Elin:Code Analysis/Basics: Difference between revisions
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(Created page with "==Maximum HP== <syntaxhighlight lang="c#" line="1"> public override int MaxHP => Mathf.Max(1, ((base.END * 2 + base.STR + base.WIL / 2) * Mathf.Min(base.LV, 25) / 25 + base.END + 10) * Evalue(60) / 100 * ((IsPCFaction ? 100 : (100 + (int)base.rarity * 300)) + (IsPC ? (EClass.player.lastEmptyAlly * Evalue(1646)) : 0)) / 100); </syntaxhighlight> The Maximum HP is determined by the following factors: * Level-based HP: Until level 25, the HP M...") |
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** For example, a character grow from lvl 1 to 2, its HP will increase by base of *2. | ** For example, a character grow from lvl 1 to 2, its HP will increase by base of *2. | ||
** This level-base will apply to (2 * END + 1 * STR + 0.5 * WIL) * (4% * level) | ** This level-base will apply to (2 * END + 1 * STR + 0.5 * WIL) * (4% * level) | ||
* Another 1 * END base HP will be awarded independent of level. | * Another 1 * END base HP and 10 HP will be awarded independent of level. | ||
** This means, at the start of the game (lvl 1), Endurance is the biggest factor (1.04) of HP Maximum far greater than STR (0.04) and WIL (0.02). | ** This means, at the start of the game (lvl 1), Endurance is the biggest factor (1.04) of HP Maximum far greater than STR (0.04) and WIL (0.02). | ||
** For character higher than level 25, Each point of END increase HP base by 3, STR by 1, and WIL by 0.5. | ** For character higher than level 25, Each point of END increase HP base by 3, STR by 1, and WIL by 0.5. | ||
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** The rarity of character is '''under investigation''', but probably apply to boss monsters in nefias. | ** The rarity of character is '''under investigation''', but probably apply to boss monsters in nefias. | ||
* This value is finally modified by the Lonelysoul feat if the character is PC. | * This value is finally modified by the Lonelysoul feat if the character is PC. | ||
==Maximum MP== | |||
<syntaxhighlight lang="c#" line="1"> | |||
public override int max => Mathf.Max(1, ((BaseStats.CC.MAG * 2 + BaseStats.CC.WIL + BaseStats.CC.LER / 2) * Mathf.Min(BaseStats.CC.LV, 25) / 25 + BaseStats.CC.MAG + 10) | |||
* BaseStats.CC.Evalue(61) / 100 * ((BaseStats.CC.IsPCFaction ? 100 : (100 + (int)BaseStats.CC.rarity * 250)) | |||
+ (BaseStats.CC.IsPC ? (EClass.player.lastEmptyAlly * BaseStats.CC.Evalue(1646)) : 0)) / 100); | |||
</syntaxhighlight> | |||
The Maximum MP is determined by the following factors: | |||
* Level-based HP: Until level 25, the MP Maximum will be modified by the base number of level. After level 25, this value becomes constant. (4% per level) | |||
** For example, a character grow from lvl 1 to 2, its HP will increase by base of *2. | |||
** This level-base will apply to (2 * MAG + 1 * WIL + 0.5 * LER) * (4% * level) | |||
* Another 1 * MAG base MP and 10 MP will be awarded independent of level. | |||
** This means, at the start of the game (lvl 1), Magic is the biggest factor (1.04) of HP Maximum far greater than WIL (0.04) and LER (0.02). | |||
** For character higher than level 25, Each point of MAG increase MP base by 3, WIL by 1, and LER by 0.5. | |||
* The MP base is further modified by Character Mana (Evalue(61) / 100 | |||
** If character is not in PC faction, HP is further amplified by the rarity of character. | |||
*** If normal, 100%; if superior, 350%; if legendary, 600%, if mythical, 850%, if artifact, 1100%. | |||
** The rarity of character is '''under investigation''', but probably apply to boss monsters in nefias. | |||
* This value is finally modified by the Lonelysoul feat if the character is PC. | |||
==Carryweight Limit== | |||
<syntaxhighlight lang="c#" line="1"> | |||
public override int WeightLimit => (base.STR * 500 + base.END * 250 + Evalue(207) * 2000) * ((!HasElement(1411)) ? 1 : 5) + 45000; | |||
</syntaxhighlight> | |||
The carryweight limit of characters is determined by the following factors: | |||
* Base limit is 0.5 * STR + 0.25 * END + 2 * Weightlifting skill. (Each "s" in game is 1000 in code.) | |||
* If the character is golden knight, then this is further modified by 500%. | |||
* A 45s base carry weight is added to the final result. |
Revision as of 09:37, 10 December 2024
Maximum HP
public override int MaxHP => Mathf.Max(1, ((base.END * 2 + base.STR + base.WIL / 2) * Mathf.Min(base.LV, 25) / 25 + base.END + 10)
* Evalue(60) / 100 * ((IsPCFaction ? 100 : (100 + (int)base.rarity * 300)) + (IsPC ? (EClass.player.lastEmptyAlly * Evalue(1646)) : 0)) / 100);
The Maximum HP is determined by the following factors:
- Level-based HP: Until level 25, the HP Maximum will be modified by the base number of level. After level 25, this value becomes constant. (4% per level)
- For example, a character grow from lvl 1 to 2, its HP will increase by base of *2.
