Elin:Code Analysis/Unclassified: Difference between revisions
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** Which is pretty good, yes, you get 2 wishes out of 1 rod, but can you cast it, hum? | ** Which is pretty good, yes, you get 2 wishes out of 1 rod, but can you cast it, hum? | ||
* After that, if you are not PC, your mana will be drained by 50 per charge of rod. Then the rod goes to 0 charges. | * After that, if you are not PC, your mana will be drained by 50 per charge of rod. Then the rod goes to 0 charges. | ||
=== Poison Hand === | |||
<syntaxhighlight lang="c#" line="1"> | |||
case 1565: | |||
ModBase(955, a * 20, hide: false); | |||
break; | |||
</syntaxhighlight> | |||
* Each level of poison hand raise your poison resistance by 20 (there is only 1 level). | |||
<syntaxhighlight lang="c#" line="1"> | |||
if (conWeapon == null && weapon == null && (CC.MainElement != Element.Void || CC.HasElement(1565))) | |||
{ | |||
num5 = (CC.HasElement(1565) ? 915 : CC.MainElement.id); | |||
num6 = CC.Power / 3 + EClass.rnd(CC.Power / 2); | |||
if (CC.MainElement != Element.Void) | |||
{ | |||
num6 += CC.MainElement.Value; | |||
} | |||
showEffect = false; | |||
num7 = 50; | |||
} | |||
</syntaxhighlight> | |||
* When you attack with no weapon, all your attack will be transformed into element Poison (915). | |||
* We see in the code a -50% penalty will be applied to your damage as well but this '''need confirmation'''. | |||
<syntaxhighlight lang="c#" line="1"> | |||
public Thing TryPoisonPotion(Thing t) | |||
{ | |||
if (t.trait is TraitPotion && t.id != "1165" && !t.source.tag.Contains("neg") && EClass.rnd(2) == 0 && HasElement(1565)) | |||
{ | |||
string text = EClass.sources.things.rows.Where((SourceThing.Row a) => a._origin == "potion" && a.tag.Contains("neg") && a.chance > 100).ToList().RandomItemWeighted((SourceThing.Row a) => a.chance) | |||
.id; | |||
Say("poisonDrip", this); | |||
int num = t.Num; | |||
t.Destroy(); | |||
t = ThingGen.Create(text).SetNum(num); | |||
} | |||
return t; | |||
} | |||
</syntaxhighlight> | |||
* This is the code use to make all your potions in your bag poison. | |||
* A random chance of 50% is applied first, so there is 50% chance your potion will be spared. | |||
* It also looks like it will transform a whole stack of your potions at once. | |||
=== | |||
[[Category:EN]] | [[Category:EN]] | ||
[[Category:Elin Spoiler]] | [[Category:Elin Spoiler]] |
Revision as of 01:35, 21 December 2024
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.
Sword Mage - Talisman Trait (EA23.54)
case MixType.Talisman:
{
int num2 = EClass.pc.Evalue(1418);
Thing thing4 = ai.ings[1];
SourceElement.Row source2 = (thing4.trait as TraitSpellbook).source;
int num3 = thing4.c_charges * source2.charge * (100 + num2 * 50) / 500 + 1;
int num4 = 100;
Thing thing5 = ThingGen.Create("talisman").SetNum(num3);
thing5.refVal = source2.id;
thing5.encLV = num4 * (100 + num2 * 10) / 100;
thing.ammoData = thing5;
thing.c_ammo = num3;
EClass.pc.Say("talisman", thing, thing5);
thing4.Destroy();
break;
}
- The "talisman mastery 2" trait of swordmage positively influence the effect of created talismans. Specifically:
- The number of charges created by swordmage will be (magic_book_charges * num_of_charge_gained_if_read * 2 / 5) + 1.
- For a normal PC, the number of charges will be (magic_book_charges * num_of_charge_gained_if_read * 1 / 5) + 1.
- For example, for a magic book with 3 reads left with each read giving PC 10 charges, the number of talisman charge by swordmage would be 13, while by normal PC would be 7.
- The talisman level created by swordmage is fixed at 120, while fixed at 100 by normal PC.
Ether Diseases (EA23.61)
Depiction of Ether Disease in code: an Index
public const int etherManaBattery = 1564;
public const int etherPoisonHand = 1565;
public const int etherProvoke = 1563;
public const int etherStupid = 1561;
public const int etherWeak = 1560;
public const int etherAddict = 1559;
public const int etherRain = 1558;
public const int etherHead = 1557;
public const int etherViolence = 1556;
public const int etherNeck = 1555;
public const int etherWing = 1554;
public const int etherEye = 1553;
public const int etherFeet = 1552;
public const int etherArmor = 1562;
public const int etherUgly = 1551;
public const int etherGravity = 1550;
- All ether disease is depicted with integer (i.e. level). There are 16 kinds of diseases, and we will review each of them.
