way to reach it.&lt;br /&gt;
* &amp;lt;b&amp;gt;attack&amp;lt;/b&amp;gt; means that wolf will try to damage the attacked object until its hp reach 0&amp;lt;br&amp;gt;Another action will cancel attack task.&lt;br /&gt;
* &amp;lt;b&amp;gt;patrol&amp;lt;/b&amp;gt; means that wolf will move around a specified path.&lt;br /&gt;
* &amp;lt;b&amp;gt;chat&amp;lt;/b&amp;gt; means that wolf will start to shout &#039;auuuuuuu!&#039;. Wolves will often understand this as a call.&lt;br /&gt;
&lt;br /&gt;
Wolf behaviour consists of patrolling some assigned areas.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Wolf finds a Sheep, it will attack Sheep.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Wolf is attacked, the Wolf returns the attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Wolf is injured, the Wolf will runaway.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sheep seller and Sheep buyer ===&lt;br /&gt;
The buyer and seller have the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;attending&amp;lt;/b&amp;gt; is the object_id of the player that is actually attending.&lt;br /&gt;
&lt;br /&gt;
seller and buyer tasks would be:&lt;br /&gt;
* &amp;lt;b&amp;gt;patrol&amp;lt;/b&amp;gt; means that NPC will move around a specified path.&lt;br /&gt;
&lt;br /&gt;
NPC behaviour consists of listening to people near them.&amp;lt;br&amp;gt;&lt;br /&gt;
If person says &amp;quot;Hi&amp;quot;, NPC faces person and generates conversation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Player===&lt;br /&gt;
The player has the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; is the life indicator of the player, when it reach 0 the sheep dies.&lt;br /&gt;
* &amp;lt;b&amp;gt;atk&amp;lt;/b&amp;gt; is the RP attack value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;exp&amp;lt;/b&amp;gt; is the experience of the player.&lt;br /&gt;
* &amp;lt;b&amp;gt;money&amp;lt;/b&amp;gt; is the quantity of money the player has.&lt;br /&gt;
&lt;br /&gt;
It has three slots:&lt;br /&gt;
* armor&lt;br /&gt;
* left hand&lt;br /&gt;
* right hand&lt;br /&gt;
* backpack&lt;br /&gt;
* flock&lt;br /&gt;
&lt;br /&gt;
Player tasks should be:&lt;br /&gt;
* &amp;lt;b&amp;gt;move&amp;lt;/b&amp;gt; means that player will change its dx, dy params to move.&lt;br /&gt;
* &amp;lt;b&amp;gt;attack&amp;lt;/b&amp;gt; means that player will try to damage the attacked object until its hp reach 0.&amp;lt;br&amp;gt;Another action will cancel attack task.&lt;br /&gt;
* &amp;lt;b&amp;gt;chat&amp;lt;/b&amp;gt; means that player writes text to other players or NPCs&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
Food has the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;quantity&amp;lt;/b&amp;gt; is the amount of food available&lt;br /&gt;
&lt;br /&gt;
Food will be regenerated every X units of time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Armor === &lt;br /&gt;
Armor is an item that player can &#039;&#039;wear&#039;&#039;:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the armor when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the armor when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;def&amp;lt;/b&amp;gt; is the RP defense value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight of the armor.&lt;br /&gt;
&lt;br /&gt;
=== Shield === &lt;br /&gt;
Shield is an item that player can &#039;&#039;wear&#039;&#039;:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the shield when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the shield when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;def&amp;lt;/b&amp;gt; is the RP defense value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight of the shield.&lt;br /&gt;
&lt;br /&gt;
=== Weapon === &lt;br /&gt;
Weapon is an item that player can &#039;&#039;wear&#039;&#039;:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the weapon when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the weapon when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;atk&amp;lt;/b&amp;gt; is the RP attack value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight of the weapon.&lt;br /&gt;
&lt;br /&gt;
=== Healing potion === &lt;br /&gt;
Healing potion is an item that player can &#039;&#039;wear&#039;&#039; inside the backpack:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the potion when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the potion when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;heal&amp;lt;/b&amp;gt; is the amount of HP the potion will heal.&lt;br /&gt;
&lt;br /&gt;
=RP=&lt;br /&gt;
Role playing games are based in a set of rules. There are many set of rules: AD&amp;amp;D, GURPS, Warhammer,...&amp;lt;br&amp;gt;&lt;br /&gt;
Stendhal defines a new &#039;&#039;typical&#039;&#039; set of rules, that has in common simplicity and ease of computing.&lt;br /&gt;
&lt;br /&gt;
The system is based around 3 ideas:&lt;br /&gt;
* Randomness using 1D6&lt;br /&gt;
* Risk evaluation&lt;br /&gt;
* Creativity&lt;br /&gt;
&lt;br /&gt;
Risk evaluation gives the DM the power to weight up an action that a player wishes to perform against things like how experienced the player is in that type of action and the situation the player is in.&lt;br /&gt;
&lt;br /&gt;
DM stands for &#039;&#039;Dungeon Master&#039;&#039;. In Stendhal our task is to design the DM, as it rules the game.&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
Each player has a set of attributes that are:&lt;br /&gt;
* &amp;lt;b&amp;gt;attack&amp;lt;/b&amp;gt; - this value is used to resolve attack situations.&lt;br /&gt;
* &amp;lt;b&amp;gt;defense&amp;lt;/b&amp;gt; - this value is used to resolve situations where the player is attacked.&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; - this value stored the live points available.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;level&amp;lt;/b&amp;gt; - this starts off as zero when the character is created and will increase related to experience&lt;br /&gt;
* &amp;lt;b&amp;gt;experience&amp;lt;/b&amp;gt; - this is the amount of experience gained at the current level&lt;br /&gt;
&lt;br /&gt;
== Experience and levels ==&lt;br /&gt;
All of the attributes can be increased during the game through gaining experience and levels.&lt;br /&gt;
Experience is awarded by DM for several reasons:&lt;br /&gt;
* good roleplaying&lt;br /&gt;
* use of skills&lt;br /&gt;
* combats&lt;br /&gt;
&lt;br /&gt;
Experience can&#039;t be gained by training.&lt;br /&gt;
&lt;br /&gt;
When you gain a level you can increase one of the attributes.&lt;br /&gt;
To reach a level you need to reach the next experience points:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Level&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Experience needed&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;160&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;320&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;previous*2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
Combat is a fight between two or more players.&lt;br /&gt;
&lt;br /&gt;
The combat is round based. Each round takes 10 turns.&lt;br /&gt;
&lt;br /&gt;
To determine whose player start first choose the player who has the biggest value of:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Player.Level + 1D6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The risk to strike a player can be written as:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Attacker.attack + 1D6 VS Defender.defense + Defender.shield.rating + 1D6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If player is hit we need to compute the wound that has been done:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  result = Attacker.weapon.rating - Defender.armor.rating + 1D6 each 6 Attacker.level&lt;br /&gt;
  if result &amp;gt; 0:&lt;br /&gt;
    Defender.hp = Defender.hp - result&lt;br /&gt;
  end if&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Death happens when hp reachs 0.&lt;br /&gt;
&lt;br /&gt;
hp points are recovered at a natural rate of 1 HP point each 1000 turns.&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
The shield rating adds to your defense skill:&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Shield&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Rating&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Buckler shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Small shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Medium shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tower shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
Armour helps you absorb damage.&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Armour&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Rating&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leather armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Studded leather armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Scale mail armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Chain mail armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Plate mail armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Field plate armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Full plate armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Weapon===&lt;br /&gt;
Weapon helps you to kill :)&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Weapon&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Rating&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Knife&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Club&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Spear&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Axe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Long sword&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Two hand sword&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>84.129.124.219</name></author>
	</entry>
	<entry>
		<id>https://meet.konsthol.eu/w/index.php?title=StendhalDesign&amp;diff=59487</id>
		<title>StendhalDesign</title>
		<link rel="alternate" type="text/html" href="https://meet.konsthol.eu/w/index.php?title=StendhalDesign&amp;diff=59487"/>
		<updated>2005-03-04T18:28:25Z</updated>

		<summary type="html">&lt;p&gt;84.129.124.219: /* Sheep */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This small doc tries to create an agreement on what stendhal is about and what it needs to include. It considers the existing [[http://arianne.sourceforge.net/wiki/index.php/StendhalObjectives#Roadmap Roadmap]] and tries to give a coherent vision of what we are trying to create.&lt;br /&gt;
&lt;br /&gt;
Please use the Discussion tab (found in the menu at the top of the page) to query about things or make suggestions.&lt;br /&gt;
&lt;br /&gt;
= Plot =&lt;br /&gt;
Stendhal&#039;s plot is to grow Sheep by taking them with you to the plains or forest to graze.&amp;lt;br&amp;gt;&lt;br /&gt;
The task is not as simple as it may sound though, as you will have to protect them from hungry wolves! Use your skill, strength and wit to destroy the attackers.&lt;br /&gt;
&lt;br /&gt;
Lambs must first be bought at a Farm and later sold at the Village when they are plump enough. For each Sheep you sell, when fully grown, you will get extra income.&lt;br /&gt;
&lt;br /&gt;
You will need to spend your money on new weapons, armor and healing potions.&lt;br /&gt;
&lt;br /&gt;
As you can see Stendhal is a minigame that will try to push and thus test everything related to a fully blown RPG:&lt;br /&gt;
* task&lt;br /&gt;
* actions&lt;br /&gt;
* areas&lt;br /&gt;
&lt;br /&gt;
If Arianne is a successful platform to get Stendhal working, the only issue is scaling up the result. :)&lt;br /&gt;
&lt;br /&gt;
= Design =&lt;br /&gt;
== Idea ==&lt;br /&gt;
The whole game area will look like:&lt;br /&gt;
&lt;br /&gt;
http://arianne.sourceforge.net/wiki_images/Stendhal_Map.jpg&lt;br /&gt;
&lt;br /&gt;
It is split in to 4 different areas to test the multizones feature of Arianne.&amp;lt;br&amp;gt;&lt;br /&gt;
Players need to change zone in order to accomplish their task.&lt;br /&gt;
&lt;br /&gt;
== Use cases description ==&lt;br /&gt;
We need to use several use cases to describe our game.&lt;br /&gt;
===Player&#039;s user case===&lt;br /&gt;
Player is an entity that play the game, it can move, chat, attack, heal.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Player enter village in entry point&lt;br /&gt;
  Player moves to Farm zone&lt;br /&gt;
&lt;br /&gt;
  Player talks with Sheep seller&lt;br /&gt;
    Player: Hi&lt;br /&gt;
    Seller: Greetings! How may I help you?&lt;br /&gt;
    Player: buy Sheep&lt;br /&gt;
    Seller: Do you want to buy a Sheep for 50 coins?&lt;br /&gt;
    Player: yes&lt;br /&gt;
    Seller: Thank you! Bye&lt;br /&gt;
&lt;br /&gt;
  Player moves. Sheep follows Player.&lt;br /&gt;
  Player moves to plains&lt;br /&gt;
  Player moves around looking for food&lt;br /&gt;
  Player protect Sheep of wolves attacks&lt;br /&gt;
&lt;br /&gt;
  When Sheep is big enough Player moves to Village&lt;br /&gt;
  Player talks with Sheep buyer&lt;br /&gt;
    Player: Hi&lt;br /&gt;
    Buyer: Greetings! How may I help you?&lt;br /&gt;
    Player: sell Sheep&lt;br /&gt;
    Buyer: Do you want to sell this Sheep for 73 coins?&lt;br /&gt;
    Player: yes&lt;br /&gt;
    Buyer: Thank you! Bye&lt;br /&gt;
&lt;br /&gt;
  Player spend money in new Sheep and equipment&lt;br /&gt;
  * Armor&lt;br /&gt;
  * Weapon&lt;br /&gt;
  * Healing potions&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sheep seller&#039;s user case===&lt;br /&gt;
This seller is a NPC entity that will sell us a sheep to grow it up and make money.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
FOREVER do:&lt;br /&gt;
  Listen to Player&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Hi&amp;quot;:&lt;br /&gt;
    Seller says &amp;quot;Greetings &amp;lt;Player&amp;gt;!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Buy Sheep&amp;quot; from Player:&lt;br /&gt;
    Seller says &amp;quot;Do you want to buy a Sheep for 50 coins?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;yes&amp;quot; from Player:&lt;br /&gt;
    If Player money - 50 &amp;gt; 0:&lt;br /&gt;
      set Player money=Player money - 50&lt;br /&gt;
      Duplicate Sheep&lt;br /&gt;
      Make Sheep follows Player&lt;br /&gt;
  Say bye to Player&lt;br /&gt;
DONE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sheep buyer&#039;s user case===&lt;br /&gt;
This buyer is a NPC entity that will buy us our sheep.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
FOREVER do:&lt;br /&gt;
  Listen to Player&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Hi&amp;quot;:&lt;br /&gt;
    Seller says &amp;quot;Greetings &amp;lt;Player&amp;gt;!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Sell Sheep&amp;quot; from Player:&lt;br /&gt;
    Estimate Sheep value related to Sheep weight&lt;br /&gt;
    Seller says &amp;quot;Do you want to sell buy a Sheep for &amp;lt;estimated price&amp;gt; coins?&amp;quot;&lt;br /&gt;
  &lt;br /&gt;
  If listen &amp;quot;yes&amp;quot; from Player:&lt;br /&gt;
    set Player money=Player money + &amp;lt;estimated price&amp;gt;&lt;br /&gt;
    Destroy Sheep&lt;br /&gt;
  &lt;br /&gt;
  Say bye to Player&lt;br /&gt;
DONE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sheep&#039;s user case===&lt;br /&gt;
Sheep is our key game concept. Sheeps must be grow up to earn money and buy stuff.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Sheep is in Farm&lt;br /&gt;
  Player buys Sheep&lt;br /&gt;
  Sheep seller duplicates Sheep&lt;br /&gt;
  Sheep follows Player&lt;br /&gt;
&lt;br /&gt;
  If Sheep finds food:&lt;br /&gt;
    Sheep moves to food&lt;br /&gt;
    Sheep eats food&lt;br /&gt;
    Sheep gains weight&lt;br /&gt;
&lt;br /&gt;
  Player sells Sheep&lt;br /&gt;
  Sheep dissappear&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Wolf&#039;s user case===&lt;br /&gt;
Wolf is the compitive entity on Stendhal. They join to attack sheeps and often also players. They can kill a sheep in not a long time.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Wolf moves&lt;br /&gt;
  If Wolf sees Sheep:&lt;br /&gt;
    Wolf attacks Sheep&lt;br /&gt;
  &lt;br /&gt;
  If Wolf is attacked:&lt;br /&gt;
    Wolf attacks Attacker&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Entities ==&lt;br /&gt;
The above user cases describe the need for the following entities in our system:&lt;br /&gt;
* Sheep&lt;br /&gt;
* Sheep seller&lt;br /&gt;
* Sheep buyer&lt;br /&gt;
* Wolf&lt;br /&gt;
* Player&lt;br /&gt;
* Food&lt;br /&gt;
* Armor&lt;br /&gt;
* Weapon&lt;br /&gt;
* Healing potion&lt;br /&gt;
&lt;br /&gt;
Let&#039;s describe each entity and its attributes and actions.&lt;br /&gt;
=== Sheep ===&lt;br /&gt;
A sheep has the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; is the life indicator of the sheep, when it reach 0 the sheep dies.&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight indicator of the sheep, the more weight, the more expensive it is.&lt;br /&gt;
&lt;br /&gt;
Sheep tasks should be:&lt;br /&gt;
* &amp;lt;b&amp;gt;follow&amp;lt;/b&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;eat&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sheeps behaviour is mainly to follow its owner and look for food.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Sheep finds food, it will eat.&amp;lt;br&amp;gt;&lt;br /&gt;
Sheep will runaway if attacked by wolves.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wolf ===&lt;br /&gt;
Wolves have the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; is the life indicator of the wolf, when it reach 0 the wolf dies.&lt;br /&gt;
* &amp;lt;b&amp;gt;atk&amp;lt;/b&amp;gt; is the RP attack value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
&lt;br /&gt;
Wolf tasks should be:&lt;br /&gt;
* &amp;lt;b&amp;gt;follow&amp;lt;/b&amp;gt; means that wolf follows an object using the shortest way to reach it.&lt;br /&gt;
* &amp;lt;b&amp;gt;attack&amp;lt;/b&amp;gt; means that wolf will try to damage the attacked object until its hp reach 0&amp;lt;br&amp;gt;Another action will cancel attack task.&lt;br /&gt;
* &amp;lt;b&amp;gt;patrol&amp;lt;/b&amp;gt; means that wolf will move around a specified path.&lt;br /&gt;
* &amp;lt;b&amp;gt;chat&amp;lt;/b&amp;gt; means that wolf will start to shout &#039;auuuuuuu!&#039;. Wolves will often understand this as a call.&lt;br /&gt;
&lt;br /&gt;
Wolf behaviour consists of patrolling some assigned areas.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Wolf finds a Sheep, it will attack Sheep.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Wolf is attacked, the Wolf returns the attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Wolf is injured, the Wolf will runaway.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sheep seller and Sheep buyer ===&lt;br /&gt;
The buyer and seller have the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;attending&amp;lt;/b&amp;gt; is the object_id of the player that is actually attending.&lt;br /&gt;
&lt;br /&gt;
seller and buyer tasks would be:&lt;br /&gt;
* &amp;lt;b&amp;gt;patrol&amp;lt;/b&amp;gt; means that NPC will move around a specified path.&lt;br /&gt;
&lt;br /&gt;
NPC behaviour consists of listening to people near them.&amp;lt;br&amp;gt;&lt;br /&gt;
If person says &amp;quot;Hi&amp;quot;, NPC faces person and generates conversation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Player===&lt;br /&gt;
The player has the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; is the life indicator of the player, when it reach 0 the sheep dies.&lt;br /&gt;
* &amp;lt;b&amp;gt;atk&amp;lt;/b&amp;gt; is the RP attack value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;exp&amp;lt;/b&amp;gt; is the experience of the player.&lt;br /&gt;
* &amp;lt;b&amp;gt;money&amp;lt;/b&amp;gt; is the quantity of money the player has.&lt;br /&gt;
&lt;br /&gt;
It has three slots:&lt;br /&gt;
* armor&lt;br /&gt;
* left hand&lt;br /&gt;
* right hand&lt;br /&gt;
* backpack&lt;br /&gt;
* flock&lt;br /&gt;
&lt;br /&gt;
Player tasks should be:&lt;br /&gt;
* &amp;lt;b&amp;gt;move&amp;lt;/b&amp;gt; means that player will change its dx, dy params to move.&lt;br /&gt;
* &amp;lt;b&amp;gt;attack&amp;lt;/b&amp;gt; means that player will try to damage the attacked object until its hp reach 0.&amp;lt;br&amp;gt;Another action will cancel attack task.&lt;br /&gt;
* &amp;lt;b&amp;gt;chat&amp;lt;/b&amp;gt; means that player writes text to other players or NPCs&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
Food has the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;quantity&amp;lt;/b&amp;gt; is the amount of food available&lt;br /&gt;
&lt;br /&gt;
Food will be regenerated every X units of time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Armor === &lt;br /&gt;
Armor is an item that player can &#039;&#039;wear&#039;&#039;:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the armor when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the armor when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;def&amp;lt;/b&amp;gt; is the RP defense value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight of the armor.&lt;br /&gt;
&lt;br /&gt;
=== Shield === &lt;br /&gt;
Shield is an item that player can &#039;&#039;wear&#039;&#039;:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the shield when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the shield when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;def&amp;lt;/b&amp;gt; is the RP defense value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight of the shield.&lt;br /&gt;
&lt;br /&gt;
=== Weapon === &lt;br /&gt;
Weapon is an item that player can &#039;&#039;wear&#039;&#039;:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the weapon when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the weapon when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;atk&amp;lt;/b&amp;gt; is the RP attack value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight of the weapon.&lt;br /&gt;
&lt;br /&gt;
=== Healing potion === &lt;br /&gt;
Healing potion is an item that player can &#039;&#039;wear&#039;&#039; inside the backpack:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the potion when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the potion when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;heal&amp;lt;/b&amp;gt; is the amount of HP the potion will heal.&lt;br /&gt;
&lt;br /&gt;
=RP=&lt;br /&gt;
Role playing games are based in a set of rules. There are many set of rules: AD&amp;amp;D, GURPS, Warhammer,...&amp;lt;br&amp;gt;&lt;br /&gt;
Stendhal defines a new &#039;&#039;typical&#039;&#039; set of rules, that has in common simplicity and ease of computing.&lt;br /&gt;
&lt;br /&gt;
The system is based around 3 ideas:&lt;br /&gt;
* Randomness using 1D6&lt;br /&gt;
* Risk evaluation&lt;br /&gt;
* Creativity&lt;br /&gt;
&lt;br /&gt;
Risk evaluation gives the DM the power to weight up an action that a player wishes to perform against things like how experienced the player is in that type of action and the situation the player is in.&lt;br /&gt;
&lt;br /&gt;
DM stands for &#039;&#039;Dungeon Master&#039;&#039;. In Stendhal our task is to design the DM, as it rules the game.&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
Each player has a set of attributes that are:&lt;br /&gt;
* &amp;lt;b&amp;gt;attack&amp;lt;/b&amp;gt; - this value is used to resolve attack situations.&lt;br /&gt;
* &amp;lt;b&amp;gt;defense&amp;lt;/b&amp;gt; - this value is used to resolve situations where the player is attacked.&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; - this value stored the live points available.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;level&amp;lt;/b&amp;gt; - this starts off as zero when the character is created and will increase related to experience&lt;br /&gt;
* &amp;lt;b&amp;gt;experience&amp;lt;/b&amp;gt; - this is the amount of experience gained at the current level&lt;br /&gt;
&lt;br /&gt;
== Experience and levels ==&lt;br /&gt;
All of the attributes can be increased during the game through gaining experience and levels.&lt;br /&gt;
Experience is awarded by DM for several reasons:&lt;br /&gt;
* good roleplaying&lt;br /&gt;
* use of skills&lt;br /&gt;
* combats&lt;br /&gt;
&lt;br /&gt;
Experience can&#039;t be gained by training.&lt;br /&gt;
&lt;br /&gt;
When you gain a level you can increase one of the attributes.&lt;br /&gt;
To reach a level you need to reach the next experience points:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Level&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Experience needed&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;160&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;320&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;previous*2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
Combat is a fight between two or more players.&lt;br /&gt;
&lt;br /&gt;
The combat is round based. Each round takes 10 turns.&lt;br /&gt;
&lt;br /&gt;
To determine whose player start first choose the player who has the biggest value of:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Player.Level + 1D6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The risk to strike a player can be written as:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Attacker.attack + 1D6 VS Defender.defense + Defender.shield.rating + 1D6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If player is hit we need to compute the wound that has been done:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  result = Attacker.weapon.rating - Defender.armor.rating + 1D6 each 6 Attacker.level&lt;br /&gt;
  if result &amp;gt; 0:&lt;br /&gt;
    Defender.hp = Defender.hp - result&lt;br /&gt;
  end if&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Death happens when hp reachs 0.&lt;br /&gt;
