destiny 0.0.2 → 0.0.3
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- checksums.yaml +8 -8
- data/lib/game_mechanics.rb +57 -14
- data/lib/mobs.rb +6 -6
- metadata +2 -2
checksums.yaml
CHANGED
@@ -1,15 +1,15 @@
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---
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!binary "U0hBMQ==":
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metadata.gz: !binary |-
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+
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data.tar.gz: !binary |-
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+
NGIyNWQzNGJkNGYwMmRhMzVkNzM3NTQyZTIyODAyYzI3MGE5Y2UxZA==
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SHA512:
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metadata.gz: !binary |-
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data.tar.gz: !binary |-
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MWYzODdjYjQwZjBiMTcwZmFlNDkwZjU3M2Q2ZjA5NDlmZWU0ZDI=
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data/lib/game_mechanics.rb
CHANGED
@@ -15,6 +15,20 @@ module GameMechanics
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end
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def save_data
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case
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when (0..1000).include?(@player.xp)
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@player.lvl = 1
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when (1001..2500).include?(@player.xp)
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@player.lvl = 2
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when (2501..5000).include?(@player.xp)
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@player.lvl = 3
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when (5001..8000).include?(@player.xp)
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@player.lvl = 4
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when (8001..11500).include?(@player.xp)
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@player.lvl = 5
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when (11501..15000).include?(@player.xp)
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@player.lvl = 6
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end
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save_info = {
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role: @player.class,
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cur_hp: @player.cur_hp,
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@@ -37,13 +51,17 @@ module GameMechanics
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elsif role == "Wizard"
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@player = Wizard.new
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end
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-
# Set
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-
@player.cur_hp = load_info['cur_hp']
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-
@player.cur_mana = load_info['cur_mana']
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-
@player.xp = load_info['xp']
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# Set stats based off information in load_info
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@player.lvl = load_info['lvl']
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@player.xp = load_info['xp']
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@player.coin = load_info['coin']
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@player.name = load_info['name']
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@player.cur_hp = load_info['cur_hp']
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@player.cur_mana = load_info['cur_mana']
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# Adjust stats based off player level
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@player.hp = @player.hp*@player.lvl
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@player.mana = @player.mana*@player.lvl
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@player.dmg = @player.dmg*@player.lvl
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@player
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# I was trying to do the above assignments with iteration, there has to be a way!
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# load_info.each do |attribute, value|
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@@ -70,7 +88,12 @@ module GameMechanics
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end
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def combat bad_guy
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# create an opponent
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@bad_guy = bad_guy.new
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# scale power of opponent to level of player
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@bad_guy.cur_hp = @bad_guy.hp*@player.lvl
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@bad_guy.cur_mana = @bad_guy.mana*@player.lvl
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@bad_guy.dmg = @bad_guy.dmg*@player.lvl
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puts @bad_guy.name + " says, you kill my father, now you will die!!" unless (@bad_guy.name == "ROUS" or @bad_guy.name == "Skeleton")
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move = 0
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until move == "2"
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@@ -91,7 +114,8 @@ module GameMechanics
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if @player.class.to_s == "Knight"
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puts "#{@player.name} swings the mighty sword at the #{@bad_guy.name}."
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puts # formatting
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-
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dmg_mod = (@player.str-10)/2 # knights use their str for damage mod
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@dmg_dlt = dice(@player.dmg) + dmg_mod
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elsif @player.class.to_s == "Wizard"
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begin
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puts "How many magic darts will you shoot?"
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@@ -100,13 +124,25 @@ module GameMechanics
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puts "[3]."
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prompt; darts = gets.chomp.to_i
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end while not (darts == 1 or darts == 2 or darts == 3)
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puts # formatting
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puts "#{@player.name} conjures #{darts} magic darts that zip toward the #{@bad_guy.name}."
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-
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-
@
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dmg_mod = (@player.int-10)/2 # wizards use their int for damage mod
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@dmg_dlt = dice(@player.dmg) + darts*@player.lvl + dmg_mod# more darts more damage, scales with level
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@player.cur_mana = @player.cur_mana - darts*@player.lvl # more darts more mana spent, scales with level
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end
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miss_chance = dice(100)
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agi_boost = (@bad_guy.agi-10)*2 + @bad_guy.dodge
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if (1..agi_boost).include?(miss_chance)
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puts @bad_guy.name + " jumps out of the way, avoiding being hit by " + @player.name + "!"
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puts # formatting
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else
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@dmg_dlt = @dmg_dlt - @bad_guy.armor/4
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@dmg_dlt = 0 if @dmg_dlt < 1
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puts #formatting
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puts "You deal #{@dmg_dlt} damage to the #{@bad_guy.name}." unless @dmg_dlt < 1
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puts # formatting
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@bad_guy.cur_hp = @bad_guy.cur_hp - @dmg_dlt
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end
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-
puts "You deal #{@dmg_dlt} damage to the #{@bad_guy.name}"
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puts # formatting
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-
@bad_guy.cur_hp = @bad_guy.cur_hp - @dmg_dlt
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if @bad_guy.cur_hp <= 0
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puts "You have slain the #{@bad_guy.name} and won the day!"
