Duel procedures are for the most part complete. I just need to look at a couple items to make sure they work. Duels: How to Run Them [b]The Set-Up (MODS & ADMIN ONLY! Not posted in rules section)[/b] Open the random number generator ( http://www.random.org/nform.html ) and set it up thusly: 9 / 1 / 9 / 1 (where the numbers go in the input boxes, obviously). Pre-roll a bunch of moves. I did over 100. Rolling them as they are needed in a live duel does not work. Trust me. After each set of numbers are generated, copy/paste them into a new Notepad file, leaving a couple of spaces between them so the nine moves are seperated. Save the file as a name and to a place where you can find it. Then do a simple find/replace to change the numbers to the corresponding move. 1 = Flee 2 = Guard 3 = Evade 4 = Strike 5 = Stab 6 = Slash 7 = Slice 8 = Sweep 9 = Swing So (in Windows) it would be Edit/Replace: "Find What: 1" Replace with: Flee" then select "Replace All." "Find What: 2" Replace with: Guard" then select "Replace All." Rinse/Lather Repeat until they're all done. After all the numbers have been changed to reflect their respective moves, find out if any skills are applicable, and indicate what they are. Then save the file. It will look something like this: Stab Slice Guard Sweep Sweep Strike Evade Slice Sweep [b]Available skills: Counter[/b] Have either a copy of the rules printed out, or have a window open that has them visible. Best to have two windows open, one to send a PM to the players with their move choices, one to post the actual duel moves and results. START OF WHAT SHOULD BE POSTED IN RULES [b]1) Player Set-Up[/b] It is strongly recommended that players involved in duels have two windows open, one to receive PMs from the mod with your moves and to respond, and the second one showing the actual duel. Players have one minute to respond with their moves to the mod, or their opponents attacks all hit. The time limit does not refer to when the results of the round are posted, but when the mod sends the set of moves. The one minute time limit is not a "set-in-stone" rule, as a mod may choose to extend it a little. It should take no longer than three minutes to respond, however. This is to keep things moving at a steady pace. [b]2) Body Points and Bonuses[/b] Body Points: Full WAR stat. Example: Lu Bu's WAR is 100, so his BP would also be 100. [i][b]SUBJECT TO CHANGE[/b][/i] Bonus for higher WAR stat: Plus 1 damage to all attacks for every 10 points higher, with a maximum of 3. Weapons: Full stated weapon bonus. This is added ON TOP of any bonus for higher WAR stat. Possession of an enhanced weapon (one with a bonus attached) will negate any bonus for high WAR stat. Armor: Armor subtracts damage from the attackers move. So a (+2) piece of armor will cause a strike to cause only three damage instead of five. Where the attack is equal to or less than the armor bonus, no damage is inflicted. Having a named horse (not one you name, an actual Rot3K X horse) increases flee chance to 50% [b]3) Procedure[/b] Every round, the mod will send each player a set of nine moves. Also included will be any possible skills that can be used (see #7 below). Each player will select three moves or a skill (or a skill and two moves, if Shout and/or Scare are among the choices) and PM them back to the mod handling the duel. They should be submitted in this way for basic maneuvers: 1) Maneuver 2) Maneuver 3) Maneuver If using a skill, let the mod know which skill you are using, if it is available to you. If you try and use a skill that you don't have, the mod will let you know and advise you to choose three standard maneuvers. For the skills Shout and Scare, since they can be used in conjunction with any normal attack, indicate which move you are using the skill in. Note on skills: Some skills are/can be used on different moves. See #7 below for further explanation [b]4) Types of moves[/b] Attacks: Strike/Stab (Referred to as ST) Slash/Slice (Referred to SL) Sweep/Swing (Referred to as SW) Defense: Guard Evade Flee [b]5) Damage Values[/b] Strike: 5 points Stab: 3 points Slash: 4 points Slice: 2 points Sweep: 3 points Swing: 1 point (zero points if against guard) Evade (except against SW) causes the other player to be stunned, and loss of next move. Can be carried over to next round. NOTE: Next move refers to the next attack, not the next set of attacks. See the example below: Player 1 1) Stab 2) Stab 3) Sweep Player 2 1) Evade 2) Slice 3) Slice Results 1) Player 1 stunned 2) Player 1 hit for 2 (no longer stunned) 3) Player 1 hit for 2 [b]6) What Beats What[/b] ST beats SL and SW SL beats SW SW beats Evade for double point damage Guard reduces damage to half (rounded down for odd numbers) Swing against Guard will cause no damage. Flee is a loss, but no guarantee that it will be successful. Flee has a 10% chance of working, but can ONLY be used if it is amongst one of the choices you have. If a flee attempt is made while in possession of a named horse (Rot3K X ONLY), the