Board Thread:Plants vs. Zombies: Garden Warfare 1 & 2/@comment-30790899-20170315161458/@comment-28923888-20170319194537

Zombiecrab wrote: CITRONtanker wrote: Holy squid. Pretty cool man. Thanks! I also have completed class ideas like that for Nightcap, Rustbolt, Fisher (Fisherman Zombie), and Imitater. They are all on my user page. Want to see them? Here is Nightcap:

Night Cap
100 Health, moves as fast as a Sunflower, height of Cactus, four legs made of that solid white material. Hard to describe how I envision him, think of Night Cap from PVZH, but with legs and arms, with one arm pointing out with a shroom with a tube sticking out, the other by his side, also white and in a clenched fist.



Primary Weapon: Shroom Sprayer. Fires similar to the Law Pea's gun, except automatic. 8 ammo. 21 critical, 18 regular damage at close range, 23 critical, 20 regular at long range. 3 seconds to reload. Upon contact with anything other than a direct hit on a zombie, a small cloud of spores are released and linger for two seconds in that spot, dealing up to 2x3 damage.



Abilities:



Left Ability:



Shadow Sprint: Body turns into flowing black smoke, except for eyes turning solid white and his teeth grinning and turning shiny white. Moves three times as fast, takes only %15 as much damage as it regularly would, and cannot gain positive or negative effects, including: cannot be caught on fire, cannot be poisoned (toxic), cannot be frozen or even slightly slowed down by ice, healed in any way (Heal Flowers, Heal Beam, and Auto Regeneration stops while in this mode), affected by Roadie Z, dirtied by Moto-X Star, or affected in any other way. If vanquished in this mode, the vanquisher gets +10 XP for "Vanquished Dashing Shroom". Downsides: If vanquished in this mode, Night Cap is unrevivable. Cannot attack in any way when using this mode. This effect lasts for 15 seconds. 35 second recharge after ability ends.



Middle Ability:



Toadstool Takedown: Like Shuck Shot. except with one shot. Cannot move when activated. Charges Shot for four seconds. Then fires a squat toadstool being trailed by a relatively long dark transparent purple dragon, with the shroom inside the see-through head of the dragon. Travels at one-half the speed of the Shuck Shot. Does exactly 100 damage for a direct hit, and exactly 50 if a zombie is hit by its medium (think Toxic Pea splash) range splash, no matter how close or far from the shot. Then creates a cloud the radius of a Zombie Stink Cloud, a much lighter shade of dark purple. This cloud lasts for 17 seconds, and does 8 damage at the rate that a Stink Cloud deals damage, if the zombie is inside. Has a 15 second recharge.



Right Ability:



<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Psychedelic Circle: Activates an aura around it, large enough to encompass two Peashooters standing side by side in every direction around it. The circle lasts for six seconds, and moves with Night Cap. Any zombie close enough to be caught when it first activates is knocked slightly back (out of the circle's width) and is given an effect very close to Hypno-Shroom's trippy screen. Trippy screen lasts for ten seconds, and does five damage every second. Ten second effect timer is reset for the zombie if it stumbles back into aura if it is still active. Any new zombie that wanders is while the aura is still active gets ten second effect. Controls are inverted, and the screen goes from being tinted dark purple to flashing different colors and playing weird sounds repeatedly. 23 second recharge.

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<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Alternate Abilities:

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<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Unseen Sprint: Becomes invisible. Moves twice as fast. If an enemy aimer is focused on where Night Cap is, it will not turn red. If hit or damaged in any way while invisible, becomes faintly visible and translucent instead of fully invisible for one and a half seconds. this lasts for twenty seconds. 25 second recharge after the ability ends.

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<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Shadow-Shroom Shot: Still cannot move, but charge only takes three seconds. Has no dragon, but instead a trail of thick black smoke. Projectile moves one and a half times the speed of the shuck shot. Where lands, has the splash radius of a Chili Bean Bomb. A direct hit does 70 damage, splash (no matter how close to the actual blast) does 25 damage. Covers any zombie damaged in a really dark purple goop-like substance (uses Goop texture), but only reduces their speed to 0.5, and the goop does three damage per second. This effect lasts for 13 seconds to the zombies affected. 20 second recharge.

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<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Psychedelic Spot Setup: When activated, creates a smaller circle, only large enough to encompass one Peashooter, around it. However, this circle does not move with Night Cap. It stays fixed in the spot that it was created. Very obvious, for like the Psychedelic Circle, it has a glowing translucent light purple wall marking the perimeter, with small purple sparks appearing on the ground, flying up, and then disappearing the entire time that is active. Shrinks and disappears after 20 seconds. Gives the same trippy effect to any zombie that wanders in for ten seconds, with the same damage effect after they get out, but while they are in the circle, it does ten damage every second. Night Cap can have two of these ready to be deployed at any time, and to recharge only one, it takes 15 seconds. However, if you use both, it adds 20 seconds on to the countdown timer of the first one.

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<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Description coming soon.

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<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Items of Night Cap's body able to be replaced with cosmetics: Wide cap, scarf, mushroom-shaft gun, thin torso can be tattooed.

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<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Variants: Fire Shroom, Ice-Shroom, Doom Shroom (heavy explosive, low ammo variant), Shadow-Shroom, Poison Mushroom.

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<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Additional Notes: When vanquished, explodes into purple smoke and leaves a small toadstool.

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<p style="font-weight:normal;color:rgb(0,0,0);font-size:16px;">Kind of a long range character, although Shadow Sprint and Psychedelic Circle (as well as Toadstool Takedown, if used close-range) help it fight and escape better than Cactus if a zombie gets all close and personal. Between Cactus and Peashooter (with a bit of Kernel Corn).

Ok, so Doom Shroom already exists as a pot so... yeah.

Balancing for primary weapon,

We don't know the rate of fire for that, but it better be low because that will make Alien Flower obsolete since her primary weapon is single shot instead of fully auto and they both leave lingering mists.

Balancing for Shadow Sprint,

I feel like this is waaay more OP compared to Arcane Enigma and Lotus since although he';s not completly immune and can't attack, he's faster and acually, depending on the map and situation, he's harder to see.

Balancing for Toadstool Takedown,

If you're trying to base this on Nightcap's signature trick in Heroes, try changing it to Mushboom.

It's relatively banlanced though I would suggest reducing the smoke damage to maybe 6 or 7.