→Daily Luck: add probability of perfect/worst luck, mention bug with the "absolutely neutral" message (maybe this should be moved above the table? not sure)
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|{{name|Luck|-0.1 or -0.075 with Special Charm}}
|{{name|Luck|-0.1 or -0.075 with Special Charm}}
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Daily luck has 201 possible values<ref name="luck"/>, so the probability of getting best possible luck, worst possible luck, and absolutely neutral luck are 1/201 each. Due to a rounding error in the game code, it's impossible to get absolutely neutral luck with the Special Charm<ref name="absolutely_neutral"/>.
===Special Charm===
===Special Charm===
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<ref name="luck">See <samp>Game1::_newDayAfterFade</samp> in the game code.</ref>
<ref name="luck">See <samp>Game1::_newDayAfterFade</samp> in the game code.</ref>
<ref name="tvluck">See <samp>Objects.TV::getFortuneForecast</samp> in the game code.</ref>
<ref name="tvluck">See <samp>Objects.TV::getFortuneForecast</samp> in the game code.</ref>
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<ref name="absolutely_neutral">The special charm adds <samp>(double)0.025f</samp> (see <samp>Farmer::DailyLuck</samp>), which is actually 0.02500000037252903. Those trailing digits are never cancelled out as the TV code checks whether the daily luck is exactly zero as a double.</ref>
<ref name="radioactive">See <samp>Locations.MineShaft::chooseStoneType</samp> in the game code.</ref>
<ref name="radioactive">See <samp>Locations.MineShaft::chooseStoneType</samp> in the game code.</ref>
<ref name="dwoop">See <samp>Crop::Harvest</samp> in the game code.</ref>
<ref name="dwoop">See <samp>Crop::Harvest</samp> in the game code.</ref>