chance increases to 50%. If a flee attempt is made when the opponent uses the guard move, the flee attempt has a 50% chance of success (75% chance of success if in posession of a named Rot3K X horse). If both players attempt to flee at the same time, both characters flee the duel. [b]7) Skills[/b] With the beginning of Game 2, skills have been added to the duel procedures. In order to use a duel skill, the character must have that skill. Only one skill may be used by a player during a round. There may be more than one skill available, but only one may be used in any round. A player does NOT have to use a skill if it is available. Sometimes it may be in their best interest to use standard attacks instead. Types of Skills: [b][Recover][/b] - (Cost: 2,500 Gold) In exchange for three evade tactics in a duel round, can use this skill to restore 10 BP. Can not exceed character's base BP. This skill is used on the third move of a set. If an opponent uses an attack move in the first two rounds, those attacks WILL hit. No damage will be scored against player using Recover skill in move 3, provided player using Recover skill isn't stunned. Evade does NOT beat the Recover skill. [b][Shout][/b] - (Cost: 3,000 Gold) In exchange for three slice tactics in a duel round, can use this skill to cause opponent to miss next move. A +1 bonus will be added to any successful attack when the Shout skill is used for the next two moves. This skill can be used on any move of a set. WAR stat of the person using this skill must be five points or higher than their opponent for this skill to work. Player using the Shout skill is also able to use regular attack moves for the other two moves in the round. Cannot use the 3 Slice moves required for skill in any attack. An Evade against the Shout skill is a draw. [b][Scare][/b] - (Cost: Prerequisite Shout, 5,000 Gold) In exchange for three slash tactics in a duel round, can use this skill to cause opponent to miss next two moves. A +1 bonus will be added to any successful attacks when the Scare skill is used for the next five moves. This skill can be used on any move of a set. An improvement on the Shout skill. This move does not require a difference in WAR stat to be used. Player using the Scare skill is also able to use regular attack moves for the other two moves in the round. Cannot use the 3 Slash moves required for skill in any attack. An Evade against the Scare skill is a draw. [b][Parry][/b] - (Cost: 5,000 Gold) In exchange for three swing tactics in a duel round, can use this skill to return full damage the opponent would have inflicted if successful with a Strike, Stab, Slice, Slash, Sweep or Swing move. A Swing move will return its normal damage value of 1. This skill is used on the first move of a set. Any bonus or draw carryover will be applied. Cannot use any other attack if Parry skill is used. This covers all three moves of a round. Evade beats the Parry skill, and will cause the character who used Parry to be hit by any attacks by the opponent in moves 2 and 3. A Parry against the Recover skill will not affect the other player gaining back 10 BP. [b][Counter][/b] - (Cost: Prerequisite Parry, 7,500 Gold) In exchange for three sweep tactics in a duel round, can use this skill to return 1.5x damage (rounded down) the opponent would have inflicted if successful with any offensive tactic. A Swing move will return a damage value of 2. This skill is used on the first move of a set. An improvement on the Parry skill. Any bonus or draw carryover will be applied to the attacks. The Counter skill defeats both the Crush and Maul skill. Cannot use any other attack if Counter skill is used. This covers all three moves of a round. Evade beats the Counter skill, and will cause the character who used Counter to be hit by any attacks by the opponent in moves 2 and 3. A Counter against the Recover skill will not affect the other player gaining back 10 BP. [b][Crush][/b] - (Cost: 10,000 Gold) In exchange for three stab tactics in a duel round, can use this skill to cause 2x the damage a Stab move would have achieved (6 points of damage). Beats all normal attacks, beats Parry. Does not beat Counter. This skill is used on the second move of a set. Any bonus or draw carryover will be applied to the attacks. An opponent's attack in move 1 will hit. Opponent's last move is voided. Guard will reduce this damage to 3 points. Player using the Crush skill is also able to use regular attack moves for the other two moves in the round. Cannot use the 3 Stab moves required for skill in any attack. Evade beats the Crush skill, and will cause the character who used Crush to be hit by any attack by the opponent in move 3. [b][Maul][/b] - (Cost: Prerequisite Crush, 15,000 Gold) In exchange for three strike tactics in a duel round, can use this skill to cause 2x the damage a Strike move would have achieved (10 points of damage). Beats all other offensive tactics, beats Parry. Does not beat Counter. This skill is used on the first move of