Information

Welcome to Target Practice, a command game!

In command games, you put a command like /hunt in the comments. Later, I will respond to the command with something like "(Cat) went hunting and caught 3 prey!"

There are certain mechanics that will be explained. Many of these are like normal command games, but it's always helpful to know the specifics and changes.

Updates and Moons
Every so often, hopefully twice a week, a new moon will start. Every moon, energy will be refilled and one prey will be eaten by each cat. Every moon can also have an event.

Energy and Commands
Energy determines what and how many commands you can enter. Normally, you have three energy each moon that you can use for commands, but the number of energy changes depending on injuries, statuses, past commands, and age. Different commands take different amounts of energy, but it normally takes one energy per command.

Seasons and Weather
Different seasons have different effects with different pros and cons. Each season consists of three moons or days so twelve days is a year.

In new-leaf, hunting and foraging starts getting easier. However, floods happen more frequently due to melting ice.

In green-leaf, you get +1 herbs when you forage and +1 prey when you hunt. Blizzards and frosts never happen. However, forest fires and heat waves occur more frequently. This is also the time twolegs come to the forest so expect some twoleg traps. Due to the absence of recently fallen branches, when you gather, you get -1 sticks.

In leaf-fall, hunting and foraging get a bit harder. Due to falling branches, when you gather sticks, you get a +1 sticks. There is also a small chance of getting injured by a falling branch.

In leaf-bare, when you hunt or forage, you get -1 prey or -1 herbs. As it is easy to see where the sticks are, when you gather, you get +1 sticks. Rouge attacks happen more due to starvation, and fires happen a bit more due to the dryness.

Weather can also have effects, both good and bad. They are initially caused by the season, but a roll happens to see whether the weather is amplified.

Sunny weather doesn't have any effects, though green-leaf can bring extreme sunlight. Extreme sunlight can occur when it's hot and is referred to as a heatwave. It takes away one of each cat's energy, can increase the chance of cats missing attacks in certain types of battles, gives hunting a -1 prey factor, and gives foraging a +1 herb factor.

Cloudy weather doesn't have any effects, though foggy weather is the amplified version. Foggy weather clouds vision and can cause cats to waste energy because they couldn't see and miss attacks in battle.

Windy weather can happen anytime, though leaf-fall is the most common time for it. It doesn't have any effects, but a tornado is the amplified version. Tornadoes mostly destroy dens, but they can also kill and injure cats.

Rainy weather doesn't have any immediate effects, but the amplified version of it is a flood, which can destroy dens and drown cats. Floods also cause an increased chance of coughs. Another variation of it is a thunderstorm, which causes there to be a prey factor of -1 and gives cats a small chance to be struck by lightning.

In leaf-bare, rainy weather is replaced by snowy weather. Snowy weather doesn't do much on its own, but can cause blizzards when amplified. Blizzards give an increased chance of sickness, and cats can get lost if they are out of camp and aren't in a group.

Hunting, Prey, and Hunger
To last even a couple of moons, you need prey. Prey feeds cats so they don't go hungry.

After one day of no food, a cat is hungry. After two days, they are starving and one energy gets taken away. After three days, they die.

When a cat with hunting skill goes hunting, they bring back prey for the clan to eat. The eating order is starving, hungry, kits, queens, healers, warriors, healer apprentices, warrior apprentices, deputy, then leader.

Foraging, Herbs, and Healing
Herbs are used for healing. To heal a cat, it takes an amount of herbs and one of the healer's energy.

To get herbs, a cat with foraging skill goes foraging.

Gathering, Sticks, and Building
Sticks are mostly used for building. If a cat doesn't have a den they can sleep in, they will be sleep deprived and have one less energy. Dens take a different amount of sticks to build depending on their size. Cats can also add extensions to their houses if they need more room. Ten resources can be exchanged in place of a cat as well, if cats want to store objects.

Huge House: 30 Sticks (Holds 10 Cats)
Large House: 25 Sticks (Holds 8 Cats)
Medium House: 20 Sticks (Holds 6 Cats)
Small House: 15 Sticks (Holds 4 Cats)
Tiny House: 10 Sticks (Holds 2 Cats)
Extension: 10 Sticks (Adds 2 Cats)

Building a den takes at least 3 cats doing the action and the sticks required for the den. Sticks can be collected by gathering.

Training Your Cat
To be more effective at tasks, a cat should train with it's mentor, a cat leveled higher in that skill, or alone. If two cats train, the one at the lower level will gain 0.5 in the skill that is being trained. Cats can also train alone for an increase of 0.25. The max level for every skill is 5.

Cats have three skills that they have, and the skills are chosen by the player when they sign up on the forms page. The five skills are hunting, fighting, foraging, healing, and gathering. The three skills determine what actions cats can use. For example, cats without hunting skill can't go hunting, but cats with hunting skill can.

