Limited to Chapter 11.9-A: Random simulated combo battles

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Before you walk into the middle of the training ground, the instructors bring a roulette wheel, four rings and ten quarters.

The instructor eagerly explained, "Originally, it was supposed to be the environment and enemies that we were supposed to make a simulation battle properly, but we heard an interesting rumor that the fourth president was lucky. Just, you spin the wheel yourself, and we're looking forward to it, haha. ”

You stare at the roulette wheel, as well as a schedule.

The first number after spinning the wheel represents the field: 1 alley, 2 indoors, 3 woods, 4 forests, 5 dungeons/cellars, 6 sewers/caves, 7 squares, 8 meadows, 9 shallow streams, and 10 snowy mountain slopes.

The second number represents the enemy type:

1 Human Thief, 2 Elven Thieves, 3 Dwarven Thieves, 4 Goblins (doubled), 5 Orcs, 6 Ogres (1 only), 7 Wolves, 8 Vermian Ants, 9 Tigers (1 only), 10 Harpies (halved)

The third number represents the strength/number of enemies:

1-4: i.e. 1-4 people

5: A squad of 4 with a leader

6-9: Elite squads of 1-4 people

10: An elite squad of 4 people with a leader

An enemy with insufficient numbers has its strength proportional to the number.

The fourth number represents the class of the humanoid enemy:

1 Barbarian, 2 Shield Warrior, 3 Wanderer, 4 Mage, 5 Priest, 6 Evil Warrior, 7 Dual-wielding Ranger, 8 Bow Ranger, 9 Bow Warrior, 10 Druid/Monk. If it's not a humanoid, it's either a reference or invalid, and if there's a plurality of humanoids, continue to spin the wheel to randomize each class.

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Only the valid choices of the first few readers are taken, and the random simulation battle is decided in turn.

For example, if the first reader chooses 4, the second chooses 9, the third chooses 8, and the fourth chooses 4, they will encounter the Berserk Tiger in the forest environment, and the first reader chooses 2, the second chooses 3, the third chooses 6, the fourth chooses 5810 in one go, or someone else chooses 8 or 10, and they will encounter 3 elite dwarves in the castle ruins, which are the Priest, Crossbow Ranger, and Wanderer class.

At most, five battles in a row, if the enemy is too difficult for the author to catch it, he may also lose the second game, anyway, the victory or defeat of the simulated battle is not a big deal.

With each spin, the wheel gets in the way of your precise feel and drifts further and further away from your expectations. The specific calculation method is: actual roulette engraving = reader's choice of engraving + (simulated battlefield number - 1) × (2)

(2) = odd or even according to the number of ticks on the next ring of the wheel, the odd number is 1, and the even number is -1.

Namely:

The first simulated battle is completely in line with the reader's choice, and in the follow-up, the latter number affects the previous number, and the first number affects the last number after the beginning and end loops, and the influence is getting bigger and bigger.

For example, if the third game was originally expected to be an ogre in the alley of 1649, the final result would have changed to 1→3, 6→8, 4→2, 9→7, and two Vermi workers in the woods. If you don't understand the calculation formula, you can simply understand that the number you just selected will be slightly changed by the readers later, or you can choose it without understanding it.

The author has deleted all the drafts of the plot of the five simulated battles that he thought of last night, and he is waiting for random, and random is more interesting. I always look forward to the day when I can realize real random numbers in interactive novels and apply them to plots such as gambling.

|・ω・`)