Post by Deleted on Dec 24, 2013 10:17:43 GMT -5
This game is your Christmas present.
In this game, you must survive as rogues (or clan cats) around the Lake territories. You start out as rogues (or loners).
So, basically you're trying to survive in Clan territories and surrounding area.
There are five bars that you need to try to manage, Health (HP), Hunger (FP), Thirst (TP), Energy (EP), and Skill (SP).
So, here's what a basic bar will look like...
100/100 (100%)
______________________
|================|
And this is a partially empty bar...
50/100 (50%)
______________________
|========__________|
Bars are used for all five of the different main stats, as listed above.
Health is what your cat needs to survive. If your cat reaches or is below 10%, then your cat is knocked out. If your cat has been knocked out numerous times and is at 0% health, then your cat might perish.
Hunger can be managed by eating prey. If your hunger bar goes below 25%, then you are inflicted with the Hunger effect. If your hunger bar is at 0%, then your cat is inflicted with both the Hunger and the Starvation effects.
Thirst is managed by drinking water, or other liquids. If your thirst bar goes below 25%, you are inflicted with the Thirst effect. If your thirst goes to 0%, then you are inflicted with the Dehydration and Thirst effects.
Energy is what you need to keep awake. If your energy goes below 20%, then you're inflicted with the Tiredness effect. If your energy gets to 0%, then you'll automatically be knocked out, unless you're in a den* where you'll fall asleep.
Skill is really a version of energy used in battles* only. If you don't have enough SP, then you can't use attacks.
*See dens section
*See battling section
This is the start-out for all players:
HP: 100
______________________
|================|
FP: 25
______________________
|================|
TP: 20
______________________
|================|
EP: 50
______________________
|================|
SP: 50
______________________
|================|
Now, for the next step, Dens!
Dens can be found in many locations, depending on the area that you're in. When sleeping in a den, it initially takes 20 minutes to heal 5HP, 3EP, and 3SP. This time can be reduced with certain items, and other den items can heal some status effect, or even increase the healing effect! Den items can be stacked together to increase healing effects. Look at the list below for all the den items:
Leaves: Reduces the amount of time needed to heal by 2 minutes, but you must clean for 3 minutes after waking up.
Leaf Litter: Reduces the amount of time needed to heal by 1 minute, but you must clean for 2 minutes after waking up.
Moss: Reduces the amount of time needed to heal by 3 minutes, and increases the healing effect by 3HP and 2EP/SP. Can heal some status effects.
Ferns: Increases healing effect by 3HP and 2EP/SP. Can heal some status effects.
Feathers: Reduces the amount of time needed to heal by 5 minutes, and increases the healing effect by 4HP and 2EP/SP. You must clean for 1 minute after waking up. Can heal most status effects.
Feather Down: Reduces the amount of time needed to heal by 7 minutes, and increases the healing effect by 10HP and 6EP/SP. Can heal almost all status effects.
Healing Stone: Increases the healing effect by 10HP and 5EP/SP, and six reduce cleaning time by 1 minute.
Energy Stone: Increases the healing effect by 2HP and 10EP/SP, four reduce cleaning time by 1 minute, and reduces the amount of time needed to heal by 1 minute.
Now, sometimes other cats can sneak into your den and steal prey, herbs, and if you're unlucky enough, Healing and Energy stones. Sure, you can steal the items back if you know where their den is, but the best way to protect your den while you're away or sleeping is defense traps. You can automatically bypass these traps if you set them, but if you're trying to steal items then you're in for trouble. Thieves can disarm your traps, but they won't be lost forever, they'll just need to be re-armed. A list of defense items is below:
Brambles: A basic defense measure. Deals 1HP damage to thieves who get caught in them. Takes 15 minutes to arm and 45 minutes to disarm.
Thorns: A defense measure normally hidden from plain sight. Deals 2HP damage to thieves who step on them. Takes 15 minutes to arm and 1 hour to disarm.
Wet Ferns: A trap that makes enemies slip, best used in conjunction with Brambles to catch enemies. Makes enemies slip, causing them to be more likely to get caught in Bramble and Thorn Bush traps. Takes 20 minutes to arm and 1.5 hours to disarm.
Thorn Bush: A more powerful version of the Bramble trap. Deals 2HP damage to thieves who get caught in them. Takes 2 hours to arm and 1 day to disarm.
Bee Hive: Bees will sting any thieves who get too close. Stores 50 Stinging Bees which deal 1HP damage per sting. Takes 6 hours to arm and 3 days to disarm.
Wasp Nest: Wasps are more powerful than bees, but are less plentiful. Stores 30 Angry Wasps which deal 2HP damage per sting. Takes 12 hours to arm and 1 week to disarm.
Hornet Nest: Hornets are the most powerful stinging insects. Stores 20 Enraged Hornets which deal 4HP damage per sting. Takes 1 day to arm and 2 weeks to disarm.
