recursal/Fanatic-Fandom huggingface dataset:
Dukevin

## Profile

Kevin Duke (Dukevin/Duke) is the founder and former leader of the clan Electrosplat, a group of gamers dedicated initially only to Splatoon, which soon expanded towards many other games such as Overwatch, Starbound, and Super Smash Bros, to name a few. A 25-year old college student currently studying Computer Science at UC San Diego, Duke founded Electrosplat on October 1, 2015, which recently turned 1 year old. Previously a part-time worker at Intel, he is extremely knowledgeable with website creation, server maintenance, and programming. In his spare time he enjoys configuring servers and selling websites, as well as playing video games on one of his many consoles. He is also a big-time animal lover; a former birb specialist at PetCo, he cares for nearly 10 birbs in his home along with a Shiba.

## Personality

Dukevin is known for his cheerful and easygoing demeanor, occasional sassiness, and talent as a hardcore computer geek. He is frequently seen as a very carefree individual, not minding what others do in Electrosplat so long as they keep the peace and clean up any messes they make in chat.

## Quotes

- "My backwards baseball cap is fresh as hell. It reminds me I'm such a badass."

- "DADDY"

- "We can do it in pm you smexy boy"

- "Next time I'll crap on your lawn"

## Trivia

- Extreme fan of Willie Bum Bum

- Has a Shiba Inu named Honey

- Speaks and understands Japanese on a 3/5 level

- Met Ren, Walu, Eni, Uro, and Rox in real life

- Has a bad habit of staying up extremely late at night and not sleeping until 3-4am

- Loves it up the butt and takes it like a champ

- Great stamina in bed

## Gallery

Such a badass.A self-portrait.Dammit, Duke.
Saison 4

## Episode 1

* Edgar agonise, il attend la mort, mais elle ne vient pas.

## Episode 2

* Le roi-démon ressuscite Edgar.
* Julius Robertson est couronné roi.

## Episode 3

* Julius viole Adelis car il veut faire d'elle sa reine.

## Episode 7

* Linus se rend dans un marché aux dragons.
* Linus visite le temple des dragons, l'endroit où reposent tous les ossements des squelettes.

## Episode 8

* Daegon est ressuscité et se transforme en démon.

## Episode 11

* Adelis du futur met Julius en garde sur l'issu de la bataille.
* Bataille entre Julius et les démons. Mort de Julius.
* C'est la chasse ! Aranthia est envahi par le petit peuple poussé par des seigneurs, ils tuent tous le monde dont Agaron et Adelis mais aussi le vieux mestre.

## Episode 12

* Linus est le fils du Roi Aenor, et de la femme de Brandon. Brandon a empoisonné la mère et a trahi Galatazar
Chani

## Profile

Aoa9931, more commonly known as "aoa" or simply "Chani", is a 17-year old from the northwestern rural regions of the United States. A mysterious Mexican, Chani has never revealed his face to anyone, thus leading to his recent new nickname: "The Eighth Wonder of the World". He mains all Dynamo Rollers in Splatoon, and is most familiar with the Gold Dynamo, utilizing it with such skill that it would appear the roller learned HM03 Surf. However, this is hampered by his poor TacoNet internet connection, which causes frequent disconnects from online matches, whether it be in Overwatch or Splatoon.

## Personality

Chani is a very timid, yet kind-hearted individual, who enjoys watching the chaos in Electrosplat and occasionally commenting or conversing with others. He almost never speaks in voice chat, though some members have heard his voice and dubbed him "The Morgan Freeman of Electrosplat."

## Quotes

- "Roooooooxxxx"

- "I dc'ed"

- "I'm so hungry right now"

- "My head is shaped like a remote"

## Trivia

- Ridiculously deep voice

- Does it "Mexican Style" to Rox

- Is one of Rox's "papis"
Zingers Club

Zingers Club is a group of six fairy unicorns created by the evil Iginio , the reindeer and are recurring antagonists in the sixth season of Lingers. They are part of the evil cartoon "Zingers Club", a damn parody of the animated series Winx Club.  They are created, designed and developed by Iginio, the reindeer. Their names are: Stephanie, Emma, Nova, Miley, Jeanette, Layla and Oriana.

Stephanie:

   Stephanie is the leader of the group. She is the fairy of the flames. She is cruel and impertinent and shows to be both rude and bad with her companions and is very serious in her missions.

Emma:

   Emma is second in the group. She is selfish and very spoiled, often wanting to get some benefit. She is sophisticated and understands everything about fashion. Emma is also easy to express feelings. Emma is the fairy of the sun.

Nova:

Nova is the third in the group. She specializes in mocking, mocking, and criticizing everything she sees. Nova is the flower fairy and practically hates her power, she wanted her powers to be ice or dark. She has the pleasure of belittling nature.

Jeanette:

    Jeanette is the sixth in the group. She is the fairy of the waters. Jeanette is annoying and ambitious, her focus is to draw attention and have a "keen eye" for money and luxury. She hates poverty.

Layla:

    Layla is the fourth in the group. She is the "Tomboy" of the group. She likes to play tricks, to have a gothic way and so soulless. Layla is snobbish and arrogant and does not like hard work. She seems to love singing and she is the fairy of music.

Oriana:

    Oriana is the seventh and last member of the group. She is persuasive and very bad; she treats others in the way she deserves. She is the animal fairy.

