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This is my interpretation of the status of war characters

! Let’s learn about it with Xiaogu~~

When you play This War of Mine, sometimes you will notice that your character suddenly has so many more states. What do those states mean? How to adjust? The editor of Iron Bone will solve these doubts for you below.

The character’s mood state is divided into: satisfied, stateless, sad (sad), depressed and collapsed (heartbroken)

When you use the character to do good things , such as giving cans and medicine to the two naughty children who came to the door, helping the neighbor, opening the door for a father-son reunion for a father who was injured in the sniper spot and being moved by the war, and giving pearl emerald and white jade soup (actually just a piece of meat) to the slum millionaire, the character will be satisfied. Such roles as journalist Katya, thief Arika, athlete Pavle, fireman Marco, 17-character Boris, auntie who loves children, and musical girl Zlata will be easier to satisfy.

For example, if you trade a holy mother and a filial son, you will be satisfied. If you use a cold-blooded person (such as Bruno) to trade with him, the character will not have a satisfied state and mood log.

Likewise, when you use characters to do bad things, such as murder and arson (civilians as well as killing school rebels and gun-toting civilians such as the semi-independent Baozhina and Garage Duozi), stealing (especially stealing quiet houses) The old man's things. Stealing from military camps and brothels does not count. There is also a bug after 1.3 [including the mobile version]. If you kill the bad guys on the first day and don't take all the things, you will be counted as stealing if you take personal belongings on the second day. ), not helping the naughty children and neighbors who came to the door, wrongly accusing the neighbors, robbing or stealing from the hospital on the advice of others, etc.

Characters will have negative mood states to varying degrees. People who are more easily satisfied tend to be sad more easily. For example, if a filial son is kept in a garage, he will be fine if he is a lawyer, he will be sad if a fast runner Pavle is there, and he will be immediately depressed if a reporter is there.

Direct participation and spectatorship also have different effects. If the character who goes to kill civilians is depressed, other teammate characters may just be sad or the cold-blooded characters may be out of state.

The cold-blooded characters include: chef Bruno, lawyer, craftsman Marin (who allows others to do bad things, but is easily sad when he does bad things himself), uncle Anton, Roman, and thief Arika (who is easily satisfied by doing good things, Doing bad things makes it easier to get sad, and the negative impact of stealing things is reduced)

But just because they are cold-blooded, they cannot be treated as wooden people and slaughtered at will. No matter how cold-blooded the person is, they will be sad if they kill too many people.

The death of other characters in the party can also have a negative impact, usually depression, which lasts for a long time.

When a character collapses and becomes disheartened, he will be unable to go out, lose control (probably), and may even run away from home (if negative emotions persist for a long time) or commit suicide.

So, how to restore the character's mood?

Musical girl Zlata has an uplifting effect, so she and Auntie are the perfect ones to comfort people. A depressed character will have a bunch of icons above their head, such as eating, talking, possibly bandages when injured, and medicine when sick. If you click on those icons with other characters, you will come forward. Generally, after talking with a comforting character, your mood will drop. For example, from depression to sadness, and sometimes even from depression to statelessness.

Eating well also helps the character regain his or her mood. If you eat enough every day without being in a state, your satisfaction will last for a long time. And if you eat when you are depressed, you will mostly revert to being sad.

Meeting the needs of the character is also an important point in maintaining the mood. Such as meeting the needs of the character: cigarettes, coffee. You don't have to order these consumables yourself, they are consumed automatically by the character. When Roman or Bruno ran out of cigarettes, were hungry, injured, and unhappy, they would fight, and in serious cases they might beat others to death.

Guitars, radios, books, and armchairs are also helpful in slowly restoring your mood. It's just that the results are slower. Not as good as filling or comforting.

Here is some advice. Don't blame the character for your poor skills. Don't feel sad about killing the character because the character is rubbish. Just kill someone. Any character is useful. If the skills are good, even Zhan Wu Zha can massacre the military camp brothel with cold weapons.

And if you let the characters do bad things every day, just wait until the whole family hangs themselves and runs away. Don't abuse a character just because he is cold-blooded on the surface to satisfy your evil desires. Instead, you will spurn him when he is sad.

Yes, what you do with your character is your freedom, whether it's good or bad.

Similarly, whether the character is sad, frustrated or satisfied is her only remaining freedom under your control.

There are so many adjustments and determinants of character status. I hope it can help everyone. For more information about This War of Mine PC and mobile versions, please visit Ironbone.net This War of Mine War zone.