Below are the locations for each OS (Operating System)
C:\Documents and Settings\***YOURUSERNAME***\Application Data\Macromedia\Flash
C:\Windows\Application Data\Macromedia\Flash Player\#SharedObjects\***RANDOM NUMBER&LETTERS***\
/Users/Short name/Library/Preferences/Macromedia/Flash Player/#SharedObjects/***RANDOM NUMBER&LETTERS***/
Macintosh HD/System Folder/Preferences/Macromedia/Flash Player/#Shared Objects/***RANDOM NUMBER&LETTERS***/
Photos of Jimmy (the founder of Wikipedia?) is flooding Wikipedia content. Take a look below. Isn’t it a little extreme with his campaign?
Watch the video below, if you laugh, you lose!
If you have a funny video, comment here.
IdrA interview about Starcraft 2 and recent patch 1.1
Blizzard Real ID Troll
Dimitri’s iPhone 4 got stolen
Video with Original Subtitle
How to make a rpg quest system?
What needs to be considered before making a rpg quest system?
What type of quest should you make?
Single Chain Quest or Multi Chain Quest?
Single Chain Quest are quest that are done once.
Multi Chain Quest is a sequence of mini quest which takes off
one after the other.
Quest Available Requirements
What type of requirements to enable a particular quest
to be available to the player? There are some I have in mind:
– Reputation (Good Deeds / Bad Deeds)
– Relationship (Strong bonds / Hated)
– Resources (Rich / Poor / Have Estates)
– Skill (Hired as freelancer / hitman)
(1) Building Your Reputation:
There are 3 types of reputation you can build:
Good Reputation :
If player is being kind and helpful, he earns the public
respects and his kindness is spread among the villagers.
The mayor who is in charge of the town might hear about
your good deeds, and he would be happy to have you
helping him managing the town.
This grants you certain privileges such as constructing the
town buildings (library, market, town square, graveyard,
garden, orchard, farm, school, etc)
You could be hired by the mayor and while helping, you earn
some money which you can spend to buy estates or expanding
the economy of the town as a businessman. Lots of flexibility!
Bad Reputation :
If player does many crimes and sins, he will be scorned by the
public (unless player did it without getting caught red handed).
But there is always a possibility of getting caught by guards.
Doing crimes in broad day light such as stealing goods,
other thieves would see you as one of them. This allows you
to befriend them easily and network you to other thieves.
They would test you first before accepting you in their group.
Once you have proven yourself, you will be provided
with risky jobs to do but hefty rewards and vice versa.
You can conquer territories and ask locals to pay you for
“protection fee”. What it means is, you cause havoc to their
premises, and they pay you for not doing so.
However, there are occasions where other mafia invades your
territory in order to expand their influence and forces the
locals to pay them instead. So you need force them out to
earn your weekly money reward. Sounds interesting yeah?
Area Reputation :
Area reputation means in some area
where you have a high reputation, in some other areas,
people might not know you at all, so you need to gain their
respect at that area as well, unless the towns people who
traveled there talk about your good deeds.
(2) The player should have a relationship:
(Strong Relationship) : If the player frequents to the black
market and trade rare/unique items with trader, the trader
would be less reluctant to offer the player with more luxurious
or item that can’t be found in common market in town.
(Weak Relationship) : If the player used to be a police/cop,
then the thief will be less reluctant to provide you with
the information you need and extra information/tips to allow
you to complete your mission/quest quickly. The thief you
encounter might had a bad experience with police, he would
be less reluctant to help you out even you bribe him.
(3) The player should gain a certain resources:
(Rich in Money) : If the player is rich, he will be more known
to the rich-community (rich social people) and he gain access
to talk to businessmen to give him more business, or perhaps
find a way to collaborate with them to make a new business.
(Specific Resources) : If the player owns a gem mine, few
gem craftsmen will provide you a quest to gather a specific
colored gem so they could make a certain jewelery from it.
