Elin:Code Analysis/Fishing: Difference between revisions

From Ylvapedia
m (Fix variable name to specify +1 additional fish.)
(Add fishing speed calculations.)
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}
}
</syntaxhighlight>
</syntaxhighlight>
===Fishing Speed===
The fishing process involves two key variables:
* '''progress''': Represents the overall duration or percentage of fishing completion, ranging from '''0''' to '''100'''.
* '''hit''': Tracks the number of attempts made during the fishing fight. The following conditions apply:
** '''Increase''': ''hit'' increments on each attempt until either:
*** The fish is caught (when ''hit > random threshold'').
*** Certain random conditions reset ''hit'' to '''0'''.
====Success====
The formula to calculate the success threshold for catching a fish is:
<pre>successThreshold = Mathf.Clamp(10 - rnd(fishingLevel + 1) / 10, 5, 10)</pre>
* '''fishingLevel''': Your current fishing skill level.
* '''rnd''': A random number between '''0''' and the value passed into the function.
* '''Clamp''': Ensures the value stays between '''5''' (hardest) and '''10''' (easiest).
====Example====
If your fishing level is '''10''', the calculation proceeds as follows:
# <code>rnd(10 + 1)</code> generates a random number between '''0''' and '''10'''.
# This random number is divided by '''10''' and subtracted from '''10'''.
# The resulting value is clamped to the range '''[5, 10]'''.
For example:
* If <code>rnd(11) = 5</code>, the calculation is:
<pre>successThreshold = Mathf.Clamp(10 - (5 / 10), 5, 10) = 9.5 (clamped to 9)</pre>
This means the success threshold for this attempt is '''9'''. If your current ''hit'' exceeds '''9''', the fish is caught.
====Success Threshold Table====
{| class="wikitable sortable"
|-
! Fishing Level !! Min successThreshold !! Max successThreshold
|-
| 1  || 10  || 10
|-
| 5  || 10  || 10
|-
| 10 || 9  || 10
|-
| 15 || 9  || 10
|-
| 20 || 8  || 10
|-
| 25 || 8  || 10
|-
| 30 || 7  || 10
|-
| 35 || 7  || 10
|-
| 40 || 6  || 10
|-
| 45 || 6  || 10
|-
| 50 || 5  || 10
|-
| 55 || 5  || 10
|-
| 60 || 5  || 10
|}
====Reset====
The formula to determine whether ''hit'' resets is:
<pre>resetThreshold = Mathf.Clamp(10 - rnd(fishingLevel + 1) / 5, 2, 10)</pre>
* '''fishingLevel''': Your current fishing skill level.
* '''rnd''': A random number between '''0''' and the value passed into the function.
* '''Clamp''': Ensures the value stays between '''2''' (easiest reset) and '''10''' (hardest reset).
If <code>rnd(resetThreshold)</code> equals '''0''', and ''progress >= 10'', the ''hit'' counter resets to '''0'''.
====Example====
If your fishing level is '''20''', the calculation proceeds as follows:
# <code>rnd(20 + 1)</code> generates a random number between '''0''' and '''20'''.
# This random number is divided by '''5''' and subtracted from '''10'''.
# The resulting value is clamped to the range '''[2, 10]'''.
For example:
* If <code>rnd(21) = 10</code>, the calculation is:
<pre>resetThreshold = Mathf.Clamp(10 - (10 / 5), 2, 10) = 8</pre>
A second random roll, <code>rnd(8)</code>, is performed. If the result is '''0''', the ''hit'' counter resets.
====Reset Threshold Table====
{| class="wikitable sortable"
|-
! Fishing Level !! Min resetThreshold !! Max resetThreshold
|-
| 1  || 10  || 10
|-
| 5  || 9  || 10
|-
| 10 || 8  || 10
|-
| 15 || 7  || 10
|-
| 20 || 6  || 10
|-
| 25 || 5  || 10
|-
| 30 || 4  || 10
|-
| 35 || 3  || 10
|-
| 40 || 2  || 10
|-
| 45 || 2  || 10
|-
| 50 || 2  || 10
|}
====Code (EA 23.37)====
<syntaxhighlight lang="c#" line="1">
public override void OnProgress()
{
if (this.owner.IsPC && (this.owner.Tool == null || !this.owner.Tool.HasElement(245, 1)))
{
this.Cancel();
return;
}
if (this.hit >= 0)
{
this.owner.renderer.PlayAnime(AnimeID.Fishing, default(Vector3), false);
this.owner.PlaySound("fish_fight", 1f, true);
this.Ripple();
int a = Mathf.Clamp(10 - EClass.rnd(this.owner.Evalue(245) + 1) / 10, 5, 10);
if (this.hit > EClass.rnd(a))
{
this.hit = 100;
this.progress = this.MaxProgress;
}
this.hit++;
return;
}
if (EClass.rnd(Mathf.Clamp(10 - EClass.rnd(this.owner.Evalue(245) + 1) / 5, 2, 10)) == 0 && this.progress >= 10)
{
this.hit = 0;
}
if (this.progress == 2 || (this.progress >= 8 && this.progress % 6 == 0 && EClass.rnd(3) == 0))
{
this.owner.renderer.PlayAnime(AnimeID.Shiver, default(Vector3), false);
this.Ripple();
}
}
</syntaxhighlight>
[[Category:Elin Spoiler]]
[[Category:Elin Spoiler]]
[[Category:EN]]
[[Category:EN]]

