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===Item generation=== {{Needs work| * [https://discord.com/channels/461575285364752384/1010033809250603068/1051547068784717984] - “how the item category gets picked when your luck is increased :Troll: / x% chance to remove guarantee items entirely / since they're all quality 1 / alternatively i can just add a super rare item to that category” * [https://discord.com/channels/461575285364752384/1010033674424684625/1176940368676265985] - “i simulated 1,000,000 item rolls to prove my point”}} {| class="wikitable sortable" style="float:inline-end;" !Group !Items !Base chance |- |Cooldown |{{Sprite|Cookie}}{{Sprite|Pizza}}{{Sprite|Coffee}}{{Sprite|Cake}} |20% |- |Notification |{{Sprite|Alarm Clock}}{{Sprite|Stopwatch}}{{Sprite|Calendar}}{{Sprite|Lure}} |20% |- |Type guarantee |{{Sprite|Ball}}{{Sprite|Bamboo}}{{Sprite|Corn}}{{Sprite|Scarf}}{{Sprite|Spider Web}}{{Sprite|Sushi}} |20% |- |Other |All other regular items |40% |} Each regular item is assigned to a “group” (unofficially known as a “type”), which are weighted differently (see the table on the right).<ref>{{cite Discord|name=Colon|username=colon|channel=zoo-dev-discussion|date=2022-12-11|url=//discord.com/channels/461575285364752384/1010033809250603068/1051374082781876234}}<blockquote>i really wanna redo how items are weighted tbh<br> hmmm<br> maybe i will just keep the current [RoboTop] system<br> works as follows:<br> randomly pick from: [cooldown items, notification items, type guarantee items, everything else, everything else (again so it's 2x as likely)]<br> previously there was also a 'sacrifice items' category (items that involve removing animals) but i think its too small<br> so this means:<br> 1/5 chance - cooldown items (🍪 🍕 ☕ 🎂)<br> 1/5 chance - notification items (⏰ ⏱️ 📆 🪝)<br> 1/5 chance - type items (🍣 🎍 🌽 🧣)<br> 2/5 chance - anything else (🦴 🪄 🔮 🪙)<br> from there, some items have further weighting (calendar/cake/contract/etc have a lower chance to be pulled)</blockquote></ref><ref>{{cite Discord|name=Colon|username=colon|channel=zoo-talk|date=2024-05-21|url=//discord.com/channels/461575285364752384/1010033674424684625/1242253844478558309}}<blockquote>What's with the obsession over item types<br> That's a super outdated thing from like, RobTop<br> Types still exist for organization purposes (mainly how items are sorted) and serve as some very basic groups for item rolling <br> 1/5 for a cooldown item (cookie -> cake, each of the four have their own weights)<br> 1/5 for a notification item (main 3 + lure)<br> 1/5 for a type item<br> 2/5 for anything else<br> that is as far as types go<br> and they're called groups not types</blockquote></ref> Some individual items are weighted further; for example, if the notification group was chosen, Calendar has a lower chance to appear than other notification items.<ref group="note">In particular, Calendar has a weight of 1, Alarm Clock's has a weight of 2, and Stopwatch and Lure both have a weight of 2.</ref><ref>{{cite Discord|name=Colon|username=colon|channel=zoo-dev-discussion|date=2024-06-03|url=//discord.com/channels/461575285364752384/1010033809250603068/1247241981198077965}}<blockquote>'''@firefly256:''' […] what's the chance of getting Stopwatch and the chance of getting Lure?<br>'''@colon:''' alarm weight is 3, stopwatch is 2, calendar is 1, lure is 2<br>'''@viviampersand:''' shouldn't the chances be 3/8 2/8 1/8 2/8 then<br>or am i misunderstanding how weight is used when rolling items<br>'''@colon: '''Should be</blockquote></ref> Regular items also have a quality between 1 and 4{{citation needed}} assigned to them. “Good [[luck]]” increases the weight of quality 3 and 4 items; “bad luck” increases the weight of quality 1 and 2 items.<ref>{{cite Discord|name=Colon|username=colon|channel=zoo-dev-discussion|date=2022-12-11|url=//discord.com/channels/461575285364752384/1010033809250603068/1051548481774424084|text=good luck = increase weight of quality 3 and 4 items<br>bad luck = increase weight of quality 1 and 2 items}}</ref> Without any luck, all items have the same chance of being obtained, no matter the quality of the item.<ref>{{cite Discord|name=Colon|username=colon|channel=zoo-dev-discussion|date=2023-06-28|url=//discord.com/channels/461575285364752384/1010033809250603068/1123590858009219093|type=reply to @firefly256}}<blockquote></blockquote>'''@firefly256:''' So what’s the [item] quality related to?<br>'''@colon:''' Luck and shop price<br>Chance to get good items goes up with luck but at 0 luck there's no change</ref> Items with a quality of 3 or 4 appear with blue text in [[The Zoo Shop]].<ref>{{cite Discord|name=Colon|username=colon|channel=zoo-bugs|date=2023-02-19|url=//discord.com/channels/461575285364752384/1075502116635951275/1076818618651779203}}<blockquote>'''@emjaycrowe:''' So is blue [in the shop] just quality 4<br>or is it also 3<br>'''@colon:''' 3 or 4</blockquote></ref>
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