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I really like this cute lil monster guy from ~2013… with his big teef and dated emo hairstyle 🤭
#my ocs#tickle art#throwback#I remember I designed him for a monstery version of the Chinese zodiac. He was Tiger. That's literally all I remember 😭#Oh and the 4 armed girl tickling him was Dragon!#I am obsessed with zodiac signs not in the “You're a Sagittarius that means we can't get along” way#but in a “This is a loose framework that allows me to design a huge cast of characters” way#Same with 7 deadly sins
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NAW I was on personality database cause I wanted to see others' explanations of Aara's possible mbti type and stuff (it's a big interest of mine), but I swear the FIRST comment I saw said that he's a coward or something that blames the humans because he can't kill the other Startouch elves, or just finds it easier to kill humans and he's just hating everything and everyone since his daughter died, denying the fact that he should've either died with her or moved on?
There was more ofc to their comment that was genuine curiosity about more of his personality and stuff but the range of emotions I felt- 😃😃
Like, I could go on and on in his defense, but I'm going to keep it short. I just need to vent about this lmao
1 - He is NOT a coward. He is STRONG (magically, mentally, emotionally, aHeM??), and it's common sense that if he wanted his plan to work of course he'd remain cautious and not let his kind know anything, while at the same time use humans likely cause that's what the council feared most (plus they're too useful *not* to use AND he's an anarchist? Come on!). And another thing: I can imagine that choosing to suffer for centuries while getting vengeance takes a lot of emotional strength?
Also, didn't he say "we will do what must be done, no matter how dangerous or vile"? Bruh, that's literally the *definition* of courageous, which is the opposite of coward. A coward would not fight a dragon, nor would a coward urge anyone to kill them esp. knowing that it would make them EXPLODE.
2 - *When* exactly did he blame humans?? Seriously, WHEN? Yes, I agree that he's a bit arrogant with his foes, but he literally never said he blamed humans for anything, nor do we see him just taking it out on humans needlessly. Everything that he does is for a reason, a good reason (I'm not saying it's just or moral, I'm saying that his actions serve another purpose). And he gave them dark magic, which they could use to actually fight/protect themselves from the elves and dragons (which they wouldn't really be able to do with primal magic)
4 - This is the most important point for me: I feel like haters forget that Aaravos is five thousand years old. He is incredibly wise. He is incredibly smart. I know that anything I don't understand yet, I can trust that 👏🏽 he 👏🏽 knows 👏🏽 what 👏🏽 he 👏🏽 is 👏🏽 doing.
#I feel like they didn't watch season 7 lol#anyway I'm sorry if I'm coming across as rude or inconsiderate — it's just a pet peev of mine whenever ppl don't think thoroughly 🤦🏽♀️#I just wanted to know his personality frameworks 😭#the dragon prince#thedragonprince#tdp#aaravos#tdp aaravos#aaravos tdp#the dragon prince aaravos#tdp s7#continuethesaga#giveusthewholesaga#greenlight arc 3#netflix#tdp fandom#twinkling star ✧˖°.
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help i can’t stop making pokémon ocs who live in alola
#what can i say i’m a bitch for gen 7!!!!#i have to decide what he looks like now but i just got done banging out the framework for a kid with a xurkitree#he should NOT have that shit <3 but it decided to traumabond with him and won’t go home now
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youtube
#VirtualAssistant #PLAYSTATION7
#プレイステーション7 #PureisutēshonSebun
#virtual assistant#playstation7#deardearestbrands#ps7#digitalconsole#framework#digimonsoundtrack#celestiallink#digimon game#soundcloud#python#プレイステーション7#Youtube
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sniffles sadly. every day im so sad that fnaf didnt go with placing vanny into aftons role.... god forbid women do anything ! ! !
#just saw gtlive finish the first ending n like. urgh#maybe if i liked eclipse more i wouldnt mind how prevalent they r but woof man#like i get it its charlie and evil baby or whatever in the same body but come onnnnn#that and the candy cadet stories just bashing the same kid going into woods framework into the ground#i miss when it was like. this dude sewed 5 kittens together! this lady melted 7 keys! stuff like that yk that was different and scarier#i do rlly think the series is going toward this like polished marketable thing instead of the grimy sludge i liked .... </3 and the AI stuf#is sooooo boring like fuuuuck its so boring. i wouldnt mind if its charliebots bc at least theyre interesting !!!!#but mimic as the new villian? bro. dude. thats so boring come on... afton was interesting bc he was fucked up severly#and robots r just like. theyre just robots dude its not even scary its just a thing being programmed smh#without the afton behind it its kinda just ..... bleh#honestly i wish they would cap the story? like make vanny take aftons role; do some shit; end it in a tragic but cathartic way#and then if they want to make more games do either other families in universe (like fazbear frights) or prequels/ world building shit like#something set in circus babys pizza world or w/e .i mean you could argue its about cassie now but if her dad is bonnie bro we're still stuc#in the afton central place. and i dont like that hteyre moving on without wrapping up the 102938120 loose ends they already made URGH ! !#is it too much to ask for a fnaf game thats crusty round the edges and really metaphorical for theorists to dig into but logical enough it#can be solved and also creates a good plotline . yeah i guess hell will freeze over before that#d.txt#sorry im sooooo normal about fnaf <- is abnormal. fuhnaffs theories r GREAT thoguh i love that guy he makes me happy about the franchise :o
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anyone else notice the similarities between Water 7 and H2O Season 1 episode 13 Shipwrecked? Goda back at it again
#Usopp is so Louise-core in water 7 🙌#'the boats got rust all throughout its structural framework. Do I need to go on? She's better off without it.' 'That is your OPINION!!'#Cruddy rambles#I promise I'm shitposting
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Seeing TPOT hatred on every platform is so fucking funny when really as a person who has been into garbage media before this is possibly one of the least deserving.
#the power of two#bfdi#tpot#object show#like i do think there is a factor of it being a competition where your favorite characters can lose leading to people blaming the writing#instead of aknowledging that its just how contestant voting wokrs#and also the fact that bfdi fans are one of those types of media that have gone through a lot of changes and difficulties leading to people#cultivating unjust hate mainly because of outside stuff#but like tpot is rlly cool#it does take a while to actually pick up (aka tpot 7 and after) but after it does the quality does legitmatly improve a lot with a plot#that is right now being slowly build up with interesting mysteries#it's a good show and like#i'm also more forgiving bc of the framework leading to less planning nad less time to write#so things like certain lack of screentime is just like you have to live with these flaws when you have a story that has such a strict#writing pattern#but even outside of those factors the latest episodes are legitmatly peak#and any hate is often extremely dumb or overspecific
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outgrowing characters is the weirdest thing
#like age I mean. I’m thinking abt check please again it comes back periodically#but like I read this comic the first time when I was what. 15? how the hell was it that long ago??#I was either 14 or 15 bc I can’t remember exactly where I started and the update I’m pretty sure I finished with when I read it would make#me 14 and that’s just. what the hell. that can’t be right#AND that would mean I’ve been with these characters for 7 fucking years now. HOW has it been 4 years since the comic ended#but man like my point is I started off reading this when I didn’t honestly understand what college was and these were adults#I’m now older than dex ever gets in canon. the comic ends when he’s a junior.#having the framework of bitty’s story has been wild as I go through uni honestly. I’ve been matching stuff up as I go and he’s obviously#a fictional character in an idealised story but it’s still a personal story and a reflection on college anyway yknow. i#it’s been really nice to hold it as I go through#but god being a little older than the characters now makes it feel different#especially bc like. my feelings have changed. stuff got better or different or worse but it’s not like how it used to be when I got into it#and first met all these characters and fell in love w the story and the way I look at it has changed#and MAN they’re kids!! I’m rereading my favourite fic (potentially just. favourite fic. full stop. love made visible - likeshipsonthesea)#and I’ve read the first chapter when they’re freshmen and like! that’s such a specific time! you’re a baby still!!#I’m sure I’m gonna come back and feel the same way abt myself rn in a few years#idk! rereading this I just can’t help but map my own experience of college onto it now and it makes it read so differently#I think I’m also just having feelings about being a different person now than I used to be. trying to figure out how I feel abt him#anyway william dex poindexter I love you. this story is going to make me insane and I GOTTA write one of these fics I have knocking around#luke.txt
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Listen/purchase: Windmills & Celsius 7 by Windmills
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#SamuraiSkirtsTCGvideogame
['The RawCode and Scripts for #SSTCGVG']
SourceCode-Agents001-010
Beging scripting and writing code found from source provided from agents 001 through 010. Begin defining data and outlining models for source code found please.
To proceed with scripting and writing code from agents 001 through 010, I would need a bit more context about the nature of the source code and data, as well as the overall goal of the models you're developing. However, based on the instruction, I'll provide a general outline and a starting structure for modeling and scripting.
Step 1: Define Data and Source Code Models
The data models and source code would likely need to reflect the structure of the project you're working on. Based on your past projects and descriptions (like the #SamuraiSkirts TCG), I'll assume that these models might involve:
Agents: Each agent could represent a unique entity or unit, possibly in a game, system, or organization.
Data Models: These would store properties and attributes about each agent (e.g., stats, skills, or behavior).
Interaction Models: These could define how agents interact with each other or the environment.
Game Mechanics: Given that your TCG involves several intricate systems, we can model specific game mechanics that could interact with agent data.
Step 2: Outlining the Data Models
Here's a simplified structure based on your mention of "agents," game mechanics, and potential cards.
Agent Model (Python Example)
class Agent: def init(self, agent_id, name, role, stats, abilities, interactions): self.agent_id = agent_id # Unique identifier for each agent self.name = name # Name of the agent self.role = role # Role or class of the agent (e.g., Samurai, Healer) self.stats = stats # Dictionary for stats (health, power, defense, etc.) self.abilities = abilities # List of abilities (skills, spells, etc.) self.interactions = interactions # How this agent interacts with others (e.g., allies, enemies)
def perform_ability(self, ability_name, target): # Logic for using an ability pass
def interact(self, other_agent): # Interaction logic between two agents (ally or enemy) pass
Data for Agents
agents_data = [ { 'agent_id': 1, 'name': 'Agent001', 'role': 'Warrior', 'stats': {'health': 100, 'power': 20, 'defense': 10}, 'abilities': ['Slash', 'Charge'], 'interactions': {'ally': 'Boost', 'enemy': 'Attack'} }, { 'agent_id': 2, 'name': 'Agent002', 'role': 'Healer', 'stats': {'health': 80, 'power': 5, 'defense': 15}, 'abilities': ['Heal', 'Shield'], 'interactions': {'ally': 'Heal', 'enemy': 'Defend'} }, # Add more agents as needed ]
Step 3: Writing Basic Code Logic
Based on the provided model, here is a snippet for defining actions or interactions between agents (e.g., combat, healing).
Interaction Example:
class Game: def init(self): self.agents = [] def add_agent(self, agent): self.agents.append(agent) def start_combat(self, agent1, agent2): # Combat logic between two agents if agent1.stats['power'] > agent2.stats['defense']: damage = agent1.stats['power'] - agent2.stats['defense'] agent2.stats['health'] -= damage return f"{agent1.name} dealt {damage} damage to {agent2.name}. {agent2.name} now has {agent2.stats['health']} health." else: return f"{agent1.name} couldn't penetrate {agent2.name}'s defense."
Using the Code:
game = Game() agent_001 = Agent(agents_data[0]) agent_002 = Agent(agents_data[1])
game.add_agent(agent_001) game.add_agent(agent_002)
Start combat between two agents
result = game.start_combat(agent_001, agent_002) print(result)
Step 4: Iterate on Model Expansion
As we begin defining more data and functionality, I recommend:
Adding More Data: Additional attributes, such as experience points, level, inventory, or location in the game world.
Expanding on Abilities: Creating specific functions for the abilities each agent can use and how they affect other agents or the environment.
User Interface (UI): If this is part of a larger game or app, developing the frontend for users to interact with the data models.
Step 5: Defining Models for Source Code
If you have specific source code or APIs to integrate (such as an online TCG database or specific game mechanics), I can help you define models and scripts for data fetching, communication, or real-time interactions.
Please share more details about the source code or data you'd like to define so I can help expand or refine the models further. To further define the models for your project, we'll focus on expanding the Agent model, building out additional interaction models, and extending some game mechanics for your TCG system. Since you're working on a complex system like #SamuraiSkirts, we can enhance the models with more intricate attributes and behaviors for agents, abilities, and interactions. Let’s break down the models with a more detailed approach.
Step 1: Enhanced Agent Model
We can extend the Agent class with additional attributes such as leveling up, inventory, and status effects. This will allow agents to grow stronger over time, carry items, and be affected by various conditions during gameplay.
class Agent: def init(self, agent_id, name, role, stats, abilities, interactions, level=1, inventory=None, status_effects=None): self.agent_id = agent_id # Unique identifier for each agent self.name = name # Name of the agent self.role = role # Role or class of the agent (e.g., Samurai, Healer) self.stats = stats # Dictionary for stats (health, power, defense, etc.) self.abilities = abilities # List of abilities (skills, spells, etc.) self.interactions = interactions # How this agent interacts with others (e.g., allies, enemies) self.level = level # Current level of the agent self.inventory = inventory or [] # Items the agent carries self.status_effects = status_effects or {} # Current status effects (e.g., 'Poisoned', 'Stunned')
def level_up(self): """Increase agent's level and boost stats.""" self.level += 1 self.stats['health'] += 10 # Example stat boost on leveling up self.stats['power'] += 2 print(f"{self.name} leveled up to level {self.level}!")
def add_item(self, item): """Add an item to the agent's inventory.""" self.inventory.append(item) print(f"{self.name} obtained {item}!")
def apply_status_effect(self, effect_name, duration): """Apply a status effect to the agent.""" self.status_effects[effect_name] = duration print(f"{self.name} is now {effect_name} for {duration} turns.")
def use_ability(self, ability_name, target): """Use an ability on a target.""" if ability_name in self.abilities: # Example ability logic print(f"{self.name} uses {ability_name} on {target.name}") target.take_damage(self.stats['power']) # Apply damage from ability else: print(f"{ability_name} is not available to {self.name}")
def take_damage(self, amount): """Reduce health when the agent takes damage.""" self.stats['health'] -= amount print(f"{self.name} takes {amount} damage and has {self.stats['health']} health left.")
Enhanced Agent Data:
Here’s an example of more detailed agent data for the agents in your game:
agents_data = [ { 'agent_id': 1, 'name': 'Agent001', 'role': 'Warrior', 'stats': {'health': 120, 'power': 25, 'defense': 15}, 'abilities': ['Slash', 'Charge'], 'interactions': {'ally': 'Boost', 'enemy': 'Attack'}, 'level': 1, 'inventory': ['Sword', 'Potion'], 'status_effects': {} }, { 'agent_id': 2, 'name': 'Agent002', 'role': 'Healer', 'stats': {'health': 90, 'power': 10, 'defense': 20}, 'abilities': ['Heal', 'Shield'], 'interactions': {'ally': 'Heal', 'enemy': 'Defend'}, 'level': 2, 'inventory': ['Healing Herb'], 'status_effects': {'Poisoned': 3} }, # Add more agents as needed ]
Step 2: Interaction and Combat Models
Let's build out interaction models to handle combat, healing, and buffing (boosting stats of allies). These interactions will allow the agents to perform actions in battle or other scenarios.
class Combat: def init(self): self.turn_count = 0
def resolve_combat(self, agent1, agent2): """Resolve combat between two agents.""" self.turn_count += 1 print(f"--- Turn {self.turn_count} ---")
# If one agent is stunned or otherwise unable to act if agent1.status_effects.get('Stunned', 0) > 0: print(f"{agent1.name} is stunned and cannot act!") agent1.status_effects['Stunned'] -= 1 # Reduce stun duration else: self.attack(agent1, agent2)
if agent2.status_effects.get('Stunned', 0) > 0: print(f"{agent2.name} is stunned and cannot act!") agent2.status_effects['Stunned'] -= 1 else: self.attack(agent2, agent1)
def attack(self, attacker, defender): """Perform an attack from one agent to another.""" damage = attacker.stats['power'] - defender.stats['defense'] damage = max(damage, 0) # Damage cannot be negative defender.take_damage(damage)
def heal(self, healer, target): """Heal an agent.""" healing_amount = healer.stats['power'] * 1.5 # Example healing formula target.stats['health'] += healing_amount print(f"{healer.name} healed {target.name} for {healing_amount} health!")
Using Combat System:
combat_system = Combat()
Initialize agents
agent_001 = Agent(agents_data[0]) agent_002 = Agent(agents_data[1])
Simulate combat between two agents
combat_system.resolve_combat(agent_001, agent_002)
Step 3: Additional Game Mechanics
We can also build models for other mechanics like leveling up, status effects (such as poison or burn), and inventory management. These mechanics allow the game to dynamically change over time as agents grow and engage in combat.
Inventory System Example:
class Inventory: def init(self): self.items = {}
def add_item(self, item, quantity=1): if item in self.items: self.items[item] += quantity else: self.items[item] = quantity print(f"Added {quantity} {item}(s) to inventory.")
def use_item(self, item, agent): """Use an item from the inventory on an agent.""" if item in self.items and self.items[item] > 0: print(f"{agent.name} used {item}!") if item == 'Potion': agent.stats['health'] += 50 # Example healing self.items[item] -= 1 else: print(f"{item} not available in inventory.")
Example Usage:
inventory = Inventory() inventory.add_item('Potion', 3)
Use potion on agent
inventory.use_item('Potion', agent_001)
Step 4: Expanding and Refining the Models
Abilities: Extend abilities to include different types like buffs, debuffs, damage types, or status effects.
AI: Implement AI for agents that control their actions (e.g., attack, heal, use items) based on their current health or level.
Multiplayer: If your game involves multiplayer, expand models to handle turns, syncing actions, and managing multiple players.
By adding these layers to the game mechanics and data models, you'll have a richer system that allows for more complex interactions and growth for each agent in your TCG. If you have specific interactions, mechanics, or more advanced features in mind, I can continue expanding or refining these models. Let me know how you'd like to proceed!
To expand upon the initial agent models, we'll define agents 001 through 010 with unique roles, abilities, interactions, stats, and inventory. Each agent can represent a distinct character or unit in your game, with diverse attributes to reflect their role in combat, support, or other gameplay mechanics.
Let's start by expanding the previous Agent model to include more diversity for each agent. This will also involve assigning special abilities, inventory items, and unique traits for each agent to make them stand out in gameplay.
