VGF Toy Battling (Rebirth) [Second Take]
Posted: Sun Nov 23, 2008 4:32 pm
This game is based off of a recently made game by X-3.
Special Thanks To:
X-3. He made a great game, and inspired me to try and top his. I don't know if I've succeeded or not, but I'd like to hope I did.
Selene Starblade. She helped me out with my vastly flawed EXP system and made it something beautiful.
Tazy. He helped me out with a lot of designing and saved me a lot of trouble. Wouldn't be here if not for him.
WHAT IS A TOY?
Name (Element/Gender)
Power:
Race:
HP:
Normal: (X, X/X)
Super: (X, X/X)
"Quote"
EXP: --/---
(1) Name: Simply what the toy is. "Mario," "Link," etc.
(2) Element: Whether the toy is Water, Fire, Wind, Earth, Thunder, Light, Dark, or Non.
(3) Gender: Whether they are Male, Female, or Genderless. Some chips, attacks and abilities have to do with Genders.
(4) Power: Ranges from * to *****, this is how powerful your toy is on average. The less powerful it is, the harder it is to win battles, so it gains more EXP.
(5) Race: Names what type they are from one of many races listed below.
(6) HP: When this reaches zero, the toy is knocked out, and cannot be used for the duration of the battle.
(7) Ability: This is the toy's ability. There are two types of abilities. "Continuous/Automatic" will always be active or activate when a condition is met. You must claim within your post that you are activating an "Activated" ability. They may only be used once, unless stated otherwise in the descriptive text.
Continuous: This is always in effect.
Automatic: This will activate when the conditions are met.
Activated: You must state that this ability activates.
( 8) Normal: The toy's normal attack. The staple of your toy. The number following in parentheses is the amount of damage it inflicts. The words after that indicate what element and type it is, chosen from Physical or Projectile. They play a part in many abilities and chips.
(9) Super: Supers are far more powerful than Normals, but they usually have some drawback, or requirement.
(10) Quote: A quote from a character. I apologize, as I may not be able to gather a quote from every character, but I will try my best.
(11) EXP: How close it is to leveling up. A toy has a maximum level of 3, with few exceptions.
HOW TO PLAY:
First, I will ask a game-related question.
"Who is the secret boss in Street Fighter III: Third Strike?"
P1: M. Bison?
P2: Q!
P2 answered correctly, thus he will go first.
PvP: Both will PM me with what Toy and attack they start out with. From there, you should be able to do it yourself in this thread. I will referee with whether or not abilities work, etc
PvC: Simply post what Toy and attack you will start with. I will be acting as the COM.
P1 uses Mario (80 HP!)
P2/COM uses Link (80 HP!)
P2 answered correctly, so he gets to go first. He makes Mario use his normal attack, Jump, doing 45 damage to Link, leaving him with 30. P1 then makes Link use his normal attack, Light Arrow, doing 40 damage. Now, it's P2's turn. He uses Mario's Super, Fireball, which does 75 damage but burns Mario. Link is KO'd.
P1's Toys: 1/3
P2's/COM's Toys: 0/3
The objective is to finish off all of the opponent's toys. While only 3 need to be K.Oed in this type of battle, you can have more than three appear in battle.
FLOW OF BATTLE:
Standby Phase: During this time, you put one Standby on the Field, or switch your main toy out with what you have on standby. You are not obligated to do either. This is skipped during the first turn.
Chip Phase: During this time, you may use a chip. This is skipped during the first turn.
Battle Phase: During this time, you choose an attack and it's used against your opponent.
Standby Phase II: If you skipped your first Standby Phase, you may use it now, however, you may not switch toys out during Standby Phase II. This is skipped during the first turn.
Repeat.
Standby: You may put a toy down on standby after the first turn. A toy on standby cannot be targeted or harmed unless by the effect of certain attacks or chips. When your main toy gets KO'd, the toy on standby gets sent out. If your toy gets KO'd after the first turn, and there is not a toy on standby, you may choose any to send out, but it will receive (10 x *) damage. Also, you may switch your main toy out with the one on standby, but either one of your choosing will receive (10 x *) damage. You may not choose one that would drop below 1 HP. Up to three toys may be on standby. Toys on standby may not attack, or be equipped with chips, but they may benefit from the effects of certain chips, and may be healed. If a standby that has a status problem does not cure from it because it's on standby. It does not take effect until it's placed on the field, however. Unless a toy's ability states specifically that it activates when the toy is on standby, it's ability is only active while it's on the field.
Chips: There are several chips, each with a special effect. No more than one may be used per turn, and not on the first turn.
