T Y P E S Since my summer holidays started and a lot of people have been asking me to put the theme back to review I decided to post the them to review again. The theme got declined back then because the spawn couldn't hit 30 in the spawn but there wasn't much to be done about it because there are only 18 types (I added Shadow and ??? so make it 20) and if I try to expand the spawn the only way would be with villagers and the theme would be cancer. Anyways, Whereabouts Unkown (aka. Miki Sayaka) is one of many that has been encouraging me with the theme so I decided to choose him as a co-author,our timezones have a huge difference but we were able to deal with it. Without any further delay, here is the theme! Code: http://pastebin.com/raw.php?i=w5DWfj2U Roles: Spoiler Good Types: Normal: Villager, can /copy one target during the night it has a 50% chance to work. If the target isn't a Good type or is another Normal-type it'll fail and has a one charge. If a target is copied, it'll get the same commands as the copied type but nerfed: Normal-Flying: 50% chance to inspect. Normal-Psychic: 50% chance to protect (doesn't safeguard). Normal-Ice: 50% to distract, a vote of 1.1 Normal-Fairy: A vote of 2. Instantly dies it if poisoned, immune to Dragon and Normal-Dragon's daykills. Dies if it tries to copy the Fighting-type. Flying: 10% chance to reveal exposer, can't be inspected by Ground. Psychic: can /protect during the night to protect from both kill and poison. 50% to get hax on Flying's day expose and 20% to get hax on daykills. Ice: Distracter, has a vote of 1.5. Fairy: Mayor with a vote of 4. Knows Dragon and it's immune to its daykills. Instantly dies if poisoned. Can poison to make someone die after 3 nights. Fighting: Vigilante, can choose to either /superpower or /bulkup: Superpower Fighting: Can /superpower with a low priority and a 10% chance to fail, can /bulkup to become a normal Fighting. Bulkup Fighting: Can /superpower with a high priority and a 10% chance to pierce through protects, becomes a normal Fighting after using it. Dragon: A non-revealing daykiller, knows Fairy. Bird: Miller that sees itself as Normal and is inspected as Bug, can /copy but it always fails. Kecleon: Inspector, nothing more~ Elementary Types: Water: Daykiller with a 10% chance to reveal, a vote of -2 and a safeguard that can be used on self or any teammate. Fire: Can kill during the night (shared), has a 20% chance to evade nightkills. Grass: Can kill (shared) and distract at night, instantly dies if poisoned. Electric: Has a kill that outspeeds every other command except ???-Type's kill. (not shared) Can only use it after the first night. Non-peak Electric: Like usual Electric but it can kill in the first night. Evil Types: Bug: Can distract and inspect (60% to fail). Can kill once per game. Ghost: Kills at night (shared) , ignores distracters and immune to Fighting's nighkills. Dark: Kills at night (shared), and stalks. Becomes Empowered Dark after the Ghost-type's death. Empowered Dark: Can stalk at night and kill at day. Poison: Poisons at night, kills any distracters, can't be poisoned. Earth Types: Rock: Kills at night (shared), survives a lynch and kills any distractor. Steel: Protects and kills (shared) at night, can't be poisoned. Ground: Inspector, gets hax at night (Team/Action/Target is 16%, Player/Team is 8%), can't be killed by Electric. Dreadful Types: ???-Type: Can kill four people during the night, after the fourth night. Can intimidate during the day, once per game, after the third day. Immune to distracts and poison. Evades night kills. Shadow: Can distract without being haxed, can kill, vote counts as 0, inspected as Ghost. Sides: Spoiler Dreadful Types: ???