Elin:Code Analysis/Unclassified
This page does not contain information obtained through legitimate play, but rather through Elin's data analysis, debug mode, and internal file viewing. It may contain serious spoilers or information that may detract from the enjoyment of playing the game. please summarize the content in a way that is easy to understand for people who cannot read the code, rather than posting the code as it is. |
This page is designed to feature code analysis that are currently unclassified into other pages, either due to being too minor detail, or don't have enough stuff to justify having its entire page.
Material in this page will be moved into other pages constantly. Please refrain from linking wiki articles onto this page.
For authors: Please note the version of game tested on for each section added.
Drink from well (EA23.67)
Version EA23.67: This article is up to date for the latest stable release of Elin.
public override void TrySetAct(ActPlan p)
{
p.TrySetAct("actDrink", delegate
{
if (Charges <= 0)
{
EClass.pc.Say("drinkWell_empty", EClass.pc, owner);
return false;
}
EClass.pc.Say("drinkWell", EClass.pc, owner);
EClass.pc.PlaySound("drink");
EClass.pc.PlayAnime(AnimeID.Shiver);
if (IsHoly || EClass.rnd(5) == 0)
{
ActEffect.Proc(EffectId.ModPotential, EClass.pc, null, (!polluted && (IsHoly || EClass.rnd(2) == 0)) ? 100 : (-100));
}
else if (EClass.rnd(5) == 0)
{
BadEffect(EClass.pc);
}
else if (EClass.rnd(4) == 0)
{
ActEffect.Proc(EffectId.Mutation, EClass.pc);
}
else if (EClass.rnd(EClass.debug.enable ? 2 : 10) == 0 && !polluted && !EClass.player.wellWished)
{
if (EClass.player.CountKeyItem("well_wish") > 0)
{
EClass.player.ModKeyItem("well_wish", -1);
ActEffect.Proc(EffectId.Wish, EClass.pc, null, 10 + EClass.player.CountKeyItem("well_enhance") * 10);
EClass.player.wellWished = true;
}
else
{
Msg.SayNothingHappen();
}
}
else if (polluted)
{
EClass.pc.Say("drinkWater_dirty");
BadEffect(EClass.pc);
}
else
{
EClass.pc.Say("drinkWater_clear");
}
ModCharges(-1);
return true;
}, owner);
}
- These code explains what happens when you drink water from well.
- These effects will be applied step by step.
- In 1/5 chance, potential of a main attribute will increase (50%) or decrease (50%).
- This will be forced to trigger if it i a holy well, and will be 100% increase.
- Then in another 1/5 chance, bad effect will be applied to the PC, with equal chance of being one of the seven: Blind, Paralyze, Sleep, Poison, Faint, Disease, Confuse.
- Then in another 1/4 chance, a mutation will be applied to the PC.
- Then in another 1/10 chance, and when PC hasn't wished in this year, and when the well isn't polluted, a wish is granted.
- This chance is increased to 1/2 if user in debug mode.
- The strength of wish is 10 + 10 * the amount of saliva a PC have.
- Then, the normal effect will be triggered.
- If the well is polluted, debuff will be applied to the PC.
- If the well is clean, it is as if the PC drank real water.
- Overall Chances for non-holy, non-polluted well:
- 10% Main Attribute Potential Increase
- 10% Main Attribute Potential Decrease
- 16% 1 of 7 type of Bad effect on PC
- 16% Random Mutation on PC
- 4.8% Wish (if PC meet the requirement)
- 43.2% Plain Water.