Revision as of 08:46, 25 November 2024

Calculations

Fish LV

The formula to calculate the fish LV that can be caught based on your fishing level:

fishLV = rnd(fishingLevel * 2) + 1
  • fishingLevel: Your current fishing skill level.
  • rnd: A random number between 0 and the value passed into the function.

Example

If your fishing level is 3, the potential fish LV is calculated as:

rnd(3 * 2) + 1

This gives a range of 1 to 6, meaning you can catch fish with LV between 1 and 6.

Fish LV Range Table

Fishing Level Minimum LV Maximum LV
1 1 2
2 1 4
3 1 6
4 1 8
5 1 10
6 1 12
7 1 14
8 1 16
9 1 18
10 1 20
11 1 22
12 1 24
13 1 26
14 1 28
15 1 30
16 1 32
17 1 34
18 1 36
19 1 38
20 1 40

Code (EA 23.37)

int num3 = EClass.rnd(num * 2) + 1;
thing = ThingGen.Create("fish", -1, num3);

Number of Fish

The formula to calculate the number of fish you can catch based on your fishing level:

numberOfFish = rnd(fishingLevel / (fishLV + 10)) + 1
  • fishingLevel: Your current fishing skill level.
  • fishLV: The fish LV.
  • rnd: A random number between 0 and the value passed into the function.

Example

If your fishing level is 22, and the fish LV is determined to be 1, the potential number of fish is calculated as:

rnd(22 / (1 + 10)) + 1

This simplifies to:

rnd(22 / 11) + 1

The rnd(2) generates a random number between 0 and 1. Adding 1 ensures that you will catch at least 1 fish, and the number of fish can either be 1 or 2, depending on the random result.

Adding Land Feats

The initial chance of catching one extra fish starts at 5%.

If the land feats include Beach (3604) and Fishing Spot (3706), these feats will contribute additional chances to the base chance.

For example:

  • Beach (3604) adds 20% to the base chance.
  • Fishing Spot (3706) adds 25% to the base chance.

Starting with a 5% chance, the total chance is calculated using the following code:

chanceForOneMoreFish = 5
chanceForOneMoreFish += isBeach * 20 + isFishingSpot * 25

Where:

  • isBeach is a flag (either 0 or 1) indicating whether the land feat is a Beach (3604).
  • isFishingSpot is a flag (either 0 or 1) indicating whether the land feat is a Fishing Spot (3706).

If both features are present (i.e., both flags are set to 1), then:

chanceForOneMoreFish = 5 + 1 * 20 + 1 * 25 = 50

Checking the Chance to Increase the Number of Fish

The chanceForOneMoreFish value is then compared to a random number generated by the rnd(100) function. The value of rnd(100) generates a random number between 0 and 99 (inclusive).

If the value of chanceForOneMoreFish is greater than or equal to the random number, the number of fish will increase by 1.

This check is done with:

if (chanceForOneMoreFish >= rnd(100))
  • If the random number generated by rnd(100) is 50 or less, the number of fish will increase by 1.
  • If the random number is greater than 50, the number of fish will remain the same.

Thus, the probability of increasing the number of fish is 50% (because chanceForOneMoreFish = 50 ).

Example with Land Feats

Let's say your fishing level is 22, and the fish LV is 1. You calculate the base number of fish as:

numberOfFish = rnd(22 / (1 + 10)) + 1 = rnd(2) + 1

Thus, you could catch 1 or 2 fish, based on the random result.

Now, you evaluate the land feats:

  • Starting with chanceForOneMoreFish = 5 (the base chance).
  • If the land feats are present:
   * Beach (3604) adds 20 to chanceForOneMoreFish.
   * Fishing Spot (3706) adds 25 to chanceForOneMoreFish.

So, the new chanceForOneMoreFish becomes:

chanceForOneMoreFish = 5 + 20 + 25 = 50

Next, the random chance is checked:

if (chanceForOneMoreFish >= rnd(100))

If the random number generated by rnd(100) is 50 or less, numberOfFish will increase by 1. This means that if the random number is between 0 and 50 (inclusive), you will catch an additional fish, making numberOfFish increase by 1.