You can bring 10 chips with you into battle. This is called your "Chip Pool".
There are four types of chips.
Single: The chip's effect resolves, and that's all there is to it.
Equip, #: The chip is equipped to a toy and it's effect stays in effect until the number of turns specified have passed.
Continuous, #: The chip stays in effect until the number of turns specified have passed.
Field, #: The chip stays in effect until the number of turns specified have passed. Unlike Continuous, only one Field may be in effect at any time, and if another is played the one currently active is bumped out and negated.
Chips gain 1 EXP each time you use them. Once they gain 10 EXP, they level up, and the process repeats. Chips have a maximum level of 3, and not all Chips can level up, only some.
ELEMENTS & RACES:
There are 8 Elements your toy can be.
Water
Fire
Wind
Earth
Thunder
Dark
Light
Non
Water < Fire < Wind < Earth < Thunder < Water.
Light < Dark < Light.
If your attack has an advantage against another toy (Water attack against Fire), it does +10 damage.
If your attack has a disadvantage against another toy (Fire attack against Water), it does -10 damage.
Non does neither, and has no weakness.
Also, every toy has a race:
Humanoid (Creature with a base humanoid shape. Torso, two arms and two legs.)
Hybrid (Creature with base humanoid shape, but animal characteristics.)
Beast (Creature with a mammal form. Lacks real intelligence.)
Magical Beast (Creature with animal form, but intelligence and usually extraordinary powers)
Reptile (Creature with Reptilian features.)
Aquatic (Creature that resides in aquatic lands, such as fish.)
Insect (Creature with insect characteristics, such as six or eight legs.)
Avian (Creature with avian characteristics, such as feathers and wings.)
Dragon (/Dinosaur. Creature that has Dragon or Dinosaur characteristics, such as the ability to breath fire, scales, wings, and claws.)
Aberration (Creature with a bizarre or unnatural anatomy that fits no other characteristics.)
Ooze (Creature with no anatomy, that's structureless at base.)
Pokemon (Creature that's a Pokemon.)
Machine (Creature that is man-made and mechanical. It may fit any characteristics but is Machine if it's built.)
Celestial (Creature that is from the heavens. Usually humanoid, most have wings and/or a halo.)
Demon (Creature that is from hell. Usually beastly but with a humanoid shape, most have horns and/or claws.)
Plant (Creature with plant characteristics, such as roots or leaves. Exceptions may be made if a creature's origin sprouts from nature.)
Fey (Creatures with fairy characteristics, such as very small bodies, wings, and magical powers.)
Undead (Creatures with undead characteristics, souls and those brought back from the dead, such as ghosts and zombies.)
Boss (This isn't a genuine race, it's just something added on. It simply stands for "This Toy cannot be inflicted with Status Conditions, or have it's HP reduced by something other than damage)
I can't say I've gotten everything- As more toys come along, I may decide to add a race because it doesn't fit anything here. However, this should fit most toys for the time being.
TYPES OF BATTLE:
First, state whether you want 1v1, 2v2, or 3v3. That many Toys will be on the field (Like in Pokemon Double Battles, 'cept this has Tripples).
Then state the 'Stock'. This is how many Toys have to be KO'd before the battle ends. Obviously, the more stock the higher the rewards.
If it's a 5v5 Battle, you will win a free Chip, if it is a 6v6 Battle, you will win a free Toy.
CRITICAL HITS & MISSES:
Every attack I roll a 20 sided dice (d20), and if it comes up 1, the attack misses, if it comes up 20, it is a critical hit and deals 1.5x as much (round up to the nearest multiple of five.)
So basically, there is a 5% chance of missing, a 5% chance of getting a critical, and a 90% chance of just hitting normally. However, some abilities and chips raise or lower the chances, so they may play a bigger part than you think.
There is also something called "Blocking," which only some abilities and chips indicate. "Blocking" is different from dodging because attacks that can't be dodged can still be blocked, and attacks that can't be blocked can be dodged, but both reduce the damage to 0. "Reflecting" is different from both. If an attack is reflected, it does 0 damage but the damage it would inflict is inflicted on the attacker. "Absorbing" is similar to reflecting, except that you take no damage and are healed the damage you would've normally taken. However, rolling a 1 is always considered dodging, not blocking. Unblockable attacks break through all chips and abilities that Block, Reflect or otherwise Reduce damage.
When a number is given next an ability explaining critical hit expansion, that is the number given in parentheses is the number bracket of what a critical would be. When an ability explains a Dodge/Block/Reflect expansion, the number given is what would be a miss for the opponent, not the player.
