Re: Proposal Idea: Dice. v. 0.0.2
This is a lengthy rule, but pretty easy. Stick with it.
Create a new class of items: (Singular) "Die" or (plural) "Dice".
All dice have the following characteristics:
Name: A string of characters for reference to the item.
Temp Wear: Each items Temp wear is individual to that item. Whenever the die is rolled, the roll result is added to the die's Temp wear.
Wear: Whenever a die's Temp wear is greater than or equal to that items wear, it is taken.
Faces: May be a range of values or a list of values. Whenever the die is rolled, one of the values is selected. May be letters or numbers. (Ex. <1 through 6> or <1,2,3,4,5,6> are acceptable, as well as <Circle, Blue, Apple, Z, 7> etc.)
Effects: Tells what happens when each result is rolled and any other effects.
Create a new class of items: (singular)"Dice bag" or (plural) "Dice bags."
All dice bags have the following characteristics:
Name: A string of characters for reference to the item.
Size: The number of dice that can fit inside of the Dice bag.
Effects: Any effects the dice bag has on its owner or any dice inside.
In section VIII change.
?When a player takes a turn, he will roll two 6-sided dice and moves ahead on the board the number of squares indicated by the sum of the dice.?
To
?When a player takes a turn, e will roll two dice e owns and do what happens according to the dice effects and rules.?
-To roll a die is to select a random side from the die being rolled. The selected side is the rolled result.
-Whenever a die is rolled, the rolled result is added to that particular die?s Temp Wear.
-These value types for Temp Wear are separate: letters, positive numbers, negative numbers and any other indicated sides.
(ex. If you rolled <(-3)(-2)(5)(Circle)(Circle)(Square)(Blue)(Yellow)(Z)(Z)(Y)> the Temp Wear would be (-5)(5)(2 Circle)(Square)(Blue)(Yellow)(2 Z)(Y). )
-Whenever a die?s Temp Wear exceeds its Wear, It is destroyed. For terms of negative numbers on Temp Wear, exceeds means less than. (-4 ?exceeds? -3 for Temp Wear only.)
- All similar dice effects are added together. (example. If a player would move 5 and 2 squares forward, that player moves 7 squares instead. If a player would move forward 5 spaces, and would move backward 2 spaces, that player applys those effects seperatly, moving forward 5, then back 2.)
-Dice may not be held like normal items, but must be held inside of dice bags.
-Dice are NOT destroyed when used. (The only way dice are destroyed is the Temp Wear rule.)
-Dice may not be traded, unless they are inside of a dice bag. Dice bags are tradeable.
When this rule is implemented, all players currently playing and all players that join receive two "Infinite D6" placed into a "Size 5 Dice Bag". (To keep movement normal. Your welcome.)
Create all of the following items:
Name: Normal D4
Properties: Die
Wear: 20
Faces: 1 through 4
Effects: Move the indicated number of spaces forward or backward
Price: 400
Name: Normal D8
Properties: Die
Wear: 40
Faces: 1 through 8
Effects: Move the indicated number of spaces forward or backward
Price: 800
Name: Infinite D6
Properties: Die
Wear: Doesn't wear.
Faces: 1 through 6
Effects: Move the indicated number of spaces forward or backward
Price: 60,000
Name: Weak Mini Money Cube
Properties: Die
Wear: 1 Roll
Faces: <(0), (50), (75), (125), (150), (200)>
Effects: Gain the indicated amount of money.
Price: 100
Name: Normal Mini Money Cube
Properties: Die
Wear: 2 Rolls
Faces: <(0), (50), (75), (125), (150), (200)>
Effects: Gain the indicated amount of money.
Price: 150
Name: Strong Mini Money Cube
Properties: Die
Wear: 3 Rolls
Faces: <(0), (50), (75), (125), (150), (200)>
Effects: Gain the indicated amount of money.
Price: 175
Name: Mini Monkey Bones
Properties: Die
Wear: 5 Banana or 1 Monkey
Faces: <(1), (2), (3), (banana), (banana), (monkey)>
Effects: (1, 2 or 3)-Move the indicated number of spaces forward or backward
(Banana)-Gain 1 Banana.
(Monkey)- Nothing
Price: 350
Name: Normal Jump D6
Properties: Die
Wear: 30
Faces: 1 through 6
Effects: Jump the indicated number of spaces forward or backward
Price: 610
Name: Size 5 Dice Bag
Properties: Dice Bag
Size: 5
Effects: None
Price: 50
Name: Size 10 Dice Bag
Properties: Dice Bag
Size: 10
Effects: None
Price: 100
Name: Size 50 Dice Bag
Properties: Dice Bag
Size: 50
Effects: None
Price: 500
End Rule----------
I dont know how we should handle dicebags, capactiy, and actually buying the dice. Maybe a building like...
Name: CON-vience Store
Con: 3000
Decon: 1500
Capacity: 15
When Trading Post is created, put 10 random items with a price in it. When players are adj., they may buy items from inside for the price, but may not buy items without a price, if it is unlocked. The owner gets 25% of sales on items.
I have a need for the feed(back).
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