Feel free to complain about names, once a name has had no complaint/suggestion for a week we'll leave the name on that character for easy reference.
Jonbie:
{
STR: 50
DEF: 25
AGI: 40
MOVE: 6
HP: 100
MP: 0
Magic: None
Range: Melee
Item: None
}
Elburan
{
STR: 27
DEF: 15
AGI: 30
MOVE: 5
HP: 80
MP: Unlimited? (testing required)
Magic: Burn: 15 damage per unit.
Range: SF 5 square coverage Magic.
Item: None.
}
Perrian
{
STR: 50
DEF: 22
AGI: 44
MOVE: 5
HP: 100
MP: 0
Magic: None
Range: Archer (+1 square)
Item: None
}
Theamos
{
STR: 35
DEF: 25
AGI: 40
MOVE: 4
HP: 100
MP: Unlimited (testing req'd)
Magic: Heal (to full HP)
Range: 1 unit heal, archer range.
Item: None
}
Oozelle
{
STR: 38
DEF: 18
AGI: 35
MOVE: 4
HP: 120
MP: 0
Magic: None
Range: Attacks all Melee at once.
Item: None
}
Sun
{
STR: 35
DEF: 20
AGI: 40
MOVE: 4
HP: 100
MP: Unlimited (testing req'd)
Magic: Heal Aura (+40 HP)
Range: SF 5 square coverage Magic.
Item: None
}
Fiffy
{
STR: 60
DEF: 19
AGI: 30
MOVE: 5
HP: 120
MP: 0
Magic: None
Range: Melee
Item: None
}
Solidus
{
STR: 40
DEF: 35
AGI: 30
MOVE: 5
HP: 120
MP: 0
Magic: None
Range: Melee
Item: None
}
Team guy (uhh, name please?)
{
STR: 45
DEF: 20
AGI: 35
MOVE: 6
HP: 100
MP: 0
Magic: Area effect, +3 to Attack and Defense to allies standing next to him.
Range: Melee
Item: None
}
Irri
{
STR: 35
DEF: 20
AGI: 35
MOVE: 4
HP: 100
MP: 0
Magic: On successful attack, paralyze unit for 1 turn.
Range: Archer (+1)
Item: None
}
Sir Nicotin
{
STR: 45
DEF: 25
AGI: 30
Move: 6
HP: 80
MP: 0
Magic: Attacks gain +4 DAMAGE for each square traversed(straight line?)
Range: Melee
Item: None
}
Lucy
{
STR: 42
DEF: 22
AGI: 40
MOVE: 5
HP: 100
MP: 0
Magic: half damage(20%), normal damage(40%) or double damage(30%) or triple damage(10%).
Range: Archer (+1)
Item: None
}
Olbra
{
STR: 45
DEF: 15
AGI: 40
MOVE: 5
HP: 100
MP: 0
Magic:
Range: Archer (+2)
Item: None
}
Veldiss
{
STR: 35
DEF: 20
AGI: 35
MOVE: 4
HP: 80
MP: (testing)
Magic: Poison (6 damage, +6 damage per turn for 6 turns, does not stack)
Range: SF 5 square coverage Magic.
Item: None
}
Flomar (...)
{
STR: 46
DEF: 22
AGI: 46
MOVE: 5 (FLYING)
HP: 80
MP: 0
Magic:
Range: Melee
Item: None
}
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Characters in a Player vs Player (Read 61936 times)

#2
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Shining Spammer

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Cicyx
{
STR: 45
DEF: 15
AGI: 40
MOVE: 5
HP: 120
MP: 0
Magic: Regeneration of 20hp per turn
Range: Melee
Item: None
}
Asphalt
{
STR: 45
DEF: 20
AGI: 35
MOVE: 5
HP: 100
MP: 0
Magic: Immune to magic (5 square magics?)
Range: Melee
Item: None
}
Dr Dubovsky
{
STR: 30
DEF: 25
AGI: 30
MOVE: 5
HP: 80
MP: (testing)
Magic: Heal 60HP on 1 person. 50% chance to get an additional turn immediately.
Range: Archer range.
Item: None
}
{
STR: 45
DEF: 15
AGI: 40
MOVE: 5
HP: 120
MP: 0
Magic: Regeneration of 20hp per turn
Range: Melee
Item: None
}
Asphalt
{
STR: 45
DEF: 20
AGI: 35
MOVE: 5
HP: 100
MP: 0
Magic: Immune to magic (5 square magics?)
Range: Melee
Item: None
}
Dr Dubovsky
{
STR: 30
DEF: 25
AGI: 30
MOVE: 5
HP: 80
MP: (testing)
Magic: Heal 60HP on 1 person. 50% chance to get an additional turn immediately.
Range: Archer range.
Item: None
}
~Elvenfyre

#3


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#4
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Shining Spammer

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Ya didn't mention what type of char you were thinking of, so I put it on magic immune guy/girl/it for now 

~Elvenfyre

#5
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Shining Spammer


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Oozelle sound great 
You could call the Knight Sir Nicotin.
As for the other healer, I once named a similar guy Dr. Dubovsky
Magus could be renamed to Elburan (really muffled version of "he'll burn")
Strong guys tend to be called either Brutus or Hercules. Just don't name him Fiffy okay?

You could call the Knight Sir Nicotin.

