#General Wiki Chat
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I wonder if you could have sped it up with console commands or something
Also I guess with all the decomp work, someone might eventually make tool to view the various maps in browser
So you could easily mark things there or take pictures from it
it was mainly just data entry that took that long
the finding and picture taking was the easy part imo
I was gonna say that the list of medal locations could be it's own page but that would leave the small medal page empty
Maybe just start with it collapsed and a spoiler warning or something
you guys already did the worst of it so someone experienced with wiki syntax can probs fix the last bit in a few minutes
It's nice though because the medal list is now effectively complete, at least information wise
Right
I reference that page for people all the time
and I get alot of questions about finding them
So now that theres a nice picture guide
I can send that link with pride
"Searching the ground" does this just mean waiting?
That can work, but any pages merely mentioning the template will also in that special page, for example you can see my whole user page is on there (please don't delete that)
i mean this is why you have human eyes on it... but seriously you can just @ me for this stuff, the wiki is not that large and im not some mysteriously veiled wizard in my tower
i really dont mind
great work! thank you!
Why the hell someone deleted perfectly normal page with food stats and move tables in other food page. I'm okay with moving them, but new tables are useless. They don't have sorting! And previous ones had sorting. Who in their right mind can figure food stats without coping everything in excel now?!
And I think previous version with numbers only was better. It was easier to navigate. Now it complete mess. I don't need the descriptive words, I can easily read them in game. I need numbers!
Will do my own list gdocs tomorrow, I guess. Can't use food page in that state anymore.
ummm, we can add sorting real quick?
Would you mind tell me what table you are refering to?
Yeah, and the last one previously crops were separated into groups. Like in game. Because each dish need veg, fruit, nut or grain. Now it one big list. Lol.
Almost all under food type. Fish, crops, seasoning.
The player's main source of stat growth and stat potentials comes from Food.
They were on separate page before.
Now page is gone.
Yeah, can you navigate that mess?
Yeah... these things.
I understand, this page is currently under heavy construction, and I think the users haven't finished yet
Previous table was with numbers only. With sorting columns.
As a temporal solution, maybe I could refer you to Elin diff resource document
It is maintained and constantly updated, so you won't need to create your own google doc
If it wip, it okay. But may I ask to remove descriptive words from list? They not needed and there is already a general table on top with them.
Yeah... or maybe we can create a new table, or restore the previous one perhaps?
In my opinion previous was perfect for it purpose. If someone go to wiki for stat in ingredient I doubt that person want to read descriptors.
Oh btw, are these tables useful in [[Elin:Cooking]]?
Not sure if these tables are what you are refering to
The are probably moved from elsewhere, so...
Yeah. They exist. I thought they gone forever. ๐
XD
It actually the old version I think.
Know they won't remove something that useful
That I couldn't fathom as well
I'll at least add a sentence telling people to find sortable table at the other page
The separate page with simplified stats was the cleaner version instead of putting the list on each cooking related page.
True, true
a friend of mine and I found something really juicy
we havn't tested it with all the different potions from the casino but the ward monster potion only goes away after sleeping 3 times
so if you never sleep (because there's no drastic consequence outside of combat) you'll never lose its effect
and you can run around on the world map without ever really being attacked my monsters randomly
judging from the code:
public Condition SetPerfume(int duration = 3)
{
base.isPerfume = true;
base.value = duration;
return this;
}
the base duration is 3, so if you tested as 3 sleeps, then perhaps it is
case CureType.Sleep:
{
for (int num2 = conditions.Count - 1; num2 >= 0; num2--)
{
Condition condition2 = conditions[num2];
if (!(condition2 is ConSleep) && !(condition2 is ConFaint))
{
if (condition2.isPerfume)
{
condition2.Mod(-1, force: true);
}
else if (condition2.Type == ConditionType.Bad || condition2.Type == ConditionType.Debuff)
{
condition2.Kill();
}
}
}
Yea it is, for every sleep, perfume duration is modded by -1
Hotspring, and the two blessing from Mifu and Nefu are also counted as perfume effect
Guess you want to do Lure metals then...

one thing real quick, on the small medals page the people shooting at me for breaking the table would suggest you do indeed get attacked, lol
yea....... we noted that as well
apparentl you can tele port rod a piece of furniture
ty for the photos on the page btw
I tried following it before and it was too much of a pain, the photos help a ton
lol, so bandage do cures bleed condition for a bit
Ohhh nice, so cure body and cure mind each cures their corresponding conditions
this hasn't even come to my mind because how these spells worked in elona
That's useful to see, the spells really feel like a black box with how little information they give you
Is the "death protection" or "death save" actually documented anywhere on the wiki? Didn't know about it until I saw these 3 from god pages but found no references elsewhere
Furthermore, the stamina-based fatal hit protection mechanic introduced in Elin allows fairies to survive death blows so long as they have stamina, making their play somewhat more forgiving. Nevertheless, while fairies are more kindly treated in Elin than in Elona, they should still not be up in harm's way.
With prayer now costing no piety and death protection costing stamina to activate, absorb stamina is less attractive, but it's always good to have options.
Prayer of Jure is an excellent healing option that is available to even non-caster archetypes, but since it draws from the same pool of stamina that fuels death saves, one needs to weigh the costs and benefits of using this powerful healing ability.
Let me search through the code first
Is there a death save unless auto fighting?
Thought it was just for the permadeath oath and with autocombat
Nope, I don't think there is one
I've noticed that me or allies frequently end up at what looks like 1 HP in auto combat on non perma death
Yea in autocombat there is
Isn't that the automatic stop function?
No
hummmm
It eats stam
It does auto stop for it, but often it's at what seems like exactly not dead
Even if whatever just went down should have killed
It's only during autocombat unless permadeath oath
well... then that's a complete different direction... search again
Whoever did the god pages clearly felt it was important
if (hp < 0 && Religion.recentWrath == null)
{
if (isRestrained && IsPCFaction && EClass._zone.IsPCFaction && (!IsPC | (Chara.ai is AI_Torture && Chara.ai.IsRunning)))
{
EvadeDeath();
if (Chara.stamina.value > 0 && (EClass.rnd(2) == 0 || !IsPC))
{
Chara.stamina.Mod(-1);
}
}
there you go
wait no
scratch that
So for a fate character, you need to have more than half your stamina to evade death.
This will always trigger no matter if you are in auto combat, and I think this is known pretty well
if (attackSource != AttackSource.Finish && IsPCParty && Chara.host == null && EClass.pc.ai is GoalAutoCombat)
{
if (!EClass.player.invlunerable && (EClass.pc.ai as GoalAutoCombat).listHealthy.Contains(Chara))
{
EClass.core.actionsNextFrame.Add(delegate
{
Msg.Say(IsPC ? "abort_damage" : "abort_damgeAlly");
});
EClass.player.invlunerable = true;
EClass.player.TryAbortAutoCombat();
EClass.pc.stamina.Mod(-EClass.pc.stamina.max / 5);
}
for this, if the character is in PC party, and is in auto combat,
and the character was healthy (not in critical condition?)
the auto combat will abort, and you will be penalized for 20% of your max stamina
So it is not just for fairies, but for all auto-combat characters, 20% stamina cost. And you have to return yourself to healthy (non-critical condition) for this to work a second time.
TIL moment again.
man reading the decomp can be brutal
void EvadeDeath()
{
hp = 0;
if (Evalue(1421) > 0 && isChara && Chara.mana.value < 0)
{
Chara.mana.value = 0;
}
}
Oh and this, if you evade death by this mean, your HP is set at 0, if you are wraith, your MP is also set at 0
I think that answers the question
lol it is documented "somewhere" (in [[Elin:Combat]])
just didn't say the cost
Also literally no reasonable way to connect the mechanic on the gods pages to the mechanic on that page
I went looking for anything "death" "protection" or "save" and got no where
I searched for stamina XD
Been rummaging through the code to find info about the Mikos' blessing and Eurika's blessing and I found this
c.c_dateStockExpire = EClass.world.date.GetRaw() + (flag6 ? 180 : 180) * 1440;
[...]
if ((c.trait is TraitMiko_Mifu || c.trait is TraitMiko_Nefu || c.trait is TraitEureka) && EClass.world.date.IsExpired(c.c_dateStockExpire))
{
Choice2("daBlessing", "_blessing");
}
So if I'm understanding this correctly the cooldown between blessings is 6 months?
