_JQ#QQQL. .JU) .U. .UL .0U. .UU. .0U. .UUUUUUUUL ._LQQ%0UL. .UUUUUUUUU. #QD2+++$D#) .UUUUUUUU_ .UL. .LL `QHH. .HHH) .HHF .QHHH) QHH) #HQ` (HHHHHHHH#) (HHHHHHHHH#) #HHHHHHHHH) (U$ .2YY+2#. (HHHHHHHHHD (#HHL JHHH `H#L ####Q (#H` .Q#####) Q##) D#H` (##NNNN""` (##Q00000HA` H#F""" H0+ %D#UH0%U) (##+J_+JH#H (####L .Q###H (##U#Q"#####) .Q##AA###L D##LD#Q` (##QAAA `Q#########. H#) (QADQF` (U$A) (#########) (##"Q#Q##FHQH DQQ#) 4#QQF .UQ######Q#. 4QQQ#` (Q#YJ%%%%L .L%0000UU#Q) HQ) 4HL__U#2$Q) (Q#""UQQH. (Q# YQQ` HQH ##) 4QF Q#F 4##) 4##` (#Q####### Q########Q #Q) (#AADY20QF (## `Y##Q) (## ` ### "UADUAU` the mIRC RPG Battle Engine --------------------------------------------------------------------------------------------------------------------------- ----------------------- -=[Table of Contents]=- ----------------------- 1. Introduction o Storyline o Overview 2. What's New 3. General Information o Notes o Installation o Updating o How To Play 4. Fighting Battles o Modes o Custom Window o Fighting the Battle o Physical Attacks o Magical Spells + 1st Tier - Single Wavestorms + 2nd Tier - Double Techniques + 3rd Tier - Triple Techniques* + 4th Tier - Summon Spells o Items o Critical Hits o Omega Storm/Terminus o Victory/Defeat 5. Battlegrounds 6. Shopping 7. Customizing o Descriptions o Sayings o Omega Storm/Terminus o File Creation o Turning Customization On o Music o Sounds 8. Troubleshooting 9. Glossary 10. Credits 11. Legal Info * - Coming Soon --------------------------------------------------------------------------------------------------------------------------- --------------------- -=[1. Introduction]=- --------------------- -=- Storyline -=- The world called Lucidity was a normal world, albeit with odd beginnings. The planet was a standard Earth-type one, colonized on February 2, 3028 in Earth's date system. Eighty years prior, the parents of the original settlers left an embattled Earth, which was currently entrenched in the death throes of a man-made Armageddon. The nuclear fallout from that event left no survivors shortly after this group departed. 2745 Lucidian years later, the descendants of the original colony had expanded to populate the entire planet. The humans went on with their lives as expected, living with their families, enjoying their time, working to gain money, learning at schools, and other things involved with going about their daily business. Technological advances made things easier for everyone. Some humans, however, had access to a special kind of power, as a result of mutation brought on by the events their ancestors experienced. Despite the absense of these powers in most of the people of the world, these people were very much respected for their abilities. Using the energy of the visible light spectrum, these unique people could attune themselves to a specific color, matched with a specific element, and cast incredible spells. The 'magic' also subtlely enhanced their physical abilities as well. The spells and powers resulting from this light-oriented form of magic was eventually referred to Wavestorms. Many of the men and women that could access this power chose to use it for the benefit of all humankind. Crime becomes a simple matter to prevent or stop with such powers at one's disposal. As more and more of them gained access to their powers, they were given the title of Defenders, working as liasons with the defense and police forces of their planet. Several, however, chose not to follow the path of good. It's unknown whether they're simply bad at heart or whether they're being an influenced by an outside source. Many people are concerned, including government officials, and everyone agrees that something needs to be done. In addition to bad Wavestorm users roaming about, many of the more benign creatures and animals that inhabited the world began acting more fierce, even to the extent of attacking people that roam their territory. Taking advantage of the rapidly declining situation, many malcontents with excellent contacts began formenting seeds of dissent in the populace, and other people with much less admirable plans began committing larger crimes. It's unknown how many of these criminals take part in some of the more astounding crimes, who all is involved, and whether or not they're being led by some devious mastermind. There were rumors that the cause of all this had to do with Eclipse, an alternate dimension connected to Lucidity. That plane of existance had been ventured into by a brave few, but not for long enough periods of time to really gain enough reliable information. But what little that is known about the realm suggests that there are powerful creatures there, and that the powers of Wavestorm Defenders are connected to the dimension, despite their old Earth origins. Something bad happening there could easily spill over into the main dimension. Regardless of the cause, events on Lucidity were slowly heating up, with more creatures attacking innocents, more Wavestorm Defenders turning evil, more people crying out for restrictions placed on the Defenders, and more criminals taking oppurtunities opened by the current atmosphere. The remaining Wavestorm Defenders train against and work with each other in a desperate bid to improve their skills and solve these mysteries before time runs out. -=- Overview -=- Wavestorm is an RPG battle engine for mIRC. It offers a multitude of magic, customizable weapons, dynamic battlegrounds, and an infinite number of players. During the game, players take control of Wavestorm Defenders, humans with amazing powers. Wavestorm Defenders, as mentioned above, use the visible light spectrum to power their abilities. By using the colors, the Defenders have 10 different magic themes to use. Unfortunately, Wavestorm Defenders are attuned to one power only, and that power is their power for life; they cannot switch powers. Well, that's the story. YOU can switch powers in the battle engine, but it comes at the cost of totally deleting your character and starting over. Alternatively, once you've created your character, if you want to keep that character but create another one without deleting the old one, you can simple move your current WaveStat.ini file or rename it before creating the new character, and switch back whenever you so please. The game is basically a versatile RPG battle engine adapted to a multiplayer setting. Imagine an RPG battle with Super Smash Bros. type gameplay and you've got the idea. With the ability to have an infinite number of people attacking each other simultaneously, the battles can get very hectic. Each Defender has their own physical attacks to use in battle; you can choose from one of ten different weapons (or your own custom attack scheme), as well as up to 7 1st Tier magic spells from their color. Omega Storms and Critical Hits give an edge to physical attack power, and magic power can be combined between teammates to cast 2nd, 3rd, and 4th Tier spells. --------------------------------------------------------------------------------------------------------------------------- ---------------------------- -=[2. What's New ]=- ---------------------------- v0.943 - Bunches of minor updates, including a rewording of the story, changes to dodge, power, and speed ratings based on weapon choice, buff spell bug fixes, a quick method of bringing a closed Datascope back up, the ability to check a person's version of the script by typing "!version" in the channel, a way of preventing stage select abuse, Whitesmoke Halt having an incorrect price, dialog popup locations, the F3 key in the Battered Building stage, Bone Echo bugfixes, shorter spell casting time delays, and Datascope spell highlighting. v0.942 - Finished all 2nd Tier spells AGAIN. They were incomplete due to Orange and Gray being added; now they're finally done. v0.940 - Finished all 2nd Tier spells and Omega Storms. (with help from PerfectChaosZero) - Updated the Spell list in the readme; not only have new spells been made, but some old spells were incorrectly labeled or missing. Also updated Troubleshooting (removed a question that no longer applies) and Status Effects (added two new effects caused by certain 2nd Tier spells) - Fixed a bug preventing credit being attributed to the caster when poison knocked someone out. - Fixed a bug preventing Alacranite Vacate and Desautelsite Morph from working properly. - Fixed some minor errors in WSInfo1.ini and WSInfo2.ini. - Removed the right-click menus. With the Datascope taking care of everything, they're pretty useless, and too slow to use for that matter, especially in battle. v0.931 - Fixed a lot more random bugs lying around, such as Orange spell effects, buff/rape execution, and items causing magic backlashes. v0.930 - Started work on the game again. Picked up a copy of 0.920 lying around and worked from it. - Switched the online stat downloading over to hard drive storage. - Added the ability to create several characters instead of just one. - Fixed leftover bugs among Orange/Gray characteristics. - Set Tier 1 spells to properly delete fuses if you used one to cast it. - Changed BMP columns for stat dialogs to PNGs to save on space. - Disabled the Stage Select dialog popping up randomly and added a specific button for it on the in-battle Datascope. - Fixed a bug that prevented item usage entirely if items 1 through 12 weren't owned. - Fixed a bug that prevented two Gray buff spells from being used on yourself. - Fixed an MP bug in the Photon Accelerator stage. --------------------------------------------------------------------------------------------------------------------------- ---------------------------- -=[3. General Information]=- ---------------------------- -=- Notes -=- All options and gameplay notices below are written as if you're using the custom window's Datascope. Please note that the script does have some features to punish people that attempt to doctor their stats. Usually it'll delete their stats right away when it notices. You've been warned. Also note that game mileage may vary depending on how up to date everyone is. Therefore, it may a good idea to type "!version" in the channel everyone's playing in to see what version of the game they're running, and therefore, to find out whether you or anyone else needs to upgrade. -=- Installation -=- o Make sure you have mIRC. Preferably 6.1 and up; the script trips up on $+() strings on any copies of mIRC from 5.82 and back, 5.9 has initializiation problems, and 6.0 uses the old version of $input o Unzip this zip file in any directory, but make sure all the included files go in that one directory. o In mIRC, hit Alt+R. The Remote script should open right up. o Click "File - Load - Script". o Find the directory you unzipped everything to, and load Wavestorm1.mrc. o If Wavestorm2.mrc through 7.mrc did not load automatically with 1 (check in View), load them now. The custom window should open immediately. o Click the Stat Check button on the Datascope to create your character or load an existing one. -=- Updating -=- o Unload all the Wavestorm remote files from mIRC or the game will not update properly. Unloading Wavestorm1.mrc should auto-unload the rest. If it doesn't, unload Wavestorm2.mrc through 7.mrc manually. o Unzip the latest zip file in the directory your Wavestorm files are currently in, choosing to overwrite all files. o In mIRC, hit Alt+R. The Remote script should open right up. o Click "File - Load - Script". o Find the directory you unzipped everything to, and load Wavestorm1.mrc again. o If Wavestorm2.mrc through 7.mrc did not load automatically with 1 (check in View), load them now. The custom window should open immediately. o Click the Stat Check button on the Datascope to create your character or load an existing