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Original idea on page 14: Game Suggestions I guess I'll turn this idea into an RPG since now we have a place for role-playing. So I'll keep this as simple as possible: your objective is to form a team to clear as many battles as you can. You will keep battling until your entire team is defeated in … Read More
Prototype RPG: Robot Museum Posted by TailsMK4 on August 31st, 2014 at 11:07pm Viewed 1629 Times
Whew, I think that data overhaul will work for the time being...I kind of want to keep the formatting I got going, so I'll pass on the Google Drive idea. Also, moving the fields to the profile really opened up the space...I might actually be able to use formatting on the battles again.
tobyjoey
Turn 1
Dive Man was switched out to put Snake Man on the active slot. Crazy Cannon A attacks Snake Man with Cannon Shot! Snake Man loses 49 LE! Snake Man uses Attack Boost! -2 WE, +18 ATK
Comments: I see what you're planning to do, but considering how much damage Snake Man took just now, just keep in mind Snake Man's current health...
Crazy Cannon B attacks Wood Man with Cannon Shot! Wood Man loses 17 LE! Wood Man uses Attack Boost! -2 WE, +11 ATK
Turn 5
Crazy Cannon B attacks Wood Man with Cannon Shot! Wood Man loses 17 LE! Wood Man uses Attack Boost! -2 WE, +12 ATK
Comments: I think you and tobyjoey are thinking the same thing...but seems even Leaf Shield isn't blocking much damage. Crazy Cannons are pretty powerful.
Drill Man attacks Skullmet A with Bubble Lead! Skullmet A loses 40 LE and 5 overkill! Skullmet A is disabled! Pyre Fly A is switched to the active slot. Pyre Fly A attacks Drill Man with Pyre Flame! Drill Man loses 11 LE!
Your Team
Drill Man (Active) LE: 74/100 WE: 10/10
Needle Man LE: 16/100 WE: 7/10
Pharaoh Man LE: 86/100 WE: 10/10
Bubble Man LE: 100/100 WE: 10/10
Elec Man LE: 100/100 WE: 10/10
Bomb Man LE: 100/100 WE: 10/10
Guts Man LE: 100/100 WE: 10/10
Disco LE: 150/150 WE: 10/10
Enemy Team
Pyre Fly A (Level 1) (Active) LE: 60/60
Pyre Fly A (Level 1) LE: 85/85
Skullmet A (Level 1) LE: 0/65
Skullmet A (Level 1) LE: 0/40
Skullmet B (Level 1) LE: 0/40
Skullmet C (Level 1) LE: 0/40
Pyre Fly B (Level 1) LE: 0/60
Pyre Fly C (Level 1) LE: 0/60
tobyjoey
Turn 2
Snake Man was switched out to put Knight Man on the active slot. Crazy Cannon A attacks Knight Man with Cannon Shot! Knight Man loses 27 LE! Knight Man attacks Crazy Cannon A with Oil Slider! -4 WE It's super effective! Crazy Cannon A loses 55 LE and 7 overkill! Crazy Cannon A is disabled! Beak A is switched to the active slot.
Your Team
Knight Man (Active) LE: 78/105 WE: 7/10
Dive Man LE: 105/105 WE: 10/10
Elec Man LE: 105/105 WE: 10/10
Ring Man LE: 105/105 WE: 10/10
Turbo Man LE: 105/105 WE: 10/10
Snake Man [+18 ATK, ATK: 137] LE: 56/105 WE: 10/10
Wave Man LE: 105/105 WE: 10/10
Shadow Man LE: 105/105 WE: 10/10
Enemy Team
Beak A (Level 1) (Active) LE: 40/40
Crazy Cannon A (Level 1) LE: 30/30
Crazy Cannon B (Level 1) LE: 30/30
Crazy Cannon C (Level 1) LE: 30/30
Beak A (Level 1) LE: 50/50
Beak B (Level 1) LE: 40/40
Beak C (Level 1) LE: 40/40
Crazy Cannon A (Level 1) LE: 0/55
Retro Pikachu
Turn 6
Wood Man attacks Crazy Cannon B with Search Snake! -2 WE It's super effective! Crazy Cannon B loses 35 LE! Crazy Cannon B attacks Wood Man with Cannon Shot! Wood Man loses 17 LE!
Proto Man is switched out to put Mega Man in the active slot! Met A attacks Mega Man with Met Shot! Mega Man loses 4 LE! Mega Man attacks Met A with Hyper Bomb! -4 WE It's super effective! Met A loses 32 LE!
I'll get back to this sometime this week, just wanting to double check to make sure the current system I got is manageable (and see if I can do some programming on the side to make determining damage and such easier to do, and perhaps actually have a fairly consistent "Random" Number Generator to determine dropped items and criticals), and BitMan, is your movement set final? You can have up to 8 abilities per robot. If you're fine with what you got, then I'll add you in.
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