Net Fighters
Net Fighters is a 2D online turn-based strategy/tactical game based on anime fights. It's possible to play it on your browser, althought it's needed to register.
Content Index[ocultar] |
Character Creation
By registering, the player has the option to create her first character. The criation is made by selection a race, appearance and physical attributes, on the "Characters" menu item.
Races
Each race has its pros and cons, like bonuses and penalities on certain attributes evolution or resistance/weakness against some elements or states. Unbalanced races may have a cost in Zeni. Currently, there are the following races:
- Dwarf
- Turtle Dragon
- Elf
- Gnome
- Gorilla
- Halfling
- Human
- Koopa Troopa
- Orc
- Panda
- Pikachu
- Hedgehog
- Mushroom People
- Two-Tailed Fox
- Robot
- Troll
- Vampire
- Sasquatch
Attributes
There are 4 attributes that can be modified upon character creation, by spending Zeni:
- Strength: Controls the ammount of damage dealt by the character, as well as how much equiptment he can carry without dexterity penalities.
- Dexterity: Measures the character's ability to dodge or to hit its enemies. Also controls how much your character can act, having more or less rounds than its opponents. Can get penalities depending on how much equipment the character is carrying.
- Resistance: How much damage the character can get before being defeated. Also used to resist against status ailments.
- KI: Character's spiritual energy/magic/etc. Controls the power of KI based techniques and works as magic points that can be spent to execute techniques.
- Battle Power: Simply the average of the 4 attributes. It's a measure of the character's power, like a level, and is needed to create more powerful techniques.
Appearance
Each character is represented visually by a sprite and an avatar, which can be choosen from a list, a URL or by file upload.
Other Features
- Name: Character's name.
- Gender: Character's gender.
- Summon: Defines if the character is a summon. You can't play with summons, but other characters can summon it through their techniques.
Techniques
Each character is born with a small set of basic techniques (punch, jump, move, dodge and block). Those techniques can be modified but it's not recommended. Instead, you should create new techniques through the "Techniques" menu of each character.
Technique Creation
A technique is composed by many features, as the so called "Improvements". Improvements aren't always good things, contrary to the name. Each good feature increases the learning time of the technique, as well as the battle power (average of the 4 attributes, like a level) needed to create it. The inverse applies to bad features.
General Features
- Name: Technique's name.
- Description: Technique's description, spoken by the announcer during fights.
Visual
Each technique can have its own sprite and avatar, which will be used upon its execution.
Types
Each technique has a specific type (or no type) Each type needs a specif equipment type equiped so it can be executed (i.e. sword techniques need a sword equiped by the character). Also, each character improves each proficiency level for each type. Those levels give bonuses during fights, as well as allow to create more advanced techniques. Currently these there are the types in the game:
- Accessory
- Armor
- Axe
- Boomerang
- Bow
- Crossbow
- Dagger
- Full Armor
- Gun
- Hands
- Heavy Arms
- Helmet
- Rod
- Shield
- Spear
- Sword
- Tiara
- Whip
- Wide Sword
Summon
If the player has created a summon character, it can be selected to be summoned by the technique.
Elements
A technique can be made from any ammount of elements (0..n). The elements are:
- Darkness
- Earth
- Electricity
- Fire
- Gravity
- Ice
- Light
- Poison
- Water
- Wind
- Wood
Some elements can be more efficient/weak against some races.
States
Techniques can cause status ailments on its targets. Some state decrease with time, until disappear, while others are permanent. All of them can be resisted upon attack. Current states are:
- Confused
- Death
- Haste
- MaxKIUp
- Paralyze
- Petrify
- Poison
- Rage
- Regen
- ResistanceUp
- Sleep
- Slow
- StrUp
- Zombie
For each technique's state there's a generator attribute associated.
Improvements
Improvements are diverse features of techniques, from restrictions to instant effects. Here's the current improvements list:
- Block: Reduces damage received during technique execution.
- CantBlock: Nullyfies damage reduction due to target's blocking.
- CantHitSelf: The technique will never hits its user.
- ConsumeHP: Technique execution will reduce its user's hit points (HP).
- ConsumeKI: Technique consumes KI uppon execution.
