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Mengtzu

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About this mod

Rock, Paper, Scissors as a multi-round gambling game, with weighted moves to introduce strategy and customiseable AI. An entry to Community Contest 4

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Community contests are "freely available for all to use and modify in mods" you can view the Community Contest Catalog.


Original Description Here:

#################### For Players #######################


Hammer, Sword, Trident is an Orzammar gambling game similar to Rock, Paper, Scissors.

Hammer beats Trident.

Sword beats Hammer.

Trident beats Sword.

During festivals formal games are played with judges. In these games, multiple rounds of Hammer, Sword, Trident are played in a match.

In order to introduce strategy, the judges assign a value to each of Hammer, Sword and Trident each round to each player. The winner gains points equal to the value of their choice (15, 10 or 5 points). The first to accumulate 50 points wins the match.

For example, the judge says for this round for you Hammer is worth 5 points, Sword is worth 15 points and Trident is worth 10 points. If you choose Trident and win you gain 10 points.

Since the values are different for each player each round, carefully consider both your incentives and your opponent's incentives when choosing Hammer, Sword or Trident. Different opponents have deeper strategies!

Entering a match costs gold, but winning awards prize tokens, which may be turned into the festival staff for fabulous items.



#################### For Builders #######################

The Rock, Paper, Scissors scripts allow the implementation of multi-round, weighted Rock, Paper, Scissors.

Multiple games can co-exist in an area, allowing a festival/tournament setup as per the demo. Each of these games can have unique conditions eg differing costs to enter, prize tokens awarded, points required to win for each side, and level of AI. Adding new games to an area is simple, though it does involve a fair number of placeables.

The core scripts are designed to be modular, so while writing a new AI function may not be simple (you want to write awesome complex AI, right?), plugging it in is trivial.

The scripts make heavy use of constants, defined in rps_constants_h.nss. While there's no *need* to edit these, it can be done trivially, allowing easy change of placeable levels, points values, tag conventions and the like.



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