User:Egocarib/Sandbox: Difference between revisions

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<div class="world-map-tier-overlay"><!--
==Preliminary research into zone tiers.==


--><div class="numeric-tier-rows"><!--
'''Uses [[:Template:World map with world tiers|"world tiers"]] (from Text.txt):'''
--><div class="numeric-tier-row">33333333322324444444444444444444444444444444444444444444444444444444444444444444</div><!--
--><div class="numeric-tier-row">33333333223324442222222444232333333344333333333333333333333355555555555555555555</div><!--
--><div class="numeric-tier-row">33333333322224222222222222333333333334433333333333333333333355555555555555555555</div><!--
--><div class="numeric-tier-row">33333333322222222222222225333333333333433333333333333333333355555555555555555555</div><!--
--><div class="numeric-tier-row">33333333332222222222222233333333333344433333333333333333333355555555555555555555</div><!--
--><div class="numeric-tier-row">23333333333111112222223333333333333343333333333333333333333355555555555555555555</div><!--
--><div class="numeric-tier-row">33333333333311222211223333333333333343333333333333333333333355555555555555555555</div><!--
--><div class="numeric-tier-row">33333333333311222111232333333333333343333333333333333333333355555555555555555555</div><!--
--><div class="numeric-tier-row">33333222222112221112233333333333333343333333333333333333333355555555555555555555</div><!--
--><div class="numeric-tier-row">33332222222122212112233443344444333443333333333333333333333355555555555555555555</div><!--
--><div class="numeric-tier-row">33322222222111222122233333433333333433333333333333333333333355555555555555555555</div><!--
--><div class="numeric-tier-row">33222222222112221222333334444433334433333333333333333333333355555555555555555555</div><!--
--><div class="numeric-tier-row">32222222222221222212233333333344444333333333333333333333333355555555555555555555</div><!--
--><div class="numeric-tier-row">22222222222222122112244443433444444333333333333333333333333355555555555555555555</div><!--
--><div class="numeric-tier-row">22222222222222122212223343334444444333333333333333333333333355555555555555555555</div><!--
--><div class="numeric-tier-row">22222222222211112222233333344444443333333333333333333333333355555555555555555555</div><!--
--><div class="numeric-tier-row">22222222220111111112223333444444333333333333333333333333333355555555555555555555</div><!--
--><div class="numeric-tier-row">22222222200211111211223444444433333333333333333333333333333355555555555555555555</div><!--
--><div class="numeric-tier-row">22222222201111111211344433433333333333333333333333333333333355555555555555555555</div><!--
--><div class="numeric-tier-row">22222222000111112211333344433333333333333333333333333333333355555555555555555555</div><!--
--><div class="numeric-tier-row">22222222200111112113333343333333333333333333333333333333333355555555555555555555</div><!--
--><div class="numeric-tier-row">22222220000000112211134443333333333333333333333333333333333355555555555555555555</div><!--
--><div class="numeric-tier-row">22222220000000111222133333333333333333333333333333333333333355555555555555555555</div><!--
--><div class="numeric-tier-row">22222000000001111122213313331113333333113333333333333333333355555555555555555555</div><!--
--><div class="numeric-tier-row">22222000000011121222221111111111111111223333333333333333333355555555555555555555</div><!--
--></div><!--


-->[[Image:World map.png]]<!--
methods:
    * JoppaWorldBuilder.getLocationWithinNFromTerrainTypeTier
    * JoppaWorldBuilder.getLocationOfTier(int tier)
    * JoppaWorldBuilder.getLocationOfTier(int minTier, int maxTier)
    * 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
    * ZoneTemplateNode.VariableReplace


--></div>
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 [[:Template:World map with zone tiers|"zone tiers"]] (from "RegionTier" tag in ObjectBlueprints):'''


CSS for content above:
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


.world-map-tier-overlay,
.world-map-tier-overlay:after,
.world-map-tier-overlay .numeric-tier-rows,
.world-map-tier-overlay img {
    width: 72vw;
    height: 33.75vw; /* width / 2.133333333 */
}
.world-map-tier-overlay {
    position: relative;
}
.world-map-tier-overlay .numeric-tier-rows,
.world-map-tier-overlay a,
.world-map-tier-overlay:after {
    position: absolute;
    top: 0;
    right: 0;
    bottom: 0;
    left: 0;
}
.world-map-tier-overlay:after {
    background: rgba(255, 255, 255, 0.14);
    z-index: 1;
    content: '';
}
.world-map-tier-overlay .numeric-tier-rows {
    display: grid;
    grid-auto-rows: 1fr;
    left: 0.178vw;
    top: 0.178vw;
    line-height: 1;
    letter-spacing: 0.178vw;
    font-family: 'Source Code Pro';
    font-weight: 700;
    font-size: 1.2vw;
    color: rgba(0, 0, 0, 0.9);
    z-index: 2;
    width: 72vw;
}


-->




{{clear|both}}
{{infobox
{{infobox
|title=HistoricPond
|title=HistoricPond

Revision as of 20:00, 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
     * 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

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#