Trash: Difference between revisions

Updated by egocarib with game version 2.0.206.57 using QBE v1.0rc2
m (put <code> around EncounterTables.xml)
(Updated by egocarib with game version 2.0.206.57 using QBE v1.0rc2)
 
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{{Missing info | What is the formula to determine tier from depth?}}
{{Missing info | What kind of secret is an observation?}}
{{Missing info | What kind of secret is an observation?}}
<!-- START QBE: Autogenerated section - please leave this marker. See the [[QBE]] page for more information. -->
<!-- START QBE: Autogenerated section - please leave this marker. See the [[QBE]] page for more information. -->
{{As Of Patch|2.0.200.71}}
{{Item
{{Item
| title = {{Qud text|trash}}
| title = {{Qud text|trash}}
| image = trash.png
| image = trash.png
| overrideimages = {{altimage start}}{{altimage | trash.png | type = random sprite #1}}{{altimage | trash variation 1.png | type = random sprite #2}}{{altimage | trash variation 2.png | type = random sprite #3}}{{altimage | trash variation 3.png | type = random sprite #4}}{{altimage end}}
| weight = 5
| weight = 5
| featureweightinfo = yes
| commerce = 0.01
| commerce = 0.01
| id = Garbage
| id = Garbage
| colorstr = &amp;K^k
| colorstr = &amp;K^k
| tilecolors = K
| renderstr = %
| renderstr = %
| extra = {{Extra info|solid = no}}
| extra = {{Extra info|solid = no}}
| inheritingfrom = Item
| inheritingfrom = Item
| dynamictable = {{Dynamic object|Items|Garbage}}
| desc = A pile of debris.
| desc = A pile of debris.
| categories = Items
| categories = Terrain Features
| gameversion = 2.0.206.57
}}
}}
<!-- END QBE -->
<!-- END QBE -->
Piles of {{name}} are practically ubiquitous throughout Qud. While of little monetary value on their own, they are extremely valuable in combination with the [[Scavenger]] and [[Trash Divining]] skills, which transform them into items and secrets, respectively. A single act of rifling through trash has the potential to yield both an item and a secret, if the rifler has the appropriate skills.{{Code Reference | class = Garbage | method = AttemptRifle | name = "attempt-rifle-method"}}
Piles of {{name}} are practically ubiquitous throughout Qud. While of little monetary value on their own, they are extremely valuable in combination with the [[Scavenger]] and [[Trash Divining]] skills, which transform them into items and [[secret]]s, respectively. A single act of rifling through trash has the potential to yield both an item and a secret, if the rifler has the appropriate skills.{{Code Reference | class = Garbage | method = AttemptRifle | name = "attempt-rifle-method"}}


The depth at which a given pile of trash first appears{{Code Reference | class = Garbage | method = HandleEvent(EnteredCellEvent)}} determines what tier of items are likely to be found from rifling through it.<ref name="attempt-rifle-method" />
The depth at which a given pile of trash first appears{{Code Reference | class = Garbage | method = HandleEvent(EnteredCellEvent)}} determines what tier of items are likely to be found from rifling through it.<ref name="attempt-rifle-method" />. The item tier is calculated as '''Depth / 4''' rounded down, with a minimum value of 1 and a maximum value of 8.


Whenever a creature rifles trash while having the Scavenger skill, there is a 25% chance they will find an item. Roughly 96% of the time this happens, this item will be scrap randomly generated from the table of the appropriate tier. The other roughly 4% of the time it will instead be one of an assortment of items, again rolled based on tier. (The chance of scrap is actually larger than 96%, because the same table that provides the non-scrap items also has a possibility of yielding scrap.<ref><code>EncounterTables.xml</code>; search for <code>.Junk Tables</code> to find the appropriate place in the file</ref>)
Whenever a creature rifles trash while having the Scavenger skill, there is a 25% chance they will find an item. Roughly 96% of the time this happens, this item will be scrap randomly generated from the table of the appropriate tier. The other roughly 4% of the time it will instead be one of an assortment of items, again rolled based on tier. (The chance of scrap is actually larger than 96%, because the same table that provides the non-scrap items also has a possibility of yielding scrap.<ref><code>EncounterTables.xml</code>; search for <code>.Junk Tables</code> to find the appropriate place in the file</ref>)
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