"What is Knights of the Round Table Rampo and its Value" is a Knights of the Round Table guide compiled by the editor for everyone. Many friends still have questions about what Knights of the Round Table Rampo is and its value. Let's take a look at it together.
Knights of the Round Table's random steps are actually the same as the judgment formula of a program. Let me give an analogy. For example, this random step is set up like this. When the environment changes to "1", what will happen? When the environment changes to "2" time, what will happen. The environment is of course a certain scene, plot or item in the game. To put it bluntly, in online games, how much experience can be used to level up in the future, and how much experience is required to kill a monster is actually a judgment formula, but this judgment formula is known to every player, and of course it is meaningless if everyone knows it. Well, generally what we often call "ranpo" refers specifically to some unannounced and little-known potential rules in games.
"Random" and "random" are actually closely related and can be divided into the following types:
A) Pure chaos type: If the chaos of a game is relatively complicated, that is to say, the environment changes very quickly, making it uncontrollable or very difficult for the player to control, then the chaos of this game will be more difficult to master. Generally speaking, we say Many events or items in this game are random, but in essence, as long as we master all the random steps and superb skills, then this game can actually play all the hidden items or hidden plots. Of course, let the designer of this game play and compare. It fits. The games here are available on GBA FC PS PC and other platforms
B) Pure random type: This type of game is about luck, such as fighting games and airplane games. You can see it in many, many types. For example, in airplane games, at exactly 1 minute after the start, at what coordinates on the screen will the enemy plane’s bullet be? And so on, because the element of bullets is too common, when designing, we usually only design the bullet flight trajectories of various enemy aircraft, without setting rules, so the bullets are random, and there is no need for competitive games. Because everyone wants to play the game environment.
C) Rampant and then combined type: The most common game, it is estimated that more than 90% of games belong to this type. When designing the game, the main focus is on which aspect.
However, Ranpo is not a very rigid rule, but a relatively BT rule. In fact, it is a trap by the designer to make the game more fun. Humans are such an animal. They will get bored immediately if they get it. Don't talk about things that are particularly easy to get.
I have been playing "Fire Emblem" recently. There are many characters in this game. After upgrading, the attribute points added are all "random". Sometimes it adds a few points to strength, sometimes it adds a few points to wisdom. Pay attention to the above. I used quotation marks for randomness. In fact, the randomness here is the appearance, and the deep level is actually the randomness type. Because I have just played it, I can't say anything specific. The last time I saw someone posting on the Internet was to master its random steps so that it can add the most attribute points every time it is upgraded. In this way, you can develop the character with the best attributes in the end. Its random step is actually its position in the game battle. First take a few steps in a certain direction, and then take a few more steps to make the random step just reach a concave point specified by the game. Then no matter what, it can be completed. Best attributes. I'm speaking in general terms because I haven't studied this game in detail. Okay, let’s stop talking about Ranpo, and let’s get to the point. Having said this, I hope to give friends who have a very vague concept of "ranpo" a preliminary understanding.
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Recently I have discovered that there are still many people who don’t know what “ranpo” is! Although I have posted several explaining articles on the BBS in the group, it may be that there is a problem with my own language organization skills or that you did not read them carefully? Or you still can’t understand it after reading it? I'll just take some time to write it again.
This time I will use the simplest metaphor. Although it cannot be explained in a strict sense, as long as everyone can understand it, it does not matter whether it is correct or not. As the saying goes: "As long as it is easy to use, principles aside go"!
Let’s start. I believe you should be using Windows system now. Then the person reading this article should be “Notepad” or IE browser. Of course, if you are using FF browser of Linux system or Mac system The same goes for software like that. Let's just say "Notepad". In the upper left corner of this software, there is a row of menu buttons such as [File], [Edit]...[Help]. When the button is pressed, a drop-down menu will open. When the button pops up, Just close the menu when you come up. This is the logical idea during program design. You can also use a simpler word, "function". We don’t know the source code of this program, so we can’t see how the program is written or what language it is written in. However, we know that as long as we press the [File] button, a file containing [New] will appear. Menu, why do we know this specific function? Because we have tried them all, we have tried both pressing and popping up, so we know what functions will appear in the two situations. Another way to write it is that the button only has two states: 0 and 1, or Open, or close, and the text, subroutines, screens, etc. in the program can all be represented by codes. We don’t need to go into the details, so the program can be written like this. Assume that the code of [file] is 00ABCD, which is a completely fictitious assumption. Oh: (It’s impossible to write a program like this! Damn it)
00ABCD, 0 (this decorates the closed state)
00ABCD, 1 (this is open)
At this point, you should be in the right state! continue……
Suppose you are using this program for the first time, so you don’t know what the thing called [File] above is. Because you have seen it, so if you want to understand it, you will click on it and see what happens. The same goes for playing games. After entering an unfamiliar game, you should first tap the A button to see what functions it has. But there is a premise here, that is, these functions are what the programmer wants you to see. , and I hope you can use it, so I wrote the name and placed it in a prominent position. The same goes for game consoles, which are placed on the A key. If this function is not placed on the keyboard, for example, placed inside the game console, Sorry, we can't use this function at all! I write this to tell you that there are functions that designers want you to use, and there are functions that designers don’t want you to use.
