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Paper Mario: Infinite Battles Classic - Over

btw charge spamming will not be tolerated now

Alright, welcome to Paper Mario: Infinite Battles Classic! Last time I hosted PM:IB, I wasn't what you call an ideal host. Updates were slow as hell, there were obviously b0rked mechanics, etc. Not anymore! Under new management skills, there will be daily updates. I also wanted to something a bit simpler than last time. Anyway, onto the rules!

Paper Mario: Infinite Battles Classic is a game that is structured similarly to Paper Mario 64 and TTYD. You have the option of using your hammer to attack the front enemy, a jump to hit any non-spiked enemy, tactics that include running away and defending, items you can use to aid the team or yourself in battle, or the ability to use special powers that have numerous different effects (note that not all are available at first).

Everyone starts out with 10 Hit Points (HP), 5 Flower Points (FP), 3 Badge Points (BP), 1 attack, 0 defense, and 1 circle of Star Power (SP).

Hit points determine how much damage you can take, and once you hit 0 HP, you are dead unless if you have a Life Shroom. If you are dead, you cannot act in the battle, you won't gain any points or coins from the battle, and you will lose half of your coins.

Flower Points are essentially the Paper Mario equivalent of mana. If you want to use special abilities in battle that isn't covered by SP, you will need to use some FP to execute the attack. If you don't have enough, you won't be able to use that attack.

Badge Points allow you to equip badges. Badges have numerous special effects, like increasing your power, allow you to use a new attack, heal 1 HP each turn, etc. Each badge has a certain amount of BP needed to be equipped. If you don't have enough, you can't equip the badge, although there are badges that require 0 BP to equip (but they probably suck).

Attack determines how much damage you will do to the enemy, and how much damage the enemy will do to you. Defense determines how much damage you WON'T take, or how much damage your opponent won't take. If your attack is lower than the defense of the enemy you're attacking, you won't be able to do any damage. For example, I have 3 attack and the opponent has 4 defense. I can't jump on them for any damage, but I can hammer them for 2 damage. Hammering does double damage to an opponent, but you can't hit anyone except for non-airborne enemies and the front enemy.

Star Power allows you to to cast special moves that don't require FP (usually) that have numerous different effects and require a certain amount of SP to be used. If you don't have enough SP to cast a spell, then you can't cast it. Currently you only have 1 special move that everyone shares, but every 10 battles a new one will be introduced, as well as a new circle of SP.

Upon defeating an enemy, you will gain 5 coins, and if you survive to the end of the battle, you will gain 10-200 coins and 1-4 points, depending on the enemy. Coins are your currency. Use them to buy things. Points are your way of increasing your stats. You get 1 every normal battle, 2 every miniboss, and 3 every boss. You get 4 during special enemy encounters (Superbosses). The system of level ups goes as follows:

-1 point for 2 HP.
-1 point for 2 FP.
-1 point for 1 BP.
-3 points for 1 attack or defense point.

Credit to superdragonyoshi1 for making this level-up system.

Every 5 battles will be a miniboss. This is a stronger enemy that gives a greater reward than a normal enemy. The person to defeat them will gain 10 coins instead of 5. After that you enter the town where you can do many different things there (I'll leave this for later). Every 10 battles will be a boss. This enemy is even stronger than a miniboss, and the person who defeats them will also get 10 coins. After that, you go to another town.

This the list of special abilities you can use with SP:

-Refresh: Heals 5 HP and 5 FP. 1 SP.
-Earth Tremor: Deals 3-5 damage on all enemies. 2 SP.
-Lullaby: Deals 2 damage on all enemies, with a 80% chance of inflicting sleep for 4 turns. 2 SP.
-???
-???
-???
-???
-???
-???
-???



Now, with the rules out of the way, the first person to sign up will start the game. There can be up to 12 players playing at one time. Like said before, there will be daily updates (unless otherwise noted), but for the beginning of the game, there might be numerous updates.

Have fun!

EDIT: Changed the amount of points required to level up each stat.
I'm going to sign up and then figure out what "the first person to sign up will start the game" means, because surely that can't turn out against me right?