Miley:

    Miley is the fifth in the group. She's smart and knows all about technology. She is bitter and as her boss Iginio, she tends to lie and manipulate others who are around her without worrying what they say.
Walu

## Profile

You can't have a family without old and senile folks, and you can't have the Electrosplat family without Grandpa Walu. Living in Brooklyn, New York, Walu is one of our oldest members in terms of age; the 32- year old is one of Dukevin's closest friends, having met Ren and Duke in real life in the summer of 2016. Not only is Gramps one of our oldest members, he's easily the tallest, towering over everyone at an impressive height of 6'4" (1.93m). When he's not roasting Duke in chat or getting his ass kicked in Splatoon, Walu is often times seen creating beautiful watercolor paintings.

## Personality

Don't let his age fool you, this grandpa's always ready to tear you a new one. Being the "nice" person he is, he can go from easygoing and compassionate to trashing Duke (or anyone else, but mostly Duke) in the Electro chat.

## Quotes

- "You were kicked by old man jenkins"

- "Youz a hoe"

- "Yo yo how's it goin'?"

- "When I was in tibet, the monks told me tales of an ancient evil, a sleazy warlord who used a custom range blaster..."

## Trivia

- Creates artwork for a video game company

- Has a cat named Isis
Anger Management

Anger Management is the Knockout Mirage and possesses the ability to temporarily disable an enemies overdrive and power modes with a melee attack.

Armed with a Warhead Launcher and an Impulse Cannon, Anger Management is a close range rig with decent armor and high damage weapons. It is also tied with Pain Killer for highest melee damage among Mirages.

## See Below for the other Hunter Variants.

MG3000 - The test variant, carrying dual HMGs.

Nine Lives - The Vampire variant featuring a Warhead Launcher and a Beam.

Pain Killer - The Engineer variant equipped with Smart Missiles and an HMG.

Hard Case - The Carapace variant sporting a Smart Missile and a Plasma Accelerator.

Killswitch - The Thief variant armed with an Impulse Cannon and an HMG.

Injury Time - The Nuke variant featuring a Warhead Launcher and an Impulse Cannon.
Bad Medicine

Bad Medicine is the Thief Hunter and possesses the ability to retreive power spheres and the Ball in Endzone by shooting them.

Armed with an Impulse Launcher and an HMG, Bad Medicine is a firmly mid range rig. Of note is Bad Medicine's unique rocket jumping capability with its impulse launcher, which makes Bad Medicine easily the most mobile rig in the game.

## See Below for the other Hunter Variants.

HN2000 - The test variant, carrying dual HMGs.

Flatliner - The Vampire variant featuring dual Beams.

Cheerleader - The Engineer variant equipped with Smart Missiles and a Plasma Accelerator.

Roundhouse - The Carapace variant sporting a Plasma Accelerator and a Railgun.

Rage Quit - The Knockout variant with dual Impulse Cannons.

Last Rites - The Nuke variant featuring a Warhead Launcher and an HMG.
Killswitch

Killswitch is the Thief Mirage and possesses the ability to retrieve power spheres and the Ball in Endzone by shooting them.

Armed with an HMG and an Impulse Cannon, Injury Time is a close to mid range rig that has the potential to bully the enemy before securing touchdowns.

## See Below for the other Mirage Variants.

MG3000 - The test variant, carrying dual HMGs.

Nine Lives - The Vampire variant featuring a Warhead Launcher and a Beam.

Pain Killer - The Engineer variant equipped with Smart Missiles and an HMG.

Hard Case - The Carapace variant sporting a Smart Missile and a Plasma Accelerator.

Anger Management - The Knockout variant with a Warhead Launcher and an Impulse Cannon.

Injury Time - The Nuke variant featuring a Warhead Launcher and an Impulse Cannon.
HN-2000

The **HN-2000** is one of the Rigs available in RIGS: Mechanized Combat League

## Overview

The HN-2000 is a basic Hunter chassis that is equipped with no ability. The HN-2000's weapons loadout consists of dual Heavy Machine Guns, which is the same as the other Test Rigs.

## Trivia

* This is the Test Rig used for the tutorial.
Pain Killer

Pain Killer is the Engineer Mirage and possesses the ability to scramble nearby enemy radars and heal friendly rigs.

Armed with a Smart Missile Launcher and an HMG, Pain Killer is a mid range rig with Mid-field presence and excellent support capabilities. It is also tied with Anger Management for highest melee damage among Mirages.

## See Below for the other Mirage Variants.

MG3000 - The test variant, carrying dual HMGs.

Nine Lives - The Vampire variant featuring a Warhead Launcher and a Beam.

Hard Case - The Carapace variant sporting a Smart Missile and a Plasma Accelerator.

Killswitch - The Thief variant armed with an Impulse Cannon and an HMG.

Anger Management - The Knockout variant with a Warhead Launcher and an Impulse Cannon.

Injury Time - The Nuke variant featuring a Warhead Launcher and an Impulse Cannon.
Feature Editing Parkour Maps

Editing Parkour Maps feature is used to edit already exiting working parkour map you can do it by using EditParkour command, with this command you enter the editing mode of the parkour map and most of the command used for creating and some editing commands are enabled for you to change the parkour map, you can change almost everything. EditParkour command can be found here.
Feature Cooldowns and Timers

Cooldowns and Timers features are used to measure time and give you more accurate results. So you can have cooldowns on joining the parkour map and getting the rewards for parkour map. When you try to join parkour map while on cooldown you will get a message saying how much more you have to wait before joining, and same thing for rewards. And with timers you can measure time it took you to finish a parkour map, plugin will currently save 5 best result for each player for each parkour map. If you want to check cooldown without clicking on a sign then you can use CheckCooldown command that you can find here, And if you want to see your and result for other player in parkour map you can use TopTimes command that you can find here. To set the cooldown you will need to use the SetCooldown command that can be found here.
Command SetFinish

**SetFinish** is a command used to set the finish line of the parkour map to use it you need to type the following:

/PMP SetFinish <Type> <InstantExit>

In the Type field you can type ether Single or Multi,

Single meaning that the block you are currently standing will be the finish line of the parkour map.

