Difference between revisions of "User:Arcangelus"
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* [[User:Arcangelus/Sandbox]] | * [[User:Arcangelus/Sandbox]] | ||
* [[Module:Sandbox/Arcangelus]] | * [[Module:Sandbox/Arcangelus]] | ||
+ | * [[Module:Arcangel/Testing]] | ||
* [[Template:Sandbox/Arcangelus]] | * [[Template:Sandbox/Arcangelus]] | ||
+ | * [[Module:String]] | ||
+ | * [[Module:Thought]] (Deprecated due to being slower than [[Template:Thought]] "normal" implementation) | ||
== Testing the Module == | == Testing the Module == | ||
− | {{#invoke:Sandbox/Arcangelus|hello}} | + | <!--{{#invoke:Sandbox/Arcangelus|hello}}--> |
+ | |||
+ | == Otra tabla == | ||
+ | Skylantern festival extra reward chance is in RitualOutcomeEffectWorker_Skylantern. | ||
+ | It can only happen on a positive outcome, and there is a 20% chance it doesn't <code>if (!outcome.Positive || !Rand.Chance(0.2f)) {return; }</code> . The reward varies between 200-500 silver. It triggers as an incident of 160 points, always 3 pawns of the ideoreligion of the ritual. I don't follow how the items are chosen. | ||
+ | |||
+ | Dance Party extra reward chance is in RitualOutcomeEffectWorker_DanceParty. | ||
+ | It can only happen on a positive outcome, and there is a 10% chance it doesn't <code>if (!outcome.Positive || !Rand.Chance(0.1f)) { return; } )</code>. | ||
+ | |||
+ | The blinding ritual extra reward chance is in RitualOutcomeEffectWorker_Blinding. | ||
+ | It requires Royalty{{RoyaltyIcon}} and can only happen on a positive outcome. Then, it required the best outcome possible for the ritual OR a 50% chance. | ||
+ | <code>if (ModsConfig.RoyaltyActive && outcome.Positive && (outcome.BestPositiveOutcome(jobRitual) || Rand.Chance(0.5f)))</code> | ||
+ | There's also something regarding how the ability is chosen, but all I get is that the PSyLink Level will increse and an ability has to be possible to grant for that to happen. | ||
+ | |||
+ | Extra reward chance in RitualOutcomeEffectWorker_Duel | ||
+ | It requires a positive outcome. No other requirement seems needed. | ||
+ | The best possible result gives 5000 XP to melee to the duelists, 2000 XP to melee to everyone, and fills 50% of the joy/recreation bar. Other (valid) results halve that. | ||
+ | There is no mention to mood increases (beyond the ritual quality itself). | ||
+ | |||
+ | See [[Template:Ritual table]] later, for future improvemennts | ||
+ | |||
+ | == Otros == | ||
+ | The bed_healPerDay values of beds seem to have been modified at some point. </br> | ||
+ | Right now, it assumes +4 for sleeping spots, +8 for beds and +14 for Hospital bed. | ||
+ | The code suggests none for sleeping spots (all kinds), +1 for [[Ancient bed]], +4 for bed(all kinds minus hospital)/Slab bed(both kinds)/bedroll(both kinds) and animal sleeping box/Animal bed, +10 for Hospital Bed. | ||
+ | |||
+ | In-game testing needed before changing the values. No idea when the change was made. |
Latest revision as of 13:13, 30 January 2025
Look at that definition! This user deserves recognition for impeccable work and the absolute slog that was completing the body type definitions for Template:Animal Health Table. |
Test Pages[edit]
- User:Arcangelus/Sandbox
- Module:Sandbox/Arcangelus
- Module:Arcangel/Testing
- Template:Sandbox/Arcangelus
- Module:String
- Module:Thought (Deprecated due to being slower than Template:Thought "normal" implementation)
Testing the Module[edit]
Otra tabla[edit]
Skylantern festival extra reward chance is in RitualOutcomeEffectWorker_Skylantern.
It can only happen on a positive outcome, and there is a 20% chance it doesn't if (!outcome.Positive || !Rand.Chance(0.2f)) {return; }
. The reward varies between 200-500 silver. It triggers as an incident of 160 points, always 3 pawns of the ideoreligion of the ritual. I don't follow how the items are chosen.
Dance Party extra reward chance is in RitualOutcomeEffectWorker_DanceParty.
It can only happen on a positive outcome, and there is a 10% chance it doesn't if (!outcome.Positive || !Rand.Chance(0.1f)) { return; } )
.
The blinding ritual extra reward chance is in RitualOutcomeEffectWorker_Blinding.
It requires Royalty and can only happen on a positive outcome. Then, it required the best outcome possible for the ritual OR a 50% chance.
if (ModsConfig.RoyaltyActive && outcome.Positive && (outcome.BestPositiveOutcome(jobRitual) || Rand.Chance(0.5f)))
There's also something regarding how the ability is chosen, but all I get is that the PSyLink Level will increse and an ability has to be possible to grant for that to happen.
Extra reward chance in RitualOutcomeEffectWorker_Duel It requires a positive outcome. No other requirement seems needed. The best possible result gives 5000 XP to melee to the duelists, 2000 XP to melee to everyone, and fills 50% of the joy/recreation bar. Other (valid) results halve that. There is no mention to mood increases (beyond the ritual quality itself).
See Template:Ritual table later, for future improvemennts
Otros[edit]
The bed_healPerDay values of beds seem to have been modified at some point.
Right now, it assumes +4 for sleeping spots, +8 for beds and +14 for Hospital bed.
The code suggests none for sleeping spots (all kinds), +1 for Ancient bed, +4 for bed(all kinds minus hospital)/Slab bed(both kinds)/bedroll(both kinds) and animal sleeping box/Animal bed, +10 for Hospital Bed.
In-game testing needed before changing the values. No idea when the change was made.