one. -=- How To Play -=- o Make sure you're in the channel you specified for Wavestorm fighting (default is #wavestorm). o Make sure someone else with the script is in the channel so you'll have someone to fight! o Right-click in the channel or nick list window. Click "Wavestorm - Normal". You can explore these options before starting the battle; you can buy items and spells, and check the stats of various people in the room. Alternatively, most of these options appear in the Datascope as well. o If you want to run in Melee mode (no dinstinctions between teammates or enemies; no holds barred fighting), leave it be. Melee mode is the default mode for the game. If you DON'T want to run in Melee mode, go ahead and click the "Melee Mode" button on the right side of the Datascope or right-click and choose "Wavestorm - Normal - Options - Toggle Melee Mode/Choose Teammates and Opponents"; it'll switch off Melee and onto Team mode. o The Choosing Teammates And Opponents dialog should open automatically; follow the directions. o Click the Stat Check button on the Datascope to create a new character or load an existing one if you haven't already. o Whenever you're ready to begin playing, click "Start Battle" in the top right corner of the Datascope, or right-click and choose "Wavestorm - Normal - Start Battle". o When playing in a battle, the Datascope will change over to battle mode. All options for battle will also appear in both the channel and nick list windows if you right-click, and go to "Wavestorm - Battle". Notice that all the attacks are only in the nick list; you must right-click on the person you wish to attack to follow through. The same applies to using the Datascope; if you haven't highlighted the nick of the person you want to attack, nothing will happen. o If you wish to quit the fight, click the "Quit Battle" button in the top right corner of the Datascope. You can also right-click in the channel or nick list windows, click "Wavestorm - Battle - Quit Game", and click OK in the box that comes up. --------------------------------------------------------------------------------------------------------------------------- ------------------------- -=[4. Fighting Battles]=- ------------------------- -=- Modes-=- There are two major gameplay modes in Wavestorm; Melee mode and Team mode. Melee mode is the most often used mode, where there's no distinctions between friends and enemies and anyone whose script is on is part of the battle, making for an infinite number of participants. Unfortunately, seeing as how there's no distinction between anyone, you can cast all spells and use all items on anyone, which means you need to be careful and keep an eye on what you're doing so as not to help your opponents. The script will pop up with a warning box before you cast a beneficial spell or use a beneficial item on an enemy to prevent this; you'll need to click "Yes" to confirm you want to perform your action. Team Mode does have distinctions between enemies and friends, and is the mode more like standard traditional RPG's. You must set your teammates and opponents before every Team battle, and after the battle is finished, it switches back to Melee mode automatically. Team battles are great for when people are using Wavestorm for role-playing. Also, since people don't come back to life automatically like in Melee mode, and thus attacks will have more staying power, better strategems are needed. The restore style White Wavestorm spells work best in Team mode when you have friends you're keeping an eye on, and 2nd, 3rd, and 4th Tier attacks really have the oppurtunity to see some major strategical use in this mode. After choosing Team mode, you'll automatically be sent to a window where you must type in the name of your teammates and opponents. Only 3 teammates and 4 opponents allowed (for 4 on 4 team fighting). -=- Custom Window -=- The custom window that appears once you load the script is very much like a standard chat window, only more suited to the Wavestorm game. Your personal stats appear on the right where the nicklist would be, and the actual nicklist is right below that. Outside of battle, the nicklist is normal (the @ symbol indicates a channel op, the + symbol indicates someone who's been voiced, and the - symbol indicates a normal chatter). Double-clicking on a person's nick inside of battle will physically attack them; outside of battle, it'll get their stats if they have the script loaded. The top row of the Datascope have buttons that allow you to check player stats and recreate your character, as well as a box which allows you to set what channel the script works in, and a button to start battles. The second row has a drop-down box that will let you switch your current weapon, and buttons to toggle auto-targeting, customizing, and Melee/Team Mode. The final row allows you to buy items and spells from the Shop. Using the small numbered box, you can buy items in bulk if you wish. Inside of battle, both the nicklist to the right and the Datascope change functions. Your stats are still displayed, but only the ones vital to battle (HP, MP, Omega Meter, and current status). The nicklist itself is split into three different categories; Allies, which contains you and, if you're in Team Mode, your teammates, Opponents, which contains everyone else that's fighting, and Spectators, which contains all the other people in the chat that are currently not fighting. All nicks in the Allies and Spectators section will be colored according to their Wavestorm color, allowing you to see what type of powers they have at a glance. The Datascope has buttons for the three major physical attacks at the top left, the Quit Battle button to the top right, and your current turn status in between them. The row contains the magic spells currently available to you and the "Cast" button to let you use them. Similarly, row 3 contains all your items and the "Use" button. Row 4 has the Fuse buttons, and buttons to check other player's stats while in battle. -=- Fighting the Battle -=- Once you've set everything up regarding modes, you're clear to start a battle, which you can do by clicking the "Start Battle" button in the top right corner of the Datascope, or by right-clicking "Wavestorm - Normal - Start Battle". Your starting stats will be displayed, and your character will take a fighting pose. You can see your current stats again at any time by glancing at the nicklist in the custom window, and your current Health Points (HP) and Magic Points (MP) will be displayed at the beginning of every turn. And that's how the battles run, by turns. When you start a battle, 10 seconds must elapse before it's your turn. At that point, you're free to do whatever you want; physical attacks, magic spells, items, Omega Storms, etc. Once you do any of the above, you must wait another 10 seconds before your next turn. The elapsed time may not always be 10 seconds though; if you've been sped up, it will only be 5 seconds in between turns. Alternatively, if you've been slowed, it takes 25 seconds for your next turn. Being sped up or slowed down can happen by having Beige spells cast on you, specific items used on you, or having various events in certain stages occur. Also note that the personal weapon you choose, as explained in the Physical Attacks section below, changes your time between turns. While 10 seconds is the standard, the heaviest weapon can drop your speed to 15 seconds, while the lightest could up it to just 7. The object of the game is to use whatever abilities you have to take down your opponents. In Melee mode, it's a free for all and you come back to life immediately after being KO'ed, so you can fight without worry. In Team mode, you can get KO'ed and not come back right away, so be sure to make use of good tactics and use teamwork with your friends to win battles. -=- Physical Attacks -=- While magical attacks are the focus of Wavestorm, physical attacks are the backbone. You start out with nothing but the ability to take your weapon and beat the living daylights out of your opponent, and even though magic attacks will grow to form the brunt of your onslaught, physical attacks are always good to rely on on occasion. Though it's possible to dodge physical attacks, by natural means or through usage of ability-increasing spells, physical attacks tend to be a stable source of damage, and provide a bit of variety to keep things from degrading into a 'cast your best spell over and over' match. Physical attacks don't rely on a meter, so you never have to worry about running out of points to use it with. Your choice of weapon at the start affects both the power rating of your attacks and your ability to dodge. The weapons in order of lightest to heaviest are knuckles, crossbow, nunchakus, staff, polearm, flail, sword, club, gun, and axe. The lighter your weapon, the higher your dodge rating, but the lower your power, and vice versa. Using the knuckles would give a person up to twice their normal dodge rating, but the physical power of their attacks is only 5% higher than normal. An axe user, on the other hand, would have their dodge rating dropped to half, but their attack power would increase to a massive 25% above normal. Custom attacks don't boost your power. Weapon choice, as mentioned above, also affects the speed of your turn. The lighter the weapon, the less time you need to wait between turns, but the heavier the weapon, the more time it takes. Don't forget that magic powers decrease your physical attack power to match, so picking a good weapon to balance your lessened abilities before battle can give you a needed boost. Also remember that you can change which weapon you're using at any time outside of battle. Simply choose what weapon you want through the drop-down box in the bottom left of the Datascope, or right-click and choose "Wavestorm - Normal - Options - Change Weapons". There's 10 different attacks for each weapon, and attacking will switch randomly between all of them, giving the illusion of dynamic fighting. Using custom attacks, the number can be increased. And as detailed in section 5 below, the Mine stage has an aditional physical attack using a mine cart. This makes for 101+ regularly available physical attacks depending on your choices. You can dramatically increase this number through customization. Each of the 10 standard weapons can be given further bonuses by using Modifiers. These expensive devices attach to your weapon, turning it into a new, unique weapon that grants the user one or more special status effects. The 1st Modifier does not need to be bought in the Shop as it comes standard with normal weapons; the other 9 are the ones you must buy before you can use them. You can change which modifier you want to use before battle in the dropbox immediately to the right of the weapon choice dropbox, and the resulting status effect and weapon name will be listed further to the right. -=- Magical Spells -=- Magic spells definitely form the core of Wavestorm. The battles are all about casting spells that can give you the necessary edge, whether it's hacking away at your opponent's health, bringing up your own, or tossing about all sorts of status changes. Make sure you know your abilities before going into battle; it's never a fun thing to cast a beneficial status change spell on someone you're trying to defeat. Knowing the spells under your command can keep you on top of the game. Choice of weapons increases the power of your physical attacks, but, as mentioned above, choice of magic decreases it. Red, Yellow, Green, and Black Wavestorm Defenders suffer a 10% decrease in physical attack power. Blue, Purple, Beige, Orange, and Gray Defenders have a 20% decrease. White Wavestorm Defenders suffer a 30% decrease in power. Note that you have the option of not taking a magic coloration when creating your character; while this gets rid of the more intricate sections of the game, forcing you to rely heavily on physical attacks, Omega Storms, and items, it can give you up to a 60% increase of attack power over an opponent. There are 4 types of spells in this game; 1st, 2nd, 3rd, and 4th Tier spells. 