WARNING! WALL O' TEXT INCOMINGShould probably do this as a numbered list so I don't confuse myself....
Also, most of the info in #3 was copied from
this FAQ. It does a really good job of explaining every aspect of the game, so give it a read if you're interested.
1. I'm going to be introducing actual title belts soon. Specifically:
- World Heavyweight Title
- Intercontinental (Mid-Level) Title
- Tag Team Title
- Women's Title
- Hardcore Title (will only be defended in Deathmatches)
All of these belts are going to need names, so feel free to post suggestions. Joke names are fine too. Any promotion dumb enough to hire both Dr Robotnik and a freakin' bear can't be all that serious.
2. I've got some time off work in September, and I intend to record a full 5-8 match event (I won't say PPV, because it's free) where all of the inaugral champions for the belts mentioned above will be decided.
Again, this event is going to need a name. And, again, joke names are fine. I personally considered TLB: Titles, Landmines & Bears.
3. This. This is the big one. I've mentioned how insane the customisation is in this game, and while I've offered a little of it in the past (Critical and Skill types), I've decided the best way to get everyone involved in this is to, almost, literally, hand you the keys to the kingdom. Bear with me here (heh...) 'cause this is gonna be a long one.
When you initially make a wrestler, you decide the name, then get taken to a sub-menu where you can change their biography/skills, appearance, moveset and all manner of other things. Here is a complete list of everything you can edit.
Name: First Name, Last Name, Nickname
Skill Edit:
- Weight Class: Heavy or Junior
- Height: Unknown, or 150-220cm
- Weight: Unknown, or 40-250kg
- Gender: Male, Female, Male? or Female?
- Year of Birth: Unknown, or 1900-1999
- Month of Birth: 01-12
- Day of Birth: 01-31
- Country: Unknown, or one of the below:
[spoiler]- Japan
- America
- Canada
- Germany
- Mexico
- England
- France
- Brazil
- Russia
- Puerto Rico
- India
- Sudan
- Jordan
- Cuba
- Finland
- Greece
- Holland
- Italy
- Spain
- Switzerland
- North Korea
- South Korea
- China
- Mongolia
- Thailand
- Australia
- New Zealand
- Bulgaria
- Botswana
- South Africa
- Tonga
- Ukraine
- Croatia
- Lithuania
- Belarus
- Tobago
- Iran
- Snake Island
- Hero Star[/spoiler]
Wrestler Rank: E-S (E being Jobbers, S being Main Eventers)
Charisma: E-S
Fight Style (this one's important, as it, together with the Logic menu, determines how your character acts):
[spoiler]- Orthodox: Typical Professional Wrestler
- Technician: Good at Technical Skills
- Wrestling: Amateur Wrestler
- Ground: Good at ground based attacks. Most MMA-class characters have this type.
- Power: Exactly what it sounds like.
- American: WWE Main Event style, essentially a combination of Power and Heel
- Junior: Modern Light-Heavyweight/Cruiserweight wrestler
- Luchador: Traditional Mexican Wrestler
- Heel: Plays dirty
- Mysterious: Unorthodox technical style. An in-game example would be the Great Muta
- Shooter: Shoot-style wrestler. Another common MMA class
- Fighter: Kickboxer/Karate
- Grappler: Judo/Ju-jitsu, no-holds-barred style
- Panther: Mix of martial arts and lucha libre. An in-game example would be Tiger Mask
- Giant: Immovable. Think Andre the Giant
- Vicious: Strong style. Doesn't pull ANY punches.[/spoiler]
- Return (Defensive) Style (this affects the odds of your character being hit by certain types of critical, among other things): Mostly the same as above, minus Panther, and adding All-Round (a combination of Junior & Technician)
- Critical: Listed elsewhere in the topic
- Special Skill: Listed elsewhere in the topic
- Recovery (a character's "life bar" essentially. A higher value means more health and a faster recovery rate when not being attacked): Slow, Medium or Fast
- Recovery When Bleeding: Slow, Medium or Fast
- Breathing (a character's energy level. Throwing out an attack consumes energy, with movement speed decreasing as the energy level does): Below Average, Normal or Good (Above Average)
- Breathing When Bleeding: Below Average, Normal or Good (Above Average)
- Spirit (represents Mental Endurance, a higher value means a character requires more damage before they become susceptible to pins and submissions): Poor, Medium or Strong
- Spirit When Bleeding: Poor, Medium or Strong
- Neck Endurance: Low, Normal or High
- Arm Endurance: Low, Normal or High
- Back Endurance: Low, Normal or High
- Leg Endurance: Low, Normal or High
- Movement Speed: Slow, Medium-Slow, Medium, Medium-Fast or Fast
- Climbing Speed: Slow, Medium-Slow, Medium, Medium-Fast or Fast
- Ascent Style: Disable (character CANNOT climb to the top rope), Enable or Run (wrestler can jump-up to the top rope instead of climbing)
- Favourite Weapon: None, Chair, Table, Kendo Stick, Sledgehammer, Baseball Bat, Barbed Wire Bat or Fluorescent Light Tube
- Theme Music:
This YouTube playlist contains all of the Theme Music available in the game.
