-- taken from game/activities/basic_activities.lua
activities:registerNew({
id = "medieval_fighting",
icon = "activity_medieval_fight",
display = _T("ACTIVITY_MEDIEVAL_FIGHTING", "Medieval fighting"),
displayPopup = _T("ACTIVITY_MEDIEVAL_FIGHTING_POPUP_TITLE", "Participating in a medieval fight with coworkers"),
activityDisplay = _T("ACTIVITY_MEDIEVAL_FIGHTING_ACTION", "play out a medieval fight"),
autoOrganizedAction = _T("ACTIVITY_MEDIEVAL_FIGHTING_AUTO_ORGANIZED", "play out a medieval fight"),
mentionHint = _T("ACTIVITY_MEDIEVAL_FIGHTING_MENTION", "Do you take interest in the medieval fights? Donning chainmail armor, grabbing a sword and engaging in a make-believe medieval fight would be fun, I'm sure. I know NAME is interested in medieval times and participates in events like this, so he would definitely enjoy it."),
description = {
{text = _T("ACTIVITY_MEDIEVAL_FIGHTING_DESCRIPTION", "Put on some heavy plate or brigandine armor, get yourself a sword and step into the fray as a footman of the medieval times."), font = "pix18"}},
notOnTheHouseEnjoymentScale = 0.8, -- multiply enjoyment by this much if the session is not on the house
costPerEmployee = 35,
reducedEnjoymentTime = 14, -- in days
baseEnjoymentRating = 40, -- the base enjoyment rating
randomEnjoymentOffset = {0.7, 1.5}, -- additional random multiplier for base enjoyment, does not depend on anything
maxReducedEnjoyment = 0.5, -- maximum reduction in enjoyment in case not enough time has passed
minimumPeopleAmount = 4, -- how many people we need to have to not suffer a decrease in enjoyment
notEnoughPeopleEnjoymentReduction = 0.05, -- per each not-enough person, we lose this much enjoyment (in multiplier form)
skillToProgress = "teamwork",
enjoymentToTeamworkExperience = 20, -- convert enjoyment to teamwork experience, exp gained = enjoyment * enjoymentToTeamworkExperience
contributingInterests = {
lifting = 1.5, -- multiplier
martialarts = 1.5,
medieval_fighting = 2,
parkour = 1.25,
pacifism = 0.2
},
knowledgeIncrease = {id = "medieval_fighting", min = 5, max = 7},
chanceToTurnDown = {
lifting = {mul = 0.5},
martialarts = {mul = 0.5},
medieval_fighting = {mul = 0.25},
parkour = {mul = 0.6},
pacifism = {add = 80}
},
postActivityVisit = function(self, employee, enjoymentRating)
skills:progressSkill(employee, self.skillToProgress, self.enjoymentToTeamworkExperience * enjoymentRating)
end
})