User:Egocarib/Sandbox: Difference between revisions

From Caves of Qud Wiki
Jump to navigation Jump to search
mNo edit summary
(hidden draft page)
Line 1: Line 1:
<!-- DRAFT PAGES FOR BETA
------- SUNSLAG ---------
{{#cargo_store:_table=GeneralData|DisplayName={{qud text|&yphial of &rs&Wu&Yn&Ys&Yl&Wa&rg&y|notxml}}|PlainName=phial of sunslag|ObjectID=SunSlagPhial|Image=phial.png|Weight=1|Commerce=1000|DisplayChar=.}}{{liquid
| title={{qud shader|sunslag|sunslag}}
| liquidid=sunslag
| id=SunSlagPhial
| adjective = {{qud shader|radiant|radiant}}
| smeared = {{qud shader|radiant|radiant}}
| stained = {{qud shader|sunslag|sunslag}}{{qud shader|y|-stained}}
| value=1000
| weight = 0.25
| combustibility = 30
| thermalconductivity = 40
| fluidity = 10
| evaporativity = 1
| cleansing = 0
| vaportemp= 2000
| image=sunslag.png
| overrideimages = {{altimage start}}{{altimage | sunslag.png | type = large pool}}{{altimage | sunslag variation 1.png | type = puddle sprite #1}}{{altimage | sunslag variation 2.png | type = puddle sprite #2}}{{altimage | sunslag variation 3.png | type = puddle sprite #3}}{{altimage | sunslag variation 4.png | type = puddle sprite #4}}{{altimage | sunslag variation 5.png | type = puddle sprite #5}}{{altimage | sunslag variation 6.png | type = puddle sprite #6}}{{altimage | sunslag variation 7.png | type = puddle sprite #7}}{{altimage | sunslag 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}}
-->
==Preliminary research into zone tiers.==
==Preliminary research into zone tiers.==



Revision as of 14:51, 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#