Post by Professor Berch on Feb 10, 2015 22:47:36 GMT -5
Real Name:
Short Name:
Biography (Optional):
Born (Month, Year):
Regenerates:
Gender:
Sexuality:
Relationship (Yes/No):
Race:
Nationality:
Based In (USA, Canada, etc.):
Style:
Size:
Minimum Size:
Maximum Size:
Potential:
Mask (Yes/No):
Hair (Yes/No):
Maturity Age (18-30):
Decline Age (30-55):
Relevance Age (45-65):
Retirement Age (25-65):
Favored Role (Usually, Sometimes, Never)
Wrestler:
Occasional Wrestler:
Manager:
Referee:
Announcer:
Color Commentator:
Personality:
Road Agent:
International Data
Active In (Yes/No):
USA:
Canada:
Mexico:
British Isles:
Japan:
Europe:
Australia:
Languages (Fluent, Passable, Basic, None)
English:
Japanese:
French:
Spanish:
Central European:
Scandinavian:
Mediterranean:
Eastern Eurpoean:
Legacy (Optional)
Name:
Short Name:
Blood Relative:
Mask:
Next Number:
Move Set (Max 3)
Move Set Name:
Move Name:
-Move Type (Impact, Pinfall, Submission):
-Move Level (Finisher, Secondary Finisher, Uber Finisher):
Lifestyle (0-100)
Smoking:
-Reformed? (Yes/No):
-Known? (Yes/No):
Drinking:
-Reformed? (Yes/No):
-Known? (Yes/No):
Soft Drug Use:
-Reformed? (Yes/No):
-Known? (Yes/No):
Hard Drug Use:
-Reformed? (Yes/No):
-Known? (Yes/No):
Steroid Use:
-Reformed? (Yes/No):
-Known? (Yes/No):
Law Problems:
-Reformed? (Yes/No):
-Known? (Yes/No):
Religious:
-Reformed? (Yes/No):
Personality
(List 100% _, Extremely _, Very _, Somewhat _, Mildly _, Even)
Humble/Egotisical:
Generous/Selfish:
Compassionate/Ruthless:
Optimistic/Pessimictic:
Naive/Manipulative:
Dependable/Flaky:
Social/Antisocial:
Loyal/Mercenary:
Timid/Bold:
Hesitant/Driven:
Conservative/Liberal:
Performance (0-100)
Babyface Performance:
Heel Performance:
Gimmick Types
Cool Performance:
Cocky Performance:
Crazy Performance:
Legit Performance:
Comedy Performance:
Weasel Performance:
Brute Performance:
Weird Performance:
Wholesome Performance:
Skills (0-100)
Brawling:
Puroresu (Hard-hitting/physical Japanese):
Hardcore:
Mat Work:
Chain Wrestling:
Submissions:
Aerial:
Flashiness:
Microphone:
Charisma:
Acting:
Announcing:
Athleticism:
Toughness:
Stamina:
Power:
Basics:
Psychology:
Safety (Cause Injuries Often?):
Consistency (Bad Day Often?):
Selling:
Respect:
Reputation:
Sex Appeal:
Star Quality:
Menace:
Resilience (Injury Prone?):
Refereeing:
Fog of War (1-10)
In Ring:
Entertainent:
Gimmick:
Announcing:
Refereeing:
Popularity (0-100)
All USA:
-Great Lakes:
Mid Atlantic:
Mid South:
Mid West:
New England:
North West:
South East:
South West:
Tri State:
Puerto Rico:
Hawaii:
All Mexico:
-Northern:
-South Easten:
-West Central:
All British Isles:
-Central:
North:
Scotland:
South:
Ireland:
All Canada:
-Maritimes:
-Quebec:
-Ontario:
-Prairies:
-British Columbia:
All Japan:
-Tohoku:
-Kanto:
-Chubu:
-Kinki:
-Chugoku:
-Shikoku:
-Kyushu:
-Hokkaido:
All Europe:
-Central
Scandinavia:
Mediterranean:
Eastern Europe:
All Australia:
-Western:
-Central:
-Eastern:
-New Zealand:
Alter Egos (If Ring Name Isn't Real Name):
Short Name:
Biography (Optional):
Born (Month, Year):
Regenerates:
When workers retire or die they have the option to regenerate. This means that their basic details - size, nationality, picture, etc. - are used to create a brand new worker who will debut around one year later. This is a good way to keep the game world populated over time. If turned on, you also have the option of regenerating without a picture or as a legacy; this means that their name gets passed on to a successor, albeir with a number (or 'Jr') added afterwards, which is useful for masked characters in particilar.
Gender:
Sexuality:
Relationship (Yes/No):
If set to Yes, this means the worker is in a relationship with a person who is not represented in the database; this means that the worker will not be eligible to create new romantic relationships during gameplay. If the person they are in a relationship with is in the database, it should be set to No and an appropriate record created in the Worker Relationships section of the editor.
Race:
White, Black, Asian, Hispanic, American Indian, Middle Eastern, Indian, Pacific, Other
Nationality:
Based In (USA, Canada, etc.):
Style:
Regular Wrestler, Entertainer, Puroresu (Japanese), Spot Monkey, Luchador, Japanese Junior, Technician, MMA Crossover, Brawler, Psychopath, Never Wrestles
Size:
Very Small, Small, Lightweight, Middleweight, Light Heavyweight, Heavyweight, Big Heavyweight, Super Heavyweight, Giant
Minimum Size:
Maximum Size:
Potential:
Random, Very Low, Low, Average, Good, Very Good, Excellent
Mask (Yes/No):
Hair (Yes/No):
Maturity Age (18-30):
This is the age at which the worker matures; prior to this, his physical abilities improve at a much faster rate than normal and he learns muc quicker than usual. Please note that this value cannot be altered once a new game has been started.
