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5,740 bytes added ,  16:32, 14 December 2022
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::I'll look into the repo soon. So far, I think the original probabilities calculated didn't change, but the fact that the average # of times the while loop in the game code runs are lower than initially calculated (1.67, now 1.47). Unless I am misinterpreting the luck modifier, it changes proportionally to fishing zone, meaning if Zone=1 there is only a 20% chance of catching an item than if it was Zone=5, so that might be something to point out. If someone could confirm that 1.47 is indeed the average # of times the while loop runs, that would be great! [[User:User314159|User314159]] ([[User talk:User314159|talk]]) 01:23, 4 February 2022 (UTC)
 
::I'll look into the repo soon. So far, I think the original probabilities calculated didn't change, but the fact that the average # of times the while loop in the game code runs are lower than initially calculated (1.67, now 1.47). Unless I am misinterpreting the luck modifier, it changes proportionally to fishing zone, meaning if Zone=1 there is only a 20% chance of catching an item than if it was Zone=5, so that might be something to point out. If someone could confirm that 1.47 is indeed the average # of times the while loop runs, that would be great! [[User:User314159|User314159]] ([[User talk:User314159|talk]]) 01:23, 4 February 2022 (UTC)
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:::The notes for the two weapons say "only if one has not been obtained this way before". This is not accurate as of the current Switch version. I've gotten Broken Tridents on separate days on the same playthrough, and today I got my second and third Neptune's Glaive on the same playthrough. [[User:Slipstream8|Slipstream8]] ([[User talk:Slipstream8|talk]]) 20:26, 13 February 2022 (UTC)Slipstream8
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::::You are correct, I actually got a couple on one save file as well. For some reason the game code implies you can only get one, but either that's not effective or is overridden elsewhere. [[User:User314159|User314159]] ([[User talk:User314159|talk]]) 01:38, 14 February 2022 (UTC)
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:::::What I want to know is, if I avoid getting artifacts, does it give a better chance at rare items like the iridium band, Neptune's Glaive, or treasure chests at fishing level 2+? It seems to me that those are very worthwhile to get early on, and the smaller museum things, or even ancient seeds or dinosaur eggs aren't so worthwhile. The math behind the formulas isn't so clear about how this might work. Thanks! [[User:Nerdpride|Nerdpride]] ([[User talk:Nerdpride|talk]]) 05:19, 14 December 2022 (UTC)
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::::::The code is complex, but I believe the short answer is "no", you would get coal instead. Sorry for the bad news. [[User:Margotbean|margotbean]] ([[User talk:Margotbean|talk]]) 16:31, 14 December 2022 (UTC)
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==Fishing XP Formula==
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The formula for XP from catching a fish does not seem to match the example. Wouldn't the example be 3 + (3 * 0) + (30 / 3)? The result would still be 13, but the example confused me. Then again, I'm not great at math. The two relevant parts below:
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    "XP = 3 + (3 * Fish Quality) + (1/3 * Fish Difficulty)
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    For example, a regular quality sardine (difficulty 30) would net the player (0 + 1) * 3 + (30 / 3) = 13 XP."
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Thanks, [[User:Castronaut|castronaut]] 19:22:24, 21 February 2022 (UTC)
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:I think the problem is with the way the formula is written. In the game code, it's <code>(fishQuality + 1) * 3 + fishDifficulty / 3</code>. So, the example follows the game code, but the equation doesn't. The altered equation is equivalent to the game code, but you're right, there's inconsistency. I'll change the equation to match the game code. Thanks for pointing this out! [[User:Margotbean|margotbean]] ([[User talk:Margotbean|talk]]) 19:56, 21 February 2022 (UTC)
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==Broken Trident / Neptune's Glaive==
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Regarding the conditions to find these items in Fishing Treasure Chests, the relevant code is <samp>FishingRod::openTreasureMenuEndFunction</samp>, specifically <samp>!lastUser.specialItems.Contains(14)</samp> (Neptune's Glaive) and <samp>!lastUser.specialItems.Contains(51)</samp> (Broken Trident).
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I stepped through the code, but altered it so that <samp>!lastUser.specialItems.Contains(14)</samp> would always execute, and emptied my inventory of everything but tools & the Broken Trident. I successfully caught several Broken Tridents. (Full disclosure: I used CJB Cheats Menu to ensure "Always Treasure".)
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The list of "specialItems" for two different save files were:
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*{474,479,486,1541,499,490}
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:(Inventory contained Gold tools, Iridium Fishing Rod & Broken Trident)
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*{474,479,486,875,876,490,499,688,279,864,865,866,867,868,869,870,460}
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:(Inventory contained Iridium tools, Iridium Fishing Rod, Broken Trident, Horse Flute, & Return Scepter)
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I have no idea what these items are. 474 is Cauliflower Seeds, 479 is Melon Seeds... 1541 is 'A Night On Eco-Hill' (something I had not yet obtained in that save file).
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More research is needed into what the game is checking, but it's not whether or not the player already has a Broken Trident or Neptune's Glaive (in inventory or otherwise obtained). So, I'm going to remove the restriction listed on the page, and welcome further research into what the game code is doing! Thank you! [[User:Margotbean|margotbean]] ([[User talk:Margotbean|talk]]) 20:40, 3 October 2022 (UTC)
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:My best random guess (without looking at the code) would be that it's merely checking the current haul of treasure to make sure you aren't catching multiple tridents/glaives/etc in the same cast, as that would look a bit weird for those and some other items. But I've caught a total of 3 Neptune's Glaives at different times in my current save file (with no relevant mods) while already having one in my inventory constantly as my default weapon/grass cutter. So I have to agree that it's definitely not preventing people from repeatedly catching the same weapon during different casts, and/or while one is already in inventory. [[User:FreeTheJunimos|FreeTheJunimos]] ([[User talk:FreeTheJunimos|talk]]) 10:18, 4 October 2022 (UTC)
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:: Farmer.specialItems are weird - I know it has something to do with museum rewards, but it consolidates all the IDs together in a single list, and it's a little hard to trace exactly what gets added to it and what doesn't. Honestly I mostly consider it early development jank, it's hard to follow and often goes nowhere. [[User:Atravita|Atravita]] ([[User talk:Atravita|talk]]) 11:34, 4 October 2022 (UTC)
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:::That's consistent with what I found. The game sets <samp>specialItem</samp> to true after catching one of these weapons, but no IDs get added to the list of specialItems. I didn't go down that rabbit hole any further; I'd already spent a couple of hours on it. Museum rewards make sense, but why they get checked when fishing... I'm not even going there. 😁
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:::Thanks to all for their input and for making the wiki better! And everyone please remember to add code references and use talk pages when making changes! Thank you again, [[User:Margotbean|margotbean]] ([[User talk:Margotbean|talk]]) 16:50, 4 October 2022 (UTC)
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