Elin:Code Analysis/Combat
Evalue List
Value# | Element | Notes |
---|---|---|
(92) | Penetration | |
(108) | Throwing | |
(132) | Tactics | |
(133) | Marksman | |
(305) | Magic Device | |
(411) | Spell Enhance | |
(482) | Force Weapon | |
(1400) | Feat: Weapon Mastery | 1, 2 |
(1404) | Feat: Ranged Mastery | 1, 2 |
Martial Arts
else if (this.IsMartial || this.IsMartialWeapon)
{
this.weaponSkill = this.CC.elements.GetOrCreateElement(100);
this.attackType = (this.CC.race.meleeStyle.IsEmpty() ? ((EClass.rnd(2) == 0) ? AttackType.Kick : AttackType.Punch) : this.CC.race.meleeStyle.ToEnum(true));
this.dBonus = this.CC.DMG + this.CC.encLV + (int)Mathf.Sqrt((float)(this.CC.STR / 5 + this.weaponSkill.Value / 4));
this.dNum = 2 + Mathf.Min(this.weaponSkill.Value / 10, 4);
this.dDim = 5 + (int)Mathf.Sqrt((float)(this.weaponSkill.Value / 3));
this.dMulti = 0.6f + (float)(this.CC.STR / 2 + this.weaponSkill.Value / 2 + this.CC.Evalue(132) / 2) / 50f;
this.dMulti += 0.05f * (float)this.CC.Evalue(1400);
this.toHitBase = EClass.curve(this.CC.DEX / 3 + this.CC.STR / 3 + this.weaponSkill.Value, 50, 25, 75) + 50;
this.toHitFix = this.CC.HIT;
if (this.attackStyle == AttackStyle.Shield)
{
this.toHitBase = this.toHitBase * 75 / 100;
}
this.penetration = Mathf.Clamp(this.weaponSkill.Value / 10 + 5, 5, 20) + this.CC.Evalue(92);
if (this.IsMartialWeapon)
{
this.dBonus += this.weapon.DMG;
this.dNum += this.weapon.source.offense[0];
this.dDim = Mathf.Max(this.dDim / 2 + this.weapon.c_diceDim, 1);
this.toHitFix += this.weapon.HIT;
this.penetration += this.weapon.Penetration;
if (!this.weapon.source.attackType.IsEmpty())
{
this.attackType = this.weapon.source.attackType.ToEnum(true);
}
}
}
The player kicks or punches using the Martial Arts skill. The player will kick or punch based on melee style or character specifications.
Damage is determined by Martial Arts, Strength, Dexterity, Enchantment Value
Damage dice is 2+(Martial Arts / 10), to a maximum of d6.
The damage value of the dice is 5+√(Martial Arts / 3).
Damage multiplier is 0.6 + ((Strength / 2 + Martial Arts / 2 + Tactics / 2) / 50.0).
If the player has the Weapon Mastery feat, additional damage is provided at a rate of 0.05x(Weapon Mastery Rank). (Effectively, +0.05 or +0.10)
Accuracy is ((Strength /3 + Dexterity /3 + Martial Arts)+50)), with a minimum value of 25+50 and a maximum of 75+50. If the player is wielding a Shield, there is a -25% downward adjustment.
Penetration is calculated at (Martial Arts/10)+5, with a minimum of 5% and a maximum of 20% + Penetration.
If weilding Martial Art Weapon:
Damage Bonus is your empty hand Damage Bonus + Weapon's Damage Bonus
Dice Number is your empty hand Dice Number + Weapon's Dice Number
Dice Face is your empty hand Dice Face / 2 + Weapon's Dice Face
Dice Number is your empty hand Dice Number + Weapon's Dice Number
To Hit Bonus is your empty hand To Hit Bonus + Weapon's To Hit Bonus
Penetration is your empty hand Penetration + Weapon's Penetration
Throwing
if (this.isThrow)
{
bool flag = this.weapon.HasTag(CTAG.throwWeapon) || this.weapon.HasTag(CTAG.throwWeaponEnemy);
int num2 = (int)Mathf.Clamp(Mathf.Sqrt((float)(this.weapon.SelfWeight + this.weapon.ChildrenWeight)) * 3f + 25f + (float)(flag ? 75 : 0), 10f, 400f + Mathf.Sqrt((float)this.CC.STR) * 50f);
int num3 = Mathf.Clamp(this.weapon.material.hardness, flag ? 40 : 20, 200);
this.weaponSkill = this.CC.elements.GetOrCreateElement(108);
this.attackType = AttackType.Blunt;
this.dBonus = (this.CC.IsPCParty ? 3 : 7);
this.dNum = 2;
this.dDim = ((this.CC.IsPCParty ? 0 : this.CC.LV) + this.CC.STR + this.CC.Evalue(108)) * num2 * num3 / 10000 / 2;
this.dMulti = 1f;
this.toHitBase = EClass.curve(this.CC.DEX / 4 + this.CC.STR / 2 + this.weaponSkill.Value, 50, 25, 75) + (this.CC.IsPC ? 75 : 250);
this.toHitFix = this.CC.HIT + this.weapon.HIT;
this.penetration = 25;
}
The player throw the item from hand returning or not using the Throwing skill.