STATUS CONDITIONS:
Burn (Fire): The toy loses 10 HP at the start of each turn. Toy recovers in 5 turns.
Freeze (Water): The toy cannot act. There is an accumulative 20% chance it will recover, +20% if they are attacked with or are a Fire element.
Paralyze (Thunder): The toy has a 50% chance of not being able to act when it's turn comes. There is an accumulative 10% chance it will recover.
Blind (Wind): The toy has -25% Accuracy (1-6).
Sleep (Light): The toy cannot act. There is an accumulative 15% chance it will recover, +30% for each time it is attacked while asleep.
Poison (Dark): The toy loses 10 HP at the end of each turn, +5 for each turn that it's been poisoned. Toy recovers in 4 turns.
Petrify (Earth): The toy cannot act, but takes 1/4 damage from all attacks. There is an accumulative 10% chance it will recover. You can switch to Standby, but the other Toy must take the damage.
Confusion (Non): The toy will hit itself at (1-3), instead of missing. This number increases by 1 for each time it's accuracy is lowered (Blind, Ability, Chip, etc.)
Seal (Non): There are 5 types of Seal. Physical, Projectile, Normal, Super, and Ability. Corespondent to which type of Seal it is, the toy cannot use an attack of that type.
Curse (--): The toy deals -15 damage, takes +15 damage, and gains 1/2 the EXP it would normally would.
Pick a box, it will choose your toys. Comes with 6 Toys and 3 Chips. If someone picks the same box twice, it will have 2 different Toys and 1 different Chip.
Hope I balanced them. (SPOILERS: Don't choose Square just because of White Mage)
Mario Box:
Mario
Luigi
Peach
Bowser
Wario
Yoshi
Zelda Box:
Link
Young Link
Midna
Ganondorf
Zelda
Vaati
Nintendo Box:
Samus
Mr. Game & Watch
Pit
Captain Falcon
Fox
Kirby
Sonic Box:
Sonic
Tails
Knuckles
Shadow
Rouge
Eggman
Pokemon Box:
Any six Basic Pokemon that are capable of Evolving.
SEGA Box:
Chaz
Vectorman
Ristar
Joe Musashi
Axel Stone
The Ooze
Capcom Box:
Ryu
Arthur
Megaman
Lilith
Viewtiful Joe
Leon
Square Box:
Knight
Black Mage
White Mage
Thief
Cloud
Squall
Special Thanks To:
X-3. He made a great game, and inspired me to try and top his. I don't know if I've succeeded or not, but I'd like to hope I did.
Selene Starblade. She helped me out with my vastly flawed EXP system and made it something beautiful.
Tazy. He helped me out with a lot of designing and saved me a lot of trouble. Wouldn't be here if not for him.
WHAT IS A TOY?
Name (Element/Gender)
Power:
Race:
HP:
Normal: (X, X/X)
Super: (X, X/X)
"Quote"
EXP: --/---
(1) Name: Simply what the toy is. "Mario," "Link," etc.
(2) Element: Whether the toy is Water, Fire, Wind, Earth, Thunder, Light, Dark, or Non.
(3) Gender: Whether they are Male, Female, or Genderless. Some chips, attacks and abilities have to do with Genders.
(4) Power: Ranges from * to *****, this is how powerful your toy is on average. The less powerful it is, the harder it is to win battles, so it gains more EXP.
(5) Race: Names what type they are from one of many races listed below.
(6) HP: When this reaches zero, the toy is knocked out, and cannot be used for the duration of the battle.
(7) Ability: This is the toy's ability. There are two types of abilities. "Continuous/Automatic" will always be active or activate when a condition is met. You must claim within your post that you are activating an "Activated" ability. They may only be used once, unless stated otherwise in the descriptive text.
Continuous: This is always in effect.
Automatic: This will activate when the conditions are met.
Activated: You must state that this ability activates.
( 8) Normal: The toy's normal attack. The staple of your toy. The number following in parentheses is the amount of damage it inflicts. The words after that indicate what element and type it is, chosen from Physical or Projectile. They play a part in many abilities and chips.
(9) Super: Supers are far more powerful than Normals, but they usually have some drawback, or requirement.
(10) Quote: A quote from a character. I apologize, as I may not be able to gather a quote from every character, but I will try my best.
(11) EXP: How close it is to leveling up. A toy has a maximum level of 3, with few exceptions.
HOW TO PLAY:
First, I will ask a game-related question.
"Who is the secret boss in Street Fighter III: Third Strike?"
P1: M. Bison?
P2: Q!
P2 answered correctly, thus he will go first.