Events, Attacks, and Patrolling
Sometimes there are events like attacks, floods, or twoleg traps. Different events have different effects.

Attacks happen when a wild animal or cat attacks the clan. Usually, cats use /defend to protect the clan, which would allow them and the attacker to roll an attack score based on their fighting skill. Healers can also participate by using /heal, and it will heal cats by double the healer's healing skill and using a number of herbs that is equal to half of the health healed. All cats can also use /hide to not be injured if the threat isn't defeated, though they won't be able to help defeat the attackers.

To stop most attacks, cats need to keep the border as high as possible. To do this, cats can use the command /patrol, which will raise the border by 0.25 for each cat. Keep in mind, attacks will still happen, though not as frequently.

Protection, Traps, and Guarding
There are several ways to defend the clan from attack or harm. Traps can be set around the camp to harm enemy cats or animals. How much damage it does is randomized between 1-10, and the trap lasts for 5 moons.

The camp may also be guarded to decrease the chance of an attack from outside by 20%, possibly get extra or better hints to cats who have committed a murder or treason and stop most attacks that involve surprise from happening if there are enough cats on guard.

Injuries and Sicknesses
Injuries and sicknesses should be healed. If they aren't, they might get infected and kill the cat.

If a cat is slightly injured or has a cough, they lose one energy. If a cat is injured or has whitecough, they lose two energy. If they are severely injured or have greencough, they lose three energy. A cat can stay at one level of injury for one moon without healing before moving onto the next.

Bonding and Breeding
To have more cats join the game, one way is to breed. If two cats have bonded enough, they can become mates and breed. There are multiple levels of bonding.

If two cats are of the same gender, instead of breeding, they can search for kits (though this has a 25% chance of not working) or ask another cat to help. Cats without mates may also do this, though they only have a 50% chance of finding kits.

Treasons and Crimes
A cat may be punished for anything, but there are things cats can do to make the high-ranks want to punish them more. These things are known as treasons. Treasons include being secret mates, stealing, hurting a cat, murder, and escape, but more may be added. Treasons can be PMed, unless the cat who is committing the treason wants everyone to know.

Two (or more) cats may become secret mates. One cat will PM /ask (cat) to be secret mates, and the message will be relayed to the other. The cat who is being asked can PM /accept to accept being secret mates with the cat who originally proposed the idea. However, before cats can become secret mates, they need to be best friends, whether in secret or on the page. Cats can use /bond in PM, and it won't be placed onto the main page.

A cat may steal prey, herbs, and sticks too, using /steal (resource) in private messages. Usually, it has a 75% chance of working, but the chances go down by 20% for each guard that is guarding the camp. They will be able to steal 1-10 resources at a time, and they'll be stored in a private storage for the thief. There is a 50% chance of a clue being given about the physical appearance of the thief, whether they succeed or not.

A cat can also choose to attempt to hurt or kill a cat with /murder (cat) or /attack (cat). Murder has a 50% chance of succeeding if the two cats battle skills are the same, but it has 10% more chance of succeeding for every 1 fighting skill level the attacker has more than the defender and vice versa. Attacking a cat works almost the same way, but the battle skill impacts how injured the cat who is attacked will get- hurting a cat will guarantee that they are hurt in some way though. If a cat is murdered, an investigation will occur. Hints will be given, showing what happened and how the victim got killed or attacked. There will always be a way to find the murderer in every investigation, but not all the hints may be obvious.

Death, Rejoining, and Leaving the Game
Sad as it may be, your cat will eventually die. Don't worry though, as you can rejoin the game by entering another form and going through the waiting list again.

If you wish to leave the game for any reason but your character is alive, feel free to tell me! I'll either kill off your cat or give them to another player on the waiting list- your choice. If you are only leaving temporarily, please say so on the current moon (so it's easier to keep track of) and whether you want your character paused (won't die but can't help/harm the clan) or for them to be temporarily controlled by someone else (can die but can help the clan- no treason and bonding related things can be done, however).

The Goal
All cats in ArrowClan have a goal. Who doesn't? At the start of the game or whenever a new cat is born into the clan, they are PMed a goal that they will try to accomplish. Completing a goal will grant that cat a point, and then they'll receive another goal.

Points can be exchanged to gain a skill level (1 point -> 1 level), skip a goal (2 points -> 1 skip), obtain objects (depends on the object), or cause events (depends on the event), but their main use is to have as many of them by moon 100. The cat who has the most points on moon 100, the final moon, wins the game.

But how can the objectives be reached? For some of them, the answer is creating new commands. Commands that aren't written in the commands and charts page automatically take 0.5 energy, and their results depend on the circumstances.

Cats can't be punished for completing their goals (after they succeed) either, even if their goal required them to murder or steal.

Any questions? Feel free to ask!

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