“沙滩”的版本间的差异

来自Stardew Valley Wiki
跳到导航 跳到搜索
→‎觅食 add Tide Pool Foraging
(add references)
第64行: 第64行:
 
*在海滩的西北侧,有两棵树之间有一个可疑的缺口。然而那里的路径被一堆木板阻挡了。
 
*在海滩的西北侧,有两棵树之间有一个可疑的缺口。然而那里的路径被一堆木板阻挡了。
 
*在夏天12号,可以找到更多的贝壳。
 
*在夏天12号,可以找到更多的贝壳。
 +
 +
==References==
 +
<references>
 +
<ref name="forage_chance">For each forage item, the provided percentage is the average percentage of all standard forage items that will be the specified item for that season. The input data is <tt>[[Modding:Location_data|Locations.xnb]]</tt>, which is processed by code in <tt>GameLocation::spawnObjects</tt>.</ref>
 +
<ref name="destroy">See game code in <tt>Beach::DayUpdate</tt>. Note that all extra items are created using <tt>GameLocation::dropObject</tt>, which gives them the <tt>isSpawnedObject</tt> flag, causing them to automatically be destroyed at the end of a week/season.</ref>
 +
<ref name="foraging_xp">Experience is rewarded by <tt>GameLocation::checkAction</tt>, based in part on whether an item <tt>Object.isForage</tt>.  Although shells and fish would not normally qualify as forage items, <tt>Object.isForage</tt> explicitly allows all items found on the beach to be considered forage.</ref>
 +
<ref name="standard_forage">Of the 5200 total tiles at the beach, 647 (12%) are valid spawn locations for standard forage items.  133 of these locations are east of the broken bridge. For more information on forage item spawning, see [[Foraging#Spawning|Foraging]].</ref>
 +
<ref name="tidepool">The game code spawning tide pool items is in <tt>Beach::DayUpdate</tt>. Coral and Sea Urchins are created within a loop that starts with a base 100% chance, then repeats indefinitely, multiplying the chance by 0.5 each time, until one of the tests fail.  The actual spawn rate is reduced slightly by valid locations: the code randomly selects any of 300 tiles, but only 212 of the tiles are valid spawning tiles.  Seaweed is created within a second loop, where the chance of the first seaweed is 0.025 (0.25*0.1), but multiple loops are also possible.  Location selection does not alter the spawning chance, because all 17 possible seaweed tiles are valid spawning tiles.</ref>
 +
<ref name="summer_bonus_std">During summer 12-14, <tt>GameLocation::spawnObjects</tt> is called six times instead of one: <tt>Beach::DayUpdate</tt> calls it five times on top of the standard call made by <tt>GameLocation::DayUpdate</tt>. However, the extra calls to <tt>spawnObjects</tt> are largely ineffective, because the same locations are tested every time -- the random-number seed (based on game ID and days played) is always the same.</ref>
 +
<ref name="summer_bonus_tide">During summer 12-14, the extra Coral and Sea Urchins have 1239 valid spawning tiles out of the 2600 that could be randomly selected.</ref>
 +
<ref name="green_ocean"><tt>Beach::resetSharedState</tt> changes the water color, adding a green overlay, only on Summer 12-14.</ref>
 +
<ref name="artifact_spots">Of the 5200 total tiles at the beach, 777 are valid spawn locations for artifact spots year-round. See [[Artifact Spot]] for more information.</ref>
 +
<ref name="artifact_extra">The chance of finding extra items in Artifact Spots in season-dependent: the chance is 50% smaller in winter. See [[Artifact Spot]] for more information.</ref>
 +
<ref name="bubbles">The raw chance of bubbles forming at the beach is the same as on all other maps, see <tt>GameLocation::performTenMinuteUpdate</tt>, specifically regarding <tt>fishSplashPoint</tt>.  However, the code randomly selects any tile on the map and only creates bubbles if that tile happens to be a "fishable" tile.  With 2307 of 5200 (44%) fishable tiles, the Beach has a much higher fraction than other maps.</ref>
 +
<ref name="panning">The code in <tt>GameLocation::performTenMinuteUpdate</tt> that spawns <tt>orePanPoints</tt> is skipped on the Beach, but the test does not recognize the <tt>BeachNightMarket</tt> map. </ref>
 +
</references>
  
