recursal/Fanatic-Fandom huggingface dataset:
Chest: Previous Versions

Current Version can be found here.

Chest was added in **Beta 30.0** as a 1G 0/3 monster that would give you 2G upon death. **Beta 36.0** nerfed it by dropping its HP to 1, but also made it Dust only give 1G. The next update, **Beta 36.1**, buffed it by reworking its Dust to letting you draw 2 cards. **Beta 38.0** brought its HP back to 3.

### Stats

ATK: 0

HP:

* 3 (Post Beta 30.0)
* 1 (Post Beta 36.0)
* 3 (Post Beta 38.0, Current)

Cost: 1

Abilities:

* Dust: Earn 2G. (Post Beta 30.0)
* Dust: Earn 1G. (Beta 36.0)
* Dust: Draw 2 cards. (Post Beta 36.1, Current)

Rarity: White (Common)
Heavenswing Wikia

## Wikia:Once Upon a Time

The superfan's guide to Once Upon a Time - created by fans, for fans.

Enjoy the Once Upon a Time Wiki in an all new way by downloading this App from either Google Play or Itune's App Store, and find in-depth articles about every character, item, location and more!

div class="center">

**Expired sale**

[[File:**Script error: No such module "Filename".**|120px|link=Gnar/Skins]]**Script error: No such module "skinData".** Template:RP
[[File:**Script error: No such module "Filename".**|120px|link=Zoe/Skins]]**Script error: No such module "skinData".** Template:RP
[[File:**Script error: No such module "Filename".**|120px|link=Nautilus/Skins]]**Script error: No such module "skinData".** Template:RP
[[File:**Script error: No such module "Filename".**|120px|link=Sona/Skins]]**Script error: No such module "skinData".** Template:RP
[[File:**Script error: No such module "Filename".**|120px|link=Shaco/Skins]]**Script error: No such module "skinData".** Template:RP
[[File:**Script error: No such module "Filename".**|120px|link=Amumu/Skins]]**Script error: No such module "skinData".** Template:RP
[[File:**Script error: No such module "Filename".**|120px|link=Jinx/Skins]]**Script error: No such module "skinData".** Template:RP
[[File:**Script error: No such module "Filename".**|120px|link=Brand/Skins]]**Script error: No such module "skinData".** Template:RP
[[File:**Script error: No such module "Filename".**|120px|link=Fiddlesticks/Skins]]**Script error: No such module "skinData".** Template:RP
[[File:**Script error: No such module "Filename".**|120px|link=Fiora/Skins]]**Script error: No such module "skinData".** Template:RP
[[File:**Script error: No such module "Filename".**|120px|link=Kai'Sa/Skins]]**Script error: No such module "skinData".** Template:RP
[[File:**Script error: No such module "Filename".**|120px|link=Rumble/Skins]]**Script error: No such module "skinData".** Template:RP
[[File:**Script error: No such module "Filename".**|120px|link=Evelynn/Skins]]**Script error: No such module "skinData".** Template:RP
[[File:**Script error: No such module "Filename".**|120px|link=Galio/Skins]]**Script error: No such module "skinData".** Template:RP
[[File:**Script error: No such module "Filename".**|120px|link=Jarvan IV/Skins]]**Script error: No such module "skinData".** Template:RP
[[File:**Script error: No such module "Filename".**|120px|link=Lee Sin/Skins]]**Script error: No such module "skinData".** Template:RP
[[File:**Script error: No such module "Filename".**|120px|link=Quinn/Skins]]**Script error: No such module "skinData".** Template:RP
[[File:**Script error: No such module "Filename".**|120px|link=Braum/Skins]]**Script error: No such module "skinData".** Template:RP
[[File:**Script error: No such module "Filename".**|120px|link=Ezreal/Skins]]**Script error: No such module "skinData".** Template:RP
[[File:**Script error: No such module "Filename".**|120px|link=Sion/Skins]]**Script error: No such module "skinData".** Template:RP
Plot

The demon's soul is the soul of  possessed Vampire.Vampires turn into demons if their body can't take human blood.They try to kill all of the population of humans to summon him, the Demon king, through an ancient process called the Demons Soul. They go to a masquerade ball to find out more about the the demons and steal the Demons Soul. The ball is at Julia’s old mansion. Takashima, is behind the opening of the Demon's soul trying to get Julia to marry him, to become the heir of all vampires.
Bloody Rose

The bloody Rose belongs to Julia. It is a Blood antic which said to be really dangerous. It contains a drop of blood of all the 7 Purebloods. It was given to Julia as a gift for her birthday. It means a lot to her as the Bloody rose represents the bonds of her pureblood friends. Most of it's abilities are still unknown.

## Appearance

The rose is blood in colour which changes colour to dark red purple when it touches blood.

## History

The bloody rose was created by the pureblood council to represent their bond and was given to Julia as a gift. The bloody rose means a lot to Julia as she uses the rose against her strongest opponents. According to the Pureblood Council the bloody rose is a dangerous antic that they created which can kill a whole army of vampires. The abilities of the rose is still unknown.
Combat

Combat in Ferrus: Commissar is mostly ranged in nature, although melee weapons do have their place and uses. The pacing of it depends very heavily on how the player configures themselves - do you configure your rig to boost your movement speed, give yourself double jumps, for example, or would you rather kit yourself out for damage resistance and vertical mobility?

