Changes

3,124 bytes added ,  20:01, 28 October 2016
→‎Animal Care: Added Produce Quality and Type section to explain how they are rolled
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*Animal outside in the rain or Winter ('''-''')
 
*Animal outside in the rain or Winter ('''-''')
 
*Animal outside past 7PM ('''-''')
 
*Animal outside past 7PM ('''-''')
*Player staying awake past 6PM ('''-''' loses points every 10 minutes the Player stays awake, until a minimum of 150 is reached. Winter Heater bonus overrides this.)
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*Player staying awake past 6PM ('''-''' loses points every 10 minutes the Player stays awake''', until a minimum of 150 is reached. Winter Heater bonus overrides this.)
 
*Animal slept outside (('''-''')  Calculated when the Player sleeps, cuts mood in half)
 
*Animal slept outside (('''-''')  Calculated when the Player sleeps, cuts mood in half)
 
*Animal was not pet (('''-''') Calculated when the Player sleeps)
 
*Animal was not pet (('''-''') Calculated when the Player sleeps)
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To maximize Mood, the player must pet their animals before they eat grass outside, and end their day as soon as possible after 6PM when all the animals are inside. Closing the door behind them will prevent them from eating grass outside before you can pet them.
 
To maximize Mood, the player must pet their animals before they eat grass outside, and end their day as soon as possible after 6PM when all the animals are inside. Closing the door behind them will prevent them from eating grass outside before you can pet them.
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===Produce Quality and Type===
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Whether an animal produces a Large or special products, and the quality of the products, is determined by some randomness as well as a combination of Mood and Friendship.
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A "Mood Modifier" is calculated when rolling for whether Deluxe produce (Large products, Duck Feathers, and Rabbit feet) will be created in the following ways:
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*If Mood is above 200, it will be multiplied by 2
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*If Mood is below 200, it will be multiplied by '''Negative 2'''
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This "Mood Modifier" will be used in different ways depending on the animal.
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''Try to avoid medium amounts of Mood to prevent high penalties.''
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====Duck Feathers & Rabbit Feet====
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Ducks and Rabbits will take into account the [[Daily Luck]] to determine if they will create their Deluxe produce.
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For each Duck or Rabbit, an overall score is created which is equal to the animals Friendship added to the "Mood Modifier" all divided by 5,000, then added to the player's Daily Luck.
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For example, an animal with 600 Friendship (3 Hearts), 150 Mood, and 0.10 Daily Luck, would be calculated as:
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<code> =(600 + (150*(-2)))/5000 +0.1
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=(600-300)/5000 +0.1
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=0.16</code>
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Each time a product is rolled, a number between 0-1 is chosen randomly. If the overall score is higher than the random number, a Deluxe product will be created.
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====Large Eggs & Large Milk====
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For animals that have a chance to produce a Large product, the game will take Mood and Friendship into account.
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Each animal will have an overall score created equal to the animals Friendship added to the "Mood Modifier" all divided by 1,200.
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For example, an animal with 600 Friendship (3 Hearts) and 150 Mood would be calculated as:
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<code> =(600 + (150*(-2)))/1200
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=(600-300)/1200
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=0.25</code>
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Each time a product is rolled, a number between 0-1 is chosen randomly. If the overall score is higher than the random number, a Large product will be created.
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====Quality====
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Every animal product created will roll for quality from normal to iridium.
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Each animal will have an overall score created equal to One minus mood divided by 225, all subtracted from Friendship divided by 1,000
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For example, an animal with 600 Friendship (3 Hearts) and 150 Mood would be calculated as:
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<code>=(600/1000)-(1 - (150/225))
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=0.6 - (1 - 0.666~)
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=0.6 - 0.333~
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=0.266~ </code>
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If the player has [[Shepherd]] or [[Coopmaster]], 0.33 will be added to this score.
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The game will begin checking what quality to create by checking if the score is above 0.95, if it is the score divided by 2 will be compared against a random number between 0-1. If the score divided by 2 is greater than the random number, the item will be Iridium quality.
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If an Iridium quality item is not produced, the score divided by 2 will be compared against a random number between 0-1. If the score divided by 2 is greater than the random number, the item will be Gold quality.
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If a Gold quality item is not produced, the score will be compared against a random number between 0-1. If it is greater than the random number, the item will be Silver quality.
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If the item is not Silver quality, it will be Normal quality.
    
===Housing===
 
===Housing===
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