Post by Linkshot on Mar 4, 2006 19:00:56 GMT -5
All players get hockey equipment as follows:
Jersey Sweater:
+2/+1 If worn in extreme heat, deals +2 Fire damage to user per turn. Worn on torso and arms.
Throwback Skates:
+3 Ice damage per skate Increase Speed by 10 if on Ice. Decrease Speed by 5 otherwise. If you attack using both skates, chance of self Knockdown is 50-Speed. Worn on feet.
Thick Socks:
+2/+2 Protect your feet from the cold. Worn on feet under layer of shoes.
Shin Guards:
+6/+1 Protects your shins from being smashed. Worn on legs under layer of pants.
Leather Chainmail:
+5/+1 Protects your rib cage from being shattered. Worn on torso under layer of sweater.
Knee Plates:
+4/+1 Protects your knees from getting crushed. Worn on knees under layer of pants.
Elbow Guards:
+4/+1 Protects your funny bone from not-so-funny pain. Worn on elbows under layer of sweater.
Team Helmet:
+5/+2 Protects your head from getting cracked open. Worn on head.
Faceguard:
+3/+1 Protects your face from getting mangled. Worn on helmet.
Hockey Gloves:
+3/+1 Lowers your fist's attack power by 1/10. Worn on hands.
Shoulder Plates:
+4/+1 Protects your shoulder from getting chipped. Worn on shoulders under layer of sweater.
Mouthguard:
+2/+1 Lowers biting attack power by 1/5. Worn on teeth.
Hockey Stick:
+15 Earth damage Use this to pass and shoot the puck or your goal doesn't count. Takes both hands.
Protective Cup (Male):
+10/+2 Protection for uh..yeah. NOTE: Not recommended for use of safe sex. Worn on middle-waist under layer of pants.
Breast Plates (Female):
+10/+2 Protection for upper body milk sacs. Worn on chest under layer of sweater.
Goalies get:
Face Mask:
+8/+3 Protects you from flying pucks. Adds an accuracy bonus of +2 when stopping shots. Worn on face and head.
Goalie Stick:
+10 Earth damage This is slow to wield and hard to control, so you get an accuracy bonus of -25% and your opponent's Speed gets a bonus of 5%. Use it to stop the puck. Accuracy bonus when stopping shots is +5. Takes one hand to hold, but two to wield.
Blocker:
+10/+4 Negates all long range damage. Adds an accuracy bonus of +10 when stopping shots. Worn on your comfortable hand
Throwback Skates:
See above. Adds an accuracy bonus of +6 when stopping shots.
Jersey Sweater:
See above. Adds an accuracy bonus of +20 when stopping shots.
Goalie Pads:
+8/+3 Adds an accuracy bonus of +15 when stopping shots. Worn on legs over layer of pants.
Goalie Glove:
+3/+1 Adds an accuracy bonus of +30 when stopping shots. Worn on bad hand.
Protective Cup (Male):
See above. No additional accuracy bonus.
Breast Plates (Female):
See above. No additional accuracy bonus.
Regular Hockey pucks have a weapon power of +20 and a 60% chance of appearing when the time comes.
Silver Hockey pucks have a weapon power of +30 and a 25% chance of appearing when the time comes.
Steyrophome Hockey pucks have a weapon power of +5 and a 10% chance of appearing when the time comes.
Gold Hockey pucks have a weapon power of +50 and a 5% chance of appearing when the time comes.
Rules of the Game:
The duration of the game is 6 rounds or until all positions of one team (except for goalie) have been negated.
Before the game, each player decides on a position (Center, Right Wing, Left Wing, Left Defense, Right Defense, Goalie), and choose who goes on first. Centers take faceoffs. Faceoffs occur whenever a goal is scored and at the end of every second round, as well as the beginning of the game. Goalies block the shots that the players dodge to prevent a goal. When a goal is scored, the team that scored it gets a +5 bonus in all stats, as well as +1 Act for one round. These bonuses can overlap. Players use 1 Act at a time, but have full Act. Positions have their own HP, which is equal to the total of all characters playing that position. MP, however, is individual. Players can switch on their turn, but they give up their turn and that position is gone for one turn. Act is not restored until a switch or the next faceoff.
