【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】 (146レス)
【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】 http://kes.5ch.net/test/read.cgi/donguri/1754308463/
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6: どんぐりキャノン ★ 警備員[Lv.144][SSR武+16][SSR防+16][森] [] 2025/08/04(月) 22:58:49.03 ID:CAP_USER >>984 Please email me again, I did not see the email. http://kes.5ch.net/test/read.cgi/donguri/1754308463/6
11: どんぐりキャノン ★ 警備員[Lv.144][SSR武+16][SSR防+16][森] [] 2025/08/04(月) 23:05:59.92 ID:CAP_USER >>7 Whats the bug? http://kes.5ch.net/test/read.cgi/donguri/1754308463/11
40: どんぐりキャノン ★ 警備員[Lv.144][SSR武+16][SSR防+16][森] [] 2025/08/05(火) 03:52:37.59 ID:CAP_USER >>15 OK I am reviewing that bug. sssp://o.5ch.net/25hac.png http://kes.5ch.net/test/read.cgi/donguri/1754308463/40
41: どんぐりキャノン ★ 警備員[Lv.144][SSR武+16][SSR防+16][森] [] 2025/08/05(火) 04:13:50.28 ID:CAP_USER 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 http://kes.5ch.net/test/read.cgi/donguri/1754308463/41
47: どんぐりキャノン ★ 警備員[Lv.144][SSR武+16][SSR防+16][森] [] 2025/08/05(火) 06:59:22.80 ID:CAP_USER 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 http://kes.5ch.net/test/read.cgi/donguri/1754308463/47
89: どんぐりキャノン ★ 警備員[Lv.144][SSR武+16][SSR防+15][森] [] 2025/08/05(火) 09:59:46.69 ID:CAP_USER I adjusted the rules so you cannot place a new capital next to an already existing capital. http://kes.5ch.net/test/read.cgi/donguri/1754308463/89
93: どんぐりキャノン ★ 警備員[Lv.144][SSR武][SSR防][森] [] 2025/08/05(火) 10:09:32.57 ID:CAP_USER New token distribution: 1st place -> 50 tokens 2nd place -> 25 tokens 3rd place -> 10 tokens 4th place -> 5 tokens [5..] place -> 1 token http://kes.5ch.net/test/read.cgi/donguri/1754308463/93
94: どんぐりキャノン ★ 警備員[Lv.144][SSR武][SSR防][森] [] 2025/08/05(火) 10:10:32.04 ID:CAP_USER >>92 Probably a charset issue. Is the JS going to be MIT license? http://kes.5ch.net/test/read.cgi/donguri/1754308463/94
96: どんぐりキャノン ★ 警備員[Lv.144][SSR武][SSR防][森] [] 2025/08/05(火) 10:22:04.74 ID:CAP_USER >>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) ] http://kes.5ch.net/test/read.cgi/donguri/1754308463/96
98: どんぐりキャノン ★ 警備員[Lv.144][SSR武+17][SSR防+17][森] [] 2025/08/05(火) 10:26:36.87 ID:CAP_USER >>97 Not removed yet, but I will probably remove it soon. http://kes.5ch.net/test/read.cgi/donguri/1754308463/98
101: どんぐりキャノン ★ 警備員[Lv.144][SSR武+17][SSR防+17][森] [] 2025/08/05(火) 10:28:52.60 ID:CAP_USER >>99 yes http://kes.5ch.net/test/read.cgi/donguri/1754308463/101
108: どんぐりキャノン ★ 警備員[Lv.144][SSR武+17][SSR防+17][森] [] 2025/08/05(火) 10:51:45.23 ID:CAP_USER >>92 I fixed that. http://kes.5ch.net/test/read.cgi/donguri/1754308463/108
116: どんぐりキャノン ★ 警備員[Lv.144][SSR武+17][SSR防+17][森] [] 2025/08/05(火) 11:03:01.27 ID:CAP_USER >>114 Yes. I deleted the whole title system. It wasnt necessary. http://kes.5ch.net/test/read.cgi/donguri/1754308463/116
117: どんぐりキャノン ★ 警備員[Lv.144][SSR武+17][SSR防+17][森] [] 2025/08/05(火) 11:05:33.22 ID:CAP_USER I want to add environment types. Desert, mountain, water, etc. http://kes.5ch.net/test/read.cgi/donguri/1754308463/117
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