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McLGTTB: Main Topic. New Game Mod, Spread to New Forums! 

Is this a good idea, and are you willing to help out?
This is good! Okay, I'll go make some figures! 27%  27%  [ 20 ]
It's good, but I don't feel like helping... 40%  40%  [ 29 ]
It's okay, I guess... 15%  15%  [ 11 ]
I'll help out, but I don't really like the idea. 1%  1%  [ 1 ]
This just plain SUCKS. 16%  16%  [ 12 ]
Total votes : 73

McLGTTB: Main Topic. New Game Mod, Spread to New Forums! 
Author Message

Joined: Thu Aug 14, 2008 12:15 pm
Posts: 555
Gender: Anime Girl
Currently Playing: Sitting down and playing video games is for chumps.
The project will involve information about the characters.
The stats are necessary.

_________________
~~~~~Ferail'09~~~~~


Fri Jul 31, 2009 4:35 pm
BR Member
User avatar

Joined: Mon Aug 11, 2008 12:36 pm
Posts: 1222
Location: The wonderful world of... someplace that isn't on fire.
Country: United States (us)
Gender: Male
MGN Username: Dark Ermac
Skype: dark_ermac
Code:
McLGTTB

Set 1 - pack 1

6 - Prize Only

:wee:
Dark Ermac
Megaman

5 - 1 in 6

Beast Naruto<$
CS Sasuke
Giant DK
Hollow Ichigo
Insane Spikeman

4 - 1 in 3

Azrael<
Bankai Ichigo
Blade
Blue
Captain Falcon
Cloud
Fire Mario
Hyper Shadow
Mewtwo
Sasuke$
Snake
Spikeman
SSJ Goku
SSJ Vegeta
Super Sonic

3 - 1 per pack

Bowser
Crono
Diddy<
DK
Falco
Fox
Goku
Ichigo
Kirby
Knuckles
Kratos
Link
Lloyd
Luigi
Mario
"Megaman"
Meta Knight
Naruto
Ness
Peach
Pikachu
Pit
Renji
Riku
Samus
Shadow
Sonic$
Sora$
Tails
Vegeta
Wario
Yoshi
Zamus
Zero
Zelda

2 - 2 per pack

Cubot Tank<$
G&W$
Jigglypuff$
Kremling
Metool<$

1 - 3 per pack

Cubot<$
Heartless$
Koopa Troopa<$$
Waddle-Dee<$$

Card Stats

:wee:

ELE: Epicness
CST:  15
SZE:   6
ATK: 1x7
DEF:   1
MOV:   3
RNG:   5
 HP:  99
SPC: Epicness: Give benefit to all directly adjacent allied figures.

Azrael

ELE: Dark
CST:  7
SZE:  4
ATK:  4
DEF:  2
MOV:  2
RNG:  3
 HP: 35
SPC: Dimensional Gate: Instantly kill all figures directly adjacent to Azrael, including allies. Azrael is stunned for his next 5 turns.

Bankai Ichigo

ELE: Dark
CST:  7
SZE:  4
ATK:  3
DEF:  3
MOV:  4
RNG:  3
 HP: 35
SPC: Getsuga Tenshou: Attack any opponent with 2 dice, as long as they are within Bankai Ichigo's line of sight.

Beast Naruto

ELE: Air
CST:   3
SZE:   3
ATK: 1x6
DEF: 1x6
MOV:   4
RNG:   2
 HP:  30
SPC: Beast Naruto loses 10 HP at the end of each of his turns.

Blade

ELE: Lightning
CST:   5
SZE:   3
ATK: 1x2
DEF: 1x2
MOV:   2
RNG:   1
 HP:  30
SPC: Double Slice: Blade can attack twice in battle.

Blue

ELE: Fire
CST:   5
SZE:   3
ATK: 1x2
DEF: 1x2
MOV:   2
RNG:   1
 HP:  30
SPC: Soul of Fire: Attack all directly adjacent figures by 1 die.

Bowser

ELE: Fire
CST:  7
SZE:  5
ATK:  4
DEF:  4
MOV:  1
RNG:  1
 HP: 50
SPC: Fire Blast: Attack all opponents within 4 tiles in one direction with 2 dice.

Captain Falcon

ELE: Fire
CST:   6   
SZE:   4
ATK: 1x2
DEF: 1x2
MOV:   3
RNG:   1
 HP:  35
SPC: Falcon PAUNCH!!!: Instantly kill a figure directly adjacent to Captain Falcon with less HP than him. Captain Falcon is stunned for his next turn.

Cloud

ELE: Fire
CST:   6
SZE:   5
ATK:   4
DEF:   3
MOV:   2
RNG:   2
 HP:  40
SPC: Omnislash: Attack all directly adjacent figures for 4 dice. Cloud is stunned for his next turn.

Crono

ELE: Neutral
CST:   5
SZE:   3
ATK:   2
DEF:   2
MOV:   2
RNG:   1
 HP:  25
SPC: Power of Having a Full Party's Worth of Support: Attack EVERYONE for 2 dice. Crono is stunned for his next 2 turns.

CS Sasuke

ELE: Lightning
CST:  10
SZE:   4
ATK:   5
DEF:   5
MOV:   3
RNG:   2
 HP:  35