- If you want to see for the effect yourself, just search for that number in code.
Mana Battery
case 1564:
ModBase(961, a * 5, hide: false);
break;
- This disease increase your magic resistance (961) by 5 per level (there is only one level currently).
public void TryAbsorbRod(Thing t)
{
if (!IsPC || !(t.trait is TraitRod) || t.c_charges <= 0 || !HasElement(1564))
{
return;
}
Say("absorbRod", this, t);
TraitRod rod = t.trait as TraitRod;
bool flag = false;
if (rod.source != null)
{
using IEnumerator<SourceElement.Row> enumerator = EClass.sources.elements.rows.Where((SourceElement.Row a) => a.id == rod.source.id).GetEnumerator();
if (enumerator.MoveNext())
{
SourceElement.Row current = enumerator.Current;
if (IsPC)
{
GainAbility(current.id, t.c_charges * 100);
flag = true;
}
}
}
if (!flag)
{
mana.Mod(-50 * t.c_charges);
}
t.c_charges = 0;
LayerInventory.SetDirty(t);
}
...
public void GainAbility(int ele, int mtp = 100)
{
Element orCreateElement = elements.GetOrCreateElement(ele);
if (orCreateElement.ValueWithoutLink == 0)
{
elements.ModBase(orCreateElement.id, 1);
}
if (orCreateElement is Spell)
{
int num = mtp * orCreateElement.source.charge * (100 + Evalue(307) + (HasElement(307) ? 20 : 0)) / 100 / 100;
if (orCreateElement.source.charge == 1)
{
num = 1;
}
orCreateElement.vPotential += Mathf.Max(1, num / 2 + EClass.rnd(num / 2 + 1));
}
Say("spell_gain", this, orCreateElement.Name);
LayerAbility.SetDirty(orCreateElement);
}
- Once detect PC have mana battery, it will take the charges in a rod, then call Gainability(this spell, 100 * charge number) to give PC this spell.
- This does not mean you get 100 wish spells for 1 charge of wish rod! Each spell have a unique charge parameter (see SourceGame/Element for more), and depend on the charge number it will give you number of spell casting.
- This value is modified by your memorization skill. If you have the skill, a flat 20% is added, then for each skill level, 1% added.
- For example, for a wish rod, and you have lvl 80 memorization, the num will equal to = 100 * 1 (Wish has a charge number of 1) * (80+100+20) / 100 / 100 = 2
- Which is pretty good, yes, you get 2 wishes out of 1 rod, but can you cast it, hum?
- After that, if you are not PC, your mana will be drained by 50 per charge of rod. Then the rod goes to 0 charges.
Poison Hand
case 1565:
ModBase(955, a * 20, hide: false);
break;
- Each level of poison hand raise your poison resistance by 20 (there is only 1 level).
if (conWeapon == null && weapon == null && (CC.MainElement != Element.Void || CC.HasElement(1565)))
{
num5 = (CC.HasElement(1565) ? 915 : CC.MainElement.id);
num6 = CC.Power / 3 + EClass.rnd(CC.Power / 2);
if (CC.MainElement != Element.Void)
{
num6 += CC.MainElement.Value;
}
showEffect = false;
num7 = 50;
}
- When you attack with no weapon, all your attack will be transformed into element Poison (915).
- We see in the code a -50% penalty will be applied to your damage as well but this need confirmation.
public Thing TryPoisonPotion(Thing t)
{
if (t.trait is TraitPotion && t.id != "1165" && !t.source.tag.Contains("neg") && EClass.rnd(2) == 0 && HasElement(1565))
{
string text = EClass.sources.things.rows.Where((SourceThing.Row a) => a._origin == "potion" && a.tag.Contains("neg") && a.chance > 100).ToList().RandomItemWeighted((SourceThing.Row a) => a.chance)
.id;
Say("poisonDrip", this);
int num = t.Num;
t.Destroy();
t = ThingGen.Create(text).SetNum(num);
}
return t;
}
- This is the code use to make all your potions in your bag poison.
- A random chance of 50% is applied first, so there is 50% chance your potion will be spared.
- It also looks like it will transform a whole stack of your potions at once.