automailer on Wed, 9 Mar 2005 14:43:32 -0600 (CST) |
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[s-b] [auto] RainbowWolfe amends p2026 |
RainbowWolfe has amended p2026. --------------------------------- Proposal 2026/1: Arena update A Standard Proposal by RainbowWolfe Last modified on nweek 81, nday 10 Create: {{ _Traps_ -the creating Place Traps in the arena according to the following equation: If the number of Traps in the arena is less than, or equal to, the number of traps available to the arena divided by two and rounded up the the next complete integer, then increase by one the number of Traps available and restock the Traps in the arena until the maximum available Traps are in the arena. [[TrapsInArena <= TrapsAvailable/2 (rounded up) then TrapsAvailable+1, place traps until TrapsInArena == TrapsAvailable OR If x <= (y/2) then y+1 and x=y ]] If the number of Traps available is less then one, then make four Traps available. [[if TrapsAvailable=<1 then TrapsAvailable=4 OR if y=0 then y=4 ]] Traps shall be displayed in the Arena using the asci symbol '@'. [[Traps may be displayed elsewhere as "x/y" where x is the number of Traps in the Arena and y is the number of Traps available to the Arena.]] -the moving Traps are to be placed in any randomly determined location that is empty. Traps may be moved to either a randomly determined location that contains no Avatar(s), or to any cube that is orthagonally adjacent to its previous position. Each checking period one randomly chosen Trap is Moved to a random location that contains no Avatar, unless a Trap has already been Moved this checking period.[[Traps are seen to have moved at the end of the previous checking period rather than the start of the next, although for convenience they will probably be moved when a check point is declared.]] -the dying Any avatar entering a cube that contains a trap is killed [[feel free to enter your own descriptions of the death here]], the Trap is removed, and the player must decrease a single one of eir Stats by 1 before creating a new Avatar. -tokens If a players Avatar deliberately caused a Trap to be removed [[say, for example, by using an Air Jet to push another Av into a Trap, or by moving a Trap into another players Avatar]] then that player gains a Trap token (this may be denoted by '@' at the end of eir Stats list). Trap tokens can be spent at any time to move a single Trap. Spent tokens cease to exist when a Trap is moved. }} Create and Amend: {{ {{ add to the shop [[r1911]] the following items: Water Jet: 200~ or free to New Players Air Jet: Flame Thrower: A Rock: 50~ }} [[to be added to r1912 - as listed below]] {{ _Arena Weapons_ Arena weapons may not be exported from the Arena game. Water Jet -description A Water Jet is an Arena Weapon. Water replaces any fire in the Cube Hit. -firing The specified Cube must be orthogonally adjacent to the Avatar. With probability AvPower / (AvPower + AvSkill), a Jet Hits a randomly chosen Cube orthogonally adjacent to the specified one. Otherwise, a Jet Hits the specified Cube. (The Attributes refer to the Player Taking the Turn.) -hitting When an entities' Avatar Fires a Jet of Water, the Jet of Water Hits a Cube containing a different Avatar, and that different Avatar Gets Destroyed, then the entity whose Avatar did the firing is said to have Soaked the entity whose Avatar was destroyed. When a player Soaks another player, then the player who did the Soaking may increase a single one of eir Stats by 1. E must do this within one nweek of the Soaking, or else e loses eir chance. E may not do this more than once per Soaking. Air Jet -description An Air Jet is an Arena weapon. An avatar Hit by an Air Jet is not destroyed [[only displaced]]. -firing If the target Avatar is in a Cube orthagonally adjacent to the Avatar. With probability AvPower / (AvPower + AvSkill), a Jet Hits a randomly chosen Avatar (if there be one) in a randomly determined Cube orthagonally adjacent to the specified one. Otherwise, a Jet Hits the specified Avatar. [[confusing but workable - can be tidied when re-writing definitions in positive tense]] If the target Avatar is sharing the same Cube as the Avatar, then the probability is increased to AvPower / (AvPower + 2*AvSkill (not exceeding the maximum AvSkill limit)). (All attributes refer to the Player Taking the Turn.) -hitting When an entities' Avatar Fires a Jet of Air and the Jet of Air Hits another Avatar, then the Hit Avatar is propelled one Cube away from the Avatar who Hit em, along the same trajectory they were Hit from [[as logic would declare the direction you were pushed in]]. If the Hit Avatar shares the same Cube as the targeting Avatar, then the Hit Avatar is propelled in the direction chosen by the firing Avatar when the shot is declared. If the Avatar cannot be moved in the proper direction, a random direction other than the one the shot came from is chosen with an equal probability. Flame Thrower -description A Flame Thrower is an Arena weapon. Fire replaces any water in the Cube Hit. -firing The specified cube must be orthogonally adjacent to the Avatar. With probability (AvPower / (AvPower + AvSkill)) / 2 , a Jet Hits a randomly chosen Cube orthogonally adjacent to the specified one. Otherwise, a Jet Hits the specified Cube. (The Attributes refer to the Player Taking the Turn.) -hitting When an entities' Avatar Fires a Jet of Flame, the Jet of Flame Hits a Cube containing a different Avatar, and that different Avatar Gets Destroyed, then the entity whose Avatar did the firing is said to have Toasted the entity whose Avatar was destroyed. When a player Toasts another player, then the player who did the Toasting may increase a single one of eir Stats by half (.5). E must do this within one nweek of the Toasting or else e loses eir chance. E may not do this more than once per Toasting. This half stat does not count towards any maths! only whole integers do. Rock -description A Rock is an Arena weapon. Rocks are heavy, so a Avatar may only hold a rock if e posseses no other weapons. An Avatar may only hold one rock at a time. An Avatar Hit by a Rock is not destroyed.