Multi requires a world edit selection so if you use multi that means that the whole selected area will be a finish line not just one block.

In the instantExit field you can put true or false value, if set to true player will be instantly teleported to lobby or finish teleport location when he steps on finish line. But if set to false player won't be teleported when he reaches finish line instead you need to put exit sign and player can leave by clicking on them.

To set up a exit sign you need to be in edit mode for that parkour map and place a sign with the following text in the first line **[SetExitSign]**.

This command is required and parkour map cannot be finished without it.
Yayah

Yayah is a human girl and is one of the minor antagonists in Lingers. She is one of Gertrudes.

Personality:

Yayah is the most daring and stupid of Gertrudes. She is the least intelligent and is the one that really spoils the plans of Loh. Yayah is more focused on just call attention to be a popular girl than a troublemaker. Yayah sometimes she sympathizes more with Lingers than other Membras of Gertrudes, although it is extremely malignant, but funny.
Winning Streak

Winning Streak is the Carapace Tempest and possesses a shield on its back that absorbs all non-melee damage.

Armed with two Impulse Launchers, Winning Streak shares the unique capability to perform rocket jumps with Bad Medicine, combined with the shield on its back makes it in interesting choice for scoring touchdowns on Endzone.

## See Below for the other Hunter Variants.

TS4000 - The test variant, carrying dual HMGs.

Parasite - The Vampire variant featuring dual Beams.

Angel - The Engineer variant equipped dual Railguns.

Dead Center - The Thief variant armed with two HMGs.

Crowd Control - The Knockout variant with a Railgun and an Impulse Cannon.

Blast Radius - The Nuke variant featuring dual Warhead Launchers.
Mirage

The **Mirage** is a Rig class in [[RIGS: Mechanized Combat League]].

## Overview

The Mirage is considered the all-rounder Rig chassis, with a tall and thin figure which gives it the feeling of exceptional mobility. The Mirage also features the unique ability to perform a double jump, providing excellent vertical mobility. By pressing the jump button while in mid-air, the Mirage will activate a boost jump which can be used to reach higher places faster.

## List

* MG-3000 - The test variant, carrying dual HMGs.
* Nine Lives - The Vampire variant featuring the Warhead Launcher and Beam pattern weapons.
* Hard Case - The Carapace variant sporting a Plasma Accelerator and Smart Missiles.
* Injury Time - The Nuke variant featuring a Warhead Launcher and an Impulse Cannon.
* Pain Killer - The Engineer variant equipped with Smart Missiles and an HMG.
* Killswitch - The Thief variant armed with an Impulse Cannon and an HMG.
* Anger Management - The Knockout variant with a Warhead Launcher and an Impulse Cannon.
Sentinel

The **Sentinel** is a Rig class in [[RIGS: Mechanized Combat League]].

## Overview

The Sentinel is the heaviest Rig chassis in the game, best used for defensive play because its huge figure allows it to soak up large amount of damage. Besides having a more powerful melee attack than every other Rig chassis, the Sentinel also has a unique charge mechanism to its jump. The longer the jump button is held, the higher the Sentinel will go into the air. If the jump is fully charged, the Sentinel will also perform a ground slam attack, creating a shockwave that disorients and damages nearby opponent Rigs upon landing.

## List

* SN-1000 - The test variant, carrying dual HMGs.
* Blood Bank - The Vampire variant featuring a Beam and Railgun.
* Guardian - The Carapace variant sporting twin Plasma Accelerators.
* Critical Mass - The Nuke variant featuring a Warhead Launcher and an HMG.
* El Diablo - The Engineer variant equipped with Smart Missiles and an Impulse Cannon.
* Bullseye - The Thief variant armed with a Warhead Launcher and an HMG.
* Rough Justice - The Knockout variant with the Impulse Launcher and Impulse Cannon pattern weapons.
RIGS: MCL Wiki

## STILL UNDER CONSTRUCTION

RIGS: Mechanized Combat League is a competitive multiplayer, fast-paced, arena-style, 'mech FPS sports game for the PSVR released in October 2016. It was developed by Guerrilla Games Cambridge and published by Sony Interactive Entertainment. Players controlled large, agile mechs known as "RIGS" and engaged in team-based battles.

Rigs

Games Modes :

Power Slam

Team Takedown

Endzone

Weapons
Rigs

**Rigs** are powered exosuits that players pilot in [[RIGS: Mechanized Combat League]].

## Overview

Rigs are powered exosuits that are developed for the professional sports competition called RIGS: Mechanized Combat League. They come in four chassis variants: Mirage, Tempest, Hunter and Sentinel.

Each chassis has different movement speed, health, melee power, and even distinct jump mechanics.

Each individual Rig also features an ability and two arm-mounted weapons. The weapons loadout of a Rig is distinct for every chassis and ability.

## Rig Classes

* Sentinel
* Hunter
* Mirage
* Tempest

## Rig Abilities

* Vampire
* Carapace
* Nuke
* Engineer
* Thief
* Knockout
Wiggles

## Profile

Every clan's got a delinquent or some shady character; in Electrosplat, it's Wiggles. More formally known as Wiggly52 (or Wiggly), Wiggles is a 19-year old college student currently living on the east coast of the United States in New York City. As one of our oldest members, Wiggles was Electrosplat's clan mom during our first few months, but soon passed on that role to Rox due to upcoming college. She also is a large fan of vocaloid; her favorite being Megurine Luka, and credited with having great makeup tips.

