Or perhaps it doesn't necessarily have to be based on the original star rating. Five stars, but with a different color, represent a virtual full five-star rating.
Six-star heroes are virtual full + 6-star blossom (blossom requires resources to unlock): The blossom attribute only applies in the training room. If a hero enters the training room and is not fully blossomed, take him out of the training room.
The original star rating and strength apply.
To prevent code errors, if the player has previously used the preset blossom ritual in the training room (where the player spends resources to blossom), after the player five-stars and fully blossoms the hero,
the blossom attribute variable is directly applied.
[The blossom portrait needs to be switched by the player; it is not changed by default.]
In fact, it uses the preset strength for two-star heroes, three-star heroes, four-star heroes, five-star heroes, and six-star heroes. Looking at the development design table that LB once revealed, the star rating of different heroes is displayed.
It is designed based on the "collection library" and calling it.
Otherwise, it would be really troublesome.
Fault-tolerant mechanism in code logic
- State Prioritization: If a player manually maxes out a hero after blossoming in the Training Room, an if-else statement can prioritize the "actual max break" state, overriding the Training Room's virtual state. For example: csharp
if (hero.IsFullyAwakenedInReal) { ApplyRealMaxBreakAttributes(); } else { ApplyTrainingRoomVirtualAttributes(); }
We're concerned about the risk of numerical overflow, which is essentially a code conflict.
Using preset template configuration calls can fundamentally resolve this issue. This is because when leaving the Training Room, the "original attribute strength" is applied.
There's no need to add a blossom-only tag or constantly monitor the blossom tag, eliminating that concern.
As for the visual development tool, isn't that the previously revealed interface for developing a star-level hero platform? A list browsing library can be created at any time, allowing existing strength model presets to be added and called upon. This is theoretically feasible.
Because this is my personal theoretical thinking as a player, I don’t know the specific content of the project, whether there are visualization tools, or whether to use a preset strength curve model library to call the design. I don’t know these. Everything is theoretical speculation