User:Egocarib/Sandbox: Difference between revisions

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==Preliminary research into zone tiers.==
==Preliminary research into zone tiers.==


'''Uses [[:Template:World map with world tiers|"world tiers"]] (from Text.txt):'''
===Uses [[:Template:World map with world tiers|"world tiers"]] (from Text.txt):===


methods:
====methods:====
    * JoppaWorldBuilder.getLocationWithinNFromTerrainTypeTier
* JoppaWorldBuilder.getLocationWithinNFromTerrainTypeTier
    * JoppaWorldBuilder.getLocationOfTier(int tier)
* JoppaWorldBuilder.getLocationOfTier(int tier)
    * JoppaWorldBuilder.getLocationOfTier(int minTier, int maxTier)
* JoppaWorldBuilder.getLocationOfTier(int minTier, int maxTier)
    * Zone.NewTier
* Zone.NewTier
      * This one is even weirder for Z-levels, it ignores the surface "world tier" entirely for strata 6 and below. This has the most noticeable impact on historic site credit wedge rewards and baeytl rewards
** This one is even weirder for Z-levels, it ignores the surface "world tier" entirely for strata 6 and below. This has the most noticeable impact on historic site credit wedge rewards and baeytl rewards
    * ZoneTemplateNode.VariableReplace
** Reported here in one particular context: https://bitbucket.org/bbucklew/cavesofqud-public-issue-tracker/issues/2834
* ZoneTemplateNode.VariableReplace


features:
====features:====
    * Sultan historic site placement
* Sultan historic site placement
    * XP reward for visiting a sultan historic site if you DON'T have the quest to visit that site already (250 * world tier)
* XP reward for visiting a sultan historic site if you DON'T have the quest to visit that site already (250 * world tier)
    * XP reward for visiting a village
* XP reward for visiting a village
    * Kindrish (location of tier 4-6), random z level from surface to 9 below ground
* Kindrish (location of tier 4-6), random z level from surface to 9 below ground
    * Either/Or atomizing into a creature (creates a creature of the zone's "world tier")
* Either/Or atomizing into a creature (creates a creature of the zone's "world tier")
    * Baetyl rewards (only a potential influence - the game ensures the reward item is at minimum equal to the "world tier" plus a random number from 1-2 (max 8))
* Baetyl rewards (only a potential influence - the game ensures the reward item is at minimum equal to the "world tier" plus a random number from 1-2 (max 8))
    * Generic faction encounters in most zones (anything that uses "FactionEncounters" builder, which is a lot)
* Generic faction encounters in most zones (anything that uses "FactionEncounters" builder, which is a lot)
    * Historic site relic zone builder / cybernetics credit wedge rewards
* Historic site relic zone builder / cybernetics credit wedge rewards
      * doesn't affect the actual relic itself - that uses the "zone tier" instead
** doesn't affect the actual relic itself - that uses the "zone tier" instead
    * ZoneTemplates.xml (wherever there's a "{zonetier}" that needs replacing in that file)
* ZoneTemplates.xml (wherever there's a "{zonetier}" that needs replacing in that file)




'''Uses [[:Template:World map with zone tiers|"zone tiers"]] (from "RegionTier" tag in ObjectBlueprints):'''
===Uses [[:Template:World map with zone tiers|"zone tiers"]] (from "RegionTier" tag in ObjectBlueprints):===


methods:
====methods:====
    * Zone.Tier
* Zone.Tier
    * Zone.GetZoneTier
* Zone.GetZoneTier
    * ZoneManager.zoneGenerationContextTier
* ZoneManager.zoneGenerationContextTier


features:
====features:====
    * XP reward for visiting a sultan historic site if you DO have a quest to visit that site already (250 * zone tier)
* XP reward for visiting a sultan historic site if you DO have a quest to visit that site already (250 * zone tier)
    * Legendary lairs - all features, including the creatures and the merchant stock generated there
* Legendary lairs - all features, including the creatures and the merchant stock generated there
    * Village generation
* Village generation
    * All other XML files besides ZoneTemplates.xml (encounters, populations, etc) whenever there's a "{zonetier}" that needs replacing
* All other XML files besides ZoneTemplates.xml (encounters, populations, etc) whenever there's a "{zonetier}" that needs replacing
    * All other dynamic population generation, including creatures and items
* All other dynamic population generation, including creatures and items
    * Everything else that cares about zone tier that's not already listed here or above
* Everything else that cares about zone tier that's not already listed here or above





Revision as of 20:03, 26 December 2020

Preliminary research into zone tiers.

Uses "world tiers" (from Text.txt):

methods:

  • JoppaWorldBuilder.getLocationWithinNFromTerrainTypeTier
  • JoppaWorldBuilder.getLocationOfTier(int tier)
  • JoppaWorldBuilder.getLocationOfTier(int minTier, int maxTier)
  • Zone.NewTier
  • ZoneTemplateNode.VariableReplace

features:

  • Sultan historic site placement
  • XP reward for visiting a sultan historic site if you DON'T have the quest to visit that site already (250 * world tier)
  • XP reward for visiting a village
  • Kindrish (location of tier 4-6), random z level from surface to 9 below ground
  • Either/Or atomizing into a creature (creates a creature of the zone's "world tier")
  • Baetyl rewards (only a potential influence - the game ensures the reward item is at minimum equal to the "world tier" plus a random number from 1-2 (max 8))
  • Generic faction encounters in most zones (anything that uses "FactionEncounters" builder, which is a lot)
  • Historic site relic zone builder / cybernetics credit wedge rewards
    • doesn't affect the actual relic itself - that uses the "zone tier" instead
  • ZoneTemplates.xml (wherever there's a "{zonetier}" that needs replacing in that file)


Uses "zone tiers" (from "RegionTier" tag in ObjectBlueprints):

methods:

  • Zone.Tier
  • Zone.GetZoneTier
  • ZoneManager.zoneGenerationContextTier

features:

  • XP reward for visiting a sultan historic site if you DO have a quest to visit that site already (250 * zone tier)
  • Legendary lairs - all features, including the creatures and the merchant stock generated there
  • Village generation
  • All other XML files besides ZoneTemplates.xml (encounters, populations, etc) whenever there's a "{zonetier}" that needs replacing
  • All other dynamic population generation, including creatures and items
  • Everything else that cares about zone tier that's not already listed here or above








HistoricPond



Gathering together old stuff I was working on...


throwing axe
Throwing axe.png
4/9
base: 4maximum: 9
Damage
♥2d12
average: 13range: 2-24
♦4
Armor value: 4
○3
Dodge value: 3
PV

4/9

Damage

♥2d122-24 (Avg: 13)

Weight

1#