So, as mentioned briefly before I was able to accomplish quite a few things this week. I started the week by creating a formula that made it so the more affinity a target has, the more damage they will receive from attacks. This works both for and against the player. In order to get this calculation to work, I actually had to create two formulas. I created one for just the normal damage done to a target without any affinity, and then I created one that once the target’s affinity was over one it multiplied the normal formula by the amount of affinity the target has.
Once I had the formula working, I then created an item which is in the player’s inventory, and is used by the player in order to heal a certain amount of health. This was my first time working with the ORK item system, but it was actually really easy to implement.
Once those two features were added; I fixed some basic UI issues, and fixed the battle win/end events so that the player can continuously click new game in the main menu in order to keep playing, instead of having to restart the application. Finally, once all of those issues were fixed I posted a build of the battle system to our Monochrome Discord. Some people played the demo, and had some feedback. The main criticism was that the active time bar filled too slowly, so I tweaked it and made it fill a lot quicker.