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* The nutrition value (num3) of food is loaded, and the actual nutrition can be absorbed by a character cannot exceed its current hunger value. | * The nutrition value (num3) of food is loaded, and the actual nutrition can be absorbed by a character cannot exceed its current hunger value. | ||
* If the character is hungry, then the actual nutrition is increased by 10%. | * If the character is hungry, then the actual nutrition is increased by 10%. | ||
** A reminder, | ** A reminder, this is an independent 10% modifier. | ||
* If the food is rot and the character cannot take rotten food, each of the characters main attribute will be heavily penalized, except Will, which will have a heavy increase. | * If the food is rot and the character cannot take rotten food, each of the characters main attribute will be heavily penalized, except Will, which will have a heavy increase. | ||
** Guess eating rotten food train your will. | ** Guess eating rotten food train your will. | ||
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** For potential increase, the increase is a value between 50% and 100% of (overall modifier (num2)) * (actual nutrition (num6)) / 10 * dish exp level / 5 + 1. | ** For potential increase, the increase is a value between 50% and 100% of (overall modifier (num2)) * (actual nutrition (num6)) / 10 * dish exp level / 5 + 1. | ||
*** However the value will be further penalized if the temporal potential is already over 150. | *** However the value will be further penalized if the temporal potential is already over 150. | ||
<syntaxhighlight lang="c#" line="1"> | |||
num3 = num3 * (100 + c.Evalue(1235) * 10) / (100 + c.Evalue(1234) * 10 + c.Evalue(1236) * 15); | |||
c.hunger.Mod(-num3); | |||
</syntaxhighlight> | |||
* After calculation of nutrition, the fillingness of the food is increased by 10% for light eater, decreased by 10% for heavy eater, and 15% for Norlanders. | |||
=== Is this food tasty? === | === Is this food tasty? === | ||
<syntaxhighlight lang="c#" line="1"> | |||
float num4 = 40f; | |||
float num5 = 1f; | |||
num4 += (float)food.Evalue(70); | |||
num4 += (float)(food.Evalue(72) / 2); | |||
num4 += (float)(food.Evalue(73) / 2); | |||
num4 += (float)(food.Evalue(75) / 2); | |||
num4 += (float)(food.Evalue(76) * 3 / 2); | |||
num4 += (float)food.Evalue(440); | |||
num4 += (float)(food.Evalue(445) / 2); | |||
num4 -= (float)food.Evalue(71); | |||
num4 -= (float)(num3 / 2); | |||
num4 *= num5; | |||
if (idTaste.IsEmpty()) | |||
{ | |||
if (num4 > 100f) | |||
{ | |||
idTaste = "food_great"; | |||
} | |||
else if (num4 > 70f) | |||
{ | |||
idTaste = "food_good"; | |||
} | |||
else if (num4 > 50f) | |||
{ | |||
idTaste = "food_soso"; | |||
} | |||
else if (num4 > 30f) | |||
{ | |||
idTaste = "food_average"; | |||
} | |||
else | |||
{ | |||
idTaste = "food_bad"; | |||
} | |||
</syntaxhighlight> | |||
* The base tastiness of food start at 40, and is heavily related with the exp level of food involved. | |||
* For each value of STR, tastiness increase by 1. | |||
* For each value of PER, DEX, WIL, tastiness increase by 0.5. | |||
* For each value of MAG, tastiness increase by 1.5. | |||
* For each value of STR2 (potential of strength?), tastiness increase by 1. | |||
* For each value of WIL2 (potential of will?), tastiness increase by 0.5. | |||
* For each value of END, tastiness decrease by 1. (The description is the size of the dish...) | |||
* For each on paper nutrition value, the tastiness decrease by 0.5. (The more filling, the less delicious) | |||
* If food is raw, -50%. | |||
* If human flesh, with canniblism, +100%, without canniblism, -50%. | |||
* If food is raw, -100%. | |||
* The final value will be the tastfulness of a dish, >100 great, 70-100 good, 50-70, so so, 30-50 average, <30 bad. | |||
[[Category:EN]] | [[Category:EN]] | ||
[[Category:Elin Spoiler]] | [[Category:Elin Spoiler]] |
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