recursal/Fanatic-Fandom huggingface dataset:
Families

A key element in Patron are *families*. Individual citizens in the game can be (usually are, but don't have to be) a member of a family. A single family occupies an entire house. This means that while there could be *empty rooms* in a house, that doesn't automatically mean new immigrants have a place to live. You'll likely have to provide that for them, either by building new houses or by building shelters.

This is quite a big difference to what players are *accustomed to* in city builders, but this design choice / feature has a clear and logical spot in the *big picture* of social dynamics and classes. Two citizens can **choose** to have children. Usually this means three key prerequisites have been met:

1. They are at least content with their life in the city
2. They have a house of their own
3. They have *empty rooms* in their house

Notice the third prerequisite. This means that the larger the house, the more children your citizens will/can have.

Another thing to keep in mind are social classes. Children, when born, don't start off on the *Peasant level*. Classes are not experience levels. The children actually start off one class below their parents. Through proper education (another social issue, especially of interest to the Merchant and the Gentry classes), the children can reach their parents' class before reaching adulthood. If they don't, they'll likely have a chance to *go up in class* during their work. Though the latter depends on what work they find/get assigned to.

As expected, when a family member dies, from whatever reason, the family will grieve. This all plays a role in the *happiness* of the citizens and their views on different social issues.

New families are created naturally, when two citizens get married. How the individuals got to your city is of no consequence. They could be immigrants, freed slaves, or could very well have been born and raised in the city.
Wizard with a Gun

**Wizard with a Gun** is a sandbox survival game developed by Galvanic Games and published by Devolver Digital. It was released on October 17, 2023.

## Description

Wizard with a Gun is an online cooperative sandbox survival game set in a magical wilderness wrought with dangerous creatures and arcane mysteries. Embark on a journey alone or with a friend to collect, craft, and outfit your wizard however you see fit as you explore the unknown.

## Features

* Magical Weapon Customization: Collect resources from the world and craft unique enchanted ammunition for your arsenal of guns. Combine elements for intended or surprising effects that alter the shot, blast radius, bullet trail, and even the status of the creature in your crosshairs
* Customized Whimsical Wizards: Create a dazzling wardrobe for your magic wielder from robes and hats to armor and accessories - functional and fashionable in a way that's sure to impress.
* Randomly Generated Biomes: Explore and uncover new sections of the world filled with deserts, swamps, tundra, and prairies - all loosely floating together through space and time after the world was fractured. Unleash cosmic power from the safety of your tower to reset the world and emerge once again to find a new layout to once familiar lands.
* Cooperative Adventuring: Survive alone or with one more wizard in online cooperative play to combine resources, magic, and creativity in your tower building. Or just watch it all burn down together - the choice is yours.
* Systemic Gameplay: Experiment with new spell combinations and find out how they affect enemies and the world around you the hard way. Creative arrangements can lead to powerful creations that overwhelm your foes while untethered amalgamations can be a recipe for disaster!
* Roguelike: Once players die in the game, all inventory items and gear will be completely lost.

## External links

* Official site
* Galvanic on Discord
* Steam

1. ↑ 【簡評】沙盒 Roguelike 遊戲《荒野槍巫》 結合元素鍛造獨特魔法槍彈
Natural disasters

As the name implies, natural disasters are naturally occurring disastrous events, but there are some things you can do to ward / fight off the negative impact that they bring.

### Fire

A massive fire, the staple of the city-building genre, can ruin your day and your city if left unchecked. A fire can start anywhere and anytime, but some factors are taken into account:

* There is a greater chance a fire will occur during high temperatures
* The chance goes even higher if a *Heatwave* is currently taking place
* Building a *grid* of wells / stone wells will reduce the chance of a catastrophic fire
* Building a *grid* of wells / stone wells will make it easier to *douse* any active fire

Fires can also start as a result of citizens rioting, but whatever the *trigger*, keep in mind that the natural *life* of a fire includes the fire spreading. And it can really spread far from the epicenter.

### Heatwave

Every once in awhile, your city could be hit with a heatwave. As expected, this means out-of-the-ordinary high temperatures. This also means that fields, orchards and ranches will have reduced production during the affected season. The longer the heatwave lasts, the higher the impact on production. A standard way to counteract heatwaves is by placing wells in the vicinity of the affected buildings. This alleviates some of the heatwave's negative impact.

### Cold front

The opposite of a heatwave is a cold front, drilling the temperatures well below freezing. Don't expect a cold front to happen during the warmer months. It usually hits you in the Winter. The impact is two-fold:

1. Citizens spend quite a bit more Firewood or Coal to stay heated
2. If *exposed to the elements* your citizens will freeze much faster than usual
3. Some production buildings are affected by the low temperature (Coal, Iron and Gold mine, Quarry, Fisherman's hut, Gatherer's shelter, Hunting lodge, Herbalist's hut, Clay pit)

The only way to *fight* a cold front is to *suck it up and punch through it*, meaning ***you can't***. Keep an ample supply of Firewood and Coal and wait for the front to pass.
Arithmetic

What use are variables, especially numeric variables, if you cannot do some math with them?

