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316 bytes added ,  15:59, 30 October 2016
m
→‎Quality: Sentence structure, and general readability. Expanded example to chance for quality.
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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.
   −
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
    
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))
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<code>=((<font color="Red">600</font>/1000) - (1 - (<font color="Blue">150</font>/225))
    
=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'''.
   −
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.
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:''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.
    
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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