1st Tier spells are your basic spells, from the various versions of elemental spells, to your basic cures, to status changes, to time spells, and so on. These spells differ in who they should be casted on, but they always affect only one person at a time. 2nd Tier spells are combo spells; one Wavestorm Defender gives a little bit of their energy (it costs 50 MP to fuse) to another one, and the second Defender uses the combined color energies to cast a energized combination spell. 2nd Tier spells are more powerful, and can affect one or more people. 3rd Tier spells are like 2nd Tier, except a third Defender lends their energy to the collection, making for some massive attacks. 3rd Tier spells affect all opponents on the battlefield. While 2nd and 3rd Tier spells are created by people of different colors lending you their powers, 4th Tier spells are spells of the same color. For example, if you're a Blue Wavestorm Defender, and another Blue Defender lends you his energy, you can cast a 4th Tier spell. 4th Tier spells are summons; casting them will summon a creature of your color and element onto the scene that will do a mass attack. Please note that 2nd and 3rd Tier spells are still in the design process; not all of them are in the game yet. Following is a listing of 1st, 2nd, and 4th Tier spells. 2nd Tier spells are incomplete; each section is supposed to have 3 spells, so obviously there are some spells left to design. 3rd Tier spell listings to come soon. In the 1st Tier descriptions below, the numbers after the attack name have specific significance. The first number is the amount of Ability Points (AP) needed to buy the spell; the second is the amount of Magic Points (MP) it takes to cast it. For 2nd through 4th Tier, the amount in the parenthesis is solely the MP. 1st Tier - Single Wavestorms ---------------------------- Red - Fire Red Flame (4/10) - Fire 1; a fireball explodes out of the caster's hands and flies over to the enemy, encasing them in sudden flame Pink Egress (85/16) - Drain; red energy waves flow from the target to the caster, slightly healing them, and taking same amount of HP away from enemy Crimson Inferno (103/25) - Fire 2; several fireballs fall from the sky and hit the enemy Maroon Zone (165/33) - Air around one enemy suddenly explodes, blasting them with fire damage Coral Pyrogen (226/50) - Fire 3; one huge fireball strikes the enemy, exploding the immediate area with vicious flames Bronze Empyrosis (145/21) - Fire spurts out from the caster and the temperature rises slowly, becoming unbearable, causing the target to start progressively losing HP (poison) Amber Holocaust (350/70) - Fire 4; several fireballs revolve around the enemy and suddenly converge on the ground beneath them; then the ground explodes, sending lava straight into the enemy Yellow - Electricity Yellow Voltage (5/10) - Lightning 1; a single bolt of lightning strikes an enemy Khaki Fortify (90/21) - One party member completely protected against physical attacks for 5 turns Golden Electron (120/27) - Lightning 2; several lightning bolts strike the enemy Lemon Corrosion (130/21) - Any fortification shields put up on the target get broken down Chiffon Blast (200/45) - Lightning 3; the player throws a yellow-ish gem at the enemy, and a lightning bolt strikes the gem, exploding it and covering the enemy in the discharge Ochre Dynamo (160/30) - Electric lattice energizes character and makes physical attacks stronger Topaz Discharge (325/73) - Lightning 4; several lightning bolts strike in a circle around the enemy, then one huge bolt strikes them. The combined static and regular bolt fires all their nerves off at once, shocking them tremendously Green(Brown) - Earth/Space Green Quake (4/9) - Quake 1; a small earthquake causes the enemy to stumble and fall to the ground, smacking himself Lime Shift (74/17) - Quake 2; a huge earthquake occurs, then several rock spikes shoot out of the ground, straight into the enemy Sienna Shower (140/33) - Several hundred asteroids fly down into the atmosphere and collide into the enemy Tan Cataclysm (213/48) - Quake 3; a large earthquake causes one massive spike to shoot out of the ground, puncturing the enemy, and flinging him into the air, at which point he gets hit by flying rubble from same earthquake, which knocks him back to the ground Pale Meteorite (280/64) - One gigantic meteor gets caught in the earth's gravity and falls, smashing the enemy Jade Gully (127/28) - Party member digs underground, doubling their dodge rating Emerald Fragment (346/77) - Rocky explosion damages the target Blue - Water Blue Lather (3/6) - Several bubbles float over to the enemy and pop in rapid succession, damaging them Aqua Soothe (55/8) - Puts a single enemy to sleep Indicolite Stifle (133/15) - A large bubble surrounds the enemy and slowly cuts of their air supply (poison) Teal Storm (111/25) - Acid rain falls over the enemy, damaging them Cyan Flood (215/48) - Water spouts out of the ground in several locations and floods the area, damaging the enemy Cerulean Irrigate (175/20) - Beneficial effects from spells such as Khaki Fortify, Ochre Dynamo, Jade Gully, Lilac Biform, Beige Shift, Iron Reflux, and Obsidian Palisade are canceled out Sapphire Tide (340/76) - A huge tsunami crashes over the enemy Purple - Ice Purple Frost (4/7) - Ice 1; a snow flurry comes in and drops on the enemy Plum Burst (90/15) - Enemy is frozen in a perfect crystal; can't do any actions for 7 turns Orchid Crystal (100/22) - Ice 2; several ice crystals appear surrounding the enemy and slash in at him Darkviolet Xerox (135/20) - A crystal mirror is set up in front of a party member so that any enemy spells reflect right back at the enemy Slateblue Shard (190/42) - Ice 3; one gigantic shard of ice drops from the ceiling and impales the enemy, then shatters, sending scourging ice shards throughout their body Lliac Biform (215/31) - A physical clone of a party member is created for 5 turns (all physical attacks by said party member count twice) Amethyst Fresco (320/72) - Ice 4; a combination of hail and snow drop on the enemy, and freeze them into a perfect statue. Several hundred shards of ice then shoot from the surface inside to the enemy, shattering the crystal and damaging them White - Cure White Energy (3/4) - Cure 1; droplets of a white liquid fall on a party member, healing them Snowy Purify (45/10) - White sparkles of energy throw black crystals out of a party member's body, getting rid of any bad status ailments Ivory Healing (125/28) - Cure 2; white spheres of pure energy float into a party member, giving them back some HP Honeydew Recall (95/21) - Restore 1; one party member is brought back to life with partial health Almond Regeneration (250/56) - Cure 3; a cylinder of light envelopes the party member, healing them Diamond Vitalize (180/45) - Restore 2; one party member is brought back to life with full health Pearl Virtue (265/59) - Holy; sparkling beams of light from the sky wrap around an enemy and expand into a large health-sapping sphere Beige - Time/Blast Beige Shift (3/8) - Haste - Several energy casings snap onto the arms and legs of the party member, speeding them up to twice their normal speed for 7 turns Antique Orbit (110/24) - Beams of energy rotate around all enemies, damaging them Peach Constriction (165/37) - Time itself compresses around the enemy, crushing them horribly Mint Decel (175/20) - Slow - Particles of energy bombard the enemy, slowing them down to half their normal speed for 7 turns Whitesmoke Halt (165/26) - Stop; enemy flashes stone for a split-second and turns back to normal, but is completely frozen for 7 turns Bone Echo (205/30) - Casts the exact same spell that the last party member before you(r turn) cast Gainsboro Alpha (275/54) - Huge cube of energy envelopes a single enemy, damaging them Black - Shadow/Gravity Black Spectre (5/8) - Demi 1; a circle of blackness converges on the enemy Slate Darkness (75/17) - Shadow attack; enemy's strength is weakened; physical attacks from them dish out much less damage Uraninite Euthanasia (140/31) - 1 in 10 chance of enemy simply dropping dead Dim Tension (155/33) - Demi 2; two black discs of pure gravity enclose an opponent, putting insane crushing pressure on them Stilpnomelane Reflux (170/38) - When player is next attacked, whether physical or magical, they automatically dodge and teleport behind enemy, then immediately physically attack Obsidian Palisade (225/42) - One party member completely protected against magical attacks for 5 turns Dark Void (325/68) - Demi 3; a huge black hole sucks the enemy into its event horizon, smashing them Orange - Light/Sound Orange Flare (4/7) - Light 1; burst of light explodes around target's head Cetineite Throb (58/13) - Multiple sound pulses give target a poisonous headache Pararealgar Breaker (104/22) - Sound 1; sound waves pummel the target's body Alacranite Vacate (172/35) - Light photons are sucked from the immediate area, stopping target from using magic for 5 turns Saneroite Bang (201/41) - Sound 2; sonic booms cause miniature explosions around the target Desautelsite Morph (232/48) - A funnel of light converts 15% of health energy to light for full MP Lotharmeyerite Emanate (305/63) - Light 2; fierce explosion of millions of light particles damage the target Gray - Wind Gray Gale (4/7) - Gust 1; fierce wind knocks target to the ground Iron Obscure (61/12) - Gales blow in circles around the target, confusing them Schorl Congeal (118/24) - Gust 2; wind blasts cause damage by dropping target's internal temperature Coronadite Elude (157/32) - Wind gales blow in an aura around target, increasing dodge Betekhtinite Intensity (185/38) - Wind blows steadily behind target, increasing their attack power Psilomelane Monsoon (237/49) - Gust 3; Hurricane gusts pick target up and slam them to the ground Cryptomelane Levanter (280/58) - Gust 4; tornado winds fling the target into the sky 2nd Tier - Double Techniques ---------------------------- Red/Yellow Tomato Revolution (115) - A single lightning bolt strikes the ground, and several fireballs revolve around the bolt. The lightning bolt turns into a single huge ball of electricity, and the entire spinning circle of electricity and fire flies at one enemy Salmon Incendiary (237) - A lightning bolt strikes the earth, releasing a hidden pool of magma that bubbles up and shoots lava at all enemies Lightcoral Combustion (260) - Multiple lightning bolts converge in midair, creating a ball of energy that envelopes all enemies. The ball then shrinks to miniscule size and explodes, releasing a sudden flare of fire Red/Green Chocolate Rupture (150) - Several fireballs strike the ground in front of one enemy, exploding it and shooting dirt and rocks at them Peru Aiguille (138) - Flaming rock spires shoot out of the ground straight up at one enemy Indian Mantle (219) - A massive earthquake opens a chasm in the ground, and geysers of fire shoot out, damaging all enemies Red/Blue Scarlet Magma (134) - A massive fireball strikes a large puddle of water, combining into a pool of lava that floods around the enemy's feet; damaging them Mahogany Fibrosis (267) - Bubbles of fire float in the air, and all enemies take a breath, sucking them down their throats and scarring their respiratory systems for damage Sepia Geyser (288) - A wall of fire appears before the caster, and they shoot