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formulas.lua
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formulas.lua
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local Formulas = {
MORTAR = 0,
ALEMBIC = 1,
CALCINATOR = 2,
RETORT = 3,
fPotionStrengthMult = 0.5,
fPotionT1DurMult = 0.5,
fPotionT1MagMult = 1.5,
iAlchemyMod = 2,
}
function Formulas.getRandom()
return math.random()
end
function Formulas.getAlchemy(pid)
return Players[pid].data.skills.Alchemy.base + Players[pid].data.skills.Alchemy.damage
end
function Formulas.getIntelligence(pid)
return Players[pid].data.attributes.Intelligence.base + Players[pid].data.attributes.Intelligence.damage
end
function Formulas.getLuck(pid)
return Players[pid].data.attributes.Luck.base + Players[pid].data.attributes.Luck.damage
end
function Formulas.makeAlchemyStatus(pid, apparatuses, ingredients)
local status = {
pid = pid,
ingredients = ingredients
}
status.mortar = apparatuses[Formulas.MORTAR]
status.alembic = apparatuses[Formulas.ALEMBIC]
status.calcinator = apparatuses[Formulas.CALCINATOR]
status.retort = apparatuses[Formulas.RETORT]
status.alchemy = Formulas.getAlchemy(pid)
status.intelligence = Formulas.getIntelligence(pid)
status.luck = Formulas.getLuck(pid)
status.potency = Formulas.getPotionPotency(status)
status.weight = Formulas.getPotionWeight(status)
status.icon = Formulas.getPotionIcon(status)
status.model = Formulas.getPotionModel(status)
status.value = Formulas.getPotionValue(status)
return status
end
function Formulas.getPotionChance(status)
return math.min(
( status.alchemy + 0.1 * (status.intelligence + status.luck) ) * 0.01,
1
)
end
function Formulas.getPotionPotency(status)
local potency = status.alchemy + 0.1 * ( status.intelligence + status.luck )
potency = potency * status.mortar * Formulas.fPotionStrengthMult
return potency
end
function Formulas.getPotionValue(status)
return Formulas.iAlchemyMod * status.potency
end
function Formulas.getPotionWeight(status)
local total_weight = 0
for _,ingredient in pairs(status.ingredients) do
total_weight = total_weight + ingredient.weight
end
return (0.75 * total_weight + 0.35) / (0.5 + status.alembic)
end
function Formulas.getPotionIcon(status)
local tier = math.floor(status.potency/18)
if tier >= 4 then
return "m\\tx_potion_exclusive_01.tga"
elseif tier == 3 then
return "m\\tx_potion_quality_01.tga"
elseif tier == 2 then
return "m\\tx_potion_standard_01.tga"
elseif tier == 1 then
return "m\\tx_potion_cheap_01.tga"
end
return "m\\tx_potion_bargain_01.tga"
end
function Formulas.getPotionModel(status)
local tier = math.floor(status.potency / 18)
if tier >= 4 then
return "m\\misc_potion_exclusive_01.nif"
elseif tier == 3 then
return "m\\misc_potion_quality_01.nif"
elseif tier == 2 then
return "m\\misc_potion_standard_01.nif"
elseif tier == 1 then
return "m\\misc_potion_cheap_01.nif"
end
return "m\\misc_potion_bargain_01.nif"
end
local numericsLimit = 100
function Formulas.getPotionCount(status, ingredientCount)
local n = ingredientCount
if n > numericsLimit then
local sum = 0
local count = math.ceil(n / numericsLimit)
while n > 0 do
sum = sum + Formulas.getPotionCount(status, math.min(n, numericsLimit))
n = n - numericsLimit
end
return sum
end
local roll = Formulas.getRandom()
local p = Formulas.getPotionChance(status)
if p == 0 then
return 0
end
if p == 1 then
return n
end
local total_probability = 0
local probability = (1-p)^n
local dp = 1
for k = 0, n do
total_probability = total_probability + probability
if total_probability >= roll then
return k
end
dp = ( (n - k) / (k + 1) ) * ( p / (1 - p) )
probability = probability * dp
end
return n
end
function Formulas.getEffectMagnitude(status, effect)
if not effect.hasMagnitude then
return 0
end
local magnitude = status.potency / Formulas.fPotionT1MagMult / effect.cost
if effect.negative then
if status.alembic ~= 0 then
if status.calcinator ~= 0 then
magnitude = magnitude / ( status.alembic * 2 + status.calcinator * 3 )
else
magnitude = magnitude / ( status.alembic + 1 )
end
else
magnitude = magnitude + status.calcinator
if not effect.hasDuration then
magnitude = magnitude*( status.calcinator + 0.5 ) - status.calcinator
end
end
else
local mod = status.calcinator + status.retort
if status.calcinator ~= 0 and status.retort ~= 0 then
magnitude = magnitude + mod + status.retort
if not effect.hasDuration then
magnitude = magnitude - ( mod / 3 ) - status.retort + 0.5
end
else
magnitude = magnitude + mod
if not effect.hasDuration then
magnitude = magnitude * ( mod + 0.5 ) - mod
end
end
end
return magnitude
end
function Formulas.getEffectDuration(status, effect)
if not effect.hasDuration then
return 0
end
local duration = status.potency / Formulas.fPotionT1DurMult / effect.cost
if effect.negative then
if status.alembic ~= 0 then
if status.calcinator ~= 0 then
duration = duration / ( status.alembic * 2 + status.calcinator * 3 )
else
duration = duration / ( status.alembic + 1 )
end
else
duration = duration + status.calcinator
if not effect.hasMagnitude then
duration = duration*(status.calcinator + 0.5) - status.calcinator
end
end
else
local mod = status.calcinator + status.retort
if status.calcinator ~= 0 and status.retort ~= 0 then
duration = duration + mod + status.retort
if not effect.hasMagnitude then
duration = duration - ( mod / 3 ) - status.retort + 0.5
end
else
duration = duration + mod
if not effect.hasMagnitude then
duration = duration * ( mod + 0.5 ) - mod
end
end
end
return duration
end
return Formulas