User:Egocarib/Sandbox: Difference between revisions

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(draft Triggers table (I think the cargo queries are too slow though, might have to replace with simple favilinks))
(Undo revision 91893 by Egocarib (talk))
Tag: Undo
 
(38 intermediate revisions by the same user not shown)
Line 1: Line 1:
<!-- ➤<br>→<br>➝<br>⟶<br>→</br>⤍<br>⤑<br>⥅<br>⇴<br>⇢<br>➞<br>➟<br>⇨ -->
{| class="wikitable"
{| class="wikitable"
! Triggers
! colspan=3 style="text-align:left;background-color:#003e00; border-bottom:0px;" | All of the following:
! Cooking Domain
! Possible Ingredients
|-
|-
| Whenever you perform a critical hit,
| style="background:#003e00;border-top:0px;border-bottom:0px;" |
| [[ Agility (cooking effect) | Agility ]]
! style="background:rgba(0, 62, 0, 0.65);" | Item
| {{ Food that grants |Agility| nobullets }}
! style="background:rgba(0, 62, 0, 0.65);" | Quantity
|-
|-
| Whenever you suffer a 2X or greater physical penetration,
| style="background:#003e00;font-size:1.5em;" | ⥅
| [[ Armor (cooking effect) | Armor ]]
| Uplifted Knight Commander
| {{ Food that grants |Armor| nobullets }}
| 1
|-
|-
| Whenever you identify an artifact,
| style="background:#003e00;font-size:1.5em;" | ⥅
| [[ Artifacts (cooking effect) | Artifacts ]]
|
| {{ Food that grants |Artifacts| nobullets }}
 
{| class="wikitable" style="margin-left: 0.5em;" <!-- Types -->
! colspan=4 style="text-align:left;background-color:#333e00;border-bottom:0px;" | One of the following:
|-
|-
| Whenever you deal cold damage, there's a 25% chance
| style="background:#333e00;border-top:0px; " |
| [[ Cold (cooking effect) | Cold ]]
! style="background:rgba(51, 62, 0, 0.65);" | Item
| {{ Food that grants |Cold| nobullets }}
! style="background:rgba(51, 62, 0, 0.65);" | Quantity
! style="background:rgba(51, 62, 0, 0.65);" | Chance
|-
|-
| Whenever you are slowed by cold,
| style="background:#333e00;font-size:1.5em;" | ⇢
| [[ Cold (cooking effect) | Cold ]]
|
| {{ Food that grants |Cold| nobullets }}
 
{| class="wikitable" style="margin-left: 0.5em;" <!-- Types > Knight -->
! colspan=3 style="text-align:left;background-color:#003e00;border-bottom:0px;" | All of the following:
|-
|-
| Whenever you deal electric damage, there's a 25% chance
| rowspan=3 style="max-width:12px; background:#003e00;border-top:0px;" |
| [[ Electric (cooking effect) | Electric ]]
! Item
| {{ Food that grants |Electric| nobullets }}
! Quantity
|-
|-
| Whenever you eat a dreadroot tuber or lah petal,
| Templar Weighted Toward Knight
| [[ Fear (cooking effect) | Fear ]]
| 1
| {{ Food that grants |Fear| nobullets }}
|-
|-
| Whenever you become afraid,
|  
| [[ Fear (cooking effect) | Fear ]]
 
| {{ Food that grants |Fear| nobullets }}
{| class="wikitable" style="margin-left: 0.5em;" <!-- Knight Leader -->
! colspan=4 style="text-align:left;background-color:#333e00;border-bottom:0px;" | One of the following:
|-
|-
| Whenever you eat a mushroom,
| rowspan=3 style="max-width:12px; background:#333e00;border-top:0px; |
| [[ Fungus (cooking effect) | Fungus ]]
! Item
| {{ Food that grants |Fungus| nobullets }}
! Quantity
! Chance
|-
|-
| Whenever you get itchy skin,
| Banner-Knight Templar
| [[ Fungus (cooking effect) | Fungus ]]
| 1
| {{ Food that grants |Fungus| nobullets }}
| 50%
|-
|-
| Whenever you deal fire damage, there's a 10% chance
| Knight Templar
| [[ Heat (cooking effect) | Heat ]]
| 1
| {{ Food that grants |Heat| nobullets }}
| 50%
|}
 