Blue Fungus: Blue mushrooms which are slightly toxic are perfect traps for those cats who like to clean themselves. Deals 1HP damage initially, and the next time the thief cleans him/her self the thief will take 5HP damage. Takes 3 hours to arm and 36 hours to disarm.
Purple Fungus: Purple mushrooms are more toxic than blue mushrooms. Deals 1HP damage initially, and 15HP damage upon cleaning. Takes 12 hours to arm and 6 days to disarm.
Black Fungus: Black mushrooms are very toxic. Deals 2HP damage initially, and 40HP damage (and Poison status effect) upon cleaning. Takes 1 day to arm and 1.5 weeks to disarm.
Electric Stone: The Electric Stone fires electrical bolts at enemies who come to close. Lightning deals 10HP damage and causes the target's fur to become fluffed up and static-y. Takes 1 minute to arm and 1 month to disarm.
Now, for status effects. Status effects are caused by different conditions, a list of Statuses are below.
Hunger/Thirst: Caused by their respective bars being below 25%. Attacks deal 20% less damage.
Starvation/Dehydration: Caused by their respective bars being at 0%. Attacks deal 10% less damage and the cat will lose 20HP per turn in battle.
Poison: Caused by some moves, snake bites, and cleaning yourself after activating a Black Fungus trap. Cat will lose 10HP per turn in battle.
Weaken: Caused by low health. Attacks will deal 10% less damage.
Winded: Caused by some moves or low health. Attacks deal 80% less damage.
Stun: Caused by some moves or some snake bites. Cannot move for a set period of time.
Pinned: Caused by some moves. Attacks deal 15% less damage, and can only attack the pinner.
Regeneration: Caused by some herbs or moves. Cat will gain 15HP per turn in battle.
Hyper: Caused by EP/SP being over maximum. Attacks deal 30% more damage, but accuracy will be off. Cat has very low chance of gaining 2HP.
More coming soon.
Battling is caused by 4 things:
1. Random encounter (rogue, fox, etc)
2. Storyline (Clan Cats, etc)
3. Chosen encounter (battling other player at will)
4. Thief attack (if the traps don't get rid of the thieves first)
A moveset list is coming soon, but most of the time attacks will be based of the cat's name.
Players:
So far, none.
Skills can be earned by completing quests or leveling up (from EXP gained by doing stuff).
The Minimap can help you, it shows where everything in the general area is. Here is the key;
- = Blank
# = Occupied
(Letter of the alphabet) = Player's cat
? = Something odd...
& = Computer-control cat
$ = Prey or herb
| and _ = Current map border
Sign the following form to start playing:
Username:
Cat's name:
In this game, you must survive as rogues (or clan cats) around the Lake territories. You start out as rogues (or loners).
So, basically you're trying to survive in Clan territories and surrounding area.
There are five bars that you need to try to manage, Health (HP), Hunger (FP), Thirst (TP), Energy (EP), and Skill (SP).
So, here's what a basic bar will look like...
100/100 (100%)
______________________
|================|
And this is a partially empty bar...
50/100 (50%)
______________________
|========__________|
Bars are used for all five of the different main stats, as listed above.
Health is what your cat needs to survive. If your cat reaches or is below 10%, then your cat is knocked out. If your cat has been knocked out numerous times and is at 0% health, then your cat might perish.
Hunger can be managed by eating prey. If your hunger bar goes below 25%, then you are inflicted with the Hunger effect. If your hunger bar is at 0%, then your cat is inflicted with both the Hunger and the Starvation effects.
Thirst is managed by drinking water, or other liquids. If your thirst bar goes below 25%, you are inflicted with the Thirst effect. If your thirst goes to 0%, then you are inflicted with the Dehydration and Thirst effects.
Energy is what you need to keep awake. If your energy goes below 20%, then you're inflicted with the Tiredness effect. If your energy gets to 0%, then you'll automatically be knocked out, unless you're in a den* where you'll fall asleep.
Skill is really a version of energy used in battles* only. If you don't have enough SP, then you can't use attacks.
*See dens section
*See battling section
This is the start-out for all players:
HP: 100
______________________
|================|
FP: 25
______________________
|================|
TP: 20
______________________
|================|
EP: 50
______________________
|================|
SP: 50
______________________
|================|
Now, for the next step, Dens!
Dens can be found in many locations, depending on the area that you're in. When sleeping in a den, it initially takes 20 minutes to heal 5HP, 3EP, and 3SP. This time can be reduced with certain items, and other den items can heal some status effect, or even increase the healing effect! Den items can be stacked together to increase healing effects. Look at the list below for all the den items:
Leaves: Reduces the amount of time needed to heal by 2 minutes, but you must clean for 3 minutes after waking up.
Leaf Litter: Reduces the amount of time needed to heal by 1 minute, but you must clean for 2 minutes after waking up.
Moss: Reduces the amount of time needed to heal by 3 minutes, and increases the healing effect by 3HP and 2EP/SP. Can heal some status effects.
Ferns: Increases healing effect by 3HP and 2EP/SP. Can heal some status effects.
