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Old 03-13-2018, 04:35 AM
c0ncrete's Avatar
c0ncrete
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Join Date: Dec 2009
Posts: 709
Default Individually Randomized Stat Scaling Method

Code:
# ============

# aliasing via typeglobs
# https://perldoc.perl.org/perldata.html#Typeglobs-and-Filehandles
*randRange = \*plugin::RandomRange;

# ============

# hash of stuff we want to possibly randomize, and by how much.
# this setup allows you to tweak chances of and ranges of scaling each stat
# it also allows you to keep the logic below a little cleaner.
my $target = {
	# strength
	str => {
		# chance at randomization defined here (25%)
		randomize => do { rand 100 > 75 },
		# 'normal' scaling is a range of 110-130% at a 75% chance
		# 'critical' scaling is a range of 130-200% at a 25% chance
		modifier  => do { rand 100 > 75 ? randRange(10, 25) : randRange(25, 75) },
		# workaround since each stat has its own method of retrieval
		accessor  => do { $npc->GetSTR() },
		# arbitrary here, but it's a good idea to have the ones below
		cleanup   => do { $npc->Emote("snarls menacingly...") },
	},
	# intelligence
	_int => {
		randomize => do { rand 100 > 75 },
		modifier  => do { rand 100 > 75 ? randRange(10, 30) : randRange(30, 100) },
		accessor  => do { $npc->GetINT() },
		cleanup   => do { $npc->SetMana($npc->GetMaxMana()) },
	},
	# wisdom
	wis => {
		randomize => do { rand 100 > 75 },
		modifier  => do { rand 100 > 75 ? randRange(10, 30) : randRange(30, 100) },
		accessor  => do { $npc->GetWIS() },
		cleanup   => do { $npc->SetMana($npc->GetMaxMana()) },
	},
	# stamina
	sta => {
		randomize => do { rand 100 > 75 },
		modifier  => do { rand 100 > 75 ? randRange(10, 30) : randRange(30, 100) },
		accessor  => do { $npc->GetSTA() },
		cleanup   => do { $npc->Heal() },
	},
};

# for each stat listed in the table of targets...
foreach my $stat (keys %$target)
{
	# skip stat if we don't roll a chance to randomize it
	# TODO: further modify chances based on race/class
	next unless $target->{$stat}->{randomize};

	# get the current value of the stat we are looking at
	my $current = $target->{$stat}->{accessor};

	# roll for and retrieve the modifier to use to scale the stat
	my $scale = $target->{$stat}->{modifier};
	
	# stat scaling calculation happens here
	my $modified = $current + int($current*(rand $scale/100));
	
	# change applied
	$npc->ModifyNPCStat($stat, $modified);
	
	# do any cleanup defined for the current stat
	$target->{$stat}->{cleanup} if defined $target->{$stat}->{cleanup};
};
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Last edited by c0ncrete; 03-13-2018 at 04:39 AM.. Reason: i had stamina listed as charisma...
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  #2  
Old 03-13-2018, 08:31 AM
c0ncrete's Avatar
c0ncrete
Dragon
 
Join Date: Dec 2009
Posts: 709
Default

annnnnd if you put this in your global_npc.pl
Code:
*Mob::Blast = sub {
	my $self = shift;
	$self->SetMana($self->GetMaxMana());
	$self->Emote("shimmers slightly.");
};
you can do this
Code:
$mob->Blast()
when you want the equivalent of this for mana
Code:
$mob->Heal()
which is currently this
Code:
$mob->SetMana($mob->GetMaxMana())
it will work for any object that is derived from the Mob class.
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I muck about @ The Forge.
say(rand 99>49?'try '.('0x'.join '',map{unpack 'H*',chr rand 256}1..2):'incoherent nonsense')while our $Noport=1;
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