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Variable Super Moves - Printable Version +- Omni Archive (https://omni.zulenka.com) +-- Forum: Administration Forums (https://omni.zulenka.com/forumdisplay.php?fid=5) +--- Forum: Help Desk (https://omni.zulenka.com/forumdisplay.php?fid=8) +--- Thread: Variable Super Moves (/showthread.php?tid=2639) |
Variable Super Moves - Asriel Dreemurr - 09-29-2015 Soon, I want to buy a Tier 1 Super Attack that has Sackboy do one out of three random things. An electrical uppercut, a kick, and a skateboard uppercut. Does this Super Move cost more because it's a variable move? Re: Variable Super Moves - Sasuke Uchiha - 09-29-2015 Here are two threads that I believe will be of great use for you. Workshop Use this thread if you are unsure of the mechanics of any moves you are trying to create. Approval Use this thread for any you would like to get approved for your character to use. As for the question in hand, I believe as a regular move you would need 900 OM for that, as it has three separate functions. The best guideline for pricing a move would be, how many different uses does this move provide your character? 300 OM per utility of the move. Example: Fire ball = 300 OM. Fireball that explodes contact causing area damage = 600 OM (Note that this would require the Area prof as well as the ranged prof.) Now, being that you would like to make this a super move I feel you could have it for the super move cost, 600 OM, but I could also see how you would need to make them separate super moves as well. An electrical powered uppercut is altogether different than hitting someone with a skateboard. I advise you use the threads I supplied earlier and await someone higher up to help you along. Enjoy your stay. ^_^ Re: Variable Super Moves - Proto Man - 09-29-2015 Yea, you'd have to buy all of those as individual Super Moves, since costs are set based on Tier rather than function/usage, and those things aren't really related (and there's no way to genuinely 'randomize' effects here since this is a play-by-post). Re: Variable Super Moves - Reece - 09-29-2015 Sasuke Uchiha Wrote:Example: Fire ball = 300 OM. Fireball that explodes contact causing area damage = 600 OM (Note that this would require the Area prof as well as the ranged prof.)Wait, really? I was under the impression that 300 OM was only added for each different use you could get out of an attack. Wouldn't it only be 600 if you had the option of choosing whether or not the fireball would explode when you fired it? Re: Variable Super Moves - Kenpachi Zaraki - 09-29-2015 Hideaki Yajima Wrote:Wait, really? I also thought this. And I have an exploding fireball move approved at 300, so now would be the time to tell me if I need to change that. >.> Re: Variable Super Moves - Minato Namikaze - 09-29-2015 Moves count as variable if you can chose what effect they have, if you have a fireball that explodes on contact, causing aoe damage, it's fine at 300. However, if you wanted to add a charge time that would increase the damage or the area of effect (or a combination of both) then it would be an extra 300 OM The rules on moves state that a move can have multiple effects and remain a basic move, but that's only if you can't control what effect is used. A move that poisons and paralyzes is basic A move that poisons OR paralyzes is variable |