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| If the animal has the ability to produce a Quality item, it will roll for quality from normal to iridium. | | If the animal has the ability to produce a Quality item, it 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 | + | Each animal will have an overall '''score''' created with the following formula: <code>((<font color="Red">Friendship</font>/1000) - (1 - (<font color="blue">Mood</font>/225))</code> |
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− | For example, an animal with <font color="Red">600 Friendship</font> (3 Hearts) and <font color="Blue">150 Mood</font> would be calculated as: | + | For example, an animal with <font color="Red">600 Friendship</font> (3 Hearts) and <font color="Blue">150 Mood</font> would be calculated thus: |
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| <code>=((<font color="Red">600</font>/1000) - (1 - (<font color="Blue">150</font>/225)) | | <code>=((<font color="Red">600</font>/1000) - (1 - (<font color="Blue">150</font>/225)) |
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− | =0.6 - (1 - 0.666~) | + | =0.6 - (1 - 0.666...) |
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− | =0.6 - 0.333~ | + | =0.6 - 0.333... |
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− | =0.266~ </code> | + | ='''0.266...''' </code> |
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| If the player has [[Shepherd]] or [[Coopmaster]], and the animal is a relevant type, 0.33 will be added to the '''score'''. | | If the player has [[Shepherd]] or [[Coopmaster]], and the animal is a relevant type, 0.33 will be added to the '''score'''. |
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− | The game will begin checking what quality to create by first seeing if the '''score''' value 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. | + | The game will begin checking what quality to create by first seeing if the '''score''' value 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. |
− | :''In our given example, the item would not be able to become Iridium.'' | + | :''In our given example, a score of '''0.266...''' is not above 0.95; the item would not be able to become Iridium.'' |
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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. | | 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. |
− | :''In our given example, the item would have a 13% chance to become Gold quality.'' | + | :''In our given example, a score of '''0.266...''' would be divided by 2 to become '''0.133...'''; the item would have a 13% chance to become 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. | | 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. |
− | :''In our given example, if the item was not Gold, it would have a 33% chance to be Silver quality. | + | :''In our given example, if the item was not Gold, it would have a 26.6% chance to be Silver quality. |
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| If the item is not Silver quality, it will be Normal quality. | | If the item is not Silver quality, it will be Normal quality. |