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# rewards for winning the battle!
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@@ -117,10 +153,17 @@ module GameMechanics
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else
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puts "#{@bad_guy.name} viciously attacks #{@player.name}!"
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puts # formatting
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-
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@player.
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-
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-
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miss_chance = dice(100)
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agi_boost = (@player.agi-10)*2 + @player.dodge
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if (1..agi_boost).include?(miss_chance)
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puts @player.name + " totally leaps out of the way, avoiding being hit by " + @bad_guy.name + "!"
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else
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dmg_taken = dice(@bad_guy.dmg) - @player.armor/4
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dmg_taken = 0 if dmg_taken < 1
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@player.cur_hp = @player.cur_hp - dmg_taken
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puts "#{@bad_guy.name} hits YOU for #{dmg_taken} damage!" unless dmg_taken < 1
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puts "OUCH!" unless dmg_taken < 1
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end
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puts #formatting
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end
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if @player.cur_hp <= 0
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data/lib/mobs.rb
CHANGED
@@ -25,7 +25,7 @@ end
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class Knight < Mobs
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-
def initialize(str=14, agi=12, int=8, dmg=6, armor=10, hp=8, cur_hp=8, dodge=
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def initialize(str=14, agi=12, int=8, dmg=6, armor=10, hp=8, cur_hp=8, dodge=10, mana=8, cur_mana=8, xp=0, lvl=1, coin=0, name="Knight")
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super(str,agi,int,dmg,armor,hp,cur_hp,dodge,mana,cur_mana,xp,lvl,coin,name)
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end
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@@ -33,7 +33,7 @@ end
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class Wizard < Mobs
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def initialize(str=8, agi=10, int=16, dmg=4, armor=4, hp=4, cur_hp=4, dodge=
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def initialize(str=8, agi=10, int=16, dmg=4, armor=4, hp=4, cur_hp=4, dodge=5, mana=16, cur_mana=16, xp=0, lvl=1, coin=0, name="Wizard")
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super(str,agi,int,dmg,armor,hp,cur_hp,dodge,mana,cur_mana,xp,lvl,coin,name)
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end
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@@ -43,7 +43,7 @@ end
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class GiantRat < Mobs
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def initialize(str=12, agi=10, int=4, dmg=
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def initialize(str=12, agi=10, int=4, dmg=5, armor=6, hp=8, cur_hp=8, dodge=5, mana=0, cur_mana=0, xp=200, lvl=1, coin=1, name="ROUS")
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super(str,agi,int,dmg,armor,hp,cur_hp,dodge,mana,cur_mana,xp,lvl,coin,name)
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end
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@@ -51,7 +51,7 @@ end
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class Goblin < Mobs
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def initialize(str=10, agi=10, int=8, dmg=
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def initialize(str=10, agi=10, int=8, dmg=4, armor=6, hp=6, cur_hp=6, dodge=15, mana=2, cur_mana=2, xp=100, lvl=1, coin=1, name="Goblin")
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super(str,agi,int,dmg,armor,hp,cur_hp,dodge,mana,cur_mana,xp,lvl,coin,name)
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end
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@@ -59,7 +59,7 @@ end
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class Kobold < Mobs
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def initialize(str=12, agi=8, int=8, dmg=
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def initialize(str=12, agi=8, int=8, dmg=5, armor=5, hp=6, cur_hp=6, dodge=10, mana=2, cur_mana=2, xp=150, lvl=1, coin=2, name="Kobold")
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super(str,agi,int,dmg,armor,hp,cur_hp,dodge,mana,cur_mana,xp,lvl,coin,name)
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end
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@@ -67,7 +67,7 @@ end
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class Skeleton < Mobs
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def initialize(str=12, agi=12, int=8, dmg=
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def initialize(str=12, agi=12, int=8, dmg=6, armor=6, hp=10, cur_hp=10, dodge=5, mana=0, cur_mana=0, xp=300, lvl=1, coin=4, name="Skeleton")
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super(str,agi,int,dmg,armor,hp,cur_hp,dodge,mana,cur_mana,xp,lvl,coin,name)
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end
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metadata
CHANGED
@@ -1,14 +1,14 @@
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--- !ruby/object:Gem::Specification
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name: destiny
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version: !ruby/object:Gem::Version
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-
version: 0.0.
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version: 0.0.3
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platform: ruby
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authors:
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- Kody Wilson
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autorequire:
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bindir: bin
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cert_chain: []
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-
date: 2014-03-
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date: 2014-03-10 00:00:00.000000000 Z
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dependencies: []
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description: Role playing game with distinct classes and character development
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email: kodywilson@gmail.com
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