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SoS-Board • View topic - Battles (relation-wise)

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 Post subject: Battles (relation-wise)
PostPosted: Sun Feb 26, 2012 10:25 am 
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Last edited by Author on Mon Feb 11, 2013 6:18 pm, edited 1 time in total.
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PostPosted: Tue Feb 28, 2012 9:53 am 
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PostPosted: Tue Feb 28, 2012 1:02 pm 
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So, what was your conclusion to Point 2?

Also, about Point 5, I would like to have a default value and only let it depend by a factor between 0 and 2 inclusive.

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PostPosted: Tue Feb 28, 2012 3:08 pm 
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My conclusion is: it doesnt make sense the whole money thing. so let it be

I see it like this: if in doubt take the first value we set 100(Middle gift, our default value per se) and then multiply the -ing shit out of it. just stretch the number from 0 to 4

but , we should realy make it:
Utter defeat -> (lost while enemy had more than 80% of HP left)
normal loss -> (lost while enemy had less than 80% of Hp left)
narrow loss -> (lost while enemy had less than 20% of HP left)
tie -> (self explanatory)
Narrow victory -> (won with less than 20% of Hp left)
Normal Victory -> (won with more than 20% of Hp left)
Curbstomping (won with more than 80% of HP left)

i will go in depth if you give me green light about the 7 Results.
also, the character creator sgould decide what is fitting, an than we fiddle with it so it works.

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PostPosted: Tue Feb 28, 2012 6:30 pm 
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well, I sure haven't planned it like this. Let me see...
Okay, the main issue is the max battle HP of the girl is not saved and so the battle itself just tells you who won. On the other side you have the girl's remaining HP afterwards, as well as yours. If I make it too individually, it would be somewhat lowlevel on the Ren'Py level. So I say a writer may determine a and b in exp = a*x + b, where x is the default for your 7 possible battle endings. It could be different each fight, but I would not support that, since if you really need to, you can always just add exp. Of course a and b are constants (and could be negative), and do especially not depend on the milestone. This way, I can implement it into the interaction system.

If you're fine that far, suggest default values for the 7 x. I agree I could be normed with 100, where I see the norm when you win and have about 50% HP left. Also suggest another one with neg. exp, as the future better one (you may just round negative ones to 0, when you do the the first defaults). Please stick with integers.

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PostPosted: Tue Feb 28, 2012 6:56 pm 
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So about you post:
do the hp of the girl Change during gameplay? if so when/how?

and i thought more in the line of: for any given ending a girl gives you exp accordinly, some are sore looser, others love a good Challenge. so acces a List with the 7 result types and corresponding xp and give them out. thats all.
but if you answer my first question with yes and my second with Something in the line of "Whenever/However I want" then we would need a extra variable for that.

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