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93 bytes added ,  00:46, 9 March 2017
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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 total farm 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 attacked, three buildings would give 33%, four would give 25% chance of being attacked, etc.
 
For each building, the game takes a random number between 0 and 1 and compares it to 1/(the number of total farm 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 attacked, three buildings would give 33%, four would give 25% chance of being attacked, etc.
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Once a building has been chosen, the event takes the first animal stuck outside from that building 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.
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Once a building has been chosen, the event takes the first animal stuck outside from that building to be the target of the attack. The animal will be removed from the game and in the morning, all other animals will have a mood message saying "''<animal name>'' looks stressed and paranoid today. It seems like something bad happened last night."
    
===Animal Births===
 
===Animal Births===
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