-Type Shadow Earth Types: Ground Rock Rock Steel Elementary Types: Electric Fire Grass Water Evil Types: Bug Dark Ghost Poison Good Types(village): Bird Bulk Up Fighting Dragon Fairy Fighting Flying Ice Normal Normal/Fairy Normal/Flying Normal/Ice Normal/Psychic Psychic Priority: Spoiler [0.8] ???-Type (Kill) [0.9] Electric (Kill) [0.9] Electric (Kill)[2] Normal/Ice (Distract) [2] Bug (Swarm) [2] Ice (Distract) [2] Shadow (Shadowtag) [2] Grass (Distract) [3] Steel (Protect) [3] Normal/Psychic (Protect) [3] Water (Safeguard) [3] Psychic (Protect) [4] Bulk Up Fighting (Superpower) [4] Ghost (Kill) [5] Fire (Kill) [5] Grass (Kill) [6] Dark (Kill) [6] Shadow (Kill) [6] Bug (Kill) [7] Fighting (Superpower) [7] Steel (Kill) [8] Bug (Inspect) [8] Normal/Flying (Inspect) [9] Ground (Inspect) [10] Poison (Poison) [10] Fairy (Poison) [11] Rock (Kill) [11] Rock (Kill)[12] Superpower Fighting (Superpower) [13] Empowered Dark (Stalk) [13] Dark (Stalk) [100] Superpower Fighting (Bulkup) [100] Fighting (Bulkup) [101] Normal (Copy) [101] Bird (Copy) I edited the spawn a little bit in 8 or less players game to avoid x-fire: Spoiler List 1 (3~3 players): █ Ghost (ghost) █ Normal (villager) █ Dragon (samurai) List 2 (4~4 players): █ Electric (electric2) █ Fairy (mayor) █ Ground (ground) █ Normal (villager) List 3 (5~5 players): █ Flying (inspector) █ Bird (miller) █ Normal (villager) █ Normal (villager) █ Bug (bug) List 4 (6~32 players): █ Psychic (bodyguard) █ Fire (fire) █ Flying (inspector) █ Bug (bug) █ Normal (villager) █ Bird (miller) █ Ghost (ghost) █ Fighting (vigilante) █ Rock (rock) █ Ice (hooker) █ Water (water) █ Dark (dark) █ Normal (villager) █ Shadow (shadow) █ Ground (ground) █ Normal (villager) █ Grass (grass) █ Steel (steel) █ Kecleon (kecleon) █ Normal (villager) █ Fairy (mayor) █ Normal (villager) █ Electric (electric) █ Poison (poison) █ ???-Type (unkown) █ Bird (miller) █ Normal (villager) █ Dragon (samurai) █ Bug (bug) █ Fire (fire) █ Ground (ground) █ Normal (villager)
So we had a convo on the server and we hashed out a few quick changes, which I'll cover here. The first change has to do with Flying's inspect (technically expose). Flying no longer has a 10% chance to be revealed when inspecting during the day; instead, inspecting Electric will get them exposed. This is a trade, since there are a few roles which can kill Flying through BGs or during the day, so it isn't very safe to be exposed as the vital PR. Considering giving Electric the daykill to go in hand with this. It would make for some cool shoot-outs as the Inspector tries to identify the culprit before getting killed. This is already accomplished with Water, but since Water isn't always with Electric it would be neater thence. Fire kills PLs now, instead of Rock. The PLs are Bug and Ice, both of which Fire resists, so it fits. Added a role Kecleon which appears as a standard Inspector. Since the village already has an "Inspector", Kecleon doesn't appear until 19 players. I'm somewhat tired so if there's something I forgot I'll edit.
I still think this theme has too much potential to be left like this. It's a theme about types, and you only have immunities for matchups (which i believe i had to convince you to do). There's so much more you can do with this like have fail chances for hitting someone not very effectively or even a death chance for someone being distracted super effectively. There's so much potential in this theme that it seems like some has gone to waste. That's not to say it's a terrible theme, I'm just saying it could be so much more.
I tried once a theme like the one you are describing (Chrono Trigger) but it didn't go well. There were too much things that players needed to think about and it was frustrating for some people. They could try to do what you are saying, but is not something easy to do , if they do a minimal error the theme could be ruined .
Lol, when you posted that I was going to code the distractions having a chance to kill if it's SE and some evade chances from NVE kills (to be honest I'm not too sure about the second one), just give it some time alright?
The only problem with Chrono Trigger was that no one knew the flavor. On the Pokemon Online server, everyone knows type advantages and it'll make a perfect amount of sense.
Hm. Kecleon is in, but village? Bar Dragon and Ghost, he'd be cool with anyone he touches (or hits him). With a 1x kill ignore, he could become a type without dying to a kill. (Ghosts tho. No go at first.)
When Kecleon got first added WU and I discussed to add something that boosts it but we both got agreed that it'd be better if it gets tested out and see what can be done about it.
Have been working on, with the help of Obey to Kyubey (Shazan) the feature mentioned above. Distract has a 50% chance to kill on super-effective types; e.g., Grass can kill Rock with Distract. It will help to build off the existing precedent for type advantages and work with a flavor of chance as well.
I feel you have limited yourself flavor wise. As Sky said, you can do so much more with this theme. There is so much accountable for: Protean, Color Change, even Wonder Guard. Much more can be done to this theme. If you're going to be adding Kecleon, you could also add Protean Greninja or Wonder Guard Shedinja and do something with them. Try to expand your ideas and flavor a bit. Also, adding some roles related to types in a way could be nice. Flash Fire ignoring Fire type attack (just an idea), Filter ignoring the SE effect from some moves, etc.
Actually, we had the idea of doing a Protean Greninja team but we didn't think about Wonder Guard Shedinja (thanks about that idea). Greninja will be added today if I'm not busy with other stuff. EDIT: Nincada got added, it can evolve into either Ninjask (kefka) or Shedinja (can't be killed except by fire, rock, dark and ghost and is a poisoned) after the second night.
Neither is Kecleon, I just wanted to add some Pokémon that have abilities that are related to Types like Protean and Wonder Guard since I'm desesperate for roles and that's the easiest solution in my opinion.
If you're looking for more extra roles, some could be made with things like Grass/Water, Ice/Flying, Psychic/Fighting, Dragon/Flying, Dark/Ghost etc. Half-normals could have more flavored commands as well. Kecleon and Shedinja have the advantages of distinctive abilities which everyone on the server knows. The alternative is to make said abilities roles instead of the pokemon; however, I think Kec and Shed should at least be tested.
For starters, I do not think Kecleon or Shedinja belong in the theme... but possibly Wonder Guard and Protean/Color Change could. I agree with Whereabouts Unknown about adding dual typings like I recommended last time. Anyways, the theme looks pretty solid, some decent flavor and no obvious balance issues, but I feel that it could be so much better. For now I suppose I'll give a Test [1]
The Pokémon side got removed, Kecleon was replaced with the Light-type that can inspect and reveal themselves to one person during the night. So the theme spawn hits 32 now, and I'm planning to add a type with /guard that deals with super effective attacks (much like Wonder Guard) but I'm waiting for WU to get on ;o
Here's a sketch of what we can do with Wonder Guard and Filter with the new "Guard" action ~ Spoiler { "role": "wonderguard", "translation": "Wonder Guard", "side": "village", "startupmsg": "You are the ~Role~ ability!", "help": "", "info": "Can protect one person during the night from super-effective attacks. Sided with the Good Types.", "actions": { "night": { "guard": { "command": [ "guard", "copy" ], "copyAs": { "wg0": ["villager", "miller"], "wg1": "inspector", "wg2": "bodyguard", "wg3": "bug", "wg4": ["rock", "rock1"], "wg5": "hooker", "wg6": "mayor", "wg7": "ground", "wg8": "steel", "wg9": ["vigilante", "vigibulkup", "vigisuperpower"], "wg10": "ghost", "wg11": "samurai", "wg12": ["dark", "dark1"], "wg13": "water", "wg14": "fire", "wg15": "grass", "wg16": "poison", "wg17": "electric" }, "target": "AnyButSelf", "common": "Role", "silentCopy": true, "priority": 