Xela: Can you help me with SE again? Now I'm trying to figure out how often fights happen, but I'm lost.
I only found this:
if not attacked and dice(self.area.risk/2 + self.day): # Needs to be improved
attacked = True
but that can't be it, because the party in higher risk runs is attacked every single day.
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EDIT: for i in xrange(ap):
lol, I totally missed this. That means that the whole code is checked for every girls AP, right?
So the girls are looking for treasures in a cycle, until something attacks them on that exploration day.
That explains a lot. All the percentage chances I wrote just need to be lowered accordingly.
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Also, the mobs are chosen rather strangely. If I understand it, the game dice check every mob entry for a chance one after another, but if noone is chosen, then it's doing some code I don't understand to find one. And the overall results and numbers are not as I would expect.
Is there a serious reason why the logic is in the order it is? First if there is an attack and then choosing enemy?
It would have been much more understandable to me if the game checked the list of mobs for chances first, and if it din't dice a one = no attack. (that would also create the option to have a more desolate locations when fight don't happen every day)
And one more thing - I don't like the randomization on the number of enemies. Current "max" value should be simply a number of mobs in that group. If someone want more variety, he can write more entries into mobs field (=2 Orcs + 3 Orcs, with separate chances as a bonus).