"Ranpo" is a name, just like the word "file" above. It mainly describes a general function so that people who have used this function before will understand that it is actually completely meaningless and can be renamed Any other name, of course, the premise is that the name you say is also understood by others. For example, you can call the concept of red blue, and then say to others: "Please note that the red you are talking about is not in my personal language concept." "The name has been changed to blue, please change it automatically when you talk to me in the future." I believe it will be slapped to death, so it is not right to say it is completely meaningless. It should be said to be a common standard for everyone, Ranbu There are also things called "random numbers" and "random numbers", which are often mentioned in games, so those with experience will understand.
It has been confirmed that the round table uses a set of codes to represent random steps, and a set of double-byte 16-digit numbers to represent states (that is, starting from 00 and ending at FF, a total of 256 states). This should be very easy after the above explanation. It’s easy to understand. The one above only has 2 states, while this one has 256 states. It is usually written in the format FFFFFF, FF.
We call FFFFFF the random step, and the following FF the random step value.
It has been confirmed that what appears after the item is opened and the movements of the minions are controlled by the randomness value. In other words, if we want to play a magic wand, as long as the randomness value is at a specific number, it will appear, no matter how you play it. , that is to say, whether you can play the magic wand has already been determined before you open the box (provided that there is something on the field that can change the random step value)
For example, I design a round table game. I write like this:
FFFFFF.00 will bring out the magic wand.
FFFFFF.01
…
FFFFFF.FF All without the wand
This is easy to understand. Only 1 out of 256 situations will appear, and the probability can be calculated. When you open the box, the random value is FFFFFF.00 and the wand will appear! Other random values will not appear. .I believe that by this point, you should have fully understood what Ranpo is? Anyway, remember one thing, whatever items appear in the round table can be controlled by it. Of course, it can also control other things, such as Enemy movements are still in testing and are very tiring work.
For the correct address code of Ranpo and the Ranpo value of all items, please see my other article, which is also shared.
Okay, now you should ask, how does the random step value change? Of course, the data obtained so far is only part of it. I believe there are still many that have not been discovered. Let’s write down what has been discovered here. The random step value starts from 00 Start calculating the upward increase, wait until FF and start again from 00, and cycle in sequence.
1. The enemy's actions will change the randomness value, and specific actions change specific values (regarding the correct data, the workload is relatively large, do it slowly, and each enemy's action must be repeatedly tested to see how much it increases. Keep an eye on it. When are you going? ^Can’t you think of it?)
2. Open the railing and wooden box and add 1 to the random step value. It has been determined.
3. When opening a box, the random step value increases by 2. It has been determined.
4. If you see an enemy, it will be counted if the enemy is not moving. As long as you see it, add 1. It has been determined.
5. We mount the horse, and the first two jumps also add 1. It has been determined.
6. Our side's Ax Man's jumping action increases the random step. All other actions and the other two characters' actions will not change the random step value. This is definitely a good thing, haha, the Ax Man has finally turned around, and it should be added in the future. He is nicknamed "Explosive Treasure Man". I won't go into the reasons. Once you get to this point in actual operation, you should be able to figure out why immediately. The amount of random steps increased each time is still very high, which is definitely wonderful, haha. I am looking for patterns and hope to make a chart. Horses are not found everywhere, so the only way I can control to change the random pace is this! I want to
There are many other factors that have changed that are currently unknown, but the above are most of them.
By the way, the random value is calculated from the moment you press the selection screen after adding money.
There are also those who are unclear about the layout and clearance 0. Directly connected to answer the question asked by Brother Gui yesterday.
When 2P or 3P comes down, the pace does not change.
Wand upgrade does not change
Eat 1UP 2UP. The earthquake type changes the random step value. The high value is increased by 1 and the low value is increased by 13.
Our side was knocked to the ground, and the high position was particularly powerful. During the test
Since there are those who change the random step, of course there are also those who do not change the random step. There are many mistakes in what I call the "no-soldier state". I wrote it a long time ago. If you want to read it, share it yourself. "In the first level, one soldier will produce double shock" In the first file, there is a description document, the bottom part of which is. I really can’t stand it anymore, I want to go to sleep! Final summary
All of the above are for one purpose only, which is to provide regular help for the system's play style.
