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RPG Simulator

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Author Topic: RPG Simulator  (Read 10169 times)
Medicguy2
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« Reply #75 on: May 24, 2012, 10:19:32 am »

Medicguy2 (Level: 1, HP: 98, Attack: 1, Defence: 1, Jump Counters: 2, Punch Counters: 1)
-Medicguy2 is really annoyed at all the shroom usage going around.
-Flustered, Medicguy2 tries a Guard, but was too quick. He forfeits the Guard, but somehow managed to hit Yoshinator with an Uppercut.
-Yoshinator takes 3 Damage.
(Yoshinator: Level: 1, HP: 92, Attack: 1, Defence: 1, Jump Counters: MAX, Punch Counters: 3, Fruit Shrooms: 3)
-Medicguy2's move may have cost him a temporary Defence point, but it gives him a Punch counter all the same, and his body now begins to show a faint white glow, kind of like an aura.
(Medicguy2: Level: 1, HP: 98, Attack: 1, Defence: 1, Jump Counters: 2, Punch Counters: 2)

(OOC: Two things.

First, so that some confusion is cleared up, I wasn't attempting a Guard, I'm just rather annoyed some people like to heal when it isn't necessary. There's no rule to that, but then what happens after you run out? I wonder if anyone thought of this?

Second, I don't know if there ARE 5 people to verify abilities at the moment. When I suggested some abilities of my own, they were designed, for the most part, to NOT give Counters when consumed for special attacks. I should've made that clear, but oh well. I was also suggesting a reason to use the Kicks, as it seems Jump and Punch are more viable due to their counters, so I was merely suggesting one for Kicks.

So, on the note of not enough people being able to verify moves for the game might I suggest we let, for now, two or three people verify that the abilities are good? Until we get more players, I don't see any new abilities being added until our community grows.)
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Luigi ATK experiment on SMBO: Highest-achieved ATK 84 (+30% w/ damage Up)
Yoshi FP/ATK experiment: TBA
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