&lt;br /&gt;
hp points are recovered at a natural rate of 1 HP point each 1000 turns.&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
The shield rating adds to your defense skill:&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Shield&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Rating&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Buckler shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Small shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Medium shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tower shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
Armour helps you absorb damage.&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Armour&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Rating&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leather armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Studded leather armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Scale mail armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Chain mail armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Plate mail armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Field plate armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Full plate armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Weapon===&lt;br /&gt;
Weapon helps you to kill :)&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Weapon&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Rating&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Knife&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Club&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Spear&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Axe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Long sword&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Two hand sword&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>84.129.124.219</name></author>
	</entry>
	<entry>
		<id>https://meet.konsthol.eu/w/index.php?title=StendhalDesign&amp;diff=36465</id>
		<title>StendhalDesign</title>
		<link rel="alternate" type="text/html" href="https://meet.konsthol.eu/w/index.php?title=StendhalDesign&amp;diff=36465"/>
		<updated>2005-03-04T18:28:25Z</updated>

		<summary type="html">&lt;p&gt;84.129.124.219: /* Sheep */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This small doc tries to create an agreement on what stendhal is about and what it needs to include. It considers the existing [[http://arianne.sourceforge.net/wiki/index.php/StendhalObjectives#Roadmap Roadmap]] and tries to give a coherent vision of what we are trying to create.&lt;br /&gt;
&lt;br /&gt;
Please use the Discussion tab (found in the menu at the top of the page) to query about things or make suggestions.&lt;br /&gt;
&lt;br /&gt;
= Plot =&lt;br /&gt;
Stendhal&#039;s plot is to grow Sheep by taking them with you to the plains or forest to graze.&amp;lt;br&amp;gt;&lt;br /&gt;
The task is not as simple as it may sound though, as you will have to protect them from hungry wolves! Use your skill, strength and wit to destroy the attackers.&lt;br /&gt;
&lt;br /&gt;
Lambs must first be bought at a Farm and later sold at the Village when they are plump enough. For each Sheep you sell, when fully grown, you will get extra income.&lt;br /&gt;
&lt;br /&gt;
You will need to spend your money on new weapons, armor and healing potions.&lt;br /&gt;
&lt;br /&gt;
As you can see Stendhal is a minigame that will try to push and thus test everything related to a fully blown RPG:&lt;br /&gt;
* task&lt;br /&gt;
* actions&lt;br /&gt;
* areas&lt;br /&gt;
&lt;br /&gt;
If Arianne is a successful platform to get Stendhal working, the only issue is scaling up the result. :)&lt;br /&gt;
&lt;br /&gt;
= Design =&lt;br /&gt;
== Idea ==&lt;br /&gt;
The whole game area will look like:&lt;br /&gt;
&lt;br /&gt;
http://arianne.sourceforge.net/wiki_images/Stendhal_Map.jpg&lt;br /&gt;
&lt;br /&gt;
It is split in to 4 different areas to test the multizones feature of Arianne.&amp;lt;br&amp;gt;&lt;br /&gt;
Players need to change zone in order to accomplish their task.&lt;br /&gt;
&lt;br /&gt;
== Use cases description ==&lt;br /&gt;
We need to use several use cases to describe our game.&lt;br /&gt;
===Player&#039;s user case===&lt;br /&gt;
Player is an entity that play the game, it can move, chat, attack, heal.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Player enter village in entry point&lt;br /&gt;
  Player moves to Farm zone&lt;br /&gt;
&lt;br /&gt;
  Player talks with Sheep seller&lt;br /&gt;
    Player: Hi&lt;br /&gt;
    Seller: Greetings! How may I help you?&lt;br /&gt;
    Player: buy Sheep&lt;br /&gt;
    Seller: Do you want to buy a Sheep for 50 coins?&lt;br /&gt;
    Player: yes&lt;br /&gt;
    Seller: Thank you! Bye&lt;br /&gt;
&lt;br /&gt;
  Player moves. Sheep follows Player.&lt;br /&gt;
  Player moves to plains&lt;br /&gt;
  Player moves around looking for food&lt;br /&gt;
  Player protect Sheep of wolves attacks&lt;br /&gt;
&lt;br /&gt;
  When Sheep is big enough Player moves to Village&lt;br /&gt;
  Player talks with Sheep buyer&lt;br /&gt;
    Player: Hi&lt;br /&gt;
    Buyer: Greetings! How may I help you?&lt;br /&gt;
    Player: sell Sheep&lt;br /&gt;
    Buyer: Do you want to sell this Sheep for 73 coins?&lt;br /&gt;
    Player: yes&lt;br /&gt;
    Buyer: Thank you! Bye&lt;br /&gt;
&lt;br /&gt;
  Player spend money in new Sheep and equipment&lt;br /&gt;
  * Armor&lt;br /&gt;
  * Weapon&lt;br /&gt;
  * Healing potions&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sheep seller&#039;s user case===&lt;br /&gt;
This seller is a NPC entity that will sell us a sheep to grow it up and make money.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
FOREVER do:&lt;br /&gt;
  Listen to Player&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Hi&amp;quot;:&lt;br /&gt;
    Seller says &amp;quot;Greetings &amp;lt;Player&amp;gt;!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Buy Sheep&amp;quot; from Player:&lt;br /&gt;
    Seller says &amp;quot;Do you want to buy a Sheep for 50 coins?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;yes&amp;quot; from Player:&lt;br /&gt;
    If Player money - 50 &amp;gt; 0:&lt;br /&gt;
      set Player money=Player money - 50&lt;br /&gt;
      Duplicate Sheep&lt;br /&gt;
      Make Sheep follows Player&lt;br /&gt;
  Say bye to Player&lt;br /&gt;
DONE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sheep buyer&#039;s user case===&lt;br /&gt;
This buyer is a NPC entity that will buy us our sheep.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
FOREVER do:&lt;br /&gt;
  Listen to Player&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Hi&amp;quot;:&lt;br /&gt;
    Seller says &amp;quot;Greetings &amp;lt;Player&amp;gt;!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Sell Sheep&amp;quot; from Player:&lt;br /&gt;
    Estimate Sheep value related to Sheep weight&lt;br /&gt;
    Seller says &amp;quot;Do you want to sell buy a Sheep for &amp;lt;estimated price&amp;gt; coins?&amp;quot;&lt;br /&gt;
  &lt;br /&gt;
  If listen &amp;quot;yes&amp;quot; from Player:&lt;br /&gt;
    set Player money=Player money + &amp;lt;estimated price&amp;gt;&lt;br /&gt;
    Destroy Sheep&lt;br /&gt;
  &lt;br /&gt;
  Say bye to Player&lt;br /&gt;
DONE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sheep&#039;s user case===&lt;br /&gt;
Sheep is our key game concept. Sheeps must be grow up to earn money and buy stuff.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Sheep is in Farm&lt;br /&gt;
  Player buys Sheep&lt;br /&gt;
  Sheep seller duplicates Sheep&lt;br /&gt;
  Sheep follows Player&lt;br /&gt;
&lt;br /&gt;
  If Sheep finds food:&lt;br /&gt;
    Sheep moves to food&lt;br /&gt;
    Sheep eats food&lt;br /&gt;
    Sheep gains weight&lt;br /&gt;
&lt;br /&gt;
  Player sells Sheep&lt;br /&gt;
  Sheep dissappear&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Wolf&#039;s user case===&lt;br /&gt;
Wolf is the compitive entity on Stendhal. They join to attack sheeps and often also players. They can kill a sheep in not a long time.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Wolf moves&lt;br /&gt;
  If Wolf sees Sheep:&lt;br /&gt;
    Wolf attacks Sheep&lt;br /&gt;
  &lt;br /&gt;
  If Wolf is attacked:&lt;br /&gt;
    Wolf attacks Attacker&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Entities ==&lt;br /&gt;
The above user cases describe the need for the following entities in our system:&lt;br /&gt;
* Sheep&lt;br /&gt;
* Sheep seller&lt;br /&gt;
* Sheep buyer&lt;br /&gt;
* Wolf&lt;br /&gt;
* Player&lt;br /&gt;
* Food&lt;br /&gt;
* Armor&lt;br /&gt;
* Weapon&lt;br /&gt;
* Healing potion&lt;br /&gt;
&lt;br /&gt;
Let&#039;s describe each entity and its attributes and actions.&lt;br /&gt;
=== Sheep ===&lt;br /&gt;
A sheep has the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; is the life indicator of the sheep, when it reach 0 the sheep dies.&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight indicator of the sheep, the more weight, the more expensive it is.&lt;br /&gt;
&lt;br /&gt;
Sheep tasks should be:&lt;br /&gt;
* &amp;lt;b&amp;gt;follow&amp;lt;/b&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;eat&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sheeps behaviour is mainly to follow its owner and look for food.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Sheep finds food, it will eat.&amp;lt;br&amp;gt;&lt;br /&gt;
Sheep will runaway if attacked by wolves.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wolf ===&lt;br /&gt;
Wolves have the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; is the life indicator of the wolf, when it reach 0 the wolf dies.&lt;br /&gt;
* &amp;lt;b&amp;gt;atk&amp;lt;/b&amp;gt; is the RP attack value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
&lt;br /&gt;
Wolf tasks should be:&lt;br /&gt;
* &amp;lt;b&amp;gt;follow&amp;lt;/b&amp;gt; means that wolf follows an object using the shortest way to reach it.&lt;br /&gt;
* &amp;lt;b&amp;gt;attack&amp;lt;/b&amp;gt; means that wolf will try to damage the attacked object until its hp reach 0&amp;lt;br&amp;gt;Another action will cancel attack task.&lt;br /&gt;
* &amp;lt;b&amp;gt;patrol&amp;lt;/b&amp;gt; means that wolf will move around a specified path.&lt;br /&gt;
* &amp;lt;b&amp;gt;chat&amp;lt;/b&amp;gt; means that wolf will start to shout &#039;auuuuuuu!&#039;. Wolves will often understand this as a call.&lt;br /&gt;
&lt;br /&gt;
Wolf behaviour consists of patrolling some assigned areas.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Wolf finds a Sheep, it will attack Sheep.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Wolf is attacked, the Wolf returns the attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Wolf is injured, the Wolf will runaway.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sheep seller and Sheep buyer ===&lt;br /&gt;
The buyer and seller have the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;attending&amp;lt;/b&amp;gt; is the object_id of the player that is actually attending.&lt;br /&gt;
&lt;br /&gt;
seller and buyer tasks would be:&lt;br /&gt;
* &amp;lt;b&amp;gt;patrol&amp;lt;/b&amp;gt; means that NPC will move around a specified path.&lt;br /&gt;
&lt;br /&gt;
NPC behaviour consists of listening to people near them.&amp;lt;br&amp;gt;&lt;br /&gt;
If person says &amp;quot;Hi&amp;quot;, NPC faces person and generates conversation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Player===&lt;br /&gt;
The player has the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; is the life indicator of the player, when it reach 0 the sheep dies.&lt;br /&gt;
* &amp;lt;b&amp;gt;atk&amp;lt;/b&amp;gt; is the RP attack value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;exp&amp;lt;/b&amp;gt; is the experience of the player.&lt;br /&gt;
* &amp;lt;b&amp;gt;money&amp;lt;/b&amp;gt; is the quantity of money the player has.&lt;br /&gt;
&lt;br /&gt;
It has three slots:&lt;br /&gt;
* armor&lt;br /&gt;
* left hand&lt;br /&gt;
* right hand&lt;br /&gt;
* backpack&lt;br /&gt;
* flock&lt;br /&gt;
&lt;br /&gt;
Player tasks should be:&lt;br /&gt;
* &amp;lt;b&amp;gt;move&amp;lt;/b&amp;gt; means that player will change its dx, dy params to move.&lt;br /&gt;
* &amp;lt;b&amp;gt;attack&amp;lt;/b&amp;gt; means that player will try to damage the attacked object until its hp reach 0.&amp;lt;br&amp;gt;Another action will cancel attack task.&lt;br /&gt;
* &amp;lt;b&amp;gt;chat&amp;lt;/b&amp;gt; means that player writes text to other players or NPCs&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
Food has the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;quantity&amp;lt;/b&amp;gt; is the amount of food available&lt;br /&gt;
&lt;br /&gt;
Food will be regenerated every X units of time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Armor === &lt;br /&gt;
Armor is an item that player can &#039;&#039;wear&#039;&#039;:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the armor when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the armor when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;def&amp;lt;/b&amp;gt; is the RP defense value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight of the armor.&lt;br /&gt;
&lt;br /&gt;
=== Shield === &lt;br /&gt;
Shield is an item that player can &#039;&#039;wear&#039;&#039;:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the shield when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the shield when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;def&amp;lt;/b&amp;gt; is the RP defense value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight of the shield.&lt;br /&gt;
&lt;br /&gt;
=== Weapon === &lt;br /&gt;
Weapon is an item that player can &#039;&#039;wear&#039;&#039;:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the weapon when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the weapon when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;atk&amp;lt;/b&amp;gt; is the RP attack value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight of the weapon.&lt;br /&gt;
&lt;br /&gt;
=== Healing potion === &lt;br /&gt;
Healing potion is an item that player can &#039;&#039;wear&#039;&#039; inside the backpack:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the potion when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the potion when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;heal&amp;lt;/b&amp;gt; is the amount of HP the potion will heal.&lt;br /&gt;
&lt;br /&gt;
=RP=&lt;br /&gt;
Role playing games are based in a set of rules. There are many set of rules: AD&amp;amp;D, GURPS, Warhammer,...&amp;lt;br&amp;gt;&lt;br /&gt;
Stendhal defines a new &#039;&#039;typical&#039;&#039; set of rules, that has in common simplicity and ease of computing.&lt;br /&gt;
&lt;br /&gt;
The system is based around 3 ideas:&lt;br /&gt;
* Randomness using 1D6&lt;br /&gt;
* Risk evaluation&lt;br /&gt;
* Creativity&lt;br /&gt;
&lt;br /&gt;
Risk evaluation gives the DM the power to weight up an action that a player wishes to perform against things like how experienced the player is in that type of action and the situation the player is in.&lt;br /&gt;
&lt;br /&gt;
DM stands for &#039;&#039;Dungeon Master&#039;&#039;. In Stendhal our task is to design the DM, as it rules the game.&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
Each player has a set of attributes that are:&lt;br /&gt;
* &amp;lt;b&amp;gt;attack&amp;lt;/b&amp;gt; - this value is used to resolve attack situations.&lt;br /&gt;
* &amp;lt;b&amp;gt;defense&amp;lt;/b&amp;gt; - this value is used to resolve situations where the player is attacked.&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; - this value stored the live points available.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;level&amp;lt;/b&amp;gt; - this starts off as zero when the character is created and will increase related to experience&lt;br /&gt;
* &amp;lt;b&amp;gt;experience&amp;lt;/b&amp;gt; - this is the amount of experience gained at the current level&lt;br /&gt;
&lt;br /&gt;
== Experience and levels ==&lt;br /&gt;
All of the attributes can be increased during the game through gaining experience and levels.&lt;br /&gt;
Experience is awarded by DM for several reasons:&lt;br /&gt;
* good roleplaying&lt;br /&gt;
* use of skills&lt;br /&gt;
* combats&lt;br /&gt;
&lt;br /&gt;
Experience can&#039;t be gained by training.&lt;br /&gt;
&lt;br /&gt;
When you gain a level you can increase one of the attributes.&lt;br /&gt;
To reach a level you need to reach the next experience points:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Level&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Experience needed&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;160&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;320&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;previous*2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
Combat is a fight between two or more players.&lt;br /&gt;
&lt;br /&gt;
The combat is round based. Each round takes 10 turns.&lt;br /&gt;
&lt;br /&gt;
To determine whose player start first choose the player who has the biggest value of:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Player.Level + 1D6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The risk to strike a player can be written as:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Attacker.attack + 1D6 VS Defender.defense + Defender.shield.rating + 1D6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If player is hit we need to compute the wound that has been done:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  result = Attacker.weapon.rating - Defender.armor.rating + 1D6 each 6 Attacker.level&lt;br /&gt;
  if result &amp;gt; 0:&lt;br /&gt;
    Defender.hp = Defender.hp - result&lt;br /&gt;
  end if&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Death happens when hp reachs 0.&lt;br /&gt;
&lt;br /&gt;
hp points are recovered at a natural rate of 1 HP point each 1000 turns.&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
The shield rating adds to your defense skill:&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Shield&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Rating&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Buckler shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Small shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Medium shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tower shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
Armour helps you absorb damage.&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Armour&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Rating&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leather armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Studded leather armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Scale mail armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Chain mail armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Plate mail armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Field plate armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Full plate armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Weapon===&lt;br /&gt;
Weapon helps you to kill :)&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Weapon&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Rating&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Knife&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Club&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Spear&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Axe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Long sword&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Two hand sword&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>84.129.124.219</name></author>
	</entry>
	<entry>
		<id>https://meet.konsthol.eu/w/index.php?title=StendhalDesign&amp;diff=18295</id>
		<title>StendhalDesign</title>
		<link rel="alternate" type="text/html" href="https://meet.konsthol.eu/w/index.php?title=StendhalDesign&amp;diff=18295"/>
		<updated>2005-03-04T18:28:25Z</updated>

		<summary type="html">&lt;p&gt;84.129.124.219: /* Sheep */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This small doc tries to create an agreement on what stendhal is about and what it needs to include. It considers the existing [[http://arianne.sourceforge.net/wiki/index.php/StendhalObjectives#Roadmap Roadmap]] and tries to give a coherent vision of what we are trying to create.&lt;br /&gt;
&lt;br /&gt;
Please use the Discussion tab (found in the menu at the top of the page) to query about things or make suggestions.&lt;br /&gt;
&lt;br /&gt;
= Plot =&lt;br /&gt;
Stendhal&#039;s plot is to grow Sheep by taking them with you to the plains or forest to graze.&amp;lt;br&amp;gt;&lt;br /&gt;
The task is not as simple as it may sound though, as you will have to protect them from hungry wolves! Use your skill, strength and wit to destroy the attackers.&lt;br /&gt;
&lt;br /&gt;
Lambs must first be bought at a Farm and later sold at the Village when they are plump enough. For each Sheep you sell, when fully grown, you will get extra income.&lt;br /&gt;
&lt;br /&gt;
You will need to spend your money on new weapons, armor and healing potions.&lt;br /&gt;
&lt;br /&gt;
As you can see Stendhal is a minigame that will try to push and thus test everything related to a fully blown RPG:&lt;br /&gt;
* task&lt;br /&gt;
* actions&lt;br /&gt;
* areas&lt;br /&gt;
&lt;br /&gt;
If Arianne is a successful platform to get Stendhal working, the only issue is scaling up the result. :)&lt;br /&gt;
&lt;br /&gt;
= Design =&lt;br /&gt;
== Idea ==&lt;br /&gt;
The whole game area will look like:&lt;br /&gt;
&lt;br /&gt;
http://arianne.sourceforge.net/wiki_images/Stendhal_Map.jpg&lt;br /&gt;
&lt;br /&gt;
It is split in to 4 different areas to test the multizones feature of Arianne.&amp;lt;br&amp;gt;&lt;br /&gt;
Players need to change zone in order to accomplish their task.&lt;br /&gt;
&lt;br /&gt;
== Use cases description ==&lt;br /&gt;
We need to use several use cases to describe our game.&lt;br /&gt;
===Player&#039;s user case===&lt;br /&gt;
Player is an entity that play the game, it can move, chat, attack, heal.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Player enter village in entry point&lt;br /&gt;
  Player moves to Farm zone&lt;br /&gt;
&lt;br /&gt;
  Player talks with Sheep seller&lt;br /&gt;
    Player: Hi&lt;br /&gt;
    Seller: Greetings! How may I help you?&lt;br /&gt;
    Player: buy Sheep&lt;br /&gt;
    Seller: Do you want to buy a Sheep for 50 coins?&lt;br /&gt;
    Player: yes&lt;br /&gt;
    Seller: Thank you! Bye&lt;br /&gt;
&lt;br /&gt;
  Player moves. Sheep follows Player.&lt;br /&gt;
  Player moves to plains&lt;br /&gt;
  Player moves around looking for food&lt;br /&gt;
  Player protect Sheep of wolves attacks&lt;br /&gt;
&lt;br /&gt;
  When Sheep is big enough Player moves to Village&lt;br /&gt;
  Player talks with Sheep buyer&lt;br /&gt;
    Player: Hi&lt;br /&gt;
    Buyer: Greetings! How may I help you?&lt;br /&gt;
    Player: sell Sheep&lt;br /&gt;
    Buyer: Do you want to sell this Sheep for 73 coins?&lt;br /&gt;
    Player: yes&lt;br /&gt;
    Buyer: Thank you! Bye&lt;br /&gt;
&lt;br /&gt;
  Player spend money in new Sheep and equipment&lt;br /&gt;
  * Armor&lt;br /&gt;
  * Weapon&lt;br /&gt;
  * Healing potions&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sheep seller&#039;s user case===&lt;br /&gt;
This seller is a NPC entity that will sell us a sheep to grow it up and make money.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
FOREVER do:&lt;br /&gt;
  Listen to Player&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Hi&amp;quot;:&lt;br /&gt;
    Seller says &amp;quot;Greetings &amp;lt;Player&amp;gt;!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Buy Sheep&amp;quot; from Player:&lt;br /&gt;
    Seller says &amp;quot;Do you want to buy a Sheep for 50 coins?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;yes&amp;quot; from Player:&lt;br /&gt;
    If Player money - 50 &amp;gt; 0:&lt;br /&gt;
      set Player money=Player money - 50&lt;br /&gt;
      Duplicate Sheep&lt;br /&gt;
      Make Sheep follows Player&lt;br /&gt;
  Say bye to Player&lt;br /&gt;
DONE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sheep buyer&#039;s user case===&lt;br /&gt;
This buyer is a NPC entity that will buy us our sheep.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
FOREVER do:&lt;br /&gt;
  Listen to Player&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Hi&amp;quot;:&lt;br /&gt;
    Seller says &amp;quot;Greetings &amp;lt;Player&amp;gt;!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Sell Sheep&amp;quot; from Player:&lt;br /&gt;
    Estimate Sheep value related to Sheep weight&lt;br /&gt;
    Seller says &amp;quot;Do you want to sell buy a Sheep for &amp;lt;estimated price&amp;gt; coins?&amp;quot;&lt;br /&gt;
  &lt;br /&gt;
  If listen &amp;quot;yes&amp;quot; from Player:&lt;br /&gt;
    set Player money=Player money + &amp;lt;estimated price&amp;gt;&lt;br /&gt;
    Destroy Sheep&lt;br /&gt;
  &lt;br /&gt;
  Say bye to Player&lt;br /&gt;
DONE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sheep&#039;s user case===&lt;br /&gt;
Sheep is our key game concept. Sheeps must be grow up to earn money and buy stuff.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Sheep is in Farm&lt;br /&gt;
  Player buys Sheep&lt;br /&gt;
  Sheep seller duplicates Sheep&lt;br /&gt;
  Sheep follows Player&lt;br /&gt;
&lt;br /&gt;
  If Sheep finds food:&lt;br /&gt;
    Sheep moves to food&lt;br /&gt;
    Sheep eats food&lt;br /&gt;
    Sheep gains weight&lt;br /&gt;
&lt;br /&gt;
  Player sells Sheep&lt;br /&gt;
  Sheep dissappear&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Wolf&#039;s user case===&lt;br /&gt;