Here are some common functions as an example:

```
**int** a = 1 ;
**int** b = 2 ;
**int** c = 0 ;

**math** c = a **+** 5 ; /* sum */
**math** c = a **-** b ; /* subtract */
**math** c = a **\*** b ; /* multiply */
**math** c = a **/** b ; /* divide */
**math** c = a **mod** b ; /* modulus */

```

Notice the keyword ***math***.
BuildingBonuses

The BuildingBonuses table defines all bonuses that can be used on individual buildings, through their .bui file and nowhere else.

Columns in BuildingBonuses.wdt
 Name
 Description

Adding new entries into this table has no effect. Each type of bonus has to be coded specifically. If you cannot find an entry in the below table, then the bonus was deprecated and is unused.
Beautification

Patron Wiki

Once all your Citizens’ basic needs are met, they will want more. That’s not inherently a bad thing. Everybody wants to grow and advance and move up in their lives. The different beautification structures and objects are one of the most basic ways to let your Citizens know that the town is doing well, and things are going nicely. It brings a smile to their faces, at least for a little bit.

Here are some examples of the *beautifications* you can construct in your city:

PlazaSmall parkMedium parkLarge parkHedgeGazeboSmall fountainMedium fountainLarge fountainDecorative treeSmall statueMedium statueLarge statueSmall pondLarge pondPlaza
Custom translation

One of the more simple mods that can be quite extensive in scope is a custom translation. This can be setup very easily and we have a template ready if you want it. For simplicity, we'll go over the template and explain it a bit.

The most important thing are the two misc.txt files:

* MyLanguage\Data\Texts\english\misc.txt
* MyLanguage\Data\Texts\mod\misc.txt

The first one, in the english sub-folder only adds the name of the language, under the keyname LANG\_MOD. That's it. It is there so the game launcher can properly name the language on the language switch buttons.

The second one, in the mod sub-folder is the main one. When the language of the game is switched, the game will use this file to replace all the texts in the game. Naturally, only text in this mod\misc.txt will be used. Everything else is drawn form the default language. This makes it possible to make translations piece by piece and do regular checks in the game to make sure everything fits as intended.

A note on the text file in general

This is one standard block in the file:

```
text: BTN_NEWGAME
{
 NEW GAME
}

```

The value right after the keyword text: MUST NOT BE ALTERED. This is the unique keyname of the text used by the game to recognize where the line is used. Only change the text value in between the brackets!
Trading

Trading is very important in Patron. You're running a fresh new colony, ready to reap the rewards of your citizens' hard work. One way to earn your city a buck or two is taxes and that goes a long way, but trading with the mainland will get you farther. Trading is done through Docks and its *upgraded version*, the Harbor.

Naturally, you'll first have to build a Dock and assign a worker to it. A button will appear above the building. When you click on it, the Trade panel of this *particular* Dock appears. Notice the "particular" in that sentence. The more Docks you have, the bigger the trade volume you can shuffle.

Trading is done via ships, so it is important to notice that ships have a limited cargo space. They can't carry everything you have at a moments notice. Some planning is also involved here as well. The Docks start with smaller ships, only 200 cargo space limit but the they can be upgraded to accommodate ships with deeper draughts and carry more cargo. Though when you need the *really* *big ones*, the Harbor is your answer.

The correct way to look at the trading panel is like filling up a cargo manifest. You set any resource to a negative value, which means you'll be selling that amount and you can also set any resource to a positive value, which means you're ordering the resource from the mainland. The same ship will conduct the actual transport. Keep in mind that **all Coin transfers are immediate, but you will be waiting for your ordered goods to arrive**.

### The Royal Fee

Another element to in the trading equation is the **Royal Fee**. The King takes a cut of *any action*, be it purchase or sale. And that same King can, and actually will, increase this fee over time. Each resources has an individual fee so it will take time for it all to go to any ludicrous heights. The Fee is always at your expense. When you're purchasing goods, you'll pay a higher price and when selling, the King will take a nice cut for the crown.

### Boycott

The *Fee* story doesn't end there, however. The King will notify you of his intent to increase the fee through his envoys. You'll have a chance to turn him down. The current fee, whatever it is, will remain but it will anger the King, each objection a little bit more, until the *man-child* completely loses it and announces a full **Boycott** of one of your goods. This means you won't be able to sell or buy the boycotted resource. Well, not on the mainland, that is. The *Custom house* upgrade of the Docks and the Harbor can circumvent boycotts and you'll be able to trade the resource via *shady channels* and at a significant price hit (lower price when selling, higher price when buying). Gladly accepting a boycott is not advised before the fee reaches at least 50%.
Constructing

Constructing building is a large portion of what you'll be doing in Patron. You expand the city, plan effective production chains to obtain more resources, expand further etc. All the controls you need for this can be found on the bottom right of the screen.

Buildings are divided into several categories:

1. **Housing** - All housing related buildings (Tent, House, Shelter...)
2. **Town buildings** - Buildings not directly related to the production of some goods, but are of great importance to the city and the community (Church, School, Market...)
3. **Production buildings** - All buildings in some form related or a part of a production chain of goods & citizen professions.
4. **Farms** - Fields, Orchards and Ranches; special buildings of varying size (you control the final size)
5. **Roads and bridges** - Transport related; different roads, bridges and additional structures that benefit your citizens' movement

To construct a building, simply select it on the panel in the bottom right, then position it on the main screen and left click. A construction site will appear and it will take some time for your Workers to bring the needed construction materials and to actually construct the buildings. It isn't instant; it takes time.
Variables

As with any scripting language, variables are the basics. It is the way to collect, change, set and pass values into functions. There are several basic variable types available:

 Floating point
 String
 Boolean
 Array

You'll mostly be working with the basic types (int, float, str, bool). Arrays are explained in a separate article.

