I Don't Understand Bell Curves

Started by TurtleShroom, June 16, 2024, 05:19:00 PM

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TurtleShroom

Good evening, and Happy Fathers' Day.

The title says it all. I've made "Rimworld" Mods for years, and I absolutely DO NOT understand bell curves in XML code.

I will now give some examples of things I cannot even come close to understanding, in hopes that they may be explained to me.

      <li Class="HediffGiver_RandomDrugEffect">
        <hediff>Asthma</hediff>
        <severityToMtbDaysCurve>
          <points>
            <li>(0.45, 99999)</li>
            <li>(0.5, 180)</li>
            <li>(1, 135)</li>
          </points>
        </severityToMtbDaysCurve>
        <partsToAffect>
          <li>Lung</li>
        </partsToAffect>
        <countToAffect>1</countToAffect>
      </li>

    <maxPawnCostPerTotalPointsCurve>
      <points>
        <li>(0,135)</li>
        <li>(70, 150)</li>
        <li>(700, 1000)</li>
        <li>(1300, 1500)</li>
        <li>(100000, 10000)</li>
      </points>
    </maxPawnCostPerTotalPointsCurve>
<raidLootValueFromPointsCurve>
      <points>
        <li>(35,     15)</li>
        <li>(100,   120)</li>
        <li>(1000,  500)</li>
        <li>(2000,  800)</li>
        <li>(4000, 1000)</li>
      </points>
    </raidLootValueFromPointsCurve>
    <raidCommonalityFromPointsCurve>
      <points>
        <li>(0, 1)</li>
        <!--Constant 1 at all points levels-->
      </points>
    </raidCommonalityFromPointsCurve>

As you can guess, these bell curves pertain, respectively, to Hediffs that are given to Pawns that have some other Hediff, and standard Faction requisites that they have to have in order to function.

I didn't want to waste time posting this on chat rooms, because I think it might be more useful for someone int he future to see replies on this forum instead.

When explaining it, please explain each element: not just what both numbers do from left to right, but also the meaning of each bracket.

Thank you for any assistance you may render.


Warm regards,
-TURTLESHROOM