Wolf is the compitive entity on Stendhal. They join to attack sheeps and often also players. They can kill a sheep in not a long time.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Wolf moves&lt;br /&gt;
  If Wolf sees Sheep:&lt;br /&gt;
    Wolf attacks Sheep&lt;br /&gt;
  &lt;br /&gt;
  If Wolf is attacked:&lt;br /&gt;
    Wolf attacks Attacker&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Entities ==&lt;br /&gt;
The above user cases describe the need for the following entities in our system:&lt;br /&gt;
* Sheep&lt;br /&gt;
* Sheep seller&lt;br /&gt;
* Sheep buyer&lt;br /&gt;
* Wolf&lt;br /&gt;
* Player&lt;br /&gt;
* Food&lt;br /&gt;
* Armor&lt;br /&gt;
* Weapon&lt;br /&gt;
* Healing potion&lt;br /&gt;
&lt;br /&gt;
Let&#039;s describe each entity and its attributes and actions.&lt;br /&gt;
=== Sheep ===&lt;br /&gt;
A sheep has the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; is the life indicator of the sheep, when it reach 0 the sheep dies.&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight indicator of the sheep, the more weight, the more expensive it is.&lt;br /&gt;
&lt;br /&gt;
Sheep tasks should be:&lt;br /&gt;
* &amp;lt;b&amp;gt;follow&amp;lt;/b&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;eat&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sheeps behaviour is mainly to follow its owner and look for food.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Sheep finds food, it will eat.&amp;lt;br&amp;gt;&lt;br /&gt;
Sheep will runaway if attacked by wolves.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wolf ===&lt;br /&gt;
Wolves have the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; is the life indicator of the wolf, when it reach 0 the wolf dies.&lt;br /&gt;
* &amp;lt;b&amp;gt;atk&amp;lt;/b&amp;gt; is the RP attack value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
&lt;br /&gt;
Wolf tasks should be:&lt;br /&gt;
* &amp;lt;b&amp;gt;follow&amp;lt;/b&amp;gt; means that wolf follows an object using the shortest way to reach it.&lt;br /&gt;
* &amp;lt;b&amp;gt;attack&amp;lt;/b&amp;gt; means that wolf will try to damage the attacked object until its hp reach 0&amp;lt;br&amp;gt;Another action will cancel attack task.&lt;br /&gt;
* &amp;lt;b&amp;gt;patrol&amp;lt;/b&amp;gt; means that wolf will move around a specified path.&lt;br /&gt;
* &amp;lt;b&amp;gt;chat&amp;lt;/b&amp;gt; means that wolf will start to shout &#039;auuuuuuu!&#039;. Wolves will often understand this as a call.&lt;br /&gt;
&lt;br /&gt;
Wolf behaviour consists of patrolling some assigned areas.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Wolf finds a Sheep, it will attack Sheep.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Wolf is attacked, the Wolf returns the attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Wolf is injured, the Wolf will runaway.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sheep seller and Sheep buyer ===&lt;br /&gt;
The buyer and seller have the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;attending&amp;lt;/b&amp;gt; is the object_id of the player that is actually attending.&lt;br /&gt;
&lt;br /&gt;
seller and buyer tasks would be:&lt;br /&gt;
* &amp;lt;b&amp;gt;patrol&amp;lt;/b&amp;gt; means that NPC will move around a specified path.&lt;br /&gt;
&lt;br /&gt;
NPC behaviour consists of listening to people near them.&amp;lt;br&amp;gt;&lt;br /&gt;
If person says &amp;quot;Hi&amp;quot;, NPC faces person and generates conversation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Player===&lt;br /&gt;
The player has the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; is the life indicator of the player, when it reach 0 the sheep dies.&lt;br /&gt;
* &amp;lt;b&amp;gt;atk&amp;lt;/b&amp;gt; is the RP attack value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;exp&amp;lt;/b&amp;gt; is the experience of the player.&lt;br /&gt;
* &amp;lt;b&amp;gt;money&amp;lt;/b&amp;gt; is the quantity of money the player has.&lt;br /&gt;
&lt;br /&gt;
It has three slots:&lt;br /&gt;
* armor&lt;br /&gt;
* left hand&lt;br /&gt;
* right hand&lt;br /&gt;
* backpack&lt;br /&gt;
* flock&lt;br /&gt;
&lt;br /&gt;
Player tasks should be:&lt;br /&gt;
* &amp;lt;b&amp;gt;move&amp;lt;/b&amp;gt; means that player will change its dx, dy params to move.&lt;br /&gt;
* &amp;lt;b&amp;gt;attack&amp;lt;/b&amp;gt; means that player will try to damage the attacked object until its hp reach 0.&amp;lt;br&amp;gt;Another action will cancel attack task.&lt;br /&gt;
* &amp;lt;b&amp;gt;chat&amp;lt;/b&amp;gt; means that player writes text to other players or NPCs&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
Food has the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;quantity&amp;lt;/b&amp;gt; is the amount of food available&lt;br /&gt;
&lt;br /&gt;
Food will be regenerated every X units of time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Armor === &lt;br /&gt;
Armor is an item that player can &#039;&#039;wear&#039;&#039;:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the armor when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the armor when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;def&amp;lt;/b&amp;gt; is the RP defense value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight of the armor.&lt;br /&gt;
&lt;br /&gt;
=== Shield === &lt;br /&gt;
Shield is an item that player can &#039;&#039;wear&#039;&#039;:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the shield when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the shield when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;def&amp;lt;/b&amp;gt; is the RP defense value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight of the shield.&lt;br /&gt;
&lt;br /&gt;
=== Weapon === &lt;br /&gt;
Weapon is an item that player can &#039;&#039;wear&#039;&#039;:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the weapon when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the weapon when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;atk&amp;lt;/b&amp;gt; is the RP attack value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight of the weapon.&lt;br /&gt;
&lt;br /&gt;
=== Healing potion === &lt;br /&gt;
Healing potion is an item that player can &#039;&#039;wear&#039;&#039; inside the backpack:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the potion when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the potion when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;heal&amp;lt;/b&amp;gt; is the amount of HP the potion will heal.&lt;br /&gt;
&lt;br /&gt;
=RP=&lt;br /&gt;
Role playing games are based in a set of rules. There are many set of rules: AD&amp;amp;D, GURPS, Warhammer,...&amp;lt;br&amp;gt;&lt;br /&gt;
Stendhal defines a new &#039;&#039;typical&#039;&#039; set of rules, that has in common simplicity and ease of computing.&lt;br /&gt;
&lt;br /&gt;
The system is based around 3 ideas:&lt;br /&gt;
* Randomness using 1D6&lt;br /&gt;
* Risk evaluation&lt;br /&gt;
* Creativity&lt;br /&gt;
&lt;br /&gt;
Risk evaluation gives the DM the power to weight up an action that a player wishes to perform against things like how experienced the player is in that type of action and the situation the player is in.&lt;br /&gt;
&lt;br /&gt;
DM stands for &#039;&#039;Dungeon Master&#039;&#039;. In Stendhal our task is to design the DM, as it rules the game.&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
Each player has a set of attributes that are:&lt;br /&gt;
* &amp;lt;b&amp;gt;attack&amp;lt;/b&amp;gt; - this value is used to resolve attack situations.&lt;br /&gt;
* &amp;lt;b&amp;gt;defense&amp;lt;/b&amp;gt; - this value is used to resolve situations where the player is attacked.&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; - this value stored the live points available.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;level&amp;lt;/b&amp;gt; - this starts off as zero when the character is created and will increase related to experience&lt;br /&gt;
* &amp;lt;b&amp;gt;experience&amp;lt;/b&amp;gt; - this is the amount of experience gained at the current level&lt;br /&gt;
&lt;br /&gt;
== Experience and levels ==&lt;br /&gt;
All of the attributes can be increased during the game through gaining experience and levels.&lt;br /&gt;
Experience is awarded by DM for several reasons:&lt;br /&gt;
* good roleplaying&lt;br /&gt;
* use of skills&lt;br /&gt;
* combats&lt;br /&gt;
&lt;br /&gt;
Experience can&#039;t be gained by training.&lt;br /&gt;
&lt;br /&gt;
When you gain a level you can increase one of the attributes.&lt;br /&gt;
To reach a level you need to reach the next experience points:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Level&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Experience needed&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;160&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;320&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;previous*2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
Combat is a fight between two or more players.&lt;br /&gt;
&lt;br /&gt;
The combat is round based. Each round takes 10 turns.&lt;br /&gt;
&lt;br /&gt;
To determine whose player start first choose the player who has the biggest value of:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Player.Level + 1D6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The risk to strike a player can be written as:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Attacker.attack + 1D6 VS Defender.defense + Defender.shield.rating + 1D6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If player is hit we need to compute the wound that has been done:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  result = Attacker.weapon.rating - Defender.armor.rating + 1D6 each 6 Attacker.level&lt;br /&gt;
  if result &amp;gt; 0:&lt;br /&gt;
    Defender.hp = Defender.hp - result&lt;br /&gt;
  end if&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Death happens when hp reachs 0.&lt;br /&gt;
&lt;br /&gt;
hp points are recovered at a natural rate of 1 HP point each 1000 turns.&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
The shield rating adds to your defense skill:&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Shield&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Rating&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Buckler shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Small shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Medium shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tower shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
Armour helps you absorb damage.&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Armour&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Rating&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leather armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Studded leather armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Scale mail armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Chain mail armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Plate mail armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Field plate armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Full plate armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Weapon===&lt;br /&gt;
Weapon helps you to kill :)&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Weapon&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Rating&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Knife&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Club&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Spear&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Axe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Long sword&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Two hand sword&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>84.129.124.219</name></author>
	</entry>
	<entry>
		<id>https://meet.konsthol.eu/w/index.php?title=StendhalDesign&amp;diff=289</id>
		<title>StendhalDesign</title>
		<link rel="alternate" type="text/html" href="https://meet.konsthol.eu/w/index.php?title=StendhalDesign&amp;diff=289"/>
		<updated>2005-03-04T18:28:25Z</updated>

		<summary type="html">&lt;p&gt;84.129.124.219: /* Sheep */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This small doc tries to create an agreement on what stendhal is about and what it needs to include. It considers the existing [[http://arianne.sourceforge.net/wiki/index.php/StendhalObjectives#Roadmap Roadmap]] and tries to give a coherent vision of what we are trying to create.&lt;br /&gt;
&lt;br /&gt;
Please use the Discussion tab (found in the menu at the top of the page) to query about things or make suggestions.&lt;br /&gt;
&lt;br /&gt;
= Plot =&lt;br /&gt;
Stendhal&#039;s plot is to grow Sheep by taking them with you to the plains or forest to graze.&amp;lt;br&amp;gt;&lt;br /&gt;
The task is not as simple as it may sound though, as you will have to protect them from hungry wolves! Use your skill, strength and wit to destroy the attackers.&lt;br /&gt;
&lt;br /&gt;
Lambs must first be bought at a Farm and later sold at the Village when they are plump enough. For each Sheep you sell, when fully grown, you will get extra income.&lt;br /&gt;
&lt;br /&gt;
You will need to spend your money on new weapons, armor and healing potions.&lt;br /&gt;
&lt;br /&gt;
As you can see Stendhal is a minigame that will try to push and thus test everything related to a fully blown RPG:&lt;br /&gt;
* task&lt;br /&gt;
* actions&lt;br /&gt;
* areas&lt;br /&gt;
&lt;br /&gt;
If Arianne is a successful platform to get Stendhal working, the only issue is scaling up the result. :)&lt;br /&gt;
&lt;br /&gt;
= Design =&lt;br /&gt;
== Idea ==&lt;br /&gt;
The whole game area will look like:&lt;br /&gt;
&lt;br /&gt;
http://arianne.sourceforge.net/wiki_images/Stendhal_Map.jpg&lt;br /&gt;
&lt;br /&gt;
It is split in to 4 different areas to test the multizones feature of Arianne.&amp;lt;br&amp;gt;&lt;br /&gt;
Players need to change zone in order to accomplish their task.&lt;br /&gt;
&lt;br /&gt;
== Use cases description ==&lt;br /&gt;
We need to use several use cases to describe our game.&lt;br /&gt;
===Player&#039;s user case===&lt;br /&gt;
Player is an entity that play the game, it can move, chat, attack, heal.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Player enter village in entry point&lt;br /&gt;
  Player moves to Farm zone&lt;br /&gt;
&lt;br /&gt;
  Player talks with Sheep seller&lt;br /&gt;
    Player: Hi&lt;br /&gt;
    Seller: Greetings! How may I help you?&lt;br /&gt;
    Player: buy Sheep&lt;br /&gt;
    Seller: Do you want to buy a Sheep for 50 coins?&lt;br /&gt;
    Player: yes&lt;br /&gt;
    Seller: Thank you! Bye&lt;br /&gt;
&lt;br /&gt;
  Player moves. Sheep follows Player.&lt;br /&gt;
  Player moves to plains&lt;br /&gt;
  Player moves around looking for food&lt;br /&gt;
  Player protect Sheep of wolves attacks&lt;br /&gt;
&lt;br /&gt;
  When Sheep is big enough Player moves to Village&lt;br /&gt;
  Player talks with Sheep buyer&lt;br /&gt;
    Player: Hi&lt;br /&gt;
    Buyer: Greetings! How may I help you?&lt;br /&gt;
    Player: sell Sheep&lt;br /&gt;
    Buyer: Do you want to sell this Sheep for 73 coins?&lt;br /&gt;
    Player: yes&lt;br /&gt;
    Buyer: Thank you! Bye&lt;br /&gt;
&lt;br /&gt;
  Player spend money in new Sheep and equipment&lt;br /&gt;
  * Armor&lt;br /&gt;
  * Weapon&lt;br /&gt;
  * Healing potions&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sheep seller&#039;s user case===&lt;br /&gt;
This seller is a NPC entity that will sell us a sheep to grow it up and make money.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
FOREVER do:&lt;br /&gt;
  Listen to Player&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Hi&amp;quot;:&lt;br /&gt;
    Seller says &amp;quot;Greetings &amp;lt;Player&amp;gt;!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Buy Sheep&amp;quot; from Player:&lt;br /&gt;
    Seller says &amp;quot;Do you want to buy a Sheep for 50 coins?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;yes&amp;quot; from Player:&lt;br /&gt;
    If Player money - 50 &amp;gt; 0:&lt;br /&gt;
      set Player money=Player money - 50&lt;br /&gt;
      Duplicate Sheep&lt;br /&gt;
      Make Sheep follows Player&lt;br /&gt;
  Say bye to Player&lt;br /&gt;
DONE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sheep buyer&#039;s user case===&lt;br /&gt;
This buyer is a NPC entity that will buy us our sheep.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
FOREVER do:&lt;br /&gt;
  Listen to Player&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Hi&amp;quot;:&lt;br /&gt;
    Seller says &amp;quot;Greetings &amp;lt;Player&amp;gt;!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Sell Sheep&amp;quot; from Player:&lt;br /&gt;
    Estimate Sheep value related to Sheep weight&lt;br /&gt;
    Seller says &amp;quot;Do you want to sell buy a Sheep for &amp;lt;estimated price&amp;gt; coins?&amp;quot;&lt;br /&gt;
  &lt;br /&gt;
  If listen &amp;quot;yes&amp;quot; from Player:&lt;br /&gt;
    set Player money=Player money + &amp;lt;estimated price&amp;gt;&lt;br /&gt;
    Destroy Sheep&lt;br /&gt;
  &lt;br /&gt;
  Say bye to Player&lt;br /&gt;
DONE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sheep&#039;s user case===&lt;br /&gt;
Sheep is our key game concept. Sheeps must be grow up to earn money and buy stuff.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Sheep is in Farm&lt;br /&gt;
  Player buys Sheep&lt;br /&gt;
  Sheep seller duplicates Sheep&lt;br /&gt;
  Sheep follows Player&lt;br /&gt;
&lt;br /&gt;
  If Sheep finds food:&lt;br /&gt;
    Sheep moves to food&lt;br /&gt;
    Sheep eats food&lt;br /&gt;
    Sheep gains weight&lt;br /&gt;
&lt;br /&gt;
  Player sells Sheep&lt;br /&gt;
  Sheep dissappear&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Wolf&#039;s user case===&lt;br /&gt;
Wolf is the compitive entity on Stendhal. They join to attack sheeps and often also players. They can kill a sheep in not a long time.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Wolf moves&lt;br /&gt;
  If Wolf sees Sheep:&lt;br /&gt;
    Wolf attacks Sheep&lt;br /&gt;
  &lt;br /&gt;
  If Wolf is attacked:&lt;br /&gt;
    Wolf attacks Attacker&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Entities ==&lt;br /&gt;
The above user cases describe the need for the following entities in our system:&lt;br /&gt;
* Sheep&lt;br /&gt;
* Sheep seller&lt;br /&gt;
* Sheep buyer&lt;br /&gt;
* Wolf&lt;br /&gt;
* Player&lt;br /&gt;
* Food&lt;br /&gt;
* Armor&lt;br /&gt;
* Weapon&lt;br /&gt;
* Healing potion&lt;br /&gt;
&lt;br /&gt;
Let&#039;s describe each entity and its attributes and actions.&lt;br /&gt;
=== Sheep ===&lt;br /&gt;
A sheep has the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; is the life indicator of the sheep, when it reach 0 the sheep dies.&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight indicator of the sheep, the more weight, the more expensive it is.&lt;br /&gt;
&lt;br /&gt;
Sheep tasks should be:&lt;br /&gt;
* &amp;lt;b&amp;gt;follow&amp;lt;/b&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;eat&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sheeps behaviour is mainly to follow its owner and look for food.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Sheep finds food, it will eat.&amp;lt;br&amp;gt;&lt;br /&gt;
Sheep will runaway if attacked by wolves.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wolf ===&lt;br /&gt;
Wolves have the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; is the life indicator of the wolf, when it reach 0 the wolf dies.&lt;br /&gt;
* &amp;lt;b&amp;gt;atk&amp;lt;/b&amp;gt; is the RP attack value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
&lt;br /&gt;
Wolf tasks should be:&lt;br /&gt;
* &amp;lt;b&amp;gt;follow&amp;lt;/b&amp;gt; means that wolf follows an object using the shortest way to reach it.&lt;br /&gt;
* &amp;lt;b&amp;gt;attack&amp;lt;/b&amp;gt; means that wolf will try to damage the attacked object until its hp reach 0&amp;lt;br&amp;gt;Another action will cancel attack task.&lt;br /&gt;
* &amp;lt;b&amp;gt;patrol&amp;lt;/b&amp;gt; means that wolf will move around a specified path.&lt;br /&gt;
* &amp;lt;b&amp;gt;chat&amp;lt;/b&amp;gt; means that wolf will start to shout &#039;auuuuuuu!&#039;. Wolves will often understand this as a call.&lt;br /&gt;
&lt;br /&gt;
Wolf behaviour consists of patrolling some assigned areas.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Wolf finds a Sheep, it will attack Sheep.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Wolf is attacked, the Wolf returns the attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Wolf is injured, the Wolf will runaway.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sheep seller and Sheep buyer ===&lt;br /&gt;
The buyer and seller have the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;attending&amp;lt;/b&amp;gt; is the object_id of the player that is actually attending.&lt;br /&gt;
&lt;br /&gt;
seller and buyer tasks would be:&lt;br /&gt;
* &amp;lt;b&amp;gt;patrol&amp;lt;/b&amp;gt; means that NPC will move around a specified path.&lt;br /&gt;
&lt;br /&gt;
NPC behaviour consists of listening to people near them.&amp;lt;br&amp;gt;&lt;br /&gt;
If person says &amp;quot;Hi&amp;quot;, NPC faces person and generates conversation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Player===&lt;br /&gt;
The player has the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; is the life indicator of the player, when it reach 0 the sheep dies.&lt;br /&gt;
* &amp;lt;b&amp;gt;atk&amp;lt;/b&amp;gt; is the RP attack value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;exp&amp;lt;/b&amp;gt; is the experience of the player.&lt;br /&gt;
* &amp;lt;b&amp;gt;money&amp;lt;/b&amp;gt; is the quantity of money the player has.&lt;br /&gt;
&lt;br /&gt;
It has three slots:&lt;br /&gt;
* armor&lt;br /&gt;
* left hand&lt;br /&gt;
* right hand&lt;br /&gt;
* backpack&lt;br /&gt;
* flock&lt;br /&gt;
&lt;br /&gt;
Player tasks should be:&lt;br /&gt;
* &amp;lt;b&amp;gt;move&amp;lt;/b&amp;gt; means that player will change its dx, dy params to move.&lt;br /&gt;
* &amp;lt;b&amp;gt;attack&amp;lt;/b&amp;gt; means that player will try to damage the attacked object until its hp reach 0.&amp;lt;br&amp;gt;Another action will cancel attack task.&lt;br /&gt;
* &amp;lt;b&amp;gt;chat&amp;lt;/b&amp;gt; means that player writes text to other players or NPCs&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
Food has the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;quantity&amp;lt;/b&amp;gt; is the amount of food available&lt;br /&gt;
&lt;br /&gt;
Food will be regenerated every X units of time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Armor === &lt;br /&gt;
Armor is an item that player can &#039;&#039;wear&#039;&#039;:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the armor when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the armor when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;def&amp;lt;/b&amp;gt; is the RP defense value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight of the armor.&lt;br /&gt;
&lt;br /&gt;
=== Shield === &lt;br /&gt;
Shield is an item that player can &#039;&#039;wear&#039;&#039;:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the shield when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the shield when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;def&amp;lt;/b&amp;gt; is the RP defense value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight of the shield.&lt;br /&gt;
&lt;br /&gt;
=== Weapon === &lt;br /&gt;
Weapon is an item that player can &#039;&#039;wear&#039;&#039;:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the weapon when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the weapon when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;atk&amp;lt;/b&amp;gt; is the RP attack value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight of the weapon.&lt;br /&gt;
&lt;br /&gt;
=== Healing potion === &lt;br /&gt;
Healing potion is an item that player can &#039;&#039;wear&#039;&#039; inside the backpack:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the potion when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the potion when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;heal&amp;lt;/b&amp;gt; is the amount of HP the potion will heal.&lt;br /&gt;
&lt;br /&gt;
=RP=&lt;br /&gt;
Role playing games are based in a set of rules. There are many set of rules: AD&amp;amp;D, GURPS, Warhammer,...&amp;lt;br&amp;gt;&lt;br /&gt;
Stendhal defines a new &#039;&#039;typical&#039;&#039; set of rules, that has in common simplicity and ease of computing.&lt;br /&gt;
&lt;br /&gt;
The system is based around 3 ideas:&lt;br /&gt;
* Randomness using 1D6&lt;br /&gt;
* Risk evaluation&lt;br /&gt;
* Creativity&lt;br /&gt;
&lt;br /&gt;
Risk evaluation gives the DM the power to weight up an action that a player wishes to perform against things like how experienced the player is in that type of action and the situation the player is in.&lt;br /&gt;
&lt;br /&gt;
DM stands for &#039;&#039;Dungeon Master&#039;&#039;. In Stendhal our task is to design the DM, as it rules the game.&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
Each player has a set of attributes that are:&lt;br /&gt;
* &amp;lt;b&amp;gt;attack&amp;lt;/b&amp;gt; - this value is used to resolve attack situations.&lt;br /&gt;
* &amp;lt;b&amp;gt;defense&amp;lt;/b&amp;gt; - this value is used to resolve situations where the player is attacked.&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; - this value stored the live points available.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;level&amp;lt;/b&amp;gt; - this starts off as zero when the character is created and will increase related to experience&lt;br /&gt;
