Hi,
I didn't think that there would be so many headaches when adding enemies to the combat code, but it so happened that I forgot a couple of important points, and I had to add a lot manually to the code, and when I remembered that I forgot ... In general, I had to redo and supplement a lot, since I decided to add sounds to the combat separately (so that they could be made quieter or louder through the game settings, like music). In general ... I think I managed to add three enemies to the combat system, and I have already checked its functionality - there were quite a few small errors, but I managed to fix almost all of them, but for some strange reason some videos in some places do not play, and in other places they are produced without problems, although the links in the code to these videos are before these two points, and in theory, if it works in one place, it should work in another ... In general, Ren-Py knows how to surprise. I think while I remember everything more or less for now - I duplicate these three enemies for close combat with some changes taking into account close combat type, and then I will continue to do the main work with the code (not regarding the combat system, but the quest related to learning archery and hunting). I don’t know if I will have time to finish everything by the end of the month as I planned, but I have already spent more than 20 hours adding (and trying to REMEMBERING) my combat code. Still, not being constantly busy with the game makes itself felt - I remember simple moments of the code relatively quickly, but the combat system, the code, in its current form - is a real nightmare compared to the rest of the code. Well, never mind, the main thing is that now it works ALMOST without errors.
Anyway, here's an example of how the combat code works, but only for the archer (melee combat will be added to the game only after the Arena, although I've already prepared almost everything for this in the code, so that later there will be much less headache) - ((Please - copy the ENTIRE link and paste it into your browser line for everything to work)) - * https://mega.nz/file/PhYUWTqS#wIlUHt2Wy-DGCY4_Y7B5U1DbPTqDzBwikGjTCY5ZQA8 *
The video shows an example of upgrading an archer only through agility (without upgrading health or strength, and without using medicine). Due to the high agility parameter, specifically with this enemy - there is a possibility of dodging ALL variations of attacks, however, if you miss once or click on the wrong item - with an extremely high probability, Krystal will lose the fight with 1 hit from this enemy. A good example of a glass cannon, isn't it?
If in this video I had an example of a strong melee warrior with approximately similar time costs for pumping - with a high probability, Krystal would have about 250-300 hp, and when attacking she would have the ability to deal damage twice about 150-200 (taking into account the bonus of an additional attack), and also when defending she would deal a counterattack in melee also somewhere around 200. Yes, she would receive damage, but it would be possible to either try to rush the enemy, since he only has 800 hp, or use bandages for healing (which is a skip turn, but in 50% of cases Krystal will again have the opportunity to attack first), and when defending deal high damage of 200.
However, the player can always experiment and upgrade both agility and strength, and end up with a character that dodges all attacks and makes additional attacks in close combat, but with such upgrades, be prepared for quick time events to occur twice as often in combat.
These are the three main directions of pumping, which should definitely work in combat, but you can always experiment and try something else, but I recommend even an archer to pump enough strength to buy a melee weapon, and when defending, Krystal will do much more damage than she does in this video (in this video she hits in melee combat without a weapon, hence the low damage).
Also, the main key point of the archer's specialization is that enemies that can only attack in close combat most often do not respond to the archer's attacks (the example in this video is an exception, since this wild griffin is a boss, and due to its speed, it supposedly manages to attack Krystal even after an attack from a bow, but she can dodge (or have the opportunity to dodge, if the player reacts correctly) enemy attacks with a sufficient level of agility.
The main key point of the melee warrior will be the ability to deal double damage when attacking, and an increased level of health (which can be increased by training in the arena or participating in battles there, but this will all be in subsequent updates, and not in the one I am currently working on)
I also think that instead of paying for training with gold, Krystal will have the opportunity to train both in the archer zone and in the arena (in future updates) with a sufficient level of reputation, because gold is better spent on arrows, weapons, upgrading the quality of bandages for healing, and... I'll figure out what else to spend it on.
Oh, and one more thing. Initially, the basic Deer enemy needs 101 agility to be able to dodge all of its attacks (or to be able to deliver all possible additional attacks, if there is a 101 strength parameter), since the deer enemy level is 1. If the enemy, for example, has a strength level of 50 (like the greffon in this video), then this parameter is subtracted from the Krystal's Strength and Dexterity indicator for the ability to deliver either an additional blow or dodge, and to be able to react to all enemy attacks in 100% of cases and always have the ability to counterattack - the level of agility (or strength) indicators must be higher than 150 (-50 enemy level = 100). Stronger enemies in the future will have a higher strength level, and a similar principle will work there.
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Now regarding when game update 005 will be finished - I'm not giving up yet and will try to do everything by the end of the month, but I've already made a good mistake with the combat code, and I don't rule out that I can make mistakes again that will delay me in the future. I also don't want to add a quest for learning archery in a rush, and maybe that will take additional time. We'll see.
Thank you for your patience and support.
P.S. I'll spend another day or two working on the combat code to get everything ready for close combat while I still have it all figured out, and then I'll get on with the rest of the work.