Chaos Stat
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@ -45,6 +45,9 @@ type KoboldMine struct {
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HiddenRelPenalty float64 `cardsim:"stathidden"` // Lower is better.
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Secrecy float64 `cardsim:"stathidden"`
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PointOfDimReturns float64 `cardsim:"stathidden"`
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Rebellion float64 `cardsim:"stathidden"`
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Madness float64 `cardsim:"stathidden"`
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Cruelty float64 `cardsim:"stathidden"`
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// AnotherExpense float64 `cardsim:"hiddenround5"`
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// A different way of adding stats that is slightly more empowering.
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@ -281,6 +284,10 @@ func (k *KoboldMine) StatSqualor() float64 {
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// So I want squalor to be a value between 100 and 0 that reduces readily at the start and then becomes increasingly difficult to further reduce. This initial squalor stat starts at about 80%, but may not change rapidly enough. Note that the 1.2-(2* sequence is meant to balance it at 80% starting point. If I change the velocity on the 2* side, I have to change the 1.2 offset as well. I really hope this math works, because I don't quite understand it.
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func (k *KoboldMine) StatChaos() float64 {
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return (k.Rebellion + k.Madness + k.Cruelty) / 3
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}
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func (k *KoboldMine) Stats() []cardsim.Stat {
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stats := cardsim.ExtractStats(k)
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funcs := []cardsim.Stat{
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