Size and Quality

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Revision as of 20:41, 5 August 2010 by imported>Hellion (Adventure Gain--bugfix)

[ Return to Game Mechanics ] Implemented on Apr 27, 2004, the mechanism by which food and booze grant adventures is (usually) governed by two intrinsic qualities of the consumable: size and quality. The information on this page comes from a forum post where Jick explicitly discusses this mechanism. He also notes that there are exceptions to this formula.

Size

Size is a representation of how much space the consumable takes up. It is always equal to the fullness or drunkenness the consumable takes up, and thus always an integer.

Quality

Quality is a representation of how good the consumable item is for its size. Unlike size, it may not be a whole number. If the item is obtained through a recipe, its quality is based on its components' qualities.

Adventure Gain

The adventures gained from consuming the item are determined in the following manner:

  • A range of numbers is determined.
    • The minimum of this range is the item's Size.
    • The maximum is the product Quality * Size.
    • If the difference between min and max is greater than 7, it is lopped off on either end.
  • An integer is chosen from the given range.
    • It's quite likely that the maximum is not a whole number. In this case there is an X/20 chance that 1 is added to the result, where X is the tenths place of the maximum.
  • This result is the number of adventures gained.

Notes

  • An item with a size of 1 and a quality of 3.6 is actually superior to an item with the same size but a quality of 4.0. This is most apparent by the increase in adventure gains sometimes given by Pride, which is caused by a decrease in quality.
  • Although the majority of consumables introduced during NS11 use this formula, Jick has stated that it is no longer a strict rule, as a few crafted booze items were tweaked to make them provide more adventures than their ingredients.
  • The majority of consumables introduced during NS13 do not follow the S/Q paradigm. New consumables often have hardcoded adventure production.