McLGTTB: Main Topic. New Game Mod, Spread to New Forums!
McLGTTB: Main Topic. New Game Mod, Spread to New Forums!
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The Cool
Joined: Thu Aug 14, 2008 12:15 pm Posts: 555
Gender: Anime Girl
Currently Playing: Sitting down and playing video games is for chumps.
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The project will involve information about the characters. The stats are necessary.
_________________ ~~~~~Ferail'09~~~~~
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Fri Jul 31, 2009 4:35 pm |
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Dark Ermac
BR Member
Joined: Mon Aug 11, 2008 12:36 pm Posts: 1222 Location: The wonderful world of... someplace that isn't on fire. Country:
Gender: Male
MGN Username: Dark Ermac
Skype: dark_ermac
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| | | | 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.
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_________________Swinging a chain, swinging a chain...
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Fri Jul 31, 2009 4:51 pm |
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Dark Ermac
BR Member
Joined: Mon Aug 11, 2008 12:36 pm Posts: 1222 Location: The wonderful world of... someplace that isn't on fire. Country:
Gender: Male
MGN Username: Dark Ermac
Skype: dark_ermac
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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 Creek Crater
_________________Swinging a chain, swinging a chain...
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Fri Jul 31, 2009 4:55 pm |
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The Cool
Joined: Thu Aug 14, 2008 12:15 pm Posts: 555
Gender: Anime Girl
Currently Playing: Sitting down and playing video games is for chumps.
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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~~~~~
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Fri Jul 31, 2009 8:05 pm |
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Dark Ermac
BR Member
Joined: Mon Aug 11, 2008 12:36 pm Posts: 1222 Location: The wonderful world of... someplace that isn't on fire. Country:
Gender: Male
MGN Username: Dark Ermac
Skype: dark_ermac
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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.
_________________Swinging a chain, swinging a chain...
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Fri Jul 31, 2009 8:31 pm |
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The Cool
Joined: Thu Aug 14, 2008 12:15 pm Posts: 555
Gender: Anime Girl
Currently Playing: Sitting down and playing video games is for chumps.
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Cool thanks.
I'll need to see Ice, though.
Oh, and weren't there three maps?
_________________ ~~~~~Ferail'09~~~~~
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Fri Jul 31, 2009 8:39 pm |
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Dark Ermac
BR Member
Joined: Mon Aug 11, 2008 12:36 pm Posts: 1222 Location: The wonderful world of... someplace that isn't on fire. Country:
Gender: Male
MGN Username: Dark Ermac
Skype: dark_ermac
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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.
_________________Swinging a chain, swinging a chain...
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Fri Jul 31, 2009 8:45 pm |
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The Cool
Joined: Thu Aug 14, 2008 12:15 pm Posts: 555
Gender: Anime Girl
Currently Playing: Sitting down and playing video games is for chumps.
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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?
_________________ ~~~~~Ferail'09~~~~~
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Fri Jul 31, 2009 8:51 pm |
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Dark Ermac
BR Member
Joined: Mon Aug 11, 2008 12:36 pm Posts: 1222 Location: The wonderful world of... someplace that isn't on fire. Country:
Gender: Male
MGN Username: Dark Ermac
Skype: dark_ermac
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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: Grass------Water Sand-------Lava Rock-------Frozen Water Alt. Rock---Swamp Snow------Broken Ice (Water) Ice
_________________Swinging a chain, swinging a chain...
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Fri Jul 31, 2009 9:27 pm |
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The Cool
Joined: Thu Aug 14, 2008 12:15 pm Posts: 555
Gender: Anime Girl
Currently Playing: Sitting down and playing video games is for chumps.
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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)
_________________ ~~~~~Ferail'09~~~~~
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Fri Jul 31, 2009 9:38 pm |
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Dark Ermac
BR Member
Joined: Mon Aug 11, 2008 12:36 pm Posts: 1222 Location: The wonderful world of... someplace that isn't on fire. Country:
Gender: Male
MGN Username: Dark Ermac
Skype: dark_ermac
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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).
_________________Swinging a chain, swinging a chain...
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Sat Aug 01, 2009 3:35 pm |
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The Cool
Joined: Thu Aug 14, 2008 12:15 pm Posts: 555
Gender: Anime Girl
Currently Playing: Sitting down and playing video games is for chumps.
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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.
_________________ ~~~~~Ferail'09~~~~~
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Sat Aug 01, 2009 3:38 pm |
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Dark Ermac
BR Member
Joined: Mon Aug 11, 2008 12:36 pm Posts: 1222 Location: The wonderful world of... someplace that isn't on fire. Country:
Gender: Male
MGN Username: Dark Ermac
Skype: dark_ermac
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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. : 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.
_________________Swinging a chain, swinging a chain...
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Sat Aug 01, 2009 3:49 pm |
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The Cool
Joined: Thu Aug 14, 2008 12:15 pm Posts: 555
Gender: Anime Girl
Currently Playing: Sitting down and playing video games is for chumps.
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Yeah, what is the challenge?
_________________ ~~~~~Ferail'09~~~~~
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Sat Aug 01, 2009 3:53 pm |
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Dark Ermac
BR Member
Joined: Mon Aug 11, 2008 12:36 pm Posts: 1222 Location: The wonderful world of... someplace that isn't on fire. Country:
Gender: Male
MGN Username: Dark Ermac
Skype: dark_ermac
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As you are well aware, this is Dark Ermac's stat sheet: 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.
_________________Swinging a chain, swinging a chain...
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Sat Aug 01, 2009 4:05 pm |
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