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Wishlist/Test Your Luck

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Test Your Luck is a mode featured in Mortal Kombat 9. (A.K.A. Mortal Kombat 2011) It features a 4-slot machine. The first slot is for the kombatant, while the three others are for match modifiers, such as headless/armless kombat, no X-Ray/Breaker/Enhanced/Super meter, frost shield, extra damage taking/output, 1-HP health, etc.

It's implementation in OpenArena would be limited to single-player only, have 5 slots instead of 4, and follow this same pattern, however, the kombatant slot would be replaced by a map slot, the second slot might be a gametype slot, and the three remaining ones are the match modifiers.

NOTE: The receptor(s) might be the player, the bots, the Red Team, the Blue team or just everyone.

Slots 1 & 2 Edit

Map and gametype slot. The maplist for this slot should be taken from the .arena files. As such, .arena files should be done accordingly. There would also be an optional "Official maps only" switch, which regenerates the list, including only official OA maps.

Slots 3, 4 and 5 Edit

These are the extra rules slots. The receptors can be everyone, the player, the bots, the Red team or the Blue team.

Match modifier Effect Additional notes
Weapon related
Instagib The receptor can only use Instagib railguns. If applied to everyone, every ammo/health/armor/powerup pickup is removed from the map.
Rockets only The receptor can only use Rocket Launchers. If applied to everyone, every weapon and ammo pickups are changed to Rocket Launchers and Rocket Packs.
Elimination-like spawn The receptor starts with all the normal weapons, max ammo, max health and max armor. Has no effect in Elimination/eCTF/LMS.
Melee combat The receptor can only use the Gauntlet. If applied to everyone, every ammo and weapon pickups are removed from the map.
Random weapon (re)spawn The receptor spawns with a different starting weapon. Has no effect if Instagib, Rockets only or Melee has been chosen.
Spawn with nearest weapon The receptor spawns with the nearest weapon(s) after (re)spawning, in addition to the Machinegun and the Gauntlet. Has no effect in Elimination/eCTF/LMS or if No armor/powerups/health/ammo-Everyone or Instagib-Everyone has been selected prior to that. Has no effect if Instagib, Rockets only or Melee has been chosen.
Match modifier Effect Additional notes
Item related
No armor/powerups/health/ammo The receptor can't take armor/powerups/health/ammo. If applied to everyone, every armor/powerup/health/ammo pickup is removed from the map. Has no effect if Instagib-Everyone has been selected.
Random pickup respawn Health/Armor/Ammo pickups switch their respawn after each taking. Has no effect in Elimination/eCTF/LMS or if No armor/powerups/health/ammo-Everyone or Instagib-Everyone has been selected prior to that.
Volatile pickups Weapon/Health/Armor/Ammo pickups explode when shoot by a weapon. Has no effect in Elimination/eCTF/LMS or if No armor/powerups/health/ammo-Everyone or Instagib-Everyone has been selected prior to that.
Match modifier Effect Additional notes
Bot related
Player vs. "Nightmare" The player is placed alone on the Red team, the "Nightmare" bots are on the blue team. Nightmare bot amount is always over 3. If gametype is Free For All/Tournament/LMS, this becomes just a "Nightmare" match.
"I Can Win" vs. "Nightmare" "I Can Win" bots are placed on the Red team, "Nightmare" bots are on the blue team. Number of team members will be the same for both teams. If gametype is Free For All/Tournament/LMS, this becomes just a "Nightmare" match.
Skill imbalance Random skill for all the bots.
Match modifier Effect Additional notes
Match rules
Starting score This determines the initial score of the map.
Jump Match When jumping twice, the players will jump higher than the default amount.
Low Gravity This specifies the gravity of the match to 100, as opposed to the default of 800. Can be weird in maps with custom gravity.
Turbo mode The match's speed and firing rate of every weapon is 150%.
Slo-Mo mode The match's speed and firing rate of every weapon is 50%.
Gib Match Score only by gibbing (fragging with the last pre-mortem hit exploding in pieces) opponents.
Match modifier Effect Additional notes
Extra rules
Speedsters The receptor gains 150% movement speed and weapon shooting.
Glaciers The receptor gains 150% max health, regular health, starting health and max armor.
Berserkers The receptor gains 150% damage and weapon shooting.
Vampire The receptor regenerates with each hit a 25% of the damage given in that hit. (For example, if the hit did 60 points of damage to someone, the receptor regenerates 15 points)
Handicap The receptor starts with a specific amount of max health, from 100 down to 5.
Regeneration The receptor regenerates health and armor to the max, with the drawback of not being able to pick up Regeneration powerups. If applied to Everyone, every Regeneration powerup is removed from the map.
Cloak Match The receptor is invisible during the match, with the drawback of not being able to pick up Invisibility powerups. If applied to Everyone, every Invisibility powerup is removed from the map.
Roadrunner match The receptor have permanent haste during the match, with the drawback of not being able to pick up Haste powerups. If applied to Everyone, every Haste powerup is removed from the map.
Gone Mad match The receptor have permanent 4x damage during the match, with the drawback of not being able to pick up Quad Damage powerups. If applied to Everyone, every Quad Damage powerup is removed from the map.
Non-ground match The receptor have permanent flight during the match, with the drawback of not being able to pick up Flight powerups. If applied to Everyone, every Flight powerup is removed from the map.
No Hazard match The receptor have resistance to world hazards (except death pits) during the match, with the drawback of not being able to pick up Battle Suit powerups. If applied to Everyone, every Battle Suit powerup is removed from the map.
Random teleportation (5,10) Every X minutes, the receptor will be teleported to different parts of the map, with the drawback of not being able to pick up Teleporter powerups. If applied to Everyone, every Teleporter holdable is removed from the map.
Big Bang Boom (5,10) Every X minutes, the receptor will explode like bombs, with the drawback of not being able to pick up Kamikaze powerups. If applied to Everyone, every Kamikaze holdable is removed from the map.
Medical logistics (5,10) Every X minutes, the receptor will have their health maxed out, with the drawback of not being able to pick up Medkit powerups. If applied to Everyone, every Medkit holdable is removed from the map.
There can be only one (5,10) Every X minutes, the receptor will be surrounded by a forcefield which renders them immune to damage during 30 seconds, with the drawback of not being able to pick up Invulnerability powerups. If applied to Everyone, every Invulnerability holdable is removed from the map.
Rune Match The receptor starts with a specific team rune (AmmoRegen/Scout/Guard/Doubler) per bot/player, with the drawback of not being able to pick up Runes. If applied to Everyone, every AmmoRegen/Doubler/Guard/Scout runes is removed from the map. Has no effect in Free For All/Tournament/LMS.
Friendly Fire Match Receptors have friendly fire enabled. Has no effect in Free For All/Tournament/LMS, or if "Player vs." is enabled.
Vengeance When fragged, and if not gibbed, the Receptor will explode like Kamikaze. If applied to Everyone, every Kamikaze holdable is removed from the map.
Redemption by Luck Receptor(s) have a 15% chance to respawn in another area of the map without being fragged. Fraggers don't receive a point if this happens.

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