### Initializing variables and assigning values

Before you can use a variable, you have to initialize it. The process for the simple variables is the same with each, so we'll bundle them together.

```
**int** integerVariable = 1 ;
**float** floatVariable = 1.0 ;
**str** stringVariable = someTextValue ;
**bool** booleanVariable = true ;

```

Several naming rules of importance:

1. Variable names CANNOT have empty spaces. Either use camelCase or "\_"
2. Don't use special characters like $, #, % etc. Use only letters and numbers\*
3. It is good practice to assign a value to a variable on initialization, although it isn't required

\*There is one exception to this rule and that's regarding the use of the special character "$". This character is EXTRA special because it signifies the variable whose name starts with $ is a global variable and WILL BE SAVED! See Global variables for more information.

### Setting variable value

Variables wouldn't be of much use if you couldn't store values in them. This is called assigning values and it goes like this (when the variable has already been initialized before):

```
**int** a = 5 ;
a = 2 ;

```

While "a" was initialized with the value of 5, we changed the value to be 2 afterwards. The same can be done with the other variable types. Notice however that in the second line, "a" was NOT preceeded by the keyword "int". You CANNOT initialize the same variable twice in the same script. This produces an error. Additionally, you CANNOT use a variable before initializing it. This will also produce an error.
Gathering resources

Patron is all about production, production chains, resources, manpower etc. It's no wonder then that an essential part of that is *gathering resources*. You have to start somewhere and in the beginning of a game, you don't have a quaint setup of foresters and sawmills. You have yet to reach that. What you do have are *map* resources, or resources that are available for gathering right in the game world. These are your very basic Lumber (cutting down trees), Stone (gathering lumps of stone) and Iron (iron deposits).

Depending on the map, you'll have more or less of these available from the start. It is advisable to start the game on one of the *easier* maps where these *wild resources* are more abundant. Keep in mind that these resource clusters, especially stone and iron, are just to get you started. You should never rely on them.

OK. That's the first step. What do I replace these with to make reliable sources?
To organize a healthy supply of Lumber, you'll need to build *Forester huts*. Foresters plant new trees and cut down and process grown ones. They need quite a bit of space though, so don't place other buildings in their production radius.

The Quarry is your key building when it comes to creating a good supply of Stone. Don't forget to turn on the *Ore richness overlay/grid* to get the best efficiency.

The Iron mine will get you a nice supply of Iron.

Unlike gathering resources in *the wild*, these buildings naturally require workers to be assigned, hence why constructing them in the very beginning is not a good idea. In later stages, for example, after one or two winters, you should be looking in that direction.
Modding

The goal of this part of the Wiki is to create the most extensive and comprehensive library of articles and tutorials dedicated to modding Patron. Over time, the repository will grow so be sure to come back and check it out from time to time to see *what's new*.

Use the main navigation to access individual articles and topics. As always, the best place to start is to check out the Mod fundamentals to *get your bearing* and move on to more advanced topics from there.

### LIST OF MODDING ARTICLES

* Adding a watchtower to the game
* Creating a custom watchtower
* Custom banner
* Custom translation
* Database tables
* Mod fundamentals
* Scripting primer
* Creating a new map
Scripting primer

Most of the things modders are usually interested in modifying are in Patron accessible through database tables and definition files, but there are some things done in the vanilla game via scripting.

### Script assembly language

That's the name of the language used in Patron: Script Assembly Language, hence the extension .sal . Sal files are interpreted on-the-fly, and unless we ever start compressing them for faster execution, they'll be interpreted on execution. This means, the file is read, interpreted and executed when it is called. Quite useful for far prototyping and testing.

The file is executed line-by-line. If an error is encountered, you can count on an error to appear in PatronLog.txt and the rest of the script cannot be guaranteed to work properly. Keep that in mind please. Always check the log file and in case of large scripts, debug and fix from the top.

### Standard function structure

There are plenty of functions available, but let's look at a standard way a function is formed and executed.

```
**mainObject** *accessor* *function* parameter1 parameter2 parameter3 ... ;

```

Not all functions follow this format, but most of them do. Let's look at some examples.

```
**PrintMessage** This_will_be_printed_out_in_the_PatronLog.txt ;

```

The above is a very simple function, very useful for debugging to see which part of a script was reached or indeed which script was executed in general. The function has only two parts:

* ***PrintMessage*** - function name; global namespace since it has no specific accessor
* ***This\_will\_be\_printed...*** - the value; what is typed here as the parameter will be printed out. Notice that there are no empty spaces!

Every function MUST end with a semicolon "***;***".