Surprised compiler didn't catch ? 180 : 180
that suppose to give an error?
No, it does nothing
It's like a compressed if statement
I think there was intended implementation of making the Mifu cooldown lower/higher
but whatever
now it is all 180 days(
if(flag6)
return 180;
else
return 180;
Basically nothing happening, compiler often good about getting rid of them
So you are saying that the decompiled code shouldn't have this available to us...
hummmmmm
I would have expected it to be discarded by the compiler so it wouldn't exist in a decomp, but plenty of reasons for it to be in there
Maybe compiler doesn't see that it does nothing or maybe the compiling settings aren't on full optimization
Welp hope it gets used sometime i guess
What even is flag6?
bool flag6 = c.trait is TraitMiko_Mifu;
lol
Maybe he wanted to make one Miko cooldown lower than the other
Got a link to that in the decomp?
Contribute to Elin-Modding-Resources/Elin-Decompiled development by creating an account on GitHub.
Also to avoid discord butchering code you can add ` 3 of these followed by "cs" then new line and put your code then end with 3 more ``
gotcha
Ah ok good to know
Can also specify the language after the backticks for fancy syntax highlighting
Looks like that code probably just got expanded / rewritten / repurposed and the flag6 is leftover from old
constantly surpressing urges to refactor when reading the decomp
layer = EClass.ui.AddLayer<LayerList>().ManualList(delegate(UIList list, LayerList l)
{
77 lines here
}).SetSize()
.SetTitles("wTrain")
.SetOnKill(SE.PopDrama);``` some of it's so criminal
If it works it works i guess
I want a pair of eyes that can automatically balance parenthesis
Hope Noa make this as a feat
If you gonna spend much time looking at the decomp you should probably just import the whole thing into some IDE
Hell even for just that part I pasted it into notepad++ so I could figure out what the hell was going on
highlights the other bracket for you
In this case I had to follow the line lol
Yeah... but I do enjoy the code searching provided by github, although I know some IDE can do things like that
Oh yeah proper IDE can do all that and more
You can also rename variables / methods if you want to make things more readable
like the discord embed? it usually just pulls the first sequential image, I'm no discord wizard though
can put < > around links to prevent image embeds
oh rooshi, your guide should be under your userpage, so User:Rooshi/Guidenamehere, so I'm gonna move it over there in a moment
@stark sleet Yo idk if you know this, but by any chance do you know what resists the ele damage from melee hits? Is it PV or Ele res? PDR or EDR?
So you are just talking about the physical damage from normal melee hits right?
PV have an effect of percentage decrease, something like 68% + 5d11
All other element resistance is in Evalue 950 - 972
within which 971 is a feat of full resistant damage
if (Evalue(971) > 0)
{
dmg = dmg * 100 / Mathf.Clamp(100 + Evalue(971), 25, 1000);
}
range from 1% decrease to 90% decrease
So there are definitely multiple damage reduction to physical damage that can be done
Nah, like the fire / cold / lightning dmg from the elemental staff
Let me have a look, I could think of a few possibilities...
Ty โค๏ธ
I think I found something... not sure if this is the final answer
So for any element attack on melee weapons, the damage is first calculated, then went through PV first
num -= num10;
num = TC.ApplyProtection(num) + num10 + num9;
TC.DamageHP(num, num5, num6, (!IsRanged && !isThrow) ?
after that, this damage id went through each element, and have a 25% chance to proc (independent of the value shown on the weapon)
foreach (Element item in list2)
{
if (!TC.IsAliveInCurrentZone)
{
break;
}
if (item.source.categorySub == "eleAttack")
{
int num11 = 25;
int dmg = EClass.rnd(num * (100 + item.Value * 10) / 500 + 5);
if (conWeapon == null && weapon != null && weapon.trait is TraitToolRangeCane)
{
num11 = 0;
}
if (num11 >= EClass.rnd(100))
{
TC.DamageHP(dmg, item.id, isThrow ? (100 + item.Value * 5) : (30 + item.Value), AttackSource.WeaponEnchant, CC);
}
}
}
the damage is calculated via the value shown on weapon though
but it depends on the already calculated damage after PV
so it should also go through element again
if (!e.source.aliasRef.IsEmpty() && attackSource != AttackSource.ManaBackfire)
{
dmg = Element.GetResistDamage(dmg, Evalue(e.source.aliasRef));
dmg = dmg * 100 / (100 + Mathf.Clamp(Evalue(961) * 5, -50, 200));
}
Yeah, it will go through that again
but on the bright side, a "50" extra lightning damage means a 25% chance of dealing 0~ 120% +5 the damage after PV
So here I have a [0, 3648] training dummy
it bearly does nothing, so PV absolutely thwarts
the only question is probably element resistance, but I think it should influence the damage as well as well
by intonation you mean...
intonation of fire / lightning / cold / etc...
oh, the spell
sorry I should have wrote that more clearly
no, it is just I'm not playing in EN version
ahh
I cry
no I mean go through, clean through
yea I've observed it like that
but I wasn't sure if it had some effect
I use intonation on my fairy executioner
I've noticed tho that intonations don't convert the ele dmg
they don't, but now these damage also ignore PV
these ele damages are done separately after the attack
So... what's the meaning of having 100% penatration again?
we can just... intonate it
yea lol right?
I was so worried on my melee build about having pen
then I realized... oh wait
intonations bypasses this
ig its for people without the ability to intonation alot
Yeah, now I can just use my 2d40+7 sledge hamma
gotta get that hunger for slaughter
I remember reading that the earth hammer triggered earthquake damage depend on your current lvl of earthquake magic
not sure though
oh there're so many things people have said about that weapon
that it scales off of your str
that it scales off of your tactics
that its static
etc etc
time to check then
So glad you're so fast at that ๐
I really should get dnspy instead of using the github repo
also I found this on my character sheet just now, wtf...
wait there is a living weapon enchantment??
it existed in Elona so I'd imagine its just not implemented yet
how the fuck do you get -10 potential?
foreach (Element value2 in weapon.elements.dict.Values)
{
if (value2.source.categorySub == "eleConvert")
{
num5 = EClass.sources.elements.alias[value2.source.aliasRef].id;
num6 = 50 + value2.Value * 2;
num7 = Mathf.Min(value2.Value, 100);
break;
}
}
there it is.
for intonations?
for the earth hammar
and also lulwy's bow etc
they use the eleConvert like eleConvert_impact eleConvert_lightning
wait but lulwy's bow converts damage whereas the earth hammer casts a spell
are you sure those are the same?
I'd imagine that the casting a spell feature would be different
I couldn't find an enchantment for that hammer, nor does it cast spEarthquake anywhere...
I'm not sure if there is another eleConvert_impact that make sense
Here, look for a corollary
search for the ele staff's ele scar
maybe that'll give insight
so it goes off of your earthquake lvl /30?
or its just set at 30
gandisplay has always displayed it as just "30" so I figured it'd be that, but I wasn't sure what that meant
When Spell power less than 400, spell power = lvl * 8 +50
So assume 290
Earthquake calculate via:
1+ power/ 30 (9) d 2+MAG/3
so 10d (2+MAG/3) damage? I'll need to test
so it scales off of magic o.O?
for me that should be 10d28 (I only have MAG 80)
Yeah, that spell depends on MAG
I see, I wish I could go get a earth hammer
๐
for testing purposes and to keep a look out
what's your str?