## Personality

Although Wiggles may be a delinquent, she's got a big heart, with the personality to match. She cares deeply for each Electrosplat member, often sparing her own time to discuss and help out those in need in any way possible. Though she is usually offline due to college taking up most of her time, Wiggles always manages to find time to revisit Electrosplat and liven the chat with her comical and easygoing self.

## Quotes

- "I'm a high budget whore"

- "Tbh I could pimp nerds too"

- "Entertain me thots"

- "Can I be Xanax uncle?"

## Trivia

- Lives a double life as a social diva and delinquent
Last Rites

Last Rites is the Nuke Hunter and possesses the ability to explode after being taken down. This effect has a short delay.

Armed with a Warhead Launcher and a Beam, Last Rites is a Tough, short-range rig. Last Rites features the highest armor of all of the hunter variants and is a formidable front line rig that is dangerous to be near it is taken down.

## See Below for the other Hunter Variants.

HN2000 - The test variant, carrying dual HMGs.

Flatliner - The Vampire variant featuring dual Beams.

Cheerleader - The Engineer variant equipped with Smart Missiles and a Plasma Accelerator.

Roundhouse - The Carapace variant sporting a Plasma Accelerator and a Railgun.

Bad Medicine - The Thief variant armed with an Impulse Launcher and an HMG.

Rage Quit - The Knockout variant with dual Impulse Cannons.
Roundhouse

Roundhouse is the Carapace Hunter and possesses a shield on its back that absorbs all non-melee damage.

Armed with a Plasma Accelerator and a Railgun, Roundhouse is a medium to long range rig.

## See Below for the other Hunter Variants.

HN2000 - The test variant, carrying dual HMGs.

Flatliner - The Vampire variant featuring dual Beams.

Cheerleader - The Engineer variant equipped with Smart Missiles and a Plasma Accelerator.

Last Rites - The Nuke variant featuring a Warhead Launcher and a Beam.

Bad Medicine - The Thief variant armed with an Impulse Launcher and an HMG.

Rage Quit - The Knockout variant with dual Impulse Cannons.
Guardian

Guardian is the Carapace Sentinel and possesses a shield on its back that absorbs all non-melee damage.

Armed with dual Plasma Accelerators, Guardian is a tough mid-range rig that is difficult to surprise from the rear. His back-mounted shield means he plays well in modes like Team Takedown and Power Slam where the enemy is free to spawn at any location and his twin Plasma Accelerators are great for keeping faster rigs pinned behind cover.

## See Below for the other Sentinel Variants.

SN1000 - The test variant equipped with twin HMGs.

Blood Bank - The Vampire variant featuring a Beam and Railgun.

El Diablo - The Engineer variant equipped with Smart Missiles and an Impulse Cannon.

Bullseye - The Thief variant armed with a Warhead Launcher and an HMG.

Rough Justice - The Knockout variant with the Impulse Launcher and Impulse Cannon pattern weapons.

Critical Mass - The Nuke variant featuring a Warhead Launcher and an HMG.
Cheerleader

Cheerleader is the Engineer Hunter and possesses the ability to scramble nearby enemy radars and heal friendly rigs.

Armed with Smart Missiles and a Plasma Accelerator, Cheerleader is a mid to long range rig. Cheerleader's engineer ability combined with its short nature allows it to use friendly rigs for cover while simultaneously healing them and dealing damage.

## See Below for the other Hunter Variants.

HN2000 - The test variant, carrying dual HMGs.

Flatliner - The Vampire variant featuring dual Beams.

Roundhouse - The Carapace variant sporting a Plasma Accelerator and a Railgun.

Bad Medicine - The Thief variant armed with an Impulse Launcher and an HMG.

Rage Quit - The Knockout variant with dual Impulse Cannons.

Last Rites - The Nuke variant featuring a Warhead Launcher and an HMG.
Blast Radius

Blast Radius is the Nuke Tempest and possesses the ability to explode after being taken down. This effect has a short delay.

Armed with two Railguns, Blast Radius is a close to mid range rig that can capitalize on its superior positioning capabilities to accurately land rockets.

## See Below for the other Tempest Variants.

TS4000 - The test variant, carrying dual HMGs.

Parasite - The Vampire variant featuring dual Beams.

Angel - The Engineer variant equipped dual Railguns.

Winning Streak - The Carapace variant sporting twin Impulse Launchers.

Dead Center - The Thief variant armed with two HMGs.

Crowd Control - The Knockout variant with a Railgun and an Impulse Cannon.
Bullseye

Bullseye is the Thief Sentinel and possesses the ability to retreive power spheres and the Ball in Endzone by shooting them.

Armed with a warhead launcher and an HMG, Bullseye is the fastest of all the Sentinels, but only by a small margin.

## See Below for the other Sentinel Variants.

SN1000 - The test rig variant sporting twin HMGs.

Blood Bank - The Vampire variant featuring a Beam and Railgun.

El Diablo - The Engineer variant equipped with Smart Missiles and an Impulse Cannon.

Guardian - The Carapace variant sporting twin Plasma Accelerators.

Rough Justice - The Knockout variant with the Impulse Launcher and Impulse Cannon pattern weapons.

Critical Mass - The Nuke variant featuring a Warhead Launcher and an HMG.
Hunter

The **Hunter** is a Rig class in RIGS: Mechanized Combat League

## Overview

The Hunter is the fastest Rig chassis in the game, with higher ground speed than every other Rig chassis. Because of this, the Hunter excels in rushing into targets or evading opposition fire. Its small figure is another great asset for the Hunter, as this allows it to utilize small tunnels as a cover or for a shortcut.