Example 2: Formatting an event display

```
**int** eventId = 0 ;
**event** ***GetById*** eventId ***PanelSetCaption*** CAP_Cold ;
**event** ***GetById*** eventId ***PanelSetDescription*** EV_TEST2_Intro ;
**event** ***GetById*** eventId ***PanelAddAnswer*** 0 EV_TEST2_AN_A ;
**event** ***GetById*** eventId ***PanelAddAnswer*** 1 EV_TEST2_AN_B ;
**str** picturePath = Data\Textures\Icons\EventsIcons.dds ;
**event** ***GetById*** eventId ***PanelSetPicture*** picturePath 512 0 ;

```

The above block of code is called when an event is triggered. The block populates the various parts of the events panel (texts, picture, answers...). If you're interested in changing existing events or creating new ones, we have an article dedicated to that specific topic.

This is just a quick, shallow overview of the script engine. If you're interested in scripting Patron, please go over all the other articles to get a proper handle on things. A good advice would be to start with the basics: the variables.

* Variables
* Global variables
* Arrays
* Script comments
* Arithmetic
* Logical operators
* If-Else statement
* For loop
* Event scripting
* Fire scripting
* Script events
* Script functions
Events

The world outside of your quaint colony is big. A lot is happening and some of that can spill over into your little world. These things manifest as *events* that you can usually respond to in at least two ways. What you decide to do will have an impact on your Citizens. Some decisions more than others too as some of these events can stir up quite a fuss and cause social tensions in your population.

There are also events that occur locally, in your town, like a massive fire, or a great crop season etc. Anything can happen.

Event triggers are time-based, meaning that after an event occurs, it will take some time before the next one *can* happen. There is random chance involved since an event (*any* event) *can*, but doesn't *have to* happen. The possibility of an event happening additionally relies on a number of factors, especially on the condition of various city stats (stockpile levels, number of citizens, citizen class distribution, social issues state...).
Town center

The very first building you have in your city is the ***Town center***. It is the seat of your power and the place from where you govern. Before you build your first depot it also serves as a drop-off and pickup point for resources.

The town center building is NOT upgraded like other buildings (via the building info panel). To upgrade it use the Research panel. Researching it *is* somewhat of a gateway to the *upper tiers*.

Each level of the town center comes with its own set of *rewards*. One is a higher ***Influence*** cap, meaning you can enact more or stronger social policies. The other is a larger variety of resources you can trade via the docks or the harbor.

 Gathering hall
 Townhall
 Council hall
 Royal hall

\*Each level of the town center retains all the resources from the previous level's trading list.
Field

Fields are special ***buildings*** in several ways.

1. Fields have a variable size which you decide when placing them
2. Fields can only function on fertile soil
3. Fields produce resources depending on what crop you plant

The image gives you a general idea of what it looks. But pay some attention to the info panel of a crop field, also visible in the image.

Clearly, like any production building, a field requires an assigned farmer. That farmer will work the field pretty much the entire year round. When exactly you can expect a field to yield its resources depends on the crop that is actually planted. Some take a whole year to grow before they can be harvested, while other crops may get harvested twice a year. For all this time, you will be paying the field's upkeep cost.

#### What about that soil fertility mentioned above?

If you turn on the *soil fertility* grid, you'll be able to clearly see where the soil is good for crops. As usual: ***red is bad, green is good***. Planting on the green, means the field will be more efficient, or speaking in quantities, you'll get more.

#### And that bit about the size?

When placing, stretch the field as much as you like, up to its 12x12 cells maximum.

#### That only leaves what a field produces...

It's simple. As visible on the image, you can change what crop is planted using the *dropdown* control. What is available to choose, however depends on what crops you have researched. And several crops are special. You cannot research them or acquire in way other than purchasing from a visiting trader. Don't worry, you won't be able to miss the trader when he arrives. It is handled like an event.
Patron Wiki

**Welcome to the Patron Wiki!**
This Wiki is a collaborative place about the survival city-builder **Patron** and open to everyone to contribute. We encourage you to join in, expand, add and improve every bit of info found here. Currently, the wiki has **45** different articles.

The following fact-sheets should get you up-to-speed on what Patron is, who made it etc.. When you're ready to dive into the details, check the Topics section or use the navigation bar at the top.

 What is Patron?
**Patron** is a **survival city builder** with a **unique social dynamics system**. Gather and produce resources, build your fledgling village into a prosperous city and navigate the intricate social tensions before they reach boiling point.

Patron builds upon the foundations laid out by the staples of the survival city builder genre like *Banished* and enhances the experience with a large research tree and, more importantly, with introducing intricate social dynamics into the game, and the genre in general. Happiness, the standard *numeric* feature of all such games, in the case of Patron is a mechanic, a gameplay system in its own right.

Each individual citizen in the town has his or her own needs, desires and issues troubling him or making him happy. Depends on how the citizen views the town’s policies regarding the issues. Some citizens are more concerned with immigration, while others are more aggravated by tax-related issues. If the citizen’s view on the subject is *in line* with what the town government (YOU, the player) is doing, he’ll be happy. Works the other way around as well of course.

Patron starts off similarly to other games in the genre, but then veers off exploring social intricacies and what it means to truly *run a society and not just a city filled with automatons*.

 Who's behind the game?
Patron is developed by **Overseer Games**, a fresh game-dev team from Croatia, EU.