[[only dazed! :D]] -firing If the target Avatar is in a Cube orthogonally adjacent to the Avatar. With probability AvPower / (AvPower + AvSkill) , a Rock Hits a randomly chosen Avatar (if there be one) in a randomly determined Cube orthogonally adjacent to the specified one. Otherwise, a Rock Hits the specified Avatar. [[confusing but workable - can be tidied when re-writing definitions in positive tense]] If the target Avatar shares the same Cube as the Avatar, then the probability is increased to AvPower / (AvPower + 2*AvSkill (not exceeding the maximum AvSkill limit)). (All Attributes refer to the Player Taking the Turn.) -hitting When an entities' Avatar throws a Rock and the Rock Hits another Avatar, then the Hit Avatar decends rapidly down to the floor of the arena [[as logic would dictate - straight down]]. Down is always defined by level/grid 1 of the Arena, whatever level/grid 1 may be. If an Avatar cannot decend to level/grid one then they decend as far as they are able. When an Avatar is Hit by a Rock e decreases a single one of eir Stats by one before e may make a move within the Arena. The Rock disintegrates and is no more. If an Avatar is found, and it is declared on the public forum, to have taken a move and e has not decreased a Stat e should have decreased, then the number e should decrease eir Stats by is increased by one. If the number that e should decrease eir Stats by becomes greater than half the Stats that they own then the player to declare it may increase eir Stats by one (before the next checking period). The player who should have decreased eir Stats loses any Arena items and has eir Stats for the Arena reset to New Player. }} {{ Amend r1912 to account for the changes: replace: "Any Player may create an Avatar which represents em in a Cube on the edge of the Arena (that is, a Cube with at least two components of its triple equal to either 1 or 4), provided that there is no Avatar already representing em and the chosen Cube isn't Full of Water. There exist the following Attributes, called Stats, for each Player: AvSpeed, AvPower, AvStrength, and AvSkill. These attributes must always have values that are positive integers. New players have all these stats set to 1." with: {{ Any Player may create an Avatar which represents em in a Cube on the edge of the Arena (that is, a Cube with at least two components of its triple equal to either 1 or 4), provided that there is no Avatar already representing em and the chosen Cube isn't Full. There exist the following Attributes, called Stats, for each Player: AvSpeed, AvPower, AvStrength, and AvSkill. These attributes must always have values that are positive integers. New players have all these stats set to 1. If an Avatar has no weapon within the Arena then e is given a Water Jet upon entering the Arena. New Players are given a Water Jet automatically. Continuing players must declare they have no weapon when they create a new Avatar. }} replace: "* Firing a jet of water at an given Cube. The specified cube must be orthogonally adjacent to the Avatar. With probability AvPower / (AvPower + AvSkill), a Jet Hits a randomly chosen Cube orthogonally adjacent to the specified one. Otherwise, a Jet Hits the specified Cube. (The Attributes refer to the Player Taking the Turn.)" with: {{ * Firing at a given Cube or Avatar. }} replace: "When a Jet Hits a Cube, the Cube is said to be Filled with Water until the current nweek ends. No avatar may enter a Cube that is Filled with Water." with: {{ When a Jet Hits a Cube, the Cube is said to be Full [[of whatever it is the Cube is Full of]] until the current nweek ends. No Avatar may enter a Cube that is Full. Full cubes are reset to empty at the start of the next consecutive nweek. Any Arena Tools contained in these cubes are placed in randomly determined cubes. }} replace: "When an entities' Avatar Fires a Jet of Water, the Jet of Water hits a cube containing a different Avatar, and that different Avatar Gets Destroyed, then the entity whose Avatar did the firing is said to have Soaked the entity whose Avatar was destroyed. When a player Soaks another player, then the player who did the Soaking may increase a single one of eir Stats by 1. E must do this within one nweek of the Soaking, or else e loses eir chance. E may not do this more than once per Soaking." with: _Arena Weapons_ [[as listed above]] }} --------------------------------- This Message was sent automatically by the Wiki. Please do not reply to the sender of this message, as your replies will be ignored. Thank you. _______________________________________________ spoon-business mailing list spoon-business@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/spoon-business