SPC: Chidori: Attack a single, directly adjacent opponent for 6 dice.
Flight: CS Sasuke is unaffected by terrain or elevations.

Cubot

ELE: Metal
CST:  2
SZE:  4
ATK:  1
DEF:  1
MOV:  2
RNG:  1
 HP: 10
SPC: Common: More than 1 Cubot may be used.

Cubot Tank

ELE: Metal
CST:  3
SZE:  4
ATK:  2
DEF:  3
MOV:  1
RNG:  3
 HP: 15
SPC: Morale Boost: Any directly adjacent Cubots gain benefits.
Common: More than 1 Cubot Tank may be used.

Dark Ermac

ELE: Darkness
CST:  7
SZE:  4
ATK:  1x4
DEF:  3
MOV:  3
RNG:  2
 HP: 35
SPC: TK Lift: Dark Ermac is unhindered by terrain.
TK Grab: Dark Ermac can sacrafice moving to pull another figure towards him by the same number of spaces as his movement.
Out of here!: Dark Ermac can push a directly adjacent figure back 5 tiles in one direction.

Diddy

ELE: Neutral
CST:  3
SZE:  2
ATK:  1
DEF:  1
MOV:  3
RNG:  1
 HP: 15
SPC: Climb: Diddy uses 2 dice when climbing.

DK

ELE: Neutral
CST:  6
SZE:  4
ATK:  3
DEF:  2
MOV:  1
RNG:  2
 HP: 45
SPC: Giant's Punch: Attack a directly adjacent opponent for 7 dice. This move can only be used once every 3 of his turns.
Climb: DK uses 2 dice when climbing.

Falco

ELE: Neutral
CST:  5
SZE:  3
ATK:  2
DEF:  2
MOV:  3
RNG:  5
 HP: 25
SPC: Falco gains benefit when standing directly adjacent to Fox.

Fire Mario

ELE: Fire
CST:   5
SZE:   2
ATK: 1x3
DEF: 1x2
MOV:   2
RNG:   1
 HP:  25
SPC: Fire Ball: Attack any opponent with 2 dice, as long as they are within Fire Mario's line of sight.

Fox

ELE: Neutral
CST:  5
SZE:  3
ATK:  1
DEF:  2
MOV:  3
RNG:  7
 HP: 25
SPC: Fox gains benefit when standing directly adjacent to Falco.

G&W

ELE: Neutral
CST:   3
SZE:   3
ATK:   2
DEF:   1
MOV:   3
RNG:   1
 HP:  10
SPC: Sausages: Attack all figures within 3 tiles of G&W with 1 die.
Common: More than 1 G&W may be used. 

Giant DK

ELE: Neutral
CST: 10
SZE:  8
ATK:  5
DEF:  3
MOV:  1
RNG:  3
 HP: 60
SPC: Giant Giant's Punch: Instantly kill all figures within reach in one direction. Giant DK can only use this move once every 5 of his turns.
Climb: Giant DK uses 3 dice when climbing.

Goku

ELE: Neutral
CST:   7
SZE:   3
ATK:   4
DEF:   2
MOV:   2
RNG:   1
 HP:  30
SPC: Kamehameha: Attack all figures in a single line within line of sight for 3 dice.

Heartless

ELE: Dark
CST:   2
SZE:   3
ATK: 1x2
DEF:   0
MOV:   2
RNG:   1
 HP:  15
SPC: Haunting Shadows: Gives benefits to all directly adjacent Dark figures.

Hollow Ichigo

ELE: Dark
CST:  9
SZE:  4
ATK:  4
DEF:  3
MOV:  4
RNG:  5
 HP: 40
SPC: Black Getsuga Tenshou: Attack any opponent with 3 dice, as long as they are in Hollow Ichogo's line of sight.

Hyper Shadow

ELE: Light
CST: 10
SZE:  3
ATK:  4
DEF:  3
MOV:  4
RNG:  3
 HP: 25
SPC: Flight: Hyper Shadow is unhindered by terrain and elevations.

Ichigo

ELE: Light
CST:   5
SZE:   4
ATK: 1x2
DEF:   3
MOV:   3
RNG:   1
 HP:  30
SPC: Getsuga Tenshou: Attack any opponent with 1 die, as long as they are in Ichigo's line of sight.

Insane Spikeman

ELE: Epicness
CST:  11
SZE:   2
ATK:   5
DEF:   0
MOV:   3
RNG:   1
 HP:  21
SPC: Insane Spikeman can only be hit by an attack that does 7 damage.

Jigglypuff

ELE: Neutral
CST:   3
SZE:   2
ATK:   1
DEF:   2
MOV:   2
RNG:   1
 HP:  10
SPC: Sing: Stun all directly adjacent figures (including allies).
Rollout: Jigglypuff may attack an opponent within her line of sight, as long as the target can be hit by a rolling Jigglypuff. Jigglypuff ends the move next to said opponent.
Common: More than 1 Jigglypuff can be used.

Kirby

ELE: Neutral
CST:   4
SZE:   2
ATK:   1
DEF:   1
MOV:   6
RNG:   1
 HP:  10