| 1
|}
 
| 1
| 33.3%
|-
|-
| Whenever you are set on fire,
| style="background:#333e00;font-size:1.5em;" | ⇢
| [[ Heat (cooking effect) | Heat ]]
| Template War Party Major > Types > Gunner
| {{ Food that grants |Heat| nobullets }}
| 1
| 33.3%
|-
|-
| Whenever you take damage, there's a 8-10% chance
| style="background:#333e00;font-size:1.5em;" | ⇢
| [[ HP (cooking effect) | HP ]]
| Template War Party Major > Types > GunnerOrKnight
| {{ Food that grants |HP| nobullets }}
| 1
| 33.3%
|}
 
| 1
|}
 
 
 
== Templar War Party Major ==
 
{| class="wikitable"
! colspan=2 style="text-align:left;background-color:#003e00;" | All of the following:
|-
! Item
! Quantity
|-
| Uplifted Knight Commander
| 1
|-
|-
| Whenever you drop below 20% HP,
| Template War Party Major > Types
| [[ HP (cooking effect) | HP ]]
| 1
| {{ Food that grants |HP| nobullets }}
|}
 
=== Templar War Party Major > Types ===
 
{| class="wikitable"
! colspan=3 style="text-align:left;background-color:#333e00;" | One of the following:
|-
! Item
! Quantity
! Chance
|-
| Template War Party Major > Types > Knight
| 1
| 33.3%
|-
| Template War Party Major > Types > Gunner
| 1
| 33.3%
|-
| Template War Party Major > Types > GunnerOrKnight
| 1
| 33.3%
|}
 
=== Templar War Party Major > Types > Knight ===
 
{| class="wikitable"
! colspan=2 style="text-align:left;background-color:#003e00;" | All of the following:
|-
! Item
! Quantity
|-
| Templar Weighted Toward Knight
| 1
|-
| Templar War Party Major > Types > Knight > Knight Leader
| 1
|}
 
=== Templar War Party Major > Types > Knight > Knight Leader ===
 
{| class="wikitable"
! colspan=3 style="text-align:left;background-color:#333e00;" | One of the following:
|-
|-
| Whenever you take damage, there's a 12-15% chance
! Item
| [[ Strength (cooking effect) | Strength ]]
! Quantity
| {{ Food that grants |Strength| nobullets }}
! Chance
|-
|-
| Whenever you drop below 30% HP,
| Banner-Knight Templar
| [[ Strength (cooking effect) | Strength ]]
| 1
| {{ Food that grants |Strength| nobullets }}
| 50%
|-
|-
| Whenever you gain a new follower,
| Knight Templar
| [[ Love (cooking effect) | Love ]]
| 1
| {{ Food that grants |Love| nobullets }}
| 50%
|}
 
=== Templar War Party Major > Types > Gunner ===
 
{| class="wikitable"
! colspan=2 style="text-align:left;background-color:#003e00;" | All of the following:
|-
|-
| Whenever you drink honey,
! Item
| [[ Medicinal (cooking effect) | Medicinal ]]
! Quantity
| {{ Food that grants |Medicinal| nobullets }}
|-
|-
| Whenever you eat an unfermented yuckwheat stem,
| Templar Weighted Toward Gunner
| [[ Medicinal (cooking effect) | Medicinal ]]
| 1
| {{ Food that grants |Medicinal| nobullets }}
|-
|-
| Whenever you phase in,
| Templar War Party Major > Types > Gunner > Gunner Leader
| [[ Phase (cooking effect) | Phase ]]
| 1
| {{ Food that grants |Phase| nobullets }}
|}
 