The so-called systematic play method is a fixed play method with a very high treasure yield, which is a method like the video clips I put in the sharing, which can be played in an arcade.
At present, the first level includes the first red shock, the first 600, 6 open, a red shock and a green shock on the second page, and the 2UP of the second level. The first magic wand of the fifth level is a very mature way of playing. There is no royalties. , I won’t write anymore. The only happy thing today is making a list of items and discovering the secret of the Ax Man^^
The man with the axe is so special. He can change his steps exactly like the enemy. Maybe he is a spy. Haha
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for reasons known to everyone
I moved this from the arcade area. Let me lie down for now. If the video area needs to record a video, please allow me a few days to record a video.
Rampant value of all items
Author: Huang Zeze QQ group: 10983710
Copyright is not free to be modified. Thank you for your support in the group. Whether it is my original creation or the result of discussion in the group, I agree that people in the group can repost it unconditionally. Success comes from everyone.
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illustrate:
If there is more than 1UP of life, the limited life of the 2UP golden statue cannot be played.
If there are no enemies at the scene, you can't use red shock or green shock. What's the point of having no soldiers?
Address: FF89D7 (the format is written as FF89D7, **) The following is a double-byte 16-digit number, which is
It is said that there will be a total of 256 changes from 00-FF. It has been confirmed that 1P--3P all use this address.
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02 32 52 62 92 A2 C2 F2 Magic Item Common
0E 3E 4E 7E 9E AE DE EE The highest score is common
Those not listed are default
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400 boxes:
02 32 52 62 92 A2 C2 F2 Red Shock (with enemies)
--140 140 140 140 (no enemies)
14 24 54 74 84 B4 C4 E4 Red Shock (with enemies)
--140 140 140 140 (no enemies)
05 15 45 55 75 A5 B5 E5 --140 140 140 140
18 38 48 78 88 A8 D8 E8 --140 140 140 140
0E 3E 4E 7E 9E AE DE EE --140 140 140 140
0E 3E 4E 7E 9E AE DE EE --140 140 140 140
Chance of producing red shock: 6.25% (because there must be an enemy before it appears, and the random step value will change at any time when there are enemies
, so the probability of a red shock must be less than this 6.25%, and the same is true for a green shock)
The probability of getting 4 140s: 18.75%
Chance of default: 75%
3 people tested completed
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600 boxes:
00 20 50 60 90 B0 C0 F0 --180 180 180 180
05 15 45 55 75 A5 B5 E5 --180 180 180 180
18 38 48 78 88 A8 D8 E8 --180 180 180 180 180 180
0E 3E 4E 7E 9E AE DE EE --180 180 180 180 180 180
0F 4F 4F 7F 9F AF DF EF --180 180 180 180 180 180
Chance of getting 4 180s: 6.25%
Chance of getting 6 180s: 9.375%
Chance of default: 84.375%
3 people tested completed
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800 boxes:
02 32 52 62 92 A2 C2 F2 wand
03 13 43 63 73 A3 B3 D3 --300 180 180 180
14 24 54 74 84 B4 C4 E4 --300 140 140 140
05 15 45 55 75 A5 B5 E5 --240 240 240 140
18 38 48 78 88 A8 D8 E8 --240 240 240 140
09 19 39 69 79 A9 C9 D9 --300 140 140 140
1A 2A 4A 7A 8A BA DA EA --300 180 180 180
2B 3B 5B 8B 9B CB EB FB --300 140 140 140
0C 3C 4C 6C 9C AC DC FC --300 180 180 180
0E 3E 4E 7E 9E AE DE EE --240 240 240 140 140 140
Chance of a wand appearing: 3.125%
The probability of getting 1 300 and 3 180: 9.375%
The probability of getting 1 300 and 3 140: 9.375%
The probability of getting 1 140 and 3 240: 6.25%
The probability of getting 3 140s and 3 240s: 3.125%
Chance of default: 68.75%
3 people tested completed
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Whole chicken:
05 15 45 55 75 A5 B5 E5 --160 160 160 160 160 160
18 38 48 78 88 A8 D8 E8 --160 160 160 160 160 160
0E 3E 4E 7E 9E AE DE EE --2 pieces
Chance of 6 160s appearing: 6.25%
Chance of 2 whole chickens appearing: 3.125%
Chance of default: 90.625%
3 people tested completed
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Watermelon Plate:
02 32 52 62 92 A2 C2 F2 Green Shock (with enemies)
--100 100 100 100 100 100 (no enemies)
14 24 54 74 84 B4 C4 E4 Green Shock (with enemies)
--100 100 100 100 100 100 (no enemies)
05 15 45 55 75 A5 B5 E5 --100 100 100 100 100 100
18 38 48 78 88 A8 D8 E8 --100 100 100 100 100 100
0E 3E 4E 7E 9E AE DE EE --100 100 100 100 100 100
0F 3F 4F 7F 9F AF DF EF --100 100 100 100 100 100
Chance of green shock: 6.25%
Chance of getting 6 100s: 18.75%
Chance of default: 75%
3 people tested completed
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Fruit plate:
00 20 50 60 90 B0 C0 F0 --100 100 100 80 80 80
01 11 31 61 71 A1 C1 D1 --100 100 100 80 80 80
02 32 52 62 92 A2 C2 F2 2UP (inanimate)
--100 100 100 80 80 80 (alive)
23 33 53 83 93 C3 E3 F3 --100
04 34 44 64 94 A4 D4 F4 --100
05 15 45 55 75 A5 B5 E5 --100 100 100 80 80 80
16 26 56 66 86 B6 C6 F6 --100 100 100 80 80 80
07 27 37 67 77 97 C7 D7 --100 100 100 80 80 80
18 38 48 78 88 A8 D8 E8 --100 100 100 80 80 80
29 49 59 89 99 B9 E9 F9 --100
0A 3A 5A 6A 9A AA CA FA --100
0B 1B 4B 6B 7B AB BB EB --100
1C 2C 5C 7C 8C BC CC EC --100
2D 3D 6D 8D 9D CD DD FD --100 100 100 80 80 80
0E 3E 4E 7E 9E AE DE EE --100 100 100 80 80 80
0F 3F 4F 7F 9F AF DF EF --100 100 100 80 80 80
The probability of 2UP appearing: less than 3.125%
Chance of a 100 appearing: 18.75%
The probability of 3 100s and 3 80s appearing: less than 31.25%
Chance of default: 46.875%
3 people tested completed
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tableware:
00 20 50 60 90 B0 C0 F0 --300 300 300 200 100 100
01 11 31 61 71 A1 C1 D1 --300 300 300 200 100 100
02 32 52 62 92 A2 C2 F2 1UP
23 33 53 83 93 C3 E3 F3 --300 300 300 200 100 100
05 15 45 55 75 A5 B5 E5 --300 300 300 200 100 100
16 26 56 66 86 B6 C6 F6 --300 300 300 200 100 100
07 27 37 67 77 97 C7 D7 --300 300 300 200 100 100
18 38 48 78 88 A8 D8 E8 --300 300 300 200 100 100
0A 3A 5A 6A 9A AA CA FA --300 300 300 200 100 100
2D 3D 6D 8D 9D CD DD FD --300 300 300 200 100 100
0E 3E 4E 7E 9E AE DE EE --300 300 300 200 100 100
0F 3F 4F 7F 9F AF DF EF --300 300 300 200 100 100
Chance of 1UP appearing: 3.125%
Chance of three 300s appearing: 34.375%
Chance of default: 62.5%
3 people tested completed
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Large bread:
18 38 48 78 88 A8 D8 E8 --100 100 100
0E 3E 4E 7E 9E AE DE EE --100 100 100
Chance of three 100s appearing: 6.25%
Chance of default: 93.75%
3 people tested completed
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Large ham
00 20 50 60 90 B0 C0 F0 --40 40 40 40
05 15 45 55 75 A5 B5 E5 --40 40 40 40
16 26 56 66 86 B6 C6 F6 --40 40 40 40
07 27 37 67 77 97 C7 D7 --40 40 40 40
18 38 48 78 88 A8 D8 E8 --40 40 40 40
2D 3D 6D 8D 9D CD DD FD --40 40 40 40
0E 3E 4E 7E 9E AE DE EE --40 40 40 40
0F 3F 4F 7F 9F AF DF EF --40 40 40 40
Chance of four 40s appearing: 25%
Chance of default: 75%
3 people tested completed
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Analyze open situations
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A box of 400 loses points: 0% and earns points: 100%
A box of 600 loses points: 84.375% and earns points: 15.625%
A box of 800 loses points: 12.5% and earns points: 87.5%
Whole chicken points lost: 0% Points earned: 100%
Watermelon plate loss: 0% points gain: 100%
Fruit plate loss points: 22.875% points gain: 77.125%
Tableware loss points: 3.125% points earned: 92.875%
Loaf points lost: 0% Points earned: 100%
Large Ham Loss: 0% Points Gain: 25%
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