SPC: Copy: Kirby may instantaneously kill any opponent directly adjacent to him, as long as they have less HP than he does. The player then gets to choose one of their defeated opponents effects to give to Kirby until the end of the match.
Recovery: Kirby recovers HP equal to the remaining HP of a figure that he just copied.

Knuckles

ELE: Earth
CST:   6
SZE:   2
ATK:   2
DEF:   3
MOV:   2
RNG:   1
 HP:  25
SPC: Knuckles can climb any wall, no matter  the height.

Koopa Troopa

ELE: Water
CST:  1
SZE:  2
ATK:  1
DEF:  1
MOV:  2
RNG:  1
 HP: 10
SPC: Shell: When defeated, the player may choose a directly adjacent allied figure. This figure gets the shell and boosts their defense by 1.
Swim: Koopa Troopa moves normally in water.
Common: More than 1 Koopa Troopa can be used.

Kratos

ELE: Neutral
CST:  5
SZE:  3
ATK:  2
DEF:  2
MOV:  2
RNG:  1
 HP: 30
SPC: This figure gains benefits when directly adjacent to Lloyd.

Kremling

ELE: Water
CST:   3
SZE:   4
ATK:   3
DEF:   0
MOV:   1
RNG:   1
 HP:  10
SPC: Swim: This figure can move indefinately through water.
Common: More than 1 Kremling can be used.

Link

ELE: Neutral
CST:   5
SZE:   4
ATK: 1x3
DEF:   2
MOV:   2
RNG:   1
 HP:  30
SPC: Jump: Link may jump over gaps of one space, as long as the platform he lands on is of equal or lower height then the one he started on.
Arrow: Link may attack an opponent for 2 dice within a range of 7, even if he doesn't have sight of them. He has 10 arrows in his quiver.

Lloyd

ELE: Neutral
CST:   5
SZE:   3
ATK:   2
DEF:   2
MOV:   2
RNG:   1
 HP:  30
SPC: Demon Fang: Attack any figure with 1 die, as long as the figure is in Lloyd's line of sight.
Guardian: Block any 1 opponent's attack.

Luigi

ELE: THUNDERRR!
CST:  5
SZE:  2
ATK:  2
DEF:  2
MOV:  2
RNG:  3
 HP: 25
SPC: High Jump: Luigi can jump over opponents when moving.
Luigi Tornado: Attack all opponents within 2 tiles of this figure for 1 die.

Mario

ELE: Fire
CST:   5
SZE:   2
ATK: 1x2
DEF: 1x2
MOV:   2
RNG:   2
 HP:  20
SPC: Fireball: Attack any figure for 1 die, as long as the figure is in Mario's line of sight.
Cape: Reflect any one projectile back at the user.

"Megaman"

ELE: Lightning
CST:   5
SZE:   3
ATK:   1
DEF:   1
MOV:   1
RNG:   1
 HP:   1
SPC: Super Bogus Megaman Spinoff Attack: If  you win a match with "Megaman" in your party, PM me to get a little something...

Megaman

ELE: Metal
CST:   7
SZE:   3
ATK:   3
DEF:   2
MOV:   2
RNG:   3
 HP:  27
SPC: Copy: Mega Man may take any specials from opponents he defeats and add them to his arsenal.

Meta Knight

ELE: Neutral
CST:   7
SZE:   2
ATK:   1
DEF:   2
MOV:   2
RNG:   1
 HP:  20
SPC: AYAYAYAYA!!!: This figure may continue to attack the opponent for every successful hit.
Flight: Meta Knight is unhindered by terrain and elevations.

Metool

ELE: Lightning
CST:  3
SZE:  2
ATK:  1
DEF:  5
MOV:  1
RNG:  3
 HP:  1
SPC: Tri-shot: Metool can attack 3 opponents at once.
Common: More than 1 Metool can be used.

Mewtwo

ELE: Darkness
CST:  6
SZE:  4
ATK:  4
DEF:  4
MOV:  1
RNG:  7
 HP: 30
SPC: Teleport: This figure may teleport to any open tile before moving.
Float: This figure is unaffected by terrain.

Naruto

ELE: Air
CST:  5
SZE:  4
ATK:  3
DEF:  2
MOV:  2
RNG:  3
 HP: 25
SPC: Raisengan: Naruto can attack a directly adjacent opponent for 4 dice.

Ness

ELE: Neutral
CST:  5
SZE:  3
ATK:  2
DEF:  1
MOV:  2
RNG:  2
 HP: 25
SPC: PSI Magnet: Absorb any projectile attack and recover the amount of damage.
PK Thunder: Attack any 1 figure anywhere for 1 die of damage.

Peach

ELE: Neutral
CST:  3
SZE:  3
ATK:  1
DEF:  0
MOV:  4
RNG:  1
 HP: 20
SPC: Float: Peach is unaffected by terrain.