 
==版本历史==
 
==版本历史==

2020年11月21日 (六) 12:09的版本

沙滩 位于鹈鹕镇的南部,是个钓鱼的好去处,也是咸水的唯一来源。此外,海滩会出现许多贝类和可觅食物品(尤其是夏季的12~14号)。

夏季期间举行的夏威夷宴会月光水母起舞的两个节日的举行地点是海滩,冬季15号~17号的夜市也是在海滩上举办。

海滩的概览

特征

以海滩上破损的小桥为界,往西是主海滩,往东是潮汐池。

海滩上能找到少量的鸟蛤彩虹贝壳。南部是主要码头和鱼店的所在地。入口处的东面是艾利欧特小屋。在主海滩的最东边是一条破损的小桥,穿过它可以到达潮汐池。它可以用300个木材来修复。

艾利欧特小屋

艾利欧特小屋艾利欧特的家。他大部分时间都呆在里面,其余的大部分时间在小屋南边的篝火的前面站着。

鱼店

鱼店位于主要码头,由威利‏‎经营, 销售各种钓鱼用品。

潮汐池

潮汐池位于主海滩的东部,是珊瑚海胆的最初生成地。在游戏开始的时候,通往这个区域的木桥是损坏的,花费300木材即可修复桥梁,在桥修好前,无法访问该地。

下雨或在暴风雨的天气中,可以在潮汐池的北边缘找到 老水手

传送

玩家可以使用传送图腾:海滩或在水方尖塔迅速传送到海滩上。

传送到海滩后,玩家出现的位置

觅食

所有在海滩上通过觅食收集的物品都能提供7个觅食经验值[1]

节日期间,因为使用的是定制化的海滩地图,海滩上所有可觅食的物品和古物都会隐藏起来。这个情况在夜市期间特别显著:可觅食物品和远古斑点会在每个晚上都隐藏起来,但它们都会显示在标准版本的海滩地图(该版本地图处于隐藏状态)上。之后,在12月18号(冬季最后一个月),可以一次性收集三个晚上累积的物品和古物。

海滩觅食(标准版海滩地图)

海滩上可觅食物品出现位置的 导航地图

海滩有丰富的可觅食物品。它不仅多了几种可觅食物品,而且物品生成的刷新速度比较快。几乎大多数可在海滩上觅食得到的物品在任何季节都可以获得;彩虹贝壳鹦鹉螺是唯一两种只有在特定季节才能在海滩上找到的可觅食物品:[2]

  • Clam.png (56% 春/秋、43% 夏、24% 冬)
  • Mussel.png (19% 春/秋、14% 夏、12% 冬)
  • Oyster.png 牡蛎 (19% 春/秋、14% 夏、2% 冬)
  • Cockle.png 鸟蛤 (6% 春/秋、 5% 夏、3% 冬)
  • 夏季限定: Rainbow Shell.png 彩虹贝壳 (24%)
  • 冬季限定:Nautilus Shell.png 鹦鹉螺 (48%)

这些物品可能的生成位置已在右边的地图用红色块标出。生成位置包括了断桥西边绝大部分干燥的沙地,以及断桥东边大部分干燥的沙地。因为80%的生成位置都在断桥的西边,所以比起东边,物品有四倍的几率在西边生成。大量集中在断桥西边沙滩上的生成位置导致平均每晚生成1.1个物品的高刷新率。[3] 然而,最多只能一次性生成六个物品:这个数量限制包括了断桥两边的沙地,但这个数量限制仅对此处罗列的标准可觅食物品(珊瑚海胆海草不受限)。