* &amp;lt;b&amp;gt;experience&amp;lt;/b&amp;gt; - this is the amount of experience gained at the current level&lt;br /&gt;
&lt;br /&gt;
== Experience and levels ==&lt;br /&gt;
All of the attributes can be increased during the game through gaining experience and levels.&lt;br /&gt;
Experience is awarded by DM for several reasons:&lt;br /&gt;
* good roleplaying&lt;br /&gt;
* use of skills&lt;br /&gt;
* combats&lt;br /&gt;
&lt;br /&gt;
Experience can&#039;t be gained by training.&lt;br /&gt;
&lt;br /&gt;
When you gain a level you can increase one of the attributes.&lt;br /&gt;
To reach a level you need to reach the next experience points:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Level&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Experience needed&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;160&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;320&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;previous*2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
Combat is a fight between two or more players.&lt;br /&gt;
&lt;br /&gt;
The combat is round based. Each round takes 10 turns.&lt;br /&gt;
&lt;br /&gt;
To determine whose player start first choose the player who has the biggest value of:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Player.Level + 1D6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The risk to strike a player can be written as:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Attacker.attack + 1D6 VS Defender.defense + Defender.shield.rating + 1D6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If player is hit we need to compute the wound that has been done:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  result = Attacker.weapon.rating - Defender.armor.rating + 1D6 each 6 Attacker.level&lt;br /&gt;
  if result &amp;gt; 0:&lt;br /&gt;
    Defender.hp = Defender.hp - result&lt;br /&gt;
  end if&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Death happens when hp reachs 0.&lt;br /&gt;
&lt;br /&gt;
hp points are recovered at a natural rate of 1 HP point each 1000 turns.&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
The shield rating adds to your defense skill:&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Shield&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Rating&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Buckler shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Small shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Medium shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tower shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
Armour helps you absorb damage.&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Armour&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Rating&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leather armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Studded leather armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Scale mail armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Chain mail armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Plate mail armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Field plate armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Full plate armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Weapon===&lt;br /&gt;
Weapon helps you to kill :)&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Weapon&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Rating&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Knife&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Club&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Spear&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Axe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Long sword&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Two hand sword&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>84.129.124.219</name></author>
	</entry>
	<entry>
		<id>https://meet.konsthol.eu/w/index.php?title=StendhalDesign&amp;diff=118905</id>
		<title>StendhalDesign</title>
		<link rel="alternate" type="text/html" href="https://meet.konsthol.eu/w/index.php?title=StendhalDesign&amp;diff=118905"/>
		<updated>2005-03-04T18:27:25Z</updated>

		<summary type="html">&lt;p&gt;84.129.124.219: /* Wolf */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This small doc tries to create an agreement on what stendhal is about and what it needs to include. It considers the existing [[http://arianne.sourceforge.net/wiki/index.php/StendhalObjectives#Roadmap Roadmap]] and tries to give a coherent vision of what we are trying to create.&lt;br /&gt;
&lt;br /&gt;
Please use the Discussion tab (found in the menu at the top of the page) to query about things or make suggestions.&lt;br /&gt;
&lt;br /&gt;
= Plot =&lt;br /&gt;
Stendhal&#039;s plot is to grow Sheep by taking them with you to the plains or forest to graze.&amp;lt;br&amp;gt;&lt;br /&gt;
The task is not as simple as it may sound though, as you will have to protect them from hungry wolves! Use your skill, strength and wit to destroy the attackers.&lt;br /&gt;
&lt;br /&gt;
Lambs must first be bought at a Farm and later sold at the Village when they are plump enough. For each Sheep you sell, when fully grown, you will get extra income.&lt;br /&gt;
&lt;br /&gt;
You will need to spend your money on new weapons, armor and healing potions.&lt;br /&gt;
&lt;br /&gt;
As you can see Stendhal is a minigame that will try to push and thus test everything related to a fully blown RPG:&lt;br /&gt;
* task&lt;br /&gt;
* actions&lt;br /&gt;
* areas&lt;br /&gt;
&lt;br /&gt;
If Arianne is a successful platform to get Stendhal working, the only issue is scaling up the result. :)&lt;br /&gt;
&lt;br /&gt;
= Design =&lt;br /&gt;
== Idea ==&lt;br /&gt;
The whole game area will look like:&lt;br /&gt;
&lt;br /&gt;
http://arianne.sourceforge.net/wiki_images/Stendhal_Map.jpg&lt;br /&gt;
&lt;br /&gt;
It is split in to 4 different areas to test the multizones feature of Arianne.&amp;lt;br&amp;gt;&lt;br /&gt;
Players need to change zone in order to accomplish their task.&lt;br /&gt;
&lt;br /&gt;
== Use cases description ==&lt;br /&gt;
We need to use several use cases to describe our game.&lt;br /&gt;
===Player&#039;s user case===&lt;br /&gt;
Player is an entity that play the game, it can move, chat, attack, heal.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Player enter village in entry point&lt;br /&gt;
  Player moves to Farm zone&lt;br /&gt;
&lt;br /&gt;
  Player talks with Sheep seller&lt;br /&gt;
    Player: Hi&lt;br /&gt;
    Seller: Greetings! How may I help you?&lt;br /&gt;
    Player: buy Sheep&lt;br /&gt;
    Seller: Do you want to buy a Sheep for 50 coins?&lt;br /&gt;
    Player: yes&lt;br /&gt;
    Seller: Thank you! Bye&lt;br /&gt;
&lt;br /&gt;
  Player moves. Sheep follows Player.&lt;br /&gt;
  Player moves to plains&lt;br /&gt;
  Player moves around looking for food&lt;br /&gt;
  Player protect Sheep of wolves attacks&lt;br /&gt;
&lt;br /&gt;
  When Sheep is big enough Player moves to Village&lt;br /&gt;
  Player talks with Sheep buyer&lt;br /&gt;
    Player: Hi&lt;br /&gt;
    Buyer: Greetings! How may I help you?&lt;br /&gt;
    Player: sell Sheep&lt;br /&gt;
    Buyer: Do you want to sell this Sheep for 73 coins?&lt;br /&gt;
    Player: yes&lt;br /&gt;
    Buyer: Thank you! Bye&lt;br /&gt;
&lt;br /&gt;
  Player spend money in new Sheep and equipment&lt;br /&gt;
  * Armor&lt;br /&gt;
  * Weapon&lt;br /&gt;
  * Healing potions&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sheep seller&#039;s user case===&lt;br /&gt;
This seller is a NPC entity that will sell us a sheep to grow it up and make money.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
FOREVER do:&lt;br /&gt;
  Listen to Player&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Hi&amp;quot;:&lt;br /&gt;
    Seller says &amp;quot;Greetings &amp;lt;Player&amp;gt;!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Buy Sheep&amp;quot; from Player:&lt;br /&gt;
    Seller says &amp;quot;Do you want to buy a Sheep for 50 coins?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;yes&amp;quot; from Player:&lt;br /&gt;
    If Player money - 50 &amp;gt; 0:&lt;br /&gt;
      set Player money=Player money - 50&lt;br /&gt;
      Duplicate Sheep&lt;br /&gt;
      Make Sheep follows Player&lt;br /&gt;
  Say bye to Player&lt;br /&gt;
DONE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sheep buyer&#039;s user case===&lt;br /&gt;
This buyer is a NPC entity that will buy us our sheep.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
FOREVER do:&lt;br /&gt;
  Listen to Player&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Hi&amp;quot;:&lt;br /&gt;
    Seller says &amp;quot;Greetings &amp;lt;Player&amp;gt;!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Sell Sheep&amp;quot; from Player:&lt;br /&gt;
    Estimate Sheep value related to Sheep weight&lt;br /&gt;
    Seller says &amp;quot;Do you want to sell buy a Sheep for &amp;lt;estimated price&amp;gt; coins?&amp;quot;&lt;br /&gt;
  &lt;br /&gt;
  If listen &amp;quot;yes&amp;quot; from Player:&lt;br /&gt;
    set Player money=Player money + &amp;lt;estimated price&amp;gt;&lt;br /&gt;
    Destroy Sheep&lt;br /&gt;
  &lt;br /&gt;
  Say bye to Player&lt;br /&gt;
DONE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sheep&#039;s user case===&lt;br /&gt;
Sheep is our key game concept. Sheeps must be grow up to earn money and buy stuff.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Sheep is in Farm&lt;br /&gt;
  Player buys Sheep&lt;br /&gt;
  Sheep seller duplicates Sheep&lt;br /&gt;
  Sheep follows Player&lt;br /&gt;
&lt;br /&gt;
  If Sheep finds food:&lt;br /&gt;
    Sheep moves to food&lt;br /&gt;
    Sheep eats food&lt;br /&gt;
    Sheep gains weight&lt;br /&gt;
&lt;br /&gt;
  Player sells Sheep&lt;br /&gt;
  Sheep dissappear&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Wolf&#039;s user case===&lt;br /&gt;
Wolf is the compitive entity on Stendhal. They join to attack sheeps and often also players. They can kill a sheep in not a long time.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Wolf moves&lt;br /&gt;
  If Wolf sees Sheep:&lt;br /&gt;
    Wolf attacks Sheep&lt;br /&gt;
  &lt;br /&gt;
  If Wolf is attacked:&lt;br /&gt;
    Wolf attacks Attacker&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Entities ==&lt;br /&gt;
The above user cases describe the need for the following entities in our system:&lt;br /&gt;
* Sheep&lt;br /&gt;
* Sheep seller&lt;br /&gt;
* Sheep buyer&lt;br /&gt;
* Wolf&lt;br /&gt;
* Player&lt;br /&gt;
* Food&lt;br /&gt;
* Armor&lt;br /&gt;
* Weapon&lt;br /&gt;
* Healing potion&lt;br /&gt;
&lt;br /&gt;
Let&#039;s describe each entity and its attributes and actions.&lt;br /&gt;
=== Sheep ===&lt;br /&gt;
A sheep has the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; is the life indicator of the sheep, when it reach 0 the sheep dies.&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight indicator of the sheep, the more weight, the more expensive it is.&lt;br /&gt;
&lt;br /&gt;
Sheep tasks should be:&lt;br /&gt;
* follow&lt;br /&gt;
* eat&lt;br /&gt;
&lt;br /&gt;
The sheeps behaviour is mainly to follow its owner and look for food.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Sheep finds food, it will eat.&amp;lt;br&amp;gt;&lt;br /&gt;
Sheep will runaway if attacked by wolves.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wolf ===&lt;br /&gt;
Wolves have the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; is the life indicator of the wolf, when it reach 0 the wolf dies.&lt;br /&gt;
* &amp;lt;b&amp;gt;atk&amp;lt;/b&amp;gt; is the RP attack value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
&lt;br /&gt;
Wolf tasks should be:&lt;br /&gt;
* &amp;lt;b&amp;gt;follow&amp;lt;/b&amp;gt; means that wolf follows an object using the shortest way to reach it.&lt;br /&gt;
* &amp;lt;b&amp;gt;attack&amp;lt;/b&amp;gt; means that wolf will try to damage the attacked object until its hp reach 0&amp;lt;br&amp;gt;Another action will cancel attack task.&lt;br /&gt;
* &amp;lt;b&amp;gt;patrol&amp;lt;/b&amp;gt; means that wolf will move around a specified path.&lt;br /&gt;
* &amp;lt;b&amp;gt;chat&amp;lt;/b&amp;gt; means that wolf will start to shout &#039;auuuuuuu!&#039;. Wolves will often understand this as a call.&lt;br /&gt;
&lt;br /&gt;
Wolf behaviour consists of patrolling some assigned areas.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Wolf finds a Sheep, it will attack Sheep.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Wolf is attacked, the Wolf returns the attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Wolf is injured, the Wolf will runaway.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sheep seller and Sheep buyer ===&lt;br /&gt;
The buyer and seller have the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;attending&amp;lt;/b&amp;gt; is the object_id of the player that is actually attending.&lt;br /&gt;
&lt;br /&gt;
seller and buyer tasks would be:&lt;br /&gt;
* &amp;lt;b&amp;gt;patrol&amp;lt;/b&amp;gt; means that NPC will move around a specified path.&lt;br /&gt;
&lt;br /&gt;
NPC behaviour consists of listening to people near them.&amp;lt;br&amp;gt;&lt;br /&gt;
If person says &amp;quot;Hi&amp;quot;, NPC faces person and generates conversation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Player===&lt;br /&gt;
The player has the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; is the life indicator of the player, when it reach 0 the sheep dies.&lt;br /&gt;
* &amp;lt;b&amp;gt;atk&amp;lt;/b&amp;gt; is the RP attack value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;exp&amp;lt;/b&amp;gt; is the experience of the player.&lt;br /&gt;
* &amp;lt;b&amp;gt;money&amp;lt;/b&amp;gt; is the quantity of money the player has.&lt;br /&gt;
&lt;br /&gt;
It has three slots:&lt;br /&gt;
* armor&lt;br /&gt;
* left hand&lt;br /&gt;
* right hand&lt;br /&gt;
* backpack&lt;br /&gt;
* flock&lt;br /&gt;
&lt;br /&gt;
Player tasks should be:&lt;br /&gt;
* &amp;lt;b&amp;gt;move&amp;lt;/b&amp;gt; means that player will change its dx, dy params to move.&lt;br /&gt;
* &amp;lt;b&amp;gt;attack&amp;lt;/b&amp;gt; means that player will try to damage the attacked object until its hp reach 0.&amp;lt;br&amp;gt;Another action will cancel attack task.&lt;br /&gt;
* &amp;lt;b&amp;gt;chat&amp;lt;/b&amp;gt; means that player writes text to other players or NPCs&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
Food has the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;quantity&amp;lt;/b&amp;gt; is the amount of food available&lt;br /&gt;
&lt;br /&gt;
Food will be regenerated every X units of time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Armor === &lt;br /&gt;
Armor is an item that player can &#039;&#039;wear&#039;&#039;:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the armor when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the armor when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;def&amp;lt;/b&amp;gt; is the RP defense value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight of the armor.&lt;br /&gt;
&lt;br /&gt;
=== Shield === &lt;br /&gt;
Shield is an item that player can &#039;&#039;wear&#039;&#039;:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the shield when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the shield when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;def&amp;lt;/b&amp;gt; is the RP defense value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight of the shield.&lt;br /&gt;
&lt;br /&gt;
=== Weapon === &lt;br /&gt;
Weapon is an item that player can &#039;&#039;wear&#039;&#039;:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the weapon when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the weapon when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;atk&amp;lt;/b&amp;gt; is the RP attack value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight of the weapon.&lt;br /&gt;
&lt;br /&gt;
=== Healing potion === &lt;br /&gt;
Healing potion is an item that player can &#039;&#039;wear&#039;&#039; inside the backpack:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the potion when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the potion when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;heal&amp;lt;/b&amp;gt; is the amount of HP the potion will heal.&lt;br /&gt;
&lt;br /&gt;
=RP=&lt;br /&gt;
Role playing games are based in a set of rules. There are many set of rules: AD&amp;amp;D, GURPS, Warhammer,...&amp;lt;br&amp;gt;&lt;br /&gt;
Stendhal defines a new &#039;&#039;typical&#039;&#039; set of rules, that has in common simplicity and ease of computing.&lt;br /&gt;
&lt;br /&gt;
The system is based around 3 ideas:&lt;br /&gt;
* Randomness using 1D6&lt;br /&gt;
* Risk evaluation&lt;br /&gt;
* Creativity&lt;br /&gt;
&lt;br /&gt;
Risk evaluation gives the DM the power to weight up an action that a player wishes to perform against things like how experienced the player is in that type of action and the situation the player is in.&lt;br /&gt;
&lt;br /&gt;
DM stands for &#039;&#039;Dungeon Master&#039;&#039;. In Stendhal our task is to design the DM, as it rules the game.&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
Each player has a set of attributes that are:&lt;br /&gt;
* &amp;lt;b&amp;gt;attack&amp;lt;/b&amp;gt; - this value is used to resolve attack situations.&lt;br /&gt;
* &amp;lt;b&amp;gt;defense&amp;lt;/b&amp;gt; - this value is used to resolve situations where the player is attacked.&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; - this value stored the live points available.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;level&amp;lt;/b&amp;gt; - this starts off as zero when the character is created and will increase related to experience&lt;br /&gt;
* &amp;lt;b&amp;gt;experience&amp;lt;/b&amp;gt; - this is the amount of experience gained at the current level&lt;br /&gt;
&lt;br /&gt;
== Experience and levels ==&lt;br /&gt;
All of the attributes can be increased during the game through gaining experience and levels.&lt;br /&gt;
Experience is awarded by DM for several reasons:&lt;br /&gt;
* good roleplaying&lt;br /&gt;
* use of skills&lt;br /&gt;
* combats&lt;br /&gt;
&lt;br /&gt;
Experience can&#039;t be gained by training.&lt;br /&gt;
&lt;br /&gt;
When you gain a level you can increase one of the attributes.&lt;br /&gt;
To reach a level you need to reach the next experience points:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Level&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Experience needed&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;160&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;320&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;previous*2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
Combat is a fight between two or more players.&lt;br /&gt;
&lt;br /&gt;
The combat is round based. Each round takes 10 turns.&lt;br /&gt;
&lt;br /&gt;
To determine whose player start first choose the player who has the biggest value of:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Player.Level + 1D6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The risk to strike a player can be written as:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Attacker.attack + 1D6 VS Defender.defense + Defender.shield.rating + 1D6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If player is hit we need to compute the wound that has been done:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  result = Attacker.weapon.rating - Defender.armor.rating + 1D6 each 6 Attacker.level&lt;br /&gt;
  if result &amp;gt; 0:&lt;br /&gt;
    Defender.hp = Defender.hp - result&lt;br /&gt;
  end if&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Death happens when hp reachs 0.&lt;br /&gt;
&lt;br /&gt;
hp points are recovered at a natural rate of 1 HP point each 1000 turns.&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
The shield rating adds to your defense skill:&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Shield&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Rating&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Buckler shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Small shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Medium shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tower shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
Armour helps you absorb damage.&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Armour&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Rating&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leather armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Studded leather armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Scale mail armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Chain mail armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Plate mail armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Field plate armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Full plate armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Weapon===&lt;br /&gt;
Weapon helps you to kill :)&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Weapon&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Rating&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Knife&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Club&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Spear&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Axe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Long sword&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Two hand sword&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>84.129.124.219</name></author>
	</entry>
	<entry>
		<id>https://meet.konsthol.eu/w/index.php?title=StendhalDesign&amp;diff=95088</id>
		<title>StendhalDesign</title>
		<link rel="alternate" type="text/html" href="https://meet.konsthol.eu/w/index.php?title=StendhalDesign&amp;diff=95088"/>
		<updated>2005-03-04T18:27:25Z</updated>

		<summary type="html">&lt;p&gt;84.129.124.219: /* Wolf */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This small doc tries to create an agreement on what stendhal is about and what it needs to include. It considers the existing [[http://arianne.sourceforge.net/wiki/index.php/StendhalObjectives#Roadmap Roadmap]] and tries to give a coherent vision of what we are trying to create.&lt;br /&gt;
&lt;br /&gt;
Please use the Discussion tab (found in the menu at the top of the page) to query about things or make suggestions.&lt;br /&gt;
&lt;br /&gt;
= Plot =&lt;br /&gt;
Stendhal&#039;s plot is to grow Sheep by taking them with you to the plains or forest to graze.&amp;lt;br&amp;gt;&lt;br /&gt;
The task is not as simple as it may sound though, as you will have to protect them from hungry wolves! Use your skill, strength and wit to destroy the attackers.&lt;br /&gt;
&lt;br /&gt;
Lambs must first be bought at a Farm and later sold at the Village when they are plump enough. For each Sheep you sell, when fully grown, you will get extra income.&lt;br /&gt;
&lt;br /&gt;
You will need to spend your money on new weapons, armor and healing potions.&lt;br /&gt;
&lt;br /&gt;
As you can see Stendhal is a minigame that will try to push and thus test everything related to a fully blown RPG:&lt;br /&gt;
* task&lt;br /&gt;
* actions&lt;br /&gt;
* areas&lt;br /&gt;
&lt;br /&gt;
If Arianne is a successful platform to get Stendhal working, the only issue is scaling up the result. :)&lt;br /&gt;
&lt;br /&gt;
= Design =&lt;br /&gt;
== Idea ==&lt;br /&gt;
The whole game area will look like:&lt;br /&gt;
&lt;br /&gt;
http://arianne.sourceforge.net/wiki_images/Stendhal_Map.jpg&lt;br /&gt;
&lt;br /&gt;
It is split in to 4 different areas to test the multizones feature of Arianne.&amp;lt;br&amp;gt;&lt;br /&gt;
Players need to change zone in order to accomplish their task.&lt;br /&gt;
&lt;br /&gt;
== Use cases description ==&lt;br /&gt;
We need to use several use cases to describe our game.&lt;br /&gt;
===Player&#039;s user case===&lt;br /&gt;
Player is an entity that play the game, it can move, chat, attack, heal.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Player enter village in entry point&lt;br /&gt;
  Player moves to Farm zone&lt;br /&gt;
&lt;br /&gt;
  Player talks with Sheep seller&lt;br /&gt;
    Player: Hi&lt;br /&gt;
    Seller: Greetings! How may I help you?&lt;br /&gt;
    Player: buy Sheep&lt;br /&gt;
    Seller: Do you want to buy a Sheep for 50 coins?&lt;br /&gt;
    Player: yes&lt;br /&gt;
    Seller: Thank you! Bye&lt;br /&gt;
&lt;br /&gt;
  Player moves. Sheep follows Player.&lt;br /&gt;
  Player moves to plains&lt;br /&gt;
  Player moves around looking for food&lt;br /&gt;
  Player protect Sheep of wolves attacks&lt;br /&gt;
&lt;br /&gt;
  When Sheep is big enough Player moves to Village&lt;br /&gt;
  Player talks with Sheep buyer&lt;br /&gt;
    Player: Hi&lt;br /&gt;
    Buyer: Greetings! How may I help you?&lt;br /&gt;
    Player: sell Sheep&lt;br /&gt;
    Buyer: Do you want to sell this Sheep for 73 coins?&lt;br /&gt;
    Player: yes&lt;br /&gt;
    Buyer: Thank you! Bye&lt;br /&gt;
&lt;br /&gt;
  Player spend money in new Sheep and equipment&lt;br /&gt;
  * Armor&lt;br /&gt;
  * Weapon&lt;br /&gt;
  * Healing potions&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sheep seller&#039;s user case===&lt;br /&gt;
This seller is a NPC entity that will sell us a sheep to grow it up and make money.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
FOREVER do:&lt;br /&gt;
  Listen to Player&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Hi&amp;quot;:&lt;br /&gt;
    Seller says &amp;quot;Greetings &amp;lt;Player&amp;gt;!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Buy Sheep&amp;quot; from Player:&lt;br /&gt;
    Seller says &amp;quot;Do you want to buy a Sheep for 50 coins?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;yes&amp;quot; from Player:&lt;br /&gt;