EDIT: By the way I watch over #area51 like a hawk.
/in
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
@TRS: Errr... I meant that the game will start when a person signs up XD. I guess I should have worded that better...

Anyway, let's start the battle!!!

Players:

TRS
HP: 10/10
FP: 5/5
ATK: 1 | DEF: 0
Points: 0
Coins: 0
Falconpunch
HP: 10/10
FP: 5/5
ATK: 1 | DEF: 0
Points: 0
Coins: 0


Enemies:

Goomba
HP: 2/2
ATK: 1 | DEF: 0
Spiky Goomba
HP: 2/2
ATK: 2 | DEF: 0
Gloomba
HP: 7/7
ATK: 3 | DEF: 0

Notes: Can't jump on the Spiky Goomba.

By the way, something I did not mention in the rules is that if you defeat an enemy, you have a 10% chance of getting an item, and a 1% chance of getting a badge.

Good luck! EDIT: Made the battle slightly more challenging.
YOUR layout has been removed.

I do non-kaizo beta tests!
Check my profile for more details.

A Mario and Luigi Story: The Universe's Star Demo 2:
50%
Status: Dead until I regain interest. Link to hack thread.

I'm actually not familiar with the PM battling system, and I never participated in the other threads, so this will be a learning experience for me. But if I'm reading the first post correctly, hammer should deal 2 damage.

Hammer the first goomba, then.
Jump on the Gloomba.
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
@TRS: Jumping does 1+1 damage, btw.

Actions:

TRS hammers the goomba for 2 damage! The goomba was defeated, and TRS gained 5 coins. Falonpunch jumps on the Gloomba for 1+1 damage!

The Spiky Goomba headbonks Falconpunch for 2 damage! The Gloomba headbonks TRS for 3 damage!

Players:

TRS
HP: 7/10
FP: 5/5
ATK: 1 | DEF: 0
Points: 0
Coins: 0
Falconpunch
HP: 8/10
FP: 5/5
ATK: 1 | DEF: 0
Points: 0
Coins: 5


Enemies:

Spiky Goomba
HP: 2/2
ATK: 2 | DEF: 0
Gloomba
HP: 5/7
ATK: 3 | DEF: 0

Notes: Can't jump on the Spiky Goomba.

Alright, doing pretty good progress so far.
YOUR layout has been removed.

I do non-kaizo beta tests!
Check my profile for more details.

A Mario and Luigi Story: The Universe's Star Demo 2:
50%
Status: Dead until I regain interest. Link to hack thread.

hammer the spiky goomba pls
Do the same thing; Jump on the Gloomba.
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
Actions:

TRS hammers the Spiky Goomba for 2 damage! The Spiky Goomba was defeated, and TRS gained 5 coins. Falonpunch jumps on the Gloomba for 1+1 damage!

The Gloomba headbonks Falconpunch for 3 damage!

Players:

TRS
HP: 7/10
FP: 5/5
ATK: 1 | DEF: 0
Points: 0
Coins: 10
Falconpunch
HP: 5/10
FP: 5/5
ATK: 1 | DEF: 0
Points: 0
Coins: 0


Enemies:

Gloomba
HP: 3/7
ATK: 3 | DEF: 0

Notes: Nothing.

Almost done, just got the gloomba left!
YOUR layout has been removed.

I do non-kaizo beta tests!
Check my profile for more details.

A Mario and Luigi Story: The Universe's Star Demo 2:
50%
Status: Dead until I regain interest. Link to hack thread.

jump on gloomba so FP can get the kill
Finish off the Gloomba with a Hammer.
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
Actions:

TRS jumps on the Gloomba for 1+1 damage! Falonpunch hammers the Gloomba for 2 damage. The Gloomba has been defeated, and Falconpunch gains 5 coins.

BATTLE OVER. Everyone gains 1 point and 10 coins! Moving onto battle 2.