Feathers: Reduces the amount of time needed to heal by 5 minutes, and increases the healing effect by 4HP and 2EP/SP. You must clean for 1 minute after waking up. Can heal most status effects.
Feather Down: Reduces the amount of time needed to heal by 7 minutes, and increases the healing effect by 10HP and 6EP/SP. Can heal almost all status effects.
Healing Stone: Increases the healing effect by 10HP and 5EP/SP, and six reduce cleaning time by 1 minute.
Energy Stone: Increases the healing effect by 2HP and 10EP/SP, four reduce cleaning time by 1 minute, and reduces the amount of time needed to heal by 1 minute.
Now, sometimes other cats can sneak into your den and steal prey, herbs, and if you're unlucky enough, Healing and Energy stones. Sure, you can steal the items back if you know where their den is, but the best way to protect your den while you're away or sleeping is defense traps. You can automatically bypass these traps if you set them, but if you're trying to steal items then you're in for trouble. Thieves can disarm your traps, but they won't be lost forever, they'll just need to be re-armed. A list of defense items is below:
Brambles: A basic defense measure. Deals 1HP damage to thieves who get caught in them. Takes 15 minutes to arm and 45 minutes to disarm.
Thorns: A defense measure normally hidden from plain sight. Deals 2HP damage to thieves who step on them. Takes 15 minutes to arm and 1 hour to disarm.
Wet Ferns: A trap that makes enemies slip, best used in conjunction with Brambles to catch enemies. Makes enemies slip, causing them to be more likely to get caught in Bramble and Thorn Bush traps. Takes 20 minutes to arm and 1.5 hours to disarm.
Thorn Bush: A more powerful version of the Bramble trap. Deals 2HP damage to thieves who get caught in them. Takes 2 hours to arm and 1 day to disarm.
Bee Hive: Bees will sting any thieves who get too close. Stores 50 Stinging Bees which deal 1HP damage per sting. Takes 6 hours to arm and 3 days to disarm.
Wasp Nest: Wasps are more powerful than bees, but are less plentiful. Stores 30 Angry Wasps which deal 2HP damage per sting. Takes 12 hours to arm and 1 week to disarm.
Hornet Nest: Hornets are the most powerful stinging insects. Stores 20 Enraged Hornets which deal 4HP damage per sting. Takes 1 day to arm and 2 weeks to disarm.
Blue Fungus: Blue mushrooms which are slightly toxic are perfect traps for those cats who like to clean themselves. Deals 1HP damage initially, and the next time the thief cleans him/her self the thief will take 5HP damage. Takes 3 hours to arm and 36 hours to disarm.
Purple Fungus: Purple mushrooms are more toxic than blue mushrooms. Deals 1HP damage initially, and 15HP damage upon cleaning. Takes 12 hours to arm and 6 days to disarm.
Black Fungus: Black mushrooms are very toxic. Deals 2HP damage initially, and 40HP damage (and Poison status effect) upon cleaning. Takes 1 day to arm and 1.5 weeks to disarm.
Electric Stone: The Electric Stone fires electrical bolts at enemies who come to close. Lightning deals 10HP damage and causes the target's fur to become fluffed up and static-y. Takes 1 minute to arm and 1 month to disarm.
Now, for status effects. Status effects are caused by different conditions, a list of Statuses are below.
Hunger/Thirst: Caused by their respective bars being below 25%. Attacks deal 20% less damage.
Starvation/Dehydration: Caused by their respective bars being at 0%. Attacks deal 10% less damage and the cat will lose 20HP per turn in battle.
Poison: Caused by some moves, snake bites, and cleaning yourself after activating a Black Fungus trap. Cat will lose 10HP per turn in battle.
Weaken: Caused by low health. Attacks will deal 10% less damage.
Winded: Caused by some moves or low health. Attacks deal 80% less damage.
Stun: Caused by some moves or some snake bites. Cannot move for a set period of time.
Pinned: Caused by some moves. Attacks deal 15% less damage, and can only attack the pinner.
Regeneration: Caused by some herbs or moves. Cat will gain 15HP per turn in battle.
Hyper: Caused by EP/SP being over maximum. Attacks deal 30% more damage, but accuracy will be off. Cat has very low chance of gaining 2HP.
More coming soon.
Battling is caused by 4 things:
1. Random encounter (rogue, fox, etc)
2. Storyline (Clan Cats, etc)
3. Chosen encounter (battling other player at will)
4. Thief attack (if the traps don't get rid of the thieves first)
A moveset list is coming soon, but most of the time attacks will be based of the cat's name.
Players:
So far, none.
Skills can be earned by completing quests or leveling up (from EXP gained by doing stuff).
The Minimap can help you, it shows where everything in the general area is. Here is the key;
- = Blank
# = Occupied
(Letter of the alphabet) = Player's cat
? = Something odd...
& = Computer-control cat
$ = Prey or herb
| and _ = Current map border
Sign the following form to start playing:
Username:
Cat's name: