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Nosliw:
Updated the thread with new Domination changes. However the new system makes it much easier for new classes to be made and used in other games. If you would like to design your own class and have it implemented, then fill out the details below:


--- Quote ---Customisable Information

* Name - This should sum up your class in one or two words.
* Primary Weapon - This is highly customisable, so get it right!

* Item Type - This is what the weapon looks like, it could be anything such as an apple, it doesn't matter, the damage is customise later, so make the item best show what the weapon does, if it has any special powers.
* Item Attack Damage Rating - This isn't the amount of hearts done, this is the level of damage the weapon deals (see fomula below).
* Post Attack Effect - Something that happens after the damage stage of an attack, such as set enemy on fire, or give the attacker health. They could (if you want) also work on allies, such as give the ally a boost or bonus. A weapon can have multiple effects and could have different uses for allies and enemies.
* Secondary Weapon/Tool - This is highly customisable too, so get it right!

* Item Type - This is what the weapon/tool looks like, make sure it sums up its purpose well.
* Activation Effect - This is what happens when you 'use' the tool, it doesn't have to be when you hit someone, things such as shoot arrow.
* Item Attack Damage Rating - This isn't the amount of hearts done, this is the level of damage the weapon deals (see fomula below).
* Post Attack Effect - Something that happens after the damage stage of an attack, such as set enemy on fire, or give the attacker health. They could (if you want) also work on allies, such as give the ally a boost or bonus. A weapon can have multiple effects and could have different uses for allies and enemies.
* Consumable - Little accessories for this class (little customisation here)!

* Item Type - This would be something like arrows, ender pearls or potions.
* Starting Amount - How many do you start with when spawn?
* Increament Amount - How many do you get per restock? (see formula below)
* Max Amount - How many is the maximum amount you can hold at one time?
* Bonus Item - The 'special effect' for this class!

* Item Type - This could be anything, pick the most appropriate.
* Item Effect - The main bulk, what does this item do when used? Anything from personal boosts to affecting nearby enemies or allies!
* Starting Amount - How many do you start with when spawn?
* Increament Amount - How many do you get per restock? (see formula below)
* Max Amount - How many is the maximum amount you can hold at one time?
* Cooldown Time - How often can you use this?/li]

* Defences - This is the defence value per item, for example:

* Golden Swords - 20 (immune to golden swords)
* Arrows - 0 (weak to arrows)
* Default/Everything else - 2 (normal-ish)
Extra Information
The class you design is for all class-based games, so it can't have an effect such as 'teleport to the nearest flag' because not all games have flags, however something such as 'teleport home' or 'teleport to key location' might work! It is highly important to keep these classes generic, so effects that effect allies or yourself will work best!

Weapon damage has changed! It no longer works on basic hearts, so here is the formula:
damage = attack - (defence * blocking)

* Damage = Damage dealth, so 1 damage = 1 heart, 2 damage = 1 heart, 5 damage = 2.5 hearts.
* Attack = The damage the attacker does with that weapon, specified above.
* Defence = The defence value of that class against the attackers weapon, specified above.
* Blocking = If defender is blocking then 2, otherwise 1.
The next piece of information to consider is the restoking system, every 30 seconds, you get X amount of bonus items/consumables based on this:
X = flagsOwned * Increament Amount

--- End quote ---

StarScythe7:

* Name - Hunter.
* Primary Weapon -

* Item Type - Stone Sword.
* Item Attack Damage Rating - Same as Ninja's Stone Sword +2 Damage (+1 Heart)
* Post Attack Effect - None
* Secondary Weapon/Tool -

* Item Type - Bow.
* Activation Effect - None
* Item Attack Damage Rating - Same as Archer
* Post Attack Effect - None.
* Consumable -

* Item Type - Arrows.
* Starting Amount - 20
* Increament Amount - 10
* Max Amount - 64
* Bonus Item -

* Item Type - None
* Starting Amount - N/A
* Increament Amount - N/A
* Max Amount - N/A
* Cooldown Time - N/A
* Defences - This is the defence value per item, for example:

* Same as Ninja

I guess you could say this class would be kind of like a combination of Warrior and Archer, the trade off though is that you really don't get any special effects.

Nosliw:
This sounds like an archer that gains a more powerful sword rather than speed boost, although I am not sure what the defense stats are for Ninja compared to archer at this time. Although I will say it saddens me that it has no special ability, those are the most fun ;)

Could I get some other peoples opinions on it? I think it seems like a generic or default & non-specialist class, however I would lower the damage on the bow a little bit to balance it somewhat.

Nosliw:
Updated, added the new Fortress Defrence game (Next Update)


* Basic RPG/Team Survival Game
* You need to build up a base and defend from monsters.
* When you die, you BECOME a monster!
* More details within main post!

l_iamW:
As a tester for the Fortress games I can confirm it is very fun and being mobs is very fun. But you should really make it so we can see us as mobs when using F5. Oh and if you chose to be a skeleton sneak (SHIFT Key) it is so funny!!!

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