The goal, thus, is to make the combat centered around:

* Intelligent, squad-based A.I
* Character loadout
* Multiple approach enabling maps
* A host of **fun** tools and methods for hastily handling hostiles
* Player creativity

Before delving into specifics, we'll take a quick look at the combat design philosophy underlying the whole FPS aspect of Ferrus: Commissar.

## The philosophy

The core aspect of combat in Ferrus: Commissar is **fun**. It has to be fun whether you choose to stun, kill or avoid. The environment has to enable this by providing the player with different tools to supplement their own equipment, and with enough pathways that they can figure out a variety of different, interesting paths to take.
How to work with gifted kids

Module 3, Unit 2, Activity 3

Nami Holderman

Fumi is in second-grade who is a bright and self-learning student who enjoys challenging subjects, especially in Math. He always comes up with questions regarding materials that has not covered in class and wants to learn new computations and equations. Typically he finished assignments before other children and acted out because he was bored.

Just because he is smart does not mean that he well behaves. Frequently, if there is a mismatch between classroom instruction and a gifted student's intellectual needs, that child may "act out" or misbehave. It's not because he or she is looking for attention, but because this student may be bored. Gifted students are developmentally asynchronous, meaning that their cognitive and emotional development are out of sync.

For the interventions, teachers will meet regularly to measure Fumi's academic development and create a particular curriculum based on his capacity. Teachers will also Collaborate with the technology specialist, explore related arts, or work with others to find appropriate extensions. Often this can mean linking the assignment to the student's area of interest or giving him authentic problems.

There are two types of assessments; Achievement test to measure giftedness, and  Ability test to measure Intelligence Quotient (IQ) or cognitive abilities test scores are also used to identify gifted and talented students. Fumi will need to take both assessments. By collecting assessments data, the teachers, parents, and administrators can work together positively and collaboratively to develop an appropriate educational strategy for gifted students.

Providing him a freedom of learning, the teacher can set up a section where he can self-learn his ability by using the technology. The teacher will find hand-picked tools and strategies for differentiating academic content, injecting and respecting creativity,  gifted students form personal connections in areas of interest and collaborations with other gifted students, and managing the logistics of gifted in the classroom.

Gifted students like Fumi will also benefit working collaboratively with intellectual peers to develop optimally. The teacher can meet his parents to search networks to provide him extra programs such as Saturday or summer enrichment programs. Seek out curriculum units that have been funded through the Javits program, the National Science Foundation, and other sources.

The teacher to set a goal, and designing the programs and services to provide will meet a goal and the student's achievement successfully.

Source

Delisle, J. Ph.D., and Lewis, B. A. (2015) The survival guide for teachers of a gifted kid. How to plan, manage, and evaluate programs for gifted youth K-12. Retrieved from https://www.freespirit.com/files/original/Survival-Guide-Teacher-Gifted-Kids-preview-1.pdf
The Creature of the Depths

Familiar magic

The Creature of The depths is a dangerous creature that leads the world into destruction by pocessing the person who summonned it. Julia was the first person to have made a contract and also summon it. The creature takes control of the person who summoned it, if the person does not pocess an incredible amount of magic power. This case  the creature of the depths took full control of Julia due to the lack of magic power. The Creature of the depths gives incredible amount of magic power and various abilities to the person who has a contract with it or if it takes control of the person. It was later revelead that the demon was born inside of Julia and that the demon was the ancestor of Julia and her doppleganger.

## Appearance

The Creature of the depths is a spirit with silver hair and has a black spirit circling around it. The spirit hs a skeleton face with a black cloak that has designs on it; It also caries a double-sythe.

The demons true appeareance is later reveleaded with her appearance same as Julia. The demon revelas that it was Julia's ancestor and doppleganger.

## Abilities

The Abilities the Creature pocesses is quite unique. This creature is quite legendary as it was the creator of Dark Magic and Summoning magic.This creature is known to be stronger than vampires, Devils, Dragons and even Angels. It boosts the power of the person it pocesses or has a contract with. The abilities are known to be way too dangerous even for Oblivion to handle it, so it was banished from Oblivion. According to the Senate, this creature brings the world to ruins and that Yuto's father tried destroying this before the vamipre council was established.

**Infinity** - After making a contract with Julia, the creature of the depths gave Julia the power of infinty. Julia has no weakness thus being a vampire, she is able to drink dragon's blood, devil's blood and even demon's blood without putting her life at risk.

**Darkness creation** - The creature of the depths gives the ability to create Darkness.

**Darkness manipulation** - The creature of the depths gives the ability to control darkness.

Death manipulation - The creatue has the ability to control death, force death on people.

**Life-force manipulation** - The creature of the depths has the ability to control the essence of a subastance called life-energy.

The creature of the depths making a contact with JuliaThe creature of the depths pocessing Julia
House Blackeye

## Introduction

House Blackeye was formed by the purchase of land on behalf of Lord Tak Blackeye. As a man who owned land, he was granted lordship. Lord Tak Blackeye has two legitimized bastard children, Harley Blackeye, and Dredge Blackeye.

Tak Blackeye currently sits under council of Lord Salos Gravus, on the Northland settlements.
Twilight

Twilight is a sword that is possessed by Julia Hiragi. The sword is also known as the sword of the vampires. It is a powerful weapon that can control it's opponents blood in one cut. When it transforms it can kill it's opponent in one cut.