The System:
Battle Systems (dodge and defend) stay the same. Only Goalies can block shots, and the roll needed for a successful block must be in the range that is equal to the formula 2(ShooterAccuracy+ShooterPower)-(GoalieAccuracy+GoalieSpeed)
All "player has taken his/her turn" flags are reset at the faceoff. Also, Act is fully restored. Faceoff formula is a Speed Check. The roll is r100-Center1Speed and r100-Center2Speed. Whoever gets the lower roll wins the faceoff. Stealing the puck is the same thing, but costs an act. Taking the faceoff also costs an Act. The formula for passing is PasserAccuracy+ReceiverSpeed. Passing doubles the Speed & Attack Power of the puck for that turn. Consecutive passes can be made to continue doubling the stats. Stat bonuses only stay in effect for that turn, and each action takes an Act. In addition to the bonus, it also divides the chance of a succesful pass by 2. If the puck is not passed/shot within 1 minute of the last pass, the bonus is lost and the next person takes his/her turn. Shots may not be taken directly at the goalie.
Penalties:
The penalties are as follows:
Holding: If the attacker grabs the opponent in any way during an action, his/her position goes off the ice for 2 turns.
Goalie Interference: If you attack the goalie in ANY way, the position that attacked goes off the ice for 2 turns.
Slashing: If you attack somebody below the belt with your melee weapon, your position goes off the ice for 4 turns.
High Sticking: If you attack somebody above the neck with your melee weapon, your position goes off the ice for 2 turns.
Fighting: If you land a fist on somebody, your position goes off the ice for 5 turns. If the opponent does this, you may choose to fight back to deal damage back. The number of hits you may get on the foe is equal to r10.
Hooking: If you physically immobilize the foe with your melee weapon, your position goes off the ice for 2 turns.
Tripping: If you land a Knockdown on your foe by attacking their feet with a melee weapon, your position goes off the ice for 2 turns.
Charging: If you move 3 straight units in the direction of the attackee before attacking, your position goes off the ice for 2 turns.
Roughing: At any time during a melee attack, there is a 10% chance of it being a Roughing penalty. The attacker's position goes off the ice for 2 turns in this case.
Elbowing: If you elbow a foe in the head at any time, your position goes off for 2 turns.
Unsportsmanlike Conduct: If you swear at any time, or argue with a call, your position goes off for 2 turns.
Winning the match:
Whichever team is left standing or whichever team has the most goals at the end of 6 rounds wins the match. All members on the winning team gain a bonus 100 XP, 30 Coins, an Ultra Shroom, and a resistance to two random elements during the next battle. Each player on the losing team gets to keep one piece of equipment from the game to use in battle. Winning players also get 10 Steyrophome Pucks, 5 Regular Pucks, 3 Silver Pucks, and 1 Gold Puck. Any piece of goalie equipment cuts speed by 10% (each antibonus does not overlap.)
CPU Opponents:
There are 3 of each of these players on each team. Maximum Level is 20, minimum is 5. This post has been updated. Stat modifications are now only known to me and Myth (if he asks for them). Also, all players have these abilities (as shown at level 5):
NOTE: If Center is gone, Left Wing takes faceoff. If Left Wing is gone, as well, Right Wing takes faceoff. If Right Wing is gone, as well, Left Defense takes faceoff. If Right Defense is the only position left, he takes the faceoff. If the Goalie is pulled, an extra attacker with 40 in all stats is issued for that team. If Goalie/Extra Attacker position is gone, opposing team wins. Every shot that hits a player has a 20% chance of Knockdown. Every penalty has a 25% chance of being missed by the referee.
