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(Add initial number of fish calculation.) |
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== Calculations == | == Calculations == | ||
=== Fish === | === Fish LV === | ||
The formula to calculate the | The formula to calculate the fish LV that can be caught based on your fishing level: | ||
<pre>rnd(fishingLevel * 2) + 1</pre> | <pre>Fish LV = rnd(fishingLevel * 2) + 1</pre> | ||
* '''fishingLevel''': Your current fishing skill level. | * '''fishingLevel''': Your current fishing skill level. | ||
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int num3 = EClass.rnd(num * 2) + 1; | int num3 = EClass.rnd(num * 2) + 1; | ||
thing = ThingGen.Create("fish", -1, num3); | thing = ThingGen.Create("fish", -1, num3); | ||
</syntaxhighlight> | |||
=== Number of Fish === | |||
The formula to calculate the number of fish you can catch based on your fishing level: | |||
<pre>Number of Fish = rnd(fishingLevel / (Fish LV + 10)) + 1</pre> | |||
* '''fishingLevel''': Your current fishing skill level. | |||
* '''Fish LV''': The LV range of the fish calculated earlier using <code>rnd(fishingLevel * 2) + 1</code>. | |||
* '''rnd''': A random number between '''0''' and the value passed into the function. | |||
==== Example ==== | |||
If your fishing level is '''3''', and the Fish LV is determined to be '''5''', the potential number of fish is calculated as: | |||
<pre>rnd(3 / (5 + 10)) + 1</pre> | |||
This simplifies to: | |||
<pre>rnd(3 / 15) + 1</pre> | |||
The <code>rnd(3 / 15)</code> generates a random number between '''0''' and approximately '''0.2'''. Adding 1 ensures that you will catch at least 1 fish. | |||
==== Code (EA 23.37) ==== | |||
<syntaxhighlight lang="c#" line="1"> | |||
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); | |||
} | |||
</syntaxhighlight> | </syntaxhighlight> |
edits