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U W C : IT'S YOUR VISION OF WRESTLING!
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CORE
WRESTLER CARD:
STR / TEC / CHA / RES / AWARE / STAM
ALIGNMENT: FACE | HEEL | TWEENER
CONDITION: FRESH | WORN | INJURED | BROKEN
MOMENTUM: -5..+5
FATIGUE: 0..100
HEAT: 0..100
MANAGER CARD:
modifies heat, recovery, interference
STABLE CARD:
synergy matrix
shared momentum
betrayal threshold
MOVE CARD:
requires stat checks
outputs:
damage
heat shift
momentum shift
injury chance
EVENT CARD:
interference / turn / finish / botch
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STATE
W = { stats, alignment, condition, fatigue, momentum, heat }
match_tick():
fatigue += exertion
momentum += crowd_response
condition = function(fatigue, damage, RES)
injury:
P(injury) increases with fatigue + damage - RES
alignment drift:
crowd heat influences FACE / HEEL shift probability
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MATCH ENGINE
FOR EACH TICK:
1. draw move
2. resolve priority (CHA + MOMENTUM + randomness)
3. resolve move effects
4. apply:
damage
fatigue
heat shift
momentum shift
injury roll
5. check win condition
WIN CONDITIONS:
PINFALL
SUBMISSION
KO (BROKEN)
DQ (interference overflow)
CROWD STOP (heat collapse)
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SEASONING SYSTEM
seasoning_score S:
S += match_quality
+ crowd_heat_delta
+ critical_moments
EFFECTS:
S ↑ :
consistency increases
signature moves unlock
value increases
ALSO:
injury risk rises
fatigue ceiling lowers
STATES:
RAW
WORKED
SEASONED
LEGENDARY
BURNED-OUT
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MODIFIERS
[HEEL TURN PENDING]
alignment drift increased
[KAYFABE FRACTURE]
heat volatility increased
[INJURY LEGACY]
permanent stat shift
[STABLE SYNERGY]
tag success increased
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DECK STRUCTURE
ROSTER DECK
MOVE DECK
STORY DECK
INTERFERENCE DECK
BOOKING LOOP:
PRE:
assign alignment drift
set match order
LIVE:
respond to heat
inject story cards
POST:
calculate:
attendance
merch value
critic score
chaos index
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SCORING VECTOR
V = {
ENTERTAINMENT,
TECHNICAL,
CHAOS,
FINANCIAL,
HEAT
}
SCORE = weighted sum(V)
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MODES
SOLO:
roster management
era drift
talent aging
PVP:
promotion war
shared talent pool
sabotage allowed
CO-OP:
shared show creation
collective scoring
hidden objectives
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ERAS
EARLY ERA:
high injury variance
TV ERA:
heat amplification
INTERNET ERA:
meta randomness
LEGACY ERA:
lineage / descendants
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ECONOMY
market value M:
M = f(seasoning, heat, injury history)
trade / loan / booking rights allowed
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CORE LOOP
build roster
schedule show
simulate matches
resolve outcomes
modify cards
repeat
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ASCII RING STATE
+---------------------+
| HEAT: 78 |
| CROWD: ACTIVE |
| |
| W1 ---> MOVE ---> |
| \ |
| PINFALL |
| |
+---------------------+
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