【Lv.0可】 どんぐりシステムについて話しましょう ★42 【大砲禁止】 (136レス)
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リロード規制です。10分ほどで解除するので、他のブラウザへ避難してください。
6(3): どんぐりキャノン ★ 警備員[Lv.144][SSR武+16][SSR防+16][森] [] 08/04(月)22:58 ID:CAP_USER(1/14)
>>984
Please email me again, I did not see the email.
11(5): どんぐりキャノン ★ 警備員[Lv.144][SSR武+16][SSR防+16][森] [] 08/04(月)23:05 ID:CAP_USER(2/14)
>>7
Whats the bug?
40: どんぐりキャノン ★ 警備員[Lv.144][SSR武+16][SSR防+16][森] [] 08/05(火)03:52 ID:CAP_USER(3/14)
>>15
OK I am reviewing that bug.
41(2): どんぐりキャノン ★ 警備員[Lv.144][SSR武+16][SSR防+16][森] [] 08/05(火)04:13 ID:CAP_USER(4/14)
I fixed the bug.
For reference, these are the current calculations for the team corruption and leader fatigue mechanics.
Leader fatigue is limited to one single arena.
Team corruption is globally applied to all arenas on the map.
Think about it like if a leader of an arena fights so much, he will get tired and become easy to beat.
Likewise, if an empire spreads themselves too thin, they will become weak and easier to beat.
setTeamCorruption :: Double -> (Player, Int) -> (Player, Int)
setTeamCorruption controlPercent (player, dice) =
let corruptionScale = 0.25 -- Max 25% HP loss at 100% control
clampedPercent = max 0.0 (min 1.0 controlPercent) -- Clamp to 0-1 range
hpMultiplier = 1.0 - (clampedPercent ** 1.5 * corruptionScale)
newHP = max 1 $ round $ fromIntegral (_playerHP player) * hpMultiplier
in (player { _playerHP = newHP }, dice)
setLeaderFatigue :: Maybe Arena -> (Player, Int) -> (Player, Int)
setLeaderFatigue Nothing player = player
setLeaderFatigue (Just arena) (player, dice) =
case (_aArenaLeaderFightsWonLost arena) of
(WinLossDraw wins _ _) ->
let hpDownAmount = calcHPDownPercent wins
newHP = round ((fromIntegral $ _playerHP player) * hpDownAmount)
in (player {_playerHP = newHP}, dice)
calcHPDownPercent :: Int -> Double
calcHPDownPercent i
| i >= 25 = 0.75
| i <= 0 = 1.0
| otherwise = (fromIntegral (100 - i)) / 100.0
47(6): どんぐりキャノン ★ 警備員[Lv.144][SSR武+16][SSR防+16][森] [] 08/05(火)06:59 ID:CAP_USER(5/14)
Team Battle balance update:
- Capital Region System added:
* The first tile your team captures will become your Capital Region
* Capital Region tiles gain a 4x HP increase for the defenders
* If your team's Capital Region is lost, your entire team loses all held tiles
* A message will notify you that it's "time to rebuild" after losing your capital
* Capital tiles are visually marked on the grid [outlined in gold]
- Tile attack rules tightened:
* If your team controls no tiles, you can attack any tile
> Winning this battle will set the attacked tile as your new Capital Region
* If your team has tiles, you may only attack tiles that are adjacent (up/down/left/right) to one your team already controls
* You cannot attack any Capital Region unless your team has a Capital Region of its own
- Battle modifiers stack properly:
* Corruption penalty (from overall map control) and Arena Fatigue (from consecutive defenses) are applied after the Capital 4x HP bonus is calculated
89: どんぐりキャノン ★ 警備員[Lv.144][SSR武+16][SSR防+15][森] [] 08/05(火)09:59 ID:CAP_USER(6/14)
I adjusted the rules so you cannot place a new capital next to an already existing capital.
93(5): どんぐりキャノン ★ 警備員[Lv.144][SSR武][SSR防][森] [] 08/05(火)10:09 ID:CAP_USER(7/14)
New token distribution:
1st place -> 50 tokens
2nd place -> 25 tokens
3rd place -> 10 tokens
4th place -> 5 tokens
[5..] place -> 1 token
94: どんぐりキャノン ★ 警備員[Lv.144][SSR武][SSR防][森] [] 08/05(火)10:10 ID:CAP_USER(8/14)
>>92
Probably a charset issue.
Is the JS going to be MIT license?
96(1): どんぐりキャノン ★ 警備員[Lv.144][SSR武][SSR防][森] [] 08/05(火)10:22 ID:CAP_USER(9/14)
>>95
New reward system example:
Reward tiers:
[50, 25, 10, 5]
Teams:
[ ("Red", "🟥", 12) -- 1st
, ("Blue", "🟦", 12) -- tied 1st
, ("Green", "🟩", 9) -- 3rd
, ("Yellow", "🟨", 5) -- 4th
, ("Black", "⬛", 2) -- 5th
]
Group by score:
[
[("Red", "🟥", 12), ("Blue", "🟦", 12)], -- tie for 1st
[("Green", "🟩", 9)], -- 3rd
[("Yellow", "🟨", 5)] -- 4th
]
Final rewards:
[ ("Red", 50)
, ("Blue", 50)
, ("Green", 10) -- 25 skipped (used up by the tie)
, ("Yellow", 5)
]
98(1): どんぐりキャノン ★ 警備員[Lv.144][SSR武+17][SSR防+17][森] [] 08/05(火)10:26 ID:CAP_USER(10/14)
>>97
Not removed yet, but I will probably remove it soon.
101: どんぐりキャノン ★ 警備員[Lv.144][SSR武+17][SSR防+17][森] [] 08/05(火)10:28 ID:CAP_USER(11/14)
>>99
yes
108(3): どんぐりキャノン ★ 警備員[Lv.144][SSR武+17][SSR防+17][森] [] 08/05(火)10:51 ID:CAP_USER(12/14)
>>92
I fixed that.
116(2): どんぐりキャノン ★ 警備員[Lv.144][SSR武+17][SSR防+17][森] [] 08/05(火)11:03 ID:CAP_USER(13/14)
>>114
Yes. I deleted the whole title system. It wasnt necessary.
117: どんぐりキャノン ★ 警備員[Lv.144][SSR武+17][SSR防+17][森] [] 08/05(火)11:05 ID:CAP_USER(14/14)
I want to add environment types.
Desert, mountain, water, etc.
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