Changes

205 bytes removed ,  21:01, 2 November 2016
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If an animal has been trapped outside with the barn or coop doors closed, there is a chance they will be attacked during the night.
 
If an animal has been trapped outside with the barn or coop doors closed, there is a chance they will be attacked during the night.
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After the game starts to fade out, the events that will happen during the night are decided. If no other event is going to occur (About a 50% chance if no pre-determined scripted events are set to happen), the game will attempt to start an animal attack event. There is an additional 50% chance that the animal attack will do nothing. If the event proceeds, then the game will go through all buildings to find a barn or coop that has the doors '''closed''', and has an animal outside. For each building that meets this criteria, there is a chance it will instead be ignored (The more farm buildings you have, the more likely that one will be ignored [1 divided by the Number of Farm Buildings will be compared against a random number between 0 and 1. If the random number is larger, then the building will be ignored. For example, if you had two farm buildings, there would be a 50% chance to ignore. The players house does not count as a farm building for this case.]).  
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After the player goes to sleep, the events that will happen during the night are calculated. If no other events are due to occur, there will be a 50% chance that the game will attempt to start an animal attack event. If the event proceeds, then the game will go through all buildings to find a barn or coop that has their doors '''closed''', and has an animal outside.
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Once a building has been chosen, the event will target the first animal that calls that building its home and is stuck outside, to be the subject of the attack, and be removed from the game. All other animals will have a mood message in the morning about being frightened by the attack.
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For each building, the game takes a random number between 0 and 1 and compares it to (1/the number of animal buildings). If the random number is larger, the building is ignored. In other words, the more buildings the player has, the less likely that one will be attacked. For example, if the player has two farm buildings, each building has a 50% chance of being ignored by the attack, three buildings would give 66%, four would give 75%, etc.
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Once a building has been chosen, the event takes the first animal stuck outside to be the target of the attack. The animal will be removed and in the morning, all other animals will have a mood message about being frightened by the attack.
    
===Housing===
 
===Housing===
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