 Videos

 Image gallery

 Useful links
* Patron homepage
* Instagram
* YouTube channel
* Discord
* Steam page
* GOG page
* IndieDB

 Official Tweets
Twitter

 Patron on Facebook

 Around the web
* PCGamesN
* Bluesnews
* Kotaku
* Worthplaying
* Gamestar
* Techraptor
* GamePress
* PC Gamer
* YouTube - Raptor
* YouTube - Skye Storme
* YouTube - Aavak
* YouTube - Play At Home
Custom banner

> The goal of this tutorial mod is to add a new banner that we can choose when starting a new game and have it displayed properly both in the menu and in-game on banner posts and buildings.
>
>

Download tutorial files

General mod structure is NOT explained here. Please refer to the Mod structure article for details.

### Displaying the banner in the menu

1. Navigate to the ***Data\Textures\Icons\Banners*** folder and create a new folder in there called ***TutorialModdingBanner***
2. Place ***Icon\_TutorialModdingBanner.dds*** texture into the folder you just created

### Display the banner on buildings

Now let’s handle the in-game side so the banner is displayed on buildings.

1. Navigate to the ***Data\Models\Decorations\Textures*** folder and create a new folder called ***TutorialModdingBanner***
2. Copy three textures into the newly created folder
	1. TutorialModBanner\_Diffuse.dds
	2. TutorialModdingBanner\_Normal.dds
	3. TutorialModdingBanner\_Special.dds

Now let’s navigate to the ***Data\Base*** folder

1. There, open the ***Banners.wdt*** file in a text editor (the default Windows *Notepad* or *Notepad++* will do nicely)
2. Here, we need to link the new textures by creating a new entry in the table

For more information on how tables work and best editing practices, check the Editing database tables article.

If all of the above steps were done without an error, go into the game and find your new banner ready to be selected.

### Creating custom banner textures

The above handles adding a banner into the game, if you already have all the textures. Let’s have a look at some details when creating custom textures. Patron uses the .dds format for textures. To export these from for example Photoshop, you need the DDS plugin from nVidia.

As could be seen in the first part of the article, we’ll need 3 textures: diffuse, normal and special used on the in-game model, and one for displaying it in the banner selection menu.

* ***The Diffuse map***, if the texture contains the alpha channel, must be exported as DXT5 interpolated alpha, but otherwise we can export it as DXT1 No Alpha
* ***The Normal map*** uses the alpha channel for A*mbient Occlusion* (optional).
* ***The Special map*** has to be RGB, where *R is Metalness*, *G is Roughness* and *B is the Emissive mask* (linked to the diffuse texture)

 Normal
 Special

Here’s another tidbit to assist when exporting using the nVidia plugin:

1. Dropdown export options
2. HINT: Check the 3D preview of the texture before exporting

Dropdown export options:

1. DXT1
2. DXT3
3. DXT5

If you’ve followed the first part of the tutorial, simply open the new textures we added into the folders, copy our new images over the existing content and export the .dds textures.

Job well done Patron!
Fell Grenadier

**Fell Grenadier** is a Enemy in *Wizard with a Gun*.

## Background

Naturally, the anarchists in the Fell are attuned to the Warlock school. However, this "grenade" they've come up with is nowhere in the standard books. A concoction of pressurized nitra, brimstone, and poison would normally be deadly to anyone, including the wielder... But in this case, they happen to be a twelve-tentacled folk corrupted by the endless swamp.
Housing

All of your citizens need a place to live and rest: a house. Without it, they will get angry (or disillusioned) and leave your city.

While basic accommodations can *do the trick*, there are some key elements to look out for:

* Citizens won't live in Shelters long-term. After awhile, those living in a Shelter will start to *nag* about housing
* Peasants and Laborers are quite happy to live in wooden Houses
* Merchants will not be happy with anything *below* a Stone house
* Gentry want Two-story houses. Nothing less will suffice

*Having a house* in general and subsequently *what kind of house* a citizen directly impacts the ***housing*** social issue. Be mindful of this as your city flourishes and your citizen move up the social ladder.
Young Joshua

**Young Joshua** is a Ally in *Wizard with a Gun*.

## Background

Young Joshua's smithy was well known across the Shatter... That is, until a group of bandits came and looted the place. Nowadays, the smithy is much humbler, but he still does what he can to carry forward his craft. Perhaps someday, someone will come along and restore his lost blueprints.
For loop

When you need a certain block of code to run numerous times in a sequence, use the ***For loop***.

Here's an example:

```
**int** i = 0 ;
**int** stopValue = 10 ;

**for** i = 0 **<** stopValue **step** 1
  **PrintMessageVar** RUNNING_LOOP: **INT** i ;
**endfor**

```

The above does the following:

* start "i" at the value of 0
* check if it is lower than "stopValue"
* if it is, print the message
* increment "i" by step (1)
* run the loop again and again until "i" is no longer lower than "stopValue"
* when this happens, proceed executing the script following "endfor"

### Looping through an array

A pretty common task is looping through the contents of an array, so we'll cover it here as well:

```
**int** i = 0 ;
**int** var = 0 ;
**int** iMax = 0 ;
**array** **GetElementNum** arrayName iMax ;
**for** i = 0 < iMax **step** 1
  **array** **Get** arrayName var i ;
  **PrintMessageVar** VALUE_IN_ARRAY: INT var ;
**endfor**

```
Water Bullet

*Water Bullets* are a type of bullet in *Wizard With a Gun*.