Battle 2:

Players:

TRS
HP: 7/10
FP: 5/5
ATK: 1 | DEF: 0
SP: 1
Points: 1
Coins: 20
Falconpunch
HP: 5/10
FP: 5/5
ATK: 1 | DEF: 0
SP: 1
Points: 1
Coins: 15


Enemies:

Green Koopa
HP: 4/4
ATK: 2 | DEF: 1
Red Koopa
HP: 4/4
ATK: 1 | DEF: 1
Yellow Koopa
HP: 4/4
ATK: 4 | DEF: 1
Blue Koopa
HP: 4/4
ATK: 2 | DEF: 1

Notes:

The Green Koopa cannot be knocked over.
The Red Koopa can attack on its back
The Blue Koopa has 1 Defense even after knocking it down.


A blast from the past! A new enemy has been introduced: Koopas! If you jump on them, you will knock them onto their backs, and they will have zero defense and usually won't be able to attack! There are exceptions, as you can see here.
YOUR layout has been removed.

I do non-kaizo beta tests!
Check my profile for more details.

A Mario and Luigi Story: The Universe's Star Demo 2:
50%
Status: Dead until I regain interest. Link to hack thread.

No heal, then. welp.

Seems like the best thing to do would be to jump on the yellow koopa.
Hammer the Green Koopa.
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
Actions:

TRS jumps on the Yellow Koopa for 0+1 damage, and knocked the koopa down! Falconpunch hammered the Green Koopa for 1 damage.

The Green Koopa hit Falconpunch for 2 damage. The Red Koopa hit TRS for 1 damage. The Yellow Koopa is struggling to get up... The Blue Koopa hit Falconpunch for 2 damage.

Battle 2:

Players:

TRS
HP: 6/10
FP: 5/5
ATK: 1 | DEF: 0
SP: 1
Points: 1
Coins: 20
Falconpunch
HP: 1/10
FP: 5/5
ATK: 1 | DEF: 0
SP: 1
Points: 1
Coins: 15


Star Powers:

Refresh (Heals 5 HP and 5 FP)


Enemies:

Green Koopa
HP: 3/4
ATK: 2 | DEF: 1
Red Koopa
HP: 4/4
ATK: 1 | DEF: 1
Yellow Koopa
HP: 3/4
ATK: 4 | DEF: 0
Blue Koopa
HP: 4/4
ATK: 2 | DEF: 1

Notes:

The Green Koopa cannot be knocked over.
The Red Koopa can attack on its back
The Blue Koopa has 1 Defense even after knocking it down.
The Yellow Koopa is on its back.


Remember you have your star powers.
Jump on the blue koopa.
Jump the Yellow Koopa.
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
Actions:

TRS jumps on the Blue Koopa for 0+0 damage, and knocked the koopa down! Falconpunch jumped on the Yellow Koopa for 1+1 damage.

The Green Koopa hit TRS for 2 damage. The Red Koopa hit TRS for 1 damage. The Yellow Koopa is struggling to get up... The Blue Koopa is struggling to get up...

Battle 2:

Players:

TRS
HP: 3/10
FP: 5/5
ATK: 1 | DEF: 0
SP: 1/1
Points: 1
Coins: 20
Falconpunch
HP: 1/10
FP: 5/5
ATK: 1 | DEF: 0
SP: 1/1
Points: 1
Coins: 15


Star Powers:

Refresh (Heals 5 HP and 5 FP)


Enemies:

Green Koopa
HP: 3/4
ATK: 2 | DEF: 1
Red Koopa
HP: 4/4
ATK: 1 | DEF: 1
Yellow Koopa
HP: 1/4
ATK: 4 | DEF: 0
Blue Koopa
HP: 4/4
ATK: 2 | DEF: 1

Notes:

The Green Koopa cannot be knocked over.
The Red Koopa can attack on its back
The Blue Koopa has 1 Defense even after knocking it down, and is knocked on its back.
The Yellow Koopa is on its back.


Your position could be better, but oh well. I might have to tone down the difficulty next battles... Also, if you're wondering, you recover 0.25 SP per turn.
Refresh.

Falconpunch, if you don't refresh, we will lose.