User:Arcangelus
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
- User:Arcangelus/Sandbox
- Module:Sandbox/Arcangelus
- Module:Arcangel/Testing
- Template:Sandbox/Arcangelus
- Module:String (Redundant)
- Module:Thought (Deprecated due to being slower than Template:Thought "normal" implementation)
Modules in use
Testing the Module
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 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
Crux of explanation. Redact later:
connectionLossPerLevelCurve [0 , 0.001]= 20*X [0.001, 0.33] = 0.02 + (X-0.01)*20/329 [0.33 , 0.66] = 0.04 + (X-0.33)*2/33 [0.66 , 1] = 0.06
The above means that, at 100% the Gauranlen connection decreases by 6% every day.
The loss from buildings is calculated with the equation 0.07 - X*6/790 (from 0 to 7.9). Non-integer (and 0) distances are impossible, for obvious reasons.
Distance to tree (cells) |
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8+ |
---|---|---|---|---|---|---|---|---|---|
Daily loss (%) | 7.00 | 6.24 | 5.48 | 4.72 | 3.96 | 3.20 | 2.44 | 1.68 | 0 |
The gain per hour is 1%*Pruning Speed. I will note that a pawn with the skill disabled would have a 0.75 multiplier: Unsure when that can happen.
The above number is then multiplied by connectionStrengthGainPerPlantSkill [If not null]
[0,8] = 0.8 + X/40 [8,20]= 1 + (X-8)/60
Plant Skill (LV) | 0 - 7 | 8 | 9 - 19 | 20 |
---|---|---|---|---|
Multiplier | 0.8 + LV/40 | 1 | 1 + (LV-8)/60 | 1.2 |
Multiplier ALT | 0.8 + LV/40 | 1 | 13/15 + LV/60 | 1.2 |
GauranlenConnection_Strong aka "Gauranlen connection" is a stat offset. Should be additive, but old table used it as multiplicative. The formula seems to be:
Base Speed per level * (1 + offsets)
If LV is the plant skill of a given pawn, Time in hours to keep 100% is calculated as:
Daily loss/(Gain per LV * Base Speed)
The Daily loss is 6% once tree connection >66%
Base Values | Without Tree connection | With Tree Connection | |||
---|---|---|---|---|---|
Plant Skill |
Gain per LV |
Pruning Speed |
Time to maintain 100% |
Pruning Speed |
Time to maintain 100% |
0 | 0.800 | 92% | 8.15 | 115% | 6.52 |
1 | 0.825 | 93% | 7.82 | 116% | 6.26 |
2 | 0.850 | 94% | 7.51 | 118% | 6.01 |
3 | 0.875 | 95% | 7.22 | 119% | 5.77 |
4 | 0.900 | 96% | 6.94 | 120% | 5.56 |
5 | 0.925 | 97% | 6.69 | 121% | 5.35 |
6 | 0.950 | 98% | 6.44 | 123% | 5.16 |
7 | 0.975 | 99% | 6.22 | 124% | 4.97 |
8 | 1.000 | 100% | 6.00 | 125% | 4.80 |
9 | 1.017 | 101% | 5.84 | 126% | 4.67 |
10 | 1.033 | 102% | 5.69 | 128% | 4.55 |
11 | 1.050 | 103% | 5.55 | 129% | 4.44 |
12 | 1.067 | 104% | 5.41 | 130% | 4.33 |
13 | 1.083 | 105% | 5.27 | 131% | 4.22 |
14 | 1.100 | 106% | 5.15 | 133% | 4.12 |
15 | 1.117 | 107% | 5.02 | 134% | 4.02 |
16 | 1.133 | 108% | 4.90 | 135% | 3.92 |
17 | 1.150 | 109% | 4.79 | 136% | 3.83 |
18 | 1.167 | 110% | 4.68 | 138% | 3.74 |
19 | 1.183 | 111% | 4.57 | 139% | 3.65 |
20 | 1.200 | 112% | 4.46 | 140% | 3.57 |
Base Values | Without Tree connection | With Tree Connection (If Additive) | With Tree Connection (IF Multiplicative) | ||||
---|---|---|---|---|---|---|---|
Plant Skill |
Gain per LV |
Pruning Speed |
Time to maintain 100% |
Pruning Speed |
Time to maintain 100% |
Pruning Speed |
Time to maintain 100% |
0 | 0.800 | 92% | 8.15 | 117% | 6.41 | 115% | 6.52 |
1 | 0.825 | 93% | 7.82 | 118% | 6.16 | 116% | 6.26 |
2 | 0.850 | 94% | 7.51 | 119% | 5.93 | 118% | 6.01 |
3 | 0.875 | 95% | 7.22 | 120% | 5.71 | 119% | 5.77 |
4 | 0.900 | 96% | 6.94 | 121% | 5.51 | 120% | 5.56 |
5 | 0.925 | 97% | 6.69 | 122% | 5.32 | 121% | 5.35 |
6 | 0.950 | 98% | 6.44 | 123% | 5.13 | 123% | 5.16 |
7 | 0.975 | 99% | 6.22 | 124% | 4.96 | 124% | 4.97 |
8 | 1.000 | 100% | 6.00 | 125% | 4.80 | 125% | 4.80 |
9 | 1.017 | 101% | 5.84 | 126% | 4.68 | 126% | 4.67 |
10 | 1.033 | 102% | 5.69 | 127% | 4.57 | 128% | 4.55 |
11 | 1.050 | 103% | 5.55 | 128% | 4.46 | 129% | 4.44 |
12 | 1.067 | 104% | 5.41 | 129% | 4.36 | 130% | 4.33 |
13 | 1.083 | 105% | 5.27 | 130% | 4.26 | 131% | 4.22 |
14 | 1.100 | 106% | 5.15 | 131% | 4.16 | 133% | 4.12 |
15 | 1.117 | 107% | 5.02 | 132% | 4.07 | 134% | 4.02 |
16 | 1.133 | 108% | 4.90 | 133% | 3.98 | 135% | 3.92 |
17 | 1.150 | 109% | 4.79 | 134% | 3.89 | 136% | 3.83 |
18 | 1.167 | 110% | 4.68 | 135% | 3.81 | 138% | 3.74 |
19 | 1.183 | 111% | 4.57 | 136% | 3.73 | 139% | 3.65 |
20 | 1.200 | 112% | 4.46 | 137% | 3.65 | 140% | 3.57 |