PvP: Both will PM me with what Toy and attack they start out with. From there, you should be able to do it yourself in this thread. I will referee with whether or not abilities work, etc
PvC: Simply post what Toy and attack you will start with. I will be acting as the COM.
P1 uses Mario (80 HP!)
P2/COM uses Link (80 HP!)
P2 answered correctly, so he gets to go first. He makes Mario use his normal attack, Jump, doing 45 damage to Link, leaving him with 30. P1 then makes Link use his normal attack, Light Arrow, doing 40 damage. Now, it's P2's turn. He uses Mario's Super, Fireball, which does 75 damage but burns Mario. Link is KO'd.
P1's Toys: 1/3
P2's/COM's Toys: 0/3
The objective is to finish off all of the opponent's toys. While only 3 need to be K.Oed in this type of battle, you can have more than three appear in battle.
FLOW OF BATTLE:
Standby Phase: During this time, you put one Standby on the Field, or switch your main toy out with what you have on standby. You are not obligated to do either. This is skipped during the first turn.
Chip Phase: During this time, you may use a chip. This is skipped during the first turn.
Battle Phase: During this time, you choose an attack and it's used against your opponent.
Standby Phase II: If you skipped your first Standby Phase, you may use it now, however, you may not switch toys out during Standby Phase II. This is skipped during the first turn.
Repeat.
Standby: You may put a toy down on standby after the first turn. A toy on standby cannot be targeted or harmed unless by the effect of certain attacks or chips. When your main toy gets KO'd, the toy on standby gets sent out. If your toy gets KO'd after the first turn, and there is not a toy on standby, you may choose any to send out, but it will receive (10 x *) damage. Also, you may switch your main toy out with the one on standby, but either one of your choosing will receive (10 x *) damage. You may not choose one that would drop below 1 HP. Up to three toys may be on standby. Toys on standby may not attack, or be equipped with chips, but they may benefit from the effects of certain chips, and may be healed. If a standby that has a status problem does not cure from it because it's on standby. It does not take effect until it's placed on the field, however. Unless a toy's ability states specifically that it activates when the toy is on standby, it's ability is only active while it's on the field.
Chips: There are several chips, each with a special effect. No more than one may be used per turn, and not on the first turn.
You can bring 10 chips with you into battle. This is called your "Chip Pool".
There are four types of chips.
Single: The chip's effect resolves, and that's all there is to it.
Equip, #: The chip is equipped to a toy and it's effect stays in effect until the number of turns specified have passed.
Continuous, #: The chip stays in effect until the number of turns specified have passed.
Field, #: The chip stays in effect until the number of turns specified have passed. Unlike Continuous, only one Field may be in effect at any time, and if another is played the one currently active is bumped out and negated.
Chips gain 1 EXP each time you use them. Once they gain 10 EXP, they level up, and the process repeats. Chips have a maximum level of 3, and not all Chips can level up, only some.
ELEMENTS & RACES:
There are 8 Elements your toy can be.
Water
Fire
Wind
Earth
Thunder
Dark
Light
Non
Water < Fire < Wind < Earth < Thunder < Water.
Light < Dark < Light.
If your attack has an advantage against another toy (Water attack against Fire), it does +10 damage.
If your attack has a disadvantage against another toy (Fire attack against Water), it does -10 damage.
Non does neither, and has no weakness.
Also, every toy has a race:
Humanoid (Creature with a base humanoid shape. Torso, two arms and two legs.)
Hybrid (Creature with base humanoid shape, but animal characteristics.)
Beast (Creature with a mammal form. Lacks real intelligence.)
Magical Beast (Creature with animal form, but intelligence and usually extraordinary powers)
Reptile (Creature with Reptilian features.)
Aquatic (Creature that resides in aquatic lands, such as fish.)
Insect (Creature with insect characteristics, such as six or eight legs.)
Avian (Creature with avian characteristics, such as feathers and wings.)
Dragon (/Dinosaur. Creature that has Dragon or Dinosaur characteristics, such as the ability to breath fire, scales, wings, and claws.)
Aberration (Creature with a bizarre or unnatural anatomy that fits no other characteristics.)
Ooze (Creature with no anatomy, that's structureless at base.)
Pokemon (Creature that's a Pokemon.)
Machine (Creature that is man-made and mechanical. It may fit any characteristics but is Machine if it's built.)
Celestial (Creature that is from the heavens. Usually humanoid, most have wings and/or a halo.)
Demon (Creature that is from hell. Usually beastly but with a humanoid shape, most have horns and/or claws.)
