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Refactor got handling infection stage and progess of the black goo disease #5044
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of the "survive_mob_death = TRUE" also remove the change of desc of the variable no point setting it twice to null same for curable
commented out codes....
How is this a refactor? It is just changing how the disease works |
what would be the good label for change log then? just code? |
make dead host turn faster.
into a proper typecheck: iszombie(H) also removed zombie_transforming == TRUE that was with it. also some minor clean up of code
a maj for some reason...
made 360 a variable turn comment into doc format stage ++ to stage++
impactfulll since they are rarer...
another time
remove some empty because harry probably made a block for empty
add return because someone hate empty block
macro time is a thing apparently
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About the pull request
1- reduce the number of stages from 5 to 3. each stage take 6 min or 360s
2-rework the logic that handle the disease progress
A-Set stage_prob to zero to prevent random stage increase.
B-add a stage_level variable that when is at-least 360 make an increase of the disease stage...
C-add an infection_rate variable that handle how fast the stage_level increase passively.
( stage_level = stage_level +infection_rate )
i also made it so that infection-rate is quadruple when the host is dead.
D-I also added that the goo messages (you feel warm ....) give a boost to stage_level to add some randomness to the infection progress.
To do list:
i need to figure out how to increase stage level when someone get hit by a zombie after he is infected...
no idea if i can manage that so i am just going to put what i made up for review...
Explain why it's good for the game
those change are to make infection evolution less random and way more smooth progress with the addition of some random boost with the good message since it's something that could represent a natural boost of the infection progress in the host.
Testing Photographs and Procedure
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<details>
tags.Changelog
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balance: reduce the number of stages from 5 to 3. each stage take 6 min or 360s.
balance: rework the logic that handle the disease progress
balance: A-Set stage_prob to zero to prevent random stage increase.
balance: B-add a stage_level variable that when is at-least 360 make an increase of the disease stage...
balance: C-add an infection_rate variable that handle how fast the stage_level increase passively.
balance: D-infection_rate is quadruple when the host is dead.
balance: E-I also added that the goo messages (you feel warm ....) give a boost to stage_level to add some randomness to the infection progress.
/:cl: