animals

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animals [2020/03/18 23:02]
saph Removed an outdated reference
animals [2020/04/07 02:35]
aster
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 <h2><span class="mw-headline" id="Attacks">Attacks</span></h2> <h2><span class="mw-headline" id="Attacks">Attacks</span></h2>
 <p>The likelihood of an animal attacking depends on how naturally aggressive and attack chance towards people is per hour per person with aggression. <p>The likelihood of an animal attacking depends on how naturally aggressive and attack chance towards people is per hour per person with aggression.
-An animal attack can be on a person, on a project thereby decreasing its progress after having disrupted it, or on a domesticated animal. Animals attacking people can put them into an incapable state if they are low on health and standing outside. Animals will not finish off an incapable person. Tamed animals have a natural regeneration rate of +6 health per day. Barns allow them to heal +12 health per day. Walls completely remove attacks from wild animals against domesticate animals.<br><br>+An animal attack can be on a person, on a project thereby decreasing its progress after having disrupted it, or on a domesticated animal. Animals attacking people can put them into an incapable state if they are low on health and standing outside. Animals will not finish off an incapable person. Tamed animals have a natural regeneration rate of +6 health per day. Barns allow them to heal +12 health per day. Walls completely remove attacks from wild animals against domesticated animals.<br><br>
 Characters are safe from animal attacks in buildings and <a href="http://www.marosia.com/doku/doku.php?id=travel#Vehicle_List"> vehicles</a>, but not on mounts. Characters are safe from animal attacks in buildings and <a href="http://www.marosia.com/doku/doku.php?id=travel#Vehicle_List"> vehicles</a>, but not on mounts.
 </p><p>If an animal attack nearly brings a character into an incapable state, they will incur an animal attack delay. There is then a 3 hour delay where animals will not attack that character, providing time for an in-character reaction. Animal attacks on that character resume after 3 hours. A delay will only ever be able to be triggered within a 24 hour period that has not had a previous delay already instantiated in that time-frame. </p><p>If an animal attack nearly brings a character into an incapable state, they will incur an animal attack delay. There is then a 3 hour delay where animals will not attack that character, providing time for an in-character reaction. Animal attacks on that character resume after 3 hours. A delay will only ever be able to be triggered within a 24 hour period that has not had a previous delay already instantiated in that time-frame.
Line 88: Line 88:
 </p><p>The design is intended to allow for individuals to send their animals back to a town with a message if there is an emergency, but back and forth letters will only be viable between established towns. </p><p>The design is intended to allow for individuals to send their animals back to a town with a message if there is an emergency, but back and forth letters will only be viable between established towns.
 </p><p>If an animal who has a package dies, the package will be dropped. </p><p>If an animal who has a package dies, the package will be dropped.
-</p><p>Formula for how long an animal will stay at each tile along its path: 24 / animal power. 
 </p> </p>
 <h2><span class="mw-headline" id="Animal_List">Animal List</span></h2> <h2><span class="mw-headline" id="Animal_List">Animal List</span></h2>
 <div class="table-responsive"> <div class="table-responsive">
-<table class="table table-bordered table-striped table-hover">+<table id="animalTable" class="table table-bordered table-striped table-hover">
   <thead>   <thead>
     <tr>     <tr>
-      <th scope="col">Name</th> +            <th onclick="sortTable(0, 'animalTable')" scope="col">Name</th> 
-   <th scope="col">HP</th> +            <th onclick="sortTable(1, 'animalTable')" scope="col">HP</th> 
-      <th scope="col">Agg</th> +            <th onclick="sortTable(2, 'animalTable')" scope="col">Agg</th> 
-      <th scope="col">Pow</th> +            <th onclick="sortTable(3, 'animalTable')" scope="col">Pow</th> 
-      <th scope="col">Mount</th> +            <th onclick="sortTable(4, 'animalTable')" scope="col">Mount</th> 
-   <th scope="col">Herd</th> +            <th onclick="sortTable(5, 'animalTable')" scope="col">Herd</th> 
-      <th scope="col">Meat</th> +            <th onclick="sortTable(6, 'animalTable')" scope="col">Meat</th> 
-   <th scope="col">Fur</th> +            <th onclick="sortTable(7, 'animalTable')" scope="col">Fur</th> 
-   <th scope="col">Hide</th> +            <th onclick="sortTable(8, 'animalTable')" scope="col">Hide</th> 
-   <th scope="col">Wool</th> +            <th onclick="sortTable(9, 'animalTable')" scope="col">Wool</th> 
-   <th scope="col">Milk</th> +            <th onclick="sortTable(10, 'animalTable')" scope="col">Milk</th> 
-   <th scope="col">Eggs</th> +            <th onclick="sortTable(11, 'animalTable')" scope="col">Eggs</th> 
-   <th scope="col">Honey</th>+            <th onclick="sortTable(12, 'animalTable')" scope="col">Honey</th>
     </tr>     </tr>
   </thead>   </thead>
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 </table> </table>
 </div> </div>
 +<script type="text/javascript">/*<![CDATA[*/
 +function sortTable(n, tableId) {
 +    var shouldSwitch, switchCount = 0;
 +    var table = document.getElementById(tableId);
 +    var switching = true;
 +
 +    var dir = "asc";
 +
 +    while (switching) {
 +        switching = false;
 +        var rows = table.rows;
 +
 +        for (var i = 1; i < (rows.length - 1); i++) {
 +            shouldSwitch = false;
 +
 +            var x = rows[i].getElementsByTagName("TD")[n];
 +            var y = rows[i + 1].getElementsByTagName("TD")[n];
 +
 +            if (dir == "asc") {
 +                if ((!isNaN(x.innerHTML) && parseFloat(x.innerHTML) > parseFloat(y.innerHTML)) ||
 +                        (isNaN(x.innerHTML) && x.innerHTML.toLowerCase() > y.innerHTML.toLowerCase())) {
 +                    shouldSwitch = true;
 +                    break;
 +                }
 +            } else if (dir == "desc") {
 +                if ((!isNaN(x.innerHTML) && parseFloat(x.innerHTML) < parseFloat(y.innerHTML)) ||
 +                        (isNaN(x.innerHTML) && x.innerHTML.toLowerCase() < y.innerHTML.toLowerCase())) {
 +                    shouldSwitch = true;
 +                    break;
 +                }
 +            }
 +        }
 +        if (shouldSwitch) {
 +            rows[i].parentNode.insertBefore(rows[i + 1], rows[i]);
 +            switching = true;
 +            switchCount++;
 +        } else {
 +            if (switchCount == 0 && dir == "asc") {
 +                dir = "desc";
 +                switching = true;
 +            }
 +        }
 +    }
 +}
 +/*!]]>*/</script>
 </html> </html>
  • animals.txt
  • Last modified: 2022/03/17 16:12
  • by aster