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| ==Raw data== | | ==Raw data== |
− | Crop data is stored in <tt>Content\Data\Crops.xnb</tt>, which can be [[Modding:Editing XNB files#unpacking|unpacked for editing]]. Here's the raw data as of {{version|1.5.1}} for reference: | + | Crop data is stored in <samp>Content\Data\Crops.xnb</samp>, which can be [[Modding:Editing XNB files#unpacking|unpacked for editing]]. Here's the raw data as of {{version|1.5.1}} for reference: |
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| {{collapse|Data|content=<syntaxhighlight lang="json"> | | {{collapse|Data|content=<syntaxhighlight lang="json"> |
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| |- | | |- |
| | 2 | | | 2 |
− | | Index in Sprite Sheet <small>(<tt>Content\TileSheets\Crops.xnb</tt>)</small> | + | | Index in Sprite Sheet <small>(<samp>Content\TileSheets\Crops.xnb</samp>)</small> |
| | 1 | | | 1 |
| | 29 | | | 29 |
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| #chanceForExtraCrops | | #chanceForExtraCrops |
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− | The game determines the number of crops gained at a single harvest using the following code from <tt>Crops.cs::harvest()</tt>, where <tt>num</tt> is the number of crops gained: | + | The game determines the number of crops gained at a single harvest using the following code from <samp>Crops.cs::harvest()</samp>, where <samp>num</samp> is the number of crops gained: |
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| <syntaxhighlight lang="C#"> | | <syntaxhighlight lang="C#"> |
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| </syntaxhighlight> | | </syntaxhighlight> |
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− | The result (''i.e.'', <tt>num</tt>) of <code>random.Next(this.minHarvest, Math.Min(this.minHarvest + 1, this.maxHarvest + 1 + Game1.player.FarmingLevel / this.maxHarvestIncreasePerFarmingLevel))</code> is '''always the minHarvest''', for 2 reasons. | + | The result (''i.e.'', <samp>num</samp>) of <code>random.Next(this.minHarvest, Math.Min(this.minHarvest + 1, this.maxHarvest + 1 + Game1.player.FarmingLevel / this.maxHarvestIncreasePerFarmingLevel))</code> is '''always the minHarvest''', for 2 reasons. |
− | #Taking the <tt>Math.Min</tt> of (<tt>minHarvest + 1</tt>) and (<tt>this.maxHarvest + 1 + Game1.player.FarmingLevel / this.maxHarvestIncreasePerFarmingLevel</tt>) always results in (<tt>minHarvest + 1</tt>) | + | #Taking the <samp>Math.Min</samp> of (<samp>minHarvest + 1</samp>) and (<samp>this.maxHarvest + 1 + Game1.player.FarmingLevel / this.maxHarvestIncreasePerFarmingLevel</samp>) always results in (<samp>minHarvest + 1</samp>) |
− | #<tt>random.Next</tt> uses an inclusive lower bound and an exclusive upper bound, so it is effectively calculating a random number between <tt>minHarvest</tt> and <tt>minHarvest</tt> | + | #<samp>random.Next</samp> uses an inclusive lower bound and an exclusive upper bound, so it is effectively calculating a random number between <samp>minHarvest</samp> and <samp>minHarvest</samp> |
| Therefore, as of v1.2, only 3 seeds always give more than one crop per harvest, and that number is equal to the minHarvest: | | Therefore, as of v1.2, only 3 seeds always give more than one crop per harvest, and that number is equal to the minHarvest: |
| *Coffee Bean (433) -- 4 Beans | | *Coffee Bean (433) -- 4 Beans |
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| *Cranberry Seeds (493) -- 2 Cranberries | | *Cranberry Seeds (493) -- 2 Cranberries |
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− | The value in <tt>chanceForExtraCrops</tt> may add additional crops to a harvest, calculated independently of the other 3 variables. For example, each harvest of a Potato Seed (475) has ≈20% chance of yielding an extra potato, in addition to the one Potato given as standard harvest. Each harvest of a Blueberry Seed (481) has ≈2% chance of yielding an extra Blueberry, in addition to the 3 Blueberries given as standard harvest. | + | The value in <samp>chanceForExtraCrops</samp> may add additional crops to a harvest, calculated independently of the other 3 variables. For example, each harvest of a Potato Seed (475) has ≈20% chance of yielding an extra potato, in addition to the one Potato given as standard harvest. Each harvest of a Blueberry Seed (481) has ≈2% chance of yielding an extra Blueberry, in addition to the 3 Blueberries given as standard harvest. |
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| ===Raised seeds=== | | ===Raised seeds=== |