- This level-base will apply to (2 * END + 1 * STR + 0.5 * WIL) * (4% * level)
- Another 1 * END base HP and 10 HP will be awarded independent of level.
- This means, at the start of the game (lvl 1), Endurance is the biggest factor (1.04) of HP Maximum far greater than STR (0.04) and WIL (0.02).
- For character higher than level 25, Each point of END increase HP base by 3, STR by 1, and WIL by 0.5.
- The HP base is further modified by Character Life (Evalue(60) / 100
- Character Faction modifier:
- If character is in PC faction, the HP is modified by 100%
- If character is not in PC faction, HP is further amplified by the rarity of character.
- If normal, 100%; if superior, 400%; if legendary, 700%, if mythical, 1000%, if artifact, 1300%.
- The rarity of character is under investigation, but probably apply to boss monsters in nefias.
- This value is finally modified by the Lonelysoul feat if the character is PC.
Maximum MP
public override int max => Mathf.Max(1, ((BaseStats.CC.MAG * 2 + BaseStats.CC.WIL + BaseStats.CC.LER / 2) * Mathf.Min(BaseStats.CC.LV, 25) / 25 + BaseStats.CC.MAG + 10)
* BaseStats.CC.Evalue(61) / 100 * ((BaseStats.CC.IsPCFaction ? 100 : (100 + (int)BaseStats.CC.rarity * 250))
+ (BaseStats.CC.IsPC ? (EClass.player.lastEmptyAlly * BaseStats.CC.Evalue(1646)) : 0)) / 100);
The Maximum MP is determined by the following factors:
- Level-based HP: Until level 25, the MP Maximum will be modified by the base number of level. After level 25, this value becomes constant. (4% per level)
- For example, a character grow from lvl 1 to 2, its HP will increase by base of *2.
- This level-base will apply to (2 * MAG + 1 * WIL + 0.5 * LER) * (4% * level)
- Another 1 * MAG base MP and 10 MP will be awarded independent of level.
- This means, at the start of the game (lvl 1), Magic is the biggest factor (1.04) of HP Maximum far greater than WIL (0.04) and LER (0.02).
- For character higher than level 25, Each point of MAG increase MP base by 3, WIL by 1, and LER by 0.5.
- The MP base is further modified by Character Mana (Evalue(61) / 100
- If character is not in PC faction, HP is further amplified by the rarity of character.
- If normal, 100%; if superior, 350%; if legendary, 600%, if mythical, 850%, if artifact, 1100%.
- The rarity of character is under investigation, but probably apply to boss monsters in nefias.
- If character is not in PC faction, HP is further amplified by the rarity of character.
- This value is finally modified by the Lonelysoul feat if the character is PC.
Carryweight Limit
public override int WeightLimit => (base.STR * 500 + base.END * 250 + Evalue(207) * 2000) * ((!HasElement(1411)) ? 1 : 5) + 45000;
The carryweight limit of characters is determined by the following factors:
- Base limit is 0.5 * STR + 0.25 * END + 2 * Weightlifting skill. (Each "s" in game is 1000 in code.)
- If the character is golden knight, then this is further modified by 500%.
- A 45s base carry weight is added to the final result.