Generate appropriate values for EGS

merge/2021-11-19
kaetemi 3 years ago
parent 144ebe7f72
commit 34e079c020
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GPG Key ID: 9873C4D40BB479BC

@ -5,6 +5,11 @@ meleeSpec = [ "slashing", "piercing", "blunt" ]
curseSpec = [ "blind", "fear", "madness", "root", "sleep", "slow", "snare", "stun" ]
magicSpec = [ "acid", "cold", "rot", "fire", "poison", "electricity", "shockwave" ]
#specialSpec = [ "_weak", "", "_strong" ]
# Cannon fodder invasion kitins and newbie creatures use the "a" variant
# Most creatures use "b" and "c". The "d", "e", and "f" variants are for bosses
# Goo infected creatures should use "c" and "d"
variantSpec = [ "a", "b", "c", "d", "e", "f" ] # Newbie, Basic, Fine, Choice, Excellent, Supreme
aiActionFolder = "R:\\leveldesign\\game_elem\\creature\\npc\\bestiary\\aiaction\\generic"
@ -17,7 +22,7 @@ base = {
"melee": meleeSpec,
"range": meleeSpec,
},
# "hybrid": {
# "enchanted": { # These 1.5x the damage (regular melee plus 0.5x magic damage)
# "melee": meleeSpec * magicSpec,
# "range": meleeSpec * magicSpec,
# },
@ -40,27 +45,38 @@ base = {
# Let's say 10k average total HP for homins and creatures at lvl 250
# Linear increase of 40 HP per level, so 400 HP per 10 levels, or 200 HP every 5 levels
maxLevel = 250
averageMaxHP = 10000
averageMaxHP = 10000.0
# Settle a fight in 10 seconds, that's an attack of 1000 at lvl 250 for a 1 second attack
# Add a base boost of 10 levels, that's 40 base attack
combatTime = 10
combatTime = 8.0 # 10
# Magic may do double the damage of melee
magicDamageBoost = 2
# Range is most powerful but requires ammo of course.
# Perhaps allow range without ammo at melee damage levels. Or hybrid range and magic for ammo-less range
# For NPCs, range should have melee-like damage
meleeDamageBoost = 1.0
magicDamageBoost = 2.0
rangeDamageBoost = 1.0 # 4
# Boosts for special attack variants
#meleeSpecialBoost = [ 0.5, 1.0, 1.5 ]
#rangeSpecialBoost = [ 0.5, 0.25, 1.0 ]
# Different boosts for each variant
variantBoost = { "a": 0.1, "b": 1.0, "c": 1.25, "d": 1.75, "e": 2.5, "f": 4.0 }
variantBaseLevel = { "a": 5, "b": 5, "c": 10, "d": 15, "e": 20, "f": 25 }
# variantBaseLevel = { "a": 25, "b": 25, "c": 30, "d": 35, "e": 40, "f": 45 }
randomVariance = 0.1 # Random variance on the generated sheets
# Spell time
spellBaseTime = 1
spellRandomBaseTime = 2
spellBaseTime = 1.0
spellRandomBaseTime = 2.0
spellPostTime = 0.5
spellRandomPostTime = 1
spellRandomPostTime = 1.0
# magic_damage
# egs_static_ai_action.cpp
for spec in magicSpec:
for variant in variantSpec:
name = "magic_damage_" + spec + "_" + variant
@ -72,8 +88,8 @@ for spec in magicSpec:
randBaseTime = ((randBaseTime % 1000) * spellRandomBaseTime) / 1000.0
randPostTime = zlib.crc32("PostActionTime" + name) & 0xffffffff
randPostTime = ((randPostTime % 1000) * spellRandomPostTime) / 1000.0
baseTime = int((spellBaseTime + randBaseTime) * 10) * 0.1
postTime = int((spellPostTime + randPostTime) * 10) * 0.1
baseTime = int((spellBaseTime + randBaseTime) * 10.0) * 0.1
postTime = int((spellPostTime + randPostTime) * 10.0) * 0.1
totalTime = baseTime + postTime
maxLevelDamage = (averageMaxHP * totalTime * magicDamageBoost) / combatTime
damagePerLevel = maxLevelDamage / maxLevel
@ -101,3 +117,62 @@ for spec in magicSpec:
f.write(" <ATOM Name=\"PostActionTime\" Value=\"" + str(postTime) + "\"/>\n")
f.write(" </STRUCT>\n")
f.write("</FORM>\n")
# player melee boosts
# skill -> 10x
# item speed -> 2x
# item dmg -> 2x
# increase damage -> 2x
# player magic boosts
# glove speed -> 2x
# glove dmg -> 2x
# double spell -> 2x
meleeReferenceHitRate = 2.5 # 2h long sword, hits per 10s
meleeReferenceDmg = 1.0 # 2h long sword
characteristicsBaseBoost = 2.0
regenTimeMin = 25.0 # in seconds, at lowest level
regenTimeMax = 100.0 # in seconds, at max level
regenTimeSittingMax = 25.0
egsMinDamage = None
egsDamageStep = None
def printEgsConfiguration():
totalTime = 1.0 / (meleeReferenceHitRate / 10.0)
maxLevelDamage = (averageMaxHP * totalTime * meleeDamageBoost) / combatTime
damagePerLevel = (maxLevelDamage / maxLevel)
damagePerLevelFactor = damagePerLevel * variantBoost["b"]
damageAdd = damagePerLevel * variantBaseLevel["b"]
print("entities_game_service.cfg:")
print("MinDamage = " + str(round(damageAdd, 3)) + ";")
print("DamageStep = " + str(round(damagePerLevelFactor, 3)) + ";")
egsMinDamage = round(damageAdd, 3)
egsDamageStep = round(damagePerLevelFactor, 3)
print("// (MaxDamage = " + str(egsMinDamage + egsDamageStep * maxLevel) + ")")
print("")
# print("PhysicalCharacteristicsBaseValue = " + str(variantBaseLevel["b"] * characteristicsBaseBoost) + ";")
print("PhysicalCharacteristicsBaseValue = 0;")
print("PhysicalCharacteristicsFactor = " + str(averageMaxHP / maxLevel) + ";")
startingCharacteristic = (variantBaseLevel["b"] * characteristicsBaseBoost)
maxCharacteristic = maxLevel + startingCharacteristic
startingHP = startingCharacteristic * (averageMaxHP / maxLevel)
realMaxHP = averageMaxHP + startingHP
print("// (MaxPlayerBaseHP = " + str(realMaxHP) + ")")
print("")
regenTimePerHpMin = regenTimeMin * startingCharacteristic / startingHP
regenTimePerHpMax = regenTimeMax * maxCharacteristic / realMaxHP
print("RegenDivisor = " + str(regenTimePerHpMax) + "; // Seconds per characteristic to regen a point. (Regen per second is the characteristic divided by this value plus offset)")
regenTimePerHpSpeedup = (regenTimePerHpMax)
hpPerSecSpeedup = startingCharacteristic / regenTimePerHpSpeedup
print("RegenReposFactor = " + str(regenTimeMax / regenTimeSittingMax) + "; // Multiplier sitting down, offset not multiplied")
print("RegenOffset = " + str(hpPerSecSpeedup) + "; // Additional regen per second")
printEgsConfiguration()
# combat_melee
# egs_static_ai_action.cpp
# CWeaponDamageTable::getInstance().getRefenceDamage(itemQuality, attackerLevel)
#for spec in meleeSpec:
# for variant in variantSpec:
#

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