随机事件Random Events)在整个游戏中会出现好几种。这里是一份很不详尽的清单:

农场事件

农场事件是夜晚随机发生的。一些事情应当发生,但却遇到了其他事件而未发生,或是阻碍触发了其他事件。事件的重要程度如下所示:

无事发生

婚礼的前一晚无事发生,如果玩家已经触发下列事情,遇到婚礼前夜则也不会发生。

地震

夏季第三天,会有一场地震解锁铁路地区。

完成收集包

完成社区中心Joja的收集包后会有一个特殊事件。

农作物仙子

一个农作物仙子在夜晚光临。

农作物仙子会以1%的几率随机出现在生长季节(春季、夏季或秋季)的晚上。如果没有下雨,仙子会选择一片区域,其中至少有一个作物不是野生种子,或没有完全长大。如果下雨或上述作物存在,那么这个事件对玩家没有影响。

她选择好作物后,以其为中心周围5x5地格的作物都会成熟。

The crop fairy visiting at night.

女巫

玩家有1%的概率遇到女巫事件。事件的发生地有可能是鸡舍(升级至少1级后选到鸡舍的概率为80%,同时屋内物品少于50个),或者史莱姆小屋(至少有1个史莱姆泥后选择史莱姆小屋的几率是50%,并且玩家没有邪恶雕塑。)如果没有选择建筑,那么则无事发生。

一个女巫会在你睡下后飞过农场建筑,如果选的是鸡舍,她会留下一枚虚空鸡蛋,玩家将其放入孵化器可以获得虚空鸡;如果选的是史莱姆小屋,她会将任意史莱姆变为黑色史莱姆。

在游戏后期,完成哥布林的任务后玩家可以进入女巫的小屋,但女巫不会在屋里出现并且与玩家互动。

RandomEventsTheWitchCoop.gif

女巫飞过鸡舍

RandomEventsTheWitchSlimeHutch.gif

女巫飞过史莱姆小屋

陨石

陨石事件会以1%的几率出现,砸落到农场后占据了3x3的地格。如果农场内任意2x2的区域里没有水域、没有物品、建筑、木头野草或动物挡住移动的能力,那么该事件便有可能发生,反之该事件不会发生。

夜晚睡觉时玩家会听到一个特别的声响,次日便会收到一个消息:“夜晚听到一声巨响……”。之后玩家便可以在农场里看到这个陨石,陨石会毁掉所在地格的所有作物和物品。

农场里的陨石
次日收到的消息

用地等级的十字镐试图撬开陨石时的提示

Strange Capsule

After year one, there's a 1% chance of the strange capsule event being chosen. The event only does something if 50 random tiles on your farm are clear and allow item placement. The random tiles may include invalid positions (like the house or ponds), and the event won't run if even one of those tiles can't hold the item, so it's extraordinarily rare for the item to appear.

A unique UFO sound effect plays, and a Strange Capsule appears on a random tile of the farm.[1] It turns into a broken Empty Capsule after about three days.

The Strange Capsule item when picked up.
The Empty Capsule item after about three days.

Stone Owl

There's a 1% chance of the stone owl event being chosen. The event checks the same conditions as the strange capsule event, so it's extraordinarily rare for the item to appear.

An owl sound effect plays, and a unique Stone Owl appears on a random tile of the farm. This owl is unrelated to the Stone Owl sold at the Night Market.

The Stone Owl

Personal events

If no farm event was selected from the above list (regardless of whether the event did something), the game chooses from one of these events instead.

Child is born or delivered

See also: Children

This event is chosen if you agreed to have a child 14 days ago in the spouse asks for a child event. The child appears in the farmhouse crib the next day.

Bug: if another event is selected above, the child is never born or delivered.

Spouse asks for a child

If married to an NPC:

This event has a 5% chance of being chosen if you've been married for at least 7 days, sleeping at home, have at least 10 hearts with your spouse, have the nursery upgrade, have been married for at least 7 days, aren't already having a child, and have no children or one child at the toddler age.
Your spouse asks if you want to have a child. If you agree, the child is born or delivered after 14 days.

If married to another player:

This event has a 5% chance of being chosen if you're sleeping at an eligible home and aren't already having a child. A home is eligible for children if it's owned by one of the married players, has the nursery upgrade upgrade, and doesn't already have two children.
One player is randomly chosen to propose having children; if both players accept, the child is born or delivered after 14 days.

In either case, you can safely decline without repercussions; the event will be rechecked on later nights with the same conditions. See Marriage, Children, and Multiplayer#Marriage for more info.

Farm animal birth

See also: Animals

There's a 50% chance the farm animal birth is selected. The event randomly chooses one upgraded Barn that isn't full (each with a chance equal to 0.55% * number of animals inside, e.g. 1.65% for three animals), then one random animal in that building. If no building is selected or the animal can't give birth (e.g. it's a baby or you disabled pregnancy for that animal), the event does nothing.

The selected farm animal in the barn gives birth. A message is shown asking you to name them.

Wild animal attack

See also: Animals

This event is guaranteed to be chosen if no other event was, but has a 50% chance of doing nothing. The event randomly chooses one barn or coop whose door is open with some animals outdoors (each with a chance equal to 1 / number of buildings, e.g. 100% if you have one building and 50% for two).

A unique dogs sound plays, and one of the selected building's animals left outside disappears permanently. All other animals show a message indicating "something bad happened last night", but are otherwise unaffected.

Animal info shown after an attack.

References

  1. See SoundInTheNightEvent::SetUp in the game code.
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