=== Templar War Party Major > Types > Gunner > Gunner Leader ===
 
{| class="wikitable"
! colspan=3 style="text-align:left;background-color:#333e00;" | One of the following:
|-
|-
| Whenever you phase out,
! Item
| [[ Phase (cooking effect) | Phase ]]
! Quantity
| {{ Food that grants |Phase| nobullets }}
! Chance
|-
|-
| Whenever you take damage from a plant,
| Banner-Knight Templar
| [[ PlantHighTier (cooking effect) | PlantHighTier ]]
| 1
| {{ Food that grants |PlantHighTier| nobullets }}
| 50%
|-
|-
| Whenever you take damage, there's a 8-10% chance
| Gunner-Knight Templar
| [[ Reflect (cooking effect) | Reflect ]]
| 1
| {{ Food that grants |Reflect| nobullets }}
| 50%
|}
 
=== Templar War Party Major > Types > GunnerOrKnight ===
 
{| class="wikitable"
! colspan=2 style="text-align:left;background-color:#003e00;" | All of the following:
|-
|-
| Whenever you reflect damage, there's a 50% chance
! Item
| [[ Reflect (cooking effect) | Reflect ]]
! Quantity
| {{ Food that grants |Reflect| nobullets }}
|-
|-
| Whenever you take damage, there's a 16-20% chance
| Templar Weighted Toward Gunner
| [[ ReflectHighTier (cooking effect) | ReflectHighTier ]]
| 1
| {{ Food that grants |ReflectHighTier| nobullets }}
|-
|-
| Whenever you reflect damage, there's a 100% chance
| Templar Weighted Toward Knight
| [[ ReflectHighTier (cooking effect) | ReflectHighTier ]]
| 1
| {{ Food that grants |ReflectHighTier| nobullets }}
|-
|-
| Whenever you take damage, there's a 8-10% chance
| Templar War Party Major > Types > GunnerOrKnight > GunnerOrKnight Leader
| [[ RegenLowTier (cooking effect) | RegenLowTier ]]
| 1
| {{ Food that grants |RegenLowTier| nobullets }}
|}
 
