Post by Mr. Et Cetera on Jul 30, 2010 1:46:26 GMT
This is a class idea I made for Stick Ranger. I have been working on it in notepad for weeks. Here it goes...
Class name: Worker
This class uses hammers for weapons. They attack slowly, but their attacks can be very powerful.
The worker will always carry the hammer behind him/her with both hands.
When the hammer is being used to attack, the hammer will start above the worker's head, and then be swung in an arc toward the ground. Any enemies hit by the hammer during the swing will be damaged. When attacking underwater, the hammer will instead be swung in a 360 degree circle around the worker.
Special attacks will always be used when the worker attacks. However, they can only be used when the hammer hits the ground (with exceptions for water in which the special attack will move through the water). Most of the special attacks will use "Spark Glove physics".
Unlike the other melee classes, this class uses a stat called "Muscle", which most of the weapons require in order to be used. Along with this stat, there will be a muscle meter which will be the same thing as the MP Bar, except for the following differences. The worker will always have an empty muscle meter when entering an area. Every time the worker attacks, the meter will fill up by a certain amount of points specified by the hammer that the worker is currently using. When the meter is full, the worker will turn pink and will be unable to attack for 3 seconds. After that, the meter will be emptied completely. The meter will also go down by one point per second whenever the worker isn't attacking. And finally, the meter will be pink instead of blue.
The worker class is also capable of using a critical attack without any help from a critical card (although the card can still be equipped and the effect will still stack). Just like the critical card, there will always be a 25% chance of performing this stronger attack.
In the same way that the whipper class shows how many additional bullets you have, the worker class will also show how high the critical attack percentage is.
SP investments:
LP: +10 LP
STR: +1 Max Muscle*/+3 LP
DEX: +1/3 Min AT/+1/2 Max AT/+4 LP
MAG: +0.5% Critical attack power (up to 100%)**/+3 LP
*Increases the amount of muscle the worker has.
**Makes the critical attack more powerful.
Weapons: Level 1 and 2 weapons will be called Hammers, and Level 3 and 4 weapons will be called Mallets. As for later weapons, I'm not sure, Axes?
First weapon:
Hammer:
AT: 4-8
AGI: 40-50
Range: 20
Type: Physical
Bonus AT: None
Muscle used: 0
Dropped by: Beginning (this is the weapon you start with)
Description: The most basic weapon the worker will have. The hammer will attack normally without any special attacks.
Quake Hammer 1:
AT: 12-16
AGI: 40-50
Range: 20
Type: Physical
Bonus AT: 4-8
Muscle used: 1
Dropped by: Blue Smiley Walker (Opening Street)
Description: Upon impact with the ground, the hammer will send a quake that slides across the ground at a moderate speed, piercing through and damaging every enemy it hits. the attack also has a range of 80 and will start from the area where the hammer hit the ground.
Fire Hammer 1:
AT: 20-25
AGI: 40-50
Range: 20
Type: Fire
Bonus AT: 4-8
Fire length: 5 seconds
Muscle used: 1
Dropped by: Green Skull Bat (Grassland 3)
Description: This hammer will create a large flame that stays stationary, and burns for a long time. This is good for dealing damage to close enemies.
Ice Hammer 1:
AT: 20-25
AGI: 40-50
Range: 20
Type: Ice
Bonus AT: 10-15
Slow: 20%
Muscle used: 1
Dropped by: Red Fairy Snake (Grassland 4)
Description: Just like the Quake Hammer, except this time the hammer will shoot an icy rock that slides pretty fast, plus it has 120 range. Be careful though, as it may miss a few enemies.
Rapid Hammer 1:
AT: 6-12
AGI: 20-25
Range: 20
Type: Physical
Bonus AT: 2-4
Muscle used: 0
Dropped by: Grey Smiley Tree (Grassland 6)
Description: This is the last hammer that doesn't require muscle, the Rapid Hammer does lower damage because of this. Unlike the Quake Hammer, this hammer creates two dust clouds that move left and right from where the hammer hit the ground. (One cloud moves left, while the other moves right.) Both clouds have 10 range each.
Poison Hammer 2:
AT: 24-32
AGI: 40-50
Range: 20
Type: Poison
Bonus AT: 1-3
Poison time: 0.5 seconds
Muscle used: 1
Dropped by: Green Big Fairy Snake (Hill Country 3)
Description: The Poison Hammer will create 4 small poison clouds that will spread outward in random directions. Each cloud will have 20 range. (The movement pattern resembles the special attack of the Poison Whip.)
