kill counters #36
Loading…
x
Reference in New Issue
Block a user
No description provided.
Delete Branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
slippery slope idea: bosses and rare monsters count as more than 1 kill towards unsealing things.
even more slipperier slope idea: add kill counters to other items and use it as a progression. ex: rianov series rifles can be upgraded per X kills.
however this is quite a steep slope and also requires modding the client (?) to allow such things
unseal itemsto kill countersCurrent implementation only counts kills for sjs/lame/limiter by incrementing the kill counter directly on the item.
Another option rather than directly modifying is to instead add a
WeaponModifier
andUnitModifier
for kills and track kills that way?Not sure if/how this would impact performance since we'd constantly be writing things into the DB rapidly for potentially every item a character has equipped.
This could be something like
WeaponModifier::AddKill{ monster: MonsterType, attack_type: (normal|special|tech) }
which could would allow for things like tracking which monsters are killed over the lifetime of all items, which are commonly killed for unsealing, techs vs. physical kills, etc.Or this might be all over-engineered 🍃
WeaponModifier::AddKill
was definitely what I had in mind for these things, its only 3? items all of which I'd say are rare enough to not actually be a problem (I already have so many problems from these item decisions whats one more).maybe all weapons should keep track of every enemy they kill 🍃🍃