## List

* HN-2000 - The test variant, carrying dual HMGs.
* Flatliner - The Vampire variant featuring dual Beams.
* Roundhouse - The Carapace variant sporting a Plasma Accelerator and a Railgun.
* Last Rites - The Nuke variant featuring a Warhead Launcher and an HMG.
* Cheerleader - The Engineer variant equipped with Smart Missiles and a Plasma Accelerator.
* Bad Medicine - The Thief variant armed with an Impulse Launcher and an HMG.
* Rage Quit - The Knockout variant with dual Impulse Cannons.
Parasite

Parasite is the Vampire Tempest and possesses the ability to instantly repair its armor to full after performing a takedown.

Armed with twin Beams, Parasite is a high DPS rig that performs well at all ranges but excels at long range where it can be difficult for opponents to find effective cover from high altitude beams.

## See Below for the other Hunter Variants.

TS4000 - The test variant, carrying dual HMGs.

Angel - The Engineer variant equipped dual Railguns.

Winning Streak - The Carapace variant sporting twin Impulse Launchers.

Dead Center - The Thief variant armed with two HMGs.

Crowd Control - The Knockout variant with a Railgun and an Impulse Cannon.

Blast Radius - The Nuke variant featuring dual Warhead Launchers.
El Diablo

El Diablo is the Engineer Sentinel and possesses the ability to scramble nearby enemy radars and heal friendly rigs.

Armed with a Smart Missile launcher and an Impulse Cannon, El Diablo is tied with Rough Justice for highest melee damage. This rig excels at mid range combat and provides excellent support for your team via healing and forcing enemies away with the impulse cannon.

## See Below for the other Sentinel Variants.

SN1000 - The test variant carrying dual HMGs.

Blood Bank - The Vampire variant featuring a Beam and Railgun.

Guardian - The Carapace variant sporting twin Plasma Accelerators.

Bullseye - The Thief variant armed with a Warhead Launcher and an HMG.

Rough Justice - The Knockout variant with the Impulse Launcher and Impulse Cannon pattern weapons.

Critical Mass - The Nuke variant featuring a Warhead Launcher and an HMG.
Rage Quit

Rage Quit is the Knockout Hunter and possesses the ability to temporarily disable an enemies overdrive and power modes with a melee attack.

Armed with dual Impulse Cannons, Rage Quit is an extreme close range rig with the capability to push enemies around via Impulse Cannons.

## See Below for the other Hunter Variants.

HN2000 - The test variant, carrying dual HMGs.

Flatliner - The Vampire variant featuring twin Beams.

Cheerleader - The Engineer variant equipped with Smart Missiles and a Plasma Accelerator.

Roundhouse - The Carapace variant sporting a Railgun and Plasma Accelerator.

Bad Medicine - The Thief variant armed with an Impulse Launcher and an HMG.

Last Rites - The Nuke variant featuring a Warhead Launcher and a Beam.
Flatliner

Flatliner is the Vampire Hunter and possesses the ability to instantly repair its armor to full after performing a takedown.

Armed with dual Beams, Flatliner is a mobile long range rig. Flatliner's Vampire ability combined with high damage beams allow it to effectively skirmish with most non-sentinel rigs.

## See Below for the other Hunter Variants.

HN2000 - The test variant, carrying dual HMGs.

Cheerleader - The Engineer variant equipped with Smart Missiles and a Plasma Accelerator.

Roundhouse - The Carapace variant sporting a Plasma Accelerator and a Railgun.

Bad Medicine - The Thief variant armed with an Impulse Launcher and an HMG.

Rage Quit - The Knockout variant with dual Impulse Cannons.

Last Rites - The Nuke variant featuring a Warhead Launcher and an HMG.
Tempest

The **Tempest** is a Rig class in [[RIGS: Mechanized Combat League]].

## Overview

The Tempest is the lightest Rig chassis available to pilots, with a small figure comparable to the Hunter. It appears to have the slowest ground movement speed, and the chassis itself is not very durable. However, the Tempest makes up for these shortcomings with the ability to perform a vertical takeoff and glide through the air. Utilizing a pair of rotors on its back, the Tempest can go upwards fast by holding the jump button. This will make it hover in the air, also providing it tactical advantage by giving a large field of view. While in the air, the Tempest can glide by using the left analog stick, or drop by tapping the jump button.

## List

* TS-4000 - The test variant, carrying dual HMGs.
* Parasite - The Vampire variant featuring dual Beams.
* Winning Streak - The Carapace variant sporting dual Impulse Launchers.
* Blast Radius - The Nuke variant featuring dual Warhead Launchers.
* Angel - The Engineer variant equipped with dual Railguns.
* Dead Center - The Thief variant armed with dual HMGs.
* Crowd Control - The Knockout variant with a Railgun and an Impulse Cannon.
Vampire

* Rigs equipped with the Vampire ability can instantly repair to full armour when they take down an opponent. Taking down the opposition as quickly as possible to lead the charge in the arena is the best way to use this ability.

* The RIGS fitted with the Vampire ability are:
	+ Nine Lives
	+ Bloodbank
	+ Flatliner
	+ Parasite
Nine Lives

Nine Lives is the Vampire Mirage and possesses the ability to instantly repair its armor to full after performing a takedown.

Armed with a Warhead and a Beam, Nine Lives is a close to mid range rig with deadly burst and high survivability thanks to its Vampire ability.

## See Below for the other Hunter Variants.

MG3000 - The test variant, carrying dual HMGs.

Pain Killer - The Engineer variant equipped with Smart Missiles and an HMG.