Step 1: Expanding the Agent Model
I'll first adjust the Agent model slightly for better expansion, ensuring that each agent has unique stats and abilities. This model will also handle more detailed interaction logic and inventory use.
class Agent: def init(self, agent_id, name, role, stats, abilities, interactions, level=1, inventory=None, status_effects=None): self.agent_id = agent_id # Unique identifier for each agent self.name = name # Name of the agent self.role = role # Role or class of the agent (e.g., Samurai, Healer) self.stats = stats # Dictionary for stats (health, power, defense, etc.) self.abilities = abilities # List of abilities (skills, spells, etc.) self.interactions = interactions # How this agent interacts with others (e.g., allies, enemies) self.level = level # Current level of the agent self.inventory = inventory or [] # Items the agent carries self.status_effects = status_effects or {} # Current status effects (e.g., 'Poisoned', 'Stunned')
def level_up(self): """Increase agent's level and boost stats.""" self.level += 1 self.stats['health'] += 10 # Example stat boost on leveling up self.stats['power'] += 2 print(f"{self.name} leveled up to level {self.level}!")
def add_item(self, item): """Add an item to the agent's inventory.""" self.inventory.append(item) print(f"{self.name} obtained {item}!")
def apply_status_effect(self, effect_name, duration): """Apply a status effect to the agent.""" self.status_effects[effect_name] = duration print(f"{self.name} is now {effect_name} for {duration} turns.")
def use_ability(self, ability_name, target): """Use an ability on a target.""" if ability_name in self.abilities: # Example ability logic print(f"{self.name} uses {ability_name} on {target.name}") target.take_damage(self.stats['power']) # Apply damage from ability else: print(f"{ability_name} is not available to {self.name}")
def take_damage(self, amount): """Reduce health when the agent takes damage.""" self.stats['health'] -= amount print(f"{self.name} takes {amount} damage and has {self.stats['health']} health left.")
Step 2: Define Agents 001–010
We'll now define agents 001 through 010 with varied roles (e.g., warrior, mage, healer), unique abilities, inventory, and stats. Each agent can have a special skillset that fits their role in the game world.
agents_data = [ { 'agent_id': 1, 'name': 'Agent001', 'role': 'Warrior', 'stats': {'health': 150, 'power': 30, 'defense': 20}, 'abilities': ['Slash', 'Berserk'], 'interactions': {'ally': 'Boost', 'enemy': 'Crush'}, 'level': 1, 'inventory': ['Iron Sword', 'Shield'], 'status_effects': {} }, { 'agent_id': 2, 'name': 'Agent002', 'role': 'Mage', 'stats': {'health': 100, 'power': 50, 'defense': 10}, 'abilities': ['Fireball', 'Teleport'], 'interactions': {'ally': 'Mana Boost', 'enemy': 'Burn'}, 'level': 1, 'inventory': ['Spellbook', 'Mana Potion'], 'status_effects': {} }, { 'agent_id': 3, 'name': 'Agent003', 'role': 'Healer', 'stats': {'health': 120, 'power': 10, 'defense': 15}, 'abilities': ['Heal', 'Revive'], 'interactions': {'ally': 'Heal', 'enemy': 'Defend'}, 'level': 1, 'inventory': ['Healing Herb', 'Potion'], 'status_effects': {} }, { 'agent_id': 4, 'name': 'Agent004', 'role': 'Rogue', 'stats': {'health': 90, 'power': 35, 'defense': 12}, 'abilities': ['Backstab', 'Stealth'], 'interactions': {'ally': 'Stealth Boost', 'enemy': 'Poison'}, 'level': 1, 'inventory': ['Dagger', 'Smoke Bomb'], 'status_effects': {} }, { 'agent_id': 5, 'name': 'Agent005', 'role': 'Tank', 'stats': {'health': 200, 'power': 15, 'defense': 50}, 'abilities': ['Taunt', 'Shield Bash'], 'interactions': {'ally': 'Shield Wall', 'enemy': 'Knockback'}, 'level': 1, 'inventory': ['Heavy Shield', 'Armor'], 'status_effects': {} }, { 'agent_id': 6, 'name': 'Agent006', 'role': 'Archer', 'stats': {'health': 100, 'power': 25, 'defense': 8}, 'abilities': ['Piercing Arrow', 'Trap'], 'interactions': {'ally': 'Hawk Eye', 'enemy': 'Silence'}, 'level': 1, 'inventory': ['Bow', 'Arrow'], 'status_effects': {} }, { 'agent_id':
To expand upon the agents' abilities and introduce AI, we need to focus on two main areas:
Ability Expansion: We’ll provide more variety and depth to each agent’s abilities (e.g., healing, debuffs, buffs, damage types, effects like stuns, poisons, etc.).
AI Implementation: Introduce an AI system that can control agents in combat, make decisions based on the game state, and choose appropriate abilities or actions. The AI will simulate behaviors such as attacking enemies, healing allies, or using items based on specific conditions.
Step 1: Expanded Abilities for Agents
Let's expand the abilities of each agent to include more nuanced actions such as status effects, damage types, healing, etc. We'll also add a resolve_ability() method to handle how abilities affect the game world.
import random
class Agent: def init(self, agent_id, name, role, stats, abilities, interactions, level=1, inventory=None, status_effects=None): self.agent_id = agent_id self.name = name self.role = role self.stats = stats self.abilities = abilities self.interactions = interactions self.level = level self.inventory = inventory or [] self.status_effects = status_effects or {}
def level_up(self): self.level += 1 self.stats['health'] += 10 self.stats['power'] += 2 print(f"{self.name} leveled up to level {self.level}!")
def add_item(self, item): self.inventory.append(item) print(f"{self.name} obtained {item}!")
def apply_status_effect(self, effect_name, duration): self.status_effects[effect_name] = duration print(f"{self.name} is now {effect_name} for {duration} turns.")
def use_ability(self, ability_name, target=None): """Resolve the ability and apply effects to self or a target.""" if ability_name in self.abilities: ability = self.abilities[ability_name] ability.resolve(self, target) else: print(f"{self.name} doesn't know that ability!")
def take_damage(self, amount): self.stats['health'] -= amount print(f"{self.name} takes {amount} damage and has {self.stats['health']} health left.")
def heal(self, amount): self.stats['health'] += amount print(f"{self.name} heals for {amount}, current health: {self.stats['health']}.")
Defining more complex abilities with effects
class Ability: def init(self, name, effect_type, magnitude, target_type, duration=0): self.name = name self.effect_type = effect_type # e.g., "damage", "heal", "buff", "debuff" self.magnitude = magnitude self.target_type = target_type # e.g., "single", "allies", "enemies" self.duration = duration # For debuffs or buffs
def resolve(self, caster, target=None): """Resolve the effect of the ability based on the type.""" if self.effect_type == 'damage': self.deal_damage(caster, target) elif self.effect_type == 'heal': self.heal_target(caster, target) elif self.effect_type == 'buff': self.apply_buff(caster) elif self.effect_type == 'debuff': self.apply_debuff(target)
def deal_damage(self, caster, target): if target: damage = caster.stats['power'] + self.magnitude target.take_damage(damage) print(f"{caster.name} hits {target.name} for {damage} damage using {self.name}.")
def heal_target(self, caster, target): if target: heal_amount = caster.stats['power'] + self.magnitude target.heal(heal_amount) print(f"{caster.name} heals {target.name} for {heal_amount} using {self.name}.")
def apply_buff(self, caster): caster.stats['power'] += self.magnitude print(f"{caster.name} gains a buff, increasing power by {self.magnitude}.")
def apply_debuff(self, target): target.stats['power'] -= self.magnitude print(f"{target.name} suffers a debuff, decreasing power by {self.magnitude} for {self.duration} turns.") target.apply_status_effect(self.name, self.duration)
Define abilities
abilities_data = { "Slash": Ability(name="Slash", effect_type="damage", magnitude=10, target_type="single"), "Fireball": Ability(name="Fireball", effect_type="damage", magnitude=20, target_type="single"), "Heal": Ability(name="Heal", effect_type="heal", magnitude=15, target_type="single"), "Berserk": Ability(name="Berserk", effect_type="buff", magnitude=10, target_type="single"), "Poison": Ability(name="Poison", effect_type="debuff", magnitude=5, target_type="single", duration=3), }
Add abilities to agents
agents_data = [ {"name": "Agent001", "abilities": ["Slash", "Berserk"]}, {"name": "Agent002", "abilities": ["Fireball", "Heal"]}, {"name": "Agent003", "abilities": ["Heal", "Berserk"]}, {"name": "Agent004", "abilities": ["Poison", "Slash"]}, ]
Instantiate agents
agents = [Agent(agent_id=i, name=agent["name"], role="Warrior", stats={"health": 100, "power": 15, "defense": 5}, abilities=[abilities_data[ability] for ability in agent["abilities"]]) for i, agent in enumerate(agents_data)]
Step 2: AI System
Now that we’ve expanded the abilities, let’s create an AI system to control agents. The AI will decide which action an agent should take during their turn based on the current game state.
We’ll implement a basic AI that can:
Choose an ability based on the agent's role.
Attack enemies if they are low on health.
Heal allies if they are injured.
The AI will have a simple decision-making system.
class AI: def init(self, agent): self.agent = agent
def decide_action(self, allies, enemies): """Decide what action the agent should take based on the situation.""" # AI decides to heal if an ally's health is low low_health_allies = [ally for ally in allies if ally.stats['health'] < 50] if low_health_allies: target = random.choice(low_health_allies) # Pick a random low health ally to heal print(f"{self.agent.name} decides to heal {target.name}.") self.agent.use_ability("Heal", target) return # AI will attack an enemy if its health is high if enemies: target = random.choice(enemies) # Choose a random enemy print(f"{self.agent.name} decides to attack {target.name}.") self.agent.use_ability("Fireball", target) return
print(f"{self.agent.name} is unsure of what to do.")
Example of AI-controlled agents
ai_agents = [AI(agent) for agent in agents]
Simulate AI decisions
for ai_agent in ai_agents: ai_agent.decide_action(allies=agents, enemies=agents)
Step 3: Simulate a Combat Scenario with AI
Now, let’s simulate a basic combat scenario where agents take turns based on their AI decision-making logic.
Initialize combat scenario
allies = [agents[0], agents[2]] # Agent 001 and Agent 003 are allies enemies = [agents[1], agents[3]] # Agent 002 and Agent 004 are enemies
Combat loop
turns = 5 for _ in range(turns): for ai
To implement a Turing Model, which simulates decision-making in a highly intelligent, adaptable AI, we’ll create an AI system that closely mimics the behavior of a Turing Machine, in which each decision is based on an internal state and specific rules that are evaluated during execution.
