“旅行货车”的版本间的差异

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 货车出售的商品由游戏ID(XPath: <code>/SaveGame/uniqueIDForThisGame</code>)和游戏的时间决定(XPath: <code>/SaveGame/stats/DaysPlayed</code>).
 
 货车出售的商品由游戏ID(XPath: <code>/SaveGame/uniqueIDForThisGame</code>)和游戏的时间决定(XPath: <code>/SaveGame/stats/DaysPlayed</code>).
  
For each item slot, a random integer (''num'') in the range [2,790) is chosen. ''num'' is then incremented and wrapped to the range [0,790) until there exists an item that satisfies all of the following conditions:
+
每一个物品位置会被分配到一个[2,790) 区间的随机整数(''num'') ''num'' 随后被放大到[0,790) 区间,直到有满足下面所有条件的物品存在:
* ID is equal to ''num'';
+
* ID 等于''num''
* not blacklisted; (see the [[Talk:Travelling_Cart|Talk]] page for a list of "blacklisted" items)
+
* 不在黑名单上;( [[Talk:Travelling_Cart|Talk]] 页面中黑名单物品列表)
* has a category;
+
* 属于一个分类;
* price greater than 0;
+
* 价格大于0;
* not named "Weeds";
+
* 名称不是 " 杂草"
* type is not "Quest", "Minerals", or "Arch".
+
* 类型不是 " 任务", " 矿石", 或者 "Arch"
  
The unit price is determined by the larger of 2 random integers in the ranges of [1,11)*100 and [3,6)*base_price. The stack size has a 90% chance to be 1, and 10% chance to be 5.
+
商品单价是两个区间分别为[1,11)*100 and [3,6)* 基础价格的随机整数中的较大者。每件商品有90% 的几率为1件,10% 的几率为5件。
  
Note that some items have a higher chance to appear in the standard stock, because after the random integer is chosen, it is incremented until it is equal to a valid object number.
+
有一些物品会有较高的几率出现在普通商品中,因为生成的随机整数会被不断放大,直到等于一个有效的对象号码。
  
For the furniture slot, a random integer (''num'') in the range [0,1613) is chosen until it there exists a furniture that has ''num'' as its ID and is not blacklisted. The unit price is determined by a random integer in the range of [1,11)*250.
+
对于家具商品的槽位,一个区间为[0,1613)的随机整数(''num'') 会被不断生成,直到存在一件''num'' 等于ID,并且不在黑名单上的家具为止。物品单价是一个区间为[1,11)*250 的随机整数。
  
 
==历史==
 
==历史==

2018年4月3日 (二) 10:53的版本

Robin building.png
“我这里还有很多事情需要处理。”
— 罗宾

不完整的翻译

本文或部分尚未完全翻译成中文。 欢迎您通过编辑帮助其建设。
最后编辑Alagonis于2018-04-03 10:53:31.

Template:Location 旅行货车是由货车搭成的商店,由一个戴眼镜的猪拖着。如果你和猪互动,它只会向你哼哧。它会在周五和周日出现在苹果酒森林北部偏西处。

商人会出售数量有限的随机物品(1或5个),有时能买到非当季的商品, 这可以帮助完成收集包

货车商品的价格会在一个区间内波动。相同的物品有可能以不同的价格在一天内多次上架。价格通常很高,但也可能会有一些物品的售价低于其正常价格。

出售的商品包括10个物品和一件家具。可能还有一个额外的“特别商品”出售。


特殊商品

请注意,咖啡豆稀有种子也可能在任何季节以普通商品销售(1.26%的几率出现)。

商品 单价 季节 说明
Rare Seed.png 稀有种子 data-sort-value="1000">Gold.png1,000金 Spring.png 春季 / Summer.png 夏季 100%几率出现
10%几率有5个; 90%几率有1个
Rarecrow 4.png 珍奇乌鸦(8-4) data-sort-value="4000">Gold.png4,000金 Fall.png 秋季 / Winter.png 冬季 40%几率出现
Coffee Bean.png 咖啡豆 data-sort-value="2500">Gold.png2,500金 全部 25%几率出现

普通商品

种子&肥料

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农作物& 觅食

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食物

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工匠物品&动物制品

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鱼&海边觅食

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渔具

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加工产品、怪物掉落&其他

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家具

椅子&沙发

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桌子

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其他家具

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挂画&装饰品

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装饰植物

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Mechanics

货车出售的商品由游戏ID(XPath: /SaveGame/uniqueIDForThisGame)和游戏的时间决定(XPath: /SaveGame/stats/DaysPlayed).

每一个物品位置会被分配到一个[2,790) 区间的随机整数(num)。num随后被放大到[0,790)区间,直到有满足下面所有条件的物品存在:

  • ID等于num
  • 不在黑名单上;(见Talk 页面中黑名单物品列表)
  • 属于一个分类;
  • 价格大于0;
  • 名称不是 "杂草";
  • 类型不是 "任务", "矿石", 或者 "Arch"。

商品单价是两个区间分别为[1,11)*100 and [3,6)*基础价格的随机整数中的较大者。每件商品有90%的几率为1件,10%的几率为5件。

有一些物品会有较高的几率出现在普通商品中,因为生成的随机整数会被不断放大,直到等于一个有效的对象号码。

对于家具商品的槽位,一个区间为[0,1613)的随机整数(num)会被不断生成,直到存在一件num等于ID,并且不在黑名单上的家具为止。物品单价是一个区间为[1,11)*250的随机整数。

历史