Hit Points: Health and Confidence #1

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opened 3 years ago by reya · 1 comments
reya commented 3 years ago
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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
reya added the
type: enhancement/drafting
label 3 years ago
reya self-assigned this 3 years ago
reya added this to the [Old Project] Vore RPG status project 3 years ago
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Owner

This was implemented in 84c6744080.

This was implemented in 84c6744080.
reya closed this issue 3 years ago
reya added the
area: battle system
label 3 years ago
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Reference: reya/vore-rpg#1
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