*heaves a sigh of relief and massages fingers and mind @.@*
Jersey Sweater:
+2/+1 If worn in extreme heat, deals +2 Fire damage to user per turn. Worn on torso and arms.
Throwback Skates:
+3 Ice damage per skate Increase Speed by 10 if on Ice. Decrease Speed by 5 otherwise. If you attack using both skates, chance of self Knockdown is 50-Speed. Worn on feet.
Thick Socks:
+2/+2 Protect your feet from the cold. Worn on feet under layer of shoes.
Shin Guards:
+6/+1 Protects your shins from being smashed. Worn on legs under layer of pants.
Leather Chainmail:
+5/+1 Protects your rib cage from being shattered. Worn on torso under layer of sweater.
Knee Plates:
+4/+1 Protects your knees from getting crushed. Worn on knees under layer of pants.
Elbow Guards:
+4/+1 Protects your funny bone from not-so-funny pain. Worn on elbows under layer of sweater.
Team Helmet:
+5/+2 Protects your head from getting cracked open. Worn on head.
Faceguard:
+3/+1 Protects your face from getting mangled. Worn on helmet.
Hockey Gloves:
+3/+1 Lowers your fist's attack power by 1/10. Worn on hands.
Shoulder Plates:
+4/+1 Protects your shoulder from getting chipped. Worn on shoulders under layer of sweater.
Mouthguard:
+2/+1 Lowers biting attack power by 1/5. Worn on teeth.
Hockey Stick:
+15 Earth damage Use this to pass and shoot the puck or your goal doesn't count. Takes both hands.
Protective Cup (Male):
+10/+2 Protection for uh..yeah. NOTE: Not recommended for use of safe sex. Worn on middle-waist under layer of pants.
Breast Plates (Female):
+10/+2 Protection for upper body milk sacs. Worn on chest under layer of sweater.
Goalies get:
Face Mask:
+8/+3 Protects you from flying pucks. Adds an accuracy bonus of +2 when stopping shots. Worn on face and head.
Goalie Stick:
+10 Earth damage This is slow to wield and hard to control, so you get an accuracy bonus of -25% and your opponent's Speed gets a bonus of 5%. Use it to stop the puck. Accuracy bonus when stopping shots is +5. Takes one hand to hold, but two to wield.
Blocker:
+10/+4 Negates all long range damage. Adds an accuracy bonus of +10 when stopping shots. Worn on your comfortable hand
Throwback Skates:
See above. Adds an accuracy bonus of +6 when stopping shots.
Jersey Sweater:
See above. Adds an accuracy bonus of +20 when stopping shots.
Goalie Pads:
+8/+3 Adds an accuracy bonus of +15 when stopping shots. Worn on legs over layer of pants.
Goalie Glove:
+3/+1 Adds an accuracy bonus of +30 when stopping shots. Worn on bad hand.
Protective Cup (Male):
See above. No additional accuracy bonus.
Breast Plates (Female):
See above. No additional accuracy bonus.
Regular Hockey pucks have a weapon power of +20 and a 60% chance of appearing when the time comes.
Silver Hockey pucks have a weapon power of +30 and a 25% chance of appearing when the time comes.
Steyrophome Hockey pucks have a weapon power of +5 and a 10% chance of appearing when the time comes.
Gold Hockey pucks have a weapon power of +50 and a 5% chance of appearing when the time comes.
Rules of the Game:
The duration of the game is 6 rounds or until all positions of one team (except for goalie) have been negated.
Before the game, each player decides on a position (Center, Right Wing, Left Wing, Left Defense, Right Defense, Goalie), and choose who goes on first. Centers take faceoffs. Faceoffs occur whenever a goal is scored and at the end of every second round, as well as the beginning of the game. Goalies block the shots that the players dodge to prevent a goal. When a goal is scored, the team that scored it gets a +5 bonus in all stats, as well as +1 Act for one round. These bonuses can overlap. Players use 1 Act at a time, but have full Act. Positions have their own HP, which is equal to the total of all characters playing that position. MP, however, is individual. Players can switch on their turn, but they give up their turn and that position is gone for one turn. Act is not restored until a switch or the next faceoff.