Decline Age (30-55):
This is the age at which the worker starts to decline; after this point he will find his physical abilities and skills starting to erode. Please not that this value cannot be altered once a new game has been started.
Relevance Age (45-65):
This is the age at which the worker finds himself too old to be really relevant; after this, many of his entertainment skills will start to decline as he is out of touch and too old to be seen as cool. Please note that this value cannot be altered once a new game has been started.
Retirement Age (25-65):
This is the baseline age at which the worker will consider retiring from active competition (it has no effect on non-wrestlers); be aware that in certain circumstances (primarily having stady employment) the worker may choose to wrestle longer than this. Please note that this value cannot be altered once a new game has been started.
Favored Role (Usually, Sometimes, Never)
Wrestler:
Occasional Wrestler:
Manager:
Referee:
Announcer:
Color Commentator:
Personality:
Road Agent:
International Data
Active In (Yes/No):
USA:
Canada:
Mexico:
British Isles:
Japan:
Europe:
Australia:
Languages (Fluent, Passable, Basic, None)
English:
Japanese:
French:
Spanish:
Central European:
Scandinavian:
Mediterranean:
Eastern Eurpoean:
Legacy (Optional)
When the worker retires or dies, his name gets passed on to a newly generated succesor. This only happens in a worker's Regeneration setting has been givem as "Yes As A Legacy". The legacy will then pass on the the successor's successor, and so on. This feature is very useful for having lucha masks be passed on. Will not be passed on if no valid name can be created ot the previous holder does not reach a B- Respect
Name:
The name that is passed on. Should not inclide any indicator to the current generation (reads "Red Tiger" not "Red Tiger Jr" or "Red Tiger III", etc.)
Short Name:
Blood Relative:
Each successor is marked as a blood relative to the last
Mask:
Each successor Debuts with Mask
Next Number:
Move Set (Max 3)
Move Set Name:
Move Name:
-Move Type (Impact, Pinfall, Submission):
-Move Level (Finisher, Secondary Finisher, Uber Finisher):
Lifestyle (0-100)
The higher the rating, the bigger a part of the life a certain thing is. If reformed, set to last value before quitting. If a worker drinks occasionally, score doesn't have to be higer than 0. 1-20 is 'not yet affecting performance or health noticably, there is a potential issue', 20-40 is 'starting to mildly affect work and health', 50-75 is 'becoming an issue, definitely visible affects on health and/or performace', 75-100 is 'chronic problem, disrupting performance drastically and and major health issue'
Smoking:
-Reformed? (Yes/No):
-Known? (Yes/No):
Drinking:
-Reformed? (Yes/No):
-Known? (Yes/No):
Soft Drug Use:
-Reformed? (Yes/No):
-Known? (Yes/No):
Hard Drug Use:
-Reformed? (Yes/No):
-Known? (Yes/No):
Steroid Use:
-Reformed? (Yes/No):
-Known? (Yes/No):
Law Problems:
-Reformed? (Yes/No):
-Known? (Yes/No):
Religious:
-Reformed? (Yes/No):
Personality
A worker's personality is divided into ten traits. On each side of a trait are the two extremes, the closer the slider is to one side, the more the worker's personality goes in that direction. Dead center is well balanced.
(List 100% _, Extremely _, Very _, Somewhat _, Mildly _, Even)
Humble/Egotisical:
Generous/Selfish:
Compassionate/Ruthless:
Optimistic/Pessimictic:
Naive/Manipulative:
Dependable/Flaky:
Social/Antisocial:
Loyal/Mercenary:
Timid/Bold:
Hesitant/Driven:
Conservative/Liberal:
Performance (0-100)
Babyface Performance:
Heel Performance:
Gimmick Types
Cool Performance:
Cocky Performance:
Crazy Performance:
Legit Performance:
Comedy Performance:
Weasel Performance:
Brute Performance:
Weird Performance:
Wholesome Performance:
Skills (0-100)
Brawling:
Puroresu (Hard-hitting/physical Japanese):
Hardcore:
Mat Work:
Chain Wrestling:
Submissions:
Aerial:
Flashiness:
Microphone:
Charisma:
Acting:
Announcing:
Athleticism:
Toughness:
Stamina:
Power:
Basics:
Psychology:
Safety (Cause Injuries Often?):
Consistency (Bad Day Often?):
Selling:
Respect:
Reputation:
Sex Appeal:
Star Quality:
Menace:
Resilience (Injury Prone?):
Refereeing:
Fog of War (1-10)
The higher the scouting level, the more detail the user will see when viewing worker's stats. This only applies if Fog of War is turned on during gameplay
In Ring:
Entertainent:
Gimmick:
Announcing:
Refereeing:
Popularity (0-100)
All USA:
-Great Lakes:
Mid Atlantic:
Mid South:
Mid West:
New England:
North West:
South East:
South West:
Tri State:
Puerto Rico:
Hawaii:
All Mexico:
-Northern:
-South Easten:
-West Central:
All British Isles:
-Central:
North:
Scotland:
South:
Ireland:
All Canada:
-Maritimes:
-Quebec:
-Ontario:
-Prairies:
-British Columbia:
All Japan:
-Tohoku:
-Kanto:
-Chubu:
-Kinki:
-Chugoku:
-Shikoku:
-Kyushu:
-Hokkaido:
All Europe:
-Central
Scandinavia:
Mediterranean:
Eastern Europe:
All Australia:
-Western:
-Central:
-Eastern:
-New Zealand:
Alter Egos (If Ring Name Isn't Real Name):