Module:Combat Level
From Melvor Idle
Documentation for this module may be created at Module:Combat Level/doc
-- <nowiki>
-- Original template paraphrased from the RuneScape Wiki: https://runescape.wiki/w/Module:Combat_level
-- This template was licensed under the CC BY-NC-SA 3.0 license: https://creativecommons.org/licenses/by-nc-sa/3.0/
--
-- 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 hitpoints = tonumber(args.hitpoints or 10)
local ranged = tonumber(args.ranged or 1)
local magic = tonumber(args.magic or 1)
local prayer = tonumber(args.prayer or 1)
return p._calc( attack, strength, defence, hitpoints, ranged, magic, prayer )
end
function p._calc ( attack, strength, defence, hitpoints, ranged, magic, prayer )
-- This will be used several times:
local attstr = attack + strength
-- Melvor combat level formula:
-- 0.25∗(Defence+Hitpoints+⌊Prayer/2⌋) + 0.325∗Max(Attack+Strength, ⌊1.5∗Ranged⌋, ⌊1.5∗Magic⌋)
local baselvl = 0.25 * ( defence + hitpoints + math.floor( prayer * 0.5 ) )
local offenselvl = 0.325 * ( math.max( attstr, math.floor( magic * 1.5 ), math.floor( ranged * 1.5 ) ) )
local lvl = baselvl + offenselvl
-- Calculate what's needed for another combat level
-- formula: 1 - (current level - floor(current level)) / weight
-- Prayer is weighted 12.5%, def and hp are 25%, att/str are 32.5%, magic and ranged are 48.75%
local HpDef = math.ceil( ( 1 - ( lvl % 1 ) ) * 4 )
-- Since pray increment cb lvl in 0.25 steps, we need to calculate amount of 0.25 steps required, then multiply by 2 (because 2 lvls required for 1 step) and subtract 1 if current level is odd (because it will only take 1 lvlup for next 0.25 step)
local Pray = math.ceil( ( 1 - ( lvl % 1 ) ) * 4 ) * 2 - (prayer % 2)
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 * 1.5 ) / 2 + ( 1 - ( lvl % 1 ) ) / 0.4875 )
Range = math.ceil( ( attstr - ranged * 1.5 ) / 2 + ( 1 - ( lvl % 1 ) ) / 0.4875 )
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 ) * 1.5 - 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 ) ) / 0.4875 )
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>, based on your ' .. cbtype .. 'level(s). '
local tips = 'For level ' .. ( math.floor( lvl ) + 1 ) .. ', you need one of the following:\n*' ..
AttStr .. ' [[Attack]] or [[Strength]] levels,\n*' ..
HpDef .. ' [[Defence]] or [[Hitpoints]] levels,\n*' ..
Range .. ' [[Ranged]] levels,\n*' ..
Mage .. ' [[Magic]] levels,\n*' ..
Pray .. ' or [[Prayer]] levels.\n'
return level .. tips
end
return p