a horizontal column of water through it, turning the column into a geyser of vicious, burning water vapor that splatters all enemies Red/Purple Pumpkin Polearm (167) - A spear of ice with fire swirling inside it flies into one enemy. When it pierces, it explodes, causing both damage and poison Cerise Zone (265) - A fireball flies into the middle of an ice crystal lattice and explodes it, sending the ice fragments revolving around the entire area Apricot Matrix (182) - A net of fire combines with a large pane of ice to create a swirling energy grid that sears the enemy Red/White Mistyrose Firebird (278) - Ball of fire disappates over all dead party members and restores them to full health Goldenrod Phoenix (305) - A phoenix comes and recalls all dead party members to partial health and blasts all enemies for fire damage Cadmium Barrier (92) - Temperature of the surrouding air raises so high that a barrier of heat that protects target from physical damage Red/Beige Sunset Supernova (182) - A young star is shifted forward through time until it becomes a massive supernova that explodes and damages one enemy tremendously Signal Volcano (257) - A volcano appears from the ground and blasts molten rock into all enemies at super speeds Qundacridone Viscera (175) - Fire seeps into the enemy's pores and sears his insides from head to toe. Time then shifts back and sears him again Red/Black Darkred Dilation (268) - Several fireballs fall into a circular shadow of darkness on the ground. Said shadow expands and grows as the fireballs enter it, and once it gets too big it explodes, slicing up all enemies with fragments of shadow Saddle Inversion (152) - Hundreds of fireballs fall into a black hole, and the severe energy ruptures the hole and makes it collapse in on itself. The black hole turns into a white hole, a polar oppposite, and promptly explodes, blowing one enemy far away for lots of damage rather than drawing them in Firebrick Antipode (186) - A huge fireball explodes around the enemy, and is immediately reversed as the entire area gets sucked into a black hole. The insane opposites blow one enemy's sight, stopping and damaging them Yellow/Green Jonquil Petrify (132) - One teammate is powered up by being surrounded by wood with lightning shooting through it. This spell increases defense Nickel Outburst (256) - Lightning strikes the ground, causing an explosion of rock and gravel to rain on the enemy Primrose Bedrock (152) - Electricity shoots through a boulder, turning it into a glowing mass of stone that rolls into the enemy and explodes Yellow/Blue Wheat Leapfrog (209) - A small pool forms at all enemies' feet. A single bolt of lightning strikes on enemy, and uses the pool to jump from enemy to enemy, damaging everyone Papaya Cloudburst (245) - A full thunderstorm erupts, with lightning crashing and rain pouring over all enemies Cornflower Tempest (137) - A hurricane develops over the ocean and spins in to land, devestating the enemies Yellow/Purple Thistle Relocate (150) - Ice surrounds one target and electricity runs through the ice and into the caster, copying any beneficial status effects the target has to the caster Monaco Sphere (178) - A ball of energy silently floats up from the ground, and millions of droplets of freezing water in the air coalesce with it to form a lightning/ice ball that shatters at one enemy's touch and sends electricity and sharp blades of ice straight through them Lavender Strike (143) - A frozen streak of lightning impales the enemy Yellow/White Buff Lattice (273) - A large ball of pure electrical energy is thrust at all team members, recharging HP by half the maximum Diarylide Haze (177) - A huge cloud of sparking white energy floods the area and shocks the enemy Hansa Fluctuate (228) - Several hundred bands of electric light ripple up and down the area Yellow/Beige Desert Fury (115) - A ball of electricity shoots straight into the target's head while blast energy shoots into their body, frenzying them Canary Static (124) - A bolt of lightning strikes all enemies, delivering damage and paralyzing them for one turn Maize Replay (194) - A lightning bolt zaps one enemy. The beige energy then fluxes time and causes the zap to repeat itself several hundred times in a two second period for mass damage Yellow/Black Deco Melange (189) - A spiky shadow ball flowing with electricity explodes in mid-field, sending the lightning at the caster, and the shadow fragments at the target. The caster is hit with Khaki Fortify, and the target is hit with Slate Darkness Driftwood Magnetize (286) - Electricity hits the ground sending random objects into the air. A gravity field then surrounds all enemies, making all the random objects fly into them for damage Salmon Decant (243) - Lightning bolts pour into a black hole, expanding it and making it cover the area, dousing the enemy in electricity and intense gravity Green/Blue Springgreen Divert (162) - The enemy stands in a lake as it drains into the earth, taking them with it Forest Mudslide (273) - A tidal wave flows into a crumbling mountain to send a landslide of mud flying at all enemies Aquamarine Typhoon (240) - A massive hurricane is formed and strikes all enemies Green/Purple Turquoise Avalanche (238) - An avalanche of snow comes down a mountainside, carrying with it a tremendous amount of boulders and foliage, and slams into all enemies Seagreen Pierce (131) - A block of ice shoots from the ground and encases one target within frozen ice and rock. The ice shatters, and rocks pummel the target while shards impale them Violet Aerolite (178) - A meteor made entirely of glass falls from the sky straight into the enemy, shattering into a million pieces and scourging all eneies Green/White Caribbean Crater (132) - A large flash of white energy forces a gravel landscape to crumble into a pit, dropping the enemy Litchfield Surge (268) - Bands of white energy drop around the area, filling the ground, causing an upsurge of earth that hits the enemy Chromium Drive (116) - Strikes of white energy hit and explode the ground in a direct line towards the enemy Green/Beige Moccasin Stutter (198) - Meteors fall from the sky, but freeze right when they smack the enemy, thus continually hitting them over and over for massive damage before the final impact Almond Crush (151) - Trees surrounding the enemy fall, and time slows as they crush the enemy Fern Detonation (280) - A large field of blast energy explodes underground up into the enemy Green/Black Burlywood Decay (150) - As shadow covers them, a plethora of trees rot and fall to the ground, pulling the enemy with them Cadet Eclipse (187) - A distant planet covers the sun, creating a solar eclipse. The target will automatically look up at it directly, and it has a 1 in 5 chance of killing them (enhanced version of Dark Euthanasia) Olive Collapse (264) - A rumbling earthquake sends several spikes out the ground and through a black hole. The black hole condenses them, and they come out the other side as millions of tiny spikes, which smack into all enemies and sail right through their bodies for lots of damage Blue/Purple Rendir Asylum (153) - Huge icicles drop from the sky, imprisoning the enemy whilst the whole area is flooded, leaving no room for escape. They drown in their icy prison, causing their HP to drop Denim Fog (124) - A huge block of dry ice lands in the playing field and a huge tidal wave comes in and rams into it. This makes the dry ice create a steamy fog around the playing field that makes it difficult for enemies to attack you and your allies (dodge increase) Cobalt Freeze (236) - Water floods the area, covering the enemy, freezes, and then shatters Blue/White Powder Rescue (87) - If you cast this spell on a party member, the minute they die they're brought back to life with partial energy, regardless of whether you're active at the time Azure Recover (124) - Ivory Healing for everybody; a huge whirlpool of healing waters swirl around the party, restoring everyone's HP to full Blizzard Fountain (202) - Waterfalls pulsing with energy wash all enemies away Blue/Beige Bisque Current (152) - Mint Decel for everybody; onrushing water envelopes all enemies' legs and slows them all down Pacific Spritz (168) - The summoner floods the arena, then blasts energy underneath the opponent, which creates a typhoon surrounding the opponent, doing water and blast damage Mauve Corrosion (143) - Water pours onto the enemy and is slowed through time, increasing rust factor and damaging the opponent Blue/Black Navy Cataract (125) - A lethal black waterfall pours on the enemy; each drop of water is a mini black hole that compresses the enemy where it hits and damages them Phthalo Immersion (164) - A perfect sphere of water centers itself around the enemy's head, drowning them for several seconds and downing their HP Midnight Stormdrain (187) - A massive whirlpool with a black hole at the bottom sucks the enemy in Purple/White Sebring Vigorize (136) - A healing snowstorm floods around a party member constantly, increasing their HP every turn until they're at max Wine Enfusion (254) - Hail enfused with pure energy rains on the enemy Targo Splash (259) - Ice falls into a pool of energy, sending powered crystal chunks splashing out at the enemy Purple/Beige Wisteria Blizzard (289) - A massive ice crystal explodes and shoots into all enemies extremely fast for damage Periwinkle Crack (180) - Ice freezes the enemy and then cracks their body at tremendously slow speed Titanium Descent (244) - A tremendous amount of sleet falls to the ground at supersonic speeds, causing explosions everywhere they hit Purple/Black Fuchsia Glacier (199) - A large glacier drops from the sky at incredible speeds, with the help of a black hole below, and falls into one enemy Magenta Malevolency (157) - Caster encases target in ice while a shadow-wraith zooms in and starts sucking up energy; causes stop and depletes MP Indigo Lapidation (158) - Caster freezes target causing blood vessels to contract, then surrounds target in a gravity sphere, closing off the blood vessels, making them start to explode, and causing major damage White/Beige Zinc Retouch (180) - Caster uses it initially (no MP) to record current stats, then uses it again later to revert back to recorded stats Nimbus Streak (200) - Pure energy rushes through the area, hasting all teammates Angelic Conversion (290) - Caster heals all targets then reverses time, which reverse heals and drains energy from everybody to their allies, and slows them all along with it White/Black Silver Nocturne (145) - One party member turned into an invincible shadow for 20 turns Crystal Reflux (264) - White matter and Black antimatter are shot together, and when they connect, they form a huge energy paradox that continues into a huge explosion, damaging everyone Graphite Neutralize (167) - One teammate protected from all physical and magical attacks for 10 turns (this cannot be reversed). As a consequence, however, the party member can only attack physically during that time Beige/Black Darkslate Compression (293) - Enemies are accelerated to the speed of light before thrown right into the event horizon, giving them huge damage Carbon Dispatch (270) - A time hole is summoned, which shifts all enemies forward hundreds of years, compressing their bodies and decomposing them, then throwing them back to the present for damage Silverstone Refraction (201) - Caster prepares to scourge himself with shadow fragments, creates a capsule of dark energy around themselves, steps out of it, and stops time. They then push the target into the capsule and start time back up again. Trapped in the capsule, the target takes the fragment rush Orange/Red Vison Oxidization (178) - Caster shoots a stream of