3 } } } }, { "role": "wg0", "translation": "Wonder Guard", "side": "village", "startupmsg": "You are the ~Role~ ability!", "help": "", "info": "Can protect one person during the night from super-effective attacks. Sided with the Good Types.", "actions": { "night": { "guard": { "command": [ "guard", "copy" ], "guardActions": [ "inspect", "swarm", "distract", "kill", "spore", "zap", "stalk", "poison", "burn", " ], "target": "AnyButSelf", "common": "Role", "priority": 3 } } } }, { "role": "filter", "translation": "Filter", "side": "village", "startupmsg": "You are the ~Role~ ability!", "help": "", "info": "Can protect one person during the night from super-effective attacks. Sided with the Good Types.", "actions": { "night": { "guard": { "command": [ "guard", "copy" ], "copyAs": { "ft0": ["villager", "miller"], "ft1": "inspector", "ft2": "bodyguard", "ft3": "bug", "ft4": ["rock", "rock1"], "ft5": "hooker", "ft6": "mayor", "ft7": "ground", "ft8": "steel", "ft9": ["vigilante", "vigibulkup", "vigisuperpower"], "ft10": "ghost", "ft11": "samurai", "ft12": ["dark", "dark1"], "ft13": "water", "ft14": "fire", "ft15": "grass", "ft16": "poison", "ft17": "electric" }, "silentCopy": true, "target": "AnyButSelf", "common": "Role", "priority": 3 } } } }, { "role": "ft0", "translation": "Filter", "side": "village", "startupmsg": "You are the ~Role~ ability!", "help": "", "info": "Can protect one person during the night from super-effective attacks. Sided with the Good Types.", "actions": { "night": { "guard": { "command": [ "guard", "copy" ], "guardActions": ["superpower"] "target": "AnyButSelf", "common": "Role", "priority": 3 } } } } This excerpt has the Guard copying Normal/Bird. In this case, Wonder Guard blocks everything except Vigilante (Fighting type), whereas Filter blocks Vigilante kills. Though, if I understand the Guard action, this means that every individual type needs different commands for their actions (e.g., Spore for Grass, Swarm for Bug).
If you use Wonder Guard on a role, will you become that type and only affected by things SE on it? Or how would it work.
@Roild, as it is now, it copies itself into a form that only guards against non-SE things on the target it protects. So if it /guards a Fire type, it will block everything except kills from Rock and Water and inspects from Ground on that Fire type.
So if you /guard a normal type (as I expect there would be enough claims), would you be immortal to NKs?
Yes, @above, as does a common Protect. In this case, only a vigilante could kill them. Fliter+Wonder Guard add together to a full Protect+Safeguard. It does protect the target, not the user of Wonder Guard/Filter.
This slowed down. 32p max. The priority of 0.8, 0.9, 2.1 is weird. Just use 0, 1, 2.5 respectively. I'd advise adding another 1 or 2 specific types which are important to theme. For example, a second fighting type at some point so they threaten the normal ones more. 3p doesn't make sense to me. 50% that ghost kills dragon. Otherwise dragon wins. Then 50% that dragon kills correctly in the day. Use some better options or just keep 4p+ instead of current 3p. (Pretty much no point to 3p for gameplay) Most things look... good on paper. Because this is based on Pokemon things, applied to a Mafia theme, there will be some editing required to balance as well as improve general gameplay. One thing I expect is that some types will need to be moved around and some types edited/added to suit whatever. Or when you decide to add things. Test [2]
It's been a long time since anyone has commented. Could the QC who are on this theme/author post? '-' e_e its been on test[2] for nearly a month l o l
I forgot about this, can someone lock this thread up? I'll finish it someday so it's not open for adoption :)