159 now
ahh so its scaling off of mag
cool
do you know what .cs file spells are located?
there's no documented formula for buff / debuff spells
that troubles me too, even if I search for the value for that spell, i still find nothing
Elin/SPELL.cs list the spell and their respective value
I assume all the buffs and debuff spells are directly done with buff and debuff
yea that's all I can find as well
cause afaik through emperical testing
the resisted stat listed removes either spell power or spell level down to 1
so for instance weakness is resisted by will
if something has 102321390138120321 willpower
and you have a lvl 100 weakness
it'll be reduced down to the effectiveness of at min a lvl 1 weakness
duration as well afaik
Only Noa could have that kind of will power lol
facts
May he take some rests some day
but anywhodawhatit. I've also noticed that somewhere in the game (maybe) it tells you that willpower has the chance to resist buffs being applied
or in OSRS terms, making it "splash"
Well here is how the debuffs are recorded
something like conBlind, conBleed, etc.
maybe we can start from here
{
if (base.refVal2 == 266)
{
return 100 + (int)Mathf.Sqrt(base.power) * 2;
}
if (base.refVal == 79)
{
return (int)Mathf.Max(5f, Mathf.Sqrt(base.power) * 1.5f + 20f);
}
return (int)Mathf.Max(5f, Mathf.Sqrt(base.power) * 2f - 15f);```
@stark sleet
Could it be this?
with I think top being the "power" of the buff and the bottom being the "duration"
elements.SetBase(base.refVal, CalcValue() * ((!isDebuff) ? 1 : (-1)));
and if it is debuff the value calculated is set at minus
I've always wondered, idk if you know... but what is f in alot of these calcs?
mathf.sqrt(base.power) * 2f - 15f
2f = 2.00
๐
ty
so its a constant
I thought f was n declared variable somewhere
somehow
calling it from the ether
i'm not sure those are the formulas tho
Cause no way I shake it are my debuffs lasting as long as its saying
Are you using dnspy?
or ilspy?
Lnno is prolly just taking from https://elin-modding-resources.github.io/Elin-Decompiled/
I have Zhentar's fork of ilspy that I used for Rimworld and everything else since, tho it's not really up to date
but for Elin I just use the online doc, it's generated with dnspy anyway so
no point inventing the wheel twice
dn spy lets you search across all .cs files I Think
or at least my bud pinja said something of that nature
May I ask what Each level has the effect of 2.5x Attractiveness in description of publicity on wiki mean? So publicity is 2.5 times stronger than attractiveness or it multiplies attractiveness? https://ylvapedia.wiki/wiki/Elin:Housing#Skills_&_Policies
A key part of Elin is managing My Home, a location the player sets up as a home base for housing.
Housing has several mechanics relating to land ownership, delegating tasks, raising your community, and Crafting.
So publicity probably is the thing that governs the rate of visitors visiting
and attractiveness is a land feature that can't be changed by any means
so if you put your land on say a snow biome with two attractiveness features
your publicity would be that much more effective
@latent oriole
So you think it multiplier?
The wording in wiki is confusing. You may also say it a weight of stat, like 2.5 attractivness equal 1 publicity.
People in question channel think it multiplier too. #๐ฐ-elin-questions-help message #๐ฐ-elin-questions-help message
Although I found a message from someone who may looked into the code and said it 2.5 atr = 1 pub. #elin-general message #๐ฐ-elin-questions-help message
that's a very confusing way to put it
well I guess if you put it the other way around
and say attractiveness is the only thing that matters
and publicity is just 2.5 * attractiveness
or rather attractiveness = attrativeness from land + 2.5 * publicity
tha'td make more sense
Yeah, I'm confused too. I think it multiplier too, but there is that person who pointed it the stat difference.
And wording in wiki not helping at all.
Tourism is a black box to me
idk who wrote the housing wiki page
but its something we need to work on
we're going to rename it to settlements and split it into 5 different pages
at least thats what was last said when it was brought up
Well, I'm not really interest in tourism also. But it should affect customers for shop, so I'm trying to find the truth. ๐
well for one
the numbers notwithstanding
do you have a settlement built for attractiveness?
I'm planning to do it as my 6 town. So I'm thinking about forest full of caravan masters with double publicity. But get confused with all that attractivness stuff.
so why forest? for the more people?
Yeah, if 1 pub = 2.5 atr more people with publicity providing job and hobby the better.
nah I think it works like this
But if it multiplier things may be different.
Yeah, I feel like it should be like that. But did you look into the code?
It be great if you can. It also will clarify the thing for wiki. ๐
I wish we have more clear tooltips in game with at least proper description about stats and their effects. Not even saying we need full formulas.
@latent oriole
if (EClass.rnd(5) == 0 && this.policies.IsActive(2810, -1))
{
int num8 = 3 + this.lv + this.Evalue(2206) / 5 + this.Evalue(3702) * 2 + this.Evalue(2202) / 2;
num8 = num8 * (100 + this.Evalue(3702) * 20 + this.Evalue(2206)) / 100;
num8 = num8 * (100 + (int)Mathf.Sqrt((float)this.Evalue(2811)) * 3) / 100;
if (EClass._map.CountGuest() < num8)
{
Chara chara;
if (this.policies.IsActive(2822, -1) && Mathf.Sqrt((float)(this.Evalue(2822) / 2)) + 5f >= (float)EClass.rnd(100))
{
chara = CharaGen.CreateWealthy(this.ContentLV);
EClass._zone.AddCard(chara, EClass._zone.GetSpawnPos(SpawnPosition.Random, 100) ?? EClass._map.GetRandomSurface(false, true, false));
}
else
{
chara = EClass._zone.SpawnMob(null, SpawnSetting.HomeGuest(this.ContentLV));
}
if (chara != null && (chara.id == "nun_mother" || chara.id == "prostitute") && this.policies.IsActive(2710, -1))
{
chara.Destroy();
chara = null;
}
if (chara != null)
{
this.statistics.visitor++;
chara.memberType = FactionMemberType.Guest;
chara.SetInt(34, EClass.world.date.GetRaw(0));
chara.c_allowance = chara.LV * 100;
if (chara.IsWealthy)
{
chara.c_allowance *= 10;
}
if (date.IsRealTime)
{
Msg.Say("guestArrive", chara.Name, null, null, null);
}
else
{
chara.TryAssignBed();
}
}
}
}
so lets parse this
So there's a 80% chance if open for business is active, then
num8 = 3 + (I'm guessing land lvl) + (attractiveness / 5) + (If ancient ruin value is active then, it * 2) + publicity / 2
num8 = num8 (from above) * (100 + ancient ruin * 20 + attractiveness) / 100
num8 = num8 (from above) * (100 + integer of the sqrt((of a float of tourist safety) * 3) / 100)
Then if Celeb heaven is on AND the sqrt(Celeb heaven / 2) + 5 is greater than or equal to a random number from 1-100
THEN
wealthy visitors are generated (based on something called content lvl (which may be danger lvl))
add the random visitors somewhere random
Then the next lines check to say if its a mother and if you have the anti mother policy
Then they get an allowance of their chara lvl * 100,
and if they're wealthy its * 1000
Then it assigns them a bed
@latent oriole
it might happen per day
I'm guessing num8 is the number of visitors
so I see what it means that publicity is more important than publicity and its worth 2.5x attrativeness
cause 10 attractiveness would get you 2 more visitors and 10 publicity would give you 5
BUUUUUUUUUT thats not including the second line
which then adds does the first line * (100 + how many ancient ruins - like feats you have active * 20 + attractiveness)/ 100
so then attractiveness double dips
its both an additive and multiplicative factor
so a maxed level area with open for buisness on on a snowy tile with ancient ruin (which is really important it seems)
would be an 80% chance a day to get 34 + publicity / 2 * 3.25 * (100 + (sqrt(tourist safety lvl) * 3) / 100)
It a huge info! I'm really grateful for your work! It the best info one can find in discord search tbh. ๐
I will copy your post in txt for myself. ๐
so if you had 100 publicity and 100 tourist safety
it'd be 84 * 1.4 * 1.03
121
you'd get 121 visitors
tldr; make sure you put it on a snowy ancient ruins
SUPER IMPORTANT
*correction that number is for a beach
snowy is better
It interesting how important attractiveness actually. Like not much people settle in snow land, judging from discord. ๐
@rain geode you may want to look at the conversation above.
