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-rw-r--r--cogs/adv_inc/Calculate.py52
1 files changed, 52 insertions, 0 deletions
diff --git a/cogs/adv_inc/Calculate.py b/cogs/adv_inc/Calculate.py
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+++ b/cogs/adv_inc/Calculate.py
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+import math
+import random
+
+
+async def get_dodge_chance(dexterity, dodge, coefficient=110):
+ system_percentage = (dodge + (dexterity / 3)) / ((dodge+(dexterity / 3)) + coefficient)
+ return system_percentage
+
+
+async def get_block_chance(strength, block, coefficient=30):
+ strength_bonus = 0 if strength < 17 else math.floor((strength-17) / 3)
+ system_percentage = (block + (strength_bonus / 3)) / ((block + (strength_bonus / 3)) + coefficient)
+ return system_percentage
+
+
+async def get_luck_chance(luck, coefficient=50):
+ luck_rolls = round((luck / (luck + coefficient)) * 15, 0)
+ return int(luck_rolls)
+
+
+async def get_attack_power(strength, dexterity):
+ str_bonus = strength * 1
+ dex_bonus = math.floor(dexterity / 2)
+ attack_power = random.uniform((str_bonus + dex_bonus) * 1.1, (str_bonus + dex_bonus) * 0.9)
+ return math.floor(attack_power)
+
+
+async def get_hit_chance(dexterity, accuracy, coefficient=50):
+ system_percentage = (accuracy + (dexterity / 3)) / ((accuracy + (dexterity / 3)) + coefficient)
+ return system_percentage
+
+
+async def get_max_life(strength, constitution):
+ str_bonus = math.floor(strength / 3)
+ con_bonus = constitution * 2
+ max_life = con_bonus + str_bonus
+ return math.floor(max_life)
+
+
+async def get_armour_percentage(armour, strength, constitution, coefficient=80):
+ strength_bonus = 0 if strength < 20 else math.floor((strength-16) / 4)
+ constitution_bonus = 0 if constitution < 20 else math.floor((constitution-16) / 4)
+ armour_bonus = armour * 3
+ armour_perc = (strength_bonus + constitution_bonus + armour_bonus / 3) / ((strength_bonus + constitution_bonus + armour_bonus / 3) + coefficient)
+ return round(armour_perc, 2)
+
+
+async def get_crit_percentage(dexterity, critical, coefficient=100):
+ critical = critical * 2
+ dexterity_bonus = math.floor(dexterity / 3)
+ critical_chance = (critical + dexterity_bonus / 3) / ((critical + dexterity_bonus / 3) + coefficient)
+ return round(critical_chance, 2)