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Reverted edits by RetroEdit (talk) to last revision by ClemNad
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==[[File:Fishing_Skill_Icon.png|32px|link=]] Fishing Skill==
 
==[[File:Fishing_Skill_Icon.png|32px|link=]] Fishing Skill==
Fishing Skill is increased by catching [[Fish]], [[Trash]], [[Seaweed]], [[Green Algae]], or [[White Algae]] with a Fishing Rod/Pole or by harvesting [[Crab Pot]]s.
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<p>Fishing Skill is increased by catching [[Fish]], [[Trash]], [[Seaweed]], [[Green Algae]], or [[White Algae]] with a Fishing Rod/Pole or by harvesting [[Crab Pot]]s.</p>
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<p>Each level grants +1 Fishing Rod [[Skills#Proficiency|Proficiency]], increases the minimum fish size (in/cm) and bobber bar height, and decreases the max amount of time before fish bite.</p>
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Each level grants +1 Fishing Rod [[Skills#Proficiency|Proficiency]], increases the minimum fish size (in/cm) and bobber bar height, and decreases the max amount of time before fish bite.
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{{:Fishing/Skill}}
 
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{{Fishing skill levels}}
      
==Experience Points==
 
==Experience Points==
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<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 <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="fishexp">See <tt>Tools/FishingRod::doPullFishFromWater</tt> in the game code.</ref>
 
<ref name="fishexp">See <tt>Tools/FishingRod::doPullFishFromWater</tt> in the game code.</ref>
<ref name="treasure">The contents of a treasure chest are determined by <tt>FishingRod::openTreasureMenuEndFunction</tt>. PHP code used to calculate the chances of finding specific treasure can be found on [https://github.com/margotbean/SDVTreasureChestProbabilities github].</ref>
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<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_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 <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>
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