game_ncm
GameGirl Color – NCM-as-game-variables engine.
OMORI-inspired emotion system + RPG game variables implemented as a parallel NCM vector space. NOT the real limbic system – this is a game mechanic layer that uses NCM-style math for battle stats, currency, health, and an emotion interaction matrix. # 🎮💀🌀 EMOTION ENGINE POSSESSED
- class game_ncm.BattleModifiers(attack_mult=1.0, defense_mult=1.0, speed_mult=1.0, crit_rate=0.05, evasion=0.05, accuracy=1.0, status_resist=1.0, description='')[source]
Bases:
objectCalculated stat modifiers from the current emotion vector.
- Parameters:
- async game_ncm.initialize_game_ncm(game_id, redis=None)[source]
Create the default NCM vector for a new game.
- async game_ncm.apply_delta(game_id, deltas, redis=None)[source]
Apply delta changes to the game NCM vector.
Values are clamped to [0, 3] for emotions and stats. G_XP and G_LEVEL are uncapped upward. After applying deltas, combo emotions are recalculated.
- game_ncm.get_battle_modifiers(vector)[source]
Calculate battle stat modifiers from the current emotion vector.
Each emotion affects different stats: - HAPPY: crit rate up, speed up - SAD: defense up, speed down - ANGRY: attack up, accuracy down - AFRAID: evasion up, attack down - Combos stack additional effects
- Return type:
- Parameters:
- game_ncm.get_emotion_advantage(attacker_emotion, defender_emotion)[source]
Get the damage multiplier for an emotion matchup.