item.resetGoodAffix();
item.setGoodAffix(Item_Sword.DAMAGE);
item.setGoodAffix(Item_Sword.DAMAGE_PCNT);
item.setGoodAffix(Item_Sword.CD_PCNT);
item.setGoodAffix(Item_Sword.SOCKET);
item.setGoodAffix(Item_Sword.LIFE_ON_HIT);
count = 0;
for (int i=0; i
if (item.generateItem())
count++;
System.out.println(probability_multiplier*100*count/N);
// 4 property
System.out.print("4 property item, 4 required properties (%): ");
probability_multiplier = 0.33333*0.57143*0.66667;
item.setTotalProperty(4);
item.resetGoodAffix();
item.setGoodAffix(Item_Sword.DAMAGE);
item.setGoodAffix(Item_Sword.DAMAGE_PCNT);
item.setGoodAffix(Item_Sword.CD_PCNT);
item.setGoodAffix(Item_Sword.SOCKET);
count = 0;
for (int i=0; i
if (item.generateItem())
count++;
System.out.println(probability_multiplier*100*count/N);
System.out.print("4 property item, 5 required properties (%): ");// this should always be 0
probability_multiplier = 0.33333*0.57143*0.66667*0.4;
item.setTotalProperty(4);
item.resetGoodAffix();
item.setGoodAffix(Item_Sword.DAMAGE);
item.setGoodAffix(Item_Sword.DAMAGE_PCNT);
item.setGoodAffix(Item_Sword.CD_PCNT);
item.setGoodAffix(Item_Sword.SOCKET);
item.setGoodAffix(Item_Sword.LIFE_ON_HIT);
count = 0;
for (int i=0; i
if (item.generateItem())
count++;