Changes

178 bytes added ,  16:31, 11 November 2016
→‎Quality: Edited for clarification.
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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
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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:
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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 thus:
    
<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~)
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=0.6 - (1 - 0.666...)
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=0.6 - 0.333~
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=0.6 - 0.333...
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=0.266~ </code>
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='''0.266...''' </code>
    
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.
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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.
:''In our given example, the item would not be able to become Iridium.''
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:''In our given example, a score of '''0.266...''' is not above 0.95; the item would not be able to become Iridium.''
    
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.''
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:''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.''
    
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.
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:''In our given example, if the item was not Gold, it would have a 26.6% chance to be Silver quality.
    
If the item is not Silver quality, it will be Normal quality.
 
If the item is not Silver quality, it will be Normal quality.
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