=== Templar War Party Major > Types > GunnerOrKnight > GunnerOrKnight Leader ===
 
{| class="wikitable"
! colspan=3 style="text-align:left;background-color:#333e00;" | One of the following:
|-
|-
| Whenever you take damage, there's a 30-40% chance
! Item
| [[ RegenHighTier (cooking effect) | RegenHighTier ]]
! Quantity
| {{ Food that grants |RegenHighTier| nobullets }}
! Chance
|-
|-
| Whenever you use a salve or ubernostrum injector,
| Banner-Knight Templar
| [[ RegenLowTier (cooking effect) | RegenLowTier]],<br>[[ RegenHighTier (cooking effect) | RegenHighTier ]]
| 1
| {{ Food that grants |RegenLowTier| nobullets }}{{ Food that grants |RegenHighTier| nobullets }}
| 33.3%
|-
|-
| Whenever you teleport,
| Knight Templar
| [[ Teleport (cooking effect) | Teleport ]]
| 1
| {{ Food that grants |Teleport| nobullets }}
| 33.3%
|-
|-
| Whenever you drink freshwater, there's a 25% chance
| Gunner-Knight Templar
| [[ Thirst (cooking effect) | Thirst ]]
| 1
| {{ Food that grants |Thirst| nobullets }}
| 33.3%
|}
|}
<pre>
  <population Name="Templar War Party Major">
    <group Name="Contents" Style="pickeach">
      <object Number="1" Blueprint="Uplifted Knight Commander" />
      <group Name="Types" Style="pickone">
        <group Name="Knight" Style="pickeach">
          <table Number="6" Name="Templar Weighted Toward Knight" />
          <group Name="Knight Leader" Style="pickone">
            <object Blueprint="Banner-Knight Templar" />
            <object Blueprint="Knight Templar" />
          </group>
        </group>
        <group Name="Gunner" Style="pickeach">
          <table Number="6" Name="Templar Weighted Toward Gunner" />
          <group Name="Gunner Leader" Style="pickone">
            <object Blueprint="Banner-Knight Templar" />
            <object Blueprint="Gunner-Knight Templar" />
          </group>
        </group>
        <group Name="GunnerOrKnight" Style="pickeach">
          <table Number="3" Name="Templar Weighted Toward Gunner" />
          <table Number="3" Name="Templar Weighted Toward Knight" />
          <group Name="GunnerOrKnight Leader" Style="pickone">
            <object Blueprint="Banner-Knight Templar" />
            <object Blueprint="Knight Templar" />
            <object Blueprint="Gunner-Knight Templar" />
          </group>
        </group>
      </group>
    </group>
  </population>
</pre>
== Beta Wiki Prep ==
* <s>Drafts of new liquids pages: https://gist.github.com/egocarib/84e1ec29e6d9920f7b7e456dfe82a5e2</s>
* <s>Drafts of new turret pages: https://gist.github.com/egocarib/0c1e9623d17c874d5d3abf54da456704</s>
* <s>Drafts of new mod pages: https://gist.github.com/egocarib/83b007b356f111c6bb68e1e5259d28e4</s>
* <s>Drafts of 'plasma' and 'coated in plasma' pages: https://gist.github.com/egocarib/6ca2a8fdc3be827a04c5f51d03af36b2</s>
* <s>List of wish changes: https://gist.github.com/egocarib/271db4a0322a2db6498e3870afc887ca</s>
==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
** Reported here in one particular context: https://bitbucket.org/bbucklew/cavesofqud-public-issue-tracker/issues/2834
* 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






<!--


[[File:Puffer spores.gif|right|frame|The infectious spores of a brooding azurepuff, jadepuff, and rosepuff]]




<!--
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{{clear|both}}
{{infobox
|title=HistoricPond
|imagearea={{altimage start}}{{altimage | HistoricPond example 1.png | type =  example 1}}{{altimage | HistoricPond example 2.png | type =  example 2}}{{altimage | HistoricPond example 3.png | type =  example 3}}{{altimage | HistoricPond example 4.png | type =  example 4}}{{altimage | HistoricPond example 5.png | type =  example 5}}{{altimage | HistoricPond example 6.png | type =  example 6}}{{altimage | HistoricPond example 7.png | type =  example 7}}{{altimage | HistoricPond example 8.png | type =  example 8}}{{altimage | HistoricPond example 9.png | type =  example 9}}{{altimage | HistoricPond example 10.png | type =  example 10}}{{altimage | HistoricPond example 11.png | type =  example 11}}{{altimage | HistoricPond example 12.png | type =  example 12}}{{altimage | HistoricPond example 13.png | type =  example 13}}{{altimage | HistoricPond example 14.png | type =  example 14}}{{altimage | HistoricPond example 15.png | type =  example 15}}{{altimage | HistoricPond example 16.png | type =  example 16}}{{altimage | HistoricPond example 17.png | type =  example 17}}{{altimage | HistoricPond example 18.png | type =  example 18}}{{altimage | HistoricPond example 19.png | type =  example 19}}{{altimage | HistoricPond example 20.png | type =  example 20}}{{altimage end}}
}}


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{{#cargo_query:table=ItemsTable,GeneralData|fields=ItemsTable._pageName|join on=ItemsTable._pageName=GeneralData._pageName|where=ItemsTable._pageNamespace='0' AND ItemsTable.Vibro='1' AND (ItemsTable.Extra HOLDS NOT LIKE 'Not Unequippable')|format=template|template=favilink ul query}}






