Sparking baetyl: Difference between revisions

1,047 bytes added ,  14:50, 15 March 2021
rework for item mod demands
(updated and added some info (i did not touch the baetyl quests section, too scary))
(rework for item mod demands)
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== Baetyl Quests ==
== Baetyl Quests ==
===Demands===
 
A sparking baetyl has a 70% chance of demanding a particular kind of item and a 30% chance of demanding a particular [[Item Mods|item mod]]. Any item with the mod will satisfy an item mod demand.
 
===Item Demands===
To be eligible to be used in a baetyl quest, an item <em>blueprint</em>:
To be eligible to be used in a baetyl quest, an item <em>blueprint</em>:
* must not have a <code>Brain</code> part
* must not have a <code>Brain</code> part
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* or it has the demand blueprint set in its <code>SparkingQuestBlueprint</code> property or tag
* or it has the demand blueprint set in its <code>SparkingQuestBlueprint</code> property or tag
* or its blueprint-level <code>Render.DisplayName</code>, with all color formatting stripped, matches the blueprint's <code>Render.DisplayName</code> with all color formatting stripped
* or its blueprint-level <code>Render.DisplayName</code>, with all color formatting stripped, matches the blueprint's <code>Render.DisplayName</code> with all color formatting stripped
===Mod Demands===
To be eligible to be used in a baetyl quest, an item mod:
* must not have the <code>NoSparkingQuest</code> property set to true ([[Sharp]], [[Freezing]], and [[Flaming]] have this, as well as some wall mods)
* must have a <code>MinTier</code> less than or equal to 8 (only wall mods have this value set higher)
An item mod meeting these requirements is randomly selected, with all such item mods being equally likely. The baetyl will want from 3 to 6 items that have the item mod.
===Rewards===
===Rewards===
The type of reward is randomly generated out of 8 possible rewards, with each having an equal chance, unless the player character is a [[true kin]], where the reward that grants mutation points grants attribute points instead.  
The type of reward is randomly generated out of 8 possible rewards, with each having an equal chance, unless the player character is a [[True Kin]], where the reward that grants mutation points grants attribute points instead.  


{|class = "wikitable"
{|class = "wikitable"
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|-
|-
|ENHANCED PROWESS
|ENHANCED PROWESS
|1 to 3 attribute points or 1 to 3 mutation points (If true kin, it will always be attribute points)
|1 to 3 attribute points or 1 to 3 mutation points (if true kin, it will always be attribute points)
|25%
|25%
|-
|-
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|}
|}
====Item Rewards====
====Item Rewards====
Item rewards will be of a [[tier]] meant to very roughly reflect the challenge of the demand. This tier will be the tier of the item demanded or the [[zone tier|static zone tier]] of the [[zone]] the baetyl is in, whichever is higher, plus {{dice tooltip|1d2}}.
Item rewards will be of a [[tier]] meant to very roughly reflect the challenge of the demand. This tier will be either a number based on the demand or the [[zone tier|static zone tier]] of the [[zone]] the baetyl is in, whichever is higher, plus {{dice tooltip|1d2}}. For item demands, the demand-based number is the tier of the item. For item mod demands, the demand-based number is the tier of the item mod, plus a number corresponding to the rarity of the item mod (squared if the item mod cannot be added via Tinkering), minus one if the item mod can show up randomly on items created by tinkering.


Item rewards will have:
Item rewards will have:
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