Animals

Animalsfulfillseveralrolesonthefarm.Somearewildlife,whichcannotbeinteractedwith.Apet(cat,dog,orturtle)canbeearnedwhichtheplayercanformafriendshipwith.Ahorsecanbepurchasedtoride.And"farmanimals"canbepurchasedwhichserveasasourceofvariouskindsofproduce,providingresourcesandprofit.

Theplayerisallowedtoadopteitheracatoradog,dependingonwhichwaschosenonthecharactercreationscreen.Thereareseveraldifferentstylesofcatanddog.

Emptypetbowl

Fullpetbowl

Hatscannotbeplacedonturtles.

Thehorsecan'ttravelthroughsmallgaps(exceptgates)whentravelingvertically.

Thesecanbeinteractedwithwhilemountedonthehorse:

Eachhalf-heartisequivalentto100pointsoffriendship,makingthemaximumvalueofFriendship1000.

Actionsthataffectfriendshipareasfollows:

Likefriendship,ananimal'scurrentmoodcanbecheckedbyright-clickingafterpettingtheanimal.

Moodisaveryimportantfactorwhendetermininganimalproductqualityandtype.Itisonlytakenintoaccountwhenthegamerollsanimalproduceatthebeginningoftheday,andhasnoeffectotherwise.

Moodisavaluefrom0to255.Itscurrentvaluecanbeestimatedfromthemessageintheanimalsrightclickdialogue:

ActionsthataffectMoodareasfollows(every10minutesreferstoingameminutes):

Increasesmood:

Decreasesmood:

Newanimalsmustgrowtoadulthoodbeforetheystartproducinganything.Eachanimaltypehasadifferentamountofdaysrequiredbeforetheywillbeabletomakeaproduct.Forexample,cowsandchickenscanproducemilkandeggseveryday,andgoatsgenerallyproducemilkeveryotherday.AnimalswhocanproduceaDeluxe/Largeproductwillsometimesproducemorefrequently,however(see"Specialcase"below.)

Iftheanimalhasmettherequiredamountofdaystocreatetheirproduct,someadditionalcheckswillbemadetodetermineiftheywillactuallyproduce.

Specialcase:Ifananimalmeetstherequirementtoproducesomething,butdoesnotgaintheabilitytocreateaQualityorLarge/Deluxeproduct,thegamewillnotregisterthefactthatitproducedanitemthatday.Inthiscase,animalsthatnormallywouldtakemultipledaystoproduce,willproduceagainimmediatelythenextday.

A"MoodModifier"iscalculatedwhenrollingforwhetherDeluxeproduce(Largeproducts,DuckFeathers,andRabbitfeet)willbecreatedinthefollowingways:

This"MoodModifier"willbeusedindifferentwaysdependingontheanimal.

Foreachrabbit,anoverallscoreiscreatedusingthefollowingformula:((Friendship+(Mood×MoodModifier))/5000)+DailyLuck

Foreachduck,anoverallscoreiscreatedusingthefollowingformula:((Friendship+(Mood×MoodModifier))/4750)+DailyLuck

Forexample,arabbitwith600Friendship(3Hearts),150Mood,and0.10DailyLuck,wouldbecalculatedas:

=((600+(150×0))/5000)+0.10

=((600+0)/5000)+0.10

=0.22

ForanimalstoproduceaLargeproduct,thegamewilltakeMoodandFriendshipintoaccount.

Onlyanimalswith200orhigherfriendshipcanproduceLargeproducts.

Eachanimalwillhaveanoverallscorecreatedwiththefollowingformula:(Friendship+(Mood×MoodModifier))/1200

Forexample,ananimalwith600Friendship(3Hearts)and210Moodwouldbecalculatedas:

=(600+(210×1.5))/1200

=(600+315)/1200

=0.7625

Eachtimeaproductisrolled,anumberbetween0-1ischosenrandomly.Iftheoverallscoreishigherthantherandomnumber,aLargeproductwillbecreated.Inourexamplethereisa76%chanceofalargeproduct.Anoverallscoreofatleast1200willguaranteeaLargeproduct.

Eachanimalwillhaveanoverallscorecreatedwiththefollowingformula:(Friendship/1000)-(1-(Mood/225))

Forexample,ananimalwith600Friendship(3Hearts)and150Moodwouldbecalculatedthus:

=(600/1000)-(1-(150/225))

=0.6-(1-0.666...)

=0.6-0.333...

=0.266...

Thegamewillbegincheckingwhatqualitytocreatebyfirstseeingifthescorevalueisabove0.95.Ifitis,thescoredividedby2willbecomparedagainstarandomnumberbetween0-1.Ifthescoredividedby2isgreaterthantherandomnumber,theitemwillbeIridiumquality.

IfanIridiumqualityitemisnotproduced,thescoredividedby2willbecomparedagainstarandomnumberbetween0-1.Ifthescoredividedby2isgreaterthantherandomnumber,theitemwillbeGoldquality.

IfaGoldqualityitemisnotproduced,thescorewillbecomparedagainstarandomnumberbetween0-1.Ifitisgreaterthantherandomnumber,theitemwillbeSilverquality.

IftheitemisnotSilverquality,itwillbeNormalquality.

Newlyhatched,born,orpurchasedanimalsdonotneedtobefedonthedaytheyarriveonthefarm,butbabyanimalsthereafterneedtoeatone"portion"(thesameasadults)eachday.Iftheydon'thavefood,theydonotgrowonthatday.

