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Fishing skill up #6100
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Fishing skill up #6100
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update to lastest darkstar version
Why? |
I checked fishing_fish table, there's a total of 133 fishes. of those, about half, have min = 0 and max > 30, meaning, a player with skill 0 can catch a level 30+ fish, so he would just need to find 3-4 types of fishes, to get to skill 100. which is what this thread on BG demonstrates. the only fishes that have min > 0 , are : all guides seem to know the cap level, but not starting level to catch them. the formula is a proposal. so players pick gaps of 5-10 levels for higher chance of skill up. they can pick higher gaps, but at the expense of chance to skill up. |
We only care about emulating what retail actually does, officially. If retail does that, then we want to. if that's not what retail does, then we don't. Acceptable departures are rare and need to have a discussion with strong explanation of why. |
When I first started going after Mercanbaligi (cap 86) at level 54 compared to when I reached level 56. According to timestamps, those two levels took roughly 16 minutes. When I first started going after Armored Pisces (cap 108) at level 95 compared to when to when I reached level 96. According to those timestamps, that one level took me 52 minutes. |
ibm, that was on retail? If so, it's the opposite of my formula. I can change it to get similar behaviour. |
Yeah, was on retail (it would be nice if DSP had RoE though!). I might be able to dig through my old logs at some point for harder data, but don't hold me to that - I think that was around 2014, and Logger may or may not have started dropping timestamps from logs / doing the line duplication thing at the time. Those screenshots were just when I saw double-skills. edit: Actually, if I had the Total Catches RoE set, I guess missing timestamps / duplicated lines are irrelevant; just see how many catches it took to reach a given level in comparison to what I was catching. |
Chanages requested by Teo
Changes requested by Teo
for (uint8 i = 0; i < 4; i++) | ||
{ | ||
random = dsprand::GetRandomNumber(1.); | ||
#ifdef _DSP_SYNTH_DEBUG_MESSAGES_ |
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I thought you already removed these /shrug
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not really important, just noticing coz Nyu made me look. 😛
Saw this thread pop up in my notifications. Sorry I forgot about it. Note: This was during a skill-up campaign. I was also using Fisherman Feast and Pelican Ring. I have edited the logs with some reg-ex to tag all the fishing-related messages (by type), and also remove non-fishing messages (linkshell, tell, etc). The only lines remaining should be related to fishing, but if any slipped past, I apologize. |
Implementation of Fishing skill up logic.
Chance for skill up formula, similar to craft, but with a twist. The higher the difference between user skill and fish max skill needed, lower the chance to skill up.
Uses same craft vars, from map config file, for control of skill up chance and skill up multiplier.
Added new var to map config file, fishing_daily_limit, to enable a daily limit, like on retail.
Any input is welcome! Feel free to comment and suggest changes!