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(→CookData.byml: System section) |
(→CookData.byml: Clarify Ma and Mi, add NMMR) |
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|Ma | |Ma | ||
|Maximum | |Maximum | ||
|Maximum effect level. For stamina, in 1/5s of a wheel. For hearts, in 1/4s of a heart. | |Maximum effect level. For stamina, in 1/5s of a wheel. For hearts, in 1/4s of a heart. The executable enforces a hard cap of 3 for all effect types that are not stamina or hearts. | ||
|- | |- | ||
|Mi | |Mi | ||
|Minimum | |Minimum | ||
|Minimum effect level. For stamina, in 1/5s of a wheel. For hearts, in 1/4s of a heart. | |Minimum effect level. For stamina, in 1/5s of a wheel. For hearts, in 1/4s of a heart. (The executable ignores this parameter for all effect types.) | ||
|- | |- | ||
|SSA | |SSA | ||
Line 59: | Line 59: | ||
|} | |} | ||
==== NMMR ==== | |||
Unofficial name: Next Milestone Material Rate | |||
An independent parameter in System, NMMR is used to determine what the final effect level is for any given recipe. The ingredients' EffectLevels are added together, then multiplied by the effect type's MR. The result is compared to the NMMR array. If the result is: | |||
* greater than the first number, the recipe is given effect level 1 | |||
* greater than the second number and Ma >= 2, it is given effect level 2 | |||
* greater than the third number and Ma >= 3, it is given effect level 3 | |||
A recipe can only have one effect. If two effects in a single recipe both exceed the first number in the NMMR array, the game discards all of them. | |||
Though there are five numbers in the NMMR array, only the first three are used, as the game hard-caps the Maximum for all effect types that use NMMR to 3. | |||
[[Category:Game mechanics]] | [[Category:Game mechanics]] |