    If Player money - 50 &amp;gt; 0:&lt;br /&gt;
      set Player money=Player money - 50&lt;br /&gt;
      Duplicate Sheep&lt;br /&gt;
      Make Sheep follows Player&lt;br /&gt;
  Say bye to Player&lt;br /&gt;
DONE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sheep buyer&#039;s user case===&lt;br /&gt;
This buyer is a NPC entity that will buy us our sheep.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
FOREVER do:&lt;br /&gt;
  Listen to Player&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Hi&amp;quot;:&lt;br /&gt;
    Seller says &amp;quot;Greetings &amp;lt;Player&amp;gt;!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Sell Sheep&amp;quot; from Player:&lt;br /&gt;
    Estimate Sheep value related to Sheep weight&lt;br /&gt;
    Seller says &amp;quot;Do you want to sell buy a Sheep for &amp;lt;estimated price&amp;gt; coins?&amp;quot;&lt;br /&gt;
  &lt;br /&gt;
  If listen &amp;quot;yes&amp;quot; from Player:&lt;br /&gt;
    set Player money=Player money + &amp;lt;estimated price&amp;gt;&lt;br /&gt;
    Destroy Sheep&lt;br /&gt;
  &lt;br /&gt;
  Say bye to Player&lt;br /&gt;
DONE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sheep&#039;s user case===&lt;br /&gt;
Sheep is our key game concept. Sheeps must be grow up to earn money and buy stuff.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Sheep is in Farm&lt;br /&gt;
  Player buys Sheep&lt;br /&gt;
  Sheep seller duplicates Sheep&lt;br /&gt;
  Sheep follows Player&lt;br /&gt;
&lt;br /&gt;
  If Sheep finds food:&lt;br /&gt;
    Sheep moves to food&lt;br /&gt;
    Sheep eats food&lt;br /&gt;
    Sheep gains weight&lt;br /&gt;
&lt;br /&gt;
  Player sells Sheep&lt;br /&gt;
  Sheep dissappear&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Wolf&#039;s user case===&lt;br /&gt;
Wolf is the compitive entity on Stendhal. They join to attack sheeps and often also players. They can kill a sheep in not a long time.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Wolf moves&lt;br /&gt;
  If Wolf sees Sheep:&lt;br /&gt;
    Wolf attacks Sheep&lt;br /&gt;
  &lt;br /&gt;
  If Wolf is attacked:&lt;br /&gt;
    Wolf attacks Attacker&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Entities ==&lt;br /&gt;
The above user cases describe the need for the following entities in our system:&lt;br /&gt;
* Sheep&lt;br /&gt;
* Sheep seller&lt;br /&gt;
* Sheep buyer&lt;br /&gt;
* Wolf&lt;br /&gt;
* Player&lt;br /&gt;
* Food&lt;br /&gt;
* Armor&lt;br /&gt;
* Weapon&lt;br /&gt;
* Healing potion&lt;br /&gt;
&lt;br /&gt;
Let&#039;s describe each entity and its attributes and actions.&lt;br /&gt;
=== Sheep ===&lt;br /&gt;
A sheep has the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; is the life indicator of the sheep, when it reach 0 the sheep dies.&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight indicator of the sheep, the more weight, the more expensive it is.&lt;br /&gt;
&lt;br /&gt;
Sheep tasks should be:&lt;br /&gt;
* follow&lt;br /&gt;
* eat&lt;br /&gt;
&lt;br /&gt;
The sheeps behaviour is mainly to follow its owner and look for food.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Sheep finds food, it will eat.&amp;lt;br&amp;gt;&lt;br /&gt;
Sheep will runaway if attacked by wolves.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wolf ===&lt;br /&gt;
Wolves have the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; is the life indicator of the wolf, when it reach 0 the wolf dies.&lt;br /&gt;
* &amp;lt;b&amp;gt;atk&amp;lt;/b&amp;gt; is the RP attack value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
&lt;br /&gt;
Wolf tasks should be:&lt;br /&gt;
* &amp;lt;b&amp;gt;follow&amp;lt;/b&amp;gt; means that wolf follows an object using the shortest way to reach it.&lt;br /&gt;
* &amp;lt;b&amp;gt;attack&amp;lt;/b&amp;gt; means that wolf will try to damage the attacked object until its hp reach 0&amp;lt;br&amp;gt;Another action will cancel attack task.&lt;br /&gt;
* &amp;lt;b&amp;gt;patrol&amp;lt;/b&amp;gt; means that wolf will move around a specified path.&lt;br /&gt;
* &amp;lt;b&amp;gt;chat&amp;lt;/b&amp;gt; means that wolf will start to shout &#039;auuuuuuu!&#039;. Wolves will often understand this as a call.&lt;br /&gt;
&lt;br /&gt;
Wolf behaviour consists of patrolling some assigned areas.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Wolf finds a Sheep, it will attack Sheep.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Wolf is attacked, the Wolf returns the attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Wolf is injured, the Wolf will runaway.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sheep seller and Sheep buyer ===&lt;br /&gt;
The buyer and seller have the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;attending&amp;lt;/b&amp;gt; is the object_id of the player that is actually attending.&lt;br /&gt;
&lt;br /&gt;
seller and buyer tasks would be:&lt;br /&gt;
* &amp;lt;b&amp;gt;patrol&amp;lt;/b&amp;gt; means that NPC will move around a specified path.&lt;br /&gt;
&lt;br /&gt;
NPC behaviour consists of listening to people near them.&amp;lt;br&amp;gt;&lt;br /&gt;
If person says &amp;quot;Hi&amp;quot;, NPC faces person and generates conversation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Player===&lt;br /&gt;
The player has the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; is the life indicator of the player, when it reach 0 the sheep dies.&lt;br /&gt;
* &amp;lt;b&amp;gt;atk&amp;lt;/b&amp;gt; is the RP attack value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;exp&amp;lt;/b&amp;gt; is the experience of the player.&lt;br /&gt;
* &amp;lt;b&amp;gt;money&amp;lt;/b&amp;gt; is the quantity of money the player has.&lt;br /&gt;
&lt;br /&gt;
It has three slots:&lt;br /&gt;
* armor&lt;br /&gt;
* left hand&lt;br /&gt;
* right hand&lt;br /&gt;
* backpack&lt;br /&gt;
* flock&lt;br /&gt;
&lt;br /&gt;
Player tasks should be:&lt;br /&gt;
* &amp;lt;b&amp;gt;move&amp;lt;/b&amp;gt; means that player will change its dx, dy params to move.&lt;br /&gt;
* &amp;lt;b&amp;gt;attack&amp;lt;/b&amp;gt; means that player will try to damage the attacked object until its hp reach 0.&amp;lt;br&amp;gt;Another action will cancel attack task.&lt;br /&gt;
* &amp;lt;b&amp;gt;chat&amp;lt;/b&amp;gt; means that player writes text to other players or NPCs&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
Food has the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;quantity&amp;lt;/b&amp;gt; is the amount of food available&lt;br /&gt;
&lt;br /&gt;
Food will be regenerated every X units of time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Armor === &lt;br /&gt;
Armor is an item that player can &#039;&#039;wear&#039;&#039;:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the armor when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the armor when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;def&amp;lt;/b&amp;gt; is the RP defense value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight of the armor.&lt;br /&gt;
&lt;br /&gt;
=== Shield === &lt;br /&gt;
Shield is an item that player can &#039;&#039;wear&#039;&#039;:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the shield when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the shield when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;def&amp;lt;/b&amp;gt; is the RP defense value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight of the shield.&lt;br /&gt;
&lt;br /&gt;
=== Weapon === &lt;br /&gt;
Weapon is an item that player can &#039;&#039;wear&#039;&#039;:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the weapon when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the weapon when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;atk&amp;lt;/b&amp;gt; is the RP attack value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight of the weapon.&lt;br /&gt;
&lt;br /&gt;
=== Healing potion === &lt;br /&gt;
Healing potion is an item that player can &#039;&#039;wear&#039;&#039; inside the backpack:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the potion when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the potion when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;heal&amp;lt;/b&amp;gt; is the amount of HP the potion will heal.&lt;br /&gt;
&lt;br /&gt;
=RP=&lt;br /&gt;
Role playing games are based in a set of rules. There are many set of rules: AD&amp;amp;D, GURPS, Warhammer,...&amp;lt;br&amp;gt;&lt;br /&gt;
Stendhal defines a new &#039;&#039;typical&#039;&#039; set of rules, that has in common simplicity and ease of computing.&lt;br /&gt;
&lt;br /&gt;
The system is based around 3 ideas:&lt;br /&gt;
* Randomness using 1D6&lt;br /&gt;
* Risk evaluation&lt;br /&gt;
* Creativity&lt;br /&gt;
&lt;br /&gt;
Risk evaluation gives the DM the power to weight up an action that a player wishes to perform against things like how experienced the player is in that type of action and the situation the player is in.&lt;br /&gt;
&lt;br /&gt;
DM stands for &#039;&#039;Dungeon Master&#039;&#039;. In Stendhal our task is to design the DM, as it rules the game.&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
Each player has a set of attributes that are:&lt;br /&gt;
* &amp;lt;b&amp;gt;attack&amp;lt;/b&amp;gt; - this value is used to resolve attack situations.&lt;br /&gt;
* &amp;lt;b&amp;gt;defense&amp;lt;/b&amp;gt; - this value is used to resolve situations where the player is attacked.&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; - this value stored the live points available.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;level&amp;lt;/b&amp;gt; - this starts off as zero when the character is created and will increase related to experience&lt;br /&gt;
* &amp;lt;b&amp;gt;experience&amp;lt;/b&amp;gt; - this is the amount of experience gained at the current level&lt;br /&gt;
&lt;br /&gt;
== Experience and levels ==&lt;br /&gt;
All of the attributes can be increased during the game through gaining experience and levels.&lt;br /&gt;
Experience is awarded by DM for several reasons:&lt;br /&gt;
* good roleplaying&lt;br /&gt;
* use of skills&lt;br /&gt;
* combats&lt;br /&gt;
&lt;br /&gt;
Experience can&#039;t be gained by training.&lt;br /&gt;
&lt;br /&gt;
When you gain a level you can increase one of the attributes.&lt;br /&gt;
To reach a level you need to reach the next experience points:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Level&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Experience needed&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;160&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;320&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;previous*2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
Combat is a fight between two or more players.&lt;br /&gt;
&lt;br /&gt;
The combat is round based. Each round takes 10 turns.&lt;br /&gt;
&lt;br /&gt;
To determine whose player start first choose the player who has the biggest value of:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Player.Level + 1D6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The risk to strike a player can be written as:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Attacker.attack + 1D6 VS Defender.defense + Defender.shield.rating + 1D6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If player is hit we need to compute the wound that has been done:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  result = Attacker.weapon.rating - Defender.armor.rating + 1D6 each 6 Attacker.level&lt;br /&gt;
  if result &amp;gt; 0:&lt;br /&gt;
    Defender.hp = Defender.hp - result&lt;br /&gt;
  end if&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Death happens when hp reachs 0.&lt;br /&gt;
&lt;br /&gt;
hp points are recovered at a natural rate of 1 HP point each 1000 turns.&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
The shield rating adds to your defense skill:&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Shield&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Rating&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Buckler shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Small shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Medium shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tower shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
Armour helps you absorb damage.&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Armour&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Rating&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leather armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Studded leather armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Scale mail armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Chain mail armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Plate mail armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Field plate armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Full plate armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Weapon===&lt;br /&gt;
Weapon helps you to kill :)&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Weapon&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Rating&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Knife&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Club&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Spear&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Axe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Long sword&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Two hand sword&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>84.129.124.219</name></author>
	</entry>
	<entry>
		<id>https://meet.konsthol.eu/w/index.php?title=StendhalDesign&amp;diff=78783</id>
		<title>StendhalDesign</title>
		<link rel="alternate" type="text/html" href="https://meet.konsthol.eu/w/index.php?title=StendhalDesign&amp;diff=78783"/>
		<updated>2005-03-04T18:27:25Z</updated>

		<summary type="html">&lt;p&gt;84.129.124.219: /* Wolf */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This small doc tries to create an agreement on what stendhal is about and what it needs to include. It considers the existing [[http://arianne.sourceforge.net/wiki/index.php/StendhalObjectives#Roadmap Roadmap]] and tries to give a coherent vision of what we are trying to create.&lt;br /&gt;
&lt;br /&gt;
Please use the Discussion tab (found in the menu at the top of the page) to query about things or make suggestions.&lt;br /&gt;
&lt;br /&gt;
= Plot =&lt;br /&gt;
Stendhal&#039;s plot is to grow Sheep by taking them with you to the plains or forest to graze.&amp;lt;br&amp;gt;&lt;br /&gt;
The task is not as simple as it may sound though, as you will have to protect them from hungry wolves! Use your skill, strength and wit to destroy the attackers.&lt;br /&gt;
&lt;br /&gt;
Lambs must first be bought at a Farm and later sold at the Village when they are plump enough. For each Sheep you sell, when fully grown, you will get extra income.&lt;br /&gt;
&lt;br /&gt;
You will need to spend your money on new weapons, armor and healing potions.&lt;br /&gt;
&lt;br /&gt;
As you can see Stendhal is a minigame that will try to push and thus test everything related to a fully blown RPG:&lt;br /&gt;
* task&lt;br /&gt;
* actions&lt;br /&gt;
* areas&lt;br /&gt;
&lt;br /&gt;
If Arianne is a successful platform to get Stendhal working, the only issue is scaling up the result. :)&lt;br /&gt;
&lt;br /&gt;
= Design =&lt;br /&gt;
== Idea ==&lt;br /&gt;
The whole game area will look like:&lt;br /&gt;
&lt;br /&gt;
http://arianne.sourceforge.net/wiki_images/Stendhal_Map.jpg&lt;br /&gt;
&lt;br /&gt;
It is split in to 4 different areas to test the multizones feature of Arianne.&amp;lt;br&amp;gt;&lt;br /&gt;
Players need to change zone in order to accomplish their task.&lt;br /&gt;
&lt;br /&gt;
== Use cases description ==&lt;br /&gt;
We need to use several use cases to describe our game.&lt;br /&gt;
===Player&#039;s user case===&lt;br /&gt;
Player is an entity that play the game, it can move, chat, attack, heal.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Player enter village in entry point&lt;br /&gt;
  Player moves to Farm zone&lt;br /&gt;
&lt;br /&gt;
  Player talks with Sheep seller&lt;br /&gt;
    Player: Hi&lt;br /&gt;
    Seller: Greetings! How may I help you?&lt;br /&gt;
    Player: buy Sheep&lt;br /&gt;
    Seller: Do you want to buy a Sheep for 50 coins?&lt;br /&gt;
    Player: yes&lt;br /&gt;
    Seller: Thank you! Bye&lt;br /&gt;
&lt;br /&gt;
  Player moves. Sheep follows Player.&lt;br /&gt;
  Player moves to plains&lt;br /&gt;
  Player moves around looking for food&lt;br /&gt;
  Player protect Sheep of wolves attacks&lt;br /&gt;
&lt;br /&gt;
  When Sheep is big enough Player moves to Village&lt;br /&gt;
  Player talks with Sheep buyer&lt;br /&gt;
    Player: Hi&lt;br /&gt;
    Buyer: Greetings! How may I help you?&lt;br /&gt;
    Player: sell Sheep&lt;br /&gt;
    Buyer: Do you want to sell this Sheep for 73 coins?&lt;br /&gt;
    Player: yes&lt;br /&gt;
    Buyer: Thank you! Bye&lt;br /&gt;
&lt;br /&gt;
  Player spend money in new Sheep and equipment&lt;br /&gt;
  * Armor&lt;br /&gt;
  * Weapon&lt;br /&gt;
  * Healing potions&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sheep seller&#039;s user case===&lt;br /&gt;
This seller is a NPC entity that will sell us a sheep to grow it up and make money.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
FOREVER do:&lt;br /&gt;
  Listen to Player&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Hi&amp;quot;:&lt;br /&gt;
    Seller says &amp;quot;Greetings &amp;lt;Player&amp;gt;!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Buy Sheep&amp;quot; from Player:&lt;br /&gt;
    Seller says &amp;quot;Do you want to buy a Sheep for 50 coins?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;yes&amp;quot; from Player:&lt;br /&gt;
    If Player money - 50 &amp;gt; 0:&lt;br /&gt;
      set Player money=Player money - 50&lt;br /&gt;
      Duplicate Sheep&lt;br /&gt;
      Make Sheep follows Player&lt;br /&gt;
  Say bye to Player&lt;br /&gt;
DONE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sheep buyer&#039;s user case===&lt;br /&gt;
This buyer is a NPC entity that will buy us our sheep.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
FOREVER do:&lt;br /&gt;
  Listen to Player&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Hi&amp;quot;:&lt;br /&gt;
    Seller says &amp;quot;Greetings &amp;lt;Player&amp;gt;!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Sell Sheep&amp;quot; from Player:&lt;br /&gt;
    Estimate Sheep value related to Sheep weight&lt;br /&gt;
    Seller says &amp;quot;Do you want to sell buy a Sheep for &amp;lt;estimated price&amp;gt; coins?&amp;quot;&lt;br /&gt;
  &lt;br /&gt;
  If listen &amp;quot;yes&amp;quot; from Player:&lt;br /&gt;
    set Player money=Player money + &amp;lt;estimated price&amp;gt;&lt;br /&gt;
    Destroy Sheep&lt;br /&gt;
  &lt;br /&gt;
  Say bye to Player&lt;br /&gt;
DONE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sheep&#039;s user case===&lt;br /&gt;
Sheep is our key game concept. Sheeps must be grow up to earn money and buy stuff.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Sheep is in Farm&lt;br /&gt;
  Player buys Sheep&lt;br /&gt;
  Sheep seller duplicates Sheep&lt;br /&gt;
  Sheep follows Player&lt;br /&gt;
&lt;br /&gt;
  If Sheep finds food:&lt;br /&gt;
    Sheep moves to food&lt;br /&gt;
    Sheep eats food&lt;br /&gt;
    Sheep gains weight&lt;br /&gt;
&lt;br /&gt;
  Player sells Sheep&lt;br /&gt;
  Sheep dissappear&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Wolf&#039;s user case===&lt;br /&gt;
Wolf is the compitive entity on Stendhal. They join to attack sheeps and often also players. They can kill a sheep in not a long time.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Wolf moves&lt;br /&gt;
  If Wolf sees Sheep:&lt;br /&gt;
    Wolf attacks Sheep&lt;br /&gt;
  &lt;br /&gt;
  If Wolf is attacked:&lt;br /&gt;
    Wolf attacks Attacker&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Entities ==&lt;br /&gt;
The above user cases describe the need for the following entities in our system:&lt;br /&gt;
* Sheep&lt;br /&gt;
* Sheep seller&lt;br /&gt;
* Sheep buyer&lt;br /&gt;
* Wolf&lt;br /&gt;
* Player&lt;br /&gt;
* Food&lt;br /&gt;
* Armor&lt;br /&gt;
* Weapon&lt;br /&gt;
* Healing potion&lt;br /&gt;
&lt;br /&gt;
Let&#039;s describe each entity and its attributes and actions.&lt;br /&gt;
=== Sheep ===&lt;br /&gt;
A sheep has the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; is the life indicator of the sheep, when it reach 0 the sheep dies.&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight indicator of the sheep, the more weight, the more expensive it is.&lt;br /&gt;
&lt;br /&gt;
Sheep tasks should be:&lt;br /&gt;
* follow&lt;br /&gt;
* eat&lt;br /&gt;
&lt;br /&gt;
The sheeps behaviour is mainly to follow its owner and look for food.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Sheep finds food, it will eat.&amp;lt;br&amp;gt;&lt;br /&gt;
Sheep will runaway if attacked by wolves.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wolf ===&lt;br /&gt;
Wolves have the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; is the life indicator of the wolf, when it reach 0 the wolf dies.&lt;br /&gt;
* &amp;lt;b&amp;gt;atk&amp;lt;/b&amp;gt; is the RP attack value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
&lt;br /&gt;
Wolf tasks should be:&lt;br /&gt;
* &amp;lt;b&amp;gt;follow&amp;lt;/b&amp;gt; means that wolf follows an object using the shortest way to reach it.&lt;br /&gt;
* &amp;lt;b&amp;gt;attack&amp;lt;/b&amp;gt; means that wolf will try to damage the attacked object until its hp reach 0&amp;lt;br&amp;gt;Another action will cancel attack task.&lt;br /&gt;
* &amp;lt;b&amp;gt;patrol&amp;lt;/b&amp;gt; means that wolf will move around a specified path.&lt;br /&gt;
* &amp;lt;b&amp;gt;chat&amp;lt;/b&amp;gt; means that wolf will start to shout &#039;auuuuuuu!&#039;. Wolves will often understand this as a call.&lt;br /&gt;
&lt;br /&gt;
Wolf behaviour consists of patrolling some assigned areas.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Wolf finds a Sheep, it will attack Sheep.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Wolf is attacked, the Wolf returns the attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Wolf is injured, the Wolf will runaway.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sheep seller and Sheep buyer ===&lt;br /&gt;
The buyer and seller have the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;attending&amp;lt;/b&amp;gt; is the object_id of the player that is actually attending.&lt;br /&gt;
&lt;br /&gt;
seller and buyer tasks would be:&lt;br /&gt;
* &amp;lt;b&amp;gt;patrol&amp;lt;/b&amp;gt; means that NPC will move around a specified path.&lt;br /&gt;
&lt;br /&gt;
NPC behaviour consists of listening to people near them.&amp;lt;br&amp;gt;&lt;br /&gt;
If person says &amp;quot;Hi&amp;quot;, NPC faces person and generates conversation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Player===&lt;br /&gt;
The player has the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; is the life indicator of the player, when it reach 0 the sheep dies.&lt;br /&gt;
* &amp;lt;b&amp;gt;atk&amp;lt;/b&amp;gt; is the RP attack value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;exp&amp;lt;/b&amp;gt; is the experience of the player.&lt;br /&gt;
* &amp;lt;b&amp;gt;money&amp;lt;/b&amp;gt; is the quantity of money the player has.&lt;br /&gt;
&lt;br /&gt;
It has three slots:&lt;br /&gt;
* armor&lt;br /&gt;
* left hand&lt;br /&gt;
* right hand&lt;br /&gt;
* backpack&lt;br /&gt;
* flock&lt;br /&gt;
&lt;br /&gt;
Player tasks should be:&lt;br /&gt;
* &amp;lt;b&amp;gt;move&amp;lt;/b&amp;gt; means that player will change its dx, dy params to move.&lt;br /&gt;
* &amp;lt;b&amp;gt;attack&amp;lt;/b&amp;gt; means that player will try to damage the attacked object until its hp reach 0.&amp;lt;br&amp;gt;Another action will cancel attack task.&lt;br /&gt;
* &amp;lt;b&amp;gt;chat&amp;lt;/b&amp;gt; means that player writes text to other players or NPCs&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
Food has the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;quantity&amp;lt;/b&amp;gt; is the amount of food available&lt;br /&gt;
&lt;br /&gt;
Food will be regenerated every X units of time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Armor === &lt;br /&gt;
Armor is an item that player can &#039;&#039;wear&#039;&#039;:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the armor when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the armor when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;def&amp;lt;/b&amp;gt; is the RP defense value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight of the armor.&lt;br /&gt;
&lt;br /&gt;
=== Shield === &lt;br /&gt;
Shield is an item that player can &#039;&#039;wear&#039;&#039;:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the shield when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the shield when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;def&amp;lt;/b&amp;gt; is the RP defense value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight of the shield.&lt;br /&gt;
&lt;br /&gt;
=== Weapon === &lt;br /&gt;
Weapon is an item that player can &#039;&#039;wear&#039;&#039;:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the weapon when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the weapon when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;atk&amp;lt;/b&amp;gt; is the RP attack value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight of the weapon.&lt;br /&gt;
&lt;br /&gt;
=== Healing potion === &lt;br /&gt;