oh right
uhhhhhhh
i did some thigns wrong
its not 121
it'd be ... dear lord
84 * 3.25 * 1.3
354
I guess, snowfield, basin, ancient ruin is best choice for shop. Basin for extra admin to all the needed policies.
yea that'd be a super tourism area for sure
if you can do me a fav and actually make one
when you do lmk how many visitors you're getting so I can double check
wait then how come my meadow with 100 pub has worse door sales than my beach house with 25 and 10 attraction
they both have the same policies active
Ok, but it may take a few irl days. I'm only planning it now. Need to work on caravan masters and the area itself. Will ping you then it done.
except meadow has higher overall policy level and has demon invocation on
does meadow just have a nat debuff or something lol
Demon policy increase content level now btw.
uhh so meadow having demon policy mght be generating more wealthy visotors
since it apparently calls for the area lvl at some point for wealthy visitors
shouldn't it be more profitable then?
well beach house has a higher attractiveness
which is weighted very highly
it has so many factors XD
does your beach have an ancient ruin?
oh it double dips
no it's network feat+fishing spot
my beach has triple the sales volume meadow does
Yeah, it seems to be work great in tandem. Atr and pub I mean.
hmm guess I'll try pumping my beach house pub tomorrow
I didn't touch it because I was scared pumping it too high would do something silly and drop its sales to meadow levels
yea attractiveness is an addative attraction / 5 and a multiplicative
so if your attraction is I think you said 10
it'd be +2 visitors and 1.1x more visitors
oh also does your beach have mother's turned off?
none of my bases have the mothers policy on
because they'd dilute the visitors with money
turn that shit ooooooooon
according to what I found it matters alot
lmk if it does tho
cause idfk XD
really? I thought it was funnier if my guests get fucked in their sleep after I drain all their money
I'll try turning it on for a couple months and compare the profits
well I think m other's count towards the visitor count
and they don't bring money afaik
@stark sleet Yo can you take a look at the bottom code block and help me figure out what it means?
https://ylvapedia.wiki/wiki/Code_Analysis/Housing#Housing%3A_Taxes
also Idk how to add the link to this new page to this list XD
https://ylvapedia.wiki/wiki/Elin:Code_Analysis
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 view at your own risk and refrain from publicly discussing the contents of this pag...
one se
Well first I'll move the page to [[Elin:Code_Analysis/Housing]]
ahh ty
[[Category:Elin Spoiler]]
[[Category:EN]]
these are the two lines of code you need to add to the bottom of the page for it to be able to add to the dynamic list
then need to refresh that page to make it appear
now for the code...
ohhh interesting...
Would you mind if I change the code to the version we have in the Elin decompile repo?
Just for people to have an online source to verify
XD
Wait, what?!
num7 = num7 * efficiency / (IsTaxFree ? 100 : 1000);
If you are not in tax free land your resident tax is reduced by 90%???
oh yea
i knew that
that coutns for anything that you get from your settlement actually
Mysilia, here comes my fuc*ing nuke!
Yeah... There are a few messages about how tax work here #elin-general message List with hobbies and gods #elin-general message #elin-general message.
I found it very helpful and easy to understand how he describe it.
there you go
it is pretty long...
You know I thought religion tax is biased against those that have a religion
Never thought it is those who worship the void that got taxed the most...
damn now your section looks better than my copy pasta'd section
XD
I ought fix that later
Now where is my nuke again...
Like seriously, 90%?! No wonder mysilia became a god damn lake in the next 30 years
and those goddamn worthless fake bronze gold bars
Yeah. 3 piece of land for the rich and visitors, the rest for supply chain and slaves...
And you can go aroung the land like ones a year to refill the shops from suppliers, so it not a huge thing.
Btw, because I will start looking for proper snow land for shop tomorrow, maybe someone know difference between normal snowfield and enchanted snowfield or how it called?
If the difference is even exist for now.
Oh, I get it. Snowfields just have some prefixes like enchanted, terrifying and so on. It seems no difference in actual "snowfield" feat.
@stark sleet Added to the page and touched up my own sections. If you don't mind taking a look at it when you get a chance.
also added in where hte code can be found exactly in what file and what line
If we can keep that up for other code analysis pages that'd be cool
@hallow jay What is The income from your Inn in total is now num4 / 2 rounded down * 2 referring to?
this.incomeInn += EClass.rndHalf((int)num4) + EClass.rndHalf((int)num4); that?
is that wrong?
rndhalf is "half + random amount of other half"
So rndHalf(50) would be 25 + rnd(25)
ohhhhhhhh thats much different than i thought
okay I can change it
The income is equal to: Num4 / 2 + a random number between (1 - Num4 / 2) + Num4 / 2 + a random number between (1 - Num4 / 2)
That make more sense? @robust rose
ig in that case it'd be Num4 + rnd(1 - Num4 / 2) + rnd(1 - Num4 / 2)
or written more plainly:
The income is equal to: Num4 + a random number between (1 - Num4 / 2) + a random number between (1 - Num4 / 2)
Or written even more plainly, num4 + 2x rnd(num4/2)
summing 2 rndhalf is just num/2 + rnd(num/2) + num/2 + rnd(num/2)
num/2 + num/2 = num
yea yea, I'm following
yes but 2 * rnd(num/2) is not equal to rnd(num/2) + rnd(num/2)
But yea you're right that it won't be exact
its not as... easy to understand I guess
but its more correct XD
since it has double the randomness
which is actually good
less variance that way afaik
like the difference IG between 2d10 and 1d20
anywhodawhatit, any other issues that might be in there?
No idea, didn't read
there're some things I don't quite understand
oh lol
just saw that thing at the bottom ๐
Yea I saw it and it didn't make sense so I tried to find it in the code block and couldn't
Btw, while you guys working with housing article, maybe also clarify the description of stockpile sign? Wiki have just a little info.
Designates a room or a 3 block radius as a stockpile. Items collected in build mode are transferred to the area.
Also people don't know then and why use it. For example it exist in usual autofarming setup for some reason, but it not needed there. With shared containers both autofarming harvests and job/hobby results will go in proper containers without the sign.
There is even post from Noa about it doing nothing. #elin-general message Idk if something changed since then. Search on discord didn't show any changelog results.
People are probably gonna work on what they are most interested in first, and this wiki is always short on hands...
The pace of Noa keep updating this game also keeps a high pressue too
Not saying it's not great, but for other games 20 update = 20 weeks, for Noa, 20 update = a new year week
Yea I don't mind working on the wiki but often times its wiki work over playing the game
I try to recruit people to help with the wiki work from the voice channel tho
even if its to help me with a project
like the small medal pictures
That was 3-4 people working with me
No pressure guys, sorry if my previous posts sound like that. ๐ I'm really appreciate your work. The thing is, it not only update pace, but the difficulty of acquiring info. For example I worked on a wiki for mod for one strategy game before, but I was able to consult with devs themselves and look at the code. I'm not a coder, but it was simple scripts in txt files, so was doable in pair with the help of devs. And here, idk if Noa have time or want to tell about some mechanics more deeply. So we have errors or even myths spreading and info in general not clear.
You can look throug hthe code pretty ez through https://elin-modding-resources.github.io/Elin-Decompiled/
no need to get it open yourself
As I mention, I'm not a coder and can only understand simple one. ๐
Same
occasionally in update notes he'll post clarifications for things he sees people discussing a lot, but it's best not to directly @ him or anything, considering the (current) scale of the server lol.
but uh, if you're having a really hard time understanding snippets, chatgpt does an "ok" job of walking you through code line by line and what it does or references. obviously ai hallucinations still happen, but it's less likely to hallucinate explaining what something does vs generation lol
especially for very simple mathematic stuff
I like that ai can help with it. But honestly I barely know what chatgpt is itself. Guess need to learn about it. ๐
Here is something interesting
[[Elin:Code_Analysis/Feats#featManabond_(Bonded_with_Mana)]]
If you want to train mana capacity skill, you want to cast high cost spell at low mana, instead of going really, really deep into the minus by casting small spells
Because the experience gained is calculated by the mana you used, not the amount you depleted.