Plant (Creature with plant characteristics, such as roots or leaves. Exceptions may be made if a creature's origin sprouts from nature.)
Fey (Creatures with fairy characteristics, such as very small bodies, wings, and magical powers.)
Undead (Creatures with undead characteristics, souls and those brought back from the dead, such as ghosts and zombies.)
Boss (This isn't a genuine race, it's just something added on. It simply stands for "This Toy cannot be inflicted with Status Conditions, or have it's HP reduced by something other than damage)
I can't say I've gotten everything- As more toys come along, I may decide to add a race because it doesn't fit anything here. However, this should fit most toys for the time being.
TYPES OF BATTLE:
First, state whether you want 1v1, 2v2, or 3v3. That many Toys will be on the field (Like in Pokemon Double Battles, 'cept this has Tripples).
Then state the 'Stock'. This is how many Toys have to be KO'd before the battle ends. Obviously, the more stock the higher the rewards.
If it's a 5v5 Battle, you will win a free Chip, if it is a 6v6 Battle, you will win a free Toy.
CRITICAL HITS & MISSES:
Every attack I roll a 20 sided dice (d20), and if it comes up 1, the attack misses, if it comes up 20, it is a critical hit and deals 1.5x as much (round up to the nearest multiple of five.)
So basically, there is a 5% chance of missing, a 5% chance of getting a critical, and a 90% chance of just hitting normally. However, some abilities and chips raise or lower the chances, so they may play a bigger part than you think.
There is also something called "Blocking," which only some abilities and chips indicate. "Blocking" is different from dodging because attacks that can't be dodged can still be blocked, and attacks that can't be blocked can be dodged, but both reduce the damage to 0. "Reflecting" is different from both. If an attack is reflected, it does 0 damage but the damage it would inflict is inflicted on the attacker. "Absorbing" is similar to reflecting, except that you take no damage and are healed the damage you would've normally taken. However, rolling a 1 is always considered dodging, not blocking. Unblockable attacks break through all chips and abilities that Block, Reflect or otherwise Reduce damage.
When a number is given next an ability explaining critical hit expansion, that is the number given in parentheses is the number bracket of what a critical would be. When an ability explains a Dodge/Block/Reflect expansion, the number given is what would be a miss for the opponent, not the player.
STATUS CONDITIONS:
Burn (Fire): The toy loses 10 HP at the start of each turn. Toy recovers in 5 turns.
Freeze (Water): The toy cannot act. There is an accumulative 20% chance it will recover, +20% if they are attacked with or are a Fire element.
Paralyze (Thunder): The toy has a 50% chance of not being able to act when it's turn comes. There is an accumulative 10% chance it will recover.
Blind (Wind): The toy has -25% Accuracy (1-6).
Sleep (Light): The toy cannot act. There is an accumulative 15% chance it will recover, +30% for each time it is attacked while asleep.
Poison (Dark): The toy loses 10 HP at the end of each turn, +5 for each turn that it's been poisoned. Toy recovers in 4 turns.
Petrify (Earth): The toy cannot act, but takes 1/4 damage from all attacks. There is an accumulative 10% chance it will recover. You can switch to Standby, but the other Toy must take the damage.
Confusion (Non): The toy will hit itself at (1-3), instead of missing. This number increases by 1 for each time it's accuracy is lowered (Blind, Ability, Chip, etc.)
Seal (Non): There are 5 types of Seal. Physical, Projectile, Normal, Super, and Ability. Corespondent to which type of Seal it is, the toy cannot use an attack of that type.
Curse (--): The toy deals -15 damage, takes +15 damage, and gains 1/2 the EXP it would normally would.
Pick a box, it will choose your toys. Comes with 6 Toys and 3 Chips. If someone picks the same box twice, it will have 2 different Toys and 1 different Chip.
Hope I balanced them. (SPOILERS: Don't choose Square just because of White Mage)
Mario Box:
Mario
Luigi
Peach
Bowser
Wario
Yoshi
Zelda Box:
Link
Young Link
Midna
Ganondorf
Zelda
Vaati
Nintendo Box:
Samus
Mr. Game & Watch
Pit
Captain Falcon
Fox
Kirby
Sonic Box:
Sonic
Tails
Knuckles
Shadow
Rouge
Eggman
Pokemon Box:
Any six Basic Pokemon that are capable of Evolving.
SEGA Box:
Chaz
Vectorman
Ristar
Joe Musashi
Axel Stone
The Ooze
Capcom Box:
Ryu
Arthur
Megaman
Lilith
Viewtiful Joe
Leon
Square Box:
Knight
Black Mage
White Mage
Thief
Cloud
Squall