我无法继续,所以我需要锁定它.
The following are sets of information about the player of the game and his stats. There are also terminologies that will be encountered in the novel pertaining to the mechanics and game play of Player-kun Complex. This may contain spoilers not related to the story. Please skip this chapter to get to the story.
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PLAYER INFO
Name: Hamasaki Arata
In-Game Name (IGN): TheKing Arata
Title: God of the Living, with Your Name as a Complex
Level: 99 (Volume 1)
Age: 17
Height: 175 cm
BASIC STATS (Volume 1, Chapter 1):
Health/Stamina: 190
Intelligence: 25
Strength: 25
Charms: 40 (MAX)
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DATE-ABLES (Volume 1, Chapter 1):
UNLOCKED (Ranked by Completion Sequence)
A. Mad Bitch Attei Attori
B. Exchange Student Cora Handel
C. School Queen Tohsaki Ruby
D. Mother Lolita Ritsu Momoka
E. Damsel in Denial Matsumoto Seri
F. Big Sister Hanamura Meme
G. Childhood Sweetie Wakaba Keiko
LOCKED (Ranked by Availability)
H. Secret Admirer Ginmachi Yukari
I. Affectionate Jerk Hamada Tohru
J. Lost Succubus Vermelha
K. Cyberstory Maiden Wolfsbane
L. Grateful Fairy Usagi
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TERMINOLOGIES:
1. Stats: parameters used by the player to complete a certain task
2. Stamina: parameter that dictates the player's capability of carrying out tasks at hand; gradually decreases during the day
3. Action Time: the period wherein the player is able to carry out tasks; has ten parts: 6 AM, 8 AM, Morning, 12 PM, Afternoon, 4 PM, 6 PM, 9 PM, 12 MN, and 3 AM. (The last two will be introduced soon.)
4. Strength: parameter that dictates the player's capability of accomplishing a physical task; affects the Defense of the player during a Challenge
5. Intelligence: parameter that dictates the player's capability of accomplishing a mental task; affects the Dodge Rate of the player during a Challenge
6. Charms: parameter that affects the points given to the player during an Affection Scene; affects the Subdue Rate of the player during a Challenge
7. Affection Scene: the special scene where the player can gain Affection points
8. Affection Points: the points required to heighten a date-able's Affection Rate
9. Affection Rate: the progress of the player in making the date-able fall in love with him; it gradually rises with Dates, Gifts, and Encounter; MAXED at 100%.
10. Encounter: the sensual activity a date-able with MAXED Affection Rate will engage in with the player
11. Encounter Mode: the mode where a date-able will engage in an Encounter; scored by movements from 5 points to 50 points; take down will happen upon reaching 100 points.
12. Encounter Rate: the frequency of the date-able will engage in an Encounter Mode with the player; MAXED at 75%.
13. Obedience Rate: the frequency of the date-able to obey a player's order or favor; can influence points given in an Encounter; MAXED at 100%.
14. Excitement: the starting points of a date-able during an Encounter; MAXED at 90 points.
15. Challenge: the physical activity a date-able with engage in with another date-able; failing a Challenge might cause the attacking or defending date-able to be excluded in the playthrough.
16. Challenge Mode: the mode where a date-able will start a Challenge; multiple factors such as Health, Dodge Rate, and Subdue Rate will determine the outcome of the Challenge. Succeeds upon subduing or fending off the attacking date-able, but fails when any Health drops to 0 points; MAXED at 75%.
17. Health: the stamina of the player; the Health of a player during a Challenge; dropping to 0 points would make the player faint and be delivered to the next action time.
18. Defense: the parameter which dictates how much damage the player can block from a date-able during a Challenge; affected by the player's Strength.
19. Damage: the points taken out of the player or any date-able's Health during a Challenge.
20. Dodge Rate: the frequency of the player to evade an attack from a date-able during a Challenge; affected by the player's Intelligence.
21. Accuracy Rate: the confidence a date-able has in landing a strike; affected by the player's Dodge Rate; MAXED at 80%. (Only Attori has this MAXED Accuracy.)
22. Subdue Rate: the progress of the player in succeeding in a Challenge or 'stopping the fight'; affected by the player's Charms.
23. Subdue Gauge: the visual representation of the Subdue Rate.
24. Events: a special set of dates where the player would receive extra points from a certain mode and receive special items
25. Stunts: an action done during a Date. Points given will depend on its type. Types: Destination, Pep talk, and Gift.
26. Fame: the total points earned by the player by accomplishing Quests. (This one will be added soon.)
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This will be updated as we go. Please suggest terms you think should be included.