Fishing

From DSP Wiki
Revision as of 00:36, 2 June 2013 by PrBlahBlahtson (Talk | contribs) (Created page with "==fishing_zone== Simply lists which fish can be caught in the zone. '''zoneid''' is the zone. '''name''' is the name of the zone, for convenience. '''fishid''' is the item...")

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

fishing_zone

Simply lists which fish can be caught in the zone.

zoneid is the zone.

name is the name of the zone, for convenience.

fishid is the itemid for the fish/item.


fishing_fish

Gives statistics for each catchable fish.

fishid is the itemid for the fish/item.

name is the name of the fish/item, for convenience.

min is the minimum fishing skill (0-100) to catch the item.

max is the maximum fishing skill to catch the item.

watertype is intended to be the type of water the fish can be caught in, but does not seem to be used presently.

size is the size of the item, and will probably control if you get a ! (0) or !!! (1) message.

stamina probably dictates if the item will fight harder, if stamina = 1.

log and quest are used if the item is only catchable during a quest. Otherwise, set to 255.


fishing_rod

Determines which item a fishing rod can catch, regardless of lure.

rodid is the itemid for the fishing rod.

name is the name of the rod, for convenience.

fishid is the fish that the rod can catch.

flag Uncertain. Currently not used. May influence line/rod breaks, escaped catches, or small fish vs large rod.


fishing_lure

Determines which items can be caught with a lure, regardless of rod.

lureid is the itemid for the lure.

name is the name of the lure, for convenience.

fishid is the itemid for the item that can be caught.

luck is the chance for that fish to be caught. When a fish is chosen, a list is generated based on zone, rod, and lure and sorted from lowest luck to highest. A random number 0-999 is generated. If the random number is less than the luck value, the fish is caught, otherwise the next luck value is added. If the random value is less than this new total, the fish is caught. This continues until a fish is caught, or no luck values remain. Fish with a luck value of 0 are uncatchable.

As an example, assume three fish with luck values of 100, 150, and 300, along with a random number of 440. 440 is not less than 100, nor is it less than 250 (100+150.) It is less than 550 (100+150+300,) so the third fish is caught.


Notes

- The fishing system is generally incomplete, and luck values are necessary for many fish in the database.