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Offline BeefSupreme

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Re: Elements Community Recovery Status https://elementscommunity.org/forum/index.php?topic=51071.msg1095927#msg1095927
« Reply #24 on: September 08, 2013, 10:14:31 pm »
Edit: it seems the default text size is now 2, not 8 or 12 (I forgot which it was).
I see it at size 8, same as it was before.
If I put Size = 6, it's that big (Quote my post for details).

You forgot the 'pt'. This is 6 point.
So if that's 6 point, then what exactly is it without the pt?
6
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Offline Chapuz

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Re: Elements Community Recovery Status https://elementscommunity.org/forum/index.php?topic=51071.msg1095931#msg1095931
« Reply #25 on: September 08, 2013, 10:34:48 pm »
Standardised sizes. 6pt is (iirc) about the height or wirth px, and 'size 6' is about the standard size 6.
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Offline Zso_Zso

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Re: Elements Community Recovery Status https://elementscommunity.org/forum/index.php?topic=51071.msg1096007#msg1096007
« Reply #26 on: September 09, 2013, 02:30:16 pm »
Thanks a LOT to Antiaverage as well as Pella for the restoration of the forum!
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They are just a simulation, and so are you!

Offline GLaDOS

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Re: Elements Community Recovery Status https://elementscommunity.org/forum/index.php?topic=51071.msg1096036#msg1096036
« Reply #27 on: September 09, 2013, 05:47:05 pm »
Good job for getting the forums back online.

p.s. hi
« Last Edit: September 09, 2013, 05:52:02 pm by GLaDOS »
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Offline suxerz

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Re: Elements Community Recovery Status https://elementscommunity.org/forum/index.php?topic=51071.msg1098248#msg1098248
« Reply #28 on: September 20, 2013, 06:06:03 pm »
I just noticed a few things about the forum recently, but I don't feel like creating a new topic. Let me put it here then.

1. Deck images are a bit blurry and I couldn't read some of the cards' names (any aether and light card).
2. When using desc tag, there's a weird black thingy at the edge of the floating box.

It's nothing serious. Just that I didn't see any post mentioning this.
Oh, and thanks for... doing stuff!

Offline ColorlessGreen

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Re: Elements Community Recovery Status https://elementscommunity.org/forum/index.php?topic=51071.msg1098250#msg1098250
« Reply #29 on: September 20, 2013, 06:08:20 pm »
2. When using desc tag, there's a weird black thingy at the edge of the floating box.

That "4" is the first part of a 404 (and the first part of the specific 404 image which AA had been using as a placeholder early on in the transition), which means there's some kind of background image that used to be behind the box that didn't get transferred.

Offline antiaverageTopic starter

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Re: Elements Community Recovery Status https://elementscommunity.org/forum/index.php?topic=51071.msg1098358#msg1098358
« Reply #30 on: September 21, 2013, 06:57:42 am »
Thanks suxerz, I'll look into both of these. The desc tag is definitely some missing images from the transfer. Not sure what I'll do, but I'll figure it out. The deck image issue should be an easy fix. I'll take care of this tomorrow.

Edit: The desc tag is now fixed. You may need to clear your cache for the replaced images to show up properly.

Edit 2: Should all be fixed now
« Last Edit: September 22, 2013, 05:08:14 am by antiaverage »
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Offline Submachine

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Re: Elements Community Recovery Status https://elementscommunity.org/forum/index.php?topic=51071.msg1140502#msg1140502
« Reply #31 on: June 16, 2014, 12:46:33 pm »
When i saw the topic's name, I thought it's about gathering new members. Because the community needs to be recovered by adding more activity and stuff into it. ^^



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General Game Mechanics
  • Communication outside the game is not allowed unless otherwise specified.
  • Talking is not allowed after death, except maybe a one-time death sound.
  • The game starts with Night 0, then day and night phases will alternate. A day and night phase together is called a cycle.
  • On Night 0, only one player can die, and only to a traitor trap.
  • During each day phase, players can vote on who they want to see dead. More about this in Voting.
  • The game has many new mechanics, but if you don't want to get overwhelmed, it is okay to read about The Map and Voting only.
  • When signing up, you can privately send an ordered list with all roles to the host. You will have better chances to get roles you listed higher. This must be private.
  • Players can determine their starting location and stance during signups.
  • Player deaths are not always revealed immediately. More about this in Styles / Stances > Stance 3 (scouting).
  • Upon death, player roles are not always revealed immediately. More about this in Secondary Roles > Detective and in Items > Visualizer.
  • In case a game-breaking strategy is discovered during the game, the host can modify the rules at the end of any phase.
The Map

As the image shows, the map consists of four rooms/areas: A, B, C, D.