## Appearance

The sword is amaranth pink with lavender pink flowers and petals attached to it. The handle has blackish designs.
House Forthwind

## Introduction

House Forthwind originated as a group of pirates turned lords. During the war of Blades and Axes. The Forthwind fleet happened upon the right place at the right time and managed to flank Dwarven forces as they laid siege to the Copper Isles. The dwarves suffered a great defeat and pulled away from the Copper Isles. As happen-stance should be, the current lord of the royal navy had fallen in that battle. The king heard word of this battle, and offered lordship to the Forthwind fleet, should they answer for their crimes of piratry. The Forthwind fleet agreed, and under the king's terms, they were to rule the Copper Isles, and bear the shame of a half banner. Which is why the Forthwind banner is half the size of others.
House Brawnburn

ETC

## Introduction

House Brawnburn is a mostly dwarven family housed in the Gnarlstone Mountains. They earned their lordship during the war of Blades and Axes when House Brawnburn served as a mighty force for the Dwarves. When defeated, instead of punishing the house for their might in battle. Lionheart rewarded them, with lands and title.
Devils

Devils are dangerous and an unique race that many races are against. They mostly wreak havoc and cause chaos between each race. They live in a planet called Zephyr. Devils are as strong as dragons and vampires. Their King has the power of the fire called the 'Power of hell". To turn a human into a devil, Devils use a ritual where humans turn into devil using darkness, that is released by humans due to their dark side eg: murder, selfishness etc. Devils only hunger for negativity as they grow strong from any type of negativity, they can also devour humans and also pocessess them. They are known to have immense power and strength. Devils are practically immortal, as they age very very slow. It known that Devils have unique abilities, their abilities varies as they have different magic powers. The strongest power of the devils and one of the dangerous abilities in the universe is the "Power of Hell", a fire type of magic which represents and signalises the devils.

## Appearance

Devils are known to have an appearance to Demons. They are similar in their abilities as well as appearance. The only difference between a demon and a devil is that all devils have horns and tails while only rank 7 demons have horns. Devils eyes go pitch black and sometime their eyes go twitched if they are angry. All devils have horns in each side of their head and a tail.

## Devil Classes

Devils are classified into High-born, elites, Aristocrat, commoners.

### High-born

High-borns are royality among the Devils. They are pure-blooded devils who are born from a true Devil. They are the strongest as the royal bloodline has the ability of the "The Power of Hell". Each successor gains the ability has the power itself represents that the successor is a devil and also royality. They have the right to organise blue-blood meetings.
How this is developed

**Preface:** This game is my personal hobby project, with no aim of making anything to make money off of. This literally is just something I decided would be fun to do, and as such the development schedule follows that logic, i.e there is no strict schedule.

I work full-time as a web developer at a company in Munich, and I tend to get home late so I only get a tiny bit of work done - whether it's documentation or actual coding. I'm also relatively new to C++ (and Unreal Engine 4), so progress is undoubtedly slow while I learn how all of this works.

Even though, I do have a general approach to releases in mind, which is as follows...

## Release Approach

Simply put, the idea is to release this game in content packs - each building upon the previous. This allows me to set a tangible (if small) target, and work towards that with a very clear goal. What those goals are right now are not yet clear, but for the first three content packs I can safely provide information below.

* Essence: This contains the core gameplay elements: gunplay, inventory, skills, movement, abilities, character interaction, as well as a testing level for different items.
* Explorer: The Explorer content pack brings in the player's personal starship, and starts testing quests, persistence and aims to bring in a proper menu/UI. It also intends to bring in zero-G environments, as well as armor mechanics.
* Extermination: This releases purpose is to flesh out the items, balance and initial few story levels.
Anti-bullying strategies

1. Finland has a program called **KIVA**, which is an acronym for "against bullying" in Finnish. Basically, the program recognizes that teachers aren't always around, so the program encourages and teaches student bystanders to step up and say/do something. Here's a link that explains more. This strategy would certainly work with both case studies, but may be more **applicable to Lucy's situation**.
2. Some Schools employ a **Bullying assessment** to find out the frequency of bullying, where and when it happens. The assessments also help in determining how effective current anti-bullying methods are working and what needs to change. This Strategy would definitely have **worked in Harry's Case study**.
3. No single strategy is able to provide a complete solution to all forms of bullying. Effective anti bullying policies will therefore include a range of strategies that can be adapted to suit particular incidents and be built around a **whole school approach**, ideally involving parents, teachers and educational psychologists in creating a healthy positive environment for child development. Learn more about the South-African perspective in this article: **Bullying, a whole school approach** . Also check **All Together Now**, a "successful, three-year anti-bullying project with schools in Northern Ireland". This approach would definitely **give both Harry and Lucy a fighting chance**.
Banano

EL del Banano.es de los 3 jefes Principales, su Poder es superior, al del errante alfa, Es Fuerte y SE Encuentra En mazmorra .al morir deja la llave de la segunda puerta de la mazamorra

APARIENCIA

## Physical description

### Eye color

*Unknown*

ES muy grande y musculoso, su piel roja y suave comos rojos Como el fuego, TIENE UNA armadura pesada con pinchos y Tiene 2 Grandes cuernos.

PODER

Tiene Un Poder de 4.500.000.siendo Superiores al errante alfa. se debilita cuando pelea su Poder puede llegar a los 3.200.000.

