Bugged Preachers?

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Posts: 17
Joined: Mon Oct 08, 2012 6:12 am

Bugged Preachers?

Postby Sarellion » Thu Oct 17, 2013 10:51 am

I took a look in the TgoalPreacher in DataXP1 to see the exact effect and wondered about a possible error in the following lines:

sPreachingHappinessAmount = 3;
sPreachingUnhappinessAmount = -25;
sPreachingHappinessRoll = 3;
sPreachingUnhappinessRoll = 50;

Or something similar. I already changed the script and accidentally saved over the original.

I compared it to the one in Data and it looked more like I expected.

sPreachingHappinessAmount = 3;
sPreachingHappinessRoll = 25;
sPreachingUnhappinessAmount = -3;
sPreachingUnhappinessRoll = 50;

Seems to me, someone switched two numbers when writing the new one. But haven´t seen it and -25 happyness is a rather large amount.

Does someone know if it´s a 50% chance to lose 3 happiness or is it more like this:
One percentile roll:
1-25 Gain 3 happiness
25-50 Lose 3 happiness
51-100 Nothing happens.

So it would be a 25% chance to lose 3 happiness. Seems to me a bit more balanced. Most of the Sims coming out of a church are a bit lacklustre.
Last edited by Sarellion on Thu Oct 17, 2013 10:56 am, edited 1 time in total.

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Joined: Wed May 05, 2004 9:30 pm
Location: Hetepsenusret

Postby Azeem » Fri Oct 18, 2013 2:10 am

I'm not sure but I think the "Roll" figures are percentage points. The "Amount" most definitely refers to the happiness bonus or loss.

The Preachers are supposed to have a chance of either boosting happiness or making sims unhappy - that's part of their function.

Posts: 17
Joined: Mon Oct 08, 2012 6:12 am

Postby Sarellion » Fri Oct 18, 2013 1:58 pm

It´s ok that people can lose happiness. Would be interesting to know if it´s 50% or 25%. IMO 50%would be a bit too much. Most of the religous dudes tend to be neutral or bad in that case.

Do you think the switched lines in the XP1 script are a mistake?

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