Toad Block: Peach may block a single enemy attack for each opponent's turn.

Pikachu

ELE: Lightning
CST:  4
SZE:  2
ATK:  3
DEF:  1
MOV:  3
RNG:  1
 HP: 15
SPC: Cheapass lightning: Attack all opponents within 3 tiles of this figure by 2 dice.

Pit

ELE: Light
CST:  10
SZE:   5
ATK:   /
DEF:   3
MOV:   2
RNG:   /
 HP:  20
SPC: I Have A Spammable Bow...: Attack any opponent anywhere for 1 die of damage. This attack can be used repeatedly as long as the attack doesn't miss.
...A Spammable Side Attack...: Attack any figure directly adjacent for 1 die repeatedly (as long as the attack doesn't miss) and push them backwards 1 tile.
...A Reflector Shield...: Pit may reflect any and all projectile attacks.
...Wings...: Pit is unaffected by terrain or elevation.
...What Don't I Have?: Pit is instantly killed when standing directly adjacent to his only weaknesses: Snake (due to over-manliness), or Zamus (since he won't get any).

Renji

ELE: Wood
CST:  5
SZE:  3
ATK:  3
DEF:  2
MOV:  5
RNG:  2
 HP: 30
SPC: Howl...: Increase Renji's range by 5. He is stunned for his next turn.

Riku

ELE: Dark
CST:  9
SZE:  4
ATK:  2
DEF:  3
MOV:  2
RNG:  1
 HP: 30
SPC: Corruption: All directly adjacent figures change element to Dark temporarily.

Samus

ELE: Metal
CST:  5
SZE:  3
ATK:  1
DEF:  4
MOV:  1
RNG:  1
 HP: 30
SPC: Charge Shot: Increase Samus's attack and range by 1 for each turn she doesn't attack. Revert them back to 1 when she attacks.

Sasuke

ELE: Dark
CST:  6
SZE:  4
ATK:  3
DEF:  3
MOV:  5
RNG:  1
 HP: 35
SPC: Chidori Blade: Increase Sasuke's attack by 1 if attacked the previous turn.

Shadow

ELE: Dark
CST:  5
SZE:  3
ATK:  2
DEF:  2
MOV:  2
RNG:  2
 HP: 20
SPC: Chaos Control: Stun a single figure.

Snake

ELE: Neutral
CST:  7
SZE:  3
ATK:  2
DEF:  0
MOV:  2
RNG:  1
 HP: 35
SPC: Cardboard Box: Snake blocks all damage as long as the opponent doesn't roll any sixes.
Stealth: Snake can move through figures.
What The?!: When attacking, snake hurts any and all opponents within a 3 tile range for 1 die. Blame bad hitboxes.

Sonic

ELE: If there was an element for speed, he would have one, but there isn't, so he's stuck at Neutral
CST:  5
SZE:  2
ATK:  1
DEF:  0
MOV:  7
RNG:  1
 HP: 20
SPC: [Insert cheesey quote here]: Sonic can taunt players mercilessly as they fail to hit him since he instantly dodges an attack and steps out of range (assuming he can). Unfortunately, this is uncontrollable.

Sora

ELE: Light
CST:  5
SZE:  3
ATK:  2
DEF:  2
MOV:  2
RNG:  1
 HP: 20
SPC: Heal: Recover HP equal to 1 die roll.
Power of Friendship: Sora gains benefits if surrounded by at least 2 allies.

Spikeman

ELE: Epicness
CST:  7
SZE:  2
ATK:  3
DEF:  0
MOV:  2
RNG:  1
 HP: 14
SPC: Spikeman can only be hit by an attack that does 7 damage.

SSJ Goku

ELE: Neutral
CST:  10
SZE:   4
ATK:   5
DEF:   2
MOV:   3
RNG:   2
 HP:  30
SPC: Kamehameha: Attack all figures in a single line within line of sight for 4 dice.

SSJ Vegeta

ELE: Neutral
CST:  9
SZE:  4
ATK:  4
DEF:  2
MOV:  4
RNG:  2
 HP: 25
SPC: Big Bang Attack: Attack all directly adjacent figures for 3 dice of damage.

Super Sonic

ELE: Neutral
CST:  5
SZE:  3
ATK:  3
DEF:  2
MOV:  5
RNG:  1
 HP: 20
SPC: Flight: Super Sonic is unaffected by terrain or elevations.

Tails

ELE: Neutral
CST:  5
SZE:  2
ATK:  2
DEF:  1
MOV:  3
RNG:  1
 HP: 20
SPC: Flight: Tails is unaffected by terrain or elevations.

Vegeta

ELE: Neutral
CST:  7
SZE:  3
ATK:  3
DEF:  2
MOV:  3
RNG:  1
 HP: 25
SPC: Big Bang Attack: Attack all directly adjacent opponents for 2 dice of damage.

Waddle-Dee

ELE: Neutral
CST:  1
SZE:  2
ATK:  1
DEF:  1
MOV:  3
RNG:  1
 HP:  5