All players start in Room A by default, unless they specify where they want to start.

Two different rooms can either be adjacent or opposite.
For example: Room B is adjacent to Room A, but Room D is opposite of Room A.

During each phase, the players can choose to move to any adjacent room.
The players start the next phase in the new room they moved to.

Primary Roles

Spoiler for Primary role descriptions:
Traitor
The traitors see who the other traitors are. If there is no Glitch, they can communicate in a pad.
During each night, the traitors can activate traitor traps to kill players. (A traitor trap is the equivalent of a Nightkill.)
Win condition: Kill all town members.

What is a traitor trap?
Traitor traps are the traitors' primary method to kill town members.
How the traitor traps work will only be revealed to the traitors, but previous town members figured out some rules about its mechanic:

Spoiler for Things to know about traitor traps:
  • Multiple traitors can attempt to activate traitor traps at the same time, but only one of them succeeds.
  • Activating a traitor trap counts as an offensive action.
  • On nights when someone activates a traitor trap, he cannot attack or use other abilities unless specified otherwise.
  • With the correct stance, a town member can see a traitor activate a traitor trap.
  • Traitors cannot be killed by traitor traps.
  • The traitors do not have full control over who dies, but they have a method to narrow down the list of possible victims.
  • If too many players are in the same room, two players in the same room might be killed at once.
  • The traitors cannot activate traitor traps if 3 town members died in the previous cycle.

Town
Town members do not know who each other are.
Win condition: Kill all traitors.

Voting

All players start with 100 HP and a weapon by default. All weapons have a damage value.

When players vote during the day phase, they damage the player they vote, even if a majority is not reached.
However, only three players can be damaged during each day phase; the three people with the most votes.

At the beginning of each day phase, the host announces each player's HP and current location.
You can vote on anyone, but you deal 5 less damage to someone in an adjacent room and 10 less damage to someone in the opposite room.

Normally, if a player reaches 0 HP, he dies and his death is announced at the start of the next phase.

Exploration

During each day phase, each room can spawn one new weapon or item. They are hidden until someone picks them up.

If a player moves to a different room at the end of the day phase, he has a chance to pick up the new weapon or item first.
Players can only find new weapons or items during the end of the day phase.
Players who do not move cannot find new weapons or items by exploration.

Styles / Stances

During each day phase, players can switch between a few available stances. If no new stance is selected, the previously used stance is used again.
Players start with Stance 1 unless they specify otherwise.

Spoiler for A list of all stances:
  • Stance 1 (self-defense): At night only, you retaliate when attacked. Retaliation damage is based on your held weapon.
    You see who uses Stance 2 (suspicion) on you in the same room. You get an update if someone suspicious of you enters your room.
    You cannot begin an attack during night. When you retaliate an attack, you cannot activate a traitor trap.

    Spoiler for Precaution:
    If town members have a plan to abuse Stance 2 for an unfair strategy, the host can allow the traitors to have the following effect in Stance 1:
    If you know who watches you, declare one name during the day phase. This person cannot see you use a traitor trap.
    .
  • Stance 2 (suspicion): Watch another player. If he is in the same room, see who he targets and identify any offensive actions he does.
    You see if he uses Stance 1 (self-defense). You see where he leaves to, and you get notified if he enters your room.
    .
  • Stance 3 (scouting): See which players are in the same room as you, and check for dead bodies.
    You see the weapons each player is holding in the same room as you.
    While in Stance 3, you can give your weapon/item to another player in the same room or discard a weapon/item.
    While in Stance 3, you cannot activate traitor traps.
    .
  • Stance 4 (scavenging): You have a higher chance to find a new item in an area.
    If multiple players move to the same room while scavenging, their effects can cancel each other out, and one or neither of them might get an item.
    While in Stance 4, you cannot activate traitor traps.

