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An amazing RPG Game in Pascal

A little RPG Chaobs reprinted VaRPlife, plifemax, patt, pre: integer;GR, ex, exmax: integer;Alife, alife1, aatt, are: integer;Name, fname: string;NA: text;Code, CO: string;DZ: integer;Money: longint;MP, mpmax: integer;Red, blue, knife, clothes: integer;I: integer;God: array [1 .. 100] of 1 .. 7;Godthing: integer;Procedure bag;VaROBJ: integer;BeginWriteln;Writeln;Writeln ('treasure chest :');Writeln ('1: red pill: ', Red, '2: blue pill:', Blue, '3: Swo

How to generate RPG code based on screen files

Current ideasBecause the sub FileCodeSimilarly, it is very simple. To reduce errors and improve efficiency,Therefore, the idea of generating RPG code based on screen files is generated.General Process1. Use SDA to design the screenSubfile name sfxxxxSubfile name s # Slx2.ProgramProvides the PF definitions and required operations required for table F.Generate the corresponding variables of keylist and keylist based on the input tableDetermine whether t

Fantasy RPG (item forging and Decorator Mode)

PDF download: http://www.tracefact.net/document/decorator.pdf Fantasy RPG (item forging and Decorator mode) Introduction Item forging is a common feature in various fantasy games. Take the well-known Diablo for example. Assuming that the role has a single-handed sword, the basic attack power may be only 13, but it has three equipment holes. When the sword is embedded with a sapphire, it has an additional frozen effect and adds 2 more attacking powers.

Java Implementation Simulation RPG fighting _java

; waittime = 0; } Random rand = new Random (); Boolean hitflag = false; Identification of the active skill launch Boolean defenseflag = false; Defensive Skill launch identification public void hit (person p) {if (Rand.nextint) Class BM extends Person {The public bm () {val = 650; Coldtime = 1.5; Fight = 40; Chancehit = 3; Chancedefense = 3; waittime = 0; int count = 0; Number of defensive skills launched int temp = 40; Attack, value with fight Boolean Hitflag

How to make a HTML5 RPG game engine--the first, the realization of the map class __html

One, say the world big event Shortly before seeing Lufy 's blog, a friend wanted an RPG game engine and was ready to do it out of interest. Since I have studied lufylegend for some time and have a certain dependence on it, I am prepared to base this engine on lufylegend. Temporarily named LUFYLEGENDRPG. After all, based on Lufylegend, if the name does not add lufylegend these words, a bit to say ah ... Recently released the 0.1.0 edition, but not ide

A simple RPG game

The performance of the game is shown below: Hello everyone, this is my first time to write this game, what's wrong? I hope you can point out that my pictures of this game all come from the network above a hero save the United States RPG game, but I downloaded after the discovery can not run, I took a few days to write a relatively simple. Here, I thank the hero Save the beauty of the author's picture. In my simple game here, I used DirectX to writ

RPG Game Dialogue System

RPG game Dialogue system I want to talk to you about one of the most important parts of the role-playing game-the conversation system. If you have enough players to play the role-playing game, you should know that there are two completely different chat systems in the role-playing game and the keywords, and today we will look at these two different systems. How to distinguish between the phrase and the keyword system. We can simply learn h

COCOS2DX-based RPG simple and practical algorithm 3-multi-character follow formation movement

-m_gridobject->getposition ();Slotrelativevec[index] = cur;}M_gridobject->setrotation (Cc_radians_to_degrees (-m_gridangle));}6. Each frame lets the character move to its corresponding slotvoid Gamecontrolmanager::updategriddirection (){Point slot = Getslotposbyindex (Hero->getslotindex ());if (Hero->getcenterpoint (). Distance (slot) > Getelasticrange ()){Hero->movetoward (slot);}} Copyright NOTICE: This article for Bo Master original article, without Bo Master permission not reproduced. COCOS2

Engine Analysis of RPG maker (1) (2)

underlying Engine Based on my personal experience. If there is something wrong, please be sure to understand and correct it. In addition, because I am familiar with rmxp, this article mainly analyzes rgss instead of rgss2. Compared with rgss, rgss2 does not change much in the underlying implementation, but it is more standardized and adds some functions. Therefore, most of the content in this article is also applicable to rgss2. 1. How RM works 1.1 Overview Many people may have criticized RM

How to create an HTML5 RPG Game Engine-Article 1: Map implementation

I. Let's talk about the world's major events. Not long ago, I sawLufyOn the blog, a friend wants an RPG Game Engine and is ready to work on it out of interest. Since I have been studying lufylegend for some time and have a certain degree of dependence on it, I am ready to base this engine on lufylegend. Temporarily named lufylegendrpg. After all, it is based on lufylegend. If the name does not contain the words lufylegend, it cannot be said... I recen

