phreddrickk
Active member
I'm 80% sure there isn't a thread for this. Which is fine! The item is 90% implemented.
But there is a missing 10%. When you have the Book of Facts (or, more accurately, the skill "Just the Facts"), fighting monsters gives various things: some monsters drop items, others give effects, and so on. This is done in the classic seeded-random way we have all come to know and love, and we're pretty much done spading it.
This website can be used to check out the expected results of a particular seed; its source code can be found here, and this is a spreadsheet consisting of spading data for it.
Pocket wishes can drop at most thrice a day, so we'll need a pref for that. Tattered scraps can drop at most 11, so ditto. My understanding is that meat drop is equal to the base meat drop of the monster.
I'm unfortunately not personally perfectly well-versed on the exact nature of what all this thing does, but I figured it would be helpful to start a discussion. What should support for this look like?
In scope, the Cargo Cultist Shorts seems like the closest analogue--it drops a lot of stuff, and in particular it drops a variety of things: items, monsters, meat, etc. Following that model, we'd want a variety of functions, like
The idea here is the one-argument version of the function examines your current seed, and the three-arg version examines the seed specified by the latter two arguments.
But there is a missing 10%. When you have the Book of Facts (or, more accurately, the skill "Just the Facts"), fighting monsters gives various things: some monsters drop items, others give effects, and so on. This is done in the classic seeded-random way we have all come to know and love, and we're pretty much done spading it.
This website can be used to check out the expected results of a particular seed; its source code can be found here, and this is a spreadsheet consisting of spading data for it.
Pocket wishes can drop at most thrice a day, so we'll need a pref for that. Tattered scraps can drop at most 11, so ditto. My understanding is that meat drop is equal to the base meat drop of the monster.
I'm unfortunately not personally perfectly well-versed on the exact nature of what all this thing does, but I figured it would be helpful to start a discussion. What should support for this look like?
In scope, the Cargo Cultist Shorts seems like the closest analogue--it drops a lot of stuff, and in particular it drops a variety of things: items, monsters, meat, etc. Following that model, we'd want a variety of functions, like
Code:
Item just_the_facts_item(monster)
Item just_the_facts_item(monster, class, path)
Effect just_the_facts_effect(monster)
Effect just_the_facts_effect(monster, class, path)
String just_the_facts_drop(monster)
String just_the_facts_drop(monster, class, path)