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34 byte aggiunti ,  22:00, 20 mar 2020
→‎Animal Care: traduzione del nome della sezione e dei nomi delle sottosezioni
Riga 49: Riga 49:  
'''Trivia:''' A bug exists where if the player digs up one of the [[Lost Books]] with their horse around, with proper timing the lost book dialogue can be skipped by jumping onto the horse
 
'''Trivia:''' A bug exists where if the player digs up one of the [[Lost Books]] with their horse around, with proper timing the lost book dialogue can be skipped by jumping onto the horse
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==Animal Care==
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==Cura degli animali==
 
===Amicizia===
 
===Amicizia===
 
<div id="infoboxborder" style="min-width:48px"><span style="image-rendering:pixelated;image-rendering:optimizespeed;">[[File:DialogueBubbleLove.png|100px|center]]</span></div>
 
<div id="infoboxborder" style="min-width:48px"><span style="image-rendering:pixelated;image-rendering:optimizespeed;">[[File:DialogueBubbleLove.png|100px|center]]</span></div>
Riga 66: Riga 66:  
* Not Petted/Talked to (-5 to -10, ''Calculated day-end by the formula:'' (10 - (CurrentFriendship / 200))) This means they will lose less friendship, if they are already high friendship.
 
* Not Petted/Talked to (-5 to -10, ''Calculated day-end by the formula:'' (10 - (CurrentFriendship / 200))) This means they will lose less friendship, if they are already high friendship.
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===Mood===
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===Umore===
 
Like friendship, an animal's current mood can be checked by right-clicking after petting the animal.
 
Like friendship, an animal's current mood can be checked by right-clicking after petting the animal.
   Riga 117: Riga 117:  
''Try to stay above 200 Mood for a large bonus''  
 
''Try to stay above 200 Mood for a large bonus''  
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=====Duck Feathers and Rabbit Feet=====
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=====Penna d'anatra e Zampa di coniglio=====
    
Ducks and rabbits will take into account the Daily [[Luck]] to determine if they will create their Deluxe produce.
 
Ducks and rabbits will take into account the Daily [[Luck]] to determine if they will create their Deluxe produce.
Riga 212: Riga 212:  
Animals that do go outside normally return to their buildings by 6pm, to sleep. Closing the gates again in the evening prevents them from leaving immediately in the morning to eat grass, before you have time to pet and tend them the next day. If you close the gate before all the animals have returned, the ones left out over night are vulnerable to wild animal attacks. If they are not eaten, they become unhappy from being exposed to danger.
 
Animals that do go outside normally return to their buildings by 6pm, to sleep. Closing the gates again in the evening prevents them from leaving immediately in the morning to eat grass, before you have time to pet and tend them the next day. If you close the gate before all the animals have returned, the ones left out over night are vulnerable to wild animal attacks. If they are not eaten, they become unhappy from being exposed to danger.
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===Animals Trapped Outside===
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===Animali intrappolati fuori===
 
An animal may be trapped outside a barn or coop if the doors are closed at night.  The conditions that cause an animal to be trapped outside are not clear.  It may be more likely for an animal to be trapped outside if the player does not leave the farm after 5pm (when animals begin to return to the barn/coop) and does not enter the barn/coop after 5pm.  (Leaving the farm and entering the barn/coop after 5pm both seem to cause animals to transport or spawn to the inside of the barn/coop automatically).  It may also be more likely to happen if the player goes to bed before 5pm.   
 
An animal may be trapped outside a barn or coop if the doors are closed at night.  The conditions that cause an animal to be trapped outside are not clear.  It may be more likely for an animal to be trapped outside if the player does not leave the farm after 5pm (when animals begin to return to the barn/coop) and does not enter the barn/coop after 5pm.  (Leaving the farm and entering the barn/coop after 5pm both seem to cause animals to transport or spawn to the inside of the barn/coop automatically).  It may also be more likely to happen if the player goes to bed before 5pm.   
   Riga 225: Riga 225:  
</gallery>
 
</gallery>
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===Wild Animal Attacks===
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===Attacchi di animali selvatici===
 
[[File:AnimalAttackDialogue.png|thumb|right|120px|Animal after attack]]
 
[[File:AnimalAttackDialogue.png|thumb|right|120px|Animal after attack]]
 
If an animal has been trapped outside (see previous section) with the barn or coop doors closed, there is a chance they will be attacked by a wild animal during the night.
 
If an animal has been trapped outside (see previous section) with the barn or coop doors closed, there is a chance they will be attacked by a wild animal during the night.
Riga 235: Riga 235:  
Once a building has been chosen, the event takes the first animal stuck outside from that building to be the target of the attack. The animal will be removed from the game and in the morning, all other animals will have a mood message saying "''&lt;animal name&gt;'' looks stressed and paranoid today. It seems like something bad happened last night."
 
Once a building has been chosen, the event takes the first animal stuck outside from that building to be the target of the attack. The animal will be removed from the game and in the morning, all other animals will have a mood message saying "''&lt;animal name&gt;'' looks stressed and paranoid today. It seems like something bad happened last night."
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===Animal Births===
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===Nascite degli animali===
 
Similar to animal attacks, if there are no other events occurring in the night, there will be a 50% chance that the game will attempt an animal birth event. The game searches through all buildings for an upgraded Barn that isn't full. The game then makes another check where there is a 0.55% * (the number of animals inside) chance of proceeding with the event. For example, an upgraded barn with three animals inside would have a 1.65% chance of passing this check. If the building fails this check, the game will continue going through all buildings until none are left.
 
Similar to animal attacks, if there are no other events occurring in the night, there will be a 50% chance that the game will attempt an animal birth event. The game searches through all buildings for an upgraded Barn that isn't full. The game then makes another check where there is a 0.55% * (the number of animals inside) chance of proceeding with the event. For example, an upgraded barn with three animals inside would have a 1.65% chance of passing this check. If the building fails this check, the game will continue going through all buildings until none are left.
  
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