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MNOG matoran stats?


Toa Chuck

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In the battle of Kini-Nui, as you control the matoran, I noticed as a kid that some acted differently than others. Kapura always seemed to land huge hits, and Macku seemed untouchable. Was I just crazy, or do the matoran have different stats in that little mini-game? And if so, what are they?

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I don't think so, because having played it multiple times I've never noticed a solid pattern.  (I had also hoped that some characters would be more effective against some of the Rahi, based on the advice they give you right before each fight, but I don't think that works either.)

 

I always imagined that Kapura and Hafu landed more powerful blows, but they also had poor evasive moves.  Meanwhile, Maku (Macku) and Tamaru were better at dodging, but their blows were lighter, and Kopeke and Taipu were somewhere in the middle.  But despite trying to find the best strategies for this game, it seems randomized, so that the best option is just to aim them all at different Rahi as fast as you can.  :shrugs:  It would be kind of cool if that game were remade so that each character had different stats, tho.

 

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Before each round of the game,if you click on the matoran in the 'Chronicler's Company member portfolio',they each say what sort of rahi they are good and not good against(I don't remember any quotes).So the matoran indeed did have different stats.

They say they do, but keep in mind most of the rahi they mention don't even show up in the game.

I'm curious if a code digger could provide an answer.

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:smilehafu: This is my signature. Exciting, huh?  :ruru:

 

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Hey there, code digger reporting in.

 

Here are some of the values for the tohunga and the rahi from Game_8-1.swf (I have not found any data for rahi that don't appear elsewhere in the game but mentioned by the Chronicler's Company, though my assumption would be that they would fill in some of the Elements missing from the rahi).
Data follows the following format:

 

Object's realname variable

Agility: How long the character takes to aim before attacking (in frames). The value in parentheses is the coded agility value, all agilities are multiplied by five when doing the math for aiming.

Base damage: self-explanatory, how strong the character is overall

Variable damage: a random number between 1 and this number (minus one) is added to the base damage during an attack.

Type: What element the character is

Damage modifiers: added after the variable damage when the target is certain elements. Colour-coded.

Base Health: how much HP the character has

Attack speed: the length of time a disc takes to reach its target (in frames).

Return speed: the length of time a disc takes to return to the tohunga (in frames). Rahi don't have this.

 

sooo here they are:

Kapura
Agility: 200 (40)
Base Damage: 200
Variable Damage: 100
Type: Fire

Damage Modifiers: 0 25 -10 -10 20 -25

Base Health: 250

Disc Attack Speed: 18

Disc Return Speed: 17

 

Hafu

Agility: 100 (20)

Base Damage: 50

Variable Damage: 50

Type: Rock

Damage Modifiers: 10 -25 0 -15 25 5

Base Health: 250

Disc Attack Speed: 17

Disc Return Speed:16

 

Maku

Agility: 50 (10)

Base Damage: 5 (that is not a typo, yikes)

Variable Damage: 70

Type: Water

Damage Modifiers: 25 -5 -5 -25 10 0

Base Health: 150

Disc Attack Speed: 12

Disc Return Speed: 12

 

Kopeke

Agility: 125 (25)

Base Damage: 50

Variable Damage: 50

Type: Ice

Damage modifiers: -25 0 25 5 -10 5

Base health: 300

Disc Attack Speed: 17

Disc Return Speed: 16

 

Tamaru

Agility: 75 (15)

Base Damage: 25

Variable Damage: 50

Type: Air

Damage Modifiers:  -30 10 -25 25 0 10 (unbalanced, overall weaker)

Base Health: 200

Disc Attack Speed: 13

Disc Return Speed: 12

 

Taipu

Agility: 175 (35)

Base Damage: 75

Variable Damage: 175

Type: Earth

Damage Modifiers: 10 -5 -5 0 -25 25

Base Health: 400

Disc Attack Speed: 12

Disc Return Speed: 11

 

AND NOW FOR THE RAHI

 

Water Tarakava

Agility: 125 (25)

Base Damage: 125

Variable Damage: 200

Type: Water

Damage Modifiers: 25 0 10 -5 -5 -25

Base Health: 500

Attack Speed: 8

 

Nui-Rama

Agility: 75 (15)

Base Damage: 25

Variable Damage: 50

Type: Air

Damage Modifiers: 25 0 10 -5 -5 -25 (yes, the same as the tarakava)

Base Health: 400

Attack Speed: 8

 

Nui-Jaga

Agility: 150 (30)

Base Damage: 100

Variable Damage: 200

Type: Rock

Damage Modifiers: 10 45 25 -25 0 -15

Base Health: 550

Attack Speed: 8

 

Muaka

Agility: 150 (30)

Base Damage: 250

Variable Damage: 200

Type: Ice

Damage Modifiers: -25 5 -10 0 25 5

Base Health: 800

Attack Speed: 8

 

How dodges are handled is as follows: a base number is established as the dodge chance by taking 50, subtracting the agility of the attacker, then adding the defender's agility. Next, a random number is generated from 1 to 100 and compared to it. If the random number is less, then it counts as a hit, otherwise a miss happens.

pseudo-formula:

if (random(1,100) < (50 - AttackerAgility + DefenderAgility)) then hit, else miss

(Note that this uses the parentheses values)

 

Sooo if a Tarakava attacks Taipu, the dodge chance would be
50 - (25) + (35), or 60%.

There's also Defending and Bonus states for each character that removes or adds an extra 1/3 to damage dealt, but I'm not all to sure what triggers them, and in playing the minigame, it seems that blocking *should* make the player take no damage at all... I'll look into this more.

But yes, as you've noticed Macku is more prone to dodges because of her high agility and Kapura is very strong overall.

Edited by 2Tie
  • Upvote 6

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You mean to tell me they programmed in stats for every single Matoran and enemy? It's not just random or stagnant?

 

This is why I love Templar. They really went out of their way to make a quality game... no wonder it's loved so much even today.

 

Dude, this is the only game to have ever made me cry, yeah it's a good game.

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To be fair, the minigame is pretty much an RPG to begin with, them going to this length with it seems completely understandable :P Now if only they had more time in the past to add more of what was planned for the episodes (like the Kofo-Jaga nest and the hunt for Onua), maybe they'd've been able to recycle other Rahi assets alluded to in the Company's chatter between fights. (The ones mentioned are Kuma-Nui [not sure], Nui Kopen [air], Kofo-Jaga [fire], and Sand Tarakava [stone].)

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~Bionicle Online Games Guru~
Current Bionicle Sets: 232/250
2001: 23/24 2002: 20/21 2003: 22/22 2004: 22/22 2005: 23/23
2006: 16/22 2007: 22/22 2008: 25/27 2009: 26/26 2010: 4/6
2015: 18/18 2016: 11/17

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