HABILIDADES

.telaraña: atrapa a sus enemigos

.estampida: prepara una estampida y mata al enemigo

.4 Brazos: puede sacar 2 brazos mas
Supremo 6° universo

Sexto El Supremo del Universo, Es Un Poco Menos poderoso Que su hermano.el quier Una pelea contra su hermano para ver quien se Queda con El Universo ya Que el es anvisioso eto ONU torneo de la univemo Entre Hacer rivalidad.uque sean de la Rama misma.Eltiene mucha autordad incluso quiso aliarze a el universo 10.
Errante americano

El errante Americano. es el butbuy mas fuerte y poderoso de todos,tiene una cola que la usa como pinche con un veneno mortífero capas de matar a su victima en 20 segundos,su cola posee la habilidad de regeneración haciendo al errante un moustro aterrador, su altura llega a los 2 metros y tiene garras de 22 cm aproximadamente que son letales.El errante exitia de tiempos inmemoriales haciéndose cada ves mas tenido como la raza mas poderosa.

su poder rodea entre un 1.000.000 y 1.200.000.son característicos por ir en mandas haciéndolos prácticamente inmortales.ademas son muy inteligentes.no solo estos sino que exitia otra raza llamada los errantes surenios que eran mas débiles pero parecidos. estos se llevaron a su extinción después de una masacre.

VISIÓN GENERAL

PERSONALIDAD

Por lo general suelen ser muy agresivo y ostiles, son muy altos y su piel es roja bordo.cuando van en grupo son mas pasivos

HABILIDADES

.garras maestras: estas tiene el potencial para cortar cualquier cosa y dañar gravemente a su enemigo

.veneno: este veneno que escupían podía ser altamente danino ya que quemaba y paralizaba al oponente

.regeneración: esta habilidad estaba en su cola, la cual podia regenerarse tantas veses como pudiera

.rapidez: esta habilidad los hacia muy velozes por 10 segundos,permitiendo atacar mas rápido
Mundo Butbuy Wikia

## Bienvenido al Mundo Butbuy

bienvenido, Esta Es La wiki de los butbuy. Encontraras aqui TODAS LAS clases de butbuy, HABILIDADES Y SUS Poderes. ENCUENTRA al butbuy Que Estas buscando y infórmate Sobre el.

INFORMACIÓN

Busca en la wiki butbuy. por fin PUEDES infamante Sobre el Mundo

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.
Student-centered approaches or techniques that include physical movement as a central element

Student-centered learning focuses on students being an active participant in their learning. Students learn through experience and collaboration with peers in order to build upon their existing knowledge. The role of the teacher in a student-centered classroom is to be a partner to the
student and develop and organize experiences that students learn from. What
follows are two examples of student-centered teaching strategies that encourage
physical involvement and movement.

Human Timeline

In this teaching strategy students can work individually or
in pairs to organize themselves in chronological order according to the events
they are given. Students will be given a topic and specific events that relate
to that topic. Students will then review their event and be asked to line up in
chronological order and present their event in their own words. If time
permits, students can enhance their presentations by searching for relevant
pictures or video. Evaluation can be done with a type of reverse timeline, a
handout with a dated timeline and no information, allowing students to fill in
the information.

Exit cards

Exit cards are a common teaching strategy that can easily
incorporate movement into the classroom. Students are given cards with
questions relating to the day’s lesson. The questions should be answered in
order to leave the classroom at the end of the lesson. Instead of the obvious
oral or written response to the questions, students can also be given the
option to act out answers and concepts in order to answer the exit questions.

Sources

Facing History and Ourselves. Exit Cards. Retrieved from https://www.facinghistory.org/resource-library/teaching-strategies/exit-cards

Facing History and Ourselves. Human timeline. Retrieved from
https://www.facinghistory.org/resource-library/teaching-strategies/human-timeline

Iowa Core. Characteristics of effective Instruction:
Student-Centered Learning. Retrieved from http://www.iglls.org/files/classroom\_brief.pdf
Puro Electrico

el butbuy puro electrico.es un butbuy de clase alta,tiene habilidades muy poderosas y es extremadamente rápido,los puros eléctricos son la forma mas pura de los eléctricos y la segunda raza mas fuerte de los butbuy.ellos aparecieron hace aproximadamente 200 años. fuero el antepasado de los que hoy es el eléctrico. ellos habitan por lo general en las montañas y lagos.

HABILIDADES

.Destrucción electrica:esta habilidad permite hacer una explosión de 12.000 voltios

Trueno: esta habilidad invoca un trueno mortifero que impacta en su oponente

.Voloci: esto permite que se mueva la velocidad de la luz durante 10 segundos

.electrificacion: esto hace que cunado su enemigo lo toque le de una descarga de 250 voltios

PODER

su poder no llega a superar los 500.000, aun haci son muy fuertes y resistentes,los bebes tienen un poder de entre 600 y 900 de poder

APARIENCIA

Son altos y flacos,a simple viste son muy tenebrosos.su pelo es amarillo y rizado. sus ojos son negros azulados

sus garras son afiladas y de color negro
Sarah Dee

**Sarah Dee** is a contestant from *Survivor: Indonesia*. Known for her wild antics, her general unpreparedness for the game and challenge performance culminated in her getting eliminated first in an uniamous vote.