The System:
Battle Systems (dodge and defend) stay the same. Only Goalies can block shots, and the roll needed for a successful block must be in the range that is equal to the formula 2(ShooterAccuracy+ShooterPower)-(GoalieAccuracy+GoalieSpeed)
All "player has taken his/her turn" flags are reset at the faceoff. Also, Act is fully restored. Faceoff formula is a Speed Check. The roll is r100-Center1Speed and r100-Center2Speed. Whoever gets the lower roll wins the faceoff. Stealing the puck is the same thing, but costs an act. Taking the faceoff also costs an Act. The formula for passing is PasserAccuracy+ReceiverSpeed. Passing doubles the Speed & Attack Power of the puck for that turn. Consecutive passes can be made to continue doubling the stats. Stat bonuses only stay in effect for that turn, and each action takes an Act. In addition to the bonus, it also divides the chance of a succesful pass by 2. If the puck is not passed/shot within 1 minute of the last pass, the bonus is lost and the next person takes his/her turn. Shots may not be taken directly at the goalie.
Penalties:
The penalties are as follows:
Holding: If the attacker grabs the opponent in any way during an action, his/her position goes off the ice for 2 turns.
Goalie Interference: If you attack the goalie in ANY way, the position that attacked goes off the ice for 2 turns.
Slashing: If you attack somebody below the belt with your melee weapon, your position goes off the ice for 4 turns.
High Sticking: If you attack somebody above the neck with your melee weapon, your position goes off the ice for 2 turns.
Fighting: If you land a fist on somebody, your position goes off the ice for 5 turns. If the opponent does this, you may choose to fight back to deal damage back. The number of hits you may get on the foe is equal to r10.
Hooking: If you physically immobilize the foe with your melee weapon, your position goes off the ice for 2 turns.
Tripping: If you land a Knockdown on your foe by attacking their feet with a melee weapon, your position goes off the ice for 2 turns.
Charging: If you move 3 straight units in the direction of the attackee before attacking, your position goes off the ice for 2 turns.
Roughing: At any time during a melee attack, there is a 10% chance of it being a Roughing penalty. The attacker's position goes off the ice for 2 turns in this case.
Elbowing: If you elbow a foe in the head at any time, your position goes off for 2 turns.
Unsportsmanlike Conduct: If you swear at any time, or argue with a call, your position goes off for 2 turns.
Winning the match:
Whichever team is left standing or whichever team has the most goals at the end of 6 rounds wins the match. All members on the winning team gain a bonus 100 XP, 30 Coins, an Ultra Shroom, and a resistance to two random elements during the next battle. Each player on the losing team gets to keep one piece of equipment from the game to use in battle. Winning players also get 10 Steyrophome Pucks, 5 Regular Pucks, 3 Silver Pucks, and 1 Gold Puck. Any piece of goalie equipment cuts speed by 10% (each antibonus does not overlap.)
CPU Opponents:
There are 3 of each of these players on each team. Maximum Level is 20, minimum is 5. This post has been updated. Stat modifications are now only known to me and Myth (if he asks for them). Also, all players have these abilities (as shown at level 5):
NOTE: If Center is gone, Left Wing takes faceoff. If Left Wing is gone, as well, Right Wing takes faceoff. If Right Wing is gone, as well, Left Defense takes faceoff. If Right Defense is the only position left, he takes the faceoff. If the Goalie is pulled, an extra attacker with 40 in all stats is issued for that team. If Goalie/Extra Attacker position is gone, opposing team wins. Every shot that hits a player has a 20% chance of Knockdown. Every penalty has a 25% chance of being missed by the referee.
*heaves a sigh of relief and massages fingers and mind @.@*