Dromad trader: Difference between revisions

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Updated by Librarianmage with game version 2.0.206.26 using QBE v1.0rc2
Rename Data to Population in tier-based merchant wares link
 
(2 intermediate revisions by one other user not shown)
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| lv = 15
| lv = 15
| hp = 295
| hp = 295
| av = 0
| av = 8
| dv = 8
| dv = 6
| ma = 6
| ma = 11
| marange = 4+1d2
| marange = 9+1d3
| weight = 201
| weight = 201
| featureweightinfo = no
| featureweightinfo = no
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| willpower = 14+1d3+4d1
| willpower = 14+1d3+4d1
| ego = 14+1d3+4d1
| ego = 14+1d3+4d1
| agilitymult = 0.8
| toughnessmult = 1.75
| intelligencemult = 1.25
| willpowermult = 1.5
| acid = 0
| acid = 0
| electric = 0
| electric = 0
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| faction = {{creature faction|{{FactionID to name|Dromad}}|100}}
| faction = {{creature faction|{{FactionID to name|Dromad}}|100}}
| demeanor = neutral
| demeanor = neutral
| mutations = {{creature mutation|{{MutationID to name|FattyHump}}|10|20}}
| desc = Shot ink decorates the dulla on =pronouns.possessive= long neck in one of the thousand patterns of the camelfolk. =pronouns.Possessive= ears are arrayed with gilded rings, and eyelashes flow down =pronouns.possessive= face like watervine fronds. Across =pronouns.possessive= back, a hump of moistured and healthy fat pushes =pronouns.possessive= center of mass skyward.
| desc = A stoic, long-necked mancamel, this trader belongs to the race of mercantile desert-rovers who men call Dromad.
| categories = Humanoids
| categories = Humanoids
| gameversion = 2.0.206.26
| gameversion = 2.0.207.72
}}
}}
<!-- END QBE -->
<!-- END QBE -->
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{{name|plural}} are notable for their very large and diverse trade inventories.
{{name|plural}} are notable for their very large and diverse trade inventories.


Each {{name}} will generate with an associated [[tier]], which is a number from 1 to 8 that is (with some exceptions) generally based on the [[zone tier]] in which the merchant appears. The merchant's tier controls the type and quantity of items that the merchant will stock.<ref><code>ObjectBlueprints.xml</code></ref> The associated item tables can be found on the [[Data:Tier-based merchant wares|Tier-based merchant wares]] page.
Each {{name}} will generate with an associated [[tier]], which is a number from 1 to 8 that is (with some exceptions) generally based on the [[zone tier]] in which the merchant appears. The merchant's tier controls the type and quantity of items that the merchant will stock.<ref><code>ObjectBlueprints.xml</code></ref> The associated item tables can be found on the [[Population:Tier-based merchant wares|Tier-based merchant wares]] page.


== Dromad Caravans ==
== Dromad Caravans ==
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The player's starting village will always be guaranteed to have a tier 1 {{name}}. When starting in {{favilink|Joppa}}, this will be the uniquely-named merchant, {{favilink|Tam}}.
The player's starting village will always be guaranteed to have a tier 1 {{name}}. When starting in {{favilink|Joppa}}, this will be the uniquely-named merchant, {{favilink|Tam}}.


All other procedurally generated [[village]]s in the world will have only a 30% chance to include a [[village merchant]].{{Code Reference|namespace=XRL.World.ZoneBuilders|class=Village|method=BuildZone}} If present, that merchant will have an 80% chance of being a {{name}} (as opposed to a different type of creature acting as the village merchant). Village merchants in non-starting villages will inherit the [[zone tier|regional zone tier]] of their village.{{Code Reference|namespace=XRL.World.ZoneBuilders|class=Village|method=generateMerchant}} For example, a {{name}} in a {{favilink|Jungle}} village will have tier 3 trade goods taken from the [[Data:Tier-based_merchant_wares#Tier3Wares|Tier3Wares]] generation table.
All other procedurally generated [[village]]s in the world will have only a 30% chance to include a [[village merchant]].{{Code Reference|namespace=XRL.World.ZoneBuilders|class=Village|method=BuildZone}} If present, that merchant will have an 80% chance of being a {{name}} (as opposed to a different type of creature acting as the village merchant). Village merchants in non-starting villages will inherit the [[zone tier|regional zone tier]] of their village.{{Code Reference|namespace=XRL.World.ZoneBuilders|class=Village|method=generateMerchant}} For example, a {{name}} in a {{favilink|Jungle}} village will have tier 3 trade goods taken from the [[Population:Tier-based_merchant_wares#Tier3Wares|Tier3Wares]] generation table.


=== Additional Locations ===
=== Additional Locations ===
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Each {{name}} will have a large collection of wares for trade, which are determined based on the {{name|possessive}} tier.
Each {{name}} will have a large collection of wares for trade, which are determined based on the {{name|possessive}} tier.


You can view the tier-based tables for merchant wares on the [[Data:Tier-based merchant wares|Tier-based merchant wares]] page.
You can view the tier-based tables for merchant wares on the [[Population:Tier-based merchant wares|Tier-based merchant wares]] page.


==Trivia==
==Trivia==