RelationshipManager (server) – stores data, validates eventsAffectionHandler (server) – calculates gains/decayDialogueEngine (client) – branching storyQuestController (both) – tracks storyline stepsSafetyFilter (server) – blocks spam / abuseto save the player's relationship level (Affinity) so progress persists across sessions. Affinity Variables : Define variables for each character (e.g., local characterAffinity = 0
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RelationshipManager (server) – stores data, validates eventsAffectionHandler (server) – calculates gains/decayDialogueEngine (client) – branching storyQuestController (both) – tracks storyline stepsSafetyFilter (server) – blocks spam / abuseto save the player's relationship level (Affinity) so progress persists across sessions. Affinity Variables : Define variables for each character (e.g., local characterAffinity = 0
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