This chapter consists of a detailed breakdown of each location, object and event in the example scenario Witch Hunt, explaining how they can be implemented using the AKS system. The breakdown consists of the following: 1) The location map of AKS, showing how each of the locations is connected. 2) Tables listing each of the flags used, the scores given, the location names, and the objects with their start locations. 3) Locations. 4) Objects. 5) Events. Location no. | Location | 0 1 2 3 4 5 6 7 8 9 10 11 | found hat rung church bell hat dropped on priest's head put toad in pond being followed by cat hat balanced on inn door banned from inn fed mouse hat full of water given miller water blacksmith in stocks started counting game moves |
SCORES Puzzle | Score | Trying hat on woodcutter Trying hat on priest Trying hat on innkeeper Trying hat on miller Trying hat on blacksmith Getting blacksmith in stocks Getting rid of the cat Freeing goatherd from spell Finding gold Loading a saved game | 10 10 10 10 20 20 10 5 5 -1 |
Maximum score is 100 points. If you save the game, you only get 99 points. LOCATIONS Location no. | Location | 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 | global location/player green middle inn bar inn kitchen green north grazing land green south pond meadow forge church nave church belfry church crypt churchyard road bridge mill stream woods woods woods woods woods woods clearing woodcutter's |
OBJECTS Object no. | Object | Initial location | 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 | player hat toad ducks cheese bread mouse bell goats priest sack of flour woodcutter cat innkeeper gold miller blacksmith stocks | green middle (1) woods (23) meadow (8) pond (7) inn kitchen (3) inn kitchen (3) mill (16) church belfrey (11) grazing land (5) church crypt (12) nowhere (-1) woodcutter's (25) nowhere (-1) inn kitchen (3) nowhere (-1) mill (16) forge (9) green north (4) |
CPCrulez[Content Management System] v8.7-desktop/c Page créée en 385 millisecondes et consultée 1034 foisL'Amstrad CPC est une machine 8 bits à base d'un Z80 à 4MHz. Le premier de la gamme fut le CPC 464 en 1984, équipé d'un lecteur de cassettes intégré il se plaçait en concurrent du Commodore C64 beaucoup plus compliqué à utiliser et plus cher. Ce fut un réel succès et sorti cette même années le CPC 664 équipé d'un lecteur de disquettes trois pouces intégré. Sa vie fut de courte durée puisqu'en 1985 il fut remplacé par le CPC 6128 qui était plus compact, plus soigné et surtout qui avait 128Ko de RAM au lieu de 64Ko. |
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