## Indonesia

**Name (Age):** Sarah Dee (21)

**Tribe Designation:** Kaurava

**Current Residence:** New York, NY

**Occupation:** Rapper

**Personal Claim to Fame:** Having my first YouTube video reach 1.5 MILLION views in a span of two weeks.

**Inspiration in Life:** Lisa Lopes, she was an amazing rapper and despite her obstacles, she overcame them.

**Hobbies:** Partying, laughing, driving.

**Pet Peeves:** When people keep on getting on you about something, I'll get to it later.

**3 Words to Describe You:** Up and Coming?

**If You Could Have 3 Things on the Island What Would They Be?:** My lyric book, my phone, and a bed.

**Reason for Being on SURVIVOR:** I really want to prove to myself that I can actually survive something and not just be a city-girl my whole life. I want to show that I have a "country" side.

**Why You Think You’ll “Survive” SURVIVOR:** Growing up on the streets of New York, I've always been a tiny bit scared for my life. I'm sure they won't have druggies and gun-blasting idiots out here, so I can focus on game-plans and winning.
Supremo

* El Supremo, ES EL butbuy mas poderoso de El Universo con casi ningun OPONENTE Que le aga frente.su Edad PUEDE Alcanzar los 2.000.000.000 de años.Ellos NACEN del Arbol Sagrado En Lo Alto de las ramas.su Poder Es Que pueden tan grande Que pueden Destruir la solar.existen TEMA 12 supremos 1 por Universo.

VISIÓN GENERAL

APARIENCIA

suelen ser muy grandes y parecido a un bicho,su piel es amarilla y sus garras azuladas,tiene cuernos en punta y dos alas inmensas.

## Physical description

### Eye color

*Unknown*

PODER

su poder es inmenso alcanzando los 500.000.000.000 millones,aunque algunos no alcanzan esa sifra,dependiendo de la rama su poder cambia
Medkit

## Lore & Design

Equipped with an adaptive matter programmer, the medkit can service the physiology of any of the known major species, and can be programmed to accept new configurations provided the user knows what they are doing. It is also easy to operate, being the standard issue medkit found throughout the entire galaxy, and although most consider it a 'use once' tool, experienced medical staff know how to get additional uses out of it.
Character Interaction

Character interaction is divided into 4 main categories:

* Combat
* Dialogue
* Environmental interaction
* RPG interaction

However, only Dialogue will be discussed here, as the other 3 have their own articles that elaborate on them.

## Premise

The conversation system in Ferrus: Commissar operates under the key assumption that there is minimal or no voice acting - in the same vein as with The Elder Scrolls III: Morrowind, where the majority of dialogue was done in a text box. The image below demonstrates the dialogue box in a nutshell.

-insert image-
Wieldable

## CommissarWieldableItem.cpp/.h, ACommissarWieldableItem

The Wieldable item class is derived from ACommissarItem and is the parent class for weapons and anything else the player can hold in their hands. This article details the variables, functions and intended use of the class. It will also include notes on attributes/methods inherited from ACommissarItem.

**Usage**: This class is intended to be used to subclass blueprints, which alter UProperties to create the specific item needed. This ensures that any physics applied to weapons will maintain consistency, as weapon physics specifically are also effected by the projectile.

**Function**: The ACommissarWieldableItem class takes care of:

* Checking whether or not it can be fired
* Where/how to spawn the projectile
* Projectile/consumable switching
* Projectile spawn mode switching/Consumable usage mode switching
Projectile Modes

## Summary

In Ferrus: Commissar, there are a number of different ways a projectile is instanciated and then moved through the world. Sometimes, a wieldable will instantiate multiple projectiles at once, or rapidly in a row. Other times, the projectile will only be a line trace with an instant arrival time. The animations below go over these different modes.

### Simple Ballistic Projectiles

All projectiles provided follow ballistic rules as appropriate for their projectile type.

#### Single Fire - Single Projectile

A single projectile is spawned at the wieldable's projectile spawn joint, and is propelled forwards in a straight line.

#### Burst Fire - n-Max Single Projectiles

A single projectile is created up to **n**-Max at an interval of time **s**, traveling in a straight line.

#### Rapid Fire - Continuous Single Projectiles

A single projectile is created every **s** seconds, traveling in a straight line.

#### Single Fire - Multiple Projectiles

Multiple projectiles are spawned in the wieldable's projectile spawn joint, and are propelled forwards in a straight line in a spread pattern.

### Complex Wave Projectiles

All projectiles provided follow projectile-specific wave propagation and expansion rules.

#### Short Instant Conical Projectile

An invisible cone is created in front of the wieldable's projectile spawn joint, performing a channel-based collision check to see where it can propagate to.

#### Short Instant (Thin) Triangular Projectile

An invisible, near flat triangle is created in front of the wieldable's projectile spawn joint, performing a channel-based collision check to see where it can propagate to.
The Starship

At the start of the game, the player is given a civilian freighter as their personal mobile base. At base, it comes with:

* Pilot's cabin
	+ Star map
	+ Piloting suite
	+ Communication's Panel
* Living cabin (sleeping, eating, news station)
	+ Bed
	+ Cooking suite
	+ Personal computer
* Research & Engineering lab
	+ Fabricator Unit
	+ 3D Scanner
	+ Terminal
* Cargo bay
	+ Cargo racks
* Equipment storage
	+ Rig station
	+ Weapon's locker
	+ Ammo lockers
	+ Medical supply storage
* Airlock
* Engine control room
	+ Fuel pumps
	+ Power generators
	+ Routing units
	+ Engine termial
* Weapon control room
	+ Power generators
	+ Weapon control terminal
	+ EWS control terminal

A fairly large ship, the player uses this to get to their destinations either by landing, docking or latching to a spot.

