Had this for some time. Then today I'm like "Well, why the fuck not?" Also, technically is 2.0, but the 1.0 was way too basic. SO HERE IT IS! Link: http://pastebin.com/raw.php?i=ysfWrtzz I can't post the raw. Too much for this post to handle. Use the link. Now, this is a hardcore theme with stuff going on that isn't in the format of any normal mafia theme. It is one team of a specific typing going up against teams of different typings in a battle royale. Strategize with your team to win. Understand how to balance PP usage so that a team isn't left without any moves. Each pokemon is unique. Last team standing wins! Oh yeah. I'll only post this to review if people actually want to see it around. The theme might be too different, so I just wanted to leave it here to get attention first. I'll list all the special abilities per role per team. Most actions are the same. Every role will get one 'kill' move (by type, ~3 charges), one poison (die in one night, ~3-5 charges), one protect (can be used on two targets, 2/4/6 uses or 1-3 nights worth for teams), and the last move is unique per role. Some Pokemon won't have a toxic or protect and will instead have another action. I will only explain PP of basic moves and then what the fourth move does+PP. (also any other differences in them) Note: Cutemons have less PP per move, but will refresh upon going cute. Spoiler Stone Munchers Rampardos: smash (3), toxic (3), Protect (4), (2)x Polish uses. increases smash and toxic speed. First gets to faster than any other pokemon (naturally) and second gets to fast enough to bypass protects. Nosepass: smash (3), toxic (5), Protect (4), ancient (1) will increase own priority of attacks and also add 8% passive evade chance. Roggenrola: Natural bomb state to any kill attack. Smash (3), Toxic (6), Protect (2), Explode (1) 100% suicide chance fastest kill. Hydro Jets Vaporeon: Hydro (3), Toxic (5), Protect (4), Rain (1) use on self which gives 15% night kill ignore and evades all poisons (and burns). Octillery: Hydro (3), Toxic (3), Protect (4), zooka (2) faster priority attack recharge:2. Mudkip: Hydry (2), Toxic (2), Protect (2), Cute (1) converts self into cute form. -> cute form has 30% kill evade. Can distract others. Will curse back into primary form, which also refreshes PP. Pyro Blasters Rapidash: Blast (3), Wisp (5), Protect (4), Agility (2) Speed up twice, first to outspeed others and second to bypass protect. Typhlosion: Blast (3), Wisp (3), Protect (4), Burn (one night's worth. 2 charges, limit 2. initialrecharge 2. 50% pierce chance.) Ninetales: Blast (2), Wisp (6), Protect (4), Ray (2) can inspect and distract one target simultaneously. Thunder Strikers Electabuzz: Bolt (2), Toxic (5), Protect (4), Punch (2) higher prio kill. Flaaffy: Naturally poisons attacker. Bolt (3), Toxic (3), Protect (4), Cotton (1) 20% night kill evade. Shinx: Bolt (2), Toxic (2), Protect (2), Cute (1) 30% NK evade. Can distract with cute afterward. Curses back to original role and recharges PP. Grassholes Venusaur: Natural immunity to toxic (not WoW), Solar (2), Toxic (5), Protect (4), Frenzy (2 charges (enough for one night), initialrecharge 2, limit 2, recharge 2, 50% pierce chance.) Whimsicott: Solar (1), Toxic (6) two per night with recharge:2 which are faster than protects instantly., Protect (4), Cotton (1) gain 20% NK evade Parasect: Solar (3), Toxic (3), Protect (6), Spore (3) inspect and distract simultaneously. Kinetic Psychos Alakazam: psy (3), Toxic (3), Protect (4), Tele (2) simultaneous insp/distract. Gardevoir: Psy (2), Toxic (6), Protect (6) can target 3 people, Bond (selfConvert to bomb status on kills) Gothita: Psy (2), Toxic (5), Protect (4), Hypno (2) distract/inspect Winter's Solace vanilluxe: Beam (3), Toxic (5), Protect (4), Coat (self convert to bomb status) Glaceon: Beam (2), Toxic (5), Protect (4), Hail (self convert to mode with 20% NK evade.) Cubchoo: Beam (1), Toxic (2), Protect (2), Cute stuff. 30% NK evade and curse back, refreshing PP Assault Squad Alpha Machamp: toxic orb Guts - Poisoned status and also adds 10% pierce chance to both punches (4 nights), Punch (3), Toxic (2), Detect (2), Mach (3) faster prio attack. Hitmonchan: Punch (4), Toxic (3), Detect (4), Counter (1) convert self to bomb status. Riolu: Punch (2), Toxic (3) faster prio because prankster, Detect (4), Feint (2) bypasses protect. Winged Aces Tornadus: Ignore attacks from ground types. Can't be distracted. Ace (2), Toxic (3), Protect (4), Taunt (2) inspect/distract Staraptor: Ignore attacks from ground. Can't be distracted. Ace (2), Toxic (3), Protect (4), Brave (2) 22.5% suicide chance. Higher prio. 15% pierce. Pidgey: Ignore attacks from ground. can't be disracted. Ace (1), Toxic (3), Protect (2), Whirl (3) can recover PP if used on an ally. Distracts enemies if used on them. Can be used on anyone. Hive Mind Accelgor: Buzz (2), Toxic (5), Subs (1) convert to a form that ignores everything. Curse back into a form without subs after, Gambit (1) fastest kill. 100% suicide chance. Volbeat: Buzz (4), Toxic (3), Protect (2), tail (1) convert to form with piercing bug buzz. Kricketune: Identifies any role who does an action on it. Buzz (3), Toxic (2), Protect (4), Song (3) limit.3 poisons 3 targets and self as well. all die in 3 nights. Pierces protect. Usual Suspects Snorlax: Return (3), Toxic (5), Protect (4), Beam (2) can target two, initial recharge.2 recharge.2. 