Difference between revisions of "User:Arcangelus"

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* [[User:Arcangelus/Sandbox]]
 
* [[User:Arcangelus/Sandbox]]
 
* [[Module:Sandbox/Arcangelus]]
 
* [[Module:Sandbox/Arcangelus]]
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* [[Module:Arcangel/Testing]]
 
* [[Template:Sandbox/Arcangelus]]
 
* [[Template:Sandbox/Arcangelus]]
 
* [[Module:String]]
 
* [[Module:String]]
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* [[Module:Thought]] (Deprecated due to being slower than [[Template:Thought]] "normal" implementation)
  
 
== Testing the Module ==
 
== Testing the Module ==
{{#invoke:Sandbox/Arcangelus|hello}}
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<!--{{#invoke:Sandbox/Arcangelus|hello}}-->
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== Otra tabla ==
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Skylantern festival extra reward chance is in RitualOutcomeEffectWorker_Skylantern.
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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.
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Dance Party extra reward chance is in RitualOutcomeEffectWorker_DanceParty.
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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>.
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The blinding ritual  extra reward chance is in RitualOutcomeEffectWorker_Blinding.
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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.
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<code>if (ModsConfig.RoyaltyActive && outcome.Positive && (outcome.BestPositiveOutcome(jobRitual) || Rand.Chance(0.5f)))</code>
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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.
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Extra reward chance in RitualOutcomeEffectWorker_Duel
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It requires a positive outcome. No other requirement seems needed.
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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.
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There is no mention to mood increases (beyond the ritual quality itself).
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See [[Template:Ritual table]] later, for future improvemennts
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== Otros ==
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The bed_healPerDay values of beds seem to have been modified at some point. </br>
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Right now, it assumes +4 for sleeping spots, +8 for beds and +14 for Hospital bed.
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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.
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In-game testing needed before changing the values. No idea when the change was made.

Latest revision as of 13:13, 30 January 2025

Test Pages[edit]

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 RoyaltyContent added by the Royalty DLC 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.