## Ship specifications

The starship, a Comet class light freighter, is an older, but very common design used by independent traders and mercenaries. As such, it comes stocked with a variety of combat equipment and support systems.

### Weapons

The Comet is equipped with a pair of Gimbal mounted fusion turrets, one on the top and one on the bottom. These each fire two shots every 3 seconds at maximum power, and are effective up to 1000 meters. The player can choose to upgrade these, or mount additional weapons. **Space combat is planned for a later date.**

### Defenses

The Comet has no shielding, but it makes up for it by being heavily armored with reflective and ablative plating, rendering it highly resistant to energy based weaponry. Kinetics will still cause significant damage if the shots are placed precisely, but the ships strong and well designed frame will allow it to withstand rapid impacts. On the sides it possesses a pair of chaff launchers so as to deal with hostile targeting systems and guided projectiles.

### Electronic Warfare Suite

Each ship in Ferrus: Commissar comes equipped with an EWS, intended to diminish the enemies' ability to hit the ship in the absence of shielding. In most cases, this is enough to stave off opportunistic pirates as long as the pilot can get to a safe distance. It is automatically activated by the ship, and works in concert with the ships weapons systems to amplify the Comets defensive capabilities.
Excalibur Sagrado

El Excalibur, un arma legendaria forgada por los dioses. su edad es de aproximadamente 10.000.000 de años, fue creada para destruir a bills el dios maligno que amenazaba con la conquista de el universo.Los dioses decidieron forgar un arma legendaria capas de derrotarlo.la espada fue creada con adamantina,uranio, material puro y con el poder de los supremos forjo esta espada.Su portador fue el Legendario que para entoses era el elegido para portarla y acabar con bills.

HABILIDADES

.Filo infinito: esta habilidad permite cortar todo durante 15 segundos

.sello sagrado:permite enserar cualquier cosa en la espada

.epidominus: esto hace que aumente la velocidad un 40%

.santo rial: hace que el usuario aumente su poder ex potencialmente
Consumable

## CommissarConsumableItem.cpp/.h, ACommissarConsumableItem

The Consumable item class is derived from ACommissarItem and is the parent class for ammunition, medical items, utility items and so on.

**Usage**: This class is intended to be used to subclass blueprints, which alter UProperties to create the specific item needed.

**Function**: The ACommissarConsumableItem class takes care of:
House Ire'

ETC

## Introduction

House Ire' is an ancient house, which dates back to the creation of Lionheart. The exact formation of their house is lost to history, but what is known, is that they are a very loyal people, and this loyalty has granted them success, and survival. Named after the lands they hold, the Ire' is a land devoid of many resources, with poor rocky soil, and little in the means of stone and ore. They only survive by the basis of their loyalty to their kingdom, and the grace and generosity of their friends.
Ranged Weapons

## Ranged Weapons Summary

Ranged weapons in Commissar are a combination of a Wieldable, a Consumable and Projectile. The Wieldable maintains a reference to the Consumable and spawns a Projectile on use.

Projectile instantiation logic is handled inside the Wieldable class, with the wieldable owner simply invoking the wieldable's use() method. Upon use, a projectile is instantiated and an appropriate amount of consumabels are deducted from the wielder's inventory, by returning a "consumable consumed" count from the use method.

Questions to answer:

* How does the **wieldable** know how much of **consumable** the wielder has?
* When does the **wieldable** check how much of **consumable** the wielder has?
* How do I handle different **consumables** for a single **wieldable**?
* How do I handle different **projectiles** for a single **wieldable**?
Nami Holderman - Student Centered Learning

Student-Centered Learning

July 29, 2016

Written by Nami Holderman

One of the essential element in teaching is to provide a stimulating learning environment for the students where they can enjoy learning of their discoveries. The basic things to consider when organizing your classroom are cleanliness, lights, and temperature. Although you may not have complete control over some of these elements, try to make or suggest improvements as necessary. Once you checked those essential elements, you can consider the classroom floor plans.   There are four components to help to design the class;

1. Flexibility.

Design functional spaces for the students. The students should flow and transition from one station to the other. For example, the classroom library, literacy center, technology center, stage, and reading nook are in place considerably.

2. Belonging.

Learners should feel space is theirs. Putting up their pictures, name-tags, and accomplishments charts, images that represent diverse cultural backgrounds and student work museum and other things to help each student feel home away from home.

3. Interaction.

By turning their seats, students should be able to work quickly with a small group. You can use an area rug to anchor the space and give several students a place to sit. Other students can remain standing or bring in their chairs. The classroom should design to have a greater interaction, communication between students, enhancing engagement, exploration, and purpose for application to learn.

4. Attention.

Making sure to avoid quiet activity next to a group discussion area. (For example, Independent study, and reading area should not be next to the group work area). The room divider should be low for visibility. Art area will be best near the sink, and making sure to have an eye contact with students.

You don't have to design all the learning zones all in neat and intact. Start with whichever areas will help you the most, or start at the beginning and see where it takes you.

Most importantly, the classroom environment should reflect your teaching style.