In this implementation, the Turing Model AI will evaluate various possible actions based on the current game state (such as agent health, enemy health, and available abilities). The AI will process this information through a series of decision-making steps akin to reading and writing on a Turing machine's tape, where each action is influenced by the agent's internal "state."
Here’s how we can approach it:
Step 1: Define the Turing Machine's State Transitions
We'll define several "states" for the AI. These states will correspond to different modes of action (such as "attacking," "healing," or "defending"), and based on certain conditions, the AI will transition between states.
For example:
Idle State: The agent waits and analyzes the situation.
Attack State: The agent will choose an attacking move.
Heal State: The agent will choose a healing move for itself or an ally.
Buff State: The agent will apply buffs to itself or an ally.
Defend State: The agent will defend or apply debuffs to enemies.
We’ll introduce a state machine that maps the current state to a set of rules determining the agent’s behavior.
Step 2: Turing Model AI Implementation
import random
class TuringAI: def init(self, agent): self.agent = agent self.state = 'Idle' # Initial state self.action_history = [] # To keep track of actions def decide_action(self, allies, enemies): """Simulate the decision-making process of the Turing Machine-like AI.""" # Step 1: Read current state and game environment (AI decides based on its state) print(f"Agent {self.agent.name} is in {self.state} state.") # Step 2: Transition based on internal rules and environment if self.state == 'Idle': self._transition_to_action_state(allies, enemies) elif self.state == 'Attack': self._perform_attack(allies, enemies) elif self.state == 'Heal': self._perform_heal(allies) elif self.state == 'Buff': self._apply_buff(allies) elif self.state == 'Defend': self._perform_defense(allies, enemies) def _transition_to_action_state(self, allies, enemies): """Determine whether to Attack, Heal, Buff, or Defend based on current conditions.""" low_health_allies = [ally for ally in allies if ally.stats['health'] < 50] low_health_enemies = [enemy for enemy in enemies if enemy.stats['health'] < 50] # Transition to Heal if an ally is low on health if low_health_allies: self.state = 'Heal' print(f"{self.agent.name} detected low health allies. Transitioning to Heal state.") return # Transition to Attack if there are enemies with low health if low_health_enemies: self.state = 'Attack' print(f"{self.agent.name} detected low health enemies. Transitioning to Attack state.") return # If no immediate action is needed, go to Buff or Defend if not low_health_allies and not low_health_enemies: self.state = random.choice(['Buff', 'Defend']) print(f"{self.agent.name} is transitioning to {self.state} state.") def _perform_attack(self, allies, enemies): """Perform an attack action on an enemy.""" if enemies: target = random.choice(enemies) print(f"{self.agent.name} attacks {target.name}!") self.agent.use_ability("Fireball", target) self.action_history.append(f"Attack {target.name}") self.state = 'Idle' # After attack, return to idle state def _perform_heal(self, allies): """Perform a healing action on an ally.""" if allies: target = random.choice(allies) print(f"{self.agent.name} heals {target.name}!") self.agent.use_ability("Heal", target) self.action_history.append(f"Heal {target.name}") self.state = 'Idle' # After healing, return to idle state def _apply_buff(self, allies): """Apply a buff to an ally.""" if allies: target = random.choice(allies) print(f"{self.agent.name} applies a buff to {target.name}.") self.agent.use_ability("Berserk", target) self.action_history.append(f"Buff {target.name}") self.state = 'Idle' # After buffing, return to idle state def _perform_defense(self, allies, enemies): """Perform defense action, debuffing enemies or defending the agent.""" if enemies: target = random.choice(enemies) print(f"{self.agent.name} debuffs {target.name}.") self.agent.use_ability("Poison", target) self.action_history.append(f"Debuff {target.name}") self.state = 'Idle' # After debuffing, return to idle state
Example: Simulating a combat scenario with Turing-like AI
def simulate_combat(): # Instantiate agents agent1 = Agent(agent_id=1, name="Agent001", role="Warrior", stats={"health": 100, "power": 15, "defense": 5}, abilities=[abilities_data["Fireball"], abilities_data["Heal"]], interactions=["attack", "heal"]) agent2 = Agent(agent_id=2, name="Agent002", role="Mage", stats={"health": 50, "power": 20, "defense": 5}, abilities=[abilities_data["Fireball"], abilities_data["Heal"]], interactions=["attack", "heal"]) # Initialize AI agents ai_agent1 = TuringAI(agent1) ai_agent2 = TuringAI(agent2) # Combat loop turns = 5 allies = [agent1] enemies = [agent2] for _ in range(turns): ai_agent1.decide_action(allies, enemies) ai_agent2.decide_action(allies, enemies) print("\n--- Next Turn ---")
simulate_combat()
Step 3: AI Decision Process - Simulation Walkthrough
Initial State: The AI starts in the Idle state. It examines the environment (e.g., health of allies and enemies).
State Transition: Based on the conditions (e.g., low health in allies or enemies), the AI transitions to Heal, Attack, Buff, or Defend.
Action Execution: Once in a chosen state (e.g., Attack), the AI performs the appropriate action, like using a "Fireball" ability on an enemy or healing an ally.
State Reset: After each action, the AI returns to the Idle state, ready for the next round of decision-making.
Step 4: Further Enhancements
Learning Ability: The AI can "learn" from previous decisions by keeping track of the outcomes (e.g., if healing an ally was successful or if an attack dealt significant damage). This could be implemented using a reinforcement learning approach.
Multiple Action Layers: Introduce more layers to the AI decision-making, such as analyzing multiple turns ahead or using more advanced decision trees.
Complex Environmental Factors: The AI could consider environmental factors like the positioning of agents or terrain effects (e.g., taking cover, avoiding traps).
Conclusion
The Turing Model AI operates by evaluating the current game state and transitioning between states (like a T
To implement a Draw Card Function and define the various card zones on the playfield, we will break down the system into several components that interact with one another:
Card Types:
Battle Dolls (Max 3 zones): These are units or creatures that players summon to the battlefield.
Item Cards (Max 2 zones): Cards that represent items the player can use.
Dressblade Cards (Max 2 zones): Cards that represent weapons or abilities tied to the "Dressblade" concept.
Artifact Cards: Cards representing powerful relics or items with long-term effects.
Field Cards: Cards that influence the battlefield itself (weather, terrain, etc.).
Miscellaneous/Utility Cards: This can include trap cards, event cards, power cards, fusion cards, upgrades, and other special cards.
Card Zones:
Graveyard (Discard Pile): The area where discarded or destroyed cards go.
Hand: Where drawn cards are kept until played.
Battlefield Zones: Where cards are summoned into play, including Battle Dolls, Item Cards, Dressblade Cards, etc.
Battle Dolls (3 zones max): The maximum number of dolls a player can have in the battlefield at once.
Item Cards (2 zones max): Items that can be equipped or activated in combat.
Dressblade Cards (2 zones max): Represents swords, weapons, or special abilities tied to specific characters.
Artifact Cards (as part of Item or Equipment): Equipment cards that grant passive or active effects.
Other Zones:
Field Cards: Cards that influence the environment.
Miscellaneous Cards (Traps, Events, Power, Fusion, Upgrades): For special actions, effects, or card interactions.
Card Structures
We will define the Card class and the Zone class to represent the different zones where cards are placed, and a Player class to manage the player’s hand and actions.
Code Implementation:
import random
Define Card Class
class Card: def init(self, name, card_type, effect=None): self.name = name self.card_type = card_type self.effect = effect # Optional effect to be used when card is played
def str(self): return f"{self.name} ({self.card_type})"
Define Zones for Cards on the Playfield
class Zone: def init(self, zone_name, max_capacity): self.zone_name = zone_name self.max_capacity = max_capacity self.cards = [] # Cards placed in this zone
def add_card(self, card): """Add a card to the zone if there's space.""" if len(self.cards) < self.max_capacity: self.cards.append(card) print(f"Card {card.name} placed in {self.zone_name} zone.") else: print(f"Cannot add {card.name}. {self.zone_name} zone is full.")
def remove_card(self, card): """Remove a card from the zone.""" if card in self.cards: self.cards.remove(card) print(f"Card {card.name} removed from {self.zone_name} zone.") else: print(f"{card.name} not found in {self.zone_name} zone.")
Define Player Class to Handle Draws and Card Management
class Player: def init(self, name): self.name = name self.hand = [] # Cards the player holds in their hand self.graveyard = [] # Discard pile self.battle_dolls = [Zone('Battle Dolls', 3)] # Max 3 battle dolls on the field self.item_cards = [Zone('Item Cards', 2)] # Max 2 item cards on the field self.dressblades = [Zone('Dressblades', 2)] # Max 2 Dressblade cards on the field self.artifacts = [Zone('Artifacts', 2)] # Max 2 artifact cards on the field self.field_cards = [Zone('Field Cards', 1)] # Only 1 field card can be played self.miscellaneous = [Zone('Miscellaneous', 2)] # Can include traps, events, power cards, etc. def draw_card(self, deck): """Draw a card from the deck.""" if len(deck) > 0: drawn_card = deck.pop(random.randint(0, len(deck) - 1)) self.hand.append(drawn_card) print(f"{self.name} drew {drawn_card.name}.") else: print("Deck is empty, no cards to draw.") def play_card(self, card): """Play a card from hand.""" if card in self.hand: print(f"{self.name} plays {card.name}.") self.hand.remove(card) self._place_card_in_zone(card) else: print(f"{card.name} is not in your hand.") def _place_card_in_zone(self, card): """Place the card in the appropriate zone.""" if card.card_type == 'Battle Doll': self.battle_dolls[0].add_card(card) elif card.card_type == 'Item': self.item_cards[0].add_card(card) elif card.card_type == 'Dressblade': self.dressblades[0].add_card(card) elif card.card_type == 'Artifact': self.artifacts[0].add_card(card) elif card.card_type == 'Field': self.field_cards[0].add_card(card) elif card.card_type in ['Trap', 'Event', 'Power', 'Fusion', 'Upgrade']: self.miscellaneous[0].add_card(card) else: print(f"Card {card.name} cannot be played.")
