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-- <nowiki>
--
-- Implements {{Template:Calculator/Combat level}}
--
 
local p = {}
 
function p.calc( frame )
    local args = frame:getParent().args
    local attack = tonumber(args.attack or 1)
    local strength = tonumber(args.strength or 1)
    local defence = tonumber(args.defence or 1)
    local ranged = tonumber(args.ranged or 1)
    local magic = tonumber(args.magic or 1)
    local constitution = tonumber(args.constitution or 10)
    local prayer = tonumber(args.prayer or 1)
    local summoning = tonumber(args.summoning or 1)
 
    return p._calc( attack, strength, defence, ranged, magic, constitution, prayer, summoning )
end
 
function p._calc ( attack, strength, defence, ranged, magic, constitution, prayer, summoning )
    -- This will be used several times:
    local attstr = attack + strength
 
    -- Used formula, with every subcalculation being floored:
    -- 1/4 * [1.3 * Max(Att+Str, 2*Mag, 2*Rng) + Def + Hp + Pray/2 + Summ/2]
    local lvl = ( math.max( attstr, magic * 2, ranged * 2 ) * 1.3 + defence + constitution + math.floor( prayer * 0.5 ) + math.floor( summoning *0.5 ) ) * 0.25
 
    -- Calculate what's needed for another combat level
    -- formula: 1 - (current level - floor(current level)) / weight
    -- The weight of pray/summ for example is 1/8, that of def/hp is 1/4 etc.
    local HpDef = math.ceil( ( 1 - ( lvl % 1 ) ) * 4 )
    local PraySumm = math.ceil( ( 1 - ( lvl % 1 ) ) * 8 )
    local AttStr, Mage, Range
    local cbtype
 
    if attstr >= 2*magic and attstr >= 2*ranged then
        cbtype = 'melee'
        AttStr = math.ceil ( ( 1 - ( lvl % 1 ) ) / 0.325 )
        Mage = math.ceil( ( attstr - magic * 2 ) / 2 + ( 1 - ( lvl % 1 ) ) / 0.65 )
        Range = math.ceil( ( attstr - ranged * 2 ) / 2 + ( 1 - ( lvl % 1 ) ) / 0.65 )
    else
        -- calculate att/str levels needed for combat level up:
        -- first calculate how many levels to get to make your combat melee-based, then add the amount of levels needed from there.
        AttStr = math.max( ranged, magic ) * 2 - attstr + math.ceil( ( 1 - ( lvl % 1 ) ) / 0.325 )
 
        -- store this value in variable Mage first: assume mage-based combat first
        Mage = math.ceil( ( 1 - ( lvl % 1 ) ) / 0.65 )
        if ranged > magic then
            cbtype = 'ranged'
            -- move the calculated value to variable Range: the combat is range-based
            Range = Mage
            -- same logic for melee: amount of levels to get mage-based combat PLUS levels to another cb from there
            Mage = ranged - magic + Range
        else
            cbtype = 'magic'
            -- same logic again
            Range = magic - ranged + Mage
        end
    end
 
    local level = 'Your combat level is <b>' .. math.floor( lvl ) .. '</b>, ' .. cbtype .. '-based. '
    local tips = 'For level ' .. ( math.floor( lvl ) + 1 ) .. ', you need one of:\n*' ..
        HpDef .. ' [[Constitution]] or [[Defence]] levels,\n*' ..
        (prayer % 2 == 0 and PraySumm+1 or PraySumm) .. ' [[Prayer]] levels,\n*' ..
        (summoning % 2 == 0 and PraySumm+1 or PraySumm) .. ' [[Summoning]] levels,\n*' ..
        AttStr .. ' [[Attack]] or [[Strength]] levels,\n*' ..
        Mage .. ' [[Magic]] levels,\n*' ..
        Range .. ' [[Ranged]] levels.\n'
    return level .. tips
 
end
 
return p

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