private static float GetBaseAs(eMinMax range, bool ancient) { float min = 1.00f; float max = 1.09f; float hit = range == eMinMax.Min ? min : max; return(hit); }
private static float OnHPRate(int lv, eMinMax range) { int min = 5; int max = 25; int avg = (min + max) / 2; int hit = range == eMinMax.Min ? min : range == eMinMax.Max ? max : avg; return(hit); }
private static float OnFindMagicItemRate(int lv, eMinMax range) { int min = 30; int max = 55; int avg = (min + max) / 2; int hit = range == eMinMax.Min ? min : range == eMinMax.Max ? max : avg; return(hit); }
private static float OnRecovery(int lv, eMinMax range) { int min = 8; int max = 15; int avg = (min + max) / 2; int hit = range == eMinMax.Min ? min : range == eMinMax.Max ? max : avg; return((int)Math.Round(hit * (lv + 9) * 0.1f)); }
private static float OnASRate(int lv, eMinMax range) { int min = 320; int max = 500; int avg = (min + max) / 2; int hit = range == eMinMax.Min ? min : range == eMinMax.Max ? max : avg; return((float)Math.Round(hit * 0.01f, 2)); }
private static float OnAS(int lv, eMinMax range) { int min = 10; int max = 120; int avg = (min + max) / 2; int hit = range == eMinMax.Min ? min : range == eMinMax.Max ? max : avg; return(hit * 0.0001f); }
private static float OnWD(int lv, eMinMax range) { int min = 12; int max = 40; int avg = (min + max) / 2; int hit = range == eMinMax.Min ? min : range == eMinMax.Max ? max : avg; return((int)Math.Round((lv * hit * 0.1f) + 5)); }
private static float OnBWDMax(int lv, eMinMax range) { int min = 1; int max = (int)Math.Round(1.2 * (1.55 + 0.05 * (lv + 60) + lv * lv * (lv - 1) * 0.0002)); int avg = (min + max) / 2; int hit = range == eMinMax.Min ? min : range == eMinMax.Max ? max : avg; return(hit); }
private static float OnResistNone(int lv, eMinMax range) { int min = 200; int max = 700; int avg = (min + max) / 2; int hit = range == eMinMax.Min ? min : range == eMinMax.Max ? max : avg; return((int)Math.Round(hit * 0.01 * (lv + 1))); }
private static float OnCriDamageRate(int lv, eMinMax range) { int min = 80; int max = 200; int avg = (min + max) / 2; int hit = range == eMinMax.Min ? min : range == eMinMax.Max ? max : avg; return((float)Math.Round(hit * 0.1f, 2)); }
private static float OnPlusSetEffect(int lv, eMinMax range) { int min = 1; int max = 2; int avg = 1; int hit = range == eMinMax.Min ? min : range == eMinMax.Max ? max : avg; return(hit); }
//private static float OnAcDEFRate(int lv, eMinMax range) //{ //int min = 1; //int max = 20; //int avg = (min + max) / 2; //int hit = range == eMinMax.Min ? min : range == eMinMax.Max ? max : avg; // return hit; //} private static float OnAcRecoveryRate(int lv, eMinMax range) { int min = 1; int max = 40; int avg = (min + max) / 2; int hit = range == eMinMax.Min ? min : range == eMinMax.Max ? max : avg; return(hit); }
private static float OnAcDMGToRareMon(int lv, eMinMax range) { int min = 1; int max = 50; int avg = (min + max) / 2; int hit = range == eMinMax.Min ? min : range == eMinMax.Max ? max : avg; return(hit); }
private static float OnHP(int lv, eMinMax range) { int min = 8500; int max = 14500; int avg = (min + max) / 2; int hit = range == eMinMax.Min ? min : range == eMinMax.Max ? max : avg; float get = (float)Math.Round(hit * 0.001 * (1.5 + 0.054 * (lv + 70) + lv * (lv - 1) * 0.01)); return(get); }
private static float OnDEF(int lv, eMinMax range) { int min = 110; int max = 400; int avg = (min + max) / 2; int hit = range == eMinMax.Min ? min : range == eMinMax.Max ? max : avg; float get = (float)Math.Round(hit * 0.01f * (lv + 1)); return(get); }
private static int GetBaseBWDMin(int lv, eMinMax range, bool ancient) { int mb = 12; int atkRate = (int)Math.Round(1.2 * (1.55 + 0.05 * (lv + 60) + lv * lv * (lv - 1) * 0.0002)); int minBWD = (int)Math.Round(mb * 1.2 * (1.55 + 0.05 * (lv + 60) + lv * lv * (lv - 1) * 0.0002)); int min = minBWD; int max = minBWD + atkRate * 3; int avg = (min + max) / 2; int hit = range == eMinMax.Min ? min : range == eMinMax.Max ? max : avg; return(hit); }
public static float GetBaseValue(int lv, eOption option, eMinMax range, bool ancient) { if (false == bLoad) { Load(); } float value = 0f; if (option == eOption.BWDMin) { value = GetBaseBWDMin(lv, range, ancient); } else if (option == eOption.BWDMax) { value = GetBaseBWDMax(lv, range, ancient); } else if (option == eOption.AS) { value = GetBaseAs(range, ancient); } else if (option == eOption.HP) { value = GetValue(lv, option, range, ancient); value = (float)Math.Round(value * 3); } else if (option == eOption.DEF) { value = GetValue(lv, option, range, ancient); value = (float)Math.Round(value * 3); } else if (option == eOption.Element) { value = GetValue(lv, option, range, ancient); } else if (option == eOption.CriRate) { value = GetValue(lv, option, range, ancient); value = (float)Math.Round(value * 2); } else { value = GetValue(lv, option, range, ancient); value = (float)Math.Round(value * 4); } return(value); }
public static float GetValue(int lv, eOption opt, eMinMax range, bool ancient) { if (false == bLoad) { Load(); } if (ancient) { return(m_valuesAncient[opt](lv, range)); } else { return(m_values[opt](lv, range)); } }
private static float OnAncientEDNature(int lv, eMinMax range) { return((float)Math.Round(OnEDNature(lv, range) * 1.2)); }
private static float OnAncientResistNone(int lv, eMinMax range) { return((float)Math.Round(OnResistNone(lv, range) * 1.2)); }
private static float OnAncientCriDamageRate(int lv, eMinMax range) { return((float)Math.Round(OnCriDamageRate(lv, range) * 1.2, 2)); }
private static float OnSETNoneT3(int lv, eMinMax rang) { return(1); }
private static float OnSETFreeze(int lv, eMinMax rang) { return(1); }
private static float OnSETRecovery(int lv, eMinMax rang) { return(1); }
private static float OnSETExtraStone(int lv, eMinMax rang) { return(1); }
private static float OnSETPoison(int lv, eMinMax rang) { return(1); }
private static float OnSETNature(int lv, eMinMax rang) { return(1); }
private static float OnSETExpRate(int lv, eMinMax rang) { return(1); }
private static float OnSETFindMagicItemRate(int lv, eMinMax rang) { return(1); }
private static float OnSETLuck(int lv, eMinMax rang) { return(1); }