## Description

A bullet that splashes water on whatever it hits.

* Makes the object it hits wet.

## Behavior

*Water Bullets* apply the wet debuff to any entity it hits, and creates a puddle of water when landing on a tile. Each consecutive bullet that hits an entity inflicted with the wet debuff will increase the duration of time it lasts. The type of weapon used to shoot *Water Bullets* will affect how much time is added to the wet debuff.

The Wet debuff can be stacked a total of 2 times and lasts a total of 10 seconds when fully stacked. The Wet Debuff degrades quickly at first, and when it gets down to the last half of the first stack it then degrades much slower.

## Combos and Tips

* Although Machine Wands add the least amount of duration to the wet debuff, it's fast fire rate allows it to apply wet much more consistently than other weapons. However it ultimately does not matter as the wet debuff will rapidly tick down to half a stack regardless of the gun used.
* Adding Increase Area Powder to *Water Bullets* will increase the amount of water trails created upon impact.
* Hitting frozen entities with *Water Bullets* will add roughly one second to the frozen debuff's duration.
* Entites that are wet will resist being set on fire.
* Water trails hit with Cold Bullets or a bullet modified with Frost Trail will cause the water to freeze, turning it into a slippery surface.
* Entities that are wet will receive 50% more electricity damage from Shocking Bullets and Lighting Strike Bullets. Water trails will also transfer electricity, damaging anything standing within the puddle.

## Notes

* Water trails that become warm, either by being close to fire or by being hit with Burning Bullets will start to boil. This does not affect how long water trails linger on the ground.
Citizen professions

Patron Wiki.

There are a lot of different jobs your Citizens can do in your town, mostly in production. You have direct control over what and when your Citizens do through the Jobs board. In fact, shuffling your Citizens through different jobs can mean the difference between a successful society and a slum.
Controls

Patron controls are as straightforward as they get. You can do everything using the mouse, but using a keyboard + mouse combo is of course faster, and likely more enjoyable.

 To interact with objects in the game world or the UI, hover the mouse over them and **click the left mouse button**.

That pretty much covers the basics. Let's look at some of the more important shortcuts.

* Jobs board - [**J**]
* Cycle grid - [**G**]
* Toggle trees rendering [**T**]
* Research panel - [**U**]
* Jump camera to the Town center - [**H**]
* Toggle Annual panel - [**O**]
* Set time speed - [**1**][**2**][**3**][**4**]
* Toggle time pause - [**Space**]

All of the shortcuts above can be remapped, either in the game Launcher or in the in-game options panel.
Cultivation's General Info

**Internal Energy (Qi)**

**Body**

**Body Cultivation**

**Blood**

**Blood Cultivation**

**Soul**

**Soul Cultivation**

**World Baptism**

**Cultivation Path**

**Techniques**

## **Terms**

* **Great Realm (Major Realm):** it refers to the realm reached after breaking through the last minor realm of a previous realm.

Example: Tempered Body 9th -> Initial Element 1st

* **Minor Realm:** it refers to each stage that a cultivator of a specific Great Realm must break through.

Example: Qi Transformation 3rd -> Qi Transformation 4th.
Talent: Life Regeneration

## Properties

*1 **Life Regeneration** point costs 50 Talent points.*

*Each point of **Life Regeneration** increases your health regeneration by 1%.*

## Use

As the description states, each point of Life Regeneration increases all your units regeneration by 1% based on their initial regeneration. Because some units do not have health regeneration, they cannot benefit from it.

The Life Regeneration talent is quite a low use one has most heroes and units have a naturally low health regeneration and some even don't have one at all. It does however combine very well with Tanks, especially Predator who revolve around regeneration, and some side cases such as Reaper and Marine who have a greater natural regeneration than the average
GigaChad

## GigaChad Origins

"It's a man! It's a chad! No, it's GigaChad!" Born 8/26/22, GigaChad is a custom hero designed by Assgirl. Possessor of 8pack abs and wealthy enough to make Jeff Bezos cry, he's the ultimate exterminator of zerg. Beware of his charisma, as he'll steal your girl with a single gym selfie.

## GigaChad's Combat Prowess

* *“Vergil Status”*: Bonus kill count for teammates
* *“8 Pack Abs”*: Significantly reduced damage taken from ranged attacks while Shield is active.
* *“Lottery Winner”*: Passively gain resources
* *“Charisma”*: Enemies within 8u of GigaChad are slowed
* *“Blink”:* Teleport to a location anywhere on the map
* *“Meal Prep”*: Restores shield to maximum
Zombie

A Zombie is a basic enemy in Zombie World and the first monster players meet.

## Overview

It is a rather small creature recognized by its relatively low speed, spikes on the back, and an ambient moaning whenever one is in sight range.

They attack using a basic melee weapon.

They do not have special properties on themselves, making them little to no threat when in small amount.

### Abilities

#### Burrow

Allows the creature to hide into the ground. Burrowed units can only be seen by Detectors.

#### Bloat

Upon spawning, Zombies have a probability to transform into Bloated Zombies.

The initial chance in Normal is 2%, increasing with difficulty up to 47% in Torment III.