Is the detailed information on lure / perfume function anywhere?
What do you want to know?
So what is this "chat channel" Noa is talking about in the update?
So I've noticed that lowering attributes via ether diseases makes it faster to train that skill
I then thought: "Well why not temp lower it and see if it does the same thing"
It doesn't :c
X(
just sat here for like 30 minutes while watching anime and letting a gagu beat the shit out of me
yea I figured that's the difference
just wanted to test it to see if it was indeed true
has the wiki documented how damage mitigation works?
I've been looking for a while
Any idea where we could find the code describing the damage mitigation functionality?
@stark sleet
that would be the DamageHP function in Card.cs
Tyvm good sir
but I don't think this includes how PV worked
so probably still need Attackprocess.cs
no wait
ApplyProtection function in Card.cs is that
card.cs doesn't reference any evalues pertaining to mitigation
such as PV / light armor / heavy armor
unless it just calles it this.pv
-_-
This is surpisingly simple actually
dmg = dmg *100 / (100 + PV + armor skill + dex/10)
and theeeeeen for an example
num = 150 + 100 + 100/10 = 260
num 3 = num / 4 = 260 / 4 = 65
num2 = num3/10 + 1 = 6.5+1 = 7.5
sides = num3/num2 = 65/7.5 + 1 = 9.66
dmg = 100/100+260 = 1/3.6
=num4 = dice.roll(num2,sides,bonus,this) = 9d7
dmg -= num4 * mod/100
dmg = dmg - num4
if dmg is = 1000, then dmg / 3.6 - 9d7
so its both flat and multiplicative
yeah, this is why I called it something like 69% + 5d11 before
it is a very similar system to elona
except the exact result is not shown in Elin
Is it just me of the festival page broke??
nvm a lot of it broke not just festival page
ok what part gone wrong i wonder
Not sure man, skin maybe?
what is skin in this context
like Metrolook or Vector 2022 etc
Not sure, mine looks fine on all skins
i just open the page in firefox dark mode and didn't touch anything else
Maybe internet connection? Sometimes when it is unstable something like that might happen
hmmmmm
my internet is still the same
and whether what page is affected seem completely random
Do you have a collection of what page are affected?
Maybe we can find some similarities
try ctrl+f5 on affected pages too to see if maybe you have a weird broken cache
ah yup that fix it, thank you!
if (IsPCParty && EClass.pc.ai is GoalAutoCombat)
{
dmg = dmg * 100 / Mathf.Min(105 + EClass.pc.Evalue(135) / 10, 110);
}
It seems like the higher the strategy skill (Evalue 135), the lower our damage goes, until 100/110?
This should be a bug
yea thats bizarre
so if you had 0 strategy, you'd be getting 100/105, then if you have higher than 50 strategy, you get 100/110?
wtf -_-
but in general auto combat reduces damage?
There were some changes. #updates-ๆดๆฐ message
Removed the damage penalty (5-10%) applied to enemies during auto-combat.
Yeah, now the damage penalty only apply to IsPCParty (T_T
hum. wait
Oh shit, yeah this make sense
it is calculated for received damage lol
my bad my bad
Maybe a spam account...?
https://ylvapedia.wiki/wiki/User:LenoraT45208343
1Win: ะัะต, ััะพ ะฝัะถะฝะพ ะทะฝะฐัั ะพ ะฒะตะดััะตะผ ะพะฝะปะฐะนะฝ-ะบะฐะทะธะฝะพ ะัะปะธ ะฒั ะธัะตัะต ะฝะฐะดะตะถะฝัั ะธ ัะฒะปะตะบะฐัะตะปัะฝัั ะฟะปะฐััะพัะผั ะดะปั ะฐะทะฐััะฝัั ะธะณั, ะฒะฐะผ ััะพะธั ะพะฑัะฐัะธัั ะฒะฝะธะผะฐะฝะธะต ะฝะฐ 1Win 1Win ะพัะธัะธะฐะปัะฝัะน ัะฐะนั. ะญัะฐ ะพะฝะปะฐะนะฝ-ะฟะปะฐััะพัะผะฐ ะทะฐ ะบะพัะพัะบะพะต ะฒัะตะผั ะทะฐะฒะพะตะฒะฐะปะฐ ะฟะพะฟัะปััะฝะพััั ััะตะดะธ ะธะณัะพะบะพะฒ ะฟะพ ะฒัะตะผั ะผะธัั. ะ ััะพะน ััะฐััะต ะผั ะฟะพะดัะพะฑะฝะพ ัะฐััะผะพััะธะผ, ััะพ ะฟัะตะดะปะฐะณะฐะตั ัะฐะนั 1Win, ะบะฐะบ ะทะฐัะตะณะธัััะธั...
@wheat folio Yeah, admin attention needed ๐
Thanks you very much for everyone created https://ylvapedia.wiki/wiki/Elin:Small_Medal and add photos to the locations ๐โโ๏ธ
Sigh, gonna swap around the captcha tonight I guess, sudden influx of spam
Glad you enjoy it. Took us three people working on it for 2 hours. I'm pretty happy with it!
You can disable edits from certain country, or proxy users... just like wikipedia
It might not be the best idea though
If there is one, there will be ten, so probably at least some protection
I mean, I'm using a VPN to edit Ylvapedia too...
so on the note of finding what hte buff / debuff spell formulas are
anyone have any luck finding them / have a clue what they are?
๐ฎ
do you have hte info on all the buffs / debuffs?
I'd imagine they all here
it's just stats.csv if you extract it
A lot of stuff about applying is in ActEffect.cs
How do you get ahold of the .csv file for stats?
Source extractor mod
there's a mod on the workshop that will rip the csv's
okay so do you all think that attributes effect the spells that npc's cast at all?
Probably not but I've paid 0 attention nor looked it up
I'm thinking it works like this:
Spellpower is the larger one between Spell Level x 8 + 50 or Char Level x 6 + 30 it's not Player Character
so in this case it'd be just spellpower is the higher of (in this case the bell is lvl 56):
40 * 8 + 50 = 370
56 * 6 + 30 = 366
and duration is apparently according to the csv file, p/15 + 8
and its duration is 48 for me
so...
370 / 15 + 8
so 32..., which isn't right
so working backwards, its spell level should actually be. . .
48 = p / 15 + 8;
p = 40*15 = 600
600 = SL * 8 + 50
SL = 550 / 8 = 68.75
Or its character level should be...
600 = CL * 6 + 30
CL = 570 / 6 = 95
unless willpower is included somehow
48 or 38?
ahh nvm kingrebel apparently knew all about this
Its here
{
int num = base.Value * 8 + 50;
if (!c.IsPC)
{
num = Mathf.Max(num, c.LV * 6 + 30);
if (c.IsPCFactionOrMinion && !base.source.aliasParent.IsEmpty())
{
num = Mathf.Max(num, c.Evalue(base.source.aliasParent) * 4 + 30);
}
}
num = EClass.curve(num, 400, 100, 75);
if (this is Spell)
{
num = num * (100 + c.Evalue(411)) / 100;
}
return num;
}
so its also att * 4 + 30
the higher of those three
and its curved down too
we confirmed its what I got in game as well
updated the code analysis page for combat accordingly
Updated the code analysis page for combat to also have the formulas for buff / debuff spells
although I have no idea what intonation of (element)'s power is....
res,(p2/40+1)*5
wtf is p2?
p^2?
p^(1/2)?
p*2?
So its just charisma XD?
Sure seems like it
let me check this out
Yea ez to make sure ingame :D
yup
Yep, definitely is
Really, really don't know what the link is between cha & intonations
doesn't frankly make a whole lot of sense but nonetheless
yea ...
its a strange departure when everything else in the buff / debuff list is dependant on spellpower
but looking at all my intonations now, they're all over the place in terms of lvl, and they all have 23 res
oh so someone in voice pointed out @robust rose that its a song
so IG that's how it makes sense
The power of RIZZ compells you
Do the other spells have no verbal components? Why does enchanting your weapon with an element give you resist based on Cha but doesn't affect the weapon itself?