As for the other healer, I once named a similar guy Dr. Dubovsky
Magus could be renamed to Elburan (really muffled version of "he'll burn")
Strong guys tend to be called either Brutus or Hercules. Just don't name him Fiffy okay?


#7
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Shining Spammer

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Looking at the current setup of 18 players, to create a 10v10 game we need another 2 characters minimum - and I looked through and it seems we could do with more mages or archers. I also noted that I didn't include the invisible guy so him too.
So without further ado, here's some more.
Socar
{
STR: 27
DEF: 15
AGI: 30
MOVE: 4
HP: 120
MP: Unlimited? (testing required)
Magic: Ice: 15 damage per unit.
Range: SF 5 square coverage Magic.
Item: None.
}
Hemionus
{
STR: 30
DEF: 20
AGI: 35
MOVE: 5
HP: 80
MP: Unlimited? (testing required)
Magic: Fade: Minus 2 movepoints, 5 attack points for 1 round.
Range: SF 5 square coverage Magic.
Item: None.
}
Euphemy
{
STR: 27
DEF: 20
AGI: 45
MOVE: 4
HP: 80
MP: Unlimited? (testing required)
Magic: Buff: Plus 2 movepoints, 5 defense points for 1 round.
Range: SF 5 square coverage Magic.
Item: None.
}
Queen Orya
{
STR: 55
DEF: 30
AGI: 30
MOVE: 3
HP: 100
MP: 0
Magic:
Range: Archer +1
Item: None.
}
Shuffle
{
STR: 45
DEF: 20
AGI: 45
MOVE: 6
HP: 100
MP: 0
Magic: Invisible to opponent on turns s/he has not attacked.
Range: Melee
Item: None.
}
So without further ado, here's some more.
Socar
{
STR: 27
DEF: 15
AGI: 30
MOVE: 4
HP: 120
MP: Unlimited? (testing required)
Magic: Ice: 15 damage per unit.
Range: SF 5 square coverage Magic.
Item: None.
}
Hemionus
{
STR: 30
DEF: 20
AGI: 35
MOVE: 5
HP: 80
MP: Unlimited? (testing required)
Magic: Fade: Minus 2 movepoints, 5 attack points for 1 round.
Range: SF 5 square coverage Magic.
Item: None.
}
Euphemy
{
STR: 27
DEF: 20
AGI: 45
MOVE: 4
HP: 80
MP: Unlimited? (testing required)
Magic: Buff: Plus 2 movepoints, 5 defense points for 1 round.
Range: SF 5 square coverage Magic.
Item: None.
}
Queen Orya
{
STR: 55
DEF: 30
AGI: 30
MOVE: 3
HP: 100
MP: 0
Magic:
Range: Archer +1
Item: None.
}
Shuffle
{
STR: 45
DEF: 20
AGI: 45
MOVE: 6
HP: 100
MP: 0
Magic: Invisible to opponent on turns s/he has not attacked.
Range: Melee
Item: None.
}
~Elvenfyre

#8
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Here's my idea for a good testing map.
It allows 2 rows of 5 on either side, and the front row needing 6 move steps to reach the riverbank. There are two choke points, one being a 4 space up the top, and the other being a single space bridge down the bottom.

So it's 17x14 without land effects (like forest, sand etc).
It allows 2 rows of 5 on either side, and the front row needing 6 move steps to reach the riverbank. There are two choke points, one being a 4 space up the top, and the other being a single space bridge down the bottom.

So it's 17x14 without land effects (like forest, sand etc).
~Elvenfyre

#9
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One other thing I thought of, was stalemate situations, where one guy may have a fast moving character left on 1 hp - and the other guy may have a strong slow mover on full health... so the fast moving character keeps running away again and again.
The slow mover could get pissed off and have to admit defeat to finisht the game off.. sooooo how about stalemate conditions.
10 turn cycles without an attack = stalemate.
Of course what would be BETTER would be if there were no attacks after say, 3 turn cycles, for the AI to check which player is moving toward the other one for the following 3, and which player is moving away from the other one, but umm, this doesn't work for circle run away things so much like the river thing above.
The slow mover could get pissed off and have to admit defeat to finisht the game off.. sooooo how about stalemate conditions.
10 turn cycles without an attack = stalemate.
Of course what would be BETTER would be if there were no attacks after say, 3 turn cycles, for the AI to check which player is moving toward the other one for the following 3, and which player is moving away from the other one, but umm, this doesn't work for circle run away things so much like the river thing above.
~Elvenfyre

#10
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For the first stages of pvp, we will need teams to be created with members from our first four.. standard models.
Jonbie, Elburan, Perrian and Theamos
This just allows the existing battle system to be used without any tweaks I believe, and I've run a few battles myself on the map with these characters (I've used 2 of each and 4 of the warrior for a team of 10) and even then there are a number of different strategies you end up with.
I find these 4 to be set up quite well already under these specific conditions, but it definitely depends upon how the other characters special (dis)abilities effect the.. "normal" units performance.
Jonbie, Elburan, Perrian and Theamos
This just allows the existing battle system to be used without any tweaks I believe, and I've run a few battles myself on the map with these characters (I've used 2 of each and 4 of the warrior for a team of 10) and even then there are a number of different strategies you end up with.
I find these 4 to be set up quite well already under these specific conditions, but it definitely depends upon how the other characters special (dis)abilities effect the.. "normal" units performance.
~Elvenfyre