Fix elemental conversion for crafteds
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700e51fbbc
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8a07874376
1 changed files with 12 additions and 16 deletions
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@ -29,32 +29,18 @@ function calculateSpellDamage(stats, spellConversions, rawModifier, pctModifier,
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const damage_vals = rawDamages[i].split("-").map(Number);
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damages.push(damage_vals);
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}
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let damageBases = [];
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if (weapon.get("tier") === "Crafted") {
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damageBases = buildStats.get("damageBases").slice();
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}
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// Applying spell conversions
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let neutralBase = damages[0].slice();
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let neutralRemainingRaw = damages[0].slice();
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for (let i = 0; i < 5; ++i) {
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let conversionRatio = spellConversions[i+1]/100;
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let min_diff = Math.min(neutralRemainingRaw[0], conversionRatio * neutralBase[0]);
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let max_diff = Math.min(neutralRemainingRaw[1], conversionRatio * neutralBase[1]);
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damages[i+1][0] = Math.floor(round_near(damages[i+1][0] + min_diff));
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damages[i+1][1] = Math.floor(round_near(damages[i+1][1] + max_diff));
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neutralRemainingRaw[0] = Math.floor(round_near(neutralRemainingRaw[0] - min_diff));
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neutralRemainingRaw[1] = Math.floor(round_near(neutralRemainingRaw[1] - max_diff));
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}
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//console.log(damages);
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let rawBoosts = [[0, 0], [0, 0], [0, 0], [0, 0], [0, 0]];
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//Powder application for Crafted weapons - this implementation is RIGHT YEAAAAAAAAA
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//1st round - apply each as ingred, 2nd round - apply as normal
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if (weapon.get("tier") === "Crafted") {
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let damageBases = buildStats.get("damageBases").slice();
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for (const p of powders) {
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let powder = powderStats[p]; //use min, max, and convert
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let element = Math.floor((p+0.01)/6); //[0,4], the +0.01 attempts to prevent division error
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let element = round_near(p/6);
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let diff = Math.floor(damageBases[0] * powder.convert/100);
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damageBases[0] -= diff;
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damageBases[element+1] += diff + Math.floor( (powder.min + powder.max) / 2 );
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@ -67,6 +53,16 @@ function calculateSpellDamage(stats, spellConversions, rawModifier, pctModifier,
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neutralBase = damages[0].slice();
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}
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for (let i = 0; i < 5; ++i) {
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let conversionRatio = spellConversions[i+1]/100;
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let min_diff = Math.min(neutralRemainingRaw[0], conversionRatio * neutralBase[0]);
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let max_diff = Math.min(neutralRemainingRaw[1], conversionRatio * neutralBase[1]);
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damages[i+1][0] = Math.floor(round_near(damages[i+1][0] + min_diff));
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damages[i+1][1] = Math.floor(round_near(damages[i+1][1] + max_diff));
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neutralRemainingRaw[0] = Math.floor(round_near(neutralRemainingRaw[0] - min_diff));
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neutralRemainingRaw[1] = Math.floor(round_near(neutralRemainingRaw[1] - max_diff));
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}
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//apply powders to weapon
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for (const powderID of powders) {
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const powder = powderStats[powderID];
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