Define Game Setup
def create_deck(): """Create a sample deck with various card types.""" deck = Card("Fireball", "Battle Doll", effect="Deal 20 damage"), Card("Healing Potion", "Item", effect="Heal 10 health"), Card("Berserk Sword", "Dressblade", effect="Increase attack by 10"), Card("Dragon's Heart", "Artifact", effect="Gain 5 defense per turn"), Card("Thunderstorm", "Field", effect="Deal 10 damage to all enemies"), Card("Trap Card", "Trap", effect="Trap an enemy's action for 1 turn"), Card("Power Boost", "Power", effect="Increase attack power by 5"), Card("Fusion Elixir", "Fusion", effect="Fuse two cards together"), Card("Upgrade Armor", "Upgrade", effect="Increase defense by 5") random.shuffle(deck) return deck
def simulate_turn(): """Simulate a player's turn.""" # Create a deck and initialize a player deck = create_deck() player1 = Player(name="Player 1") # Draw phase: draw 5 cards for _ in range(5): player1.draw_card(deck) # Play phase: Player 1 plays random cards for card in player1.hand: player1.play_card(card) # End of turn - show the current state of zones and hand print("\nEnd of Turn:") print(f"Hand: {[str(card) for card in player1.hand]}") print(f"Battle Dolls: {[str(card) for card in player1.battle_dolls[0].cards]}") print(f"Item Cards: {[str(card) for card in player1.item_cards[0].cards]}") print(f"Dressblades: {[str(card) for card in player1.dressblades[0].cards]}") print(f"Artifacts: {[str(card) for card in player1.artifacts[0].cards]}") print(f"Field Cards: {[str(card) for card in player1.field_cards[0].cards]}") print(f"Miscellaneous Cards: {[str(card) for card in player1.miscellaneous[0].cards]}")
Simulate a turn in the game
simulate_turn()
Breakdown of the Code:
Card Class: Represents individual cards, storing their name, type, and any effect they might have when played.
Zone Class: Represents the various zones where cards can be played on the field. Each zone has a maximum capacity (max_capacity) and stores the cards placed in it.
Player Class: Manages a player's hand, zones, and graveyard. The draw_card method allows the player to draw a card from the deck, and the play_card method places the card in the appropriate zone based on its type. The _place_card_in_zone method decides where to place each card.
Deck Creation and Simulation: The create_deck function creates a shuffled deck of cards, and the simulate_turn function simulates a player's turn, drawing cards and playing them, updating the zones accordingly.
Output Example:
Player 1 drew Fireball. Player 1 drew Healing Potion. Player 1 drew Berserk Sword. Player 1 drew Dragon's Heart. Player 1 drew Thunderstorm. Player 1 plays Fireball. Card Fireball placed in Battle Dolls zone. Player 1 plays Healing Potion. Card Healing Potion placed in Item Cards zone. Player 1 plays Berserk Sword. Card Berserk Sword placed in To create a full-scale working game system, we need to refine the previous code into modular sections that work seamlessly together, including the integration of all previously outlined functions, card zones, and game logic.
Key Components:
Card Types: We will further refine the card types and their effects.
Zones: Define clear, interactable zones for card play, including the player zones and battlefield areas.
Deck: The deck will now be shuffled and managed at the start of the game.
Gameplay Phases: Implement phases like drawing, playing, and resolving actions for a seamless gameplay experience.
Game Loop: Simulate the start, turn-based system, and end-game conditions.
Full Game System Code:
import random
Card Types Definition
class Card: def init(self, name, card_type, effect=None): self.name = name self.card_type = card_type self.effect = effect # Optional effect to be used when card is played
def str(self): return f"{self.name} ({self.card_type})"
Zones for Cards on the Playfield
class Zone: def init(self, zone_name, max_capacity): self.zone_name = zone_name self.max_capacity = max_capacity self.cards = [] # Cards placed in this zone
def add_card(self, card): """Add a card to the zone if there's space.""" if len(self.cards) < self.max_capacity: self.cards.append(card) print(f"Card {card.name} placed in {self.zone_name} zone.") else: print(f"Cannot add {card.name}. {self.zone_name} zone is full.")
def remove_card(self, card): """Remove a card from the zone.""" if card in self.cards: self.cards.remove(card) print(f"Card {card.name} removed from {self.zone_name} zone.") else: print(f"{card.name} not found in {self.zone_name} zone.")
Player Class to Handle Draws and Card Management
class Player: def init(self, name): self.name = name self.hand = [] # Cards the player holds in their hand self.graveyard = [] # Discard pile self.battle_dolls = Zone('Battle Dolls', 3) # Max 3 battle dolls on the field self.item_cards = Zone('Item Cards', 2) # Max 2 item cards on the field self.dressblades = Zone('Dressblades', 2) # Max 2 Dressblade cards on the field self.artifacts = Zone('Artifacts', 2) # Max 2 artifact cards on the field self.field_cards = Zone('Field Cards', 1) # Only 1 field card can be played self.miscellaneous = Zone('Miscellaneous', 5) # Max 5 cards like traps, events, etc. def draw_card(self, deck): """Draw a card from the deck.""" if len(deck) > 0: drawn_card = deck.pop(random.randint(0, len(deck) - 1)) self.hand.append(drawn_card) print(f"{self.name} drew {drawn_card.name}.") else: print("Deck is empty, no cards to draw.") def play_card(self, card): """Play a card from hand.""" if card in self.hand: print(f"{self.name} plays {card.name}.") self.hand.remove(card) self._place_card_in_zone(card) else: print(f"{card.name} is not in your hand.") def _place_card_in_zone(self, card): """Place the card in the appropriate zone.""" if card.card_type == 'Battle Doll': self.battle_dolls.add_card(card) elif card.card_type == 'Item': self.item_cards.add_card(card) elif card.card_type == 'Dressblade': self.dressblades.add_card(card) elif card.card_type == 'Artifact': self.artifacts.add_card(card) elif card.card_type == 'Field': self.field_cards.add_card(card) elif card.card_type in ['Trap', 'Event', 'Power', 'Fusion', 'Upgrade']: self.miscellaneous.add_card(card) else: print(f"Card {card.name} cannot be played.")
def end_turn(self): """End the player's turn and move cards to graveyard.""" print(f"{self.name} ends their turn.") self.graveyard.extend(self.battle_dolls.cards) self.graveyard.extend(self.item_cards.cards) self.graveyard.extend(self.dressblades.cards) self.graveyard.extend(self.artifacts.cards) self.graveyard.extend(self.field_cards.cards) self.graveyard.extend(self.miscellaneous.cards) # Clear zones at the end of the turn self.battle_dolls.cards.clear() self.item_cards.cards.clear() self.dressblades.cards.clear() self.artifacts.cards.clear() self.field_cards.cards.clear() self.miscellaneous.cards.clear()
Define Game Setup
def create_deck(): """Create a sample deck with various card types.""" deck = Card("Fireball", "Battle Doll", effect="Deal 20 damage"), Card("Healing Potion", "Item", effect="Heal 10 health"), Card("Berserk Sword", "Dressblade", effect="Increase attack by 10"), Card("Dragon's Heart", "Artifact", effect="Gain 5 defense per turn"), Card("Thunderstorm", "Field", effect="Deal 10 damage to all enemies"), Card("Trap Card", "Trap", effect="Trap an enemy's action for 1 turn"), Card("Power Boost", "Power", effect="Increase attack power by 5"), Card("Fusion Elixir", "Fusion", effect="Fuse two cards together"), Card("Upgrade Armor", "Upgrade", effect="Increase defense by 5"), Card("Mystic Shield", "Item", effect="Block 5 damage from each attack") random.shuffle(deck) return deck
def start_game(): """Start the game and initialize players and deck.""" deck = create_deck() player1 = Player(name="Player 1") player2 = Player(name="Player 2") players = [player1, player2]
# Each player draws 5 cards at the start for player in players: for _ in range(5): player.draw_card(deck)
# Simulate Turns turn_counter = 1 while deck: current_player = players[turn_counter % 2] print(f"\n--- Turn {turn_counter} ---") # Draw phase current_player.draw_card(deck) # Play phase (players play all cards in hand) for card in current_player.hand[:]: # Iterating over a copy of the hand current_player.play_card(card) # End phase current_player.end_turn() turn_counter += 1
# End of game print("\nGame Over")
Start the Game
start_game()
Key Enhancements:
Zones Handling: Each Player has specific zones for their cards, and cards are placed in the appropriate zone when played.
Card Effects: Basic effects are included in the Card class (e.g., "Deal 20 damage", "Heal 10 health").
Turn Management: Each player draws a card, plays it, and then ends their turn. At the end of a turn, cards are moved to the graveyard, and the zones are cleared.
Game Loop: A simple game loop is implemented where players alternate turns until the deck is empty. During each turn, a player draws a card, plays all cards in their hand, and ends the turn by moving cards to the graveyard.
Output Example:
Player 1 drew Fireball. Player 1 drew Healing Potion. Player 1 drew Berserk Sword. Player 1 drew Dragon's Heart. Player 1 drew Thunderstorm.
--- Turn 1 --- Player 1 drew Mystic Shield. Player 1 plays Fireball. Card Fireball placed in Battle Dolls zone. Player 1 plays Healing Potion. Card Healing Potion placed in Item Cards zone. Player 1 plays Berserk Sword. Card Berserk Sword placed in Dressblades zone. Player 1 To create a full-scale working game system, we need to refine the previous code into modular sections that work seamlessly together, including the integration of all previously outlined functions, card zones, and game logic.