SPC: Air Raid: Waddle Dee can start outside of the player's starting zone.
Common: More than 1 Waddle-Dee can be used.

Wario

ELE: Neutral
CST:  5
SZE:  3
ATK:  3
DEF:  2
MOV:  1
RNG:  1
 HP: 25
SPC: Wario Waft: attack all directly adjacent opponents for x dice, where x is the number of turns passed without using this ability.

Yoshi

ELE: Neutral
CST:  4
SZE:  2
ATK:  2
DEF:  2
MOV:  3
RNG:  1
 HP: 25
SPC: Eggify: Turn any directly adjacent figure into an egg. That figure can't make their next turn.

Zamus

ELE: Neutral
CST:  5 
SZE:  3
ATK:  1
DEF:  1
MOV:  4
RNG:  1
 HP: 25
SPC: Stun: Stun any directly adjacent figure for their next turn.

Zelda

ELE: Neutral
CST:  6
SZE:  3
ATK:  1
DEF:  1
MOV:  2
RNG:  /
 HP: 15
SPC: FIREBALLZORZ: Attack any opponent, anywhere, as long as they're reachable. Increase Zelda's attack by 1 for every successful hit.

Zero

ELE: Metal
CST:  5
SZE:  3
ATK:  3
DEF:  2
MOV:  3
RNG:  2
 HP: 30
SPC: Guard: Block any single attack during each opponent's turn.

Fire
Strengths: Air, Wood, Metal
Weaknesses: Water, Ice

Water
Strengths: Fire, Metal
Weaknesses: Lightning, Wood, Ice

Lightning
Strengths: Water, Metal
Weaknesses: Earth, Wood

Earth:
Strengths: Lightning, Ice
Weaknesses: Air, Wood, Metal

Air:
Strengths: Earth, Wood
Weaknesses: Fire, Metal

Wood:
Strengths: Water, Lightning, Earth
Weaknesses: Fire, Air, Ice

Ice:
Strengths: Fire, Water, Wood
Weaknesses: Earth, Metal

Metal:
Strengths: Earth, Air, Ice
Weaknesses: Fire, Water, Lightning

Light:
Strengths: Darkness
Weaknesses: None

Darkness:
Strengths: Neutral
Weaknesses: Light

Neutral:
Strengths: None
Weaknesses: Darkness

Universe:
Strengths: ALL
Weaknesses: none

1. Grass tiles are the regular tiles.
2. Sand tiles give benefit to earth-types (+1 to all stats).
3. Rock tiles are also regular tiles.
4. Snow tiles give benefit to ice-types.
5. Water tiles give benefit to water-types, and slow other units down (moving 2 spaces per tile).
6. Ice tiles slow all units down.
7. Lava tiles hurt whatever figures are standing on one by 10 after all player's turns have been played out, unless said figure is a fire-type, which gets benefits.
8. Frozen water tiles act as ice, but when a unit steps on it, they must roll a die. If the roll is less than 4, the ice breaks and the unit dies. The tile is then treated as a lava tile.
9. Swamp tiles give benefit to nature-types and slows other units down.

_________________
Image
Swinging a chain, swinging a chain...


Fri Jul 31, 2009 4:51 pm
BR Member
User avatar

Joined: Mon Aug 11, 2008 12:36 pm
Posts: 1222
Location: The wonderful world of... someplace that isn't on fire.
Country: United States (us)
Gender: Male
MGN Username: Dark Ermac
Skype: dark_ermac
That should be everything.

Edit: Damnit the image posting doesn't work anymore. I guess I'll have to do it the old-fashioned way...

Edit 2: Image Shack SUCKS. Hold on a moment...

Edit 3:

All figures
Image

Creek
Image

Crater
Image

_________________
Image
Swinging a chain, swinging a chain...


Fri Jul 31, 2009 4:55 pm

Joined: Thu Aug 14, 2008 12:15 pm
Posts: 555
Gender: Anime Girl
Currently Playing: Sitting down and playing video games is for chumps.
Oh, thanks man. This will help muchly.
Hey, a few questions...
Are Universe and Epicness the same? Epicness isn't in the element list, and there are no Universe flavored guys.
What is "Nature" element is it a compilation of lightning, wood, etc...?
What is Luigi? He's listed as THUNDERRR!!! Is that lightning?
What do the swamp, ice, snow, and frozen water tiles look like?

_________________
~~~~~Ferail'09~~~~~


