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| <code>XP = 3 + (3 * 魚の品質) + (1/3 * 魚の難易度)</code> | | <code>XP = 3 + (3 * 魚の品質) + (1/3 * 魚の難易度)</code> |
| :魚の質=普通なら0、シルバーなら1、ゴールドなら2、イリジウムなら4 | | :魚の質=普通なら0、シルバーなら1、ゴールドなら2、イリジウムなら4 |
− | 魚の難易度は5から110までの数字で、データファイル<tt>Fish.xnb</tt>に記載されています。 | + | 魚の難易度は5から110までの数字で、データファイル<samp>Fish.xnb</samp>に記載されています。 |
| 例えば、普通の品質のイワシ(難易度30)であれば、(0 + 1) * 3 + (30 / 3) = 13XPとなります。ゴミもこの式に従い、品質と難易度は0で、基本の3XPだけが残ります。 | | 例えば、普通の品質のイワシ(難易度30)であれば、(0 + 1) * 3 + (30 / 3) = 13XPとなります。ゴミもこの式に従い、品質と難易度は0で、基本の3XPだけが残ります。 |
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| ==References== | | ==References== |
| <references> | | <references> |
− | <ref name="fishing_zone">The fishing zone is calculated by the function <tt>FishingRod::distanceToLand</tt>; the value is assigned to the variable <tt>clearWaterDistance</tt>.</ref> | + | <ref name="fishing_zone">The fishing zone is calculated by the function <samp>FishingRod::distanceToLand</samp>; the value is assigned to the variable <samp>clearWaterDistance</samp>.</ref> |
− | <ref name="fish_quality">The fish size and quality are determined by the functions <tt>FishingRod::startMinigameEndFunction</tt>, <tt>BobberBar::BobberBar</tt>, <tt>BobberBar::update</tt>, and <tt>FishingRod::doPullFishFromWater</tt>.</ref> | + | <ref name="fish_quality">The fish size and quality are determined by the functions <samp>FishingRod::startMinigameEndFunction</samp>, <samp>BobberBar::BobberBar</samp>, <samp>BobberBar::update</samp>, and <samp>FishingRod::doPullFishFromWater</samp>.</ref> |
− | <ref name="bubbles">The effects of bubbles on fishing bite times is handled in <tt>FishingRod::DoFunction</tt>, specifically at <tt>if (location.fishSplashPoint != null)</tt>. The effect of bubbles on fish type is also in <tt>FishingRod::doFunction</tt> in the call to <tt>location.getFish</tt>, where the argument <tt>waterDepth</tt> is set to <tt>clearWaterDistance + (splashPoint ? 1 : 0)</tt>.</ref> | + | <ref name="bubbles">The effects of bubbles on fishing bite times is handled in <samp>FishingRod::DoFunction</samp>, specifically at <samp>if (location.fishSplashPoint != null)</samp>. The effect of bubbles on fish type is also in <samp>FishingRod::doFunction</samp> in the call to <samp>location.getFish</samp>, where the argument <samp>waterDepth</samp> is set to <samp>clearWaterDistance + (splashPoint ? 1 : 0)</samp>.</ref> |
− | <ref name="fishexp">See <tt>Tools/FishingRod::doPullFishFromWater</tt> in the game code.</ref> | + | <ref name="fishexp">See <samp>Tools/FishingRod::doPullFishFromWater</samp> in the game code.</ref> |
− | <ref name="treasure">The contents of a treasure chest are determined by <tt>FishingRod::openTreasureMenuEndFunction</tt>. The PHP code used to calculate the chances of finding specific treasure can be found on [https://github.com/margotbean/SDVTreasureChestProbabilities github].</ref> | + | <ref name="treasure">The contents of a treasure chest are determined by <samp>FishingRod::openTreasureMenuEndFunction</samp>. The PHP code used to calculate the chances of finding specific treasure can be found on [https://github.com/margotbean/SDVTreasureChestProbabilities github].</ref> |
| <!-- | | <!-- |
| <ref name="treasure_artifact">The chance of an artifact appearing in a treasure chest is higher if [[Lost Books]] are not possible, e.g., after the Museum's collection is complete.</ref> | | <ref name="treasure_artifact">The chance of an artifact appearing in a treasure chest is higher if [[Lost Books]] are not possible, e.g., after the Museum's collection is complete.</ref> |
− | <ref name="treasure_special">The chance of a special item appearing in a treasure chest is adjusted by <tt>LuckModifier</tt>, which is set to <tt>(1 + DailyLuck * FishingZone/5)</tt>. For example, the chance of finding an Iridium Band varies from 0.072% (DailyLuck=-0.1, FishingZone=5) to 0.09% (DailyLuck=0.125, FishingZone=5).</ref> | + | <ref name="treasure_special">The chance of a special item appearing in a treasure chest is adjusted by <samp>LuckModifier</samp>, which is set to <samp>(1 + DailyLuck * FishingZone/5)</samp>. For example, the chance of finding an Iridium Band varies from 0.072% (DailyLuck=-0.1, FishingZone=5) to 0.09% (DailyLuck=0.125, FishingZone=5).</ref> |
| --> | | --> |
| </references> | | </references> |