| Welcome to The Golden Brick. We hope you enjoy your visit. You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free. Join our community! If you're already a member please log in to your account to access all of our features: |
| I'm devising an RPG. | |
|---|---|
| Tweet Topic Started: Nov 21 2008, 11:46 PM (227 Views) | |
| Robtcee13 | Nov 21 2008, 11:46 PM Post #1 |
|
I am a fish.
|
Under Brawl's limitations. Yes, an RPG. How will it work? Let me explain, and post the base stats of Mario. This is a framework kinda like D&D, rather than one where I explain all the scenarios you can make. This is like, a game engine that you can edit. The balance might be off, so you can screw with it. Okay, each character has their basic A-moves for regular usage, as well as tilt attacks. What they do not have are smash attacks, which can be purchased. As you level up, you can improve your statistics, and as you earn money, you can buy more skills. Exp is earned by dealing damage. Every 50 damage, times your level, that you do will level you up-- Make sure you check the status at the end to figure this out. When you level up, you can raise one of four stats. HP: Used in stamina battles. It starts at 50, no matter who you may be. Cap of 300. These shall allow you to live longer, should you be fighting a stamina match. Certain effects can lower it temporarily. +10/point. Lives: Used in stock battles. It starts at 1, no matter who you may be. Cap of 20. This are used to live more than once, should you be slain in a STOCK MATCH. +1/point. Handicap Influence: Used in stock battles. It starts at 10, no matter who you may be. Cap of 300. This allows you to raise or lower anybody's handicap damage by the specified amount, before the fight begins. You don't get to use all the points on each person, obviously. +10/point. Atk Speed: This is used in all battles. It starts at a variable number and goes up at different rates. This is how LONG you have to attack after choosing your action. It's lower for slower characters, higher for faster ones. Coins are earned by dealing damage. More specifically, the damage you deal in a battle times two. There might also be coin bonus matches, which basically turn into a bloodbath minute where you fight freely for coins. Now that that's over, I'll explain how battles work. You naturally should pick a stage with fewer hazards. Norfair is probably a bad idea, for instance. Unless you want to punish people who take their time figuring out their next action. The battle is semi-turn based. You get some commands to use. Attack: You get your atk speed in time (Use a stopwatch) to attack a single foe freely. Move the other one out of the way, so he doesn't get hit. You can only use unlocked attacks. It's up to you if this foe should be given free movement. Special: Choose a special move, aim, and fire. You get twice your atk speed in time to make sure it hits. Counter: A special command, which you don't use on your turn. You basically decide while an opponent whose turn it is will be picking commands. You tell the guy who's running the game, who takes note of it. If you are attacked on this foe's turn (Or ally, as it were), you get to fight back for the combined total of both of your attack times. After this, whether you got to fight or not, you skip your next turn, and can't counter again until it passes. Item: You spy something nearby? Go grab it and use it as you will. What happens depends on the item. You can only use one item per turn, too, fool. Taunt: "CPU" opponents controlled by somebody who runs the game will be more likely to attack you. You can also look cool when you do it. In a stamina match, it's best for all the fighters to stay in a relatively safe place where they won't fall to their deaths. However, in a stock battle, you stay wherever you're knocked. You spend your "attack" time to move AND attack. Mario's information coming up next. If you've got complaints or questions, PM me and I'll fix the issues. Item list is coming up in this post, too. Smash Ball: If one is currently around, you can use an ability tagged with "FinalSmash"... If you break it. Assist Trophy: Grab it and your enemies can suddenly move freely... In an attempt to dodge it. All Assist Trophies are AoE. For Shadow, wait out the effect, then half all foes' atk speed for the next round. PokeBall: Frees a Pokemon for your use. In the case of Bonsly, throw him off the stage. Crate: Break it for more items. This does not end your item phase. Barrel: Break it for more items. This does not end your item