Hard Case - The Carapace variant sporting a Smart Missile and a Plasma Accelerator.

Killswitch - The Thief variant armed with an Impulse Cannon and an HMG.

Anger Management - The Knockout variant with a Warhead Launcher and an Impulse Cannon.

Injury Time - The Nuke variant featuring a Warhead Launcher and an Impulse Cannon.
Server List

Here you can find or add severs that are running Parkour Maker plugin fell free to add you server if you have the plugin. To add a server use the following format:

**IP:** some.example.name

**Website:** website.net

**Description:** short description about your server here.

**PLEASE DO NOT MESS WITH OTHER SERVERS INFO!**

**IP:** medieval.ddns.net

**Website:** /

**Description:** Test server for plugins

**IP:**timber-real.life

**Website:** timber-real.life

**Description:**German reallife & roleplay server with special interest on realistic gameplay.
Angel

Angel is the Engineer Tempest and possesses the ability to scramble nearby enemy radars and heal friendly rigs.

Armed with two Railguns, Angel is a Mid to long range rig with excellent support capabilities. This rig should be played with an emphasis on positioning.

## See Below for the other Hunter Variants.

TS4000 - The test variant, carrying dual HMGs.

Parasite - The Vampire variant featuring dual Beams.

Winning Streak - The Carapace variant sporting twin Impulse Launchers.

Dead Center - The Thief variant armed with two HMGs.

Crowd Control - The Knockout variant with a Railgun and an Impulse Cannon.

Blast Radius - The Nuke variant featuring dual Warhead Launchers.
Pokè Big Brother 10

**Pokè Big Brother 10** is the tenth season of my Pokè Big Brother. All results are accumulated from BrantSteele or Random.org

## Twist

* **Generation Duos**, There are 7 duo's of 2. Each duo represents 2 Pokèmon from the same generation. All 7 generations are represented

* **Golden Badge**, The Pokemon that survives eviction against their partner will receive the Golden Badge which gives them immunity until further notice,

## Houseguests

 **Winner**

 **Runner-Up**

 **Jury: *Aegislash***

 **Jury: *Aegislash***

 **Jury: *Aegislash***

 **Jury: *Aegislash***

 **Jury: *Purugly***

 **Jury: *Aegislash***

 **Jury: *Aegislash***

 **Evicted**

 **Evicted**

 **Evicted**

 **Evicted**

 **Evicted**
Rough Justice

Rough Justice is the Knockout Sentinel and possesses the ability to temporarily disable an enemies overdrive and power modes with a melee attack.

Armed with an Impulse Launcher and an Impulse Cannon, Rough Justice is tied with El Diablo for highest melee damage. Rough Justice is a flexible, close range rig that excels at guarding the hoop in the Power Slam game format.

## See Below for the other Sentinel Variants.

SN1000 - The test rig equipped with two HMGs.

Blood Bank - The Vampire variant featuring a Beam and Railgun.

El Diablo - The Engineer variant equipped with Smart Missiles and an Impulse Cannon.

Guardian - The Carapace variant sporting twin Plasma Accelerators.

Bullseye - The Thief variant armed with a Warhead Launcher and an HMG.

Critical Mass - The Nuke variant featuring a Warhead Launcher and an HMG.
Command AddSoundEffect

**AddSoundEffect** command is used to add sound effects on the parkour map that are triggered when player steps on a certain area, to use it you need to type the following:

/PMP AddSoundEffect <Type> <ID>

Type field is where you put if you want the trigger location to be a single block or world edit selection so for single block put Single and for area selection put Multi, if you put multi then you need to have selection ready using world edit.

ID field is where you put the name of the sound effect you want to be played, you can simple press tab and in chat will be show list of all the available sound effects that you can use.

This command is not required for the parkour map to work you can skip it if you don't want your parkour map to have sound effects.
Command SetCooldown

**SetCooldown** is a command used to set the cooldown on rewards and joining to a parkour map to use it you need to type the following:

/PMP SetCooldown <Type> <Amount>

Type field is used to select if you want to set the cooldown for Joining the parkour map or Rewards that you get at the end of the parkour map for joining use Join and for rewards use Reward.

Amount filed is used to write how long the cooldown will be in seconds.

One thing to keep in mind is that if you don't use this command cooldown will be set to 0 seconds by default. This command is not required for parkour map to work so if you don't want the cooldowns you don't need to use this command.
Command CreateParkour

**CreateParkour** command is used to start creating a parkour map to use it you need to type the following:

/PMP CreateParkour <ParkourName>

ParkourName field is the name of the parkour map you are creating. Also the block that you are standing when typing in this command will be the starting line of the parkour map you can later change that with EditStartLocation command. One more thing to keep in mind is that when you use this command you are automatically added to the edit mode of that parkour map.
Pokè Big Brother 1

**Pokè Big Brother 1** is the first season of my Pokè Big Brother. All results are accumulated from BrantSteele or Random.org

## Twist

* A **Back to Basics** twist where there were no big twists and playing straight forward Big Brother for all 10 weeks.

## Houseguests

 **Winner**

 **Runner-Up**

 **Jury: *Marshtomp***

 **Jury: *Psyduck***

 **Jury: *Marshtomp***

 **Jury: *Marshtomp***

 **Jury: *Marshtomp***

 **Jury: *Psyduck***

 **Jury: *Psyduck***

 **Evicted**

 **Evicted**

 **Evicted**

 **Evicted**
Command EditParkor

**EditParkour** command is used to edit already created parkour map to use it type you need to type the following:

/PMP EditParkour <ParkourName>

ParkourName field is used to specify which parkour map you want to edit it has to be the one that is already created. When you ented the edit mode you can use all the command you could use when you wore creating the parkour map.