Key Components:
Card Types: We will further refine the card types and their effects.
Zones: Define clear, interactable zones for card play, including the player zones and battlefield areas.
Deck: The deck will now be shuffled and managed at the start of the game.
Gameplay Phases: Implement phases like drawing, playing, and resolving actions for a seamless gameplay experience.
Game Loop: Simulate the start, turn-based system, and end-game conditions.
Full Game System Code:
import random
Card Types Definition
class Card: def init(self, name, card_type, effect=None): self.name = name self.card_type = card_type self.effect = effect # Optional effect to be used when card is played
def str(self): return f"{self.name} ({self.card_type})"
Zones for Cards on the Playfield
class Zone: def init(self, zone_name, max_capacity): self.zone_name = zone_name self.max_capacity = max_capacity self.cards = [] # Cards placed in this zone
def add_card(self, card): """Add a card to the zone if there's space.""" if len(self.cards) < self.max_capacity: self.cards.append(card) print(f"Card {card.name} placed in {self.zone_name} zone.") else: print(f"Cannot add {card.name}. {self.zone_name} zone is full.")
def remove_card(self, card): """Remove a card from the zone.""" if card in self.cards: self.cards.remove(card) print(f"Card {card.name} removed from {self.zone_name} zone.") else: print(f"{card.name} not found in {self.zone_name} zone.")
Player Class to Handle Draws and Card Management
class Player: def init(self, name): self.name = name self.hand = [] # Cards the player holds in their hand self.graveyard = [] # Discard pile self.battle_dolls = Zone('Battle Dolls', 3) # Max 3 battle dolls on the field self.item_cards = Zone('Item Cards', 2) # Max 2 item cards on the field self.dressblades = Zone('Dressblades', 2) # Max 2 Dressblade cards on the field self.artifacts = Zone('Artifacts', 2) # Max 2 artifact cards on the field self.field_cards = Zone('Field Cards', 1) # Only 1 field card can be played self.miscellaneous = Zone('Miscellaneous', 5) # Max 5 cards like traps, events, etc. def draw_card(self, deck): """Draw a card from the deck.""" if len(deck) > 0: drawn_card = deck.pop(random.randint(0, len(deck) - 1)) self.hand.append(drawn_card) print(f"{self.name} drew {drawn_card.name}.") else: print("Deck is empty, no cards to draw.") def play_card(self, card): """Play a card from hand.""" if card in self.hand: print(f"{self.name} plays {card.name}.") self.hand.remove(card) self._place_card_in_zone(card) else: print(f"{card.name} is not in your hand.") def _place_card_in_zone(self, card): """Place the card in the appropriate zone.""" if card.card_type == 'Battle Doll': self.battle_dolls.add_card(card) elif card.card_type == 'Item': self.item_cards.add_card(card) elif card.card_type == 'Dressblade': self.dressblades.add_card(card) elif card.card_type == 'Artifact': self.artifacts.add_card(card) elif card.card_type == 'Field': self.field_cards.add_card(card) elif card.card_type in ['Trap', 'Event', 'Power', 'Fusion', 'Upgrade']: self.miscellaneous.add_card(card) else: print(f"Card {card.name} cannot be played.")
def end_turn(self): """End the player's turn and move cards to graveyard.""" print(f"{self.name} ends their turn.") self.graveyard.extend(self.battle_dolls.cards) self.graveyard.extend(self.item_cards.cards) self.graveyard.extend(self.dressblades.cards) self.graveyard.extend(self.artifacts.cards) self.graveyard.extend(self.field_cards.cards) self.graveyard.extend(self.miscellaneous.cards) # Clear zones at the end of the turn self.battle_dolls.cards.clear() self.item_cards.cards.clear() self.dressblades.cards.clear() self.artifacts.cards.clear() self.field_cards.cards.clear() self.miscellaneous.cards.clear()
Define Game Setup
def create_deck(): """Create a sample deck with various card types.""" deck = Card("Fireball", "Battle Doll", effect="Deal 20 damage"), Card("Healing Potion", "Item", effect="Heal 10 health"), Card("Berserk Sword", "Dressblade", effect="Increase attack by 10"), Card("Dragon's Heart", "Artifact", effect="Gain 5 defense per turn"), Card("Thunderstorm", "Field", effect="Deal 10 damage to all enemies"), Card("Trap Card", "Trap", effect="Trap an enemy's action for 1 turn"), Card("Power Boost", "Power", effect="Increase attack power by 5"), Card("Fusion Elixir", "Fusion", effect="Fuse two cards together"), Card("Upgrade Armor", "Upgrade", effect="Increase defense by 5"), Card("Mystic Shield", "Item", effect="Block 5 damage from each attack") random.shuffle(deck) return deck
def start_game(): """Start the game and initialize players and deck.""" deck = create_deck() player1 = Player(name="Player 1") player2 = Player(name="Player 2") players = [player1, player2]
# Each player draws 5 cards at the start for player in players: for _ in range(5): player.draw_card(deck)
# Simulate Turns turn_counter = 1 while deck: current_player = players[turn_counter % 2] print(f"\n--- Turn {turn_counter} ---") # Draw phase current_player.draw_card(deck) # Play phase (players play all cards in hand) for card in current_player.hand[:]: # Iterating over a copy of the hand current_player.play_card(card) # End phase current_player.end_turn() turn_counter += 1
# End of game print("\nGame Over")
Start the Game
start_game()
Key Enhancements:
Zones Handling: Each Player has specific zones for their cards, and cards are placed in the appropriate zone when played.
Card Effects: Basic effects are included in the Card class (e.g., "Deal 20 damage", "Heal 10 health").
Turn Management: Each player draws a card, plays it, and then ends their turn. At the end of a turn, cards are moved to the graveyard, and the zones are cleared.
Game Loop: A simple game loop is implemented where players alternate turns until the deck is empty. During each turn, a player draws a card, plays all cards in their hand, and ends the turn by moving cards to the graveyard.
Output Example:
Player 1 drew Fireball. Player 1 drew Healing Potion. Player 1 drew Berserk Sword. Player 1 drew Dragon's Heart. Player 1 drew Thunderstorm.
--- Turn 1 --- Player 1 drew Mystic Shield. Player 1 plays Fireball. Card Fireball placed in Battle Dolls zone. Player 1 plays Healing Potion. Card Healing Potion placed in Item Cards zone. Player 1 plays Berserk Sword. Card Berserk Sword placed in Dressblades zone. Player 1 plays Dragon's Heart. Card Dragon's Heart placed in Artifacts zone. Player 1 plays Thunderstorm. Card Thunderstorm placed in Field Cards zone.
Player 1 ends their turn.
--- Turn 2 --- Player 2 drew Trap Card. Player 2 plays Trap Card. Card Trap Card placed in Miscellaneous zone.
Player 2 ends their turn.
Refinements and Future Enhancements:
Card Effects: Implement specific logic for each type of card effect (e.g., healing, damage, power boosts).
Game Victory Conditions: Define win conditions (e.g., deplete opponent's health, empty deck, etc.).
AI Player: Add an AI player that can make decisions based on the current game state.
Additional Phases: Implement phases for battle resolution, special card interactions, and end-of-turn cleanup.
To implement a full game with a splash screen, story mode, game modes, save and continue functions, and the ability to view/edit decks and trade cards online, we need to break this down into several components. Below is a simplified example code that introduces these features using Python.
Key Components:
Splash Screen: Display a simple introduction screen.
Story Mode: Implement a story-driven campaign with dialogue and progress.
Game Modes: Different modes like normal play, story mode, or multiplayer.
Save and Continue: Implement game saving and loading.
Deck Editing: Allow users to view and modify their decks.
Card Trading: Add the ability to trade cards online (this is typically done through a server, but for simplicity, we'll simulate it here).
Full-Scale Game Code (Simplified):
Dependencies:
You'll need a library like pygame for GUI elements. Make sure you install it with pip install pygame.
pip install pygame
Code:
import pygame import pickle import os
Initialize Pygame
pygame.init()
Constants
SCREEN_WIDTH = 800 SCREEN_HEIGHT = 600 FPS = 60
Colors
WHITE = (255, 255, 255) BLACK = (0, 0, 0) BLUE = (0, 0, 255) RED = (255, 0, 0)
Story Texts (can be expanded)
story_text = [ "Welcome to the Samurai Skirts Battle Dolls!", "In this world, you fight to protect the kingdom using powerful cards.", "Each player has unique battle dolls and items to aid them.", "The adventure begins now…" ]
Set up display
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT)) pygame.display.set_caption('Samurai Skirts Battle Dolls')
Fonts
font = pygame.font.SysFont('Arial', 32)
Game Variables
player_deck = [] # Deck to store player cards game_save_file = "game_save.pkl" # File for save data
Card Class (to represent cards)
class Card: def init(self, name, card_type, effect=None): self.name = name self.card_type = card_type self.effect = effect
Deck Editing & Trading System
def view_and_edit_deck(): """Allows the user to view and edit their deck.""" global player_deck print("Current Deck:") for i, card in enumerate(player_deck): print(f"{i+1}. {card.name} ({card.card_type})")
action = input("Do you want to (1) Remove a card, (2) Add a new card, or (3) Exit deck editing: ") if action == "1": index = int(input(f"Which card do you want to remove (1-{len(player_deck)}): ")) - 1 removed_card = player_deck.pop(index) print(f"Removed {removed_card.name} from your deck.") elif action == "2": new_card_name = input("Enter the name of the new card: ") new_card_type = input("Enter the type of the card: ") player_deck.append(Card(new_card_name, new_card_type)) print(f"Added {new_card_name} to your deck.") elif action == "3": return
def trade_cards(): """Simulate trading cards with another player (or AI).""" global player_deck print("Trade Cards:") print("Your current deck:") for i, card in enumerate(player_deck): print(f"{i+1}. {card.name} ({card.card_type})")
action = input("Would you like to (1) Trade or (2) Cancel: ") if action == "1": index = int(input("Which card would you like to trade? ")) - 1 card_to_trade = player_deck.pop(index) print(f"Traded {card_to_trade.name}.") # Simulate getting a card in return traded_card_name = input("Enter the name of the card you received in trade: ") traded_card_type = input("Enter the type of the card: ") player_deck.append(Card(traded_card_name, traded_card_type)) print(f"You received {traded_card_name}.")
