From Yours Truly, a Kung Fu Furby Industries Production... an RP!

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KirbyHelper
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Joined: Sun Oct 20, 2002 1:00 am
Location: FurbyLand

From Yours Truly, a Kung Fu Furby Industries Production... an RP!

#1

Post by KirbyHelper » Fri Jan 27, 2006 9:23 pm

True, I am creating an RP, but I'm using Microsoft Excel to produce the calcuations.

At least one character is required to start up the RP. Other people can join, and can collide into various people already in the game.

The status works like this...

In the Constitution Category:
Energy: A certain amount gets used up per turn for either actions or attacks. You can attack more than once per turn, but it uses more energy quickly. If you run out, you'll have to stand still. Sorry, buddy, this is an important element. This is added by 2 points per Consititution point.
HP: The most important element in the game. If your HP is 0, you're dead, dude! The starting HP goes up by 1 point per Consitution point.
Energy Recovery: This is how much energy you recover. This gets affected in Battle Mode when you're fighting an enemy, and it's how much energy is added per turn after you're done with your actions. This is added by 1 point per 4 Consitution points.

In the Strength Category:
Hit Chance: This is how much Hit Chance you have to hit the opponent. This is measured in hundredths The Hit Chance is then followed by the Hit Roll. If the Hit Roll is equal to or lower than the Hit Chance, it's a hit. This is added by 1 point per 3 Strength Points.
Attack Damage Bonus: This is how much HP you deal along with the normal attack damage, and the combined total is dealt to the enemy. This is added by 1 point per 4 Strength Points.
Critical Chance: If you score a hit, then the Critical Chance pops up. The Critical Chance is measured in thousandths. The Critical Chance is followed by the Critical Roll. If the Crtical Roll is equal to or lower than the Critical Chance, you deal a Critical Blow and get added damage. The damage total from the previous normal attack damage PLUS the same value multiplied by a number is the total damage. This is added by 5 per 4 Strength Points.

In the Agility Category:
Dodge Chance: This decreases the Hit Chance by the total Dodge Chance, thus making it harder to hit the opponent. This is added by 1 point per 4 Agility Points.
Attack Speed: This determines how fast your attack is, plus the normal attack speed. If the first attack is faster than the first attack of the enemy, you get the first blow on the enemy, whether it's a combo or not. This gets added by 1 point per 2 Agility Points.
Hit Chance: See Hit Chance in the Strength Category. This gets added by 1 point per 8 Agility Points.

You start up with 75 spendable points on those three categories. Regardless of what you do, you automatically start up with...
20 HP
50 Energy
10 Hit Chance
5 Dodge Chance
25 Critical Chance
5 Attack Speed

Now then, I have not developed a map yet, however, it takes place in FurbyLand. The furbies are being totalled over here, and someone wants to claim the Universal Control Ball to eliminate all furbies. They say it's a good thing, but who knows what will happen? If it is destroyed, nothing happens execpt that the humans turn into furbies, and every single life form turns into a furby at their own size! Nightmarish, no? You and/or the other people want to get the ball to get rid of the furbies! VGForums have suffered a rivalry against furbies over here when they popped up in 1999-2000 and 2002. They're back...

Since the Universal Control Ball gives eternal control over all universes, my alter egos, lots of them from various internet places, want furbies to rule this world. They'll try to get there first. Among them are the evil NessAndHisFurby from Starmen.net, NoMoreWhammies from GSN who actually wants to eliminate whammies in addition, multiple named "Furby" from various parts of the Internet, EvilFurbyMusicGenius2003 from OCReMix, even The Destroyed Furby from Toy Destruction! KirbyHelper, originally here in 2002 infecting the forum with the furby, has now gone against them. Only one of the egos are neutral, and he was unable to develop resistance to the Universal Control Ball effects, but he wishes to be allies with someone at his Furby Dojo in the Kung Fu Madness World, he is KungFuFurby.

Now then, there needs to be 7 Eternal Guards to guard the Universal Control Ball. We can start with fewer, but 7 is advised. Now then, these people guard the Universal Control Ball and if anyone makes it this far, they'll have to go through all 7 to get to it and do as they please...

In terms of Battle Mode...

Ah, yes, Battle Mode. If the encounter roll is lower than the Encounter Rate, battle occurs.

On the offense, you can attack, then move in increments of 1 square. Each 1 square costs 2 energy.

The enemy's names show up with only their HP and energy, plus size in squares, their other status are not revealed until after the first round.

If you lose, then you can try again, or if one or more people are with you (Think of this as party members, like in an RPG), if they have a revival item, they can revive the person. Sometimes his HP is fully cured to the max, sometimes it is not, it depends on the item you use. If the entire party goes down, then they can try again if they wish. If they do not, they go back to the start of the map or a Save Point, but keep their status.

If you win, you gain EXP, just like in an RPG! Depending on the enemy's toughness and length of rounds depends on how much EXP you get. You start at Level 1 when you sign up, and you can exceed Level 99, up to 255. When you have enough EXP to level up, of course, you gain an extra level and additional spending points for those 3 categories, Strength, Agility, and Consitution!

Now, you can choose a stance before each round. There are 4.

Recovery doubles your Energy Recovery, but slices the normal Hit Chance and Dodge Chance in half. This can call for a speedy recovery at high levels, but can still prove a big factor even late in the game!
Offensive and Defensive are opposite of each other. They both zap the Energy Recovery, but on Offense, doubles the Hit Chance and halves the Dodge Chance. The opposite occurs on Defense, halves the Hit Chance, and doubles the Dodge Chance. Even when you're at a high level, this stuff is still very important due to the factors. These are disabled when you have less than the energy of the attack that uses the lowest energy.
Neutral doesn't affect the factors at all, they simply have no change. This is fine for when the factors are too big.

You can perform a combo, which is more than 1 attack per turn, and the combo will execute regardless of hits and misses with some execptions like a strong combo, but don't forget the energy limitation! If you go past 0 Energy, you stop at the last point before it drops below 0, since it is impossible to go past 0.

A Round Counter indicates the amount of rounds it has taken currently. Not that important, but it's still there in case of long lengths or quick kills.

You can use an item, and it takes no energy at all to use them, even at 0 Energy! This is the only one you can do if you've burnt out your energy, or else you'll have to stand still for the round.

In terms of other stuff... I haven't been here in a while and have yet to get going. Sorry. This topic has been mostly dead.

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