To exit editing mode you need to type in next: /PMP EditParkour Done
Command CheckCooldown

**CheckCooldown** command is used to see how long you have to wait before you can join or get reward from a parkour map, to use it you need to type the following:

/PMP CheckCooldown <Type> <ParkourName>

Type field is where you can put ether Join or Reward, if you put Join followed by the parkour name in the next field it will show how much you have to wait before you can join the that parkour map, and if you put Reward followed by the parkour name in the next field it will show how much you have to wait before you can receive a reward from that parkour map.

ParkourName field is used to select from which parkour map you want to get the cooldown times from.
All Particle Effects

Here is a list of all available particle effects that you can use in AddParticlEffect command:

Explosion\_normal

Explosion\_large

Explosion\_huge

Fireworks\_spark

Water\_bubble

Water\_splash

Water\_wake

Suspended

Suspended\_depth

Crit

Crit\_magic

Smoke\_normal

Smoke\_large

Spell

Spell\_instant

Spell\_mob

Spell\_mob\_ambient

Spell\_witch

Drip\_water

Drip\_lava

Villager\_angry

Villager\_happy

Town\_aura

Note

Portal

Enchantment\_table

Flame

Lava

Footstep

Cloud

Redstone

Snowball

Snow\_shovel

Slime

Heart

Barrier

Item\_crack

Block\_crack

Block\_dust

Water\_drop

Item\_take

Mob\_appearance

Dragon\_breath

End\_rod

Damage\_indicator

Sweep\_attack

Falling\_dust
Command AddSignText

**AddSignText** command is used to set the text that will be displayed on a joining sign of that parkour map, to use it you need to type the following:

/PMP AddSignText <Line> <Text>

Line field is used to select which line on the sign you want the following text to appear.

Text filed is where you put your text that will be displayed on the sign, this command supports color codes(&1,&2,&3,ect.) so you can use them if you want you text to be colored. One thing to keep in mind is that one of the lines has to have "%name%" placeholder it can be any line it just has to be typed in first. Example: /PMP AddSignText 2 %name% and then next command /PMP AddSignText 1 Welcome to.

This command is required for the parkour map to work you cannot skip it.
Feature Messages

Messages feature is used to adjust or change all messages that will be displayed to player of the parkour maps. This messages can be found in the language.yml file and you can edit them, there are also some useful placeholder that will help you change you messages to be more detailed. Messages that display description or how to use commands for creating or editing parkour maps cannot be changed. There is also a starting and finishing message that you can set and will be displayed as title, starting message will be displayed when a player joins a parkour map and finishing message will be displayed when player finishing parkour map. Both of this commands have color codes support. To set up this messages you can use SetStartMessage that can be found here and SetWinMessage that can be found here.
Command SetStartMessage

**SetStartMessage** command is used to set the message that will be displayed to a player when he/she joins the parkour map. Text will be displayed as title, to use it you need to type the following:

/PMP SetStartMessage <Message>

The field Message is where you put your message you can use spaces if required also this command supports color codes(&1,&2,&3,ect.) so you can use them if you want your text to be colored. This command is not required for parkour map to work so if you don't want the starting message you don't need to use this command.
Command DeleteFeature

**DeleteFeature** command is used to delete already created featured in certain parkour map, to use it you need to type the following:

/PMP DeleteFeature <Type> <Name/ID>

Type field is where you put one of the keywords saying which type of feature you want to delete here is a list of a feature with keywords that you can delete:

**Reward** - for rewards

**Checkpoint** - for checkpoints

**Fallzone** - for fallzones

**StatusEffect** - for status effects

**SoundEffect** - for sound effects

**ParticleEffect** - for particle effects

ID field is where you put the id of a feature they way you find the id is you open up the data.yml file and look for the feature you want to delete, here is how it should look:

One thing to keep in mind is that if you put Checkpoint or Fallzone as the feature you want to delete instead of ID you need to put Name of the checkpoint/fallzone.
Command SetWinMessage

**SetWinMessage** command is used to set the message that will be displayed to a player when he/she finishes the parkour map. Text will be displayed as title, to use it you need to type the following:

/PMP SetWinMessage <Message>

The field Message is where you put your message you can use spaces if required also this command supports color codes(&1,&2,&3,ect.) so you can use them if you want your text to be colored. This command is not required for parkour map to work so if you don't want the wining message you don't need to use this command.
Command AddFallzone

**AddFallzone** command is used to add fallzone areas to you pakorur map to use you need to type the following:

/PMP AddFallzone <FallzoneName>

FallzoneName field is where you put the name of the fallzone.

For this command to work you need to make world edit selection first and then just type in this command, you can have multiple fallzones when player falls in them he will be teleported to his last checkpoint position.

This command is not required for the parkour map to work you can skip it if you don't want your parkour map to have fallzones.
Feature Sign Customization

Sign customization feature is very useful because it allows you to fully change the text that will be displayed on the join signs of parkour maps. It has a color codes support so that the text can be colored if needed and the only thing you need to do in order to work is put %name% placeholder in one of the 4 line this will be replaced with parkour map name. In the other 3 lines you can put whatever you want it's completley up to you. To use this feature you need to use AddSignText command that can be found here.
Command AddPotionEffect

**AddPotionEffect** command is used to add potion effects on the parkour map that are triggered when player steps on a certain area, to use it you need to type the following:

/PMP AddPotionEffect <Type> <ID> <Duration> <Amplifier>

Type field is where you put if you want the trigger location to be a single block or world edit selection so for single block put Single and for area selection put Multi, if you put multi then you need to have selection ready using world edit.