RPG Game learning-2. rpgmaker event Learning 1, rpg2.rpgmaker

RPG Game learning-2. rpgmaker event Learning 1, rpg2.rpgmakerEvent[Description]It can be used to draw components on the fourth layer. It can be a transparent "narrator" invisible to the game to manipulate the running of the plot. It can be placed on the edge of the map as a moving point for switching scenes, it can also exist as visible characters or items such as NPC, BOSS, and role.[Category]MAP events and public events.The map event settings are un

Development of RPG games using j2-based technology (2) -- Key Processing Mechanism

Development of RPG games using j2-based technology (2) -- Key Processing Mechanism Author: Chen yuefeng From: http://blog.csdn.net/mailbomb In the game, the key processing mechanism also needs to be carefully implemented. Here we will introduce a practical key processing mechanism. In actual games, we generally do not write logic Code directly in the keypressed or keyreleased Method for key sensitivity. Instead, we only record or clear key records

Two of the most important positions in Massively Multiplayer Online mmo rpg games

Two of the most important positions in Massively Multiplayer Online mmo rpg games According to my recent participation and completion of the launch project, the two positions are, 1. Numerical Planning 2. Network Protocol designer Why? A waste of numerical planning, your game art is cool, your ideas are new, useless, the value is unreasonable, who dares to play? Spend a lot of time Directly causing no one in the game A good number of games,

Unity3D-RPG Project Practice (4): Role Performance Testing

. Prefab in the resources folder to facilitate dynamic creation using the resources. Load () method. The Code logic is first illustrated in the previous figure to illustrate the simple program structure. Applicationmgr class: manages global objects and application settings; Inputmanager: handles all operations here, including mobile camera and click placement role (call the spawncharacter function of charactermgr ); Charactermgr: responsible for loading resources when the program starts,

Cocos2dx3.2 develop RPG Flighting (10) To add blood records to the role

Cocos2dx3.2 develop RPG Flighting (10) To add blood records to the role I. Preface The Role class actually has many attributes. Protected:/* combat-related data */int m_id; // idRole * m_attackTarget; Role ** m_attackTargetPtr; // attack target Point m_desPoint; // ROLE_STAT en_stat; // Current Status FlightLayer * m_layer; // parent control int m_speed; // movement speed int m_initSpeed; int m_attackDistance; // attack distance int m_initAttackDista

Hdu4800_josephina and RPG (two-dimensional state DP)

#include #include #include #include #include #include using namespace STD;#define MEM (x, y) memset (x,y,sizeof (×) )inline intLowbit (intx) {returnx (-X);}typedef Long Long intLL;Const intINF =0x3f3f3f3f;Const Long DoublePI =ACOs(0.0) *2.0;Const intN =10000+Ten;Const DoubleEPS =1e-6;Doubledp[n][ $],rate[ $][ $];intAi[n];intComb (intXinty);intMain () {intN,m;//ios::sync_with_stdio (FALSE);//close the synchronization stream while(scanf("%d", m) = =1) {intR = Comb (m,3); for(inti =0; I f

RPG role Camera Control

+ transform.up * halfPlaneHeight, fro m);return closestdistance;}float Clampangle (float angle, float min, float max) {while (Angle if (angle Angle + = 360;if (Angle > 360)Angle-= 360;}return Mathf.clamp (angle, Min, max);}public struct Clipplanevertexes {Public Vector3 Upperleft;Public Vector3 upperright;Public Vector3 Lowerleft;Public Vector3 lowerright;}public static clipplanevertexes Getclipplaneat (Vector3 Pos) {var clipplane = new Clipplanevertexes ();if (Camera.main = = null)return clipp

Xna4.0 RPG Game Development Series tutorial [PDF tutorial + Source Code]

I found an xna4.0 series of tutorials on foreign websites. It was about the development of RPG games. I couldn't help but build a good game engine. I also designed a complete editor. It felt quite good, I would like to share with you here. This tutorial is written by Jamie McMahon. The links to the series of tutorials are http://xnagpa.net/xna4rpg.php. After my own arrangement, I will merge the Left and Right PDF tutorials into a PDF, and combine

cocos2dx3.2 development RPG "Flighting" (a) Basic introduction

= Director->getopenglview (); if (!glview) { Glview = glview::create ("Flighting1.2"); Director->setopenglview (Glview); } Glview->setframesize (1280,720); Glview->setframezoomfactor (0.6f); Glview->setdesignresolutionsize ( 1280,720,kresolutionexactfit); Turn on display FPS director->setdisplaystats (true); Set FPS. The default value is 1.0/60 if you don ' t call this director->setanimationinterval (1.0/45); Create a scene. It's an Autorelease object auto

cocos2dx3.2 development RPG "flighting" (vii) back to the battle scene, update the character's stacking order

hero class and M_monsterdeqIn fact, the hero class is a derived class of role, and Monster is also a derived class of role. When it comes to real battles (rather than walking alone), we'll talk about the difference.If your last section has been able to successfully implement the control movement of a character, you may find that there is a serious problem that the z-axis order of role does not change, resulting in the more addchild role. This is clearly not in line with our requirements. Our re

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