phase. Capsule: Break it for a new item. This does not end your item phase. Party Ball: Open it to start an item party. This DOES end your item phase. Blast Box: Break it to cause large explosions. Best left alone. Sandbag: No purpose. Food: Heals tiny amounts of damage. This does not end your item phase. Maxim Tomato: Recovers you by 50 HP or Damage. Heart Container: Recovers you by 100 HP or Damage. Dragoon Parts: Picking one up ends your item phase. Get them all for a free kill. As in ONE kill. Super Mushroom: Doubles your attack speed, and preps you for counter next turn. In a stock match, wait until it ends before continuing. Poison Mushroom: Skips your next turn. Wait until it ends before continuing. Warp Star: Use it as usual, but you end your turn where you stand. Starman: You can't be targeted next turn. Metal Box: Anybody who targets you gets half the attack speed for 1 turn. Bunny Hood: Doubles attack speed until it falls off. Works for at least 1 turn. Superspicy Curry: Just turn it off... Timer: Depending on who it slows down, half the targets' attack speed. Lightning: See Poison Mushroom. All affected targets lose their next turn. Beam Sword: Equipped item. Homerun Bat: Equipped item. Smash can only be used if you have the fsmash charged version purchased. Fan: Equipped item. Raises atk speed by 50%. Lip's Stick: Equipped item. Can "poison" targets. Star Rod: Equipped item. Has a ranged attack. Hammer: If it's got a head, you get to attack both foes once. If it's got no head, they get to attack you freely until it runs out. Golden Hammer: See above. Again, if squeaky, your foes get to attack you freely. Super Scope: Equipped item. Can be thrown, charged, or rapid fired. Ray Gun: Equipped item. Can be used for ranged attacks. Fire Flower: Equipped item. Flamethrower! Cracker Launcher: Equipped item. Bob-Omb: Meant to be avoided. Motion Sensor Bomb: You can set it anywhere it won't explode immediately-- While your foes aren't watching! Gooey Bomb: Just turn it off... Smart Bomb: Just turn it off... Deku Nut: Forces target to skip next turn. Freezie: See above. Smoke Ball: Purely aesthetic. Does not end your item phase. Pitfall: Allows you to set a trap-- While your foes aren't watching! If thrown into a foe directly, they lose their next turn. Hothead: Just turn him off... Mr. Saturn: When held, can cancel a foe's counter. Green Shell: A powerful ranged attack-- But beware when you turn it on. Banana Peel: Just turn it off... Bumper: Just turn it off... Spring: Can be used to boost yourself elsewhere. Does not end your item phase unless used as a weapon. Unira: A powerful ranged attack/mine. Soccer Ball: You only got one shot-- Make it count! Team Healer: Heal your teammate. He's begging you. Franklin Badge/Screw Attack: Just turn them off... CD/Trophy/Sticker: Battle ceases until these are picked up. Afterwards, return to your original position. Key: Not used. Trophy Base: Not used. Stock Ball: Not used. Coins/Bills: Used in bonus coin battles as a direct way of earning money. I recommend that you simply turn all items aside from maybe smash balls and equipped things. Smash balls are absolutely necessary, unless you plan on making the FinalSmash abilities unbuyable. |
![]() |
|
| Robtcee13 | Nov 21 2008, 11:51 PM Post #2 |
|
I am a fish.
|
SSBB Mario Statsheet Stats: HP: 50 (+10/point) Lives: 1 (+1/point) Handicap Influence: 10 (+10/point) Atk Speed: 3 (+.5/point) Skills: USmash: 200 coins, 2000 for charge FSmash: 300 coins, 3000 for charge DSmash (AoE): 200 coins, 2000 for charge Mario Tornado (dAir) (AoE, Multihit): 299 coins Fireball: 50 coins Cape (Counter): 50 coins Super Jump Punch (Recovery, Multihit): 200 coins F.L.U.D.D. (Pushback): 100 coins uTaunt: 50 coins fTaunt: 50 coins dTaunt: 50 coins Mario Finale (AoE, FinalSmash): 5000 coins Multitarget: 3000 coins. Let me explain some of the special little tags there. AoE: This is allowed to hit more than one foe, even if you don't have the Multitarget skill. Multihit: This hits more than once. Counter: This can be only be used in your turn if you "Counter" an enemy. Recovery: This can be used when you're being attacked. Pushback: This is a move that does no damage. FinalSmash: This is an extremely powerful attack that can be used only if there's a smash ball currently in the field. If you selected this command and failed to break the ball, you lose your turn. |
![]() |
|
| master4sword | Nov 23 2008, 08:17 PM Post #3 |
![]()
Hail Hydreigon
![]()
|
*waits for Kirby* |
![]() |
|
| Robtcee13 | Nov 23 2008, 10:26 PM Post #4 |
|
I am a fish.
