There are two health bars, each with their own maximum value that can be independently boosted:
Confidence: Reflects the damage the character's morale has taken.
Automatically refills after battles so long as the player does not choose to run.
Having zero Confidence limits the character's ability to use skills, but does not prevent continuing to fight.
Low Confidence NPCs will attempt to flee.
Fleeing odds are affected by the Confidence of the character being fled from.
Outside of a stomach, low or zero Confidence characters are susceptible to Finishers, which have a greater chance of success the lower the target's Confidence has gotten. Finishers cause the target to be swallowed, moving the battle to a stomach scene.
As the prey, zero Confidence characters have no penalty other than being unable to use certain skills.
As the predator, zero Confidence characters will lose their meal, returning to the pre-vore scene and giving the prey the opportunity to turn the tables. Their Confidence will recover by 50% of the current maximum after one turn.
Health: Reflects the damage the character's body has taken.
Does not refill except with rare/expensive items and at reformers.
Having zero or less Health means the battle has been decided in favor of the opponent, though it continues until -100% Health; players can skip the digestion scene at any point after one of the contestants has 0 HP. It's not possible to heal one's health above 0 after it's fallen to or below 0. Even if the pred's Confidence is 0, the stomach scene will not end if the prey's Health is 0 or less.
A character with 0 or less Health has all effects of their moves reduced.
A character with -50% or less Health can use moves, but they have no effect. Items can still be used at full effect.
A character with -100% or less Health is fully digested, and the battle ends immediately.
Health damage can occasionally be inflicted during pre-vore scenes. As the character's health declines below 50%, the odds of blacking out upon receiving a hit increase. If the character's health reaches 0 or less, a blackout is 100% likely; in any case, after blacking out, the character will awaken in a stomach with 0 Energy.
Health damage cannot be inflicted by the prey during a stomach scene. When the prey attempts to inflict Health damage, an equivalent amount of damage (i.e., Damage * MaxConfidence / MaxHealth) is inflicted to the pred's Confidence instead.
Health damage is automatically inflicted by the pred each turn during a stomach scene, and additional Health damage can be inflicted using special pred moves.
The % of Confidence cannot exceed the % of Health. That is, the Confidence level is limited to:
MaxConfidence * Health / MaxHealth
There are two health bars, each with their own maximum value that can be independently boosted:
**Confidence**: Reflects the damage the character's morale has taken.
* Automatically refills after battles so long as the player does not choose to run.
* Having zero Confidence limits the character's ability to use skills, but does not prevent continuing to fight.
* Low Confidence NPCs will attempt to flee.
* Fleeing odds are affected by the Confidence of the character being fled from.
* Outside of a stomach, low or zero Confidence characters are susceptible to Finishers, which have a greater chance of success the lower the target's Confidence has gotten. Finishers cause the target to be swallowed, moving the battle to a stomach scene.
* As the prey, zero Confidence characters have no penalty other than being unable to use certain skills.
* As the predator, zero Confidence characters will lose their meal, returning to the pre-vore scene and giving the prey the opportunity to turn the tables. Their Confidence will recover by 50% of the current maximum after one turn.
**Health**: Reflects the damage the character's body has taken.
* Does not refill except with rare/expensive items and at reformers.
* Having zero or less Health means the battle has been decided in favor of the opponent, though it continues until -100% Health; players can skip the digestion scene at any point after one of the contestants has 0 HP. It's not possible to heal one's health above 0 after it's fallen to or below 0. Even if the pred's Confidence is 0, the stomach scene will not end if the prey's Health is 0 or less.
* A character with 0 or less Health has all effects of their moves reduced.
* A character with -50% or less Health can use moves, but they have no effect. Items can still be used at full effect.
* A character with -100% or less Health is fully digested, and the battle ends immediately.
* Health damage can occasionally be inflicted during pre-vore scenes. As the character's health declines below 50%, the odds of blacking out upon receiving a hit increase. If the character's health reaches 0 or less, a blackout is 100% likely; in any case, after blacking out, the character will awaken in a stomach with 0 Energy.
* Health damage cannot be inflicted by the prey during a stomach scene. When the prey attempts to inflict Health damage, an equivalent amount of damage (i.e., Damage * MaxConfidence / MaxHealth) is inflicted to the pred's Confidence instead.
* Health damage is automatically inflicted by the pred each turn during a stomach scene, and additional Health damage can be inflicted using special pred moves.
The % of Confidence cannot exceed the % of Health. That is, the Confidence level is limited to:
MaxConfidence * Health / MaxHealth
reya
added this to the [Old Project] Battle System Prototype milestone 3 years ago
There are two health bars, each with their own maximum value that can be independently boosted:
Confidence: Reflects the damage the character's morale has taken.
Health: Reflects the damage the character's body has taken.
The % of Confidence cannot exceed the % of Health. That is, the Confidence level is limited to:
MaxConfidence * Health / MaxHealth
This was implemented in
84c6744080
.