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When using targeted bait, the [[Modding:Fish data#Spawn Rate|Spawn Rate]] for the targeted fish is multiplied by 1.66, after applying Fishing Level and [[Fishing#Fishing Zone|Fishing Zone]] modifiers.<ref name="Spawn_Rate"/> This can guarantee a fish passing its Spawn Rate check, but has no impact on its Location-based chance or the order in which possible catches are checked. In addition, when choosing from the list of possible catches for the area, the game will look at the first three items to pass both the Spawn Rate and Location-based chance checks. If the targeted fish is among them, the player will hook the targeted fish. Otherwise, the player will hook the third item, whatever it may be. If the game reaches the end of the list of possible catches before three items have passed both checks, it will loop back to the beginning of the list and check each item a second time.<ref name="Targeted_Bait_Loop"/> If it reaches the end of the list a second time, the player will hook [[trash]].<ref name="Trash_Reason"/>
 
When using targeted bait, the [[Modding:Fish data#Spawn Rate|Spawn Rate]] for the targeted fish is multiplied by 1.66, after applying Fishing Level and [[Fishing#Fishing Zone|Fishing Zone]] modifiers.<ref name="Spawn_Rate"/> This can guarantee a fish passing its Spawn Rate check, but has no impact on its Location-based chance or the order in which possible catches are checked. In addition, when choosing from the list of possible catches for the area, the game will look at the first three items to pass both the Spawn Rate and Location-based chance checks. If the targeted fish is among them, the player will hook the targeted fish. Otherwise, the player will hook the third item, whatever it may be. If the game reaches the end of the list of possible catches before three items have passed both checks, it will loop back to the beginning of the list and check each item a second time.<ref name="Targeted_Bait_Loop"/> If it reaches the end of the list a second time, the player will hook [[trash]].<ref name="Trash_Reason"/>
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Targeted Bait also works with [[Crab Pot]]s. Its effect depends on the [[Modding:Fish data|chance]] of the targeted fish.<ref Name="Crab_Pots"/>
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Targeted Bait also works with [[Crab Pot]]s. Its effect depends on the [[Modding:Fish data|chance]] of the targeted fish.<ref Name="Crab_Pots"/> Specifically:
* [[Lobster]] chance is quadrupled
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* [[Lobster]] chance is quadrupled.
* [[Clam]], [[Crab]], or [[Oyster]] chances are tripled
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* [[Clam]], [[Crab]], and [[Oyster]] chances are tripled.
* All other fish chances are doubled
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* All other Crab Pot fish chances are doubled.
    
==Notes==
 
==Notes==
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       <ref name="fishbitetime">See <samp>FishingRod::calculateTimeUntilFishingBite</samp> in the game code.</ref>
 
       <ref name="fishbitetime">See <samp>FishingRod::calculateTimeUntilFishingBite</samp> in the game code.</ref>
 
       <ref name="Spawn_Rate">See <samp>GameLocation::GetGenericFishRequirements</samp> in the game code. The 1.66x multiplier is applied after the 0.9 cap, allowing for guaranteed success on this check.</ref>
 
       <ref name="Spawn_Rate">See <samp>GameLocation::GetGenericFishRequirements</samp> in the game code. The 1.66x multiplier is applied after the 0.9 cap, allowing for guaranteed success on this check.</ref>
       <ref name="Targeted_Bait_Loop">See <samp>GameLocation::GetFishFromLocationData</samp> in the game code. If a fish passes both random checks, it is hooked if either: there no targeted fish; it is the targeted fish; or at least two items in the list have already passed both checks.</ref>
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       <ref name="Targeted_Bait_Loop">See <samp>GameLocation::GetFishFromLocationData</samp> in the game code. If a fish passes both random checks, it is hooked if either: there no targeted fish, it is the targeted fish, or at least two items in the list have already passed both checks.</ref>
 
       <ref name="Trash_Reason">Since Trash exists at precedence 2000 in all areas, and is guaranteed to pass both checks, the only way to reach the end of the list twice is if Trash was the only item hooked on both loops. Therefore, the only items that can be hooked from this condition are Trash items.</ref>
 
       <ref name="Trash_Reason">Since Trash exists at precedence 2000 in all areas, and is guaranteed to pass both checks, the only way to reach the end of the list twice is if Trash was the only item hooked on both loops. Therefore, the only items that can be hooked from this condition are Trash items.</ref>
       <ref name="Crab_Pots">See <samp>Objects/CrabPot::DayUpdate</samp> in the game code.</ref>
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       <ref name="Crab_Pots">See <samp>CrabPot::DayUpdate</samp> in the game code.</ref>
       <ref name="Legendary_Precedence">See <samp>Locations.xnb</samp> in the data files for Precedence values.</ref>  
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       <ref name="Legendary_Precedence">See <samp>Locations.xnb</samp> in the game files for Precedence values.</ref>  
       <ref name="Mines_Fishing">See <samp>GameLocations/MineShaft::GetFish</samp> in the game code.</ref>  
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       <ref name="Mines_Fishing">See <samp>ineShaft::GetFish</samp> in the game code.</ref>  
 
</references>
 
</references>
  
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