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→‎Random ore placement (chooseStoneType): Splitting into sub sub sections
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===Random ore placement (chooseStoneType)===
 
===Random ore placement (chooseStoneType)===
 
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====Radioactive Ore===
 
[[File:SDV SC Radioactive.png|300px|thumb|right|Changing distribution of radioactive ore with luck (daily luck and luff buffs).]]
 
[[File:SDV SC Radioactive.png|300px|thumb|right|Changing distribution of radioactive ore with luck (daily luck and luff buffs).]]
 
This will first produce radioactive ore, with the following check:
 
This will first produce radioactive ore, with the following check:
 
     if (this.GetAdditionalDifficulty() > 0 && this.mineLevel % 5 != 0 && this.mineRandom.NextDouble() < (double)this.GetAdditionalDifficulty() * 0.001 + (double)((float)this.mineLevel / 100000f) + Game1.player.team.AverageDailyLuck() / 13.0 + Game1.player.team.AverageLuckLevel() * 0.0001500000071246177)
 
     if (this.GetAdditionalDifficulty() > 0 && this.mineLevel % 5 != 0 && this.mineRandom.NextDouble() < (double)this.GetAdditionalDifficulty() * 0.001 + (double)((float)this.mineLevel / 100000f) + Game1.player.team.AverageDailyLuck() / 13.0 + Game1.player.team.AverageLuckLevel() * 0.0001500000071246177)
 
For this, the luck boost from the special charm (0.025, contribution to AverageDailyLuck) is equivalent to an additional 192.3 floors (2500/13), and a single point of luck (such as from a food buff) is worth ~15 floors.
 
For this, the luck boost from the special charm (0.025, contribution to AverageDailyLuck) is equivalent to an additional 192.3 floors (2500/13), and a single point of luck (such as from a food buff) is worth ~15 floors.
 
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====Metal Ores====
 
After this, it will go through the different areas, and for skull cavern, it will set the base stone type to 32, 38, 40 or 42 (equally), and then calculate several variables, in a few stages to give different definitions for different floor ranges
 
After this, it will go through the different areas, and for skull cavern, it will set the base stone type to 32, 38, 40 or 42 (equally), and then calculate several variables, in a few stages to give different definitions for different floor ranges
 
chanceForOre is defined in 2 parts, including using a min, and then compared to a random double to give 4 different regions:
 
chanceForOre is defined in 2 parts, including using a min, and then compared to a random double to give 4 different regions:
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The iron ore chance results in a value of 50%.
 
The iron ore chance results in a value of 50%.
 
Additional floors of note are floor 30 where iridium ore becomes more common than gold ore, floor 74 where iridium ore becomes more common than iron and copper ore, floor 677 where gold ore becomes more common than iron and copper ore, floor 1081 where iridium ore becomes more common than non-metal ores, floor 1332 where gold ore becomes more common than non-metal ores, and floor 1725 where iron and copper ore becomes more common than non-metal ores.
 
Additional floors of note are floor 30 where iridium ore becomes more common than gold ore, floor 74 where iridium ore becomes more common than iron and copper ore, floor 677 where gold ore becomes more common than iron and copper ore, floor 1081 where iridium ore becomes more common than non-metal ores, floor 1332 where gold ore becomes more common than non-metal ores, and floor 1725 where iron and copper ore becomes more common than non-metal ores.
 
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====Other ores====
 
Additionally, up until this point, luck has not factored into the calculation.
 
Additionally, up until this point, luck has not factored into the calculation.
 
However, if it does not pass the ore chance check (this means the final chances for these will need <code>1-chanceForOre</code> included), it moves on to gemstone ores, dark grey rocks (stone ore), purple stones and mystic stones.
 
However, if it does not pass the ore chance check (this means the final chances for these will need <code>1-chanceForOre</code> included), it moves on to gemstone ores, dark grey rocks (stone ore), purple stones and mystic stones.
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