Difference between revisions of "Energy"
(Added section about energy restoration) |
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==Exhaustion== | ==Exhaustion== | ||
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<div class="thumbinner" style="float: right; width: 65px; margin-left: 12px; text-align: center; font-size: smaller; padding-top: 6px;"> | <div class="thumbinner" style="float: right; width: 65px; margin-left: 12px; text-align: center; font-size: smaller; padding-top: 6px;"> | ||
[[File:Exhausted.png]]<p>''Exhaustion indicator''</p></div> | [[File:Exhausted.png]]<p>''Exhaustion indicator''</p></div> | ||
The player becomes exhausted upon reaching 0 energy, indicated by an X dialog bubble above the player's head and the notice "You feel sluggish from over-exertion." The player's movement speed is significantly reduced, and [[Tools#Fishing Poles|Fishing Poles]] can no longer be cast. Other energy-consuming tools can be used, but the player's energy level becomes negative. At -15 energy, the player passes out, ending the day. If the player passes out anywhere outside the house, the player will lose 10% of their money, up to {{price|1000}}. | The player becomes exhausted upon reaching 0 energy, indicated by an X dialog bubble above the player's head and the notice "You feel sluggish from over-exertion." The player's movement speed is significantly reduced, and [[Tools#Fishing Poles|Fishing Poles]] can no longer be cast. Other energy-consuming tools can be used, but the player's energy level becomes negative. At -15 energy, the player passes out, ending the day. If the player passes out anywhere outside the house, the player will lose 10% of their money, up to {{price|1000}}. | ||
− | Increasing energy back above zero (''e.g.,'' by eating food) will restore player movement and allow Fishing Poles to be cast again, but the player remains exhausted for the remainder of the day. There is no in-game indicator of this lingering exhaustion, but it results in a 50% reduction in that night's energy restoration. This after-effect can be avoided by curing exhaustion, either by consuming [[Harvey's Clinic|Muscle Remedy]], or (if [[Marriage|married]]) kissing the player's spouse for the first time in the day. | + | Increasing energy back above zero (''e.g.,'' by eating food) will restore player movement and allow Fishing Poles to be cast again, but the player remains exhausted for the remainder of the day. There is no in-game indicator of this lingering exhaustion, but it results in a 50% reduction in that night's energy restoration. This after-effect can be avoided by curing exhaustion, either by consuming [[Harvey's Clinic|Muscle Remedy]], or (if [[Marriage|married]]) kissing the player's spouse for the first time in the day.<ref name="daily_kiss"/> |
A few warning signs exist to notify the player before imminent exhaustion. If energy is less than 20, any energy-consuming activity makes the energy bar shake and emit beads of sweat. When energy first falls below 15, a notice appears stating "You're starting to feel exhausted." These are warnings, not indicators of true exhaustion, and have no effect on player activities or overnight energy restoration. | A few warning signs exist to notify the player before imminent exhaustion. If energy is less than 20, any energy-consuming activity makes the energy bar shake and emit beads of sweat. When energy first falls below 15, a notice appears stating "You're starting to feel exhausted." These are warnings, not indicators of true exhaustion, and have no effect on player activities or overnight energy restoration. | ||
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==References== | ==References== | ||
<references> | <references> | ||
+ | <ref name="daily_kiss">The effects of the first kiss in a day are handled in <samp>NPC::checkAction</samp>, specifically in <samp>if (!this.hasBeenKissedToday.Value)</samp>.</ref> | ||
<ref name="swimming">The effects of the [[Spa]]/swimming are handled in <samp>Farmer::updateCommon</samp>, specifically in <samp>if (this.swimming)</samp>. It Checks whether the player has not moved in 800ms and at least 100ms has passed and increases health and energy by 1.</ref> | <ref name="swimming">The effects of the [[Spa]]/swimming are handled in <samp>Farmer::updateCommon</samp>, specifically in <samp>if (this.swimming)</samp>. It Checks whether the player has not moved in 800ms and at least 100ms has passed and increases health and energy by 1.</ref> | ||
<ref name="multiplayer_bed">The effects of a multiplayer bed are handled in <samp>Farmer::Update</samp>, specifically in <samp>if (this.isInBed && Game1.IsMultiplayer && Game1.shouldTimePass(false))</samp>. It Checks whether at least 500ms has passed and increases health and energy by 1.</ref> | <ref name="multiplayer_bed">The effects of a multiplayer bed are handled in <samp>Farmer::Update</samp>, specifically in <samp>if (this.isInBed && Game1.IsMultiplayer && Game1.shouldTimePass(false))</samp>. It Checks whether at least 500ms has passed and increases health and energy by 1.</ref> |
Revision as of 08:14, 21 February 2022
Getting Started |
The Player |
Options | Controls | Mobile Controls |
Health | Energy | Skills | Day Cycle |
A player requires Energy to use tools or fish, with the exception of scythes and weapons which do not require energy. Currently available energy is indicated on the player's energy bar, which reflects the decreases as a day progresses.
Energy can be replenished up to its maximum by eating positive-energy food. Consuming negative-energy foods such as Sap or Void Mayonnaise reduces energy. To consume food, put it on the hotbar (the top row of inventory) and press action (right-click) with it. A notification in the bottom left of the screen will display energy and health gained by eating food. Typically, more expensive food provides more energy than cheaper food items.