(4) The player should have certain skill :
(Specific Skill) : If the player was a farmer, he would have
lots of farming knowledge, thus other town people
might come by and provide you with quest such as to grow
a specific crop to meet their needs (rice/wheat/peas/etc)
Using patterns will certainly increases the complexity of any
software code through additional classes but it helps in
breaking tight coupling.
Something I learn while using MVC is, don’t use it unless is needed.
For instance, the car example from actionscript 3
design patterns (chapter mvc)
If you tried to use MVC on a simple component, it would be:
Model – the properties of the car (car color/rotation/etc)
View – consists of codes that shapes the car, gets data from model.
Controller – consists of codes that changes model data.
When is the right time to use MVC ? (model view controller)
When not to use MVC? (applying KISS – keep it simple)
Before using MVC on anything, ask yourself a few questions:
1. Can the model be used by multiple views?
If the answer is no, just combine the view with the model.
Since the model is only used by 1 view, it is usually takes part
in creating the view (where the model is used to tell the
view on how it should be created)
You need to remember that separating code into different class,
do improve readability but it causes several problems such as:-
(a) the software becomes very complex with many classes.
(b) removing a particular class effects the class that is using it.
Example of model being used by multiple views would be,
a sports car (the model) and the car gadgets (multiple views).
The car will provide the properties (fuel/speed/water) while each
gadgets will keep track one of these properties for changes.
2. Does the model involve in creation of view?
If the answer is yes, just combine the view with the model.
Reason being, the model is only used by that specific view.
For example, the car model provides the width, height, color.
All these can’t be applied for other transportation such as plane
3. Is it necessary to place controller into its own domain?
In most cases such as game programming, the controller
tends to be combined with either view or model.
You can use (view + controller) and (model + controller)
to get the best of both worlds (the advantages)
Separate the controller away from model and view if you see
that the controller can be shared by different view/controller.
This allows code re-usability (save time than coding same stuff)
Controller are usually specific for either model/view.
The more flexible it becomes (in terms of code reusability where
the controller is in its own domain) the harder it would be
generic so that it can be used on different objects.
An analogy would be, car, motorcycle and truck.
The car acts as the generic transportation.
Its much faster than a truck and able to carry more passengers
than a motorbike. Truck can carry twice or more than car, but
slower in speed. The motorcycle is the fastest as it can whiz
through the traffic with ease and arrive to destination faster
than both of them, but carries the least amount of passenger.
To clarify the analogy, the car transport can be shared by
different classes. One class might require speed, the other class
might need to carry stuff. But it does not do them that well.
If you notice that if you use specific transport for a specific
purpose such as arriving to destination fast, then probably you
would choose a motorcycle to whiz through the queuing cars.
It gets the job done better than a car! Truck is similar concept.
Truck does better job in carrying bigger and heavier stuff than
a car. You would need to weight the pros and cons between
these. Code reusability such as the car, you will avoid making
specific code since it can handle both situation good, so you
do not need to make extra code (saves time). On the other
hand, if you make specific code for either the model/controller,
it does the job much better/faster than a generic one since
its customized to do a specific purpose.
An example of how view and model works would be a preloader.
The view shapes how the preloader looks like, the controller
gets information from the model (such as the stage) for total
bytes loaded and current bytes loaded. Then it manipulates that
data into portions to create a smooth progress bar, else the
bar would be jerking as in 1 chunk of load and later smaller chunk.
If we were to place the controller inside the model, this causes
more busy-ness as in the model dispatches event multiple times
for X number of portion divided by the controller. As we know,
flash perform slower in creating objects. the more objects
being created (as in events object created to be dispatched),
the slower it will become.
An example of how model combines with controller would be
a RPG game where you have a character with 4 attributes,
strength, dexterity, luck, and intellect (intelligence).
A user clicks a button (the view component) to request for
weapon damage. The controller in (model + controller) class
will reply to the request by returning the manipulated data.
To calculate the weapon damage, the controller
manipulate one or more of these stats base on the job.