- Damage: Technique deals damage to its target.
- Defensive: Can only be used to defend another technique (during defense rounds).
- Distance: Technque can targets opponents far away.
- Dodge: Character becomes invencible during technique execution.
- Drain: Some of the damage dealt by the technique is converted into hit points to its user.
- Jump: Technique execution ends with the character in the air.
- KnockDown: Knocks down targets in the air.
- Land: Technique execution ends with the character in the ground.
- Launcher: Launches the target into the air.
- LimitBreak: Increases or decreases character's limit bar.
- Move: Allows the character to ends technique execution in a new position.
- NoStrength: Strength attribute doesn't help the technique in any way.
- Offensive: Technique can't be used to defend another technique.
- OnlyInAir: Can only be used in the air.
- OnlyInGround: Can only be used in the ground.
- OnlyInSelf: Can only be used in yourself.
- Push: Pushes the target.
- Quickness: More or less time consuption uppon execution.
- Range: Area effect around the target.
- SameHeight: User and target must be on the same height.
- Speed: Improves or reduces the chance of the technique being executed before another technique on technique matches.
- StatePower: Increases state effects.
- TargetInAir: Target must be in the air.
- TargetInGround: Target must be in the ground.
- UseKI: The KI attribute is used to improve technique's power.
Learning
The feature set of a technique defines its training time. Only level 0 techniques can be used immediately after being created. The other techniques should be learned during fights, by using other techniques. If the used technique has the same type as the one being learned, learning is faster. Only one technique can be learned each time, and it should be selected from the techniques not learned yet in your techniques list. Techniques with types can only be created if the character has a proficiency level on this type at least equal to the technique level.
Equipment
There are 4 equipment types: hand, head, body and accessory. You can equip 1 equipment per hand, as long as the equipment doesn't require both hands. It's possible to buy equipment at the shop. Equipment produces load for characters, so that their dexterity are reduced during fights (but the Strength attribute reduces this penalty). Each equipment has its own attributes: Attack (damage done), Defense (defense speed bonus), Resistance (damage absorbed), Distance (equipment range) and Weight. Also, they can cause or avoid abnormal statuses. And last, they can offer some element power, as well as resistance to them.
Fightings
Arenas
After your character is ready, you should go to the "Fight" menu item. There you'll enter an existing arena or will create a new arena. If there are at least 2 characters inside the arena, a fight can be started.
Game Mechanics
The fighting system consist basicaly in choosing techniques and targets. To the left you'll find your techniques list, and at the center there's a 2D arena map, divided in invisible squares. Just click a technique and, after that, a target. A target can be an opponent or an empty square. With opponents you can click it's sprite as well as it's avatar (use it when there are more than 1 character on the same square).
Time
Each character has a time bar which increases at each turn, proportionaly to each character's dexterity. When it's full, the character can execute techniques. Each technique uses some ammount of time (this ammount can be modified with the "Quickness" improvement). This time is a imaginary measure in the game, but real time has its role too. It's given 1 minute for the player to execute some action. After that, the time bar is emptied and the player loses its turn. So, if you'll not do anything, it's better to end your turn, so your time bar isn't emptied.
Defense
Every target can defend, as long as it has enough time. Because of that it's necessary to attain time sparing strategies during attacks, so you can defend when necessary. When a character defends, there's a technique match. The fastest technique wins and produces its effect on the opponent (this speed is modified by the "Speed" improvement). But the losing technique isn't nullified, unless its user has been hit by the winner technique.
Death
When a character's HP becomes 0 he dies, but stays on the arena. Allies can ressurrect him with healing techniques, or he can come back by means of healing equipment. The last character alive in the arena is the winner, which receives a Zeni prize.
Evolution
There isn't an unique level for each character. Each attribute evolves independently depending on its use during fightings. Dealing damage or carrying equipment increases strength. Hits or dodges increase dexterity. Receiving damage and healing from status ailments increses resistance. KI techniques increase KI. The use of specific type techniques increases proficiency on those types. The use of any technique progresses the learning of new techniques previously created, being this progress greater when the types of both techniques coincide. When the learning progress bar of a technique is full, you can use it.