Healing potion is an item that player can &#039;&#039;wear&#039;&#039; inside the backpack:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the potion when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the potion when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;heal&amp;lt;/b&amp;gt; is the amount of HP the potion will heal.&lt;br /&gt;
&lt;br /&gt;
=RP=&lt;br /&gt;
Role playing games are based in a set of rules. There are many set of rules: AD&amp;amp;D, GURPS, Warhammer,...&amp;lt;br&amp;gt;&lt;br /&gt;
Stendhal defines a new &#039;&#039;typical&#039;&#039; set of rules, that has in common simplicity and ease of computing.&lt;br /&gt;
&lt;br /&gt;
The system is based around 3 ideas:&lt;br /&gt;
* Randomness using 1D6&lt;br /&gt;
* Risk evaluation&lt;br /&gt;
* Creativity&lt;br /&gt;
&lt;br /&gt;
Risk evaluation gives the DM the power to weight up an action that a player wishes to perform against things like how experienced the player is in that type of action and the situation the player is in.&lt;br /&gt;
&lt;br /&gt;
DM stands for &#039;&#039;Dungeon Master&#039;&#039;. In Stendhal our task is to design the DM, as it rules the game.&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
Each player has a set of attributes that are:&lt;br /&gt;
* &amp;lt;b&amp;gt;attack&amp;lt;/b&amp;gt; - this value is used to resolve attack situations.&lt;br /&gt;
* &amp;lt;b&amp;gt;defense&amp;lt;/b&amp;gt; - this value is used to resolve situations where the player is attacked.&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; - this value stored the live points available.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;level&amp;lt;/b&amp;gt; - this starts off as zero when the character is created and will increase related to experience&lt;br /&gt;
* &amp;lt;b&amp;gt;experience&amp;lt;/b&amp;gt; - this is the amount of experience gained at the current level&lt;br /&gt;
&lt;br /&gt;
== Experience and levels ==&lt;br /&gt;
All of the attributes can be increased during the game through gaining experience and levels.&lt;br /&gt;
Experience is awarded by DM for several reasons:&lt;br /&gt;
* good roleplaying&lt;br /&gt;
* use of skills&lt;br /&gt;
* combats&lt;br /&gt;
&lt;br /&gt;
Experience can&#039;t be gained by training.&lt;br /&gt;
&lt;br /&gt;
When you gain a level you can increase one of the attributes.&lt;br /&gt;
To reach a level you need to reach the next experience points:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Level&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Experience needed&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;160&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;320&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;previous*2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
Combat is a fight between two or more players.&lt;br /&gt;
&lt;br /&gt;
The combat is round based. Each round takes 10 turns.&lt;br /&gt;
&lt;br /&gt;
To determine whose player start first choose the player who has the biggest value of:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Player.Level + 1D6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The risk to strike a player can be written as:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Attacker.attack + 1D6 VS Defender.defense + Defender.shield.rating + 1D6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If player is hit we need to compute the wound that has been done:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  result = Attacker.weapon.rating - Defender.armor.rating + 1D6 each 6 Attacker.level&lt;br /&gt;
  if result &amp;gt; 0:&lt;br /&gt;
    Defender.hp = Defender.hp - result&lt;br /&gt;
  end if&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Death happens when hp reachs 0.&lt;br /&gt;
&lt;br /&gt;
hp points are recovered at a natural rate of 1 HP point each 1000 turns.&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
The shield rating adds to your defense skill:&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Shield&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Rating&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Buckler shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Small shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Medium shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tower shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
Armour helps you absorb damage.&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Armour&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Rating&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leather armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Studded leather armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Scale mail armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Chain mail armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Plate mail armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Field plate armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Full plate armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Weapon===&lt;br /&gt;
Weapon helps you to kill :)&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Weapon&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Rating&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Knife&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Club&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Spear&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Axe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Long sword&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Two hand sword&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>84.129.124.219</name></author>
	</entry>
	<entry>
		<id>https://meet.konsthol.eu/w/index.php?title=StendhalDesign&amp;diff=59486</id>
		<title>StendhalDesign</title>
		<link rel="alternate" type="text/html" href="https://meet.konsthol.eu/w/index.php?title=StendhalDesign&amp;diff=59486"/>
		<updated>2005-03-04T18:27:25Z</updated>

		<summary type="html">&lt;p&gt;84.129.124.219: /* Wolf */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This small doc tries to create an agreement on what stendhal is about and what it needs to include. It considers the existing [[http://arianne.sourceforge.net/wiki/index.php/StendhalObjectives#Roadmap Roadmap]] and tries to give a coherent vision of what we are trying to create.&lt;br /&gt;
&lt;br /&gt;
Please use the Discussion tab (found in the menu at the top of the page) to query about things or make suggestions.&lt;br /&gt;
&lt;br /&gt;
= Plot =&lt;br /&gt;
Stendhal&#039;s plot is to grow Sheep by taking them with you to the plains or forest to graze.&amp;lt;br&amp;gt;&lt;br /&gt;
The task is not as simple as it may sound though, as you will have to protect them from hungry wolves! Use your skill, strength and wit to destroy the attackers.&lt;br /&gt;
&lt;br /&gt;
Lambs must first be bought at a Farm and later sold at the Village when they are plump enough. For each Sheep you sell, when fully grown, you will get extra income.&lt;br /&gt;
&lt;br /&gt;
You will need to spend your money on new weapons, armor and healing potions.&lt;br /&gt;
&lt;br /&gt;
As you can see Stendhal is a minigame that will try to push and thus test everything related to a fully blown RPG:&lt;br /&gt;
* task&lt;br /&gt;
* actions&lt;br /&gt;
* areas&lt;br /&gt;
&lt;br /&gt;
If Arianne is a successful platform to get Stendhal working, the only issue is scaling up the result. :)&lt;br /&gt;
&lt;br /&gt;
= Design =&lt;br /&gt;
== Idea ==&lt;br /&gt;
The whole game area will look like:&lt;br /&gt;
&lt;br /&gt;
http://arianne.sourceforge.net/wiki_images/Stendhal_Map.jpg&lt;br /&gt;
&lt;br /&gt;
It is split in to 4 different areas to test the multizones feature of Arianne.&amp;lt;br&amp;gt;&lt;br /&gt;
Players need to change zone in order to accomplish their task.&lt;br /&gt;
&lt;br /&gt;
== Use cases description ==&lt;br /&gt;
We need to use several use cases to describe our game.&lt;br /&gt;
===Player&#039;s user case===&lt;br /&gt;
Player is an entity that play the game, it can move, chat, attack, heal.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Player enter village in entry point&lt;br /&gt;
  Player moves to Farm zone&lt;br /&gt;
&lt;br /&gt;
  Player talks with Sheep seller&lt;br /&gt;
    Player: Hi&lt;br /&gt;
    Seller: Greetings! How may I help you?&lt;br /&gt;
    Player: buy Sheep&lt;br /&gt;
    Seller: Do you want to buy a Sheep for 50 coins?&lt;br /&gt;
    Player: yes&lt;br /&gt;
    Seller: Thank you! Bye&lt;br /&gt;
&lt;br /&gt;
  Player moves. Sheep follows Player.&lt;br /&gt;
  Player moves to plains&lt;br /&gt;
  Player moves around looking for food&lt;br /&gt;
  Player protect Sheep of wolves attacks&lt;br /&gt;
&lt;br /&gt;
  When Sheep is big enough Player moves to Village&lt;br /&gt;
  Player talks with Sheep buyer&lt;br /&gt;
    Player: Hi&lt;br /&gt;
    Buyer: Greetings! How may I help you?&lt;br /&gt;
    Player: sell Sheep&lt;br /&gt;
    Buyer: Do you want to sell this Sheep for 73 coins?&lt;br /&gt;
    Player: yes&lt;br /&gt;
    Buyer: Thank you! Bye&lt;br /&gt;
&lt;br /&gt;
  Player spend money in new Sheep and equipment&lt;br /&gt;
  * Armor&lt;br /&gt;
  * Weapon&lt;br /&gt;
  * Healing potions&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sheep seller&#039;s user case===&lt;br /&gt;
This seller is a NPC entity that will sell us a sheep to grow it up and make money.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
FOREVER do:&lt;br /&gt;
  Listen to Player&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Hi&amp;quot;:&lt;br /&gt;
    Seller says &amp;quot;Greetings &amp;lt;Player&amp;gt;!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Buy Sheep&amp;quot; from Player:&lt;br /&gt;
    Seller says &amp;quot;Do you want to buy a Sheep for 50 coins?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;yes&amp;quot; from Player:&lt;br /&gt;
    If Player money - 50 &amp;gt; 0:&lt;br /&gt;
      set Player money=Player money - 50&lt;br /&gt;
      Duplicate Sheep&lt;br /&gt;
      Make Sheep follows Player&lt;br /&gt;
  Say bye to Player&lt;br /&gt;
DONE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sheep buyer&#039;s user case===&lt;br /&gt;
This buyer is a NPC entity that will buy us our sheep.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
FOREVER do:&lt;br /&gt;
  Listen to Player&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Hi&amp;quot;:&lt;br /&gt;
    Seller says &amp;quot;Greetings &amp;lt;Player&amp;gt;!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Sell Sheep&amp;quot; from Player:&lt;br /&gt;
    Estimate Sheep value related to Sheep weight&lt;br /&gt;
    Seller says &amp;quot;Do you want to sell buy a Sheep for &amp;lt;estimated price&amp;gt; coins?&amp;quot;&lt;br /&gt;
  &lt;br /&gt;
  If listen &amp;quot;yes&amp;quot; from Player:&lt;br /&gt;
    set Player money=Player money + &amp;lt;estimated price&amp;gt;&lt;br /&gt;
    Destroy Sheep&lt;br /&gt;
  &lt;br /&gt;
  Say bye to Player&lt;br /&gt;
DONE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sheep&#039;s user case===&lt;br /&gt;
Sheep is our key game concept. Sheeps must be grow up to earn money and buy stuff.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Sheep is in Farm&lt;br /&gt;
  Player buys Sheep&lt;br /&gt;
  Sheep seller duplicates Sheep&lt;br /&gt;
  Sheep follows Player&lt;br /&gt;
&lt;br /&gt;
  If Sheep finds food:&lt;br /&gt;
    Sheep moves to food&lt;br /&gt;
    Sheep eats food&lt;br /&gt;
    Sheep gains weight&lt;br /&gt;
&lt;br /&gt;
  Player sells Sheep&lt;br /&gt;
  Sheep dissappear&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Wolf&#039;s user case===&lt;br /&gt;
Wolf is the compitive entity on Stendhal. They join to attack sheeps and often also players. They can kill a sheep in not a long time.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Wolf moves&lt;br /&gt;
  If Wolf sees Sheep:&lt;br /&gt;
    Wolf attacks Sheep&lt;br /&gt;
  &lt;br /&gt;
  If Wolf is attacked:&lt;br /&gt;
    Wolf attacks Attacker&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Entities ==&lt;br /&gt;
The above user cases describe the need for the following entities in our system:&lt;br /&gt;
* Sheep&lt;br /&gt;
* Sheep seller&lt;br /&gt;
* Sheep buyer&lt;br /&gt;
* Wolf&lt;br /&gt;
* Player&lt;br /&gt;
* Food&lt;br /&gt;
* Armor&lt;br /&gt;
* Weapon&lt;br /&gt;
* Healing potion&lt;br /&gt;
&lt;br /&gt;
Let&#039;s describe each entity and its attributes and actions.&lt;br /&gt;
=== Sheep ===&lt;br /&gt;
A sheep has the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; is the life indicator of the sheep, when it reach 0 the sheep dies.&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight indicator of the sheep, the more weight, the more expensive it is.&lt;br /&gt;
&lt;br /&gt;
Sheep tasks should be:&lt;br /&gt;
* follow&lt;br /&gt;
* eat&lt;br /&gt;
&lt;br /&gt;
The sheeps behaviour is mainly to follow its owner and look for food.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Sheep finds food, it will eat.&amp;lt;br&amp;gt;&lt;br /&gt;
Sheep will runaway if attacked by wolves.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wolf ===&lt;br /&gt;
Wolves have the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; is the life indicator of the wolf, when it reach 0 the wolf dies.&lt;br /&gt;
* &amp;lt;b&amp;gt;atk&amp;lt;/b&amp;gt; is the RP attack value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
&lt;br /&gt;
Wolf tasks should be:&lt;br /&gt;
* &amp;lt;b&amp;gt;follow&amp;lt;/b&amp;gt; means that wolf follows an object using the shortest way to reach it.&lt;br /&gt;
* &amp;lt;b&amp;gt;attack&amp;lt;/b&amp;gt; means that wolf will try to damage the attacked object until its hp reach 0&amp;lt;br&amp;gt;Another action will cancel attack task.&lt;br /&gt;
* &amp;lt;b&amp;gt;patrol&amp;lt;/b&amp;gt; means that wolf will move around a specified path.&lt;br /&gt;
* &amp;lt;b&amp;gt;chat&amp;lt;/b&amp;gt; means that wolf will start to shout &#039;auuuuuuu!&#039;. Wolves will often understand this as a call.&lt;br /&gt;
&lt;br /&gt;
Wolf behaviour consists of patrolling some assigned areas.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Wolf finds a Sheep, it will attack Sheep.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Wolf is attacked, the Wolf returns the attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Wolf is injured, the Wolf will runaway.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sheep seller and Sheep buyer ===&lt;br /&gt;
The buyer and seller have the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;attending&amp;lt;/b&amp;gt; is the object_id of the player that is actually attending.&lt;br /&gt;
&lt;br /&gt;
seller and buyer tasks would be:&lt;br /&gt;
* &amp;lt;b&amp;gt;patrol&amp;lt;/b&amp;gt; means that NPC will move around a specified path.&lt;br /&gt;
&lt;br /&gt;
NPC behaviour consists of listening to people near them.&amp;lt;br&amp;gt;&lt;br /&gt;
If person says &amp;quot;Hi&amp;quot;, NPC faces person and generates conversation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Player===&lt;br /&gt;
The player has the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; is the life indicator of the player, when it reach 0 the sheep dies.&lt;br /&gt;
* &amp;lt;b&amp;gt;atk&amp;lt;/b&amp;gt; is the RP attack value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;exp&amp;lt;/b&amp;gt; is the experience of the player.&lt;br /&gt;
* &amp;lt;b&amp;gt;money&amp;lt;/b&amp;gt; is the quantity of money the player has.&lt;br /&gt;
&lt;br /&gt;
It has three slots:&lt;br /&gt;
* armor&lt;br /&gt;
* left hand&lt;br /&gt;
* right hand&lt;br /&gt;
* backpack&lt;br /&gt;
* flock&lt;br /&gt;
&lt;br /&gt;
Player tasks should be:&lt;br /&gt;
* &amp;lt;b&amp;gt;move&amp;lt;/b&amp;gt; means that player will change its dx, dy params to move.&lt;br /&gt;
* &amp;lt;b&amp;gt;attack&amp;lt;/b&amp;gt; means that player will try to damage the attacked object until its hp reach 0.&amp;lt;br&amp;gt;Another action will cancel attack task.&lt;br /&gt;
* &amp;lt;b&amp;gt;chat&amp;lt;/b&amp;gt; means that player writes text to other players or NPCs&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
Food has the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;quantity&amp;lt;/b&amp;gt; is the amount of food available&lt;br /&gt;
&lt;br /&gt;
Food will be regenerated every X units of time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Armor === &lt;br /&gt;
Armor is an item that player can &#039;&#039;wear&#039;&#039;:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the armor when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the armor when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;def&amp;lt;/b&amp;gt; is the RP defense value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight of the armor.&lt;br /&gt;
&lt;br /&gt;
=== Shield === &lt;br /&gt;
Shield is an item that player can &#039;&#039;wear&#039;&#039;:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the shield when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the shield when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;def&amp;lt;/b&amp;gt; is the RP defense value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight of the shield.&lt;br /&gt;
&lt;br /&gt;
=== Weapon === &lt;br /&gt;
Weapon is an item that player can &#039;&#039;wear&#039;&#039;:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the weapon when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the weapon when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;atk&amp;lt;/b&amp;gt; is the RP attack value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight of the weapon.&lt;br /&gt;
&lt;br /&gt;
=== Healing potion === &lt;br /&gt;
Healing potion is an item that player can &#039;&#039;wear&#039;&#039; inside the backpack:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the potion when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the potion when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;heal&amp;lt;/b&amp;gt; is the amount of HP the potion will heal.&lt;br /&gt;
&lt;br /&gt;
=RP=&lt;br /&gt;
Role playing games are based in a set of rules. There are many set of rules: AD&amp;amp;D, GURPS, Warhammer,...&amp;lt;br&amp;gt;&lt;br /&gt;
Stendhal defines a new &#039;&#039;typical&#039;&#039; set of rules, that has in common simplicity and ease of computing.&lt;br /&gt;
&lt;br /&gt;
The system is based around 3 ideas:&lt;br /&gt;
* Randomness using 1D6&lt;br /&gt;
* Risk evaluation&lt;br /&gt;
* Creativity&lt;br /&gt;
&lt;br /&gt;
Risk evaluation gives the DM the power to weight up an action that a player wishes to perform against things like how experienced the player is in that type of action and the situation the player is in.&lt;br /&gt;
&lt;br /&gt;
DM stands for &#039;&#039;Dungeon Master&#039;&#039;. In Stendhal our task is to design the DM, as it rules the game.&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
Each player has a set of attributes that are:&lt;br /&gt;
* &amp;lt;b&amp;gt;attack&amp;lt;/b&amp;gt; - this value is used to resolve attack situations.&lt;br /&gt;
* &amp;lt;b&amp;gt;defense&amp;lt;/b&amp;gt; - this value is used to resolve situations where the player is attacked.&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; - this value stored the live points available.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;level&amp;lt;/b&amp;gt; - this starts off as zero when the character is created and will increase related to experience&lt;br /&gt;
* &amp;lt;b&amp;gt;experience&amp;lt;/b&amp;gt; - this is the amount of experience gained at the current level&lt;br /&gt;
&lt;br /&gt;
== Experience and levels ==&lt;br /&gt;
All of the attributes can be increased during the game through gaining experience and levels.&lt;br /&gt;
Experience is awarded by DM for several reasons:&lt;br /&gt;
* good roleplaying&lt;br /&gt;
* use of skills&lt;br /&gt;
* combats&lt;br /&gt;
&lt;br /&gt;
Experience can&#039;t be gained by training.&lt;br /&gt;
&lt;br /&gt;
When you gain a level you can increase one of the attributes.&lt;br /&gt;
To reach a level you need to reach the next experience points:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Level&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Experience needed&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;160&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;320&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;previous*2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
Combat is a fight between two or more players.&lt;br /&gt;
&lt;br /&gt;
The combat is round based. Each round takes 10 turns.&lt;br /&gt;
&lt;br /&gt;
To determine whose player start first choose the player who has the biggest value of:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Player.Level + 1D6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The risk to strike a player can be written as:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Attacker.attack + 1D6 VS Defender.defense + Defender.shield.rating + 1D6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If player is hit we need to compute the wound that has been done:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  result = Attacker.weapon.rating - Defender.armor.rating + 1D6 each 6 Attacker.level&lt;br /&gt;
  if result &amp;gt; 0:&lt;br /&gt;
    Defender.hp = Defender.hp - result&lt;br /&gt;
  end if&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Death happens when hp reachs 0.&lt;br /&gt;
&lt;br /&gt;
hp points are recovered at a natural rate of 1 HP point each 1000 turns.&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
The shield rating adds to your defense skill:&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Shield&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Rating&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Buckler shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Small shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Medium shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tower shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
Armour helps you absorb damage.&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Armour&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Rating&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leather armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Studded leather armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Scale mail armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Chain mail armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Plate mail armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Field plate armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Full plate armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Weapon===&lt;br /&gt;
Weapon helps you to kill :)&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Weapon&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Rating&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Knife&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Club&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Spear&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Axe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Long sword&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Two hand sword&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>84.129.124.219</name></author>
	</entry>
	<entry>
		<id>https://meet.konsthol.eu/w/index.php?title=StendhalDesign&amp;diff=36464</id>
		<title>StendhalDesign</title>
		<link rel="alternate" type="text/html" href="https://meet.konsthol.eu/w/index.php?title=StendhalDesign&amp;diff=36464"/>
		<updated>2005-03-04T18:27:25Z</updated>

		<summary type="html">&lt;p&gt;84.129.124.219: /* Wolf */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This small doc tries to create an agreement on what stendhal is about and what it needs to include. It considers the existing [[http://arianne.sourceforge.net/wiki/index.php/StendhalObjectives#Roadmap Roadmap]] and tries to give a coherent vision of what we are trying to create.&lt;br /&gt;
&lt;br /&gt;
Please use the Discussion tab (found in the menu at the top of the page) to query about things or make suggestions.&lt;br /&gt;
&lt;br /&gt;
= Plot =&lt;br /&gt;
Stendhal&#039;s plot is to grow Sheep by taking them with you to the plains or forest to graze.&amp;lt;br&amp;gt;&lt;br /&gt;
The task is not as simple as it may sound though, as you will have to protect them from hungry wolves! Use your skill, strength and wit to destroy the attackers.&lt;br /&gt;
&lt;br /&gt;
Lambs must first be bought at a Farm and later sold at the Village when they are plump enough. For each Sheep you sell, when fully grown, you will get extra income.&lt;br /&gt;
&lt;br /&gt;
You will need to spend your money on new weapons, armor and healing potions.&lt;br /&gt;
&lt;br /&gt;
As you can see Stendhal is a minigame that will try to push and thus test everything related to a fully blown RPG:&lt;br /&gt;
* task&lt;br /&gt;
* actions&lt;br /&gt;
* areas&lt;br /&gt;
&lt;br /&gt;
If Arianne is a successful platform to get Stendhal working, the only issue is scaling up the result. :)&lt;br /&gt;
&lt;br /&gt;
= Design =&lt;br /&gt;
== Idea ==&lt;br /&gt;
The whole game area will look like:&lt;br /&gt;
&lt;br /&gt;
http://arianne.sourceforge.net/wiki_images/Stendhal_Map.jpg&lt;br /&gt;
&lt;br /&gt;
It is split in to 4 different areas to test the multizones feature of Arianne.&amp;lt;br&amp;gt;&lt;br /&gt;
Players need to change zone in order to accomplish their task.&lt;br /&gt;
&lt;br /&gt;
== Use cases description ==&lt;br /&gt;
We need to use several use cases to describe our game.&lt;br /&gt;
===Player&#039;s user case===&lt;br /&gt;
Player is an entity that play the game, it can move, chat, attack, heal.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Player enter village in entry point&lt;br /&gt;