## Tactical Data

Zombies are very basic creatures. Their offensive behavior is merely moving toward an enemy to attack. They do not have any other properties, making them easy to kill.

It is a fodder monster as they spawn in normal waves. Their sole strength resides in their number and the fact they might overwhelm or surround their target.

## How To Not Die

To be sure to not be shred to pieces by this creature, the best way is to not enclose yourself in tight areas unless having crowd killing weaponry or abilities.

## Trivia

* Zombies used to have the model of the Marine Zombie even though they were melee enemies. This was changed during update Bestiary Chapter I , which introduced the Marine Zombie and so changed the model for the normal Zombie into his current one.

* Zombies in Zombie World are one of the only occurence of the Infested Terran model using Ragdolls in the entirety of Starcraft 2.
A page about your topic

**Characters**

Currently in game there are 48 playable characters, with 44 being ulockable in game and 4 unlocked via donations,
scattered among 8 classes, which are: Assassin, Assault, Tank, Support, Engineer, Specialist and Combo.
Every hero except the 7 starters have

a requirement (in most cases max wave and amount of kills on a specific class, but there are exceptions) that you need to fulfill to play them, here are all of them with their requirements listed.

**Assault Class**:

T1 : Marine : Free

T2 : Void Ray : 18,000 kills

T3 : Goliath : 75,000 kills

T4 : Viking : 130,00 kills

T5 : Carrier : 365,000 kills

T6 : Battlecruiser : 825,000 kills

**Assassin Class:**

T1 : Ghost : Free

T2 : Spectre : 25,000 kills

T3 : Dark Templar : 82,000 kills

T4 : Wraith : 161,000 kills

T5 : Tempest : 386,000 kills

T6 : TBD (Leaked to may be Sesselia)

**Splash Class:**

T1 : Vulture : Free

T2 : Archon : 26,000 kills

T3 : Hellion : 78,000 kills

T4 : Siege Tank : 157,000 kills

T5 : Reaver : 375,000 kills

T6 : Colossus : 750,000 kills

**Specialist Class:**

T1 : Stalker : Free

T2 : Diamondback : 41,000 kills

T3 : Scout : 123,000 kills

T4 : Cyclone : 221,000 kills

T5 : Mothership : 525,000 kills

T6 : Bansheee : 1,250,000 kills

**Support Class:**

T1 : Medic : Free

T2 : Sentry : 3,750 kills

T3 : High Templar : 56,000 kills

T4 : Adept : 142,000 kills

T5 : Raven : 333,333 kills

T6 : Yet to be revealed

**Tank Class**:

T1 : Zealot : Free

T2 : Predator : 11,000 kills

T3 : Immortal : 60,000 kills

T4 : Firebat : 123,000 kills

T5 : Thor : 311,000 kills

T6 : Hybrid : 1,000,000 kills

**Engineer Class:**

T1 : SCV : Free

T2 : tHe dUdE : 11,000 kills

T3 : HERC : 67,000 kills

T4 : Marauder : 145,000 kills

T5 : Corsair : 399,999 kills

T6 : Yet to be revealed

**Combo Class:**

T1 : Reaper : 30,000 Assault kills / 50,000 Splash kills / 10,000 Tank kills

T2 : Oracle : unlock Oracle reward after kill Stukov

T3 : Yet to be revealed

T4 : Dark Mage : 315,000 Splash kills / 225,000 Specialist kills / 435,000 Support kills

T5 : Hydralisk : 500,000 kills in every classes, win all Challenges

T6 : Warp Prism: 1 million kills all classes, win all challenges
Shazza's Angels Fandom

**Welcome to the Shazza's Angels Fandom!**
This is a wiki about *Shazza's Angels*, a *Dungeons & Dragons* campaign among a group of friends about the eponymous party. Information is currently scarce, but as the campaign progresses and new details emerge, the content of this wiki will expand to include everything from significance to trivia.

## The Party

KangolSaoirseShazzaVergil

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Social policies

Before you can enact social policies, you have to research them, which is covered in more detail in the Research section. Enacting policies is done through the Town center panel. Click on the town center to open the panel where you can see all active policies and what their effects on the town are. Your *global* social agenda consists of individual social policies. Click on an empty slot to add a new policy or click on a filled slot to change an active policy with a new one. The new effect on the city is displayed in the *Details* tab. When you’re pleased with the setup, click the *Enact policy* button to put the new social agenda in effect.

Bear in mind that enacting policies is not entirely free-of-charge. While it doesn’t cost Coins to enact a policy, it does cost *Influence*.

Another key aspect of the social policies segment is that, although enacting doesn’t come with resource cost, active policies DO come with a cost. Policies are an investment. You have to pay Coins from your treasury to sustain your social agenda. If you run out of Coins, social policies start getting *suspended* automatically. Make sure you have enough income to sustain a policy for the duration you intend it. Otherwise your carefully designed plans might break down quite swiftly.

GOVERNMENT
 Church and State
 Immigration incentive
 Propaganda
Help Page

The Help Page [F12 hotkey] is, as the name states, a page dedicated to helping new or older players via giving data on units and mechanisms met through the game.

It uses various categories in which at given data can be found.

## Tips

The Help Page references all tips displayed through the game

Go to Tips to get additional informations about them

## Glossary

The Glossary is a group of several tabs, that reference all units of a given race.