Also why on earth are they not Cha spells, I woulda accepted that
but they're Mag spells that somehow scale heavy on Cha
intoning is a type of vocalization/prayer in shinto
(<- the backer behind intonations)
it was meant to tie into the onmyodo theme of sword sage (onmyoji in jp)
alongside talismans
Yea but are the rest of the spells silent
and why not make hte Intonations Cha spells instead of Mag spells :D
intonation... I remember the first time we talked about this I didn't even realize the english version used "intonation"
the JP version used something more incline to "song"
see if you can still edit?
if it's ng, we'll try something else
We've enabled some basic IP blocklists.
I'm still doing fine
Probably need to check on the others

It heavily reminds me of Older younger sister. Wish talismans actually somehow work for npc.
So judging from conversation above it actually good to give her cha food?
Or you guys researching intonation mechanic for pc? Don't fully understand. It was conversation about spells for pets before. ๐
Intonation resist bonus scales with Cha but since it's already heavy and immunity is reached at 20, it's not difficult to hit that point with Intonation
so I wouldn't go out of my way to get cha food for em
Oh, it for resists. Yeah, agree, the bits of cha they get from food already enough than.
one more thing to end this ... buff / debuff charade
anyone know how spellpower (presumably) vs. the willpower of enemies interacts with how likely you are to put a debuff on them?
I know willpower resists it, and I'm assuming spellpower is what increases your chances
c.power = 100 * c.power / (100 + defenseAttribute.Value); (in Chara.cs)
c.power is Condition c's power, defenseAttribute.Value is, believe it or not, the value of the defenseAttribute (stats.csv has these)
so its ... spellpower vs will (for most things) like i thought XD?
ohhhh wait, I think this is the reduction
not the chance to apply
yea it can't be this isn't a %, it returns spellpower
But this is useful, ty
This is actually how I thought it reduced as well
Yea I dunno if it affects chance to apply at all, only see power reduction
tho if power goes down low enough I believe it won't apply
I think it might be chara.cs 8992
Oh I see that's where you found that line of code
it should be somewhere around here
// Token: 0x060015E9 RID: 5609 RVA: 0x00098090 File Offset: 0x00096290
public void AddResistCon(Condition con)
{
if (con.power <= 0 || con.GainResistFactor <= 0)
{
return;
}
int id = con.id;
if (this.resistCon == null)
{
this.resistCon = new Dictionary<int, int>();
}
if (this.resistCon.ContainsKey(id))
{
Dictionary<int, int> dictionary = this.resistCon;
int key = id;
dictionary[key] += con.power * con.GainResistFactor / 100;
return;
}
this.resistCon[id] = con.power * con.GainResistFactor / 100;
}
// Token: 0x060015EA RID: 5610 RVA: 0x00098120 File Offset: 0x00096320
public void ResistCon(Condition con)
{
if (con.power <= 0 || this.resistCon == null)
{
return;
}
int a = this.resistCon.TryGetValue(con.id, 0);
if (1000 < EClass.rnd(a))
{
con.power = 0;
return;
}
if (500 < EClass.rnd(a))
{
con.power /= 5;
return;
}
if (200 < EClass.rnd(a))
{
con.power /= 2;
}
}
Could it be this?
I think... gainresistfactor is this:
The sections on the โElin:Housingโ page have been made into independent pages; Moongate, Residents, Home Skills & Policies, Land Feats, and Signs & Bulletin Boards (as a utility) have been made into their own pages.
I would like to create new categories to add to these pages, but โElin Housingโ doesn't match the meaning from the perspective of native EN users. So I would like EN users to decide on appropriate category names.
Thank you for the hard work!
Should the table reflect Meadow's 3rd land feat (+5 admin points)?
It specifically mentions that it's an example of Meadow, and Meadow gets the extra 5 (as do all others after network and Meadow being 7)
Meadow and Hill Cave than. They both have same feat.
Don't know if Hill Cave start will be finished any time soon though.
Yea but the text specifies Meadow
Oh yeah, I missed that. Need more coffee to function properly it seems. ๐
could remove the meadow part and just write (land feat # unlocked at this level)
and genericize it
Ye
Need to fix the danger level then too
as it assumes Meadow distance
Probably easiest would be to yeet the column, the formula is presented right below it anyway
Player Settlements is a possibility
Most of the obvious ones need "Player" prefixed since they could also just refer to the existing villages / settlements / locations / plots / maps
And big shout out to all you guys working hard to make a good wiki, it's refreshing to see in a world of fandom garbage wikis
And you guys getting it done real early so instead of awful results when using search engines, I imagine Elins wiki will probably hit the top the majority of the time
Thanks for the idea! I've added it to the Elin:Housing and related page.
@wheat folio Can you put all the housing pages tree'd on the side bar?
sure thing, I'll add them in at some point tonight
โค๏ธ
True Parka Administrator found the code for debuff application
case EffectId.Debuff:
{
CC.DoHostileAction(TC);
bool isPowerful = TC.IsPowerful;
string n = actRef.n1;
int a2 = power;
int num6 = TC.WIL * (isPowerful ? 20 : 5);
ConHolyVeil condition = TC.GetCondition<ConHolyVeil>();
if (condition != null)
{
num6 += condition.power * 5;
}
if (EClass.rnd(a2) < num6 / EClass.sources.stats.alias[n].hexPower && EClass.rnd(10) != 0)
{
TC.Say("debuff_resist", TC);
CC.DoHostileAction(TC);
break;
}
TC.AddCondition(Condition.Create(n, power, delegate(Condition con)
{
con.givenByPcParty = CC.IsPCParty;
if (!actRef.aliasEle.IsEmpty())
{
con.SetElement(EClass.sources.elements.alias[actRef.aliasEle].id);
}
}));
Ye it's in ActEffect
so if I'm understanding this correctly...
Its:
a2 = spellpower
num6 = the enemy's WIL * 5 (if not an elite)
num6 = the enemy's WIL * 20 (if an elite)
If it is affected by holy veil then:
num6 = num6 + spellpower (of holy veil) * 5
else
nothing gets multiplied
THEN:
If rnd(spellpower) < num6 / hexpower AND rnd(10) != 0
(so if rnd(sp) is less than num6/hexpower, but rnd(10) rolls a 0 (so a 9.091% chance) it still goes through)
you fail to apply and its a hostile action
else
you apply it
I have created some additional pages related to housing. Please add these to the sidebar as well.
The content is empty, but I will write a detailed explanation soon.
Housing๏ผใใฆใธใณใฐ๏ผ
ใปResidents๏ผไฝไบบ๏ผ
ใปHome Skills & Policies๏ผใใผใ ในใญใซใปใใชใทใผ๏ผ
ใปLand Feats๏ผๅๅฐใใฃใผใ๏ผ
ใปHome Ranking๏ผใใผใ ใฉใณใญใณใฐ๏ผ
ใปTax Revenue๏ผ็จๅ๏ผ
ใปTourism Value๏ผ่ฆณๅ
ไพกๅค๏ผ
ใปMoongate๏ผใ ใผใณใฒใผใ๏ผ
We'll be going down for a quick reboot, bear with me.
We're back.
If you plan to edit all the stuff, may I suggest use ใใin list for residents job/hobby for uniques? For example gardening right now is:
Beggar's job, Loytel and Farmers' Hobby
I think it better if it like that:
Beggar's job, ใLoytelใ and Farmers' Hobby
I mean, everyone know who is Loytel, right? But for treasure hunt it is Slan... Who is Slan?! ๐
Poppy, Slan, Captain's hobby
Good idea! I'll do it.
Apologies for the delay, the sidebar items have been added.
For the "Player Settlements" section isใใฌใคใคใผใฎ้่ฝ consistent with the japanese terminology in use, or would something else be better?
