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JWA Battle Simulator: Sandbox Mode

Skitter A035Dec 12, 2022
1
Let us screw around with the battle engine to test different scenarios. Let us pick how many creatures are on the field at once, KOs to win, team size, as well as in-battle tweaks such as applying instant damage/healing, buffs and debuffs, etc. to test things out, like say labbing arena matchups…or just to mess around, say, what would happen if you put four Mortem Rexes against two raid bosses at once? Or just have said raid bosses fight each other? Or to see what happens when you put four commons up against an apex? The possibilities are endless. Hell, you could probably figure out a way to use the battle simulator to run a jurassic world tabletop game or something. Probably a stupid idea and would probably need the raid battle sim finished (like that’s ever gonna happen) for the underlying framework for fights larger than a 2v2.
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  1. ᴀᴘᴏᴘʜᴇɴɪᴀDec 11, 2024
    fusionó una publicación duplicada: Add "Swap In" and "Revenge" range sliders to JWA Battle Simulator 1v1
  2. Francy StarDec 11, 2024
    An idea could be this:

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    Can only be on or off (default). Automatically disabled after Turn 1, or if the corresponding creature lacks either of them (optional, could always make it so it just does nothing in that case).

    Enabling Revenge, simple as that, enables the Revenge state.

    Enabling Swap In automatically picks the Swap In ability of the corresponding creature as the ability chosen for the turn, while simulating/applying the On Escape ability (if any) of the opposing creature (if applicable) right away (before the start of the turn).

    (In short, simulates a Swap In turn, with only the buffing characteristics of On Escapes being applied as the previous creature supposedly already swapped out)

    To sum up: Revenge variants of abilities would be activated and the simulation of a Swap In turn would occur (with the former creature Swapping In and the latter creature reacting to the previous creature's Swapping Out).

    When disabled: Revenge state is switched off, the Swap In attack is canceled (as if canceling a Swap Out) and the effects applied from the On Escape are removed.

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    Regardless of the execution, these options would be really helpful in fully testing out a creature's balance as there wouldn't be need to set up an Arena Battle and they would be available for use right away after a creature's creation.

    Note: The sliders in the proof of concept are only in those locations for simplicity purposes

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