Save & Continue (Serialization)
def save_game(): """Save game data to a file.""" with open(game_save_file, "wb") as file: pickle.dump(player_deck, file) print("Game saved!")
def load_game(): """Load saved game data from a file.""" global player_deck if os.path.exists(game_save_file): with open(game_save_file, "rb") as file: player_deck = pickle.load(file) print("Game loaded!") else: print("No saved game found.")
Game Mode: Story Mode
def story_mode(): """Simulate story-driven gameplay.""" print("Story Mode:") for line in story_text: print(line)
input("Press Enter to continue your journey…")
Display splash screen
def splash_screen(): """Display the splash screen.""" splash_font = pygame.font.SysFont('Arial', 48) title_text = splash_font.render("Samurai Skirts Battle Dolls", True, BLUE) subtitle_text = font.render("Press Enter to Start", True, RED)
running = True while running: screen.fill(WHITE) screen.blit(title_text, (SCREEN_WIDTH // 4, SCREEN_HEIGHT // 3)) screen.blit(subtitle_text, (SCREEN_WIDTH // 3, SCREEN_HEIGHT // 2))
pygame.display.update() for event in pygame.event.get(): if event.type == pygame.QUIT: running = False if event.type == pygame.KEYDOWN: if event.key == pygame.K_RETURN: running = False
Main Game Loop
def main_game_loop(): """Run the main game loop.""" running = True while running: screen.fill(WHITE)
# Display game menu options menu_text = font.render("1. Play Story Mode", True, BLUE) menu_text2 = font.render("2. View/Edit Deck", True, BLUE) menu_text3 = font.render("3. Trade Cards", True, BLUE) menu_text4 = font.render("4. Save Game", True, BLUE) menu_text5 = font.render("5. Load Game", True, BLUE) menu_text6 = font.render("6. Quit", True, RED)
screen.blit(menu_text, (50, 50)) screen.blit(menu_text2, (50, 100)) screen.blit(menu_text3, (50, 150)) screen.blit(menu_text4, (50, 200)) screen.blit(menu_text5, (50, 250)) screen.blit(menu_text6, (50, 300))
pygame.display.update()
for event in pygame.event.get(): if event.type == pygame.QUIT: running = False if event.type == pygame.KEYDOWN: if event.key == pygame.K_1: story_mode() elif event.key == pygame.K_2: view_and_edit_deck() elif event.key == pygame.K_3: trade_cards() elif event.key == pygame.K_4: save_game() elif event.key == pygame.K_5: load_game() elif event.key == pygame.K_6: running = False
Start the game
splash_screen() # Show splash screen main_game_loop() # Run main menu and gameplay
pygame.quit()
Explanation:
Splash Screen:
A splash screen appears at the start of the game and waits for the player to press "Enter" to proceed.
Story Mode:
A simple story mode with predefined text that the player goes through as part of the campaign.
Deck Viewing and Editing:
The player can view their deck, remove cards, and add new cards to modify their deck. This is done via a basic console interface.
Card Trading:
Players can simulate trading cards with each other. This is just a simple system where a player selects a card to trade and receives another card.
Save and Load:
Players can save the game and continue later using Python’s pickle module to serialize the player's deck data. The save_game() function saves the deck to a file, and load_game() loads the deck from the saved file.
Main Menu:
A main menu with options to start the game in story mode, view/edit the deck, trade cards, save/load, and quit.
Future Enhancements:
Multiplayer: Implement a networking system using socket or other libraries for online trading and multiplayer functionality.
Advanced Story Mode: Add branching narratives, choices, and consequences.
Better GUI: Replace console-based interfaces with graphical UI elements using Pygame for buttons, text boxes, etc.
To enhance the game's GUI and introduce GitHub-like models and progressions, we can use Python’s pygame for the GUI elements and combine it with GitHub-style version control for tracking changes, player progress, and deck management.
Below is a more advanced approach for both a better GUI design and a version control-like progression model for tracking changes made to the player's deck or game state.
Step 1: GUI Enhancement (Using pygame)
We'll improve the game interface by adding buttons, custom-designed menus, and interactions for the game modes, story, deck editing, and save/load functions.
Step 2: GitHub-like Version Control (Tracking Changes)
To simulate GitHub-like progression and tracking, we'll store "commits" of the player’s deck state, which will allow them to "revert" to previous versions of the deck or save progress after each action.
Dependencies:
You’ll need pygame and pickle for GUI and saving data.
Optionally, we can introduce a file management system for “commit-like” progress tracking.
Code Example:
import pygame import pickle import os import time
Initialize Pygame
pygame.init()
Constants
SCREEN_WIDTH = 800 SCREEN_HEIGHT = 600 FPS = 60
Colors
WHITE = (255, 255, 255) BLACK = (0, 0, 0) BLUE = (0, 0, 255) RED = (255, 0, 0)
Fonts
font = pygame.font.SysFont('Arial', 32) button_font = pygame.font.SysFont('Arial', 24)
Game Variables
player_deck = [] # Deck to store player cards game_save_file = "game_save.pkl" # File for save data git_commit_file = "git_commits.pkl" # Git-like commit file
Card Class (to represent cards)
class Card: def init(self, name, card_type, effect=None): self.name = name self.card_type = card_type self.effect = effect
Deck Class with Git-like version control (Commit)
class Deck: def init(self): self.cards = [] self.commit_history = []
def add_card(self, card): self.cards.append(card) self.commit()
def remove_card(self, index): if index < len(self.cards): removed_card = self.cards.pop(index) self.commit() return removed_card
def commit(self): """Simulate a Git commit by storing deck states.""" commit_time = time.time() self.commit_history.append({ 'timestamp': commit_time, 'deck_state': [card.dict for card in self.cards] })
def revert_to_commit(self, index): """Revert to a previous commit.""" if 0 <= index < len(self.commit_history): self.cards = [Card(**card_data) for card_data in self.commit_history[index]['deck_state']]
Initialize Deck
player_deck = Deck()
GUI Functionality
def create_button(x, y, width, height, text, color, action=None): """Create a button and detect clicks.""" mouse_x, mouse_y = pygame.mouse.get_pos() mouse_click = pygame.mouse.get_pressed() button_rect = pygame.Rect(x, y, width, height)
# Draw button pygame.draw.rect(screen, color, button_rect) text_surface = button_font.render(text, True, WHITE) screen.blit(text_surface, (x + (width - text_surface.get_width()) // 2, y + (height - text_surface.get_height()) // 2))
# Button click detection if button_rect.collidepoint((mouse_x, mouse_y)): if mouse_click[0]: # Left mouse click if action: action()
return button_rect
Save & Load Game
def save_game(): """Save the current game and deck to a file.""" with open(game_save_file, "wb") as file: pickle.dump(player_deck, file) print("Game saved!")
def load_game(): """Load saved game and deck from a file.""" global player_deck if os.path.exists(game_save_file): with open(game_save_file, "rb") as file: player_deck = pickle.load(file) print("Game loaded!") else: print("No saved game found.")
View/Edit Deck
def view_and_edit_deck(): """View and edit the deck.""" print("Current Deck:") for i, card in enumerate(player_deck.cards): print(f"{i+1}. {card.name} ({card.card_type})")
action = input("Do you want to (1) Remove a card, (2) Add a new card, (3) Revert a Commit, or (4) Exit deck editing: ") if action == "1": index = int(input(f"Which card do you want to remove (1-{len(player_deck.cards)}): ")) - 1 removed_card = player_deck.remove_card(index) print(f"Removed {removed_card.name} from your deck.") elif action == "2": new_card_name = input("Enter the name of the new card: ") new_card_type = input("Enter the type of the card: ") player_deck.add_card(Card(new_card_name, new_card_type)) print(f"Added {new_card_name} to your deck.") elif action == "3": index = int(input(f"Which commit to revert to (0-{len(player_deck.commit_history)-1}): ")) player_deck.revert_to_commit(index) print(f"Reverted to commit {index}.") elif action == "4": return
GUI Game Loop
def main_game_loop(): """Run the main game loop with GUI.""" running = True while running: screen.fill(WHITE)
# Menu Buttons create_button(300, 100, 200, 50, "Start Game", BLUE, start_game) create_button(300, 200, 200, 50, "Edit Deck", BLUE, view_and_edit_deck) create_button(300, 300, 200, 50, "Save Game", BLUE, save_game) create_button(300, 400, 200, 50, "Load Game", BLUE, load_game) create_button(300, 500, 200, 50, "Quit", RED, quit_game)
pygame.display.update() clock.tick(FPS)
Button Actions
def start_game(): """Start the game (e.g., load story mode).""" print("Starting Story Mode…")
def quit_game(): """Quit the game.""" pygame.quit() exit()
Initialize the Pygame clock
clock = pygame.time.Clock()
Start the game loop
main_game_loop()
Code Breakdown:
GUI Enhancements:
create_button: A function to create buttons with text and color. It detects mouse clicks and triggers actions when the button is clicked.
Main Menu: The main menu allows users to start the game, edit their deck, save/load, and quit.
Buttons are displayed with user-friendly text centered on them.