fire down a funnel of sound-compressed air, creating a massive explosion Tobac Oscillate (213) - Caster sends sonic vibrations through the target's body Modore Blinder (151) - Burst of fire explodes in target's face, causing damage and blurring his vision Orange/Yellow Herni Breach (186) - Caster uses magnetic fields and sound waves to send ore shrapnel everywhere Ribes Vibranium (236) - Caster uses two chunks of metal as a speaker to produce a sonic boom Roi Conduit (212) - Caster stops air vibrations and uses the better conductivity to expand a lightning bolt over the arena Orange/Green Rusee Photosynthesis (121) - Caster makes barrage of plants grow and choke target Caspienne Stonehenge (138) - Caster creates a rock prison, then shatters it on top of target Muguet Aborigine (289) - Drumbeat sends everyone into hyper frenzy Orange/Blue Alpin Amplify (160) - Caster traps target in bubble, then sends sonic waves through for damage Leman Siriasis (134) - Caster traps target in bubble, then sends light beams through for damage Loie Seiche (171) - Caster sends sonically vibrating tidal wave at target Orange/Purple Sigurd Sleet (158) - Caster shatters a block of ice at target with sonic waves Ascanio Dilate (122) - Caster focuses light through ice lens to cause damage and blur Ophelia Fracture (169) - Caster uses low temperature/sonic wave combination for high damage Orange/White Walkyrie Sancturary (170) - Caster gives party shields of light infused with holy that reduce all damage by 1/2 Ivoire Gospel (232) - Caster asks heavenly voice to hit targets with leftover effects from hyper frenzy Provins Scintillant (223) - Caster uses holy light to heal all allies' wounds Orange/Beige Ceres Alacrity (147) - Caster uses a hasted beam of light to hit target with radiation Mais Fulmination (239) - Caster creates a powerful explosion that causes a blinding light Corail Torpedo (167) - Caster shoots a vibrating bullet rock at target Orange/Black Carmine Affixiation (158) - Caster pins target's shadow down, keeping target from moving Fawn Susurrate (164) - Mysterious voices drive target insane and inflict slow and poison Ebony Rarefaction (182) - Black hole sucks in light and disables target's magic Orange/Gray Lotus Dissever (193) - Sonic vibrations trapped in wind slice target up Aubusson Interferance (187) - Huge wind storm blocks sound and scatters light, silencing target and disabling their magic Bengale Aurora (176) - Intense light streaming through vaccuum hits target with radiation damage Gray/Red Diogene Ignition (175) - Caster compresses air around target and then blasts them with fire, creating a powerful explosion Sparta Hellstorm (186) - Caster sends a typhoon of torrental winds and fire towards target Castor Consume (164) - Caster uses wind to fan fire at target Gray/Yellow Tangara Braindrain (232) - Caster uses winds and magnetism to stop everyone Epis Thunderstorm (142) - Caster charges wind-swept clouds to create a mass of lightning Grenate Scarification (158) - Caster uses wind to shoot a magnetically charged ball of metal at target Gray/Green Sphinx Torrent (259) - Caster sends a tornado full of boulders across the arena Lagune Pestilance (237) - Caster shoots cloud of venoms across the arena Serpolet Sandstorm (192) - Caster uses cyclones of wind to create a massive sandstorm and sends it towards the target Gray/Blue Saphirine Evaporate (156) - Wind flows through and takes water out of target's body, dehydrating them Libellule Corrode (270) - Acid rain thunderstorm is blown across arena Ciel Cyclone (282) - Winds stir up fierce whirlpool across arena Gray/Purple Eveque Floe (142) - Wind picks up an ice shelf and then drops it on top of target Digatale Hail (253) - Ice balls drop into wind funnel and are shot across the arena Lobelia Crystalize (287) - Blast of wind covers arena and turns all targets to ice for damage Gray/White Argent Glitter (138) - Wind funnel drives energy into target Gentian Dazzle (249) - Windstorm full of sparkles damages all targets Taupe Aeon (288) - Windblown hand of energy comes from sky, picks up targets, and drops them Gray/Beige Chartreuse Corridor (174) - Blast of wind is streamed past target back and forward through time for damage Russet Cross (199) - Wind creates a sign on target; blast energy explodes in that sign for damage Saffron Trigger (292) - Wind pours into bal of blast energy, making it explode across the arena Gray/Black Palatine Tumor (188) - Wind blows down target's throat and carries black energy with it, causing cancerous growths Marine Growth (273) - Wind pours into a black hole and expands it, covering the arena Matelot Sear (299) - Eclipse and freezing wind drops battlefield temperature down to damaging levels 3nd Tier - Triple Techniques ---------------------------- Coming Soon! 4th Tier - Summon Spells ------------------------ Red - Fire Caloris (131) - Female summon lets loose with a fireball that gouges the landscape and burns the target Phlogix (172) - Male summon turns himslf into a comet, smashes into his target, and explodes Yellow - Electricity Galvanon (124) - Male summon throws battery acid on the target, then calls a lightning bolt to strike and incinerate them Dynamo (177) - Female summon shoots a lightning bolt into the target's body and out the other side Green(Brown) - Earth/Space Terrene (146) - Female summon drops seeds into the ground, creating a massive, hyper-growing forest that covers the target Nebulos (183) - Male summon hops on a passng asteroid and rides it into the target like a cowboy Blue - Water Aquarna (127) - Female summon telepathically holds currents of water in mid-air, then drops them into the target Serostilin (181) - Male summon turns into liquid and seeps into target's pores, then explodes out Purple - Ice Glazik (120) - Female summon creates a far-reaching snowstorm that covers the target Frostrus (175) - Male summon drives the sharp end of a stalactite through the target's body, then smacks them upside the headwith the thick end White - Cure Remeda (137) - Female summon drops healing sparkles of energy over the party Paroxyn (156) - Male summon fires a huge spiral cannon of white energy into his target Beige - Time/Blast Chronos (121) - Male summon fires a blast of energy that constantly hurts the target over decades of time Detonamus (149) - Female summon drops a ball of energy that splits and combines into a multiple ray cannon for mass damage Black - Shadow/Gravity Noctifern (125) - Female summon blocks the sun with shadow, then throws a shadow on the target. The combo attack turns the target into a stone statue that then shatters for damage Ballint (174) - Male summon draws the target high into the skies with a black hole, then uses a black hole at ground level to make them slam into the ground at high speeds Orange - Light/Sound Twilinst (145) - Male summon uses bursts of light for constant damage Reverbila (192) - Female summon uses twin amp pulses to blast the entire area for mass damage to all enemies Gray - Wind Tempism (150) - Female summon uses a ball of wind to shoot the enemy away for damage Typharnus (197) - Male summon uses a gigantic wind funnel for mass damage to all enemies -=- Items -=- There are 56 items you can buy from the shop that can be used in battle. Some give you HP, some give you MP, some get rid of status ailments, some add them, most attack people with elemental powers, and one even brings people back to life. Just like physically attacking and using magic spells, you must highlight the name of the person you wish to use an item on, and that includes yourself. Make sure to take a good selection of items into battle with you; they can always provide some help in the heat of the battle. -=- Critical Hits -=- When physically attacking during battle, there's a 5% chance your attack will turn into a critical hit. Critical hits are a sudden increase in your attack power that make for attacks up to 7 times the normal damage. These can really mean the difference in a battle when you're low on options, so be ready to take full advantage of it when it happens. -=- Omega Storm/Terminus -=- Omega Storm moves are very much like the standard RPG limit break maneuver. After getting hit by a physical attack or a damage dealing magic spell, your Omega meter will rise. Once it reaches max, you will shift into Omega Storm mode. At this point, the Omega Storm move will be available to use. It's an option though; it has its own command and doesn't replace the regular attack command, so you're never forced to use it right when you get it. You can simply wait a while or save it for a crucial point in battle, or a different battle entirely, if you wish. Activating the move will dish out a physical attack with magic or life energy behind it for massive damage. Once you use the move, your Omega meter will empty out, and you must refill it over time by taking more damage before you can do another Omega Storm. The Omega meter will empty regardless after you finish one Team battle, or after you manually quit out of the game in Melee mode. Terminus moves work just like Omega Storms, except they don't run on a meter. Instead, they activate when your HP drops to 7% of its max or less. At this point, you shift into Terminus mode, and stay in the mode until you're killed or until your HP gets lifted back about 7%, which gives you a very short window of opportunity. When in Terminus mode, you can do Terminus moves as much as you like. Even though Terminus moves are the same as Omega Storm moves, they dish out about 33% less power. -=- Victory/Defeat -=- In Melee mode, victory comes whenever you defeat somebody, by attacking them until their HP goes all the way down to 0. In Team mode, your team must win the overall battle, and if you're knocked out while they win, then you won't recieve the rewards. In Melee mode, you claim the victory, then keep fighting. In Team mode, the battle ends completely and you must set options anew. If a random occurance on a stage in Melee mode gets the final hit on someone, defeating them, no-one gets the win. When you're KO'ed in battle, you lose, and your opponent gains points from the battle. In Melee mode, you immediately come back to life. In Team mode however, things change depending on who's still alive and who else is KO'ed. Everyone on your team must be knocked out for the other team to win, as mentioned in the paragraph above, so being defeated in Team mode doesn't necessarily mean you're out of the game, especially if a teammate is a White Wavestorm Defender or has a Paragon on hand. Winning a battle consists of tossing off a victory pose and saying if you have them enabled, then gaining a thick number of various types points. You gain a differing amount of Ability Points (AP), Expereicnce Points (EXP), and Omnis (Credits), depending on the level of the opponent you defeated. In Team mode, the overall point values are added up, then split evenly between you and your teammates. If your Experience Points go above the max you need at that time, then your Level goes up. A new Level brings with it higher Health and Magic Point values, and more powerful physical attacks. Don't forget to take your hard-won AP and Omnis over to the shop to stock up on new items and magic after a battle's end! Note that if you've already purchased all your 1st Tier spells from the shop, any AP you gain afterwards will automatically convert into Omnis. --------------------------------------------------------------------------------------------------------------------------- ---------------------- -=[5. Battlegrounds]=- ---------------------- Besides magic, the other major draw in of Wavestorm is the various stages you can fight your battles in. If you hop into the game in mid-battle, you'll