01-29-2005, 06:37 PM
Spell and grammar check are done. Very few mistakes. Well done. Here's the revised edition:
Training/Alliances/Mentals/Zeni
The System: Here at Chubbs we are a bit of a unique brand. We have many advanced things that not only help out our members but also our staff as well. In the old days staff was cranky, and had to update training by hand every weekend. Granted they had split the roster up, but think about all the members we have. Even if you cut that in half there is still a good amount of updating you need to do just for your half. Now we have a Training Program, created by our very on Owner VJ. This system is easy to use, and user friendly. Each and every Sunday one of us goes to a special site, puts in a password and clicks submit. With that, points are automatically distributed to each and every one of us. When you join, you will be given a ?Roster Page?. All this means is that we have added you into our system. We set your starting password out at qwerty. Once you log in for the first time we urge you to change it. Since everyone?s password is set to that to start with some users might try and go into your page. If we do catch this and we can, they will be punished, but those incidents are few and far between. When you enter here you will notice some of the font is blue, that means you can?t change what is in there, but a staff member can, by once again going to our special site. Others are white text. These you can change. You can update your all of your contact information.
Training Guild: Training in and of its self is not that hard to do. You go into the program, and scroll down past all your information and go to the stat points. Here you will see all the different stats, (strength, defense?so on and so forth). There are nine in total. The last three, which are your mental stats do not change your ki what so ever, but might give you an edge in battle, and also allow you to get some nifty little bonuses. As for the physical stats, they are all connected. Strength is to attack power, Defense is to Recovery, and Speed is to Stamina. Sure, you can train your strength and defense all the way up, but your ki might not rise as much. When you get there you want to click the (+) button to add points to a certain stat and the (-) if you want to take some of the stats you added to that one this week away. Once you click submit, you cannot change your stats, so make sure you have it the way you want before clicking that button.
Alliances: With this new type of training system we also have the ability to update alliances right from the training section. There are a few simple rules we do ask you to follow when making an alliance however.
1) Please make sure that you have met the people that you want to be in the alliance with IC. It is kind of pointless to make an alliance IC with characters you have never met.
2) Make sure there are at least 3 people in your alliance before you create it in the training program. We have had problems in the past where people have created an alliance that was just them, and then they leave the RPG. Well now we are stuck with the alliance on the alliance page. It is very difficult for us to remove those so make sure you are all planning on staying around when you make it.
3) If you have proven that your alliance will stay around you can then ask in the Q/S/A board for an alliance board. Please wait a few weeks before asking so we can make sure you guys are the real deal.
Once you are in an alliance there are numerous things you can do. If you created the alliance you have the power to invite people. This is the only way you can get in one if you did not create one. The founder must invite you, and once he does you can either accept or decline. Once you are in one, you also have the choice to leave. This is handy if you don?t like the way things are going, or want to jump ship before your comrades decide it is a good idea to go up against a rather strong alliance. Also, if you are a member you can decide whether or not you want to back the leader. He/she will never know of your choice, but it is always there, if the majority decides out with the old in with the new there is a coup. There is also the option to store your money in an alliance pool But as of now you can?t as the script is not working correctly, and once you put it in for some reason you can?t get it out. As a member of the alliance there is one more thing that you get the chance to do. You can squire someone weaker then you. By that I mean giving them a few of your training points every week. Be careful though, because they are taken out automatically and given, so be sure to change this when you want to stop.
As the Founder of the alliance you have special powers. You can promote people, as in give them more power on their training page. You can promote anyone you wish to Captain, which has the power to invite people to the alliance, kick people from the alliance, and also give a nickname to anyone in the alliance. As the founder you also get to set your relationship with other alliances up. Granted you might not be able to do that for a while seeing how you might not meet another alliance for a while, but the option is always there. Finally there is the alliance stash. This is where everything alliance related goes. HQ, Ships, Tele tubes, anything the alliance purchased together, and has intent on using as a whole goes here. If the leader decides to leave the alliance the stash is passed onto the next person in line, and so on and so forth until there is no one left. When that happens the items go away, seeing as you wont need them if you are not in an alliance.
Mentals: Mental stats might not add to your overall ki but they are very useful when it comes to everyday life. As we stated in the Fight section, they will help you out there, but also you can get some neat little door prizes if you will for training them up.
Intelligence ? for every 50 points you train your intelligence you receive one extra move. These moves can be basic DBZ moves, or a custom move. Make sure that the custom moves are not to powerful, and if they are we might ask you to revise it so that it is at normal power. You post your new moves Here.
Luck ? For every 100 points that you train your luck you will receive 50 extra zeni each week. You might be asking yourself, Zeni, why is that so important? Well, it is how you buy things, and the more you have the more stuff you can have, as Sherlock would say, ?Its Elementary my dear Watson.?
Determination ? And last Determination. For every 100 points you add to your determination you gain another training point each week. I do believe this one takes care of itself in explanation. The more Free Training Points you have the stronger you can become.
(Note: the Zeni and Training Point are added automatically over the system, so there is no need to ask for it to be updated.)