Attack Type is always Blunt
Weight Value is √Throwing Item Weight x 3 + if is Throwing Weapon: 75 else 0, with floor of 10 to ceiling of 400 + √(Strength x 50)
Material Value is Material Hardness, with floor of if is Throwing Weapon: 40 else 0 to ceiling of 200
Dice Number is always 2
Dice Face is (if isn't Player Character: Character Level + Strength + Throwing ) x Weight Value x Material Value / 10000 / 2
Accuracy is (Dexterity / 4 + Strength / 2 + Throwing) with a minimum value of 25+50 and a maximum of 75+50 + (if is Player Character: 75 else 250 )
To Hit bonus is Character To Hit Bonus + Weapon's To Hit Bonus
Damage bonus is if is Player Character: 3 else 7
Damage Multiplier is always 1
Penetration is always 25
Melee & Ranged
else
{
if (this.IsRanged)
{
this.weaponSkill = this.CC.elements.GetOrCreateElement(this.toolRange.WeaponSkill);
}
else
{
this.weaponSkill = this.CC.elements.GetOrCreateElement(this.weapon.category.skill);
}
if (!this.weapon.source.attackType.IsEmpty())
{
this.attackType = this.weapon.source.attackType.ToEnum(true);
}
bool flag2 = this.IsCane || this.weapon.Evalue(482) > 0;
if (flag2)
{
this.weaponSkill = this.CC.elements.GetOrCreateElement(305);
}
this.dBonus = this.CC.DMG + this.CC.encLV + this.weapon.DMG;
this.dNum = this.weapon.source.offense[0];
this.dDim = this.weapon.c_diceDim;
this.dMulti = 0.6f + (float)(this.weaponSkill.GetParent(this.CC).Value + this.weaponSkill.Value / 2 + this.CC.Evalue(flag2 ? 304 : (this.IsRanged ? 133 : 132))) / 50f;
this.dMulti += 0.05f * (float)this.CC.Evalue(this.IsRanged ? 1404 : 1400);
this.toHitBase = EClass.curve((this.IsCane ? this.CC.WIL : this.CC.DEX) / 4 + this.weaponSkill.GetParent(this.CC).Value / 3 + this.weaponSkill.Value, 50, 25, 75) + 50;
this.toHitFix = this.CC.HIT + this.weapon.HIT;
this.penetration = this.weapon.Penetration + this.CC.Evalue(92);
if (this.IsCane)
{
this.toHitBase += 50;
}
}
if (this.ammo != null)
{
this.dNumAmmo = ((this.ammo.source.offense.Length != 0) ? this.ammo.source.offense[0] : 0);
this.dDimAmmo = this.ammo.c_diceDim;
this.dBonusAmmo = this.ammo.DMG;
if (this.dNumAmmo < 1)
{
this.dNumAmmo = 1;
}
if (this.dDimAmmo < 1)
{
this.dDimAmmo = 1;
}
this.dBonus += this.ammo.DMG;
this.toHitFix += this.ammo.HIT;
}
else
{
this.dNumAmmo = 0;
this.dDimAmmo = 0;
}
The player swing thier melee weapon using the Tactics skill or shoot ranged weapon using the Marksman skill
If the weapon is Cane or it has Force Weapon enchantment it uses Magic Device skill instead of Tactics or Marksman skill
Damage Bonus is Player Character Damage Bonus + Weapon Mod Tool Damage Bonus + Weapon Damage Bonus
Damage Multiplier is 0.6 + (Weapon Main Stat + Weapon Skill / 2 + (If Melee Weapon Tactics, if Ranged Weapon Marksman, if Cane or Force Weapon Magic Device)) / 50
If the player has the Weapon/Ranged Mastery feat, additional damage is provided at a rate of 0.05 x (Weapon/Ranged Mastery Rank). (Effectively, +0.05 or +0.10)
Accuracy is (Dexterty or if Cane or Force Weapon Will) / 4 + Weapon Skill / 3 + (If Melee Weapon Tactics, if Ranged Weapon Marksman, if Cane or Force Weapon Magic Device) with a minimum value of 25+50 and a maximum of 75+50
If it's Cane accuracy addtional + 50
To Hit Bonus is Character To Hit Bonus + Weapon To Hit Bonus + Ammo To Hit Bonus (if load with ammo)
Damage Bonus is Character Damage Bonus + Weapon Damage Bonus + Ammo Damage Bonus (if load with ammo)
Penetration is Character Penetration + Weapon Penetration
Spellcasting/Spellpower
public override int GetPower(Card c)
{
int num = base.Value * 8 + 50;
if (!c.IsPC)
{
num = Mathf.Max(num, c.LV * 6 + 30);
}
num = EClass.curve(num, 400, 100, 75);
if (this is Spell)
{
num = num * (100 + c.Evalue(411)) / 100;
}
return num;
}
public static int curve(int a, int start, int step, int rate = 75)
{
if (a <= start)
{
return a;
}
for (int i = 0; i < 10; i++)
{