Spark Hammer 2:
AT: 30-40
AGI: 40-50
Range: 20
Type: Thunder
Bonus AT: 1- 50
Muscle used: 1
Dropped by: White Boss Skull Bat (Cavern 2)
Description: Despite the name, this hammer will actually release 6 thunder bolts, 3 going left and 3 going right (just like the Rapid Hammer). The thunder bolts will have 60 range each, and will be released at random times like the attack of the Triple Iron Arrow.
Freeze Hammer 2:
AT: 30-40
AGI: 40-50
Range: 20
Type: Freeze
Bonus AT: 10-20
Freeze time: 1 second
Muscle used: 1
Dropped by: Red Skull Bat (Forest 2)
Description: The Freeze Hammer will create a snowflake that will be thrown into the air and slowly drift back down. Basically, it moves in the same way as an attack from the White Roundhead Mushrooms of Mist Grove 1.
Sledge Hammer 2:
AT: 50-100
AGI: 40-50
Range: 20
Type: Physical
Bonus AT: None
Muscle used: 2
Dropped by: Red Boss Skull Stickman (Cavern 3)
Description: Even though there is no special attack, this weapon can cause devastating damage upon your enemies. But it comes at a high price since this hammer uses up muscle a lot faster, so use it with caution.
Quake Mallet 3:
AT: 36-48
AGI: 40-50
Range: 25
Type: Physical
Bonus AT: 10-15
Muscle used: 2
Dropped by: Green Roundhead Walker (Seaside 1)
Description: This mallet is an improved version of the Quake Hammer. It creates a quake twice the size of the original which moves a bit faster and has 100 range to boot. On top of that, the quake will throw a stone into the air every half of a second, throwing about 5 stones (provided there aren't any walls in the quake's path).
Fire Mallet 3:
AT: 45-60
AGI: 40-50
Range: 25
Type: Fire
Bonus AT: 5-10
Fire length: (Big Flame)2.5 seconds, (Small Fires)1 second.
Muscle used: 2
Dropped by: Blue Gel Snake (Seaside 3)
Description: The Fire Mallet is actually somewhat different from the original Fire Hammer. It will release a large flame that has 50 range and moves forward constantly. The flame will also leave behind a small fire every .5 seconds.
Ice Mallet 3:
AT: 45-60
AGI: 40-50
Range: 25
Type: Ice
Bonus AT: 20-25
Slow: 25%
Muscle used: 2
Dropped by: Pink Roundhead Fish (Submarine 2)
Description: This mallet will shoot 3 icy rocks. One that is just like the icy rock fired from the Ice Hammer, one that soars into the air like an attack from the Ice Chain, and one that soars even higher into the air like an attack from the Ice Whip. All three rocks will have 150 range, move very fast, and have a slight chance of missing enemies.
Rapid Mallet 3:
AT: 20-40
AGI: 20-25
Range: 25
Type: Physical
Bonus AT: 10-20
Muscle used: 1
Dropped by: White Boss Roundhead Mushroom (Mist Grove 1)
Description: This weapon is an even stronger version of the Rapid Hammer. But now it actually uses muscle, so be careful. Each time the mallet pounds the ground, it will create a sonic boom that is the same size as the ones generated by the Sonic Glove. And just like the glove, it will cause splash damage.
If enough people like this thread, I may even add the level 3 and 4 weapons and possibly the level 5/6etc. weapons as well while I continue to work on the notepad file. Hope you liked it.
Credit: Thanks to Yonder for the suggestions to lower the muscle meter penalty time and the critical attack increase rate. As well as to make modifications to the weapons. Also thanks to Rabidbadger for the suggestions to lower the damage of the Sledge Hammer (it was once 100-150), and to reformat the 'Muscle Meter'.
Update #1: I've added the level 2 weapons, and made fixes here and there, including the fire length for the fire hammer (not that it matters too much), a few missing spaces, and the newly bolded and underlined fonts.
Update #2: I've modified the information throughout this post so the idea could be better and more well understood.
Modifications include: A better explanation of the muscle stat, an AGI change, and the bottom section of this post. Plus a few more weapon changes as well.
Update #3: I've changed the range of the hammer to 20, lowered the fire damage of the Fire Hammer to 4-8, and I raised the Muscle Meter's penalty timer to 3 seconds for a mix of both realism, and fairness. I've also created spoiler tags for the weapons to make the post shorter.