  Player moves to Farm zone&lt;br /&gt;
&lt;br /&gt;
  Player talks with Sheep seller&lt;br /&gt;
    Player: Hi&lt;br /&gt;
    Seller: Greetings! How may I help you?&lt;br /&gt;
    Player: buy Sheep&lt;br /&gt;
    Seller: Do you want to buy a Sheep for 50 coins?&lt;br /&gt;
    Player: yes&lt;br /&gt;
    Seller: Thank you! Bye&lt;br /&gt;
&lt;br /&gt;
  Player moves. Sheep follows Player.&lt;br /&gt;
  Player moves to plains&lt;br /&gt;
  Player moves around looking for food&lt;br /&gt;
  Player protect Sheep of wolves attacks&lt;br /&gt;
&lt;br /&gt;
  When Sheep is big enough Player moves to Village&lt;br /&gt;
  Player talks with Sheep buyer&lt;br /&gt;
    Player: Hi&lt;br /&gt;
    Buyer: Greetings! How may I help you?&lt;br /&gt;
    Player: sell Sheep&lt;br /&gt;
    Buyer: Do you want to sell this Sheep for 73 coins?&lt;br /&gt;
    Player: yes&lt;br /&gt;
    Buyer: Thank you! Bye&lt;br /&gt;
&lt;br /&gt;
  Player spend money in new Sheep and equipment&lt;br /&gt;
  * Armor&lt;br /&gt;
  * Weapon&lt;br /&gt;
  * Healing potions&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sheep seller&#039;s user case===&lt;br /&gt;
This seller is a NPC entity that will sell us a sheep to grow it up and make money.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
FOREVER do:&lt;br /&gt;
  Listen to Player&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Hi&amp;quot;:&lt;br /&gt;
    Seller says &amp;quot;Greetings &amp;lt;Player&amp;gt;!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Buy Sheep&amp;quot; from Player:&lt;br /&gt;
    Seller says &amp;quot;Do you want to buy a Sheep for 50 coins?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;yes&amp;quot; from Player:&lt;br /&gt;
    If Player money - 50 &amp;gt; 0:&lt;br /&gt;
      set Player money=Player money - 50&lt;br /&gt;
      Duplicate Sheep&lt;br /&gt;
      Make Sheep follows Player&lt;br /&gt;
  Say bye to Player&lt;br /&gt;
DONE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sheep buyer&#039;s user case===&lt;br /&gt;
This buyer is a NPC entity that will buy us our sheep.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
FOREVER do:&lt;br /&gt;
  Listen to Player&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Hi&amp;quot;:&lt;br /&gt;
    Seller says &amp;quot;Greetings &amp;lt;Player&amp;gt;!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Sell Sheep&amp;quot; from Player:&lt;br /&gt;
    Estimate Sheep value related to Sheep weight&lt;br /&gt;
    Seller says &amp;quot;Do you want to sell buy a Sheep for &amp;lt;estimated price&amp;gt; coins?&amp;quot;&lt;br /&gt;
  &lt;br /&gt;
  If listen &amp;quot;yes&amp;quot; from Player:&lt;br /&gt;
    set Player money=Player money + &amp;lt;estimated price&amp;gt;&lt;br /&gt;
    Destroy Sheep&lt;br /&gt;
  &lt;br /&gt;
  Say bye to Player&lt;br /&gt;
DONE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sheep&#039;s user case===&lt;br /&gt;
Sheep is our key game concept. Sheeps must be grow up to earn money and buy stuff.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Sheep is in Farm&lt;br /&gt;
  Player buys Sheep&lt;br /&gt;
  Sheep seller duplicates Sheep&lt;br /&gt;
  Sheep follows Player&lt;br /&gt;
&lt;br /&gt;
  If Sheep finds food:&lt;br /&gt;
    Sheep moves to food&lt;br /&gt;
    Sheep eats food&lt;br /&gt;
    Sheep gains weight&lt;br /&gt;
&lt;br /&gt;
  Player sells Sheep&lt;br /&gt;
  Sheep dissappear&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Wolf&#039;s user case===&lt;br /&gt;
Wolf is the compitive entity on Stendhal. They join to attack sheeps and often also players. They can kill a sheep in not a long time.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Wolf moves&lt;br /&gt;
  If Wolf sees Sheep:&lt;br /&gt;
    Wolf attacks Sheep&lt;br /&gt;
  &lt;br /&gt;
  If Wolf is attacked:&lt;br /&gt;
    Wolf attacks Attacker&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Entities ==&lt;br /&gt;
The above user cases describe the need for the following entities in our system:&lt;br /&gt;
* Sheep&lt;br /&gt;
* Sheep seller&lt;br /&gt;
* Sheep buyer&lt;br /&gt;
* Wolf&lt;br /&gt;
* Player&lt;br /&gt;
* Food&lt;br /&gt;
* Armor&lt;br /&gt;
* Weapon&lt;br /&gt;
* Healing potion&lt;br /&gt;
&lt;br /&gt;
Let&#039;s describe each entity and its attributes and actions.&lt;br /&gt;
=== Sheep ===&lt;br /&gt;
A sheep has the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; is the life indicator of the sheep, when it reach 0 the sheep dies.&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight indicator of the sheep, the more weight, the more expensive it is.&lt;br /&gt;
&lt;br /&gt;
Sheep tasks should be:&lt;br /&gt;
* follow&lt;br /&gt;
* eat&lt;br /&gt;
&lt;br /&gt;
The sheeps behaviour is mainly to follow its owner and look for food.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Sheep finds food, it will eat.&amp;lt;br&amp;gt;&lt;br /&gt;
Sheep will runaway if attacked by wolves.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wolf ===&lt;br /&gt;
Wolves have the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; is the life indicator of the wolf, when it reach 0 the wolf dies.&lt;br /&gt;
* &amp;lt;b&amp;gt;atk&amp;lt;/b&amp;gt; is the RP attack value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
&lt;br /&gt;
Wolf tasks should be:&lt;br /&gt;
* &amp;lt;b&amp;gt;follow&amp;lt;/b&amp;gt; means that wolf follows an object using the shortest way to reach it.&lt;br /&gt;
* &amp;lt;b&amp;gt;attack&amp;lt;/b&amp;gt; means that wolf will try to damage the attacked object until its hp reach 0&amp;lt;br&amp;gt;Another action will cancel attack task.&lt;br /&gt;
* &amp;lt;b&amp;gt;patrol&amp;lt;/b&amp;gt; means that wolf will move around a specified path.&lt;br /&gt;
* &amp;lt;b&amp;gt;chat&amp;lt;/b&amp;gt; means that wolf will start to shout &#039;auuuuuuu!&#039;. Wolves will often understand this as a call.&lt;br /&gt;
&lt;br /&gt;
Wolf behaviour consists of patrolling some assigned areas.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Wolf finds a Sheep, it will attack Sheep.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Wolf is attacked, the Wolf returns the attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Wolf is injured, the Wolf will runaway.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sheep seller and Sheep buyer ===&lt;br /&gt;
The buyer and seller have the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;attending&amp;lt;/b&amp;gt; is the object_id of the player that is actually attending.&lt;br /&gt;
&lt;br /&gt;
seller and buyer tasks would be:&lt;br /&gt;
* &amp;lt;b&amp;gt;patrol&amp;lt;/b&amp;gt; means that NPC will move around a specified path.&lt;br /&gt;
&lt;br /&gt;
NPC behaviour consists of listening to people near them.&amp;lt;br&amp;gt;&lt;br /&gt;
If person says &amp;quot;Hi&amp;quot;, NPC faces person and generates conversation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Player===&lt;br /&gt;
The player has the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; is the life indicator of the player, when it reach 0 the sheep dies.&lt;br /&gt;
* &amp;lt;b&amp;gt;atk&amp;lt;/b&amp;gt; is the RP attack value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;exp&amp;lt;/b&amp;gt; is the experience of the player.&lt;br /&gt;
* &amp;lt;b&amp;gt;money&amp;lt;/b&amp;gt; is the quantity of money the player has.&lt;br /&gt;
&lt;br /&gt;
It has three slots:&lt;br /&gt;
* armor&lt;br /&gt;
* left hand&lt;br /&gt;
* right hand&lt;br /&gt;
* backpack&lt;br /&gt;
* flock&lt;br /&gt;
&lt;br /&gt;
Player tasks should be:&lt;br /&gt;
* &amp;lt;b&amp;gt;move&amp;lt;/b&amp;gt; means that player will change its dx, dy params to move.&lt;br /&gt;
* &amp;lt;b&amp;gt;attack&amp;lt;/b&amp;gt; means that player will try to damage the attacked object until its hp reach 0.&amp;lt;br&amp;gt;Another action will cancel attack task.&lt;br /&gt;
* &amp;lt;b&amp;gt;chat&amp;lt;/b&amp;gt; means that player writes text to other players or NPCs&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
Food has the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;quantity&amp;lt;/b&amp;gt; is the amount of food available&lt;br /&gt;
&lt;br /&gt;
Food will be regenerated every X units of time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Armor === &lt;br /&gt;
Armor is an item that player can &#039;&#039;wear&#039;&#039;:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the armor when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the armor when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;def&amp;lt;/b&amp;gt; is the RP defense value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight of the armor.&lt;br /&gt;
&lt;br /&gt;
=== Shield === &lt;br /&gt;
Shield is an item that player can &#039;&#039;wear&#039;&#039;:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the shield when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the shield when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;def&amp;lt;/b&amp;gt; is the RP defense value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight of the shield.&lt;br /&gt;
&lt;br /&gt;
=== Weapon === &lt;br /&gt;
Weapon is an item that player can &#039;&#039;wear&#039;&#039;:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the weapon when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the weapon when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;atk&amp;lt;/b&amp;gt; is the RP attack value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight of the weapon.&lt;br /&gt;
&lt;br /&gt;
=== Healing potion === &lt;br /&gt;
Healing potion is an item that player can &#039;&#039;wear&#039;&#039; inside the backpack:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the potion when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the potion when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;heal&amp;lt;/b&amp;gt; is the amount of HP the potion will heal.&lt;br /&gt;
&lt;br /&gt;
=RP=&lt;br /&gt;
Role playing games are based in a set of rules. There are many set of rules: AD&amp;amp;D, GURPS, Warhammer,...&amp;lt;br&amp;gt;&lt;br /&gt;
Stendhal defines a new &#039;&#039;typical&#039;&#039; set of rules, that has in common simplicity and ease of computing.&lt;br /&gt;
&lt;br /&gt;
The system is based around 3 ideas:&lt;br /&gt;
* Randomness using 1D6&lt;br /&gt;
* Risk evaluation&lt;br /&gt;
* Creativity&lt;br /&gt;
&lt;br /&gt;
Risk evaluation gives the DM the power to weight up an action that a player wishes to perform against things like how experienced the player is in that type of action and the situation the player is in.&lt;br /&gt;
&lt;br /&gt;
DM stands for &#039;&#039;Dungeon Master&#039;&#039;. In Stendhal our task is to design the DM, as it rules the game.&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
Each player has a set of attributes that are:&lt;br /&gt;
* &amp;lt;b&amp;gt;attack&amp;lt;/b&amp;gt; - this value is used to resolve attack situations.&lt;br /&gt;
* &amp;lt;b&amp;gt;defense&amp;lt;/b&amp;gt; - this value is used to resolve situations where the player is attacked.&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; - this value stored the live points available.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;level&amp;lt;/b&amp;gt; - this starts off as zero when the character is created and will increase related to experience&lt;br /&gt;
* &amp;lt;b&amp;gt;experience&amp;lt;/b&amp;gt; - this is the amount of experience gained at the current level&lt;br /&gt;
&lt;br /&gt;
== Experience and levels ==&lt;br /&gt;
All of the attributes can be increased during the game through gaining experience and levels.&lt;br /&gt;
Experience is awarded by DM for several reasons:&lt;br /&gt;
* good roleplaying&lt;br /&gt;
* use of skills&lt;br /&gt;
* combats&lt;br /&gt;
&lt;br /&gt;
Experience can&#039;t be gained by training.&lt;br /&gt;
&lt;br /&gt;
When you gain a level you can increase one of the attributes.&lt;br /&gt;
To reach a level you need to reach the next experience points:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Level&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Experience needed&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;160&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;320&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;previous*2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
Combat is a fight between two or more players.&lt;br /&gt;
&lt;br /&gt;
The combat is round based. Each round takes 10 turns.&lt;br /&gt;
&lt;br /&gt;
To determine whose player start first choose the player who has the biggest value of:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Player.Level + 1D6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The risk to strike a player can be written as:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Attacker.attack + 1D6 VS Defender.defense + Defender.shield.rating + 1D6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If player is hit we need to compute the wound that has been done:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  result = Attacker.weapon.rating - Defender.armor.rating + 1D6 each 6 Attacker.level&lt;br /&gt;
  if result &amp;gt; 0:&lt;br /&gt;
    Defender.hp = Defender.hp - result&lt;br /&gt;
  end if&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Death happens when hp reachs 0.&lt;br /&gt;
&lt;br /&gt;
hp points are recovered at a natural rate of 1 HP point each 1000 turns.&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
The shield rating adds to your defense skill:&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Shield&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Rating&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Buckler shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Small shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Medium shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tower shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
Armour helps you absorb damage.&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Armour&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Rating&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leather armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Studded leather armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Scale mail armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Chain mail armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Plate mail armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Field plate armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Full plate armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Weapon===&lt;br /&gt;
Weapon helps you to kill :)&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Weapon&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Rating&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Knife&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Club&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Spear&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Axe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Long sword&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Two hand sword&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>84.129.124.219</name></author>
	</entry>
	<entry>
		<id>https://meet.konsthol.eu/w/index.php?title=StendhalDesign&amp;diff=18294</id>
		<title>StendhalDesign</title>
		<link rel="alternate" type="text/html" href="https://meet.konsthol.eu/w/index.php?title=StendhalDesign&amp;diff=18294"/>
		<updated>2005-03-04T18:27:25Z</updated>

		<summary type="html">&lt;p&gt;84.129.124.219: /* Wolf */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This small doc tries to create an agreement on what stendhal is about and what it needs to include. It considers the existing [[http://arianne.sourceforge.net/wiki/index.php/StendhalObjectives#Roadmap Roadmap]] and tries to give a coherent vision of what we are trying to create.&lt;br /&gt;
&lt;br /&gt;
Please use the Discussion tab (found in the menu at the top of the page) to query about things or make suggestions.&lt;br /&gt;
&lt;br /&gt;
= Plot =&lt;br /&gt;
Stendhal&#039;s plot is to grow Sheep by taking them with you to the plains or forest to graze.&amp;lt;br&amp;gt;&lt;br /&gt;
The task is not as simple as it may sound though, as you will have to protect them from hungry wolves! Use your skill, strength and wit to destroy the attackers.&lt;br /&gt;
&lt;br /&gt;
Lambs must first be bought at a Farm and later sold at the Village when they are plump enough. For each Sheep you sell, when fully grown, you will get extra income.&lt;br /&gt;
&lt;br /&gt;
You will need to spend your money on new weapons, armor and healing potions.&lt;br /&gt;
&lt;br /&gt;
As you can see Stendhal is a minigame that will try to push and thus test everything related to a fully blown RPG:&lt;br /&gt;
* task&lt;br /&gt;
* actions&lt;br /&gt;
* areas&lt;br /&gt;
&lt;br /&gt;
If Arianne is a successful platform to get Stendhal working, the only issue is scaling up the result. :)&lt;br /&gt;
&lt;br /&gt;
= Design =&lt;br /&gt;
== Idea ==&lt;br /&gt;
The whole game area will look like:&lt;br /&gt;
&lt;br /&gt;
http://arianne.sourceforge.net/wiki_images/Stendhal_Map.jpg&lt;br /&gt;
&lt;br /&gt;
It is split in to 4 different areas to test the multizones feature of Arianne.&amp;lt;br&amp;gt;&lt;br /&gt;
Players need to change zone in order to accomplish their task.&lt;br /&gt;
&lt;br /&gt;
== Use cases description ==&lt;br /&gt;
We need to use several use cases to describe our game.&lt;br /&gt;
===Player&#039;s user case===&lt;br /&gt;
Player is an entity that play the game, it can move, chat, attack, heal.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Player enter village in entry point&lt;br /&gt;
  Player moves to Farm zone&lt;br /&gt;
&lt;br /&gt;
  Player talks with Sheep seller&lt;br /&gt;
    Player: Hi&lt;br /&gt;
    Seller: Greetings! How may I help you?&lt;br /&gt;
    Player: buy Sheep&lt;br /&gt;
    Seller: Do you want to buy a Sheep for 50 coins?&lt;br /&gt;
    Player: yes&lt;br /&gt;
    Seller: Thank you! Bye&lt;br /&gt;
&lt;br /&gt;
  Player moves. Sheep follows Player.&lt;br /&gt;
  Player moves to plains&lt;br /&gt;
  Player moves around looking for food&lt;br /&gt;
  Player protect Sheep of wolves attacks&lt;br /&gt;
&lt;br /&gt;
  When Sheep is big enough Player moves to Village&lt;br /&gt;
  Player talks with Sheep buyer&lt;br /&gt;
    Player: Hi&lt;br /&gt;
    Buyer: Greetings! How may I help you?&lt;br /&gt;
    Player: sell Sheep&lt;br /&gt;
    Buyer: Do you want to sell this Sheep for 73 coins?&lt;br /&gt;
    Player: yes&lt;br /&gt;
    Buyer: Thank you! Bye&lt;br /&gt;
&lt;br /&gt;
  Player spend money in new Sheep and equipment&lt;br /&gt;
  * Armor&lt;br /&gt;
  * Weapon&lt;br /&gt;
  * Healing potions&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sheep seller&#039;s user case===&lt;br /&gt;
This seller is a NPC entity that will sell us a sheep to grow it up and make money.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
FOREVER do:&lt;br /&gt;
  Listen to Player&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Hi&amp;quot;:&lt;br /&gt;
    Seller says &amp;quot;Greetings &amp;lt;Player&amp;gt;!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Buy Sheep&amp;quot; from Player:&lt;br /&gt;
    Seller says &amp;quot;Do you want to buy a Sheep for 50 coins?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;yes&amp;quot; from Player:&lt;br /&gt;
    If Player money - 50 &amp;gt; 0:&lt;br /&gt;
      set Player money=Player money - 50&lt;br /&gt;
      Duplicate Sheep&lt;br /&gt;
      Make Sheep follows Player&lt;br /&gt;
  Say bye to Player&lt;br /&gt;
DONE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sheep buyer&#039;s user case===&lt;br /&gt;
This buyer is a NPC entity that will buy us our sheep.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
FOREVER do:&lt;br /&gt;
  Listen to Player&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Hi&amp;quot;:&lt;br /&gt;
    Seller says &amp;quot;Greetings &amp;lt;Player&amp;gt;!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Sell Sheep&amp;quot; from Player:&lt;br /&gt;
    Estimate Sheep value related to Sheep weight&lt;br /&gt;
    Seller says &amp;quot;Do you want to sell buy a Sheep for &amp;lt;estimated price&amp;gt; coins?&amp;quot;&lt;br /&gt;
  &lt;br /&gt;
  If listen &amp;quot;yes&amp;quot; from Player:&lt;br /&gt;
    set Player money=Player money + &amp;lt;estimated price&amp;gt;&lt;br /&gt;
    Destroy Sheep&lt;br /&gt;
  &lt;br /&gt;
  Say bye to Player&lt;br /&gt;
DONE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sheep&#039;s user case===&lt;br /&gt;
Sheep is our key game concept. Sheeps must be grow up to earn money and buy stuff.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Sheep is in Farm&lt;br /&gt;
  Player buys Sheep&lt;br /&gt;
  Sheep seller duplicates Sheep&lt;br /&gt;
  Sheep follows Player&lt;br /&gt;
&lt;br /&gt;
  If Sheep finds food:&lt;br /&gt;
    Sheep moves to food&lt;br /&gt;
    Sheep eats food&lt;br /&gt;
    Sheep gains weight&lt;br /&gt;
&lt;br /&gt;
  Player sells Sheep&lt;br /&gt;
  Sheep dissappear&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Wolf&#039;s user case===&lt;br /&gt;
Wolf is the compitive entity on Stendhal. They join to attack sheeps and often also players. They can kill a sheep in not a long time.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Wolf moves&lt;br /&gt;
  If Wolf sees Sheep:&lt;br /&gt;
    Wolf attacks Sheep&lt;br /&gt;
  &lt;br /&gt;
  If Wolf is attacked:&lt;br /&gt;
    Wolf attacks Attacker&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Entities ==&lt;br /&gt;
The above user cases describe the need for the following entities in our system:&lt;br /&gt;
* Sheep&lt;br /&gt;
* Sheep seller&lt;br /&gt;
* Sheep buyer&lt;br /&gt;
* Wolf&lt;br /&gt;
* Player&lt;br /&gt;
* Food&lt;br /&gt;
* Armor&lt;br /&gt;
* Weapon&lt;br /&gt;
* Healing potion&lt;br /&gt;
&lt;br /&gt;
Let&#039;s describe each entity and its attributes and actions.&lt;br /&gt;
=== Sheep ===&lt;br /&gt;
A sheep has the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; is the life indicator of the sheep, when it reach 0 the sheep dies.&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight indicator of the sheep, the more weight, the more expensive it is.&lt;br /&gt;
&lt;br /&gt;
Sheep tasks should be:&lt;br /&gt;
* follow&lt;br /&gt;
* eat&lt;br /&gt;
&lt;br /&gt;
The sheeps behaviour is mainly to follow its owner and look for food.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Sheep finds food, it will eat.&amp;lt;br&amp;gt;&lt;br /&gt;
Sheep will runaway if attacked by wolves.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wolf ===&lt;br /&gt;
Wolves have the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; is the life indicator of the wolf, when it reach 0 the wolf dies.&lt;br /&gt;
* &amp;lt;b&amp;gt;atk&amp;lt;/b&amp;gt; is the RP attack value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
&lt;br /&gt;
Wolf tasks should be:&lt;br /&gt;
* &amp;lt;b&amp;gt;follow&amp;lt;/b&amp;gt; means that wolf follows an object using the shortest way to reach it.&lt;br /&gt;
* &amp;lt;b&amp;gt;attack&amp;lt;/b&amp;gt; means that wolf will try to damage the attacked object until its hp reach 0&amp;lt;br&amp;gt;Another action will cancel attack task.&lt;br /&gt;
* &amp;lt;b&amp;gt;patrol&amp;lt;/b&amp;gt; means that wolf will move around a specified path.&lt;br /&gt;
* &amp;lt;b&amp;gt;chat&amp;lt;/b&amp;gt; means that wolf will start to shout &#039;auuuuuuu!&#039;. Wolves will often understand this as a call.&lt;br /&gt;
&lt;br /&gt;
Wolf behaviour consists of patrolling some assigned areas.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Wolf finds a Sheep, it will attack Sheep.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Wolf is attacked, the Wolf returns the attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Wolf is injured, the Wolf will runaway.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sheep seller and Sheep buyer ===&lt;br /&gt;
The buyer and seller have the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;attending&amp;lt;/b&amp;gt; is the object_id of the player that is actually attending.&lt;br /&gt;
&lt;br /&gt;
seller and buyer tasks would be:&lt;br /&gt;
* &amp;lt;b&amp;gt;patrol&amp;lt;/b&amp;gt; means that NPC will move around a specified path.&lt;br /&gt;
&lt;br /&gt;
NPC behaviour consists of listening to people near them.&amp;lt;br&amp;gt;&lt;br /&gt;
If person says &amp;quot;Hi&amp;quot;, NPC faces person and generates conversation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Player===&lt;br /&gt;
The player has the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; is the life indicator of the player, when it reach 0 the sheep dies.&lt;br /&gt;
* &amp;lt;b&amp;gt;atk&amp;lt;/b&amp;gt; is the RP attack value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;exp&amp;lt;/b&amp;gt; is the experience of the player.&lt;br /&gt;
* &amp;lt;b&amp;gt;money&amp;lt;/b&amp;gt; is the quantity of money the player has.&lt;br /&gt;
&lt;br /&gt;
It has three slots:&lt;br /&gt;
* armor&lt;br /&gt;
* left hand&lt;br /&gt;
* right hand&lt;br /&gt;
* backpack&lt;br /&gt;
* flock&lt;br /&gt;
&lt;br /&gt;
Player tasks should be:&lt;br /&gt;
* &amp;lt;b&amp;gt;move&amp;lt;/b&amp;gt; means that player will change its dx, dy params to move.&lt;br /&gt;
* &amp;lt;b&amp;gt;attack&amp;lt;/b&amp;gt; means that player will try to damage the attacked object until its hp reach 0.&amp;lt;br&amp;gt;Another action will cancel attack task.&lt;br /&gt;
* &amp;lt;b&amp;gt;chat&amp;lt;/b&amp;gt; means that player writes text to other players or NPCs&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
