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Yea, I've looked at both the json and the gfx but I don't have the knowledge to implement it myself. I thought maybe having tied to a specific objective would be easiest, since then you could add conditions to that objective and stack it with  current badges. So basically would just be if this objective complete, then make bar blue. The color would just be static like silent assassin.

If I'm understanding correctly, currently the scoring system  goes:

*if Silent Assassin and no badges = UI_RATING_SILENT_ASSASSIN (red bar)

*if Silent Assassin + Badges = UI_RATING_SILENT_ASSASSIN + Badges (red bar)

*If no silent assassin but has badges = Badges (white bar)

So to add it to the current modded scoring system, it would be if no silent assassin but objective complete (ghost assassin) = UI_RATING_GHOST_ASSASSIN + Badges (blue bar)

else

*If no silent assassin and no ghost assassin but has badges = Badges (white bar)

Still thinking about a good SA alternative but maybe something like

1. No damage or maybe no missed shots

2. Only kill guards (not sure if the game distinguishes between the two) but ok to kill NPCS via accidents.

3. No witnesses

4. No recordings

5.No bodies (might not be possible implement? basically, if you eliminate whoever saw the dead bodies, their seen bodies are reduced/not counted. ok to not have this requirement if not possible to implement).

5-1. If above can't be implemented, alternative would be Combat state not entered.

After tinkering with the rating system, I think ioi should've made it so that SA badge does not supersede other playstyles. Just having the red bar would represent SA and you could still have another badge for your playstyle. I managed to get 3 badges with your offline mod, is it currently unlimited?

Yes, the scoring patch is capable of displaying any amount of badges defined in JSON. I tried to make it as flexible as possible, so modders have freedoms when designing mission-specific or alternative scoring models. That being said, scores with too many badges look terrible. So badges should not overlap too much. That's one reason why the generic scoring model only issues the classical badges.

From your post, it seems like you primarily want a new state? You can already implement your ghost assassin as a badge in that case. Just add the scoring objectives that are missing and adjust the model to contain your new badge. Ignoring guard kills will be tough to implement, as you probably need to write code to identify all guards in the repository. Look at the suit only objective as a starting point, but I expect it to be more complex than that.

I'm open to adding alternative scoring models to the mod, so feel free to share what you come up with. If I add any form of color support in the future, it is likely that it can be used in a similar fashion as badges, so your work will still apply!

Yea, I think I just wanted color support for badges. I will look to see if I can get the objective I want working and can add the color to it later if you decider to add support for it. 

I had a good idea on how to add badge colors and simplify models with many badges. It is now released, sniper assassin is now yellow.

Awesome! Thank you so much for fulfilling my request!