User:Egocarib/Sandbox: Difference between revisions
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==Preliminary research into zone tiers.== | |||
'''Uses [[:Template:World map with world tiers|"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 [[:Template:World map with zone tiers|"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 | |||
{{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
Gathering together old stuff I was working on...
throwing axe
/9 4 | |
Damage
|
2d122-24 (Avg: 13) |
Weight
|
1# |