<syntaxhighlight lang="html">{{#cargo_query:table=ItemsTable,GeneralData|fields=ItemsTable._pageName|join on=ItemsTable._pageName=GeneralData._pageName|where=ItemsTable._pageNamespace='0' AND ItemsTable.Vibro='1' AND GeneralData.Image LIKE '%.png'|format=template|template=favilink ul query}}</syntaxhighlight>
Gathering together old stuff I was working on...
{{#cargo_query:table=ItemsTable,GeneralData|fields=ItemsTable._pageName|join on=ItemsTable._pageName=GeneralData._pageName|where=ItemsTable._pageNamespace='0' AND ItemsTable.Vibro='1' AND GeneralData.Image LIKE '%.png'|format=template|template=favilink ul query}}
* [[Template:Item/test]]
* [[Template:Item/CoreStats]]
* [[Template:Item/TinkerData]]






{{#invoke: infobox|infobox|
|image = throwing axe.png <!--sacred well.png-->
|title = {{Qud text|&amp;ythrowing axe}}
| class = qud-item-infobox
|rows =
{{infobox row|class=qud-item-core-stats-wrapper|field=
<div class="qud-item-core-stats">
<!--                                                              -->
<div class="qud-item-core-stat qud-tooltip"><div class="qud-item-core-stat-label">[[PV]]</div><div class="qud-item-core-stat-content">{{PV}}{{{pv|4}}}{{Color | K |/9 }}</div><span class="qud-tooltip-text delayed-tooltip"><span>base: 4</span><span>maximum: 9</span></span></div>
<!--                                                              -->
<div class="qud-item-core-stat qud-tooltip"><div class="qud-item-core-stat-label">Damage</div><div class="qud-item-core-stat-content">{{heart}}2d12</div><span class="qud-tooltip-text delayed-tooltip"><span>average: {{#invoke:dice/Format | diceStats | roll = 2d12 | template = Dice_mean_truncated}}</span><span>range: {{#invoke:dice/Format | diceStats | roll = 2d12 | template = Dice_range_only}}</span></span></div>
<!--                                                              -->
<div class="qud-item-core-stat qud-tooltip"><div class="qud-item-core-stat-label">[[AV]]</div><div class="qud-item-core-stat-content">{{AV}}4</div><span class="qud-tooltip-text delayed-tooltip"><span class="tooltip-title">Armor value: 4</span></span></div>
<!--                                                              -->
<div class="qud-item-core-stat qud-tooltip"><div class="qud-item-core-stat-label">[[DV]]</div><div class="qud-item-core-stat-content">{{DV}}3</div><span class="qud-tooltip-text delayed-tooltip"><span class="tooltip-title">Dodge value: 3</span></span></div>
</div>
}}
{{infobox row|field= }}
{{infobox row|field= }}
{{infobox row|field= }}
{{infobox row|[[PV]]|{{PV}}{{{pv|4}}}{{Color | K |/9 }} }}
{{infobox row|Damage|{{heart}}{{dice tooltip|2d12}} }}
{{infobox row|Weight|1{{pounds}} }}
}}


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<div class="qud-attribute-entry qud-tooltip"><div class="qud-attribute-label qud-attribute-{{lc:{{{2}}}}}">{{{2}}}:</div><div class="qud-attribute-value">{{#invoke:dice/Format | diceStats | roll = {{{3|}}} | template = Dice_mean_truncated}}</div>{{#if: {{{3|}}} | <!-- create hover tooltip if a value was specified for the attribute: --><!--<span class="qud-tooltip-text delayed-tooltip">[[{{{link|Attributes}}}|{{{1}}}]]: {{#invoke:dice/Format | diceStats | roll = {{{3|}}} | template = Dice_mean_truncated}}{{#invoke:dice/Format | diceStats | roll = {{{3|}}} | template = Tooltip_dice_range_string}}</span> | }}</div>
<div class="qud-attribute-entry qud-tooltip"><div class="qud-attribute-label qud-attribute-{{lc:{{{2}}}}}">{{{2}}}:</div><div class="qud-attribute-value">{{#invoke:dice/Format | diceStats | roll = {{{3|}}} | template = Dice_mean_truncated}}</div>{{#if: {{{3|}}} | <!-- create hover tooltip if a value was specified for the attribute: --><!--<span class="qud-tooltip-text delayed-tooltip">[[{{{link|Attributes}}}|{{{1}}}]]: {{#invoke:dice/Format | diceStats | roll = {{{3|}}} | template = Dice_mean_truncated}}{{#invoke:dice/Format | diceStats | roll = {{{3|}}} | template = Tooltip_dice_range_string}}</span> | }}</div>