Sources:

"Creating an Effective Physical Classroom Environment"  (2015)  retrieved from http://community.wikia.com/wiki/Special:CreateBlogPage

Finley, T. (2015, July 21) "Tips for Creating Wow-Worthy Learning Spaces" retrieved from http://www.edutopia.org/blog/creating-wow-worthy-learning-spaces-todd-finley

 "New Teachers: Designing Learning Environments" (2015, May 7) retrieved from http://www.edutopia.org/article/new-teachers-designing-classroom-learning-environment-resources

Borovoy, A. E. (2014, July 18) "5-Minute Film Festival: Classroom Makeovers to Engage Learners" retrieved from http://www.edutopia.org/blog/film-festival-learning-spaces-classroom-makeovers

Lopez, V. (2015, July 28) "7 Learning Zones Every Classroom Must Have" retrieved from http://www.edutopia.org/blog/7-learning-zones-classroom-veronica-lopez

Shiela, J. (2013, August 24) Classroom Cribs: Sprinkle Teaching Magic Classroom Tour Edition retrieved from https://www.youtube.com/watch?v=dtmxLcN1zy4&list=PLvzOwE5lWqhQ8D0m\_371INljdki3RcVRb&index=8
Inventory Architecture

## Main Inventory Backend

In Ferrus, the character's main inventory functions as an Array of ACommissarItem child class instances (populated by blueprint instances). This array contains individual items and stackable items (marked with a boolean bIsStackable).

It has a simple getter method, GetInventory, exposed publically and is mainly interacted with by the player's class, which adds items to it and can invoke items to be dropped. When an item is used - and it reaches 0 uses (if applicable), the item removes itself from the inventory array and destroys itself.

Stacking is fairly simple, too. When trying to add stackable items to the player's inventory, the code will first try to look and see if that item exists - if not, it is simply added to the inventory. If it does, then the item itself is discarded since the item that's already in will have an integer variable - StackCount - incremented by 1. The code will then check, whenever an item's uses variable hits 0, if it is a) stackable and b) if it has stacks above 1. If both are yes, then the uses are restored to the maximum until the item stack is exhausted.
Inventory Items

## Base Item Architecture: CommissarItem.cpp/.h, ACommissarItem

The Item class is derived from AActor and is the parent class for Dynamic Environment Props, Wieldables, Wearables and Consumables. It contains base properties and methods intended to be used universally by all children, like the mesh - friendly name - etc. It also implements empty functions for use, drop, pickup, despite not every item not being able to use those. For items that do not need those methods, they will simply have a boolean used to disable them that is checked in the Character class as described in Character Architecture.

**Usage**: This class should never be Blueprinted, and is only intended for serving as a basis for more specific classes. As such, it is meant to stay as ambiguous as possible and will only implement a few methods.

### URPOPERTY List

* **FString ItemName**: edit anywhere, blueprint read only, category: item, *usage:*
* **int32 Value**: edit anywhere, blueprint read only, category: item, *usage:*
* **UStaticMeshComponent\* Mesh**: edit anywhere, blueprint read-write, category: item, *usage:*
* **bool bCanBePickedUp**: edit anywhere, blueprint read-write, category: item, *usage:*

## Methods

### Public Methods

* **ACommissarItem():** Constructor.
* **virtual void BeginPlay() override**: Called when the game begins, or the class instance is spawed.
* **virtual void OnUsed()**: Called when the player uses an item in view, in the inventory or in their hands.
* **virtual void PickedUp()**: Removes the mesh component of the item in the world. Called when the item is picked up.
* **virtual void Dropped()**: Reassigns the mesh component in the world and allows it to drop near the player's location.
* **virtual void Tick(float DeltaSeconds) override**: Called every frame. Used for anything that relies on a condition during ticking to be met.
Scavenging

Scavenging in Ferrus: Commissar is a gameplay mechanic used to gather up scrap to turn into generic 'matter' for the creation of small items, such as munitions, medical equipment, and so on. The intent is for the user to be able to remain self sufficient in the field, and as they progress through the game allow them to increase this by unlocking new blueprints in the Matter Programmer.
Exploration

In Ferrus: Commissar, you are in possession of a starship that lets you travel from locale to locale. It in and of itself is a location, too - albeit a small one.

When you arrive at a location, you are able to move around there via a variety of paths, discovering new locations as you go and filling up your map. Each locale is balanced out to have a multitude of "restricted access" areas, and public access areas. As the player is exploring Federal space, all locations adhere to Federal security laws and thus the player will need to be able to either bypass these or meet the prerequisites.

Each location also has mass transit, allowing you to go to different areas.

Often times while exploring, the player can find loot, story bits and side quests to do aside for following the objectives of their main quest.
Standard Mag Block

## Lore & Design

A standard 100mm x 200mm x 100mm block of tungsten alloy, it is fed into magnetic weapons which then chip off a small piece of it. Being easy to manufacture, these are inexpensive and found almost everywhere. With a decent matter programmer, one can even make these on the fly with no extra blueprints needed.
A.I, NPC Behavior

A.I in Ferrus: Commissar is centered around small groups of individuals - an emphasis on quality over quantity - with an aim to be heavily reliant on decision making algorithms which depend on environmental factors.