Food has the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;quantity&amp;lt;/b&amp;gt; is the amount of food available&lt;br /&gt;
&lt;br /&gt;
Food will be regenerated every X units of time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Armor === &lt;br /&gt;
Armor is an item that player can &#039;&#039;wear&#039;&#039;:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the armor when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the armor when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;def&amp;lt;/b&amp;gt; is the RP defense value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight of the armor.&lt;br /&gt;
&lt;br /&gt;
=== Shield === &lt;br /&gt;
Shield is an item that player can &#039;&#039;wear&#039;&#039;:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the shield when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the shield when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;def&amp;lt;/b&amp;gt; is the RP defense value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight of the shield.&lt;br /&gt;
&lt;br /&gt;
=== Weapon === &lt;br /&gt;
Weapon is an item that player can &#039;&#039;wear&#039;&#039;:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the weapon when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the weapon when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;atk&amp;lt;/b&amp;gt; is the RP attack value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight of the weapon.&lt;br /&gt;
&lt;br /&gt;
=== Healing potion === &lt;br /&gt;
Healing potion is an item that player can &#039;&#039;wear&#039;&#039; inside the backpack:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the potion when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the potion when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;heal&amp;lt;/b&amp;gt; is the amount of HP the potion will heal.&lt;br /&gt;
&lt;br /&gt;
=RP=&lt;br /&gt;
Role playing games are based in a set of rules. There are many set of rules: AD&amp;amp;D, GURPS, Warhammer,...&amp;lt;br&amp;gt;&lt;br /&gt;
Stendhal defines a new &#039;&#039;typical&#039;&#039; set of rules, that has in common simplicity and ease of computing.&lt;br /&gt;
&lt;br /&gt;
The system is based around 3 ideas:&lt;br /&gt;
* Randomness using 1D6&lt;br /&gt;
* Risk evaluation&lt;br /&gt;
* Creativity&lt;br /&gt;
&lt;br /&gt;
Risk evaluation gives the DM the power to weight up an action that a player wishes to perform against things like how experienced the player is in that type of action and the situation the player is in.&lt;br /&gt;
&lt;br /&gt;
DM stands for &#039;&#039;Dungeon Master&#039;&#039;. In Stendhal our task is to design the DM, as it rules the game.&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
Each player has a set of attributes that are:&lt;br /&gt;
* &amp;lt;b&amp;gt;attack&amp;lt;/b&amp;gt; - this value is used to resolve attack situations.&lt;br /&gt;
* &amp;lt;b&amp;gt;defense&amp;lt;/b&amp;gt; - this value is used to resolve situations where the player is attacked.&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; - this value stored the live points available.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;level&amp;lt;/b&amp;gt; - this starts off as zero when the character is created and will increase related to experience&lt;br /&gt;
* &amp;lt;b&amp;gt;experience&amp;lt;/b&amp;gt; - this is the amount of experience gained at the current level&lt;br /&gt;
&lt;br /&gt;
== Experience and levels ==&lt;br /&gt;
All of the attributes can be increased during the game through gaining experience and levels.&lt;br /&gt;
Experience is awarded by DM for several reasons:&lt;br /&gt;
* good roleplaying&lt;br /&gt;
* use of skills&lt;br /&gt;
* combats&lt;br /&gt;
&lt;br /&gt;
Experience can&#039;t be gained by training.&lt;br /&gt;
&lt;br /&gt;
When you gain a level you can increase one of the attributes.&lt;br /&gt;
To reach a level you need to reach the next experience points:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Level&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Experience needed&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;160&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;320&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;previous*2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
Combat is a fight between two or more players.&lt;br /&gt;
&lt;br /&gt;
The combat is round based. Each round takes 10 turns.&lt;br /&gt;
&lt;br /&gt;
To determine whose player start first choose the player who has the biggest value of:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Player.Level + 1D6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The risk to strike a player can be written as:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Attacker.attack + 1D6 VS Defender.defense + Defender.shield.rating + 1D6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If player is hit we need to compute the wound that has been done:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  result = Attacker.weapon.rating - Defender.armor.rating + 1D6 each 6 Attacker.level&lt;br /&gt;
  if result &amp;gt; 0:&lt;br /&gt;
    Defender.hp = Defender.hp - result&lt;br /&gt;
  end if&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Death happens when hp reachs 0.&lt;br /&gt;
&lt;br /&gt;
hp points are recovered at a natural rate of 1 HP point each 1000 turns.&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
The shield rating adds to your defense skill:&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Shield&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Rating&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Buckler shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Small shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Medium shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tower shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
Armour helps you absorb damage.&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Armour&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Rating&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leather armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Studded leather armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Scale mail armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Chain mail armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Plate mail armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Field plate armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Full plate armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Weapon===&lt;br /&gt;
Weapon helps you to kill :)&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Weapon&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Rating&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Knife&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Club&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Spear&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Axe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Long sword&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Two hand sword&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>84.129.124.219</name></author>
	</entry>
	<entry>
		<id>https://meet.konsthol.eu/w/index.php?title=StendhalDesign&amp;diff=288</id>
		<title>StendhalDesign</title>
		<link rel="alternate" type="text/html" href="https://meet.konsthol.eu/w/index.php?title=StendhalDesign&amp;diff=288"/>
		<updated>2005-03-04T18:27:25Z</updated>

		<summary type="html">&lt;p&gt;84.129.124.219: /* Wolf */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This small doc tries to create an agreement on what stendhal is about and what it needs to include. It considers the existing [[http://arianne.sourceforge.net/wiki/index.php/StendhalObjectives#Roadmap Roadmap]] and tries to give a coherent vision of what we are trying to create.&lt;br /&gt;
&lt;br /&gt;
Please use the Discussion tab (found in the menu at the top of the page) to query about things or make suggestions.&lt;br /&gt;
&lt;br /&gt;
= Plot =&lt;br /&gt;
Stendhal&#039;s plot is to grow Sheep by taking them with you to the plains or forest to graze.&amp;lt;br&amp;gt;&lt;br /&gt;
The task is not as simple as it may sound though, as you will have to protect them from hungry wolves! Use your skill, strength and wit to destroy the attackers.&lt;br /&gt;
&lt;br /&gt;
Lambs must first be bought at a Farm and later sold at the Village when they are plump enough. For each Sheep you sell, when fully grown, you will get extra income.&lt;br /&gt;
&lt;br /&gt;
You will need to spend your money on new weapons, armor and healing potions.&lt;br /&gt;
&lt;br /&gt;
As you can see Stendhal is a minigame that will try to push and thus test everything related to a fully blown RPG:&lt;br /&gt;
* task&lt;br /&gt;
* actions&lt;br /&gt;
* areas&lt;br /&gt;
&lt;br /&gt;
If Arianne is a successful platform to get Stendhal working, the only issue is scaling up the result. :)&lt;br /&gt;
&lt;br /&gt;
= Design =&lt;br /&gt;
== Idea ==&lt;br /&gt;
The whole game area will look like:&lt;br /&gt;
&lt;br /&gt;
http://arianne.sourceforge.net/wiki_images/Stendhal_Map.jpg&lt;br /&gt;
&lt;br /&gt;
It is split in to 4 different areas to test the multizones feature of Arianne.&amp;lt;br&amp;gt;&lt;br /&gt;
Players need to change zone in order to accomplish their task.&lt;br /&gt;
&lt;br /&gt;
== Use cases description ==&lt;br /&gt;
We need to use several use cases to describe our game.&lt;br /&gt;
===Player&#039;s user case===&lt;br /&gt;
Player is an entity that play the game, it can move, chat, attack, heal.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Player enter village in entry point&lt;br /&gt;
  Player moves to Farm zone&lt;br /&gt;
&lt;br /&gt;
  Player talks with Sheep seller&lt;br /&gt;
    Player: Hi&lt;br /&gt;
    Seller: Greetings! How may I help you?&lt;br /&gt;
    Player: buy Sheep&lt;br /&gt;
    Seller: Do you want to buy a Sheep for 50 coins?&lt;br /&gt;
    Player: yes&lt;br /&gt;
    Seller: Thank you! Bye&lt;br /&gt;
&lt;br /&gt;
  Player moves. Sheep follows Player.&lt;br /&gt;
  Player moves to plains&lt;br /&gt;
  Player moves around looking for food&lt;br /&gt;
  Player protect Sheep of wolves attacks&lt;br /&gt;
&lt;br /&gt;
  When Sheep is big enough Player moves to Village&lt;br /&gt;
  Player talks with Sheep buyer&lt;br /&gt;
    Player: Hi&lt;br /&gt;
    Buyer: Greetings! How may I help you?&lt;br /&gt;
    Player: sell Sheep&lt;br /&gt;
    Buyer: Do you want to sell this Sheep for 73 coins?&lt;br /&gt;
    Player: yes&lt;br /&gt;
    Buyer: Thank you! Bye&lt;br /&gt;
&lt;br /&gt;
  Player spend money in new Sheep and equipment&lt;br /&gt;
  * Armor&lt;br /&gt;
  * Weapon&lt;br /&gt;
  * Healing potions&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sheep seller&#039;s user case===&lt;br /&gt;
This seller is a NPC entity that will sell us a sheep to grow it up and make money.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
FOREVER do:&lt;br /&gt;
  Listen to Player&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Hi&amp;quot;:&lt;br /&gt;
    Seller says &amp;quot;Greetings &amp;lt;Player&amp;gt;!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Buy Sheep&amp;quot; from Player:&lt;br /&gt;
    Seller says &amp;quot;Do you want to buy a Sheep for 50 coins?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;yes&amp;quot; from Player:&lt;br /&gt;
    If Player money - 50 &amp;gt; 0:&lt;br /&gt;
      set Player money=Player money - 50&lt;br /&gt;
      Duplicate Sheep&lt;br /&gt;
      Make Sheep follows Player&lt;br /&gt;
  Say bye to Player&lt;br /&gt;
DONE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sheep buyer&#039;s user case===&lt;br /&gt;
This buyer is a NPC entity that will buy us our sheep.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
FOREVER do:&lt;br /&gt;
  Listen to Player&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Hi&amp;quot;:&lt;br /&gt;
    Seller says &amp;quot;Greetings &amp;lt;Player&amp;gt;!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  If listen &amp;quot;Sell Sheep&amp;quot; from Player:&lt;br /&gt;
    Estimate Sheep value related to Sheep weight&lt;br /&gt;
    Seller says &amp;quot;Do you want to sell buy a Sheep for &amp;lt;estimated price&amp;gt; coins?&amp;quot;&lt;br /&gt;
  &lt;br /&gt;
  If listen &amp;quot;yes&amp;quot; from Player:&lt;br /&gt;
    set Player money=Player money + &amp;lt;estimated price&amp;gt;&lt;br /&gt;
    Destroy Sheep&lt;br /&gt;
  &lt;br /&gt;
  Say bye to Player&lt;br /&gt;
DONE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sheep&#039;s user case===&lt;br /&gt;
Sheep is our key game concept. Sheeps must be grow up to earn money and buy stuff.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Sheep is in Farm&lt;br /&gt;
  Player buys Sheep&lt;br /&gt;
  Sheep seller duplicates Sheep&lt;br /&gt;
  Sheep follows Player&lt;br /&gt;
&lt;br /&gt;
  If Sheep finds food:&lt;br /&gt;
    Sheep moves to food&lt;br /&gt;
    Sheep eats food&lt;br /&gt;
    Sheep gains weight&lt;br /&gt;
&lt;br /&gt;
  Player sells Sheep&lt;br /&gt;
  Sheep dissappear&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Wolf&#039;s user case===&lt;br /&gt;
Wolf is the compitive entity on Stendhal. They join to attack sheeps and often also players. They can kill a sheep in not a long time.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Wolf moves&lt;br /&gt;
  If Wolf sees Sheep:&lt;br /&gt;
    Wolf attacks Sheep&lt;br /&gt;
  &lt;br /&gt;
  If Wolf is attacked:&lt;br /&gt;
    Wolf attacks Attacker&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Entities ==&lt;br /&gt;
The above user cases describe the need for the following entities in our system:&lt;br /&gt;
* Sheep&lt;br /&gt;
* Sheep seller&lt;br /&gt;
* Sheep buyer&lt;br /&gt;
* Wolf&lt;br /&gt;
* Player&lt;br /&gt;
* Food&lt;br /&gt;
* Armor&lt;br /&gt;
* Weapon&lt;br /&gt;
* Healing potion&lt;br /&gt;
&lt;br /&gt;
Let&#039;s describe each entity and its attributes and actions.&lt;br /&gt;
=== Sheep ===&lt;br /&gt;
A sheep has the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the sheep&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; is the life indicator of the sheep, when it reach 0 the sheep dies.&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight indicator of the sheep, the more weight, the more expensive it is.&lt;br /&gt;
&lt;br /&gt;
Sheep tasks should be:&lt;br /&gt;
* follow&lt;br /&gt;
* eat&lt;br /&gt;
&lt;br /&gt;
The sheeps behaviour is mainly to follow its owner and look for food.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Sheep finds food, it will eat.&amp;lt;br&amp;gt;&lt;br /&gt;
Sheep will runaway if attacked by wolves.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wolf ===&lt;br /&gt;
Wolves have the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the wolf&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; is the life indicator of the wolf, when it reach 0 the wolf dies.&lt;br /&gt;
* &amp;lt;b&amp;gt;atk&amp;lt;/b&amp;gt; is the RP attack value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
&lt;br /&gt;
Wolf tasks should be:&lt;br /&gt;
* &amp;lt;b&amp;gt;follow&amp;lt;/b&amp;gt; means that wolf follows an object using the shortest way to reach it.&lt;br /&gt;
* &amp;lt;b&amp;gt;attack&amp;lt;/b&amp;gt; means that wolf will try to damage the attacked object until its hp reach 0&amp;lt;br&amp;gt;Another action will cancel attack task.&lt;br /&gt;
* &amp;lt;b&amp;gt;patrol&amp;lt;/b&amp;gt; means that wolf will move around a specified path.&lt;br /&gt;
* &amp;lt;b&amp;gt;chat&amp;lt;/b&amp;gt; means that wolf will start to shout &#039;auuuuuuu!&#039;. Wolves will often understand this as a call.&lt;br /&gt;
&lt;br /&gt;
Wolf behaviour consists of patrolling some assigned areas.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Wolf finds a Sheep, it will attack Sheep.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Wolf is attacked, the Wolf returns the attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Wolf is injured, the Wolf will runaway.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sheep seller and Sheep buyer ===&lt;br /&gt;
The buyer and seller have the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the NPC&lt;br /&gt;
* &amp;lt;b&amp;gt;attending&amp;lt;/b&amp;gt; is the object_id of the player that is actually attending.&lt;br /&gt;
&lt;br /&gt;
seller and buyer tasks would be:&lt;br /&gt;
* &amp;lt;b&amp;gt;patrol&amp;lt;/b&amp;gt; means that NPC will move around a specified path.&lt;br /&gt;
&lt;br /&gt;
NPC behaviour consists of listening to people near them.&amp;lt;br&amp;gt;&lt;br /&gt;
If person says &amp;quot;Hi&amp;quot;, NPC faces person and generates conversation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Player===&lt;br /&gt;
The player has the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;dx&amp;lt;/b&amp;gt; is the x-speed of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;dy&amp;lt;/b&amp;gt; is the y-speed of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; is the life indicator of the player, when it reach 0 the sheep dies.&lt;br /&gt;
* &amp;lt;b&amp;gt;atk&amp;lt;/b&amp;gt; is the RP attack value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;exp&amp;lt;/b&amp;gt; is the experience of the player.&lt;br /&gt;
* &amp;lt;b&amp;gt;money&amp;lt;/b&amp;gt; is the quantity of money the player has.&lt;br /&gt;
&lt;br /&gt;
It has three slots:&lt;br /&gt;
* armor&lt;br /&gt;
* left hand&lt;br /&gt;
* right hand&lt;br /&gt;
* backpack&lt;br /&gt;
* flock&lt;br /&gt;
&lt;br /&gt;
Player tasks should be:&lt;br /&gt;
* &amp;lt;b&amp;gt;move&amp;lt;/b&amp;gt; means that player will change its dx, dy params to move.&lt;br /&gt;
* &amp;lt;b&amp;gt;attack&amp;lt;/b&amp;gt; means that player will try to damage the attacked object until its hp reach 0.&amp;lt;br&amp;gt;Another action will cancel attack task.&lt;br /&gt;
* &amp;lt;b&amp;gt;chat&amp;lt;/b&amp;gt; means that player writes text to other players or NPCs&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
Food has the following set of attributes:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the player&lt;br /&gt;
* &amp;lt;b&amp;gt;quantity&amp;lt;/b&amp;gt; is the amount of food available&lt;br /&gt;
&lt;br /&gt;
Food will be regenerated every X units of time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Armor === &lt;br /&gt;
Armor is an item that player can &#039;&#039;wear&#039;&#039;:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the armor when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the armor when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;def&amp;lt;/b&amp;gt; is the RP defense value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight of the armor.&lt;br /&gt;
&lt;br /&gt;
=== Shield === &lt;br /&gt;
Shield is an item that player can &#039;&#039;wear&#039;&#039;:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the shield when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the shield when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;def&amp;lt;/b&amp;gt; is the RP defense value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight of the shield.&lt;br /&gt;
&lt;br /&gt;
=== Weapon === &lt;br /&gt;
Weapon is an item that player can &#039;&#039;wear&#039;&#039;:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the weapon when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the weapon when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;atk&amp;lt;/b&amp;gt; is the RP attack value. See [[StendhalDesign#RP|RP rules]]&lt;br /&gt;
* &amp;lt;b&amp;gt;weight&amp;lt;/b&amp;gt; is the weight of the weapon.&lt;br /&gt;
&lt;br /&gt;
=== Healing potion === &lt;br /&gt;
Healing potion is an item that player can &#039;&#039;wear&#039;&#039; inside the backpack:&lt;br /&gt;
* &amp;lt;b&amp;gt;x&amp;lt;/b&amp;gt; is the x-position of the potion when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;y&amp;lt;/b&amp;gt; is the y-position of the potion when player doesn&#039;t wear it.&lt;br /&gt;
* &amp;lt;b&amp;gt;heal&amp;lt;/b&amp;gt; is the amount of HP the potion will heal.&lt;br /&gt;
&lt;br /&gt;
=RP=&lt;br /&gt;
Role playing games are based in a set of rules. There are many set of rules: AD&amp;amp;D, GURPS, Warhammer,...&amp;lt;br&amp;gt;&lt;br /&gt;
Stendhal defines a new &#039;&#039;typical&#039;&#039; set of rules, that has in common simplicity and ease of computing.&lt;br /&gt;
&lt;br /&gt;
The system is based around 3 ideas:&lt;br /&gt;
* Randomness using 1D6&lt;br /&gt;
* Risk evaluation&lt;br /&gt;
* Creativity&lt;br /&gt;
&lt;br /&gt;
Risk evaluation gives the DM the power to weight up an action that a player wishes to perform against things like how experienced the player is in that type of action and the situation the player is in.&lt;br /&gt;
&lt;br /&gt;
DM stands for &#039;&#039;Dungeon Master&#039;&#039;. In Stendhal our task is to design the DM, as it rules the game.&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
Each player has a set of attributes that are:&lt;br /&gt;
* &amp;lt;b&amp;gt;attack&amp;lt;/b&amp;gt; - this value is used to resolve attack situations.&lt;br /&gt;
* &amp;lt;b&amp;gt;defense&amp;lt;/b&amp;gt; - this value is used to resolve situations where the player is attacked.&lt;br /&gt;
* &amp;lt;b&amp;gt;hp&amp;lt;/b&amp;gt; - this value stored the live points available.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;level&amp;lt;/b&amp;gt; - this starts off as zero when the character is created and will increase related to experience&lt;br /&gt;
* &amp;lt;b&amp;gt;experience&amp;lt;/b&amp;gt; - this is the amount of experience gained at the current level&lt;br /&gt;
&lt;br /&gt;
== Experience and levels ==&lt;br /&gt;
All of the attributes can be increased during the game through gaining experience and levels.&lt;br /&gt;
Experience is awarded by DM for several reasons:&lt;br /&gt;
* good roleplaying&lt;br /&gt;
* use of skills&lt;br /&gt;
* combats&lt;br /&gt;
&lt;br /&gt;
Experience can&#039;t be gained by training.&lt;br /&gt;
&lt;br /&gt;
When you gain a level you can increase one of the attributes.&lt;br /&gt;
To reach a level you need to reach the next experience points:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Level&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Experience needed&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;160&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;320&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;previous*2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
Combat is a fight between two or more players.&lt;br /&gt;
&lt;br /&gt;
The combat is round based. Each round takes 10 turns.&lt;br /&gt;
&lt;br /&gt;
To determine whose player start first choose the player who has the biggest value of:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Player.Level + 1D6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The risk to strike a player can be written as:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Attacker.attack + 1D6 VS Defender.defense + Defender.shield.rating + 1D6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If player is hit we need to compute the wound that has been done:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  result = Attacker.weapon.rating - Defender.armor.rating + 1D6 each 6 Attacker.level&lt;br /&gt;
  if result &amp;gt; 0:&lt;br /&gt;
    Defender.hp = Defender.hp - result&lt;br /&gt;
  end if&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Death happens when hp reachs 0.&lt;br /&gt;
&lt;br /&gt;
hp points are recovered at a natural rate of 1 HP point each 1000 turns.&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
The shield rating adds to your defense skill:&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Shield&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Rating&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Buckler shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Small shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Medium shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tower shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
Armour helps you absorb damage.&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Armour&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Rating&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leather armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Studded leather armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Scale mail armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Chain mail armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Plate mail armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Field plate armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Full plate armour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Weapon===&lt;br /&gt;
Weapon helps you to kill :)&lt;br /&gt;
&amp;lt;table border=1 align=center&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=black&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Weapon&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font color=white&amp;gt;Rating&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Knife&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Club&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Spear&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Axe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Long sword&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Two hand sword&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>84.129.124.219</name></author>
	</entry>
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