50% pierce chance Furret: Return (2), Toxic (5), Protect (4), speed (2) recharge.2 higher priority kill Spinda: Can't be distracted. Return (3), Toxic (4), Teeter (2) inspect and distract simultaneously. Metal Mashers Klinklang: Ignore poisons (not WoW). cannon (3), Toxic (3), Protect (4), Shift (2) increases speed and pierce chance. First to get faster than some with 20% pierce. Second with faster than more with 40% pierce. Mawile: Ignore poisons but not WoW. Cannon (3), Toxic (3), Burst (1) Bomb status on self. Sound (3) inspect and distract simultaneously. Registeel: Ignore poisons but not WoW. Cannon (3), Toxic (5), Defense (1) convert self into a form with 25% NK evade. Impact (2) initialrecharge.2, 2 charges, 50% chance to pierce protects. Geo Dudes Donphan: ignores kills from electric types. Quake (3), Toxic (3), Protect (4), shard (2) higher prio kill Cubone: Ignores kills from electric types. Quake (1), Toxic (1), Protect (2), cry convert self to a form with 30% nk evade and distract. curses back in 2 nights. restores PP. Sandslash: Ignores kils from electric types. Quake (3), Toxic (5), Protect (4), Sandstorm (1) raises priority and 20% evasion. Priorities finally added. Went through to make it only one priority per type and then any special prios such as higher prio or increasing speed. Spoiler [0] Priorities (Accelgor Final Gambit) [2] Priorities (Roggenrola Explode) [4] Priorities (Distracts) [6] Priorities (Whimsicott Toxic) [8] Priorities (+4 Rapidash) [9] Priorities (+4 Rampardos) [10] Priorities (All protects and detects) [10] Priorities (All self converts) [12] Priorities (Furret Extremespeed) [14] Priorities (Donphan Ice Shard) [16] Priorities (Staraptor Brave Bird) [17] Priorities (Machamp Mach Punch) [18] Priorities (+2 Rapidash) [19] Priorities (+2 Rampardos) [20] Priorities (Bug Types) [21] Priorities (Hail Glaceon) [22] Priorities (Octillery Octazooka) [23] Priorities (Electabuzz Punch) [24] Priorities (Sandstorm Sandslash) [25] Priorities (Flying Types) [26] Priorities (+4 Klinklang) [27] Priorities (Psychic Types) [28] Priorities (Normal Types) [30] Priorities (+1 Nosepass) [31] Priorities (Fire Types) [32] Priorities (Ice Types) [33] Priorities (Electric Types) [35] Priorities (Fighting Types) [40] Priorities (Water Types) [45] Priorities (+2 Klinklang) [50] Priorities (Grass Types) [60] Priorities (Rock Types) [65] Priorities (Ground Types) [70] Priorities (Steel Types)
I only read the first role, but I could as well remind you that charges are reset when you convert to another role that has 'charges' on their actions. If you want the charges to get carried to the next form, just put charges in the initial form and remove all charges from the converted roles (should work as long as you don't convert back to the initial form, in which case you will need a copy of the initial form without the charges).
Well this does look interesting No idea at all how this would play out, im either expecting massive team "coordinated" vepix or increased clanwar styled pwnage. Basically I want to be able to play this cause it looks awesome and by adding that extra dimension of teamed death makes it a much smoother theme. I think the NoLynch means people can focus a lot more on their playing rather than randing skills which totally removes the "bad" elements of lots of small teams that i wasnt really sure about once reading through. But that added to the PP element and the much needed communication intra-team. One thing I would like to suggest on that topic is that the standby phase looks v short. I think at least bump that out to 30s to give teams a chance to communicate both with themselves and with the rest of the group, What this theme shouldnt be is a team keeps themselves to themselves. Unfortunately there may be a bit of "inter-team collaberation" therefore as a result. Which I know is against the rules blah blah blah but somehow I think there might be an odd little niche for this to fit into. Though i would like to hear everyone else's points on this... what i dont want is team x + team y constantly fighting the other people. There would have to be some odd twists and things.... ANYWAYS random musings aside. This theme does look very nice and all these extra elements help to create a new and ingenious theme that i wants play, but yeah. So yeah move this to review so stuff can happen :D Finally on the topic of the confusing element of this. I dont think that it is an entirely confusing concept, just that it may take a bit of getting used to. But i think it just depends on what people want really. Lets see what everyone else has to say though
I asked about that when I /started/ this theme and someone said that they don't carry over. Actually, everyone said they don't carry over. >_> I'll go through and try to fix them.
wow, I haven't seen as much work put into a theme since Trainers. good job roild, looking to play this some time soon. However, this seems a little messy overall, a lot of sides too.
Going through and posting that? Nononono. ;-; Even using the raw info from themechecker might be too much. Let me check.
You will need to write a roles summary if you intend to submit for review, since I doubt most people will want to read through 4000 lines of code and try to decipher what each variation for each roles has. For example, what does Rampardos' /polish actually does? How about Nosepass' /ancient? You don't need to write about every single form, but at least something like this could be useful: Trainers has even more roles, but the Roles Summary is quite brief, so at least something like this would help gather feedback.