Horsesandpetsdonotneedtoeat,butpetswillbehappieroncethewaterbowlisfilledeachday.

Animalsthatdogooutsidenormallyreturntotheirbuildingsby6pmtosleep.Closingthebarndoorsagainintheeveningpreventsthemfromleavingimmediatelyinthemorningtoeatgrass,beforetheplayerhastimetopetandtendtothemthenextday.Closingthedoorbeforealltheanimalshavereturnedwillresultintheonesleftoutovernightvulnerabletowildanimalattacks.

Theexactconditionsthatcauseananimaltobetrappedoutsidearenotclear.Itmaybemorelikelyforananimaltobetrappedoutsideiftheplayerdoesnotleavethefarmafter5pm(whenanimalsbegintoreturntothebarn/coop)anddoesnotenterthebarn/coopafter5pm.(Leavingthefarmandenteringthebarn/coopafter5pmbothcausesanimalstotransportorspawntotheinsideofthebarn/coopautomatically).Itmayalsobemorelikelytohappeniftheplayergoestobedbefore5pm.

Ananimalleftoutsideitsbarn/coopwillbegrumpythenextday.

Grumpyanimal

Animalintherain

Animaloutsideinwinter

Aftertheplayergoestosleep,anyeventsthatwillhappenduringthenight(suchasBundleevents)arecalculatedasnormal.Ifnoeventsareduetooccur,therewillbea50%chancethatthegamewillattempttostartawildanimalattackevent.Ifthiseventproceeds,thegamewillgothroughallbuildingstofindabarnorcoopthathastheirdoorsclosedandhasanimalsleftoutside.

Foreachbuilding,thegametakesarandomnumberbetween0and1andcomparesitto1/(thenumberoftotalfarmbuildings).Iftherandomnumberislarger,thebuildingisignored.Inotherwords,themorebuildingstheplayerhas,thelesslikelythatonewillbeattacked.Forexample,iftheplayerhastwofarmbuildings,eachbuildinghasa50%chanceofbeingattacked,threebuildingswouldgive33%,fourwouldgive25%chanceofbeingattacked,etc.

Onceabuildinghasbeenchosen,theeventtakesthefirstanimalstuckoutsidefromthatbuildingtobethetargetoftheattack.Theanimalwillberemovedfromthegameandinthemorning,allotheranimalswillhaveamoodmessagesaying"looksstressedandparanoidtoday.Itseemslikesomethingbadhappenedlastnight."Besidesthismessage,theotheranimalsareunaffected.

Similartoanimalattacks,iftherearenoothereventsoccurringinthenight,therewillbea50%chancethatthegamewillattemptananimalbirthevent.ThegamesearchesthroughallbuildingsforanupgradedBarnthatisn'tfull.Thegamethenmakesanothercheckwherethechanceofproceedingwiththeeventisthenumberofanimalsinsidemultipliedby0.55%.Forexample,anupgradedbarnwiththreeanimalsinsidewouldhavea1.65%chanceofpassingthischeck.Ifthebuildingfailsthischeck,thegamewillcontinuegoingthroughallbuildingsuntilnoneareleft.

Ifabarnpassesallthesechecks,arandomanimalinsideischosen.Iftheanimalisnotababyandhaspregnancyenabled,thatanimalwillgivebirth.

Tosellacooporbarnanimal,right-clicktheanimalafterpetting.Thefriendship/moodinterfaceappears.Movethecursoroverthegoldcoinbuttonattherighttoseehowmuchtheanimalcanbesoldfor.Clickthatbuttonandtheconfirmationthatfollowstocompletethesale.

Adultchickenswillproduceeggseverymorningiffed.Happierchickensmayproducelarger,morevaluableeggs.

AWhite,Brown,orBlue(ifbluehasbeenunlocked)Chickencanbereceivedfromincubatinganeggofeithertype(WhiteorBrown).

TheDinosauractslikeanyothercoopanimal,butitlaysaDinosaurEggevery7daysandmakesnosound.

Barnanimalsmaybecomepregnantatrandomifthepregnancyoptionisenabledontheirstatusmenu.Thisisopenedbyinteractingwiththeanimalafterpettingit.Anicontotherightofthemenucanbetoggledtoallowpregnancyforthatanimal.Ifananimalbecomespregnant,duringthenightamessageboxwillpopupsayingananimalgavebirth.Thegamewillthenprompttheplayertochooseanameforthenewanimal.ForpregnancytohappentheplayerneedstohaveupgradedtoatleastaBigBarnandhaveenoughroomforanotheranimal.

Asheepwillnormallygrowinitscoatevery3rddayifithasbeenfedandhasatleast70happiness.

Iftheplayerhas900ormoreFriendshipwiththesheepandhaspetitatleastonetime,itwillreduceittoeveryotherday.

DuringWinter,pigswillnotproduceTrufflessincetheydon'tleavethebarn.

Forevery16crops(roundeddown),acrowmaytrytoeatacrop.Thisismaxedat4crows.

Eachcrowwillonlyeatonecrop,butmaycontinuetohoparoundandpeckatthegroundafterwards.Thisanimationispurelycosmetic.

Duringthesummer,firefliescanbeseeneverywhereatnight,particularlyinCindersapForest.Theycreateasmallglowoflightaroundthem.

Seagullsappearatthebeach.Theycanbeseenfloatinginthewater,doingnothing,orcleaningthemselveswiththeirbeak.Whenontheground,theymayalsomoveslightlyinthedirectionthey'refacingbyhopping.

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