Zeni: It is the money. You get automatically 150 to start with each week. For almost everything you do in the RPG RPing wise you gain Zeni. As it said earlier the more luck you have the more zeni you gain. The amount of Zeni you have can be found of the roster, or your training page
Training/Alliances/Mentals/Zeni
The System: Here at Chubbs we are a bit of a unique brand. We have many advanced things that not only help out our members but also our staff as well. In the old days staff was cranky, and had to update training by hand every weekend. Granted they had split the roster up, but think about all the members we have. Even if you cut that in half there is still a good amount of updating you need to do just for your half. Now we have a Training Program, created by our very on Owner VJ. This system is easy to use, and user friendly. Each and every Sunday one of us goes to a special site, puts in a password and clicks submit. With that, points are automatically distributed to each and every one of us. When you join, you will be given a ?Roster Page?. All this means is that we have added you into our system. We set your starting password out at qwerty. Once you log in for the first time we urge you to change it. Since everyone?s password is set to that to start with some users might try and go into your page. If we do catch this and we can, they will be punished, but those incidents are few and far between. When you enter here you will notice some of the font is blue, that means you can?t change what is in there, but a staff member can, by once again going to our special site. Others are white text. These you can change. You can update your all of your contact information.
Training Guild: Training in and of its self is not that hard to do. You go into the program, and scroll down past all your information and go to the stat points. Here you will see all the different stats, (strength, defense?so on and so forth). There are nine in total. The last three, which are your mental stats do not change your ki what so ever, but might give you an edge in battle, and also allow you to get some nifty little bonuses. As for the physical stats, they are all connected. Strength is to attack power, Defense is to Recovery, and Speed is to Stamina. Sure, you can train your strength and defense all the way up, but your ki might not rise as much. When you get there you want to click the (+) button to add points to a certain stat and the (-) if you want to take some of the stats you added to that one this week away. Once you click submit, you cannot change your stats, so make sure you have it the way you want before clicking that button.
Alliances: With this new type of training system we also have the ability to update alliances right from the training section. There are a few simple rules we do ask you to follow when making an alliance however.
1) Please make sure that you have met the people that you want to be in the alliance with IC. It is kind of pointless to make an alliance IC with characters you have never met.
2) Make sure there are at least 3 people in your alliance before you create it in the training program. We have had problems in the past where people have created an alliance that was just them, and then they leave the RPG. Well now we are stuck with the alliance on the alliance page. It is very difficult for us to remove those so make sure you are all planning on staying around when you make it.
3) If you have proven that your alliance will stay around you can then ask in the Q/S/A board for an alliance board. Please wait a few weeks before asking so we can make sure you guys are the real deal.
Once you are in an alliance there are numerous things you can do. If you created the alliance you have the power to invite people. This is the only way you can get in one if you did not create one. The founder must invite you, and once he does you can either accept or decline. Once you are in one, you also have the choice to leave. This is handy if you don?t like the way things are going, or want to jump ship before your comrades decide it is a good idea to go up against a rather strong alliance. Also, if you are a member you can decide whether or not you want to back the leader. He/she will never know of your choice, but it is always there, if the majority decides out with the old in with the new there is a coup. There is also the option to store your money in an alliance pool But as of now you can?t as the script is not working correctly, and once you put it in for some reason you can?t get it out. As a member of the alliance there is one more thing that you get the chance to do. You can squire someone weaker then you. By that I mean giving them a few of your training points every week. Be careful though, because they are taken out automatically and given, so be sure to change this when you want to stop.
As the Founder of the alliance you have special powers. You can promote people, as in give them more power on their training page. You can promote anyone you wish to Captain, which has the power to invite people to the alliance, kick people from the alliance, and also give a nickname to anyone in the alliance. As the founder you also get to set your relationship with other alliances up. Granted you might not be able to do that for a while seeing how you might not meet another alliance for a while, but the option is always there. Finally there is the alliance stash. This is where everything alliance related goes. HQ, Ships, Tele tubes, anything the alliance purchased together, and has intent on using as a whole goes here. If the leader decides to leave the alliance the stash is passed onto the next person in line, and so on and so forth until there is no one left. When that happens the items go away, seeing as you wont need them if you are not in an alliance.
Mentals: Mental stats might not add to your overall ki but they are very useful when it comes to everyday life. As we stated in the Fight section, they will help you out there, but also you can get some neat little door prizes if you will for training them up.
Intelligence ? for every 50 points you train your intelligence you receive one extra move. These moves can be basic DBZ moves, or a custom move. Make sure that the custom moves are not to powerful, and if they are we might ask you to revise it so that it is at normal power. You post your new moves Here.
Luck ? For every 100 points that you train your luck you will receive 50 extra zeni each week. You might be asking yourself, Zeni, why is that so important? Well, it is how you buy things, and the more you have the more stuff you can have, as Sherlock would say, ?Its Elementary my dear Watson.?
Determination ? And last Determination. For every 100 points you add to your determination you gain another training point each week. I do believe this one takes care of itself in explanation. The more Free Training Points you have the stronger you can become.
(Note: the Zeni and Training Point are added automatically over the system, so there is no need to ask for it to be updated.)
Zeni: It is the money. You get automatically 150 to start with each week. For almost everything you do in the RPG RPing wise you gain Zeni. As it said earlier the more luck you have the more zeni you gain. The amount of Zeni you have can be found of the roster, or your training page

