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(Update number of fish table.) |
(Initial fishing spoiler item probability seciton.) |
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} | } | ||
</syntaxhighlight> | </syntaxhighlight> | ||
=== Chances and Probability === | |||
Each item or fish has a unique probability of being generated, determined by the following rules and calculations: | |||
==== Initial Roll: Chance to Catch Nothing ==== | |||
The first roll determines whether the player catches anything at all. If this roll fails, no item or fish is generated, and the function returns <code>null</code>. The chance to catch nothing is calculated as follows: | |||
<syntaxhighlight lang="csharp"> | |||
if (rnd(3 + fishingLevel) == 0) | |||
{ | |||
return null; | |||
} | |||
</syntaxhighlight> | |||
* '''Formula''': <code>rnd(3 + fishingLevel)</code> generates a random number between <code>0</code> and <code>(3 + fishingLevel - 1)</code>, inclusive. | |||
* '''Condition''': If the result is <code>0</code>, the roll fails, and nothing is caught. | |||
==== Probability ==== | |||
The probability of catching nothing decreases as the player's fishing level increases: | |||
* '''Maximum Value for the Roll''': <code>3 + fishingLevel</code>, where <code>fishingLevel = c.Evalue(245)</code>. | |||
* '''Chance to Catch Nothing''': | |||
** <code>1 / (3 + fishingLevel)</code> | |||
For example: | |||
* At '''Fishing Level 1''': | |||
** <code>rnd(3 + 1)</code> generates a number between <code>0</code> and <code>3</code>. | |||
** Probability of <code>0</code>: <code>1 / 4</code> (25%). | |||
* At '''Fishing Level 10''': | |||
** <code>rnd(3 + 10)</code> generates a number between <code>0</code> and <code>12</code>. | |||
** Probability of <code>0</code>: <code>1 / 13</code> (~7.69%). | |||
This means that higher fishing levels significantly reduce the chance of failing the roll and increase the likelihood of catching something. | |||
[[Category:Elin Spoiler]] | [[Category:Elin Spoiler]] | ||
[[Category:EN]] | [[Category:EN]] | ||
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