just start playing on whatever stage everyone else is already on. However, you can choose your stage manually if necessary. Simply click on the "Stage Select" button under Battle Options to open a dialog that will let you choose where to fight. Keep in mind, however, that after a stage is chosen, by you or another competitor, it takes five minutes for the Stage Select button to re-enable. This is done to prevent stage switching abuse. Stages are very dynamic; various cirucmstances and happen to you in mid-battle, damaging you, healing you, changing your status, shifting time, and more. Here's a detailing of the 15 stages in the game and what can happen during them. -=- Stage 1: Volcano -=- Magma boils and erupts constantly throughout this stage. Every so often, the volcano will erupt, smacking a player with fire damage. Purple Wavestorm Defenders need to keep an eye on their HP here; they're more vulnerable to fire attacks than anyone else. -=- Stage 2: Airship -=- This fight takes place on a gigantic flying warship. The cannons on the ship randomly fire at combatants each turn. You can also get knocked off the ship (akin to having Whitesmoke Halt, or Stop, cast on you). If a sudden drop of the ship to catch you or a sudden burst of wind to pick you up doesn't fix the situation, then it'll be a good minute before you can climb back up. -=- Stage 3: Grassy Field -=- While the serene grassland looks peaceful, its qualities lend a testy edge to the fights. The huge grasses around the area increase everybody's dodge rating, making physical attacks harder to connect with. Also, grass + Red Wavestorm Defender = brushfires. If there's a Red Defender throwing fire around a lot, don't be surprised if the grass beneath your feet lights on fire from the constant, oppressive heat. -=- Stage 4: Battered Building -=- One of the neatest stages available, this decrepid building is so far gone, it should be torn down. And that's exactly what a nearby construction company is attempting to do in mid-battle. The building has 5 levels, and you can hop up and down levels as much as you want in between turns. The farther away in the building you are from your enemies, the less damage their physical attacks will give you. But watch out; that construction company has a demolition ball on site, and every so often it'll smash into the building. If you're on the level it hits, you'll get popped! Be sure to constantly move levels to prevent yourself from getting nicked when someone else on your level gets smashed. -=- Stage 5: Space Station -=- Fighting in the steel girders in the middle of space may sound tough, but it's not really. Only 3 situations will happen here, all dealing with gravity. Gravity has the tendency to switch constantly here. Either it'll be half, normal, or double. Normal is normal, obviously. If it's at half gravity, your physical attacks will do less damage, but you'll move twice as fast (akin to Beige Shift, or Haste). If double gravity is in effect, your physical attacks will hit with twice the damage, but you'll move twice as slow (akin to Mint Decel, or Slow). -=- Stage 6: Mine -=- In the depths of a mineral mine shaft is where this stage is located. Mine tracks crisscross the stage, and mine carts can suddenly fly down the tracks without notice. Physical attacks push you on the tracks if you were off them before, or vice versa. If you're standing on the tracks when a mine cart comes flying by, you'll get smacked. If you're standing off the tracks, however, the mine cart will stop next to you, and anytime during your turn you can hop in and use it as a unique, new physical attack. -=- Stage 7: Temple -=- Like most Aztec/Mayan temples in games and movies, this temple is filled with loads of traps that will spring on you randomly in battle. Here's the various things that can happen: o A column will fall on you o A boulder will run you over o Spike floors will trigger and pierce you o Pitfalls you can fall in (akin to Whitesmoke Halt, or Stop) o Statues shooting arrows out of their mouths at you o Walls moving in and crushing you o Quicksand impeding your progress (akin to Mint Decel, or Slow) o Aztec/Mayan lookalikes swinging into you on vines -=- Stage 8: Wind Tunnel -=- Ths streamlined wind tunnel offers a nice fighting ground, but every so often the fan at one end will cut on. The fan can either slow you down (actual Slow, your next turn will take twice as long before you can go), knock you over for damage, or knock EVERYONE over for damage. ("If I go down, I'm taking you all with me!" - Ayame in #wavestorm) Gray Wavestorm Defenders have an advantage here; the slow down doesn't happen, and instead of being knocked over by themselves, they gain some MP. However, they can still be knocked over if everyone else is. -=- Stage 9: Highway -=- On this stage, all the players hop on conviently placed motorcycles and speed off into the night, fighting from atop their moving vehicles. Randomly, right after being hit with an attack, a player can fall off their motorcycle, and have to climb back on and catch up (akin to Whitesmoke Halt, or Stop). Random things can happen here too, just like in the Temple. Here's what can occur. As a note, none of the bad things below can Stop you like being hit by another player in an attack will; you'll just take damage. o Running over roadkill will trip you up o Potholes can knock you over as well o Oncoming traffic will knock you into the air o Drunk drivers on the wrong side of the road will plow straight into you o Too sharp of a turn will send you flying off your cycle o Pulling into a pit stop and grabbing a bite to eat will GIVE you some HP -=- Stage 10: Factory -=- This factory isn't like most; it's dangerous. The workers apparently don't turn anything off at night, and as a result, there are all kinds of devices running amuck for you to get caught in. Here's a list of what can randomly happen to you in this stage: o Electric floors will stop you (akin to Whitesmoke Halt), and will also give lightning damage. Blue Wavestorm Defenders are the most vulernable to lightning, so be careful o Huge pistons can crush you o Cranes can swing into you from behind o Oil spills will trip you up and slow you down (akin to Mint Decel) o Toxic gas can poison you. Make sure to bring some Neutralizers with you into battle to prevent this! (or a White Wavestorm Defender) o Runaway hand trucks can bean you as well o Swinging armatures will pop you -=- Stage 11: Holostation -=- A standard stage with no actions whatsoever. Plain fighting. -=- Stage 12: Repulsor Arena -=- In this rotating cube room, cannons in the walls shoot bouncy balls that ricochet around the chamber. Whenever your HP is above one ninth of its max, the balls will smack you and knock your HP back down. EXP/AP/Omni gain is doubled here as well. -=- Stage 13: No Man's Land -=- A hostile desert with condors circling around above. Condors swoop down and block off item usage constantly. Throughout the battle, the temperature will rise and the ground will heat up unbearably, causing all players to take damage. Red players take less though, and Purple takes more. Everyone else takes an average amount of damage. -=- Stage 14: Photon Accelerator -=- In this technologically advanced room, a photon accelerator is tested. The accelerator plays havoc with light throughout the battle. Ever so often it will change modes. These are three different modes it can be in: o Off - No effect o Barrage - Light particles shoot through the area causing all magic to only cost half MP o Void - No light anywhere so magic is unavailable for usage -=- Stage 15: Space Romp -=- A three part stage. The stage starts in part 1, and every five to eight minutes, it'll go to the next part. Once part 3 is over, it goes back to part 1. o Pt. 1 - Inside the Space Shuttle Armatures swing and engines flare in this area for damage o Pt. 2 - Deep Space In this section of the stage, the shuttle explodes and all combatants float in deep space, where no gravity makes for half attack power but twice speed, and asteroids fly around for damage. o Pt. 3 - Planetary Combat The combatants fall from space and crash-land on one of three planets. After the standard five to eight minutes, the combatants hop back in a remodeled space shuttle and part 1 begins again. o Lush World - This entire planet is a massive jungle. Tall plantlife makes for improved dodging, but animals attack in midbattle. o Arid World - This planet is an immense desert where sandstorms damage the players battling, and gigantic worms attack, but random wind blasts increase attack power to 2x. o Water World - The battle on this planet takes place on a large platform floating in the middle of the ocean. Tsunamis can damage people, but water turbulence randomly changes the power rating of attack magic. --------------------------------------------------------------------------------------------------------------------------- ----------------- -=[6. Shopping]=- ----------------- A useful part of every RPG, and a nice addition to this script, is the shop. When browsing through the shop, you can pick up various items that can help you out during your battles. The shop plays a very important part in magic; you get you spells by buying them here, just like items. You use the Ability Points you win from battles to buy new spells, and Omnis go towards more items. The amount of AP necessary to buy spells is detailed in the actual Spells part of section 4 above. Being able to buy spells rather than getting them with experience provides a bit of strategic flair to the game; you can go after the better or more interesting spells first if you want. Here's a listing of the 56 different items you can buy, what they do, and how much they cost. 1. Medicine - Gives 50 HP. Costs 50 omnis. 2. Medicant - Gives 350 HP. Costs 150 omnis. 3. Pharmacon - Gives 2000 HP. Costs 400 omnis. 4. Mystic - Gives 50 MP. Costs 40 omnis. 5. Mana - Gives 250 MP. Costs 250 omnis. 6. Nostrum - Replenishes your HP and MP. Costs 500 omnis. 7. Panacea - Replenishes party's HP and MP. Costs 1000 omnis. 8. Paragon - Brings a person back to life. Costs 300 omnis. 9. Neutralizer - Cures poison. Costs 75 omnis. 10. Lentor - Counters haste. Costs 65 omnis. 11. Valor - Cures slow and stop. Costs 65 omnis. 12. Vigor - Cures weak status. Costs 65 omnis. 13. Cachexy - Poisons a specified target. Costs 105 omnis. 14. Travail - Boosts physical attack strength. Costs 155 omnis. 15. Atony - Weakens physical attack strength. Costs 130 omnis. 16. Abatis - Sets up a shield to block physical attacks. Costs 240 omnis. 17. Screen - Sets up a shield to block magical attacks. Costs 270 omnis. 18. Abolisher - Destroys physical or magical shields. Costs 215 omnis. 19. Recoil - Increases dodge ability. Costs 185 omnis. 20. Cataleptic - Decreases dodge ability (must already be heightened). Costs 145 omnis. 21. Frantic - Gives a target frenzied status; thrice damage and twice speed, but no control over themselves. Costs 250 omnis. 22. Immotile - Cures frenzied status. Costs 203 omnis. 23. Calidity - Hits for small fire damage. Costs 375 omnis. 24. Scintilla - Hits for medium fire damage. Costs 1310 omnis. 25. Sirocco - Hits for large fire damage. Costs 2625 omnis. 26. Phosphor - Hits for small lightning damage. Costs 375 omnis. 27. Lanthorn - Hits for medium lightning damage. Costs 1310 omnis. 28. Electrode - Hits for large lightning damage. Costs 2625 omnis. 29. Glebe - Hits for small earth damage. Costs 375 omnis. 30. Chersonese - Hits for medium earth damage. Costs 1310 omnis. 31. Colures - Hits for large space damage. Costs 2625 omnis. 32. Douche - Hits for small water damage. Costs 375 omnis. 33. Syringe - Hits for medium water damage. Costs 1310 omnis. 