Dromad trader: Difference between revisions

37 bytes removed ,  17:15, 27 December 2020
update zone tier links
imported>Trashmonks
(Updated by egocarib with game version 2.0.201.55 using QBE v1.0rc2)
(update zone tier links)
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[[File:Dromad_trader_worldgen_surface_locations.png|thumb|left|370px|Example dromad trader distribution from world generation.]]
[[File:Dromad_trader_worldgen_surface_locations.png|thumb|left|370px|Example dromad trader distribution from world generation.]]
=== Secret-based Locations ===
=== Secret-based Locations ===
During [[world generation]], 32 {{name|plural}} will be placed randomly on surface zones throughout the western half of the world map. All of these pre-generated surface-zone {{name|plural}} will be only tier 1 merchants, regardless of the [[World Map#World_Tier|world map tier]] of the zone where they appear.{{Code Reference|namespace=XRL.World.WorldBuilders|class=JoppaWorldBuilder|method=BuildSecrets}}
During [[world generation]], 32 {{name|plural}} will be placed randomly on surface zones throughout the western half of the world map. All of these pre-generated surface-zone {{name|plural}} will be only tier 1 merchants, regardless of the [[zone tier]] of the zone where they appear.{{Code Reference|namespace=XRL.World.WorldBuilders|class=JoppaWorldBuilder|method=BuildSecrets}}


The location of these pre-determined {{name|plural}} can be learned by trading [[secret]]s during the [[Water Ritual]].
The location of these pre-determined {{name|plural}} can be learned by trading [[secret]]s during the [[Water Ritual]].
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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 [[World Map#World_Tier|world map tier]] of their village.{{Code Reference|namespace=XRL.World.ZoneBuilders|class=Village|method=generateMerchant}} For example, a {{name}} in a {{favilink|Deathlands}} village will have tier 5 trade goods taken from the [[Data:Tier-based_merchant_wares#Tier5Wares|Tier5Wares]] 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 [[Data:Tier-based_merchant_wares#Tier3Wares|Tier3Wares]] generation table.


=== Additional Locations ===
=== Additional Locations ===