Difference between revisions of "Template talk:Edibility"

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   health = (int)(energy * 0.4)
 
   health = (int)(energy * 0.4)
 
--[[User:BryghtShadow|BryghtShadow]] ([[User talk:BryghtShadow|talk]]) 04:08, 11 April 2016 (EDT)
 
--[[User:BryghtShadow|BryghtShadow]] ([[User talk:BryghtShadow|talk]]) 04:08, 11 April 2016 (EDT)
:: Those are indeed the implemented formulas. The actual value is computed in <tt>StardewValley.Game1:doneEating()</tt>. The tooltip value is computed in <tt>StardewValley.Menus.IClickableMenu:drawHoverText()</tt>, search for <tt>healAmountToDisplay</tt>. --[[User:Lilly|Lilly]] ([[User talk:Lilly|talk]]) 22:09, 6 January 2017 (UTC)
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:: Those are indeed the implemented formulas. The actual value is computed in <samp>StardewValley.Game1:doneEating()</samp>. The tooltip value is computed in <samp>StardewValley.Menus.IClickableMenu:drawHoverText()</samp>, search for <samp>healAmountToDisplay</samp>. --[[User:Lilly|Lilly]] ([[User talk:Lilly|talk]]) 22:09, 6 January 2017 (UTC)
  
 
== Change in default values ==
 
== Change in default values ==
  
I changed the default meaning of the "quality" parameter for this template as part of the changes I just made.  Up until now, the default value of quality was <tt>normal</tt> and <tt>normal</tt> was always forcibly included, even if for example <tt>quality=silver</tt> was set (i.e., the displayed values would be normal and silver).  This is completely different from every other quality-related template, plus the implicit need to use all of quality, iridium, and hide simultaneously to control the template is much too awkward.
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I changed the default meaning of the "quality" parameter for this template as part of the changes I just made.  Up until now, the default value of quality was <samp>normal</samp> and <samp>normal</samp> was always forcibly included, even if for example <samp>quality=silver</samp> was set (i.e., the displayed values would be normal and silver).  This is completely different from every other quality-related template, plus the implicit need to use all of quality, iridium, and hide simultaneously to control the template is much too awkward.
  
With my edit, it's now consistent with a bunch of other templates (Qualityprice, EdibilityGrid, Infobox, etc.).  The default value is now <tt>quality=true</tt> meaning <tt>Normal, Silver, Gold</tt>.  And specifying <tt>quality=silver</tt> means just <tt>Silver</tt> is displayed.
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With my edit, it's now consistent with a bunch of other templates (Qualityprice, EdibilityGrid, Infobox, etc.).  The default value is now <samp>quality=true</samp> meaning <samp>Normal, Silver, Gold</samp>.  And specifying <samp>quality=silver</samp> means just <samp>Silver</samp> is displayed.
  
 
Besides consistency, etc., the reason I'm pushing this change now is that Edibility isn't widely used and only one (already-made and no-side-effect) edit is required anywhere else on the wiki to support this change.  I think the new features will expand its future usage, so it's better to get this quirk fixed now while it's easy to do. [[User:Nebulous Maestress|Nebulous Maestress]] ([[User talk:Nebulous Maestress|talk]]) 00:45, 4 September 2020 (UTC)
 
Besides consistency, etc., the reason I'm pushing this change now is that Edibility isn't widely used and only one (already-made and no-side-effect) edit is required anywhere else on the wiki to support this change.  I think the new features will expand its future usage, so it's better to get this quirk fixed now while it's easy to do. [[User:Nebulous Maestress|Nebulous Maestress]] ([[User talk:Nebulous Maestress|talk]]) 00:45, 4 September 2020 (UTC)

Revision as of 18:46, 4 November 2021

This talk page is for discussing Template:Edibility.
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In-game tooltips do not match actual values

I was working out calculations for edibility of silver and gold items based on the base edibility value when I got stuck because the values I was getting based on the game's code wasn't matching what the game's tooltip was saying. After losing plenty of health and energy and then eating some foods, I realized it was because the tooltips are incorrect. The actual values are slightly higher than what the tooltips say.

Here's how the actual values are calculated:

quality: 0 = normal, 1 = silver, 2 = gold

energy = ceiling(base_edibility * 2.5) + (quality * base_edibility)
health = round(energy * 0.45)
OR
health = round(ceiling(base_edibility * 2.5) + (quality * base_edibility) * 0.45)

note: round is a normal round, not ceiling or floor

I haven't found yet where the tooltip numbers are calculated or defined. For now I'm having the template display the actual calculations instead of the tooltip numbers. --Samutz (talk) 13:34, 6 April 2016 (EDT)

I think actual healing is cast to int...
 energy = (int)ceiling(base_edibility * 2.5) + quality * base_edibility
 health = (int)(energy * 0.45)
Tooltip uses a 0.4 multiplier rather than 0.45 and casts to int before displaying.
 energy = (int)ceiling(base_edibility * 2.5) + quality * base_edibility
 health = (int)(energy * 0.4)

--BryghtShadow (talk) 04:08, 11 April 2016 (EDT)

Those are indeed the implemented formulas. The actual value is computed in StardewValley.Game1:doneEating(). The tooltip value is computed in StardewValley.Menus.IClickableMenu:drawHoverText(), search for healAmountToDisplay. --Lilly (talk) 22:09, 6 January 2017 (UTC)

Change in default values

I changed the default meaning of the "quality" parameter for this template as part of the changes I just made. Up until now, the default value of quality was normal and normal was always forcibly included, even if for example quality=silver was set (i.e., the displayed values would be normal and silver). This is completely different from every other quality-related template, plus the implicit need to use all of quality, iridium, and hide simultaneously to control the template is much too awkward.

With my edit, it's now consistent with a bunch of other templates (Qualityprice, EdibilityGrid, Infobox, etc.). The default value is now quality=true meaning Normal, Silver, Gold. And specifying quality=silver means just Silver is displayed.

Besides consistency, etc., the reason I'm pushing this change now is that Edibility isn't widely used and only one (already-made and no-side-effect) edit is required anywhere else on the wiki to support this change. I think the new features will expand its future usage, so it's better to get this quirk fixed now while it's easy to do. Nebulous Maestress (talk) 00:45, 4 September 2020 (UTC)