Question: Need Help: Someone please help me to create a program in C++ to play a game Riders of Fortune? which wil be a text-based fantasy

Need Help: Someone please help me to create a program in C++ to play a game Riders of Fortune? which wil be a text-based fantasy style board game.The game plays as follows: You play Yarra , a young horseman in search of illustrious Chalice of knowledge , an artifact that will bring you everlasting wisdom. The chalice can only be found in dragon dungeon after defeating the dragon. Yarra will have will have Experience Points (XP) that start at 0. He starts up with a knife,but can upgrade his weapon. He can also attack monstersand if he beats them, they will provide XP.The Game Board :The game boardwill always be displayed on the screen as an array of characters. Onscreen MapTo Be Displayed:P * * * * * * * * * * * * * * * * * * * * * * * * * * * * DMapping of spaces:P 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 DP: Corresponds to where the player is currently located (Theplayerstartson space 1)D: Corresponds to the last space, where the Dragon isThere are 28 positions on the board and the player starts in space 1. The player can only travel forward(higher numbers). The dungeon dragon isonspace 28marked with a D. The player obtains the Chalice if he can slay the dragon.You must keep track of the players current position and mark it on the onscreen map with P.

Player Movement:

you

will provide the player with the following menu:

1)

Travel to another space on the board

2)

Dismount and explore

the current space

If the player chooses

option 1,

a six

-

sided die will be

rolled,

and the player must move to that space.

If the player dismounts and explores the space the space the following can happen:

1)

The player

encounters

a monster and must battle

2)

The

player finds a new weapon

3)

The area is empty, no change.

Outcome 1: Fights a monster

During initialization, randomly

choose 14 spaces that will have a monster.

T

he monsters will have an HP

of 3

to

7

(You can decide when defining the monsters)

.

The attack amount

will be calculated by rolling a six

-

sided die plus the ext

ra damage of the weapon

being carried.

If Yarra fails to destroy the monster on the first attack he will die.

If Yarra destroys the monster, he will gain XP of 2 per defeat.

Outcom

e 2:

Finds a new weapon:

There will be 5 weapons that can be found in the game. Each weapon will be allocated to a space.

The

weapon will give a modifier (an amount added to the result of the die roll).

Crossbow:

+3 on attack

Flail:

+4 on attack

Broad Sw

ord:

+5 on attack

Dragon Slayer

:

+6 on attack

Spell of The Gods:

+7 on attack

Have the program choose

5

random spaces that will contain the weapons

instead of

monsters (except

for space 1, and 28)

.

If you find a weapon which has an attack higher than the

weapon you are carrying, equip the new

weapon. Otherwise keep the weapon you previously had.

Outcome 3: Area is empty:

Have the program choose 7 random spaces that will be empty (will no contain a weapon or a monster)

Display the following message:

There

is nothing for you to do, so you reflect upon your adventures thus far. You take the time to train

and enhance your reflexes

Your XP increases by 1.

Encounter:

If the player encounters a monster, the player must roll the die to obtain an attack value.

The player

s

weapon provides

a

n additional attack value to the to

the value of the die. If the player fails to kill the

monster with the attack, the monster will destroy the player.

For example, if player rolls a 4 but they have a Broad Sword (+4), their t

otal attack is 4 + 4 = 8

End Game:

If the player reaches spot 28 (by either rolling enough to get to 28 or rolling more than 28, the player

will fac

e the dragon only if h

is XP is equal to o

r higher than 5

3) The area is empty, no change. Outcome 1: Fights a monster During initialization, randomly choose 14 spaces that will have a monster. The monsters will have an HP of 3 to 7 (You can decide when defining the monsters) The attack amount will be calculated by rolling a six-sided die plus the extra damage of the weapon being carried. If Yarra fails to destroy the monster on the first attack he will die. If Yarra destroys the monster, he will gain XP of 2 per defeat. Outcome 2: Finds a new weapon: There will be 5 weapons that can be found in the game. Each weapon will be allocated to a space. The weapon will give a modifier (an amount added to the result of the die roll) Crossbow: +3 on attack Flail: +4 on attack Broad Sword: +5 on attack Dragon Slayer: +6 on attack . Spell of The Gods: +7 on attack Have the program choose 5 random spaces that will contain the weapons instead of monsters (except for space 1, and 28) If you find a weapon which has an attack higher than the weapon you are carrying, equip the new weapon. Otherwise keep the weapon you previously had. Outcome 3: Area is empty: Have the program choose 7 random spaces that will be empty (will no contain a weapon or a monster) Display the following message: "There is nothing for you to do, so you reflect upon your adventures thus far. You take the time to train and enhance your reflexes Your XP increases by 1. Encounter: If the player encounters a monster, the player must roll the die to obtain an attack value. The player's weapon provides an additional attack value to the to the value of the die. If the player fails to kill the monster with the attack, the monster will destroy the player. For example, if player rolls a 4 but they have a Broad Sword (+4), their total attack is 4 +4 8 End Game: If the player reaches spot 28 (by either rolling enough to get to 28 or rolling more than 28, the player will face the dragon only if his XP is equal to or higher than 5

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