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2 changes: 1 addition & 1 deletion Weight-System.md
Original file line number Diff line number Diff line change
Expand Up @@ -61,4 +61,4 @@ New object types should work fine with this system, but may need some extra set
- If your object should only have a chance of being successful, you can set a base chance that will always be used by adding `SMODS.base_rate_percentage[type_key] = X` where `X` is a number 0-1 that represents the percent chance of generating your object. *(for example, editions have 0.04)*
- If your object that relies on chance should use the chance roll as it's poll amount *(like Editions)*, add `SMODS.no_repoll[type_key] = true`.
- If your object needs to modify the type polling key in a specific way other than default, add `SMODS.poll_keys[type_key] = {str = 'new_key', block_infill = true or false, ante = true or false}`. You can see how these affect the key by looking at `SMODS.get_poll_key` in `src/utils/weights.lua`.
- If your object isn't stored in `G.P_CENTERS`, you can add `SMODS.game_table_from_type[type_key] = table`.
- If your object isn't stored in `G.P_CENTERS`, you can add `SMODS.game_table_from_type[type_key]` that can be either a key in `G` (i.e. G["P_SEALS"]) or a table of the form `{ ref_table = table, ref_value = key }`.