Update #4: I've Added the level 3 weapons at long last. The previous weapons have also undergone some changes, most notably the Fire Hammer and the Sledge Hammer.
Class name: Worker
This class uses hammers for weapons. They attack slowly, but their attacks can be very powerful.
The worker will always carry the hammer behind him/her with both hands.
When the hammer is being used to attack, the hammer will start above the worker's head, and then be swung in an arc toward the ground. Any enemies hit by the hammer during the swing will be damaged. When attacking underwater, the hammer will instead be swung in a 360 degree circle around the worker.
Special attacks will always be used when the worker attacks. However, they can only be used when the hammer hits the ground (with exceptions for water in which the special attack will move through the water). Most of the special attacks will use "Spark Glove physics".
Unlike the other melee classes, this class uses a stat called "Muscle", which most of the weapons require in order to be used. Along with this stat, there will be a muscle meter which will be the same thing as the MP Bar, except for the following differences. The worker will always have an empty muscle meter when entering an area. Every time the worker attacks, the meter will fill up by a certain amount of points specified by the hammer that the worker is currently using. When the meter is full, the worker will turn pink and will be unable to attack for 3 seconds. After that, the meter will be emptied completely. The meter will also go down by one point per second whenever the worker isn't attacking. And finally, the meter will be pink instead of blue.
The worker class is also capable of using a critical attack without any help from a critical card (although the card can still be equipped and the effect will still stack). Just like the critical card, there will always be a 25% chance of performing this stronger attack.
In the same way that the whipper class shows how many additional bullets you have, the worker class will also show how high the critical attack percentage is.
SP investments:
LP: +10 LP
STR: +1 Max Muscle*/+3 LP
DEX: +1/3 Min AT/+1/2 Max AT/+4 LP
MAG: +0.5% Critical attack power (up to 100%)**/+3 LP
*Increases the amount of muscle the worker has.
**Makes the critical attack more powerful.
Weapons: Level 1 and 2 weapons will be called Hammers, and Level 3 and 4 weapons will be called Mallets. As for later weapons, I'm not sure, Axes?
First weapon:
Hammer:
AT: 4-8
AGI: 40-50
Range: 20
Type: Physical
Bonus AT: None
Muscle used: 0
Dropped by: Beginning (this is the weapon you start with)
Description: The most basic weapon the worker will have. The hammer will attack normally without any special attacks.
Quake Hammer 1:
AT: 12-16
AGI: 40-50
Range: 20
Type: Physical
Bonus AT: 4-8
Muscle used: 1
Dropped by: Blue Smiley Walker (Opening Street)
Description: Upon impact with the ground, the hammer will send a quake that slides across the ground at a moderate speed, piercing through and damaging every enemy it hits. the attack also has a range of 80 and will start from the area where the hammer hit the ground.
Fire Hammer 1:
AT: 20-25
AGI: 40-50
Range: 20
Type: Fire
Bonus AT: 4-8
Fire length: 5 seconds
Muscle used: 1
Dropped by: Green Skull Bat (Grassland 3)
Description: This hammer will create a large flame that stays stationary, and burns for a long time. This is good for dealing damage to close enemies.
Ice Hammer 1:
AT: 20-25
AGI: 40-50
Range: 20
Type: Ice
Bonus AT: 10-15
Slow: 20%
Muscle used: 1
Dropped by: Red Fairy Snake (Grassland 4)
Description: Just like the Quake Hammer, except this time the hammer will shoot an icy rock that slides pretty fast, plus it has 120 range. Be careful though, as it may miss a few enemies.
Rapid Hammer 1:
AT: 6-12
AGI: 20-25
Range: 20
Type: Physical
Bonus AT: 2-4
Muscle used: 0
Dropped by: Grey Smiley Tree (Grassland 6)
Description: This is the last hammer that doesn't require muscle, the Rapid Hammer does lower damage because of this. Unlike the Quake Hammer, this hammer creates two dust clouds that move left and right from where the hammer hit the ground. (One cloud moves left, while the other moves right.) Both clouds have 10 range each.
Poison Hammer 2:
AT: 24-32
AGI: 40-50
Range: 20
Type: Poison
Bonus AT: 1-3
Poison time: 0.5 seconds
Muscle used: 1
Dropped by: Green Big Fairy Snake (Hill Country 3)
Description: The Poison Hammer will create 4 small poison clouds that will spread outward in random directions. Each cloud will have 20 range. (The movement pattern resembles the special attack of the Poison Whip.)