As such, it is first important to cover the basics of A.I in Ferrus:

* A.I is grouped into synthetic and biological (semantically), to distinguish robotic from organic behavior.
* Functionally, A.I is grouped into Simple Conversation Trees - Simple Individual Behavior - Complex Individual Behavior and Unit Behavior. The reason for this is to be able to compartmentalize NPC behavior trees in respect to the role of a given character.
* For Complex Individual Behavior and Unit Behavior, the focus is on social groupings of different sizes, with UB being an abstraction of CIB, i.e CIB A.I recognizes it is grouped/in the vicinity of others of the same kind with whom it can safely operate together, and thus alters its behavioral preferences based on that.

Ultimately, the goal is to provide an interesting combat experience (rather than trying to simulate 'daily lives', as that is an area of its own, but it is not 100% confirmed to not be part of any future plans), simulating sane behavior on the behalf of combat groups. Individuals will retreat, take cover, even surrender if need be, in stark contrast to games where, even if you have slaughtered every other soldier in a platoon, no one will even think about surrendering but instead squat behind a box and pop its head out now and again to shoot you before being added to the list of casualties.

## A.I Groupings

 Purpose
 Example of users
Essence

The Essence release is the first content package for Ferrus: Commissar, and contains the utmost basic components of the game. It is essentially the pre-alpha release, and is intended only for testing and refining core gameplay principles.

It can be found here on GitHub.

Essence will be built (and released) in the following fashion:

* The first release chunk contains movement logic, basic skills, attributes and inventory.
* The second release chunk contains weapon mechanics and the three items
* The third release chunk includes the UI, a dynamic world prop for conversing with, and a simple conversation system.
* The fourth release block contains the refined testing map, and any bugfixes/adjustments from earlier versions.

## Features/Components

1. Movement logic
2. Skills and character attributes
3. Inventory
4. Weapon mechanics
5. Basic Slate UI
6. Simple conversation system

## Items

* Medkit
* 76-Series Light Defense Rifle
* Standard Mag Block
Ferrus Wikia

## **Introduction**

Ferrus: Commissar is an FPS-RPG built in Unreal Engine 4, following in the footsteps of Deus Ex and Knights of the Old Republic/Mass Effect in regards to gameplay mechanics, such as having a personal starship for travel - multiple disparate locales to freely travel to - skill and attribute based character development - and more. The story of Commissar, however, focusses on the titluar character: a commissar for the Federation. Your task is to halt an impending collapse of an entire sector of Federal space, as the Federation-Alliance war drags on with no end in sight.

The player will get to experience zero gravity, hostile worlds, puzzle solving and character drama as they strive to complete their task - or rebel. The Commissariat of the Federation is not necessarily the most morally sound organization, and the player may find themselves wishing to instead align with the goals of those who would resist Federal rule, opting to go on their own, just as their forerunners did in the 23rd century.

This wiki, as such, is dedicated to this project and to keep track of its development. The project can be found here on Github.

### **Gameplay Articles**

Gameplay

* User Interface
* Inventory
* Weapons, Projectiles and Ammo
* Item List
* Armor
+ Armor Modules

* Combat
* Character Interaction
* Character Abilties/Skills/Training
* Exploration

	+ The Starship

		- Starship Upgrades
	+ Local Transportation
	+ Scavenging
* Quests

	+ Story Quests
	+ Side Quests
* A.I, NPC Behavior

### **Lore Articles**

World and Locales

* General Level Design
* Testing Simulation A1
* Mining Station K-9
* Agri World A-64
* Industrial World Taurus IV
* Hab World Taurus VIII
* Federal Command Station
* Ceti V
* Tau II Research Orbital

Story

Characters

Events

Organisations

### **Development Articles**

How this is developed

Commit Register

Inventory Architecture

Item Architecture

* Dynamic World Props
* Inventory Items

	+ Wieldable

		- Ranged Weapons
	+ Consumable
	+ Wearable

Projectiles

* Projectile Modes
* Ballistic Straight
* Ballistic Arcing
* Wave
* Line

Character Architecture

UI Architecture

Game World Architecture

* Static World Props

AI Architecture

## Releases

### Planned:

* Essence (In early development)
* Explorer (Sketching phase)
* Extermination (Sketching phase)
Stephanie Taylor

**Stephanie Taylor** is a contestant from *Survivor: The Seven Vials*.

## The Seven Vials

**Name (Age)**: Stephanie Taylor (21)

**Tribe**: N/A

**Hometown**: Honolulu, HI

**Occupation**: College Student

**What's your claim to fame?**: As a teen I competed in and won the state spelling bee. I also graduated with perfect attendance and a 4.0 GPA.

**Hobbies**: Studying, reading, doing yoga with my friends.

**Pet Peeves**: Racist people most definitely. I mean, as a strong believer in God myself, when I hear people use the Bible to support their vile claims, I feel like I must point out where it says to love everyone and how you should treat others. Homophobes also get on my nerve. I mean, why does what someone else do in the bedroom rattle you up so much?

**Why will you "survive" Survivor?**: I was involved in debate my freshman year of college and I feel that type of cutthroat environment will really help me out. I know how to play dirty and I'm willing to get my feet wet if that means I can win.

**Why will you be the Sole Survivor**: ​I know that I can win. I've always dreamed of winning a huge competition and Survivor is my chance to prove it. I can get along with anyone. Indian, Black, Caucasian, you name it I have a friend. I'm a people person so I feel like I can get people to open up to me so that way they won't see me back-stabbing them.