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Sign upGradually decrease guilt for killing monsters such as zombie child #4323
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axujen
added some commits
Nov 13, 2013
i2amroy
reviewed
Nov 13, 2013
| for (std::map<int, std::string>::iterator it = guilt_tresholds.begin(); | ||
| it != guilt_tresholds.end(); it++){ | ||
| if (kill_count >= it->first) | ||
| msg = it->second; |
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i2amroy
Nov 13, 2013
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Won't you ned a break; here? Elsewise it seems like even if you are over 50 it will go on to evaluate as true and end up with the 25 message again.
i2amroy
reviewed
Nov 13, 2013
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| int moraleMalus = -50; | ||
| moraleMalus -= kill_count * ((float) moraleMalus / maxKills ); |
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i2amroy
Nov 13, 2013
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Wouldn't it make more sense to simply do this here:
int moraleMalus = -50 * ((float) kill_count / maxKills);to get a more linear progression? You could do the same thing for the duration a few lines below this with:
int duration = 300 * ((float) kill_count / maxKills);
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I don't like simply linear. I think it should be a chance to not care anymore that increases the more you kill, until eventually its so low you'd rarely be affected. Explanation: Maybe some of the kids look more %$£^ed up than others, hence you don't really care about killing them. Others look completely normal, and some you find endearing. Hence a chance, in my opinion, feels better than simple linear progression. Also TODO: Butchering a child zombie's body shouldn't be free. |
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@i2amroy i do not know why i didnt think of that... |
axujen
added some commits
Nov 13, 2013
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No matter how it's implemented, gradually becoming inured to the horrors of smashing guilt-monsters like child zombies is a neat concept. However it works out, I'm all for it. |
axujen commentedNov 13, 2013
#4314
both the guilt per kill and duration decrease as the kill count increases finally stopping altogether when kill count reaches 100, the guilt messages change every 25 kills (these can certainly be improved)