34. Macerator - Hits for large water damage. Costs 2625 omnis. 35. Serac - Hits for small ice damage. Costs 375 omnis. 36. Rime - Hits for medium ice damage. Costs 1310 omnis. 37. Glaze - Hits for large ice damage. Costs 2625 omnis. 38. Dispatch - Hastes a specified target. Costs 95 omnis. 39. Torpor - Slows a specified target. Costs 95 omnis. 40. Coma - Stops a specified target. Costs 100 omnis. 41. Madcap - Hits for small blast damage. Costs 375 omnis. 42. Outbreak - Hits for medium blast damage. Costs 1310 omnis. 43. Volley - Hits for large blast damage. Costs 2625 omnis. 44. Gleam - Hits for small holy damage. Costs 375 omnis. 45. Moonbeam - Hits for medium holy damage. Costs 1310 omnis. 46. Lambent - Hits for large holy damage. Costs 2625 omnis. 47. Quintal - Hits for small gravity damage. Costs 375 omnis. 48. Penumbra - Hits for medium shadow damage. Costs 1310 omnis. 49. Burthen - Hits for large gravity damage. Costs 2625 omnis. 50. Muddle - Gives a target confused status; no control over themselves. Costs 185 Omnis. 51. Bulb - Hits for small light damage. Costs 350 Omnis. 52. Shrill - Hits for medium sound damage. Costs 1305 Omnis. 53. Beacon - Hits for large light damage. Costs 2615 Omnis. 54. Draft - Hits for small wind damage. Costs 385 Omnis. 55. Skiff - Hits for medium wind damage. Costs 1320 Omnis. 56. Whisk - Hits for large wind damage. Costs 2635 Omnis. In addition to the 56 items above, the modifiers can be bought here. Here are their stats and costs: a. Standard - Regular weapon. Costs 0 omnis. b. Dodge Boost - Your dodge rating is increased by 200%. Costs 7000 omnis. c. Attack Reaction - An energy field surrounds you during battle, hurting anyone that comes in to physically attack you. Costs 5000 omnis. d. 2x Power - Each time you attack, the weapon steals away MP or Omega Points to boost attack damage up to 200%. Costs 6000 omnis. e. Energy Container - Drop a fuse into the weapon and it takes on that color's aspects. Costs 2000 omnis. f. Regen HP - You gain HP every turn, but your dodge drops to 0%. Costs 9000 omnis. g. Regen MP - You gain MP every turn, but your HP slowly drains. Costs 8000 omnis. h. Perma-Haste - You are permanently sped up during the entire battle. Costs 30000 omnis. i. 3x Victory - Rewards won after battle are tripled. Costs 30000 omnis. j. Super Modify - Increased attack power and dodge, HP and MP regen, perma-haste, and 3x victory with no detriments. Costs 50000 omnis. Inside the shop, the amount of each item you have is listed to the right of the item description. Also note that spells and modifiers you've already purchased aren't listed; in the Datascope, they just don't appear. Using the shop command or the popups, a quick note saying you've already bought that spell is in its place. --------------------------------------------------------------------------------------------------------------------------- -------------------- -=[7. Customizing]=- -------------------- Wavestorm is generally cut and dry, but there are various spots open for personalized customization. By customizing your experience, you can give it a personal touch, making for serious, deadly, psycho, or even humorous battles. There are two types of customizations you can perform; sayings and descriptions. Customized intro poses, end poses, physical attacks, omega storms, and dodges use descriptions. The second type is messages/sayings. Customized intro sayings and end sayings use the second type. -=- Descriptions -=- To create descriptions and sayings, you'll need to know a bit of scripting knowledge to make your own attacks. You can add the following identifiers to any of your descriptions or sayings, and the script will replace them with mentioned substitutions: !target - who you're attacking !enemy - who you defeated !me - your current nick !weapon - your current modified weapon !gender1 - he/she !gender2 - him/her !gender3 - his/her Here's an example of a physical attack/description: o Arrow flings his staff straight up into SoNick's chin, sending SoNick into the air The attacks in this script use 'describe $chan' to work, which automatically puts your name in front of the action you're doing, so pull your name off the front. That leaves: o flings his staff straight up into SoNick's chin, sending SoNick into the air The target (SoNick in this case) is '!target'. So replace the target's name with '!target', wherever it appears. o flings his staff straight up into !target's chin, sending !target into the air Note that it's perfectly okay to attach things to the identifiers. For example, !me's can produce Arrow's. !target, can produce SoNick,. !gender2self will produce himself or herself. Speaking of gender, your gender is taken care of in the script, so you can type he/she, him/her, or his/her yourself if you want to, but you can make sure your attacks are gender friendly (in case maybe someone of the opposite gender wants to borrow your attacks to base theirs off of). Instead of using he/she, him/her, or his/her for your own gender, use '!gender1', '!gender2', or '!gender3' respectively. These are your OWN gender though; try to use vague attacks so you don't call other people by the wrong gender. Continuing on, we now have this: o flings !gender3 staff straight up into !target's chin, sending !target into the air And for even more visual impact, you can include the name of your modified weapon by using '!weapon'. The final product, after following the above rules, is this: o flings !gender3 !weapon straight up into !target's chin, sending !target into the air Which, assuming you're named Arrow, are fighting SoNick, are a male, and are using the Energy Container modifier with the Quarterstaff weapon, will produce this when you actually see the attack show up in battle: o Arrow flings his Capacity Staff straight up into SoNick's chin, sending SoNick into the air Additional things you can include: $chr() with a number inside the parenthesis for specific ASCII characters. Ex: $chr(44) will give you a comma. Ctrl+B (  ) for bolding something (put a Ctrl+B before what you want bolded, and another one after) Ctrl+U for underlining (same syntax as bolding) Ctrl+K (  ) for colors (with a number, then a comma, then a number after the Ctrl+K, all followed by the text you want colored. Ex: 11,2 will produce light blue text over a dark blue background) Ctrl+O (  ) to clear all special formatting such as the three above -=- Sayings -=- Sayings use many of the same rules as descriptions above, except for one difference; they're msg $chan. In fact, they're exactly like typing text into a channel. So there's no specific rules about having to use your name or even any of the ideas given; just use your favorite quote and go. -=- Omega Storm/Terminus -=- There's only one slight difference between Omega Storms and normal descriptions as shown above; the name of the attack must go out front. Here's an example straight from the list of included Omega Storms: o performs the Vitality Clash! !me hops into the air and sends a flying kick at !target. Right before contact, !me uses !gender3 own life energy to power up the kick, making !gender3 leg glow with furious energy, and the kick explodes as it hits !target You can follow the above example, but you don't have to; it's fully possible to do generalized custom Omega Storms without names if you just want to make attacks. Adding names simply makes the attack look interesting and unique. -=- File Creation -=- To finish up the customization process, you'll need to put your custom descriptions and sayings into special files. There are 7 specific files needed: WSiposes.wvs - Intro Poses WSisayings.wvs - Intro Sayings WSeposes.wvs - End Poses WSesayings.wvs - End Sayings WSphysical.wvs - Physical Attacks WSomega.wvs - Omega Storms WSdodge.wvs - Dodges Put your descriptions and sayings where they need to go and save them under the appropriate filename above and in the Wavestorm directory. They're text files, just with new extensions. To save such a file in Notepad, in the Save As dialog, put quotes around the name. Ex: "WSiposes.wvs". Otherwise, Notepad might save the file as something like WSiposes.wvs.txt. Alternatively, if you don't want to bother with Notepad, the script makes it easy for you. In the regular Customization dialog, there's a button at the bottom that says "Text Editor". Clicking on it takes you to an inscript text editor that allows you to modify each of the 7 custom files to your heart's content, and it shows how the attacks/poses/sayings will look (using the set channel name and a random person in the channel as a target) as you edit them. That includes the identifiers mentioined before (!target, !enemy, !me, !weapon, !gender1, !gender2, !gender3); it will show what they translate into on the fly. Make sure to click the Save File button after you finish so the adjustments you've made will be permanent. -=- Turning Customization On -=- As explained in the Custom Window paragraph in section 3, the Datascope features a Customization button outside of battle. Clicking on this button will open a new dialog with checkboxes for all the above features. Each option has two checkboxes, one for Standard and one for Custom. Checking the Standard box will make the script use default descriptions/sayings for that option. Checking the Custom box will make the script use your new custom versions. You are allowed to check both boxes, in that situation, the script will randomly choose from the standard stuff and your custom ones. Note that you are allowed to uncheck both boxes for the sayings and poses, for the people that don't want to bother with them. However, the script will automatically recheck the Standard box and start drawing from the normal stuff if you attempt to do so with the physical attacks, dodges, and Omega Storms. Also, you cannot check a Custom box if you haven't created the associated file yet. -=- Music -=- Wavestorm now features the ability to play MP3s as you fight on any of the 15 stages. It's very simple to set up too. All you need to do is create the directory "Music" in your Wavestorm folder. Inside the folder goes up to 16 MP3's you want to use; 1 through 15 are the stage themes and 16 is the victory theme (which plays only when you win in Team mode). Songs 1 through 9 must be named 01.mp3 through 09.mp3; don't forget the 0 in front or they won't play. Songs 10 through 16 need to be 10.mp3 through 16.mp3 of course. Song 16 will only play for about 10 seconds before it starts to fade out. Once you've put proper tracks in the Music folder, all you need to do to turn the music option on is to click the "Music" button on the Datascope before going into battle. Note that there is an (extremely) incomplete soundtrack at the official website. -=- Sounds -=- A rudimentary SFX system has been installed in the game as well. Until it gets a little more organized, making your own SFX will have to wait. For now, you can download SFX sets from the official Wavestorm site. Unzip the set anywhere you'd like. Once it's on your computer, type the alias "/wavesetvoice" in any window, and choose the directory where you placed the SFX. The sounds are enabled automatically if the music is, so just enable music to have sounds go along with it. If you want music but no sound, you can do so, even though there's not yet a button to enable sounds seperately from music. Just use the "/wavesetvoice" alias and choose a directory that no sounds are in. Alternatively, you can delete the "Voice.ini" file from your sounds directory, but this is a bad idea, as you'll need it if you ever want them turned back on. NOTE: This is currently on hold; the site has no SFX sets currently uploaded. --------------------------------------------------------------------------------------------------------------------------- ------------------------ -=[8. Troubleshooting]=- ------------------------ Here are some general Frequently Asked Questions that have come up about problems in Wavestorm. If you have any questions or are having any problems, feel free to e-mail me using the address in the Credits at the bottom of this readme. Q. The script gives me some message about not being compatible and then uninstalls itself! A. That message pretty much explains it all. Wavestorm needs mIRC 6.1+ to work. If you don't have 6.1 or higher, it'll automatically uninstall itself. You need to upgrade your copy of mIRC. Q. The custom window won't come up. I also can't start a battle or do anything else. A. You probably deleted a specilized variable called %wavechat by accident. This variable stores the name of the chat room Wavestorm runs in, and just about everything in the script needs it to work. To reset the variable, type "/changechat" and follow the instructions. Q. I haven't played Wavestorm in a while, or I don't like having all those remotes loaded when I'm not playing, so I leave Wavestorm unloaded for the most part. But the notices are starting to get on my nerves. A. The Wavestorm script itself has a few lines of code that block those WS-related notices from showing up in any mIRC window, so when you unload Wavestorm they'll start popping up again if you're still in the Wavestorm chat while others are playing. To prevent this, take the following code and stick it in one of your standard remote files: on ^*:NOTICE:*:*: { if ((($gettok($1-,1,32) == Wavestorm) || ($gettok($1-,1,63) == Wavestorm)) && ($1- != Wavestorm - mIRC RPG Multiplayer Battle Engine)) { haltdef } } That should permanently solve the problem. If you already have a "on ^*:NOTICE:*:*:" piece of code in that specific remote file (the exact same, "on 1:NOTICE:*:*" isn't the same), then putting this second one will cause both to function incorrectly. You'll need to take the second line in the code above and stick it in your already existing "on ^*:NOTICE:*:*:" code instead to get it working properly. Q. In the Datascope, item and spell names aren't appearing, and spells are being incorrectly cast. A. WSInfo1.ini and/or WSInfo2.ini are broken. Download/extract them again. Q. When I attack/get attacked, no-one loses HP! A. Chances are if this is happening, you have another copy of mIRC open and are trying to up your stats by playing against yourself. While this is a funky idea in general anyways (thanks to the new stat database system, you wouldn't, say, gain twice as much experience with two scripts only, and the two copies would be tripping over each other when they updated), some odd thing going on in mIRC that I haven't tracked down will make attacks sometimes not recognize if you're playing against your own bot. You'll just have to gain experience the normal way... by fighting others. Q. My character never gains any EXP! A. The most usual cause of this is an error in the end/victory sayings and poses; if your status screen gives an error that says something about Wavestorm7.mrc, this is almost definitely the case. The usual problem is that one of the custom files is checked to be used, but there are broken or no custom sayings or poses in those files, and the victory code is hanging there because of it. You can fix this by fixing whatever broken sayings/poses are in there, putting some in there if there aren't any, or simply unchecking the custom option. Q. My nicklist is messed up, and my script isn't registering being attacked by anyone! A. You somehow managed to put yourself in Team Mode and consequently started a battle... without teammates or enemies. Quit and switch back to Melee Mode. Q. I accidentally closed the Datascope. How do I bring it back up without quitting battle? A. Right-click in the custom window to bring it back up. Alternately, it will pop up automatically if you click back into the custom window from another one. --------------------------------------------------------------------------------------------------------------------------- ----------------- -=[9. Glossary]=- ----------------- Here's a glossary of the various terms used in the Wavestorm game and what they mean. General ------- Aurometer - Magic Point meter. The reservoire magic spells draw from. Using Wavestorms decreases the amount of MP you have. You can't cast a Wavestorm if you have too little or no MP. Backpack - Most Wavestorm Defenders carry this knapsack to keep their items in. You can hold an infinite number of items in it. Critical Hits - Every so often, a Wavestorm Defender will attack an enemy, and the stress of battle will add an extra oomph of power to their attack. This is a critical hit, and it will cause more damage to enemies when it happens. Datascope - A portable form of the Earth personal computer; standardly used by most humans in the Wavestorm universe. Acts like a personal computer with a wide range of functions, including scanning functions. In the game, it shows up as a GUI-style control panel during battle, for easier attack layout. Dextometer - Ability Point meter. A special type of points gained from defeating enemies. AP can be used to buy magic spells from the shop. Euphometer - Health Point meter. Maximum Health Points increase depending on your current level, but once your HP runs out, you're defeated. Kenometer - Experience Point meter. You gain these points from defeating various enemies. Gaining the amount of EXP specified allows your level to increase. Defender - a. A person that has the ability to use light/color oriented magic spells. Usually referred to as a "Wavestorm Defender". b. A specific class of Wavestorm person; ex. Paladin, Echelon, Shadow Mage, Assassin, etc. Yes, there are classes, but the mIRC script doesn't (and probably won't) support them. If the MMORPG version of this game ever gets out of the design stage, you'll see classes then. Level - Your own rating. As levels increase, so do the maximum HP and MP. The maximum level that can be reached is 100; a level 100 Wavestorm Defender is referred to as a Wavestorm Master. Modifier - A small device that fits into a socket in a weapon. This device will transform the standard weapon into a new, unique one and will grant the user one or more special status effects. Omega Storm - a. Omega Storm is a mode that a Wavestorm Defender shifts into. The Defender gains a bit of energy from every piece of damage they take, and after so much of it, they can shift into this mode. Once in Omega Storm mode, a Wavestorm Defender can fire off massive moves that combine physical attacking and magic. b. The specialized moves a Wavestorm Defender can use when in Omega Storm mode. Omnis - The form of currency in the Wavestorm universe. You can use omnis to buy various items in the shop. Shop - A general store where you can pick up 56 different helpful items, as well as your 7 1st Tier Wavestorm spells. Shops accept both AP and Omnis as currency, depending on what you're buying. Terminus - a. Very similar to the Omega Storm, Terminus is a mode that a Wavestorm Defender's body shifts into when they're very close to death. It allows them to fire off physical/magic combo moves of mass damage to give them a chance to win before they're defeated. b. The specialized moves a Wavestorm Defender can use when in Terminus mode. Wavelength - The specific color a Wavestorm Defender is attuned to. Wavestorm - a. The popular mIRC RPG battle engine. b. The designation of a person with special powers attuned to light. c. The various spells that a Wavestorm Defender can cast. There are 4 different tiers of Wavestorms. Status Effects -------------- Asleep - Incapable of movement or any sort of attack/option until woken up (cured or attacked). Barrier - Only 1/4th physical damage is taken, and enemies hurt themselves when they attack. Blurred - A random target is chosen everytime an attack is made. Cloned - Physical clone will perform identical attacks, dealing out twice the damage to enemies. Confused - No control over your actions and will physically attack a random person every turn. Dodge Up - Dodge rating is up; better chance of dodging physical attacks. Energized - Physical attack power is stronger; more damage to opponents. Fortified - No damage taken by any physical attack. Frenzied - No control over actions; physically attacking random people every 5 seconds. Hasted - Turns go twice as fast as normal. Hyper Frenzied - The effect is listed "Frenzy", but it's really a more powerful version, resulting from a person being Frenzied and Hasted at the same time. The player attacks random people every 3 seconds instead of 5, and is physically hurt themselves each time they attack. After about 45 seconds, they'll automatically drop out of the mode due to bodily overexertion and exhaustion. L. Shielded - Light shield makes all attacks take half damage. M. Fortified - No damage taken by any magical spell. Neutralized - No damage taken by any physical or magical attack, but only physical attacks are an option. Poisoned - Minor damage taken at the beginning of every turn. Reflecting - Magical attacks get bounced back at the caster. Regenerating - At the beginning of every turn, minor health is gained until HP is at max. Rescue - Immediately before being defeated, the target will be brought back to life with half energy. Shadow - No damage taken by any physical or magical attack. Slowed - Turns more than twice as slow as normal. Stopped - Incapable of movement or any sort of attack/option until cured. Teleporting - All attacks are dodged by teleporting behind the enemy and physically counterattacking. Void - Incapable of casting any magic spells. Weakened - Physical attacks deal out less damage. --------------------------------------------------------------------------------------------------------------------------- ----------------- -=[10. Credits]=- ----------------- Jarel Jones - Script design and programming, webpage design Blaze Hedgehog - Logo and webpage design Neo - Help with Bugtesting, Storyline, and MMORPG Design PerfectChaosZero - Help with Bugtesting, MMORPG Design, and 2nd/3rd Tier Design A.J. Freda, Kitsune, Nebula, Popcorn - Help with Battleground Design Ayame - Help with 1st Tier Spell, Physical Attack, Battleground Design, and MMORPG Design Kyle - Help with 1st Tier Spell Design Masaki - Help with 2nd Tier Spell Design and MMORPG Design Donnyku - Help with 2nd Tier Spell and Omega Storm Design Wadman - Help with Victory sayings and poses Tetsuo, LeoSoleil - Help with Omega Storm Design Willow - Help with Bugtesting and Balancing Various other people from #srb2, #wavestorm, and Kid Radd whose names I've unfortunately forgotten - Help with 2nd and 3rd Tier Spell Design Ops in #wavestorm: Arrow, Neo, PerfectChaosZero Voices in #wavestorm: Tets, Donnyku, SSNWadmanKiddo, Mystic Join us in the official Wavestorm channel! We're over on the Rizon server; irc.rizon.net, port 6667. The room is #wavestorm. You can download this script and keep abreast of all updates by visiting the Wavestorm website: http://wavestorm.rangerwiki.com --------------------------------------------------------------------------------------------------------------------------- -------------------- -=[11. Legal Info]=- -------------------- Wavestorm is Copyright © 2002-2006 Jarel M. Jones. All rights reserved. Unless otherwise mentioned, the content within this game and this readme was coded/written by Jarel Jones and is his sole property. You can contact him by using the Contact page at the official website mentioned above. The Wavestorm mIRC battle engine is free for distribution as long as its kept intact. Besides optional customization discussed above, it's illegal to alter this game in any way, shape, or form.