If you want to stay consistent with the Elona wiki, ใใๅฎถ or ็ฉไปถ, or use ใใฌใคใคใผๆ ็น probably also work?
i used waga ie originally when setting up the wiki originally (back when we only had the tech demo), but it's not consistent with elin lol
mostly want to avoid the situation like where we had a couple of different words for piety floating around in jp
I think ๆ ็น should be enough? everything else in the title are pretty short, and don't use a combination of two different words
ๆ ็น also don't have too much room for different interpretation, like, talking about that it must be yours
But probably want to hear from others, we can always change it whenever we like
yeah, the joy of wikis is that things can always be changed 

Inno's suggestion of "ๆ ็น" would be the most appropriate Japanese translation.
I'll add it in tonight then!
I kinda want to confirm this is completely false before I go through and change all of these pages
but it says on the fairy page for instance at the bottom that fairies can only get the cannibalism feat from eating fairies
and not from other normal conventionally "human flesh" meats
Hmm, I can investigate tomorrow @hallow jay
i know a couple fairy players were eating human flesh pizza for months , but that was alpha
We're going to be testing a different kind of captcha to see if it keeps out bots, if it works we'll add more questions to it over time.
Kyrie tested fisherman village with grandmaster npcs. #elin-general message He got a lot of fish #elin-general message, but no small medals even with that strong npcs #elin-general message. Wiki article mention about jobs small medals are rare drop fisherman can get.
`Very small chance of fishing up small medals
Fishermen and tourists job `
But we think it not true. Maybe it is possible ti check in code or edit the wiki article to remove the chance of small medals until it clear?
I do not know if fishermen can produce medals via the work, but when they're actively fishing (when you're around) they should have a 1/3200 - 1/800 chance (based on fishing lvl)) of pulling up a medal (The check for "rare" table is "if player OR rnd(20)==0")
Well, it about actuall fishing, the phisical one. But the article is about jobs and hobbies, right?
No clue
I know npc can fish everything physically. Remember snow putit fishing farms? However it have nothing to do with their production from jobs.
No, the hobby of fishing can only produce Fish category stuff it seems
If article mean the physical fishing it should clarify it. And tbh the job and hobbies article is not the place to mention physical fishing.
So article is wrong that part need to be gone.
Very small chance of fishing up small medals
Wait, medal is fish?
What?! 
Nvm this can't be what it refers to since it says lucky coins and adventurer license are also fish, so it's probably some completely different thing
Oh... Everything is fish. ๐
If small medals are fish, why can't I make bonito wine with them ๐ฆ
@hallow jay finally tested snow, ancient ruin visitors. It took time because I did it in my normal game. So here are some numbers:
28 tourist protection -- 141 publicity -- 146 visitors (nocturnal life)
29 tourist protection -- 141 publicity -- 134 visitors (nocturnal life)
29 tourist protection -- 141 publicity -- 149 visitors (nocturnal life)
30 tourist protection -- 141 publicity -- 132 visitors (no nocturnal life)
I tested last month without nocturnal life and honestly didn't feel any difference. Not even sure if it affect visitors.
Will play without nocturnal life a few more months tomorrow.
I'm not asserting it effects visitors, but instead generates more profit
also then that means its most likely 20 not 200
so the lower one
eitherwise your visitors would be up in the 300+ range
But my tourist protection is low compare to publicity, don't it have effect? In your example it were 100 for both.
I see... Yeah, but it surprisingly close to your 144 visitors from the example. ๐
So my 41 extra publicity is like 70 tourism protection? 
possibly
Ok, thanks. I will try another test. Will load my shop with berries only and look at the sales with and without nocturnal life then. It should be done tomorrow or in two days. Initial setup of the town and everyday tasks in game took the majority of my time.
Because my current sales are based on assorted stuff including furniture and stolen goods, so it fluctuate a lot.
how much are you making?
I looked at screens and it range of 90k-235k. On average it 120k-130k with nocturnal life. Although some of the screen are from time I have less publicity, so I think I will try to test it properly tomorrow in equal setting.
I also on and off premium store, depends on the backlog of goods, so numbers are inconsistent. ๐
It was the maximum. Don't remember the goods I load in shop in that time. Maybe it was furniture from carpentry training.
I'm pretty heavy on good backlogs, and the income is usually pretty consistent
not sure what you guys are testing though, I'll try to help after a few days when I finish my work on hand ๐ฆ
Oh it part of #1249592549681791017 message.
From code analysis in wiki:
A number of visitors will arrive. This number is: [3 + Land lvl + Your Land's Attractiveness / 5 + Publicity / 2 + 20^] * ((100 + Your Land's Attractiveness + 200^^) / 100) * (100 + sqrt(Tourist Safety lvl * 3) / 100) ^^Currently unsure if this is 200 or 20
So from my tests it look like it 20.
And now I'm looking if nocturnal life will increase shop sales. At least I'm trying. ๐
Also I need to mention, I really like snow, ancient ruin land. It have great potential. The 1.35 multiplier to all visitors number is huge and publicity gain from exploration job/hobby is uncapped, so it will be better and better. Think about making second one after the test and separating restaurant and general store + furniture + fence license. And activating inn in restaurant one.
It's not quite false... It seems far less likely though
bool flag2 = IsHumanFlesh(food);
bool flag3 = IsUndeadFlesh(food);
bool flag4 = c.HasElement(1205);
bool flag5 = food.IsDecayed || flag3;
...
if (flag2)
{
if (!flag4)
{
if (c.IsHuman)
{
c.AddCondition<ConInsane>(200);
c.SAN.Mod(15);
}
if (EClass.rnd(c.IsHuman ? 5 : 20) == 0)
{
c.SetFeat(1205, 1, msg: true);
flag4 = true;
}
}
if (flag4)
{
c.SetInt(31, EClass.world.date.GetRaw() + 10080);
}
}
Faires don't have a "Human" tag, therfore they only gain cannibalism with a 5% chance instead of a 20% chance
Also it seems like the thing that decides if you'll be a cannibal or not on your next meal is how long it took between said meals
I couldn't find any other reference to this
so fairies can get cannibalism from eating fairies but at a lower rate than eating meat with a human tag?
No, no
Races with the human tag are more likely to take up cannibalism
I am not certain what determines if the food is considered human flesh or not
Well I'm claiming that the assertion on the fairy page is wrong
public static bool IsHumanFlesh(Thing food)
{
if (food.HasTag(CTAG.notHumanMeat))
{
return false;
}
if (food.id == "deadbody")
{
return true;
}
if (food.source._origin != "meat" && food.source._origin != "dish")
{
return false;
}
string[] components = food.source.components;
for (int i = 0; i < components.Length; i++)
{
if (components[i].Contains("egg"))
{
return false;
}
}
if (!IsHumanFlesh(food.refCard))
{
return IsHumanFlesh(food.refCard2);
}
return true;
}
Fairies are not humans, so eating human flesh does not increase their insanity or risk gaining the cannibalism feat. However, eating fairy corpses does count as cannibalism for them.
According to code, yes, Faires can be cannibals
this statement is wrong
It is possible it's outdated
true
I know from my own experience that fairies can eat other humans and get the cannibalism feat
I'm not sure if fairies can eat fairies and gain cannibalism
that's where I'm not sure
oh, from what I see, that may not be possible
There are two functions for IsHumanFlesh~
One takes a Thing, one takes a Card
public static bool IsHumanFlesh(CardRow r)
{
if (r == null)
{
return false;
}
if (r.id == "chara")
{
return EClass.pc.race.tag.Contains("human");
}
if (r.isChara)
{
return EClass.sources.races.map[EClass.sources.charas.map[r.id].race].tag.Contains("human");
}
return false;
}
if the eaten card has an id of chara, then we check if the player character is a human...
Oh
It's actually a check for if we're eating our own corpse
Otherwise we check the race of the eaten dead person
So, a Fairy corpse will never be a cannibalistic meal
cool. I'm just deleting that at some point
that lore & trivia section that says two false statements ๐
oh?
But only if it's specifically a dead corpse
do you mean as opposed to meat?