Weapons

Spoiler for Weapon instructions:
Weapons are used to damage or kill others. Some weapons allow their user to shoot at night.
At night, only those players can be shot who are in the same room unless specified otherwise.

A player can only hold one weapon at a time. If a player gets a new weapon, he must discard any extras.
While the player is deciding which weapon to discard, only one of them can be used, and the unused weapon will be discarded.
Extra weapons are discarded at the end of each phase. If the player does not decide by then, the newer weapon will be discarded.

Weapons are discarded upon death. When a weapon is discarded, it can be picked up by exploration.
If a player discards or gives away his only weapon, he gets his default Pistol back.

Spoiler for A list of all weapons:
WeaponDamageAbilityRestrictions
Pistol (default)
20
-Cannot be used at night.
You cannot give this weapon to anyone.
Machine-gun
25
-Cannot be used at night.
Shot-gun
30
-Cannot vote on players in the opposite room.
Cannot be used at night.
Silenced Pistol
20
--
Sniper Rifle
25
You vote with full damage in every room.
At night, you can shoot a player in any room with full power.
Except, you cannot shoot someone in the same room as you at night.
Golden Gun
*
Immediately kills non-town players.
The user dies if used on a town player.
(2U) Only 2 bullets.
Cannot vote on players in the opposite room.
Only the Detective can buy it.
Only one Golden Gun can be bought.

Items

Spoiler for Item instructions:
Items can be bought by specific roles or found by exploration.

A player can only hold one item at a time. If a player gets a new item, he must discard any extras.
While the player is deciding which item to discard, only one of them can be used, and the unused item will be discarded.
Extra items are discarded at the end of each phase. If the player does not decide by then, the newer item will be discarded.

Items are discarded upon death. When an item is discarded, it vanishes unless specified otherwise.

Spoiler for A list of all items:
ItemAbilityUsesExplorationDetectiveTraitorMercenary
MicrowavePlace it down in your current room.
Players in the same room can use it to heal 15 HP if they are in
Stance 3 (scouting), but they cannot do anything else that phase.
This healing effect can be used during each phase.
It cannot be picked up, and it disappears after 5 players used it.
1U
RadarRegister up to 2 players in your radar.
You will always know where they are.
If you only registered 1 player yet, you can register another later,
but you cannot change them.
You can treat them like they are in the same room as you.
Passive
GrappleTarget a player who is not in the opposite room and pull him where you are.
Neither of you can move until the next night.
EoR
TeleporterDisappear and re-appear at a random, but different location.
You cannot move the night you activate it.
During the night, it automatically activates if damage would be taken.
You cannot give this item to others.
1U
Stun gunYou can only activate this item during the day.
Target player becomes unable to move or use abilities during this cycle.
He is changed to Stance 2 (suspicion) and targets you with it.
He cannot activate traitor traps this night.
2U
DiscombobulatorThrow it in your or an adjacent room during the day.
People suspicious of you cannot identify what you throw.
At the end of the night phase, all players in that room, except you, are
pushed to a random, adjacent room.
1U
Smoke grenadeThrow it in your or an adjacent room during the day.
People suspicious of you cannot identify what you throw.
During the night, players fail to use Stance 2 (suspicion) in that room.
1U
IncendiaryThrow it in your or an adjacent room during the day.
People suspicious of you cannot identify what you throw.
During the night phase and the next day phase, all players in that room
take 10 damage.
1U
ArmorYour HP can go to minus 25 before dying.Passive
ScopeYour weapon can be used at night to shoot a player in a different room, but
its power decreases by 5 for adjacent rooms and 10 for the opposite room.
Passive
VisualizerYou can identify 1 dead body in the same room without the Detective.
You learn what weapon or method was used to deal the finishing blow.
1U
MoneyCan only be used by (and given to) roles that can buy equipment.
Gives +1U to that ability, but it cannot exceed 2U.
+1U
C4Hide it in your current room. It cannot be picked up.
During the next night phase, players in this room can hear beeping.
If someone is still in this room at the end of the night phase, they blow up.
1U

Passive items and items that must be placed down cannot be given to another player.

Secondary Roles

Role abilities can only be used at night, unless it is passive or specified otherwise.
If a role can buy equipment, it means they can receive one chosen weapon OR item, which they can use immediately.

