Post by angelous on Aug 3, 2009 21:00:39 GMT -5
I was thinking as I was typing up rules for Blitzball (the system we're using) on my FFX site. I looked at the dice code, and I immediately thought of the Gambler Nobody, and Luxord. Why not implement a Gambler class?
Now I'm just spitballing ideas here.
Dice code example here
One way (if not the only way) to do a Gambler class would be to use the dice code (with an example of what it looks like in that link). The code starts out at 6, but can be edited to be higher. The code will put a button underneath the colors drop down menu in the large post message area. Click that and it will put a [dice] in your post where ever the next characters in the post would be. The result will be random, and the only way to change it is to delete your post, and to repost using it.
Gamblers start out with 0 AP. They can have no more than three ability slots at creation. Each ability has a range of effects (in order to get more slots and the like, they pay an addition 100-150 Munny). Purchasing an upgrade would not give them AP, nor would buying a slot. Upgrades would allow for more damage and the like off of a roll, in addition to reducing the chances of a negative effect. All abilities must have at least two numbers that trigger a negative effect, or make it so the ability doesn't work. Ability upgrades would lower the number to one (must always be one bad chance). Purchasing another upgrade would then allow the member to increase the effects of one outcome. Abilities can range from damage dealing, to blocking, and the like. Gamblers could also have abilities which make their opponents to use the dice, and affect them.
Ex: (this ability is just an example) Gambler's Heart- Mary Jane rolls a dice. The number that pops up determines what it does.
0- Gambler is invincible for two turns, and heals any damage dealt to them the post before, but they can't attack.
1 or 5- Gambler is invincible for one turn, but can't attack.
2 or 6- Gambler heals all damage from the post before.
3 or 4- Gambler's Heart doesn't work.
Comments, concerns? Ideas to add on?
Now I'm just spitballing ideas here.
Dice code example here
One way (if not the only way) to do a Gambler class would be to use the dice code (with an example of what it looks like in that link). The code starts out at 6, but can be edited to be higher. The code will put a button underneath the colors drop down menu in the large post message area. Click that and it will put a [dice] in your post where ever the next characters in the post would be. The result will be random, and the only way to change it is to delete your post, and to repost using it.
Gamblers start out with 0 AP. They can have no more than three ability slots at creation. Each ability has a range of effects (in order to get more slots and the like, they pay an addition 100-150 Munny). Purchasing an upgrade would not give them AP, nor would buying a slot. Upgrades would allow for more damage and the like off of a roll, in addition to reducing the chances of a negative effect. All abilities must have at least two numbers that trigger a negative effect, or make it so the ability doesn't work. Ability upgrades would lower the number to one (must always be one bad chance). Purchasing another upgrade would then allow the member to increase the effects of one outcome. Abilities can range from damage dealing, to blocking, and the like. Gamblers could also have abilities which make their opponents to use the dice, and affect them.
Ex: (this ability is just an example) Gambler's Heart- Mary Jane rolls a dice. The number that pops up determines what it does.
0- Gambler is invincible for two turns, and heals any damage dealt to them the post before, but they can't attack.
1 or 5- Gambler is invincible for one turn, but can't attack.
2 or 6- Gambler heals all damage from the post before.
3 or 4- Gambler's Heart doesn't work.
Comments, concerns? Ideas to add on?