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Matchmaking is a non-lethal method to eliminate a rival in Yandere Simulator. On the Schemes menu, the description is, "This scheme will end with your rival falling in love with another student. Each rival will have a crush other than Senpai , so the player will be able to matchmake every single rival with a male suitor. As of the September 22nd, Build, Ayano Aishi can find out what her rival likes in a boy by performing a task for the rival, allowing her to get the rival to follow her. Then, she must take the rival around school and pass different male students to see if the rival blushes and gazes towards them. If the rival does, then the player must correctly identify what the rival finds attractive about them. Ayano must then complete a task for the suitor to gain his trust.

Ayano must then complete a task for the suitor to gain his trust. This unlocks a "Love" option in the interaction wheel.

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Selecting this option allows Ayano to name the suitor's crush. If she names his crush correctly, the suitor will then ask her for advice on how to win the rival's heart.

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This unlocks the matchmaking menu. In order to make the suitor interact with the rival, Ayano needs to purchase a wireless headset and earpiece from the Drops menu for five panty shotsto give advice to the suitor while he is interacting with the rival. Ayano then needs to befriend the rival and use the Court option to tell the rival that someone wants to meet her at the east fountain. Ayano also must tell the suitor that the rival is waiting for him at the fountain and that she will guide him using the wireless headset.

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Once both the rival and the suitor are at the east fountain, Ayano has to hide behind a nearby tree and give the suitor advice while he talks to his crush.

In the matchmaking interface, to increase the rival's affection, the suitor can either give a negative remark, a positive remark, a compliment, show off to the rival, or give the rival a gift. Each action can be performed only once per day.

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How many points a good action gives depends on a multiplier. Ayano must find out more about the rival in order for the interaction to go smoothly. She can ask the rival to walk around the school with her. Occasionally, the rival will voice her opinion on certain things that she passes by, such as her likes and dislikes. This allows Ayano to advise the suitor on what negative or positive remarks to give when he is interacting with the rival.

As of the June 15th, build, the player can also 'Cyberstalk' a rival at nighttime on the PC to instantly find out what her opinions are.

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If Ayano manages to figure out what features the rival is attracted to, she can advise the suitor to change his appearance based on what the rival is attracted to. This increases the multiplier boost during the matchmaking interaction. Ayano must 'train' the suitor to acquire non-physical traits that the rival finds attractive.

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Not many downsides to this, apart from the limited uses of CreatePlace in 1 minute. My main idea, but I was unable to do this as I need for the players to be in a separate match, not to be able to join matches in progress already.

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Mostly the same idea for matchmaking as the previous ideas NumberValues, etc. If there was a way so that I could stop people from joining matches in progress, I would use this probably. With my limited knowledge on Universes, this was my first idea, but this would probably cause way too much lag if there were multiple showrooms in a server.

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This question has been locked to preserve its current state and prevent spam and unwanted comments and answers. Why was this question closed?

LET'S SCRIPT!! CB:RO MATCHMAKING

It looks like you have the 3 best methods. My personal opinion would be to go with choice 1, unless the limited creations poses an issue. You could always pre-create the "showrooms" the players would be in however, so that the game won't have to worry about the creation, and hardcode a reset function into each sub-place for when the next round starts, or for when all of the players are gone since I have no idea what this is going to be used for.

How to make matchmaking

For the second idea, you might also get a bad rap from unwary players getting kicked from a game they didn't realize was technically a sub-place. It seems virtually the same as the first option, just with more cons.

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The third option probably isn't a bad idea. Assuming you'll keep the original showrooms in lighting or the new storage modules and delete the unused showrooms that were already copied, I doubt it will cause much lag to a player unless these are mega-builds on their own terms. This sounds more like something that would need testing than could be guaranteed in theory.

So, in total, the first idea definitely sounds like your best option in my eyes, that is.

Custom matchmaking is an upcoming feature that allows players to set up private matches where only players with an invite can join. The player who sets up a custom match will be given a key that. Ayano can also locate something on school grounds that would make a good gift, such as a rose, and give it to the suitor; this allows the suitor to give the gift to the rival during the matchmaking interaction. When complimenting the rival, the suitor must pick the correct type of compliment that displays common sense and suits the rival's personality.

You'll have more customization of how things are done randomly generated content is a possibilityand will also learn what will most likely end up being a more and more important feature for coders to know.

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