|
Kirby's gonna be one of the characters who does NOT start with his basic B attack. You want to know why? Because it gets him ALL THE OTHER basic B attacks. Mario didn't start with his because he could theoretically use it in conjunction with Item and Blast Box. >_> SSBB Link Statsheet Stats: HP: 60 (+10/point) Lives: 1 (+1/point) Handicap Influence: 10 (+10/point) Atk Speed: 2.5 (+.5/point) Skills: USmash (Multihit): 250 coins, 2500 for charge FSmash (Multihit): 400 coins, 4000 for charge DSmash (AoE): 200 coins, 2000 for charge Downward Thrust (dAir) (AoE OR Multihit): 327 coins Hero's Bow: Already owned, -1 coin per use Gale Boomerang: 100 coins Spin Attack (Recovery, AoE): 200 coins Bomb: 150 coins, -10 coin per use Clawshot (Recovery): 500 coins uTaunt: 50 coins fTaunt: 50 coins dTaunt: 50 coins Triforce Slash (FinalSmash): 5000 coins Multitarget: 3000 coins. Bottomless Quiver: 200 coins (No cost for Bow and Arrow) Bomb Bag: 400 coins (No cost for Bomb) Hurricane Spin: 400 coins (Allows charging of spin attack) So yeah, in the effort of being nostalgic, arrows are money. However, bombs are also strong enough to merit cost. Gotta buy that ammo somehow, right? Thankfully, there are some skills that allow you to get rid of that cost. Nice, huh? Also, let me know if charging the spin attack is actually useful enough for it to merit that cost. |
![]() |
|
| Robtcee13 | Nov 23 2008, 11:02 PM Post #5 |
|
I am a fish.
|
SSBB Kirby Statsheet Stats: HP: 40 (+10/point) Lives: 1 (+1/point) Handicap Influence: 10 (+10/point) Atk Speed: 4 (+.5/point) Skills: USmash: 300 coins, 3000 for charge FSmash: 300 coins, 3000 for charge DSmash (AoE): 300 coins, 3000 for charge Inhale: 200 coins Hammer: 250 coins Final Cutter (Recovery, AoE, Multihit): 500 coins Stone: 50 coins uTaunt: 50 coins fTaunt: 50 coins dTaunt: 50 coins Cook Kirby (FinalSmash): 4000 coins Multitarget: 3000 coins. Let me know if Kirby has any moves that are particularly special. I need reminded of his smashes, and I need to know if he has any noteworthy aerials. |
![]() |
|
| Robtcee13 | Nov 23 2008, 11:08 PM Post #6 |
|
I am a fish.
|
SSBB Pikachu Statsheet Stats: HP: 40 (+10/point) Lives: 1 (+1/point) Handicap Influence: 10 (+10/point) Atk Speed: 4.5 (+.25/point) Skills: USmash: 300 coins, 3000 for charge FSmash: 400 coins, 4000 for charge DSmash (AoE): 350 coins, 3500 for charge Thunder Jolt: Already owned Skull Bash (Recovery): 200 coins Quick Attack (Recovery): 200 coins, upgrade to double with 500 coins. Thunderbolt: 250 coins uTaunt: 50 coins fTaunt: 50 coins dTaunt: 50 coins Volt Tackle (FinalSmash, AoE, Multihit): 6000 coins Multitarget: 3000 coins Move Forget: +200 coins This character is special. As are all Pokemon. Each Pokemon can only have 4 special attacks. Which one do you sacrifice? Of course, you simply can't buy the fifth until you forget one. Forgotten moves must be purchased again. |
![]() |
|
| Robtcee13 | Nov 24 2008, 12:43 AM Post #7 |
|
I am a fish.
|
SSBB Fox Statsheet Stats: HP: 30 (+10/point) Lives: 2 (+1/point) Handicap Influence: 0 (+10/point) Atk Speed: 5 (+.25/point) Skills: USmash: 300 coins, 3000 for charge FSmash: 300 coins, 3000 for charge DSmash (AoE): 300 coins, 3000 for charge Blaster: Already owned Fox Illusion (Recovery): 400 coins Fire Fox: 400 coins Reflector (Counter ONLY): Already owned. Upgrade to attack-ability with 500 coins uTaunt: 50 coins fTaunt: 50 coins dTaunt: 50 coins Backup Call: 100 coins after buying dTaunt. Landmaster (FinalSmash, AoE, Multihit): 6000 coins Multitarget: 3000 coins Again, if there are any important smash attacks I'm missing, I'd love a PM. I'd love some help. |
![]() |
|
| 1 user reading this topic (1 Guest and 0 Anonymous) | |
| « Previous Topic · Video Games · Next Topic » |








3:50 AM Jul 11