Spoiler for A list of all secondary roles:
Innocent
(passive) Always town.

Detective
(passive) Always town. Everyone knows you are the Detective.
(passive) The first time you are in the same room with a dead body, a public announcement is made about the dead body's roles.
(2U) You can buy equipment.

Mercenary
(passive) Only one player can be a Mercenary.
  • If you are a town member:
    (2U) You can buy equipment.
    .
  • If you are a traitor:
    (ER) You can switch to any weapon except the Golden Gun during the day. You start the next night with the selected weapon, as if you just found it by exploration.
    (passive) When you switch weapons with this ability, you do not discard your previous weapon. It just vanishes.

Phantom
  • If you are a town member:
    (passive) When you die, all players who damaged you this phase take double damage from now on.
    .
  • If you are a traitor:
    (passive) When you die, select one player who damaged you this phase. He takes double damage from now on.

Glitch
(passive) Only one player can be a Glitch.
  • If you are a town member:

    Spoiler for Hidden:
    (passive) The other traitors see you as one of them, but they know there is a Glitch. You get their anonym messages until they figure out who the real traitors are.
    (passive) You appear as a Traitor after death.
    (passive) You are less likely to get killed by a traitor trap on nights when you change rooms. This no longer applies after the real traitors successfully identify each other.
    .
  • If you are a traitor:

    Spoiler for Hidden:
    (passive) You appear as an Innocent after death.

Traitor
(passive) Always a traitor.
(2U) You can buy equipment.

Hypnotist
(1U) Target a dead player in your current room. Next night, it revives as an NPC with a Silenced Pistol.
(passive) This ability fails during nights when you take any damage.
(passive) The NPC has 60 HP. It no longer has abilities and cannot move.
(ER) Each phase, the NPC shoots a player in the same room according to the Hypnotist's preferences.

Vampire
(passive) Always a traitor.
(ER) Vampire's Fangs: Target a dead player. If his corpse is in the same room as you, you consume it, and it can no longer be identified. Only a skeleton is left behind, which can be seen with Stance 3 (scouting).
(passive) Consumed corpses heal you 20 HP each. This HP gain does not become publicly visible until you go above 75 HP or until others would falsely see you to be below 20 HP.
(passive) Vampire's Fangs fails during nights when you take any damage.
(1U) Vampire's Cape: Must be activated during the day. Others cannot see where you leave the room until the next day.
(passive) While using Vampire's Cape, during the night, you become untargetable and unwatchable. But players watching you during the day can see you disappear with Stance 2 (suspicion).

Assassin
(ER) During the day, declare a player as your target. You do double damage against your target, but 10 less damage against anyone else until your target dies. You cannot cancel this.
(passive) When your target dies, you must declare another player as your target.

Zombie
(passive) You start with a Zombie marker on you. Zombie markers are only visible to Zombies.
(passive) This ability is disabled during Night 0. When a player with a Zombie marker successfully uses Stance 2 (suspicion) on someone, give the watched player a Zombie marker.
(passive) Players in Stance 1 (self-defense) notice if you give them a Zombie marker.
(passive) You always know who have Zombie markers.
(1U) After 3 or more living players have Zombie markers, you can deal 50 damage to all marked players, then remove all markers.

Jester
(passive) You do not have a primary role.
(passive) Win condition: You must be alive at the start of a phase with 20 or less HP.
(passive) After you win, your actions will no longer be capable of doing damage.
(passive) A Jester and a Swapper cannot be in the same game.

Swapper
(passive) You do not start with a primary role.
(passive) You cannot win alive. When you die, your win condition becomes the same as the person (or majority of people) who killed you.

Killer
(passive) You do not have a primary role.
(2U) You can buy equipment. (Same list of available items as the Mercenary.)
(passive) You start the game with Armor equipped.
(passive) You must kill at least 1 town and 1 traitor to win. Otherwise, you lose.
(passive) When you damage someone during a phase when he dies, you can count it as your kill.
(passive) If you dealt at least 60 damage to a player who dies, you can also count it as your kill, even if you did not finish him off.
« Last Edit: August 06, 2021, 05:51:05 pm by Submachine »
And we keep driving into the night
It's a late goodbye, such a late goodbye...

~ Platinum Quest ~

 

anything
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