a set. An improvement on the Crush skill. Any bonus or draw carryover will be applied to the attacks. Opponent's next two moves are voided. Guard will reduce this damage to 5 points. Player using the Maul skill is also able to use regular attack moves for the other two moves in the round. Cannot use the 3 Strike moves required for skill in any attack. Evade beats the Maul skill, and will cause the character who used Maul to be hit by any attacks by the opponent in moves 2 and 3. [b]8) Draws[/b] If same attack method is used (2 STs, 2 SLs, 2 SWs or 2 defense moves), that move is declared a draw, and the higher of the two attack moves will be added to the next successful attack. Can be compunded. If 3 draws in a row, the additional damage will be added. If two skills other than Recover are used in the same move, that move is declared a draw. No carryover bonus will be applied, and any incoming carryover balance will be negated. If two Recover skills are used in the same move, both parties recover 10 BP. Technically not a draw, but it works best under this heading. Two defensive moves will negate any carryover damage. An Evade used against a normal attack (except an SW move) will negate the added damage, and the second duelist will be stunned. An Evade against Guard is used, it is declared a draw, and any carryover balance is negated. An Evade against Flee, where the Flee attempt fails, is declared a draw, and any carryover balance is negated. An Evade used against the Parry, Counter, or Maul skill will negate any added damage, and the duelist who used the skill will be hit by the next two attacks. (Special note: An Evade used on the second or third turn of a Parry, Counter or Maul skill will have no effect.) An Evade used against the Crush skill will negate any added damage, and the duelist who used the skill will be hit by the next attack. (Special note: An Evade used on the third turn of a Cush skill will have no effect.) An Evade used against the Recover will have no effect on the opponent. The effects of the Recover skill will apply. An Evade used against the Shout or Scare skill will be a draw. Any carryover balance will be negated. If an SW move is used against Evade while there is additional damage in effect, the player who used Evade will receive double point damge from SW attack, PLUS any damage that has been held over from draws. [b]9) Accepting/Declining Duels[/b] If you are challenged to a duel during battle, you can choose to accept the duel or decline it. Acceptance puts the two combatants into a duel, and the duel is played out. The duel will be handled in a unique thread. Declining a duel will cause 5% of your troops to desert, as they feel you are afraid of your opponent or of being beaten. After the fourth decline, there is no penalty, as it's assumed that the weaker-willed soldiers are gone, and only the hard-core soldiers are left. There is also a small chance (10%) that when two units are engaged in battle, the two leaders will encounter each other. In this situation, a five round duel will take place. If a victor is determined, see #11 below. If a victor is NOT determined, both parties return to their respective units, but any damage to BP will be maintained. So if you end up in another duel during the battle, your BP will be what it was at the end of any random encounter duels during that battle. It will return to normal after the battle is complete. All battle moves are put on hold until the duel is over, as everyone will be watching the two duelists. [b]10) Winning a Duel[/b] A duel is won when one of the two combatants either has their body points reduced to zero, or when they offer to surrender. The second duelist does not have to accept the surrender. A duel is also won when one of the combatant fails to send their moves three times (does not have to be consecutive) to the moderator. The other method a duel can be won is if the opponent successfully flees. The winner will NOT receive any items or gold from his opponent, however. [b]11) The Aftermath: Battles[/b] The winner of a duel has four options: 11a) Recruit the defeated officer into his force (Defeated officer does not have to join) If declines to join force, effects of #11b or 11c are in place) If recruited, that officer becomes part of the victor's force. The officer will immediately leave the battlefield, and returns to the capital city of the force he was recruited into. 11b) Release the defeated officer If released, he/she will immediately leave the battlefield, and returns to the city where his house is located. Once there, for five days, he is not allowed to do anything (meaning work, study, participate in battles, accompany officers to battle as an advisor, do any side quests, visit other cities, post in the tavern or other Storyline Central locations, etc). He can post, but only in the home city. 11c) Capture the defeated officer If captured, the defeated officer will be escorted to the capitol city of the force he was captured by and put in prison. 