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# System prepended metadata

title: Automated Boxing Ring System

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# Automated Boxing Ring System
Otherwise titled "Who won? I can't tell, they're both flopping."
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# Summary 

Every boxing ring will be given its own area in the code that tracks each person inside, adding them to a list with a maximum of four. 

The bell will be given a resprite and additionally there will either be a big red button or department heads and boxers will be given a PDA app, for the purpose of starting a match. 'Locking in' the match with the big red button or otherwise will close any entrances to the ring, ringing the bell will start/stop a round. 

Participant health could be shown with maptext, but I feel like that's too gamey. Instead, I'll likely have the bell track all the data and let you tap into it with mechcomp, to display health with screens. 

1v1 rounds automatically end when one player hits critical, any more will be until the last player standing. When entering the critical state inside of an active boxing ring, the player is given a small second wind buff to tide them over until a doctor gets to them. They'll also likely receive a unique knockout effect, spraying particles and/or causing a sound effect on entering critical.

## Opportunities for antags and scoundrels

Performing one of a small selection of actions will cause a 'heel turn', playing a sound effect. These will include: 

- Slipping a horseshoe into your glove.
- Using an agent card or emag on the bell will keep the doors locked for longer after a match, letting you gloat and/or pummel your victim while the audience watches in terror.
- Receiving a foldable chair from an audience member. (Allow chairs to be slid under ring ropes too.)
- Holding and/or using a gun. (?)
- Receiving heals and drug effects. (?)

## Misc ideas to possibly explore

- Special moves while inside an active ring, possibly just one wrestler ability like slam. Could require charging with punches.
- Kendo and sword dual mode.
- Speakers that automatically announce critical hits, special moves, heel turns etc.

