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|
-module(statistics).
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%% TYPES %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-record
(
statistics,
{
movement_points,
health,
dodges,
parries,
damage_min,
damage_max,
accuracy,
double_hits,
critical_hits
}
).
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%% EXPORTS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%% Accessors
-export
(
[
get_movement_points/1,
get_health/1,
get_dodges/1,
get_parries/1,
get_damage_min/1,
get_damage_max/1,
get_accuracy/1,
get_double_hits/1,
get_critical_hits/1
]
).
-export
(
[
calc_for/2
]
).
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%% LOCAL FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
ceil (F) ->
I = trunc(F),
case (F > I) of
true -> (I + 1);
_ -> I
end.
float_to_int (F) -> trunc(ceil(F)).
min_max (Min, Max, V) -> min(Max, max(Min, V)).
average ([]) -> 0;
average (L) -> lists:sum(L) / length(L).
% V | 010 | 030 | 050 | 070 | 100 |
% F | 004 | 023 | 058 | 104 | 200 |
gentle_squared_growth (V) -> float_to_int(math:pow(V, 1.8) / 20).
% V | 010 | 030 | 050 | 070 | 100 |
% F | 001 | 005 | 018 | 041 | 100 |
sudden_squared_growth (V) -> float_to_int(math:pow(V, 2.5) / 1000).
% V | 010 | 030 | 050 | 070 | 100 |
% F | 002 | 006 | 016 | 049 | 256 |
sudden_exp_growth (V) -> float_to_int(math:pow(4, V / 25)).
% V | 010 | 030 | 050 | 070 | 100 |
% F | 040 | 066 | 079 | 088 | 099 |
% Seems too generous, values for attributes below 50 should dip faster and
% lower.
already_high_slow_growth (V) -> float_to_int(30 * math:log((V + 5)/4)).
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%% EXPORTED FUNCTIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%% Accessors
get_movement_points (Stats) -> Stats#statistics.movement_points.
get_health (Stats) -> Stats#statistics.health.
get_dodges (Stats) -> Stats#statistics.dodges.
get_parries (Stats) -> Stats#statistics.parries.
get_damage_min (Stats) -> Stats#statistics.damage_min.
get_damage_max (Stats) -> Stats#statistics.damage_max.
get_accuracy (Stats) -> Stats#statistics.accuracy.
get_double_hits (Stats) -> Stats#statistics.double_hits.
get_critical_hits (Stats) -> Stats#statistics.critical_hits.
calc_for (Att, _Wp) ->
#statistics
{
movement_points = gentle_squared_growth(attributes:get_speed(Att)),
health = gentle_squared_growth(attributes:get_constitution(Att)),
dodges =
min_max
(
0,
100,
sudden_exp_growth
(
average
(
[
attributes:get_dexterity(Att),
attributes:get_mind(Att),
attributes:get_speed(Att)
]
)
)
),
parries =
min_max
(
0,
75,
sudden_exp_growth
(
average
(
[
attributes:get_dexterity(Att),
attributes:get_speed(Att),
attributes:get_strength(Att)
]
)
)
),
damage_min = 0,
damage_max = 100,
accuracy =
% Hitting should involve this stat (not with this formula though), but
% also the target's dodge stat, with three possible results:
% - Missed
% - Grazed (Halved damage)
% - Hit
% Stat = (target.dodge - char.accuracy)
% Roll = RAND(0, 100)
% if (Roll >= (Stat * 2)): Hit
% else if (Roll >= Stat): Grazed
% else: Missed.
min_max
(
0,
100,
sudden_squared_growth(attributes:get_dexterity(Att))
),
double_hits =
min_max(0, 100, sudden_squared_growth(attributes:get_speed(Att))),
critical_hits =
min_max(0, 100, sudden_squared_growth(attributes:get_intelligence(Att)))
}.
|