Module:CalculatedStats: Difference between revisions

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matk = math.floor(intelligence / 2) + (magic * 2),
matk = math.floor(intelligence / 2) + (magic * 2),
mdef = intelligence + math.floor(level / 2) + math.floor(magic / 4) + math.floor(endurance / 2),
mdef = intelligence + math.floor(level / 2) + math.floor(magic / 4) + math.floor(endurance / 2),
accPSP = math.floor((level * 1.5) + agility + (strength + luck) / 4),
evaPSP = math.floor((level * 1.5) + agility + (intelligence + luck) / 4),
matkPSP = math.floor((intelligence / 2) + (magic * 2)),
mdefPSP = math.floor(intelligence + (level / 2) + (magic / 4) + (endurance / 2))
mdefPSP = math.floor(intelligence + (level / 2) + (magic / 4) + (endurance / 2))
}
}

Revision as of 01:23, 21 September 2024

Documentation

Basic use

To use this module, do as follows for most games:

{{#invoke:CalculatedStats|<function>|<level>|<strength>|<intelligence>|<magic>|<vitality/endurance>|<agility>|<luck>}}

For Persona 2: Innocent Sin, do as follows for basic use:

{{#invoke:CalculatedStats|<function>|<level>|<strength>|<vitality>|<dexterity>|<agility>|<luck>}}

This module should not be invoked directly in the mainspace and should be part of a template, with the values filled with template parameters.

Valid values for function (case sensitive):

  • smt1 for Shin Megami Tensei
  • smt2 for Shin Megami Tensei II
  • smtif for Shin Megami Tensei if... (alias for smt2)
  • smtn for Shin Megami Tensei: Nine
  • desum for Shin Megami Tensei: Devil Summoner
  • sh1 for Devil Summoner: Soul Hackers
  • p2is for Persona 2: Innocent Sin

Platform

Shin Megami Tensei has different formulas for the Mega-CD version. Set the named parameter platform to MCD (case insensitive) to output the Mega-CD stats.

Shin Megami Tensei: Devil Summoner by default shows both the Sega Saturn and PlayStation Portable values for Magic Defense. Set the named parameter platform to either SAT or PSP (case insensitive) to display only one of them.

Persona 2: Innocent Sin is similar to Devil Summoner but it applies for all stats. Set the named parameter platform to PS or PSP to show only one platform's set of stats.

Boss

Shin Megami Tensei (Mega-CD) uses different stat calculations for bosses than it does for regular demons. Set the named parameter boss to something (recommended: y) to use the boss calculations.

Manual stat inputting

Devil Summoner: Soul Hackers and Shin Megami Tensei: Nine support manual input of stats through named arguments (see the code to know what to use). This is because some of the calculations for Devil Summoner: Soul Hackers and Shin Megami Tensei: Nine are not yet perfect.

Sources

All sources were verified and, if they were wrong, corrected formulas are used in this module.


--For calculated stats in SMT1, SMT2, SMTif, SMT Devil Summoner
--To do:
	--Fix Mega-CD SMT1
	--Fix Soul Hackers
--Sources:
	--https://w.atwiki.jp/shinmegamitensei1/pages/449.html#id_abe440aa
	--https://w.atwiki.jp/shinmegamitensei1/pages/61.html
	--https://w.atwiki.jp/shinmegamitensei2/pages/703.html#id_abe440aa
	--https://w.atwiki.jp/devilsummoner/pages/115.html
	--https://szsk.github.io/data/sh/system/battle/parameter.html

local getArgs = require('Module:Arguments').getArgs
local p = {}

local function round(number)
	return math.floor(number + 0.5)
end

local function outputCells(stat1,stat2,stat3,stat4,stat5,stat6)
	return string.format("| %s\n| %s\n| %s\n| %s\n| %s\n| %s",stat1,stat2,stat3,stat4,stat5,stat6)
end

function p.smt1(frame)
	local args = getArgs(frame)
	local level = args[1] --Level
	local strength = args[2] --Strength
	local intelligence = args[3] --Intelligence
	local magic = args[4] --Magic
	local vitality = args[5] --Vitality
	local agility = args[6] --Agility
	local luck = args[7] --Luck
	local levelMinus19 = math.max(level - 19,0)
	local statTable = {
		atk = levelMinus19 + (strength * 3) + round(vitality / 4),
		acc = round(strength / 4) + agility,
		def = round(levelMinus19 / 2) + round(strength / 4) + (vitality * 2),
		eva = round(intelligence / 8) + agility,
		matk = round(intelligence / 8) + magic,
		mefc = intelligence + round(magic / 8)
	}
	local stats = { "atk", "acc", "def", "eva", "matk", "mefc" }
	for i, stat in ipairs(stats) do  --Manual override
		if args[stat] then
			statTable[stat] = args[stat]
		end
	end
	return outputCells(statTable["atk"],statTable["acc"],statTable["def"],statTable["eva"],statTable["matk"],statTable["mefc"])
end

