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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 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 <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 as: |
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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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| =0.266~ </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 this 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 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. | + | 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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− | 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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− | 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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| If the item is not Silver quality, it will be Normal quality. | | If the item is not Silver quality, it will be Normal quality. |