A unit displayed in this shows its base stats alongside additional intel such as abilities and passives.

Zombie World uses 7 tabs.

* Early Heroes to display heroes T1 to T3
* Ace Heroes to display heroes T4 to T6
* Evo Early to display max evolved T1 to T3
* Evo Ace to display max evolved T4 to T6
* Zerg units to display all monsters encountered
* Zerg Characters to display all Bounty Bosses
* Encounters to display non-monster encounters
Team Game Challenge Guide

If you're here to learn how to beat Team Game Solo, this guie is for you --> Team Game Challenge Solo Guide

Lobby Composition : 2 Medic, 3 Zealots, 1 Sentrie.

One of the medic **MUST NOT** die no matter what, this will be the person carrying you guys to victory, so plan wisely who will be the main here. The other medic will try to heal the other if needed, else just stick with the main medic. the three zealots have unique roles for themselves, 1 zealot will be following the main medic, 1 zealot to scout in front of them to prevent the enemy from flanking the group, and the other zealot will kite the bosses if needed.

Bosses to avoid as much as possible : Infestor, Stukov, Brood Lord, Dehaka. The rest is ok to try and kill it.
Starting : get out of the maze if possible, zealots will surround the main medic and prevent speedlings from surrounding her. kite them if possible and DO NOT let the medic die. Main medic will have to upgrade your Movement speed upgrade, and then energy regen. Add in abit of upgrades to max energy so you can use your bubble more. Disable autocasting on both heals and bubble and use them only when needed. All gases should be given to the main medic, main medic MUST get **Speed Boots**, **Stats Speciality** FIRST, follow by **Vision and Range**, **Damage** and **Speed Gloves**. The rest of the gas buff do not neglect and get them as soon as possible. Queens will come at wave 25, so ensure you get the stats speciality by then. This upgrades allows you to kill high hp bosses easily. Wave 45, Ultralisk will come in the mix, getting the stats speciality here is a must already. If possible, main medic try to attack the dragon (bottom right) and inflict parasite on it, it will start to deal damage over time and get back to it again to finish it off, this will give your team bonus EXP. By wave 60+ you should have all gas upgrades, ensure that you try to kill most of the bounty bosses except for those that I mentioned above. This will give you a better advantage.

For kraith's bounty, I recommend you to go for +5 range. This is to easily kill off the ravagers that will come in wave 70. Dont be afraid to tank 1-2 hits from them, you are able to survive if you can micro good enough. Manually select them using the A + Left Click and run away every once a while. Overlords will spawn in at wave 60, ensure that ALL of them are grouped together, so that the creeps generated are together. This will allow your team to run away easily without being slowed by the creeps. AVOID creeps at all cost too. Once these are done, you are more or less almost done, just keep kiting them around and survive. Good luck and enjoy!
Stalker

Stalker

(Over view character description)

#### Release Auto-Turret

Stalkers automated offensive turret. Times out after 30 seconds. Damage 10, Health 100, Period .52, Range 6, Charge cooldown 23, Max charges 5, Deploy range 3.

#### HUSKER ROUNDS (upgrade passive)

Allows auto turrets to reduce their targets armor by -1 for 5 seconds every attack, stacking up to 40 times. Stalkers attacks apply 20 stacks.

#### Turret Blink (Hero Buff 2 passive)

Using Blink releases and Auto-Turret on Stalker's departure point. 30 second cooldown. (note: seems to be unaffected by cooldown reduction)

### Upgrades

#### Unique hero buffs:

1. Blink range increased by 3, Auto-turret placement range increased by 2, Auto-Turret weapon range increased by 1, and Husker Rounds reduces armor by an additional point per stack

2. Stalker and Auto-Turret armor increased by 2, +40 Stalker life, +100 Auto-Turret life and unlock Turret Blink

## Evolutions

To unlock evolutions for Stalker, you need to complete the Constructor challenge.
Talent: Starting Vespene

## Properties

***Starting Vespene** increments by 5 points and costs 500 Talent points.*

*Each point of **Starting Vespene*** *increases the amount of Vespene Gas you start with by 1.*

## Use

As the description states, each point of Starting Vespene increases the amount of gas you start with by 1, up to 500 starting gas. It does, however, only apply the next game and, for obvious anti-abuse reasons, cannot be removed once applied.

The Starting Vespene is an expensive yet powerful talent that effectively increase the speed at which you upgrade your hero at the start of the game by allowing you to either perform very expensive hero upgrades, or be able to buy a Gas Upgrade at game start. The advantage being that you take advance over monsters and are vulnerable due to weakness a lowered amount of time.
Resources

Patron Wiki

There are two basic types of resources in Patron: ***natural*** and ***produced***.

### Natural resources

Natural resources can be gathered directly in the game world. These are resources like Lumber, Herbs, Stone and Iron. You don’t need any special building to collect these, but keep in mind that these are of very limited amount, and you should only rely on them in the early stages of the game. A lot of these can in later stages be grown on fields and in orchards or dug from the ground using mines.

### Produced resources

Every other resource has to be either produced or purchased via traders (Docks). While the natural resources take care of the necessities of your citizens, you’ll need to construct and organize efficient production chains to make your city grow and advance.