function p.smt1mcd(frame)
	local args = getArgs(frame)
	local level = args[1] --Level
	local strength = args[2] --Strength
	local intelligence = args[3] --Intelligence
	local magic = args[4] --Magic
	local vitality = args[5] --Vitality
	local agility = args[6] --Agility
	local luck = args[7] --Luck
	local levelMinus19 = math.max(level - 19,0)
	local levelMinus20 = math.max(level - 20,0)
	local isBoss = false
	if args["boss"] then
		isBoss = true
	end
	local statTable = {
		atk = levelMinus20 + (strength * 3) + math.floor(vitality / 4),
		acc = math.floor(strength / 8) + agility + math.floor(luck / 10), --Incorrect
		def = math.floor(levelMinus20 / 2) + math.floor(strength / 4) + (vitality * 3),
		eva = math.floor(intelligence / 8) + agility,
		matk = math.floor(intelligence / 8) + magic,
		mefc = intelligence + math.floor(magic / 8)
	}
	if isBoss then
		statTable["atk"] = levelMinus19 + (strength * 3) + (vitality / 4) --Incorrect
		statTable["acc"] = math.floor(strength / 4) + agility
		statTable["def"] = math.floor(levelMinus20 / 2) + math.floor(strength / 4) + (vitality * 2)
	end
	local stats = { "atk", "acc", "def", "eva", "matk", "mefc" }
	for i, stat in ipairs(stats) do --Manual override
		if args[stat] then
			statTable[stat] = args[stat]
		end
	end
	return outputCells(statTable["atk"],statTable["acc"],statTable["def"],statTable["eva"],statTable["matk"],statTable["mefc"])
end

function p.smt2(frame)
	local args = getArgs(frame)
	local level = args[1] --Level
	local strength = args[2] --Strength
	local intelligence = args[3] --Intelligence
	local magic = args[4] --Magic
	local vitality = args[5] --Vitality
	local agility = args[6] --Agility
	local luck = args[7] --Luck
	local statTable = {
		atk = (level + strength) * 2,
		acc = math.floor(level * 1.5) + agility + math.floor((strength + luck) / 4),
		def = (level + vitality) * 2,
		eva = math.floor(level * 1.5) + agility + math.floor((intelligence + luck) / 4),
		matk = math.floor(intelligence / 4) + magic,
		mefc = intelligence + math.floor(magic / 4)
	}
	return outputCells(statTable["atk"],statTable["acc"],statTable["def"],statTable["eva"],statTable["matk"],statTable["mefc"])
end

function p.smtif(frame)
	return p.smt2(frame)
end

function p.desum(frame)
	local args = getArgs(frame)
	local level = args[1] --Level
	local strength = args[2] --Strength
	local intelligence = args[3] --Intelligence
	local magic = args[4] --Magic
	local endurance = args[5] --Endurance
	local agility = args[6] --Agility
	local luck = args[7] --Luck
	local platform = ""
	if args[8] then
		platform = string.lower(args[8]) --game platform
	end
	local statTable = {
		atk = (level + strength) * 2,
		acc = math.floor(level * 1.5) + agility + math.floor((strength + luck) / 4),
		def = (level + endurance) * 2,
		eva = math.floor(level * 1.5) + agility + math.floor((intelligence + luck) / 4),
		matk = math.floor(intelligence / 2) + (magic * 2),
		mdef = intelligence + math.floor(level / 2) + math.floor(magic / 4) + math.floor(endurance / 2),
		mdefPSP = math.floor(intelligence + (level / 2) + (magic / 4) + (endurance / 2))
	}
	local function bothPlatsValue(stat)
		if platform == "psp" then
			return statTable[stat.."PSP"]
		elseif platform == "sat" or statTable[stat] == statTable[stat.."PSP"] then
			return statTable[stat]
		else
			return frame:expandTemplate{ title = "tt", args = { statTable[stat], "Sega Saturn" } } .. " / " .. frame:expandTemplate{ title = "tt", args = { statTable[stat.."PSP"], "PlayStation Portable" } }
		end
	end
	local outputAtk = statTable["atk"]
	local outputAcc = statTable["acc"]
	local outputDef = statTable["def"]
	local outputEva = statTable["eva"]
	local outputMatk = statTable["matk"]
	local outputMdef = bothPlatsValue("mdef")

	return outputCells(outputAtk,outputAcc,outputDef,outputEva,outputMatk,outputMdef)
end

function p.sh1(frame)
	local args = getArgs(frame)
	local level = args[1] --Level
	local strength = args[2] --Strength
	local intelligence = args[3] --Intelligence
	local magic = args[4] --Magic
	local endurance = args[5] --Endurance
	local agility = args[6] --Agility
	local luck = args[7] --Luck
	local statTable = {
		patk = (level + strength) * 2, --Seems good
		phit = math.floor(level * 1.5) + math.floor(agility * 1.2) + math.floor(luck * 0.6), --Needs work
		matk = intelligence * 2 + math.floor(magic * 7.5), --Needs work
		mhit = intelligence * 2 + math.floor(magic / 2) * 2, --Seems good
		def = (level + endurance) * 2 + 16, --Seems good
		eva = math.floor(level * 1.5) + agility + math.floor(luck / 2) --Seems good
	}
	local stats = { "patk", "phit", "matk", "mhit", "def", "eva" }
	for i, stat in ipairs(stats) do --Manual override
		if args[stat] then
			statTable[stat] = args[stat]
		end
	end
	return outputCells(statTable["patk"],statTable["phit"],statTable["matk"],statTable["mhit"],statTable["def"],statTable["eva"])
end

return p