User blog comment:Zepekinio25/Monster Girl Quest : Servant of the monster lord/@comment-31081547-20151125000008/@comment-27048913-20151125065516

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To begin with, the bar will have between 5 and 100 maximum points, and will always start at half it's energy, it will win between 1 to 5 points per round, depending on you're life and will affect you with malus or bonus depending on it's energy.

Now, the damages will be focused between 1 to 10 spirit damage per hit, this will be once again different for each character, as nolwen will do for example around 3 damages, alma will deals 10 damage per hit most of the time.

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1- Depending on someone's life...how ? 90% hp --> 5 points, 80% hp -->  4 points, etc etc... ?

2- Careful about the last part i quoted. If i am not wrong, becasuse a few years ago i too scripted a few battles, i seem to remember that you can script some attacks and set the chance % that the game will perform that attack. But when you use chance%, you should think about the effect of random luck or unluck.

What i mean is be careful, because if the player can win at maximum 5 points, you don't want to make a enemy that almost each turn deal 10 points, unless you want to make a fight where you are always in malus.

All in all, the idea is nice. My only advice is point 2. Remember that chance% has in itself a randomness that can mess up things. So, remember this when for example you will script Alma : a player could be so unlucky that she deals the full 10 points for 2-3 turns without a pause for example.

Balance in this game can't be underestimated. An example of a mod that in my opinion got ruined by balance problem was... i don't remember the name. It was a big one, where you had to face again all the four knights, only that they were way stronger.

Well, what ruined that mod was boss battles. Boss were too fast and had too many hp, a bad thing to begin because a boss is or fast or with a lot of hp. Both things are a mistake, especially in this game where you don't have healing items.

Second thing, another balance problem were attacks that inflict status : too many time you got paralized. And i bet that the author of the mod set that attack to have more or less a 20% chance. Small chance, someone would say. Big chance, i would say : add ranom factorand with 20% you have an attack that could happens each 3-4 turns. Being paralized each 3-4 turns + fast boss + lot of boss hp = unbalanced.

But all in all, to be in topic, it seems a good idea your mind status bar. We will test it as soon as you have a version ready, i guess