ID field is where you put the name of the potion effect you want to be played, you can simple press tab and in chat will be show list of all the available potion effects that you can use.

Duration field is how long will the potion effects last so you enter the amount in seconds.

Amplifier field is how strong the potion effect will be for example if you have jump effect with amplifier 2 you will only be able to jump over 3 blocks but if you have jump effect with amplifier 8 you will be able to jump over 9 blocks.

This command is not required for the parkour map to work you can skip it if you don't want your parkour map to have potion effects.
Command AddParticleEffect

**AddParticleEffect** command is used to set particle effects on map that are then triggered when players steps on a certain area, to use it you need to type the following:

/PMP AddParticleEffect <Type> <Particle> <Duration> <Shape> <Speed> <CenterX> <CenterY> <CenterZ> <OffsetX> <OffsetY> <OffsetZ>

Type field is where you put if you want the trigger location to be a single block or world edit selection so for single block put Single and for area selection put Multi, if you put multi then you need to have selection ready using world edit.

Particle field is where you put the name of the particle effect you want to be displayed, you can simple press tab and in chat will be show list of all the available particle effects that you can use.

Duration field is how long will the particle effects last so you enter the amount in seconds.

This 3 fields(Type, Particle, Duration) are required for the command to work, the rest you can put if you don't they will be set to default values. So for shape it will be default shape, speed will be 1, CenterXYZ will be set to the block you are standing for single or if you are using multi then it will be center of that selected areas and OffsetXYZ will be set to 0.8.

Shape field is where you put the shape in witch will particles be displayed, you can put 4 different shapes: Circle, Plate, Trail and Default.

Circle will display a horizontal circle centered around the CenterXYZ block(Circle is not affected by: OffsetXYZ). Plate will display a horizontal square shaped area centered around the CenterXZY block. Trail will leave a trail behind a player when he runs in the area, it's recommended to use Trail with Multi type fields(Trail is not affected by: CenterXYZ and OffsetXYZ). Default shape will randomly display particle effects around the CenterXYZ block.

Speed field is the speed at which particles will be moving you can put from 0.0 to 2.0, 0 being the slowest and 2 being the fastest.

CenerXYZ fields are x, y, z coordinates around which particles will be centered.

OffsetXYZ fields is how far from centered block particles will be able to displayed.

This command is not required for the parkour map to work you can skip it if you don't want your parkour map to have particle effects.
Command SetLobby

**SetLobby** command is used to set the lobby of the for all the parkour map on the server, to use it you need to type the following:

/PMP SetLobby

Using this command will set the lobby location the current block you are standing on. Lobby is the place where players will be teleported when they finish a parkour map, if you don't want players to go to lobby after finishing a parkour map you can later change that with **SetFinishTeleport** command.
Carapace

* Rigs equipped with the Carapace ability are protected from the rear by energy shields that block all forms of attack except melees. This is especially useful for players who like to make direct runs at the Power Slam goal, or their opponents’ Endzone.

* Rigs equipped with the Carapace ability are:
	+ Hard Case
	+ Guardian
	+ Roundhouse
	+ Winning Streak
Command AddReward

**AddReward** command is used to set up rewards for the parkour map that will be awarded to a player when the finish the parkour map, to use it you need to type the following:

/PMP AddReward <Type> <ID> <Amount> or /PMP AddReward <Type> <Command>

The field Type decides whether you want the reward to be Item or Command that is executed upon player completing a parkour map. So you can put ether Item or Command in the Type field.

If you put Item in the Type field then you will need to enter the id of an item in the ID field and the amount of that item in the Amount.

If you put Command in the Type field then you will need to type in the command in the next Command field. When entering the command in the Command field you don't need to put "/" just type in the command as you usually do just without "/" and you can use spaces if required. Also if you use commands that require player name you can use %player%.

The player will receive the reward when he completes the parkour map. You can also add the cooldown on the rewards for the parkour map, player will receive them only when they are not on cooldown each player has his own cooldown. This command is stackable meaning that you can put multiple rewards for one parkour map they can also be Item or Command types both mixed in. Lastly this command is not required for the parkour map to work you can skip it if you don't want your parkour map to have rewards.
Blood Bank

Blood Bank is the Vampire Sentinel and possesses the ability to instantly repair its armor to full after performing a takedown.

Armed with a Beam and Railgun combo, Blood Bank is a mid to long range Rig. It is also the only Sentinel chassis to feature a Railgun.

## See Below for the other Sentinel Variants.

SN1000 - The test variant, carrying dual HMGs.

El Diablo - The Engineer variant equipped with Smart Missiles and an Impulse Cannon.

Guardian - The Carapace variant sporting twin Plasma Accelerators.

Bullseye - The Thief variant armed with a Warhead Launcher and an HMG.

Rough Justice - The Knockout variant with the Impulse Launcher and Impulse Cannon pattern weapons.

Critical Mass - The Nuke variant featuring a Warhead Launcher and an HMG.
Crowd Control

Crowd Control is the Knockout Tempest and possesses the ability to temporarily disable an enemies overdrive and power modes with a melee attack.

Armed with a Railgun and an Impulse Cannon, Crowd Control is a close to long range rig that requires finesse to make use of its opposing weapons.

## See Below for the other Hunter Variants.

TS4000 - The test variant, carrying dual HMGs.

Parasite - The Vampire variant featuring dual Beams.

Angel - The Engineer variant equipped dual Railguns.

Winning Streak - The Carapace variant sporting twin Impulse Launchers.

Dead Center - The Thief variant armed with two HMGs.

Blast Radius - The Nuke variant featuring dual Warhead Launchers.