For instance, you are a warrior, your weapon damage is base
on strength and dexterity. So your controller get these 2 data
and manipulate it (example: strength x dexterity x 1.5) and
return these new data back to the view.
Extra MVC Technique Notes
After reading my friend’s opinion on how you use mvc, and another
person’s view on how mvc should work, I understand when to mix
and match them depending on the situation, it isn’t necessary to
stick to one (for example: sticking to view + controller , model)
A simple analogy would be a game such as Desktop Defender.
You don’t use purely rocket towers and pellet towers, but use
a variety of the towers at your disposal to maximize the
efficiency of handling many incoming waves quickly.
A typical multiplayer strategy in any mode would be building
pellet tower first because they are cheap, but once you have
sufficient money, sell those and upgrade to squirt tower as
they have faster fire rate and greater range than pellet
but cost a little more to upgrade. Then switch to rocket
towers for their splash damage and long range, and the list
goes on. As you can see, using different towers at the right
time provides the best result. In case of this game, the
result would be additional points for the time saved by
finishing each monster waves quickly.
In the case of MVC, model + controller (a pellet tower) would
provide flexibility of manipulating the data of the model before
handling to any views. This is to allow standardization of
manipulated data results for all views. For view + controller,
some view wants to have a unique way of displaying the data,
therefore, it has its own unique controller to do it.
RPG Character Attributes
Hit Points (HP)
Also refers as health (abbreviation for health is HP)
An indicator to quantify the amount of health a person has.
If it reaches zero, the character : dies/faints/lose-consciousness.
Mana Points (MP)
Skills that use mana to inflict more damage or do special abilities (enchant)
Tactical Points (TP)
Gained in battle, through each attacks.
When maxed (similar to combo), allow user to use special attack.
License Points (LP)
Final Fantasy uses license points to purchase a particular license to use an item.
Represents as Health.
It can be also use as endurance, can soak up more damage per hit.
Instead of taking a full hit of 100 damage, it takes 90 damage.
10 damage is lost because he can withstand that damage.
* affects maximum HP and CP through the CON modifier
* affects HP recovery speed
* affects weight limit
* affects underwater breath gauge
* affects shock (stun) resistance
* affects bleeding resistance.
Able to dodge things swiftly.
Move around quickly.
Also known as intelligence.
Provides more clues to solve a puzzle/problem/quiz.
A measure on how much damage can be inflicted through spell/magic.
A value that affects how much mana can be gained per level.
* affects Casting Spd. stat through the WIT modifier
o each point of wit gained makes a 5% difference to Casting spd.
* affects chance of magic critical hits
* affects resistance to Hold (aka Roots) and Sleep
* affects resistance to essentially every single type of debuff not listed by the other stats
* affects M.Def. and maximum MP stats through the MEN modifier
o each point of men gained or lost makes a difference of 1%
* affects MP recovery speed
* affects poison resistance
* affects curse resistance through M.Def.
* affects probability of magic interruption.
To differentiate between physical attractiveness and Charisma.
Charisma is the measure of the character’s combined physical attractiveness, persuasiveness, and personal magnetism. A generally non-beautiful character can have a very high charisma due to strong measures of the other two aspects of charisma. Charisma influences how many spells spontaneous arcane spellcasters (like sorcerers and bards) can cast per day, and the effectiveness of said spells. It also affects Bluff, Diplomacy, Disguise, Gather Information, Handle Animal, Intimidate, Perform, and Use Magic Device checks, how often and how effectively clerics and paladins can turn undead, the wild empathy of druids and rangers, and a paladin’s lay on hands ability
RPG Character Knowledge (Intelligence)
This refers to one’s knowledge to work on something.
For example: knowledge on how to cook.
Then specialization on the knowledge: baking, barbecuing, steaming, frying, pastry
– Bake : Cake, Tart, Bread, Pastry
– Barbecue : Meat, Fish, Veggies
RPG Character Titles / Ranks