User:Egocarib/Sandbox: Difference between revisions

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{{Liquid Navbox}}
{{Liquid Navbox}}
---------- ALGAE ----------
{{#cargo_store:_table=GeneralData|DisplayName={{qud text|&galgal &Bwater&y|notxml}}|PlainName=algal water|ObjectID=AlgaePool|Image=algae.png|DisplayChar=.}}{{liquid
| title={{qud shader|g|algae}}
| liquidid=algae
| id=AlgaePool
| adjective = {{qud shader|g|algal}}
| smeared = {{qud shader|g|algae-covered}}
| stained = {{qud shader|g|algae}}{{qud shader|y|-stained}}
| value = 1
| weight = 0.25
| combustibility = 0
| thermalconductivity = 50
| fluidity = 35
| evaporativity = 1
| cleansing = 1
| vaportemp= 200
| image=algae.png
| overrideimages = {{altimage start}}{{altimage | algae.png | type = large pool}}{{altimage | algae variation 1.png | type = puddle sprite #1}}{{altimage | algae variation 2.png | type = puddle sprite #2}}{{altimage | algae variation 3.png | type = puddle sprite #3}}{{altimage | algae variation 4.png | type = puddle sprite #4}}{{altimage | algae variation 5.png | type = puddle sprite #5}}{{altimage | algae variation 6.png | type = puddle sprite #6}}{{altimage | algae variation 7.png | type = puddle sprite #7}}{{altimage | algae variation 8.png | type = puddle sprite #8}}{{altimage end}}
| gameversion = 2.0.202.78
}}
{{As Of Patch | 2.0.202.78}}
{{No Description}}
{{Liquid Navbox}}


-->
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Revision as of 15:09, 6 September 2021


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#