Thought Shards

**Thought Shards** are important factors in YaoGuai Raising. You can see the Thought Shards of an Animal by going into its "Awakening Intelligence and Thinking" menu then clicking on the "Thought and Thinking" button.

## Using Thought Shards

### Thought

When an Awakened Animal has gathered 3 of the same Thought Shards, they can be formed into a Thought using the "Thinking" action, clearing the rest of the non-memorized thought shards. This also reduces by one the memorization duration of all previously accumulated thoughts and saved memories.

It is also possible to start a thinking session at any time without selecting thought shards, which will reset the randomly generated thought shard counter. It is mostly useful when the maximum of 40 thoughts per thinking session has been reached without 3 desirable thought shards.

### Intelligence Shard

One Thought from each of the Rationality (Red), Realization (Green) and Perception (Blue) types can then be formed into Intelligence Shards, which may modify the Five Attributes and other Properties of the YaoGuai after being transformed from an Awakened Animal. Thoughts can be put into multiple Intelligence Shards, but the additional Thoughts have no effect.

Once the Intelligence Shard is formed, it is permanently tied to the Awakened Animal and may not be removed in any way, not even with Rebirth. The number of Intelligence Shards that an Animal is Awakened with determines the time it has to its Shapeshifting Tribulation.

### Memories

It is possible to "memorize" up to 10 Thought shards. Those thought shards won't be erased by a "Thinking" action, but still will disappear if unused after a while, indicated by the number next to them.

## Obtaining Thought Shards

### Thought shards generation

Thought Shards are mostly obtained by random, up to a maximum of 40 generated per thinking session. If the preferences of the Awakened Animal are met, Thought Shards will be generated at an increased rate.

#### Generation rate

The rate to obtain thought shards is

120
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1.6
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0.4
∗
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{\displaystyle 120 \* (1.6 - 0.4 \* PreferenceRate)}

 in seconds, where PreferenceRate varies between 0 and 3 depending on how much preferences are met. A fully comfortable animal will thus generate a thought every 48s of gameplay, or about 2 hours in-game. As a result, a comfortable animal left on their own will fill up their thoughts in 3.2 game days.

#### Generation Type

Thoughts randomly generated have 25% chance to be Perception (Blue), and 37.5% for Rationality (Red) and Realization (Green). Once the type has been chosen, the game selects a thought shard among the available, some of them weighted to be slightly rarer. Additionally, Snakes and Rabbits have slightly customized weights. This can be summed up this way:

* Rationality (Red)
	+ Skygazing, Hearing Earthquake, Hearing Thunder, Smelling rain, Smelling Rotten, Hearing loudness, Climbing, Watching Boulders have 3/194 or 1.55% chance to occur each,
	+ The rest have 5/194 or 2.58% chance to occur each.
* Realization (Green)
	+ Stars, Treasures, Sun, Moon, Falling Stars, Gems, Sculptures, and Qi of Genesis have 3/164 or 1.83% chance to occur each,
	+ The rest have 5/164 or 3.05% chance to occur each.
* Perception (Blue)
	+ Low-value and normal value emotions like "A bit ticked off" and "Angry", and "Restlessness" have 5/76 or 6.57% chance to occur each
	+ High-value emotions like "Furious" and "Regretful" and "Tranquil" have 3/76 or 3.95% chance to occur each.

For snakes Rationality (Red) thoughts:

* Recalling, Sneezing, Dreaming, Having fun, Daydreaming, Sweating, Defecating, Smelling sweet, Hunting, Sleeping, Facing East, South, West and North have 8/217 or 3.69% chance to occur each,
* Watching dressing, Watching fly,Watching sit, Watching play, Watching Light, SightSeeing, Facing Down have 2/217 or 0.92% chance to occur each,
* Skygazing, Hearing Earthquake, Hearing Thunder, Smelling rain, Smelling Rotten, Hearing loudness, Climbing, Watching Boulders have 3/217 or 1.38% chance to occur each,
* The ones not mentioned have 5/217 or 2.30% chance to occur each.

For Rabbits, Perception (Blue) thoughts:

* "A bit afraid", "Afraid" and "Terrified" are 9.20%,
* Low-value and normal value emotions like "A bit ticked off" and "Angry", and "Restlessness" are 5.75%,
* High-value emotions like "Furious" and "Regretful" and "Tranquil" are 3.45%.

### Observation

Thought Shards may also be obtained by **Observing**. Only one Thought Shard per Thought may be gained from Observing, the remaining two must be gained normally. The Source column shows what can be observed to gain a Thought Shard of that type.

* Observing a Building or Plant obtains the Thought and has no additional effect.
* Observing an Item obtains the Thought and results in the item being consumed.
* Some Thought Shards require a Miracle to be cast on the Awakened Animal.
	+ Chant of Phenomena contains most of the Miracles related to observation
	+ Chant of Animal contains the 'Qi of Genesis' Miracle
* Some Thought Shards cannot be gained from Observing, and are labelled as N/A.

## Known bugs

The Doors realization thought shard lowers the crafting level by 3. If it is not counterbalanced by the other thought improving crafting level, Ring, it will result in-game in a displayed lowered cap due to an oversight in the way max level is calculated. However this doesn't actually lower the crafting cap and the skill can still be leveled up to 20 as normal as shown in the example.

However in case the yaoguai is promoted with a Xiandao or Shendao law, their cap will be effectively lower as the game uses that same faulty max level calculation to determine if you can spend Inspiration to level a skill. It is technically possible to get a starting skill level of 20, bypassing that check, but that would require extremely high levels of Magic Crafting and Magic and is not realistic.

## References

1. ↑ 1.0 1.1 `XiaWorld.HumanoidEvolutionMgr.GetThinkInterval()`
2. ↑ `XiaWorld.HumanoidEvolutionMgr.CreateThink()``Settings/HumanoidEvolution/Rule/Rule.xml`
3. ↑ The game sets up tags to assign weights, and race banlists for tags, but ends up barely using the first mechanism and never using the second.
4. ↑ `Settings/HumanoidEvolution/Race/RaceEvoInfo.xml`
5. ↑ Settings\HumanoidEvolution\ThinkFragment\Fragment\_Scene.xml
6. ↑ Implemented as an AddP but WorldMapFlySpeedAddP has 0 base value
7. ↑ 7.0 7.1 The Beast of the East is the Azure Dragon (Qinglong) of Wood Element representing Spring.
8. ↑ 8.0 8.1 The Beast of the South is the Vermilion Bird (Zhuque) of Fire Element representing Summer.
9. ↑ 9.0 9.1 The Beast of the West is the White Tiger (Baihu) of Metal Element representing Autumn.
10. ↑ 10.0 10.1 The Beast of the North is the Black Tortoise (Xuanwu) of Water Element representing Winter.
11. ↑ 11.0 11.1 The Beast of the Center is the Yellow Dragon (Qilin) of Earth Element representing Mid-summer.
12. ↑ Settings\HumanoidEvolution\ThinkFragment\Fragment\_Target.xml
13. ↑ Settings\HumanoidEvolution\ThinkFragment\Fragment\_Emotion.xml
14. ↑ XiaWorld.NpcSkillData.GetSkillMaxLevel()