Standing in the Spa also restores energy. In a Multiplayer game, players may slowly restore energy by standing in bed. (If the "Go to bed" dialogue pops up, answer "No", and remain in place.)
Exhaustion
The player becomes exhausted upon reaching 0 energy, indicated by an X dialog bubble above the player's head and the notice "You feel sluggish from over-exertion." The player's movement speed is significantly reduced, and Fishing Poles can no longer be cast. Other energy-consuming tools can be used, but the player's energy level becomes negative. At -15 energy, the player passes out, ending the day. If the player passes out anywhere outside the house, the player will lose 10% of their money, up to 1,000g.
Increasing energy back above zero (e.g., by eating food) will restore player movement and allow Fishing Poles to be cast again, but the player remains exhausted for the remainder of the day. There is no in-game indicator of this lingering exhaustion, but it results in a 50% reduction in that night's energy restoration. This after-effect can be avoided by curing exhaustion, either by consuming Muscle Remedy, or (if married) kissing the player's spouse for the first time in the day.[1]
A few warning signs exist to notify the player before imminent exhaustion. If energy is less than 20, any energy-consuming activity makes the energy bar shake and emit beads of sweat. When energy first falls below 15, a notice appears stating "You're starting to feel exhausted." These are warnings, not indicators of true exhaustion, and have no effect on player activities or overnight energy restoration.
Sleeping
Sleeping restores the player's initial energy level for the next day. Going to bed at or before 12:00AM normally restores energy to its maximum. If the player goes to sleep exhausted (or passes out), sleep removes the exhaustion, but energy restoration is reduced to 50%.
Energy restoration is also reduced if the player goes to bed after 12:00AM. The reduction is 2.5% per 10 minutes up until 01:00AM. After 01:00AM, it is 25% plus another 2.5% per 10 additional minutes. The player passes out at 02:00AM. For example, after retiring at 12:10AM, the player awakens with 97.5% of maximum energy. After retiring exhausted at 1:50AM, the player awakens with 12.5% of maximum energy.
If the new day's calculated initial energy level is lower than the player's actual energy level at the time they went to sleep, the player's energy level is left unchanged and not reduced.
Leveling Up
The morning after a skill is leveled up (or after changing professions with at the Statue Of Uncertainty), the player awakens with 100% of maximum energy, regardless of the sleep or exhaustion calculation.
Restoration
Besides sleeping, certain actions can be taken to restore energy. These include: using the Spa, being in a Bed while playing Multiplayer, and eating certain edible items.
- While relaxing in the spa or swimming, the player's energy and health by 1 every 100ms until at their max, if they have not moved recently.[2]
- While playing multiplayer, being in a bed will increase the player's energy and health by 1 every 500ms until at their max.[3]
Maximum Energy
The player starts the game with 270 maximum energy. Eating a Stardrop permanently increases maximum energy by 34 points. Eating every Stardrop available in the game permanently increases maximum energy to 508.
Temporary increases in maximum energy are also possible. Up to two Max Energy buffs can be simultaneously active: one from a drink (namely, Green Tea) and one from a food. The largest possible temporary value of maximum energy is therefore 588.
Image | Name | Description | Ingredients | Energy / Health | Buff(s) | Buff Duration | Recipe Source(s) | Sell Price | |||
---|---|---|---|---|---|---|---|---|---|---|---|
Bean Hotpot | It sure is healthy. | Green Bean (2) | 125 56 |
Max Energy (+30) Magnetism (+32) | 7m | Clint (Mail - 7+ ) |
100g | ||||
Complete Breakfast | You'll feel ready to take on the world! | Fried Egg (1) Milk (1) Hashbrowns (1) Pancakes (1) | 200 90 |
Farming (+2) Max Energy (+50) | 7m |
|
350g | ||||
Green Tea | A pleasant, energizing beverage made from lightly processed tea leaves. | Tea Leaves (1) | 135 | Max Energy (+30) | 4m 12s | Produced in a Keg | 100g | ||||
Lobster Bisque | This delicate soup is a secret family recipe of Willy's. | Lobster (1) Milk (1) | 225 101 |
Fishing (+3) Max Energy (+50) | 16m 47s |
Willy (Mail - 9+ ) |
205g | ||||
Red Plate | Full of antioxidants. | Red Cabbage (1) Radish (1) | 240 108 |
Max Energy (+50) | 3m 30s | Emily (Mail - 7+ ) |
400g | ||||
Super Meal | It's a really energizing meal. | Bok Choy (1) Cranberries (1) Artichoke (1) | 160 72 |
Max Energy (+40) Speed (+1) | 3m 30s | Kent (Mail - 7+ ) |
220g | ||||
Tom Kha Soup | These flavors are incredible! | Coconut (1) Shrimp (1) Common Mushroom (1) | 175 78 |
Farming (+2) Max Energy (+30) | 7m | Sandy (Mail - 7+ ) |
250g |
References
- ↑ The effects of the first kiss in a day are handled in NPC::checkAction, specifically in if (!this.hasBeenKissedToday.Value).
- ↑ The effects of the Spa/swimming are handled in Farmer::updateCommon, specifically in if (this.swimming). It Checks whether the player has not moved in 800ms and at least 100ms has passed and increases health and energy by 1.
- ↑ The effects of a multiplayer bed are handled in Farmer::Update, specifically in if (this.isInBed && Game1.IsMultiplayer && Game1.shouldTimePass(false)). It Checks whether at least 500ms has passed and increases health and energy by 1.