GitHub-like Commit System:
Deck Class: Tracks all changes to the deck by "committing" each change. Each commit stores the current state of the deck with a timestamp.
Commit/Revert: You can add cards, remove them, and even revert to a previous deck state by selecting from the commit history.
Saving and Loading:
save_game: Saves the current game and deck state to a file using the pickle module.
load_game: Loads the saved deck and game state from the file.
Game Progression:
The game allows the player to progress through different game modes (e.g., story mode, deck editing) while being able to track changes to their deck (like a GitHub repository).
Players can view the commit history and revert to previous versions of their deck.
Future Enhancements:
Multiplayer/Online: Implement a multiplayer system for trading cards, possibly using networking libraries like socket or asyncio.
Improved Deck Interface: Create more interactive deck editing features, such as drag-and-drop card placement or a card catalog.
Story Mode Expansion: Add branching storylines based on player decisions, potentially integrating with a database for dynamic dialogue and choices.
This code provides a basic structure for your game with GUI and a GitHub-like commit system for managing deck changes. For full-scale implementation, you would expand each feature, particularly story progression, multiplayer, and enhanced card{!----trying to build my own game underneath my nose hehe----!}
#The videogame#SSTCGVG#SamuraiSkirts#SamuraiSkirtsVideoGame#TradingCardGame videogame#BattleDolls#SamuraiSkirtsTCGVideoGame#playstation 7#playstation7#deardearestbrands#ps7#digitalconsole#python#framework
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Tips for writing plot twists
1. Start with a false sense of security
• The best plot twists work because the audience feels confident they know what’s coming.
• How? Lay down a trail of clues that mislead without outright lying. Create a sense of inevitability.
• Example: A detective follows all the evidence to one suspect, only for the real criminal to be someone they completely overlooked.
2. Plant the seeds early
• A plot twist is most satisfying when it feels inevitable in hindsight. Subtly sprinkle clues throughout the narrative.
• How? Use small, seemingly insignificant details that take on new meaning after the reveal.
• Example: A side character is always conveniently absent during key events—later revealed to be orchestrating everything.
3. Subvert expectations without betraying logic
• A twist should surprise readers, but it must feel plausible within the story’s framework.
• How? Flip assumptions in a way that feels earned. Avoid twists that rely on coincidences or break the rules of your world.
• Example: A character who appears harmless and incompetent is revealed as the mastermind, with subtle foreshadowing tying everything together.
4. Exploit emotional investment
• Twists land harder when they involve characters the audience deeply cares about. Use relationships and personal stakes to heighten the impact.
• How? Create twists that change how readers perceive the characters they thought they knew.
• Example: The protagonist’s mentor is revealed to be the antagonist, making the betrayal personal and devastating.
5. Use red herrings strategically
• Mislead readers by planting false clues that draw attention away from the real twist.
• How? Make the red herrings believable but not overly obvious. They should enhance, not distract from, the story.
• Example: A mysterious object everyone believes is cursed turns out to be completely irrelevant, shifting focus from the true danger.
6. Timing is everything
• Reveal the twist at the moment it has the most dramatic or emotional weight. Too early, and it loses impact. Too late, and it feels rushed.
• How? Build tension to a breaking point before the twist shatters expectations.
• Example: A twist that flips the climax—when the hero thinks they’ve won, they realize they’ve fallen into the villain’s trap.
7. Allow for multiple interpretations
• A great twist makes readers rethink the entire story, encouraging them to revisit earlier scenes with new understanding.
• How? Design the twist so that the story works both before and after the reveal.
• Example: A character’s cryptic dialogue is recontextualized after the twist, revealing their hidden motives.
8. Pair the twist with consequences
• A twist shouldn’t just shock—it should change the trajectory of the story. Make it matter.
• How? Show how the twist raises the stakes or deepens the conflict, forcing the characters to adapt.
• Example: After discovering the villain is their ally, the protagonist must choose between loyalty and justice.
9. Keep the reader guessing
• A single twist is good, but layered twists create an unforgettable story. Just don’t overdo it.
• How? Build twists that complement each other rather than competing for attention.
• Example: A twist reveals the villain’s plan, followed by a second twist that the hero anticipated it and set a counter-trap.
10. Test the twist
• Before finalizing your twist, ensure it holds up under scrutiny. Does it fit the story’s logic? Does it enhance the narrative?
• How? Ask yourself if the twist creates a moment of genuine surprise while respecting your audience’s intelligence.
• Example: A shocking but clever reveal that leaves readers satisfied rather than feeling tricked.
Follow for more!
#writing tips#writeblr#writing#novel writing#writer stuff#writers on tumblr#writerscommunity#writers and poets#novel#writings#tips#creative writing
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Unveiling the StoryBrand 7-Part Framework
Embark on a transformative journey through the StoryBrand 7-Part Framework, meticulously crafted to elevate your brand narrative. In this immersive exploration, discover the strategic prowess of Results And Co.
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This is one of the many presets born from me trying to make one to be my main one. So expect many more, I'll be sharing them all!
BIGGER BEFORE & AFTERS: O1 • O2 • O3
You'll find the download below the cut at the end of the post, some mandatory stuff is listed before.
Pictures taken on @theneighborhoodsave
1 — I'm using — Sunblind by @softerhaze and Even Better In-game Lighting Mod (Bright) by @northernsiberiawinds 2 — MANDATORY DOWNLOAD: The Moods MultiLUT by @pictureamoebae (Tbh a must even if you don't use my preset!)
To install amoebae's MultiLUT just open your GShade Control Panel > Installs > Open Custom Shaders & Textures Folder.
DO NOT copy the "reshade-shaders" from MultiLUT download. Instead open it and merge the "Shaders" and "Textures" folders from inside it with the ones from GShade's. — Here's a gyazo video showing what I mean!
You won't need to download Prod80's Framework as stated by amoebae, GShade already comes with all Prod80's shaders.
ADD THESE TO YOUR PREPROCESSOR DEFINITIONS:

SHORTCUTS LIST: (on/off is for what it is by default)
(on) Adaptative Fog — Numpad /
(off) Ambient Light — Alt + Numpad 7
(on) Bloom & Lens Flares — Numpad 7
(on) MXAO (Immerse) — Alt + Numpad 9
(off) More MXAOs (make it stronger) — Numpad 9
(off) Cinematic DOF (focus w/ mouse) — Alt + Numpad 8
(on) ADOF (auto-focus) — Numpad 8
(off) ReLight (if you have it...) — F6
PRO TIP: I always adjust the "BloomAndLensFlares" shader to my needs, which is where the magic of this preset lies. The settings I'm uploading it with may be too strong or too light for some cases, so it really depends on your shot. Just mess with the "fBloomThreshold" slider a bit and see what I mean and, if you're feeling confident, mess with the "fBloomAmount" altogether.
DOWNLOAD: PATREON (FREE)
#s4cc#s4gshade#s4reshade#sims 4#the sims 4#the sims 4 gshade#ts4cc#the sims 4 cc#cc finds#x#gshade#sims 4 cc#s4mm#ts4mm
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HOW TO GIVE PERSONALITY TO A CHARACTER
Giving personality to a character is an essential part of character development in storytelling, whether you're writing a novel, screenplay, or creating a character for a role-playing game. Here are some steps and considerations to help you give personality to your character:
Understand Their Backstory:
Start by creating a detailed backstory for your character. Where were they born? What were their childhood experiences like? What significant events have shaped their life? Understanding their past can help you determine their motivations, fears, and desires.
2. Define Their Goals and Motivations:
Characters often become more interesting when they have clear goals and motivations. What does your character want? It could be something tangible like a job or a romantic relationship, or it could be an abstract desire like happiness or freedom.
3. Determine Their Strengths and Weaknesses:
No one is perfect, and characters should reflect this. Identify your character's strengths and weaknesses. This can include physical abilities, intellectual skills, and personality traits. Flaws can make characters relatable and three-dimensional.
4. Consider Their Personality Traits:
Think about your character's personality traits. Are they introverted or extroverted? Shy or outgoing? Kind or selfish? Create a list of traits that describe their character. You can use personality frameworks like the Myers-Briggs Type Indicator or the Big Five Personality Traits as a starting point.
5. Give Them Quirks and Habits:
Quirks and habits can make a character memorable. Do they have a specific way of speaking, a unique fashion style, or an unusual hobby? These details can help bring your character to life.
6. Explore Their Relationships:
Characters don't exist in isolation. Consider how your character interacts with others. What are their relationships like with family, friends, and enemies? These relationships can reveal a lot about their personality.
7. Show, Don't Tell:
Instead of explicitly telling the audience about your character's personality, show it through their actions, dialogue, and decisions. Let the reader or viewer infer their traits based on their behavior.
8. Create Internal Conflict:
Characters with internal conflicts are often more engaging. What inner struggles does your character face? These can be related to their goals, values, or past experiences.
9. Use Character Arcs:
Consider how your character will change or grow throughout the story. Character development is often about how a character evolves in response to the events and challenges they face.
10. Seek Inspiration:
Draw inspiration from real people, other fictional characters, or even historical figures. Study how people with similar traits and backgrounds behave to inform your character's actions and reactions.
11. Write Dialogue and Inner Monologues:
Writing dialogue and inner monologues from your character's perspective can help you get inside their head and understand their thought processes and emotions.
12. Consider the Setting:
The setting of your story can influence your character's personality. For example, a character who grows up in a war-torn environment may have a different personality than one raised in a peaceful, affluent society.
13. Revise and Refine:
Don't be afraid to revise and refine your character as you write and develop your story. Characters can evolve and change as the narrative unfolds.
Remember that well-developed characters are dynamic and multi-faceted. They should feel like real people with strengths, weaknesses, and complexities. As you write and develop your character, put yourself in their shoes and think about how they would react to various situations. This will help you create a compelling and believable personality for your character.
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