So, numberOfFish is increased by 1 based on land feats, making it:

  • numberOfFish = numberOfFish + 1 (if the random check passes).
  • If the random number exceeds 50, numberOfFish remains the same.

Number of Fish Table

Fish LV Minimum Fishing Level for 2 Fish Minimum Fishing Level for 3 Fish
1 22 33
5 30 45
10 40 60
15 50 75
20 60 90
25 70 105
30 80 120
35 90 135
40 100 150

Code (EA 23.37)

num2 = EClass.rnd(num / (num3 + 10)) + 1;
int num4 = 5;
if (EClass.Branch != null)
{
    num4 += EClass.Branch.Evalue(3604) * 20 + EClass.Branch.Evalue(3706) * 25;
}
if (num4 >= EClass.rnd(100))
{
    num2++;
}
if (thing != null)
{
    thing.SetNum(num2);
    thing.SetBlessedState(BlessedState.Normal);
}

Fishing Speed

The fishing process involves two key variables:

  • progress: Represents the overall duration or percentage of fishing completion, ranging from 0 to 100.
  • hit: Tracks the number of attempts made during the fishing fight. The following conditions apply:
    • Increase: hit increments on each attempt until either:
      • The fish is caught (when hit > random threshold).
      • Certain random conditions reset hit to 0.

Success

The formula to calculate the success threshold for catching a fish is:

successThreshold = Mathf.Clamp(10 - rnd(fishingLevel + 1) / 10, 5, 10)
  • fishingLevel: Your current fishing skill level.
  • rnd: A random number between 0 and the value passed into the function.
  • Clamp: Ensures the value stays between 5 (hardest) and 10 (easiest).

Example

If your fishing level is 10, the calculation proceeds as follows:

  1. rnd(10 + 1) generates a random number between 0 and 10.
  2. This random number is divided by 10 and subtracted from 10.
  3. The resulting value is clamped to the range [5, 10].

For example:

  • If rnd(11) = 5, the calculation is:
successThreshold = Mathf.Clamp(10 - (5 / 10), 5, 10) = 9.5 (clamped to 9)

This means the success threshold for this attempt is 9. If your current hit exceeds 9, the fish is caught.

Success Threshold Table

Fishing Level Min successThreshold Max successThreshold
1 10 10
5 10 10
10 9 10
15 9 10
20 8 10
25 8 10
30 7 10
35 7 10
40 6 10
45 6 10
50 5 10
55 5 10
60 5 10

Reset

The formula to determine whether hit resets is:

resetThreshold = Mathf.Clamp(10 - rnd(fishingLevel + 1) / 5, 2, 10)
  • fishingLevel: Your current fishing skill level.
  • rnd: A random number between 0 and the value passed into the function.
  • Clamp: Ensures the value stays between 2 (easiest reset) and 10 (hardest reset).

If rnd(resetThreshold) equals 0, and progress >= 10, the hit counter resets to 0.

Example

If your fishing level is 20, the calculation proceeds as follows:

  1. rnd(20 + 1) generates a random number between 0 and 20.
  2. This random number is divided by 5 and subtracted from 10.
  3. The resulting value is clamped to the range [2, 10].

For example:

  • If rnd(21) = 10, the calculation is:
resetThreshold = Mathf.Clamp(10 - (10 / 5), 2, 10) = 8

A second random roll, rnd(8), is performed. If the result is 0, the hit counter resets.

Reset Threshold Table

Fishing Level Min resetThreshold Max resetThreshold
1 10 10
5 9 10
10 8 10
15 7 10
20 6 10
25 5 10
30 4 10
35 3 10
40 2 10
45 2 10
50 2 10

Code (EA 23.37)

public override void OnProgress()
{
	if (this.owner.IsPC && (this.owner.Tool == null || !this.owner.Tool.HasElement(245, 1)))
	{
		this.Cancel();
		return;
	}
	if (this.hit >= 0)
	{
		this.owner.renderer.PlayAnime(AnimeID.Fishing, default(Vector3), false);
		this.owner.PlaySound("fish_fight", 1f, true);
		this.Ripple();
		int a = Mathf.Clamp(10 - EClass.rnd(this.owner.Evalue(245) + 1) / 10, 5, 10);
		if (this.hit > EClass.rnd(a))
		{
			this.hit = 100;
			this.progress = this.MaxProgress;
		}
		this.hit++;
		return;
	}
	if (EClass.rnd(Mathf.Clamp(10 - EClass.rnd(this.owner.Evalue(245) + 1) / 5, 2, 10)) == 0 && this.progress >= 10)
	{
		this.hit = 0;
	}
	if (this.progress == 2 || (this.progress >= 8 && this.progress % 6 == 0 && EClass.rnd(3) == 0))
	{
		this.owner.renderer.PlayAnime(AnimeID.Shiver, default(Vector3), false);
		this.Ripple();
	}
}