Elin:Spoiler/Fishing

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Revision as of 06:54, 24 November 2024 by OmegaPlatinum (talk | contribs) (Fix number of fish table and example.)
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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.

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);
}