- Voice Samples: Couldn't find any audio of these. Sorry
Then, we have the Moveset.
This FAQ contains every single move available in the game, along with info on damage and whether or not it can Critical.
Next is the Parameter Edit, which essentially determines a character's offensive and defensive capabilites. They are as follows, and follow a 10-point scale, with 1 being the lowest and 10 being the highest:
- Punch: For attacks involving Hand strikes (punches, slaps, etc.)
- Kick: For attacks involving Leg strikes (knees, kicks, etc.)
- Throw: For attacks involving Suplexes and Throws
- Joint: For attacks that focus on the joints
- Stretch: For attacks involving submissions
- Power: For power moves (Powerbombs, Chokeslams, etc.)
- Agility: For more agile moves (mainly Cruiserweight style offense)
- Arm: For attacks using Arm Power (Clotheslines, Lariats, etc.)
- Flying (DEFENSIVE ONLY): For aerial/high-flying moves
- Body (DEFENSIVE ONLY): For attacks where opponent's full body weight is used (splashes, etc.)
- Technical: For technical moves (Small packages, Leg Whips, etc.)
- Rough: For "roughhouse" moves (headbutts, anything involving a weapon, etc.)
- MMA: For MMA-style moves (anything from the various Guard/Clinch positions)
- Entertainment: For "exotic" moves (like the Teabagging, for example)
And, finally, the Logic menu. The most complicated of them all, and the one that I've only just figured out. If the "Fighting Style" option was the equivalent of buying a new car for it's engine-performance, this is the equivalent of tinkering under-the-hood to personalise it for your tastes. It's mostly used to influence how a character acts in various situations (front-grapple, opponent on the ground, etc.) It's main use is to make characters individual from one another even if they have similar fighting styles, and essentially lets you decide what moves the AI will prioritise in each situation. I won't give a full explanation of how it works (more on THAT decision in a bit), but there are a few special sections in this menu that deserve an explanation:
- Priority Attacks: Lets you set up to three moves that the AI will attempt in sequence to try and end a match. Basically the in-game equivalent of the "Five Moves of Doom".
- Personal Traits: [spoiler]- Entertainment: The higher the value here, the more effort a character will put into entertaining the fans. Recommended for wrestlers who rely on a lot of high-flying moves. They tend to be aggressive in their attacks, but as a result don't stop to rest very often. Lower values keep a character closer to the mat. They don't take many risks and aren't as aggressive, but tend to last longer to the increased frequency of rest periods.
- Discretion: A high value here means a character will put more effort into winning the match. A low value means they'll focus more on inflicting damage on their opponent.
- Flexibility: A low value here means the character will more readily deviate from their game-plan/logic settings to put on an entertaining match. A high value means they'll NEVER deviate from their settings.
- Outside Return Count: How long a character will remain outside of the ring before attempting to re-enter.
- Touchwork: How long a character will remain in the ring before attempting to tag out to a partner (damage dependant)
- Weapons: How likely a character will get and use weapons
- Second/Manager: Determines odds of the character interfering in a match (only available to Stables)[/spoiler]
Finally, there's Finisher Name (self-explanatory) and Bio (a short, two-line description of the character).
*phew*
Thanks for putting up with all of that.
What I'm getting at here if that if you'd like to customise ANY part of a character (moveset, hometown, logic, finisher name. ANYTHING.), then please PM me with the details and I'll get it changed ASAP.
If you'd like to customise some or all of a character's Logic settings, I can do that too, though full logic customisation means my reply might be slightly delayed because I'd need to type up the full logic sheet, and there's a LOT to go through. I'll also provide an explanation of how it works if that's what you choose to do.
Again, thanks for putting up with all of that, and I should have another match uploaded soon.