-->
-->

Latest revision as of 15:53, 19 January 2024


All of the following:
Item Quantity
Uplifted Knight Commander 1
One of the following:
Item Quantity Chance
All of the following:
Item Quantity
Templar Weighted Toward Knight 1
One of the following:
Item Quantity Chance
Banner-Knight Templar 1 50%
Knight Templar 1 50%
1
1 33.3%
Template War Party Major > Types > Gunner 1 33.3%
Template War Party Major > Types > GunnerOrKnight 1 33.3%
1


Templar War Party Major

All of the following:
Item Quantity
Uplifted Knight Commander 1
Template War Party Major > Types 1

Templar War Party Major > Types

One of the following:
Item Quantity Chance
Template War Party Major > Types > Knight 1 33.3%
Template War Party Major > Types > Gunner 1 33.3%
Template War Party Major > Types > GunnerOrKnight 1 33.3%

Templar War Party Major > Types > Knight

All of the following:
Item Quantity
Templar Weighted Toward Knight 1
Templar War Party Major > Types > Knight > Knight Leader 1

Templar War Party Major > Types > Knight > Knight Leader

One of the following:
Item Quantity Chance
Banner-Knight Templar 1 50%
Knight Templar 1 50%

Templar War Party Major > Types > Gunner

All of the following:
Item Quantity
Templar Weighted Toward Gunner 1
Templar War Party Major > Types > Gunner > Gunner Leader 1

Templar War Party Major > Types > Gunner > Gunner Leader

One of the following:
Item Quantity Chance
Banner-Knight Templar 1 50%
Gunner-Knight Templar 1 50%

Templar War Party Major > Types > GunnerOrKnight

All of the following:
Item Quantity
Templar Weighted Toward Gunner 1
Templar Weighted Toward Knight 1
Templar War Party Major > Types > GunnerOrKnight > GunnerOrKnight Leader 1

Templar War Party Major > Types > GunnerOrKnight > GunnerOrKnight Leader

One of the following:
Item Quantity Chance
Banner-Knight Templar 1 33.3%
Knight Templar 1 33.3%
Gunner-Knight Templar 1 33.3%


  <population Name="Templar War Party Major">
    <group Name="Contents" Style="pickeach">
      <object Number="1" Blueprint="Uplifted Knight Commander" />
      <group Name="Types" Style="pickone">
        <group Name="Knight" Style="pickeach">
          <table Number="6" Name="Templar Weighted Toward Knight" />
          <group Name="Knight Leader" Style="pickone">
            <object Blueprint="Banner-Knight Templar" />
            <object Blueprint="Knight Templar" />
          </group>
        </group>
        <group Name="Gunner" Style="pickeach">
          <table Number="6" Name="Templar Weighted Toward Gunner" />
          <group Name="Gunner Leader" Style="pickone">
            <object Blueprint="Banner-Knight Templar" />
            <object Blueprint="Gunner-Knight Templar" />
          </group>
        </group>
        <group Name="GunnerOrKnight" Style="pickeach">
          <table Number="3" Name="Templar Weighted Toward Gunner" />
          <table Number="3" Name="Templar Weighted Toward Knight" />
          <group Name="GunnerOrKnight Leader" Style="pickone">
            <object Blueprint="Banner-Knight Templar" />
            <object Blueprint="Knight Templar" />
            <object Blueprint="Gunner-Knight Templar" />
          </group>
        </group>
      </group>
    </group>
  </population>

Beta Wiki Prep


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#