Spark Hammer 2:
AT: 30-40
AGI: 40-50
Range: 20
Type: Thunder
Bonus AT: 1- 50
Muscle used: 1
Dropped by: White Boss Skull Bat (Cavern 2)
Description: Despite the name, this hammer will actually release 6 thunder bolts, 3 going left and 3 going right (just like the Rapid Hammer). The thunder bolts will have 60 range each, and will be released at random times like the attack of the Triple Iron Arrow.
Freeze Hammer 2:
AT: 30-40
AGI: 40-50
Range: 20
Type: Freeze
Bonus AT: 10-20
Freeze time: 1 second
Muscle used: 1
Dropped by: Red Skull Bat (Forest 2)
Description: The Freeze Hammer will create a snowflake that will be thrown into the air and slowly drift back down. Basically, it moves in the same way as an attack from the White Roundhead Mushrooms of Mist Grove 1.
Sledge Hammer 2:
AT: 50-100
AGI: 40-50
Range: 20
Type: Physical
Bonus AT: None
Muscle used: 2
Dropped by: Red Boss Skull Stickman (Cavern 3)
Description: Even though there is no special attack, this weapon can cause devastating damage upon your enemies. But it comes at a high price since this hammer uses up muscle a lot faster, so use it with caution.
Quake Mallet 3:
AT: 36-48
AGI: 40-50
Range: 25
Type: Physical
Bonus AT: 10-15
Muscle used: 2
Dropped by: Green Roundhead Walker (Seaside 1)
Description: This mallet is an improved version of the Quake Hammer. It creates a quake twice the size of the original which moves a bit faster and has 100 range to boot. On top of that, the quake will throw a stone into the air every half of a second, throwing about 5 stones (provided there aren't any walls in the quake's path).
Fire Mallet 3:
AT: 45-60
AGI: 40-50
Range: 25
Type: Fire
Bonus AT: 5-10
Fire length: (Big Flame)2.5 seconds, (Small Fires)1 second.
Muscle used: 2
Dropped by: Blue Gel Snake (Seaside 3)
Description: The Fire Mallet is actually somewhat different from the original Fire Hammer. It will release a large flame that has 50 range and moves forward constantly. The flame will also leave behind a small fire every .5 seconds.
Ice Mallet 3:
AT: 45-60
AGI: 40-50
Range: 25
Type: Ice
Bonus AT: 20-25
Slow: 25%
Muscle used: 2
Dropped by: Pink Roundhead Fish (Submarine 2)
Description: This mallet will shoot 3 icy rocks. One that is just like the icy rock fired from the Ice Hammer, one that soars into the air like an attack from the Ice Chain, and one that soars even higher into the air like an attack from the Ice Whip. All three rocks will have 150 range, move very fast, and have a slight chance of missing enemies.
Rapid Mallet 3:
AT: 20-40
AGI: 20-25
Range: 25
Type: Physical
Bonus AT: 10-20
Muscle used: 1
Dropped by: White Boss Roundhead Mushroom (Mist Grove 1)
Description: This weapon is an even stronger version of the Rapid Hammer. But now it actually uses muscle, so be careful. Each time the mallet pounds the ground, it will create a sonic boom that is the same size as the ones generated by the Sonic Glove. And just like the glove, it will cause splash damage.
If enough people like this thread, I may even add the level 3 and 4 weapons and possibly the level 5/6etc. weapons as well while I continue to work on the notepad file. Hope you liked it.
Credit: Thanks to Yonder for the suggestions to lower the muscle meter penalty time and the critical attack increase rate. As well as to make modifications to the weapons. Also thanks to Rabidbadger for the suggestions to lower the damage of the Sledge Hammer (it was once 100-150), and to reformat the 'Muscle Meter'.
Update #1: I've added the level 2 weapons, and made fixes here and there, including the fire length for the fire hammer (not that it matters too much), a few missing spaces, and the newly bolded and underlined fonts.
Update #2: I've modified the information throughout this post so the idea could be better and more well understood.
Modifications include: A better explanation of the muscle stat, an AGI change, and the bottom section of this post. Plus a few more weapon changes as well.
Update #3: I've changed the range of the hammer to 20, lowered the fire damage of the Fire Hammer to 4-8, and I raised the Muscle Meter's penalty timer to 3 seconds for a mix of both realism, and fairness. I've also created spoiler tags for the weapons to make the post shorter.
Update #4: I've Added the level 3 weapons at long last. The previous weapons have also undergone some changes, most notably the Fire Hammer and the Sledge Hammer.