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Modified Golden Tag percentage to give the base chance of getting a Golden Tag overall
Line 1,102: Line 1,102:  
|Must have already opened at least 2 other fishing treasure chests, chance is greater if book has not been found before<br />
 
|Must have already opened at least 2 other fishing treasure chests, chance is greater if book has not been found before<br />
 
''Cannot appear in multiple slots''
 
''Cannot appear in multiple slots''
|data-sort-value=2|>=2%<ref name="roe_book" />
+
|data-sort-value=2.1|>=2.1%<ref name="roe_book" />
|data-sort-value=2|>=2%<ref name="roe_book" />
+
|data-sort-value=2.1|>=2.1%<ref name="roe_book" />
 
|-
 
|-
 
|{{name|Golden Tag}}
 
|{{name|Golden Tag}}
 
|1  ||
 
|1  ||
|Can only get during the [[Trout Derby]] festival when catching a [[Rainbow Trout]] with a Golden Tag<br />
+
|Can only get during the [[Trout Derby]] festival when catching a [[Rainbow Trout]]. Chance is equal to 33% x [number of fish caught simultaneously].<br />
 
''Cannot appear in multiple slots''
 
''Cannot appear in multiple slots''
|100%
+
|data-sort-value=33|33-99%<ref name="goldentag" />
|100%
+
|data-sort-value=33|33-99%<ref name="goldentag" />
 
|}
 
|}
   Line 1,129: Line 1,129:  
==References==
 
==References==
 
<references>
 
<references>
<ref name="max_cast"> See <samp>FishingRod::doStartCasting</samp> in the game code.</ref>
+
  <ref name="max_cast"> See <samp>FishingRod::doStartCasting</samp> in the game code.</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="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="fishSize">The size factor is determined in the function <samp>FishingRod::startMinigameEndFunction</samp> in the game code.</ref>
+
  <ref name="fishSize">The size factor is determined in the function <samp>FishingRod::startMinigameEndFunction</samp> in the game code.</ref>
<ref name="fishSizeTrainingRod">The effect of the Training Rod on Fish Size and Quality is determined in <samp>BobberBar::BobberBar</samp> in the game code.</ref>
+
  <ref name="fishSizeTrainingRod">The effect of the Training Rod on Fish Size and Quality is determined in <samp>BobberBar::BobberBar</samp> in the game code.</ref>
<ref name="fishSizeRange">The values for <samp>minFishSize</samp> and <samp>maxFishSize</samp> are given in <samp>Data/Fish.xnb</samp> in the game files, while the procedure to actually calculate initial fish size is given in <samp>BobberBar::BobberBar</samp> in the game code.</ref>
+
  <ref name="fishSizeRange">The values for <samp>minFishSize</samp> and <samp>maxFishSize</samp> are given in <samp>Data/Fish.xnb</samp> in the game files, while the procedure to actually calculate initial fish size is given in <samp>BobberBar::BobberBar</samp> in the game code.</ref>
<ref name="fishShrinking">The shrinking of fish from their initial size to their final size can be found in <samp>BobberBar::Update</samp> in the game code</ref>
+
  <ref name="fishShrinking">The shrinking of fish from their initial size to their final size can be found in <samp>BobberBar::Update</samp> in the game code</ref>
<ref name="fishQuality">The conversion from <samp>fishSize</samp> to <samp>fishQuality</samp> can be found in <samp>BobberBar::BobberBar</samp> in the game code.</ref>
+
  <ref name="fishQuality">The conversion from <samp>fishSize</samp> to <samp>fishQuality</samp> can be found in <samp>BobberBar::BobberBar</samp> in the game code.</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="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 <samp>FishingRod::doPullFishFromWater</samp> in the game code.</ref>
+
  <ref name="fishexp">See <samp>FishingRod::doPullFishFromWater</samp> in the game code.</ref>
<ref name="treasure_chance">See <samp>FishingRod::startMinigameEndFunction</samp> in the game code.</ref>
+
  <ref name="treasure_chance">See <samp>FishingRod::startMinigameEndFunction</samp> in the game code.</ref>
<ref name="treasure">The contents of a treasure chest are determined by <samp>FishingRod::openTreasureMenuEndFunction</samp>.</ref>
+
  <ref name="treasure">The contents of a treasure chest are determined by <samp>FishingRod::openTreasureMenuEndFunction</samp>.</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 <samp>LuckModifier</samp>, which is set to <samp>(1 + DailyLuck) * FishingZone/5</samp>. This means that fishing zone is the most important factor, as special items are 5x more likely to be found when caught in a fishing zone of 5 instead of 1. Special items are only 1.25x more likely to be found with maximum daily luck (0.125) instead of minimum (-0.1). For example, the chance of finding a Broken Trident varies from 0.075% (DailyLuck=-0.1, FishingZone=1) to 0.469% (DailyLuck=0.125, FishingZone=5). The page lists the chance of finding special items with neutral luck and Zone=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>. This means that fishing zone is the most important factor, as special items are 5x more likely to be found when caught in a fishing zone of 5 instead of 1. Special items are only 1.25x more likely to be found with maximum daily luck (0.125) instead of minimum (-0.1). For example, the chance of finding a Broken Trident varies from 0.075% (DailyLuck=-0.1, FishingZone=1) to 0.469% (DailyLuck=0.125, FishingZone=5). The page lists the chance of finding special items with neutral luck and Zone=5.</ref>
<ref name="roe_book">If the player has not obtained the [[Jewels Of The Sea]] book before, the chances of the book appearing is <samp>0.02+0.001*X</samp>, where <samp>X</samp> is the total amount of treasure chests the player has opened. If the player has obtained the book before, the chance is constant at <samp>0.021</samp>.</ref>
+
  <ref name="roe_book">If the player has not obtained the [[Jewels Of The Sea]] book before, the chances of the book appearing is <samp>0.02+0.001*X</samp>, where <samp>X</samp> is the total amount of treasure chests the player has opened. If the player has obtained the book before, the chance is constant at <samp>0.021</samp>.</ref>
<ref name="performtenminuteupdate">The bubbles, or 'fishSplashPoint' is placed in <samp>GameLocation::performTenMinuteUpdate</samp>.</ref>
+
  <ref name="goldentag">See <samp>FishingRod::tickUpdate</samp> in the game code.</ref>
 +
  <ref name="performtenminuteupdate">The bubbles, or 'fishSplashPoint' is placed in <samp>GameLocation::performTenMinuteUpdate</samp>.</ref>
 
</references>
 
</references>
  
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