即便几乎所有的海滩可觅食物品都是非季节限定的,它们都会在任何季节的第一天,以及星期天早上到来之前从海滩上被系统移除。[4]

潮汐池觅食

几种特殊物品会只在断桥东边的潮汐池内(以普通几率生成)生成。这些物品和海滩生成标准可觅食物品(详见上文 ↑)互相独立生成,所以它们不会被计入六个物品的生成上限限制。

Coral.png 珊瑚Sea Urchin.png 海胆 可以在整个潮汐池区域内生成(导航地图的蓝色部分)。生成数量不受限制。整个潮汐池生成珊瑚和海胆的平均速度是每晚1,2个;[5]和其他标准可觅食物品不同,这个速度不会在星期日的早上或在每个季节的第五天增加。20%的潮汐池生成物是海胆,剩下80%将是珊瑚。一些珊瑚和海胆的生成可能会被忽略,因为它们可能存在于潮汐池边的灌木状海葵后面的半遮住的方格中。

Seaweed.png 海草会生成在潮汐池附近的一条细长的长条状沙滩上(导航地图的绿色部分),生成概率是每晚3%。

远古斑点

待补充

钓鱼

待补充

注意

  • 这里的破损的桥不是通过在社区中心完成工艺室收集包后修复的桥。
  • 虽然海水在逻辑上是咸水,对植物有危害,但是玩家可以像往常一样从海洋填充满水壶。

轶事

  • 有时候,绿海生物会在码头下面的海水中出现。
  • 在海滩的西北侧,有两棵树之间有一个可疑的缺口。然而那里的路径被一堆木板阻挡了。
  • 在夏天12号,可以找到更多的贝壳。

References

  1. Experience is rewarded by GameLocation::checkAction, based in part on whether an item Object.isForage. Although shells and fish would not normally qualify as forage items, Object.isForage explicitly allows all items found on the beach to be considered forage.
  2. For each forage item, the provided percentage is the average percentage of all standard forage items that will be the specified item for that season. The input data is Locations.xnb, which is processed by code in GameLocation::spawnObjects.
  3. Of the 5200 total tiles at the beach, 647 (12%) are valid spawn locations for standard forage items. 133 of these locations are east of the broken bridge. For more information on forage item spawning, see Foraging.
  4. See game code in Beach::DayUpdate. Note that all extra items are created using GameLocation::dropObject, which gives them the isSpawnedObject flag, causing them to automatically be destroyed at the end of a week/season.
  5. The game code spawning tide pool items is in Beach::DayUpdate. Coral and Sea Urchins are created within a loop that starts with a base 100% chance, then repeats indefinitely, multiplying the chance by 0.5 each time, until one of the tests fail. The actual spawn rate is reduced slightly by valid locations: the code randomly selects any of 300 tiles, but only 212 of the tiles are valid spawning tiles. Seaweed is created within a second loop, where the chance of the first seaweed is 0.025 (0.25*0.1), but multiple loops are also possible. Location selection does not alter the spawning chance, because all 17 possible seaweed tiles are valid spawning tiles.

引用错误:在<references>中以“summer_bonus_std”名字定义的<ref>标签没有在先前的文字中使用。
引用错误:在<references>中以“summer_bonus_tide”名字定义的<ref>标签没有在先前的文字中使用。
引用错误:在<references>中以“green_ocean”名字定义的<ref>标签没有在先前的文字中使用。
引用错误:在<references>中以“artifact_spots”名字定义的<ref>标签没有在先前的文字中使用。
引用错误:在<references>中以“artifact_extra”名字定义的<ref>标签没有在先前的文字中使用。
引用错误:在<references>中以“bubbles”名字定义的<ref>标签没有在先前的文字中使用。
引用错误:在<references>中以“panning”名字定义的<ref>标签没有在先前的文字中使用。

版本历史

  • 1.4:添加了可觅食的海草的自动生成点。夜市期间不能再在海滩上放东西。