11d) Execute the defeated officer The victor may choose to execute the person he defeated. Effects are immediate, so the conditions in the special note below do not apply. Special Note: If you lose a duel during battle, but your side wins the battle, you will be automatically released, and all gold and items will still be in your posession. Nothing will be removed from a character's inventory until the battle has been decided. Penalties for losing a duel during a battle are as follows: 1) Loss of gold (Goes to victor) 2) Possible loss of item(s) (Victor decides if he wants them. You may be able to convince him not take them. Imperial Seal CANNOT be taken) 3) That character's unit immediately leaves the battlefield and returns to their home city. A 10% decrease in troop strength will be applied. [b]12) The Aftermath: Non Battles[/b] Penalties for losing a duel not during a battle are as follows: a) Loss of gold (Goes to victor) b) Possible loss of item(s) (Victor decides if he wants them. You may be able to convince him not take them. Imperial Seal CANNOT be taken) c) Cannot be recruited, but the rest of the penalties for losing a duel are in effect. That means for five days, he is not allowed to do anything (meaning work, study, participate in battles, accompany officers to battle as an advisor, do any side quests, visit other cities, post in the tavern or other Storyline Central locations, etc). He can post, but only in the home city. d) Possible capture If captured, the defeated officer will be escorted to the capitol city of the person he was captured by and put in prison. e) Possible execution The victor may choose to execute the person he defeated. f) The above five may not apply in certain circumstances. See #14 below. [b]13) Numerous Duel Losses/Wins[/b] Losing too many duels has a penalty. For every five lost duels, WAR stat will decrease by one point. A win will negate a loss. For example, if you have lost seven duels, but have won five, you would be at -2. Winning a set number of duels may gain rewards. These will be given on a random basis, and there is no set formula. So one player may get a reward for being at +5, yet another may not get anything until they're at +10. Since they are completely random, any complaint of mod favoritism will be ignored. [b]14) Where and Why Duels Happen[/b] Any time a duel happens (whether it be part of a battle or non battle), it will take place in a special thread. Players may challenge another player to a duel at any time. There are a variety of reasons, such as animosity toward him/her, wagers (two players need to decide on what the wager is), tournaments (see #16 below), as part of a quest, a general sparring between two officers for experience, etc. A mod will need to be present to hold a duel using the official procedures, so make sure one is on and available to mod the duel. The mod will determine if the duel has merit or not, and whether it will take place. Both parties need to agree to the duel. There is no penalty for declining a duel during non-battle (or non-quest, depending on the situation). [b]15) Suspending Duels[/b] Duels cannot be suspended. So don't accept a duel challenge if there is a chance you may not be able to complete it. This includes "Act of God" events such as thunderstorms, or power outages. The reason is this: If a duel is suspended, both characters are stuck there. If one of the two players is not able to return for a week, the other player will not be able to do anything. [b]16) Tournaments[/b] If participating in a duel tournament, there is no penalty for losing the duel, except being removed from the tournament. And maybe a little loss of pride. [b]17) Continuous Duels[/b] Except in the tournament example above, a player who participated in a duel may choose to accept/challenge a duel from another person. This means a player who won or made a successful flee from a duel. Exception: Anyone who was defeated in a duel. If so, the player's character will have his BP be what it was at the end of the previous duel, and will stay at that level for duels for a 24 hour period. After the 24 hour period is up, the character's BP will be back to full. Example: Lu Bu has won a dule, and after the victory, his BP was 28. If he were to then accept a duel from Guan Yu within 24 hours, Lu Bu's BP would remain at 28, while Guan Yu's would be at full. This is true in both battle and non-battle situations. [b]18) RP Duels[/b] Players are more then welcome to RP duels. Bear in mind that since these duels do not use the official procedure, no penlties or exchange of gold or items will occur. If you want to bet gold or an item, you must use the official dueling procedure. If the RP duel is just for fun, it is best to contact a mod and have them set up a unique thread for you. If it's a "spur of the moment" type situation, it can take place where the two players are. We'd prefer it to be in a unique thread, but we do understand that sometimes it doesn't make sense to do that.