Yeah
I'm not sure if the meat chunks you get are of id "dead corpse"
No, no, they are not
It has to be specifically a dead body, not butchered
so for all intents and purposes its just plain wrong, cause idk how you even get a fairy "corpse"
I think butchers sell them, but whether those hold info about the race... dunno
The raw meat you get from killing an enemy is not a dead corpse. It;s a "_meat"
I guess
You can open a restaurant with Fairy sashimi and nobody should call you out on that
I'll refraind from further commenting
XD
I'd argue that noa coded in Cannibalism wrong
but as always daikons, thanks for looking that up
I think noa should make cannibalism race dependent
as it stands I think its static
"Cannibalism is the act of consuming another individual of the same species as food." - Wikipedia
exactly
It's actually eating a humanoid race.
It'd probably be more effort to add all the tags
Weapon page, Shooting Weapons section, don't tell anywhere which range use which attribute.
Unless you telling me that any reader can correlate the skill used with its attribute, I say someone should add it somewhere
Be my guest
what do you mean, which range uses which attribute?
like... what ranged weapon uses which attribute?
Like the melee one yeh
Oh yea I suppose a table like that wouldn't be that hard
nothing on the weapon page state that Gun scale off Perception while Bow scale off Dex
Its pretty self evident though in game, but for consistency it shouldn't be hard to make a chart
You're welcome to do it, its not terribly hard
Frankly, a wiki does serve as a way to check something when you're not in game too, so best make it as good as possible
Yea true
I dunno how to edit wiki
oh nice! thank you
I'd like to know if nocturnal life increases profits on avg for tourism / selling things in your settlement
Ctrl F 2508 returns nothing in FactionBranch.cs so unlikely
As far as I know, all it does is reduces happiness of people by 20, and I don't think Happiness has any effects yet?
so my reasoning for thinking it might affect it is: I think new visitors gets spawned in hourly and I'm not sure if the people being awake effects anything
Its a stretch, but I figured it could just be tested
Might be, tho empirical testing on something which varies so much with rng is kinda difficult, need a real sample size instead of just dozen or two
Tbh it will be failed test most likely. ๐ I'm still doing it, my plan is four months with and without nocturnal policy. Done three months and a half yesterday. But the sales fluctuate a lot. For example here the result of two months with the all same stats and same berries in shop. I'm selling +17, +18 and +19 berries, so sales can naturally fluctuate by like 10% more or less, but real fluctuation is much more. I believe it all about npc spawn and how much cash they have, so it to random to measure.
if its too much randomness then I would just forget about it
Well, I'll do it anyway. I'm interested in it too and already learn a few things on the way. The sales fluctuation for example. The only thing I did wrong is my berries. At the start the were mostly +18 and at the and they will be mostly +19. But as I say, difference in price of berries is like 10% and don't represent real fluctuation I experience.
JP user inquired about creating a mod introduction page, so I will share it with you.
#1255163035027509331 message
"I it OK to create a page (article?) on the Elin:Mod page that summarizes a specific mod?
Specifically, I'm thinking of an Artificial Race mod."
Artificial Race:
https://steamcommunity.com/sharedfiles/filedetails/?id=3363692260&searchtext=ไบบๅทฅ็จฎๆ
In my opinion it should be allowed.
But the EN side has a Modding wiki, so I'd like to confirm which one I should post it on.
I think you have to be real careful about adding anything mod related because unless you make sure it's excluded from searches / normal navigation
I guess the way to exclude MOD pages from search is to give them a category for MOD pages (e.g. Elin MOD) and exclude pages with that category from the Wiki search.
I could add a namespace if this is something that has a lot of demand, or the user could make the page on their userpage as a subpage and link it on the mods page (similar to how we do player guides)
do we have any information for the wiki about what enchantments noa is adding correspond to which weapons?
It states that the enchantments will be put as initial enchantments for certain weapon types
sakuma-san put up a page on it last night actually! 
https://ylvapedia.wiki/wiki/Elin:Equipment/Enchantments
Thanks for the advice! I'll try to think about my approach in the style of a player's guide.
Would eye of mana be considered magic or willpower or maybe... charisma?
How would one tell?
What in seven sausages is eye of mana
its an ability that death gazes have that steal mp directly
I think this is its calc in the calc csv file
I just got a gene from a mani statue
That's Itzpalt's Absorb mana pretty sure
public const int ActGazeMana = 6623;
I think ActGazeMana would fit your description
nah you're right
and ty for hte help
I just gotta find its formula in the csv files somewhere
I confirmed its mag tho
On Elin:Status#Ailments_&_Status
**Lighting **Damage?
fix'd
I spend some time trying to figure out how PV math work by searching the code in discord (specifically the Apply protection function) and try comprehend it since there's only code analysis on evasion (aka PV).
The purpose of this post is:
- To confirm whether I understand correctly or is there any other factor I miss.
- As reference for people who want to add PV calculation on the wiki (or anyone try searching in discord)
This is my best attempt at translating the code language to human language.
PV reduce the damage by Percentage THEN reduce it by flat amount according to a dice roll which scale with PV and affected by luck.
The damage got multiple by (100 / (100 + pv)) which
Which make it into human readable formula is 100 - ((100 / (100 + pv)) * 100) result in the graph in the second picture
For flat damage reduction:
The number of dice is (PV/4) / 10 + 1
With integer rounding it mean the dice number start off at 1, become 2 at 18 DV and increase by 1 every 40 DV after.
The number of side of the dice is (PV/4) / the number of dices + 1
With integer rounding, the side increase diminishingly (and reduce by 1 every time the dice number jumped) until it flat line at 11 sides at 1102 PV
This result in the graph in 3rd picture.
Here's the link to Desmos graph if you want to play with it www.desmos.com/calculator/l3unqy0dex
Anyway, I gonna go to sleep now, this post was done out of ADHD urge and im run out of juice.
I understand it decently well
I've been planning on adding it to the wiki for some time now but I just havn't gotten around to it
We should probably make a new code analysis page for it and evasion
Maybe rename combat analysis to offensive combat analysis and make a defensive combat analysis
idk
Since each one is quite involved, maybe something like "X_Analysis/PV" "X_Analysis/DV"? where X could be combat or stat
Slightly related, something I personally would love to see is calculators. I'm not sure if that sort of thing can be easily embedded into the wiki but even links to well made desmos calculators would be enough.
Recently I found myself making a desmos graph for another game (Crawl: Stone Soup) because I wanted to know how various gear choices would affect my stats
Get writing the js and you can have em
I know that most players don't want / need calculators but it's a nice option to have somewhere for those that do and it also would help avoid duplicate work, since I've seen quite a few good desmos graphs posted here by various people doing good work
Even if it's just links to those calculators from various analysis pages I think it would be very helpful, at least for the niche of wiki work and weirdos like me
gross, gimmie em in desmos
js as in javascript right?
ah
already done that
Nice, good going
#1249592549681791017 message
It is right there in my big post near the end
Also the first picture in that post IS javascript
var QuarterOfPV = Math.round(pv / 4);
var DiceNumber = Math.round(QuarterOfPV / 10 + 1);
var Sides = Math.round(QuarterOfPV / DiceNumber + 1);
var PerCentReductiom = 100 - ((100 / (100 + pv)) * 100);
console.log("PV:" + pv + ", Percent reduction: " + PerCentReductiom + "%, Flat damage cut: " + DiceNumber + "D" + Sides );
}```
Tldr if we want calculators, graphs etc gotta make a module
You mean Here's the link to Desmos graph if you want to play with it www.desmos.com/calculator/l3unqy0dex I'm saying we should try to keep references to these on the wiki when possible
i see
Better to stick to desmos links then, guys working on wiki already have plenty of way more important things to focus on anyway and desmos does enough
Tbf osrswiki has bloody everything
so could just go do the classic ctrl c ctrl v from there and fix what's needed :D
for the modules
Yeah but they're a gold standard on a game that's been out forever and doesn't change calculations often
Yea the point was that they've done it, we don't need to do it again
just borrow them
Ah you mean it like that
welp good luck guys, imma go play more elin
I haven't played Elin in almost couple months
it's more fun rummaging through the decomp
don't forget your โ TI-81
Giving it time to get more updates myself, but following the wiki / decomp work is fun and interesting
And good wiki's make me happy