int num = start + i * step;
if (a <= num)
{
return a;
}
a = num + (a - num) * rate / 100;
}
return a;
}
Spellpower is curve( (Spell Level x 8 + 50), 400, 100, 75 ) x (100 + Spell Enhance Enchanement) / 100 if it's Player Character
Spellpower is the larger one between Spell Level x 8 + 50 or Char Level x 6 + 30 it's not Player Character
About curve function: curve(a, start, step, rate)
Set i = 0
. Calculate num = start + i * step
. When a
exceeds num
, the excess portion needs to be multiplied by rate / 100
. Then increment i
by 1. Repeat the above steps 10 times
In simple terms, this function is used to compress numerical values. The slope of the function's curve gradually decreases to (rate / 100)^10
Spellcasting/Damaging Spells
Type | Dice Number | Dice Sides | Damage Bonus | Notes |
Touch | 1+Spellpower/100+Attribute/10 | 3+Spellpower/50 | Melee range | |
Arrow | 1+Spellpower/160+Attribute/30 | 8+Spellpower/12 | Spellpower/25 | Single target |
Bolt | 1+Spellpower/120+Attribute/20 | 4+Spellpower/20 | Damage all targets in a 10 tiles long straight line | |
Ball | 1+Spellpower/70+Attribute/20 | 2+Spellpower/35 | Damage all targets in a 5 tiles radius ball from the caster
Damage = Damage x 100 / (90 + range x 10) | |
Miasma | 2+Spellpower/150 | 5+Spellpower/80 | Damage once per turn | |
Breath | 1+Spellpower/80+Attribute/20 | 6+Spellpower/100 | Attribute/4 | Damage all targets in a 7 tiles long 35° cone from the caster |
Meteor | 1+Spellpower/150 | 4+Attribute*3 | Always Fire element
Damage all targets in a 10 tiles radius ball from the caster Can be blocked by walls Also damage the caster | |
Earthquake | 5+Spellpower/30 | 10+Attribute/3 | Always Imapct element
Damage all targets in a 12 tiles radius ball from the caster Deal double max dice damage to enemies with Gravity debuff Deal half damage to enemies with floating effect | |
Shatter Hex | 1+Spellpower/160+Attribute/30 | 8+Spellpower/12 | Spellpower/25 | Removes all hexes on target and damages surrounding enemies.
Requires at least one hex on target to work. |
Spellcasting/Healing Spells
Type | Dice Number | Dice Sides | Healing Bonus | Notes |
Cure Minor Wounds | 1+Spellpower/50+Will/30 | 5+Spellpower/40 | Spellpower/30 | |
Cure Heavy Wounds | 2+Spellpower/40+Will/25 | 6+Spellpower/30 | Spellpower/25 | |
Cure Critical Wounds | 3+Spellpower/35+Will/20 | 7+Spellpower/25 | Spellpower/20 | |
Healing | 4+Spellpower/30+Will/15 | 8+Spellpower/20 | Spellpower/15 | |
Healing of 《Eris》 | 5+Spellpower/25+Will/10 | 9+Spellpower/15 | Spellpower/10 | |
Healing of 《Odina》 | 6+Spellpower/20+Will/5 | 10+Spellpower/10 | Spellpower/5 | |
Healing of 《Jure》 | 8+Spellpower/10+Will | 15+Spellpower/5 | Spellpower | |
Nature's Embrace | 1+Spellpower/125 | 4+Spellpower/75 |
Spellcasting/Summoning Spells
case EffectId.Funnel:
{
if (EClass._zone.CountMinions(CC) > CC.MaxSummon || CC.c_uidMaster != 0)
{
CC.Say("summon_ally_fail", CC, null, null);
return;
}
CC.Say("spell_funnel", CC, element.Name.ToLower(), null);
CC.PlaySound("spell_funnel", 1f, true);
Chara chara = CharaGen.Create("bit", -1);
chara.SetMainElement(element.source.alias, element.Value, true);
chara.SetSummon(20 + power / 20 + EClass.rnd(10));
chara.SetLv(power / 15);
EClass._zone.AddCard(chara, tp.GetNearestPoint(false, false, true, false));
chara.PlayEffect("teleport", true, 0f, default(Vector3));
chara.MakeMinion(CC, MinionType.Default);
return;
}
Type | Duration | Level | Notes |
---|---|---|---|
Summon Bits | 20 + rnd (20) + Spellpower / 20 | Spellpower / 15 | |
Summon Animal | Until it dies | Spell Level * (100 + Spellpower / 10) / 100 + Spellpower / 30 | |
Summon Undead Younger Sisters | Until it dies | Spell Level * (100 + Spellpower / 10) / 100 + Spellpower / 30 | |
Summon Shadow | Until it dies | Spellpower / 10 + 1 | Use Suicide Explostion attack |
Note that summons other than Bits has infinite duration