Fri Jul 31, 2009 8:05 pm
BR Member
User avatar

Joined: Mon Aug 11, 2008 12:36 pm
Posts: 1222
Location: The wonderful world of... someplace that isn't on fire.
Country: United States (us)
Gender: Male
MGN Username: Dark Ermac
Skype: dark_ermac
ferailo9 wrote:
Oh, thanks man. This will help muchly.
Hey, a few questions...
Are Universe and Epicness the same? Epicness isn't in the element list, and there are no Universe flavored guys.
What is "Nature" element is it a compilation of lightning, wood, etc...?
What is Luigi? He's listed as THUNDERRR!!! Is that lightning?
What do the swamp, ice, snow, and frozen water tiles look like?


Universe and Epicness are treated the same.
Nature is this game's equivalent of Wood.
Luigi is lightning. That was just a small M&L: SS joke.
Swamp and frozen water are palette swaps of lava, using green/blue and white/cyan, respectively. Snow is just a white tile, ice is a see-through tile.

I'll post images of all tiles if you need them.

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Fri Jul 31, 2009 8:31 pm

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Cool thanks.

I'll need to see Ice, though.

Oh, and weren't there three maps?

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Fri Jul 31, 2009 8:39 pm
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There was no Stage 1. Stage 1 was a small-scale version of Creek.

Unless, of course, you mean the back-alley rumble, but I didn't make that one and the file seems to be lost.

I'll post all tiles.

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Fri Jul 31, 2009 8:45 pm

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Cool.

I've noticed, when trying to put tiles together, they dont wuite fit as it seems like the should. Where should the overlap be?

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Fri Jul 31, 2009 8:51 pm
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The black outlines should overlap, meaning no double-black.

Also, make sure to plan out stages beforehand, and add tiles starting with the backmost spaces.

Make sure to make a mini-map much like the other 2 stages, just in case a layout looks confusing (like how the dead-end space in the top-center of Creek looks like it joins up with a space below it, but really doesn't).

Anyway, the tiles:

Image

Grass------Water
Sand-------Lava
Rock-------Frozen Water
Alt. Rock---Swamp
Snow------Broken Ice (Water)
Ice

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Fri Jul 31, 2009 9:27 pm

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Is all this correct?

Dice used are 6-sided.
Movement is (MOV*2) dice.




Also,
It seems that water and/or ice type characters shouldn't die from broken ice. Do they?

EDIT: what do <$$ and the like mean? (in the rarity lists)

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Fri Jul 31, 2009 9:38 pm
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Movement, attack, defense, etc. are all determined by the following:

If it's just a number, roll the same number of dice.
If it says 1x#, roll a single die and multiply by the number.

Ice and water characters can't die from breaking through ice. Also, the broken ice space is treated as lava (as in it hurts players who stand on it), except it can benefit ice and water types.

Gaining a benefit simply adds +1 to all stats.

It is also possible for a character to fall into the white abyss. For this to occur, they have to be pushed backwards by an effect (such as Pit's Spammable Side Attack).

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Sat Aug 01, 2009 3:35 pm

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2 more questions:
I'm thinking of introducing this game to another forum. Is this alright with you?
and
What should the rarity things be for a starter pack? It seems different than with a booster pack.

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Sat Aug 01, 2009 3:38 pm
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The <'s and $'s were just used as markers, so that I could tell what figure I was to give out next. You can just get rid of them.

Starter sets have 12 figures:

6 category 1's
4 category 2's
2 category 3's

Every player gets 1 starter set for free upon signup.

Booster packs have 6 figures:

3 category 1's
2 category 2's
1 category 3

Every 3 booster packs yield a category 4 (but this can be changed when the game gets more popular)
Every 7 booster packs yield a category 5 (likewise, this can also be changed)

Category 4's and 5's may be given out during holidays for anyone who purchases a pack.

The three category 6's are only to be given out as follows:

Dark Ermac: Complete Dark Ermac's Challenge.
:wee:: 1st place in a tournament.
Megaman: Win a match with "Megaman" in the party.

If you want to know more about Dark Ermac's Challenge, let me know.

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Sat Aug 01, 2009 3:49 pm

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Yeah, what is the challenge?

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Sat Aug 01, 2009 3:53 pm
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As you are well aware, this is Dark Ermac's stat sheet:

Code:
Dark Ermac

ELE: Darkness
CST:  7
SZE:  4
ATK:  1x4
DEF:  3
MOV:  3
RNG:  2
HP: 35
SPC: TK Lift: Dark Ermac is unhindered by terrain.
TK Grab: Dark Ermac can sacrifice moving to pull another figure towards him by the same number of spaces as his movement.
Out of here!: Dark Ermac can push a directly adjacent figure back 5 tiles in one direction.


a** you can see, Dark Ermac can not only move around the board freely, but he can also pull players towards him and attack them with up to 24 damage.
He's also capable of pushing a nearby figure backwards 5 tiles, which could result in said figure falling into the white abyss if they are too close to the edge.

Seems, somewhat overpowered, right?

Well, every 10 fights or so, the winning player would be challenged by Dark Ermac to a fight.
Dark Ermac's Challenge would have pit Dark Ermac against the winning player's team on a specially built stage (which was never constructed).
If the player won, they would be awarded with Dark Ermac's figure.
If they lost, they would lose a figure of their own.
It's a gamble, and Dark Ermac is an overwhelming opponent, but it would make the player practically unstoppable if they won.

So, now that you know everything, I will now appoint you as Game Moderator.
You may now go ahead and spread the game to other forums.

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Sat Aug 01, 2009 4:05 pm
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