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Anvil Changes

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just put ghost upgrade in
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[quote="SB99"]just put ghost upgrade in[/quote]
"SB99"just put ghost upgrade in


+1
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[quote="MIKELOWREY"][quote="SB99"]just put ghost upgrade in[/quote] +1[/quote]
"FOXTRCK"Just trying to help, I’m on my phone and havnt done any c# in a few months.


Are you counting the success values as ‘1’ or counting the rng number generated, finito? I wasn’t sure.

I’d maybe look at counting the last 5 or 10 upgrade by the crafter and if the failure and success is out of what you think is fair or reasonable then do something like -

E.g.

However you’re extracting the results, pass them to this kind of function along with the number they need to succeed the upgrade. I've made an assumption the value needed to succeed is out of 100, I have no idea.

--------
Int Check_HelpNeeded_forcrafter(int[] countedfails_from5, int ValNeededforSuccess)

//TODO - Iterate through the array and count the number of fails/success

//Followed by
(

If(countedfails_from5 >= 3)

{
ValNeededforsuccess -= 2; // easier to succeed on next upgrade
}
If(countedfails_from5 <= 2) // harder to succeed on next upgrade
{
valfNeededforsuccess += 2
}

Return ValNeededforsuccess

)

-------------
Then pass that returned value back to whatever your doing ready for the next upgrade and set it as the value required to succeed on that upgrade.

---
That might be an alternative - it would altar the number needed to succeed the upgrade based on the last 5 results and doesn’t need to take into account the crafters skill, just their history - so its relatively dynamic.

Ideally you’d filter out the guaranteed +1 and +2 results or even remove ghost upgrades… and do something a bit more comprehensive to the above.

Hope it helps.


[edit I didn’t include interpreting the array hah, you get the idea]


easy look into willow for the last month
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[quote="TICH"][quote="FOXTRCK"]Just trying to help, I’m on my phone and havnt done any c# in a few months. Are you counting the success values as ‘1’ or counting the rng number generated, finito? I wasn’t sure. I’d maybe look at counting the last 5 or 10 upgrade by the crafter and if the failure and success is out of what you think is fair or reasonable then do something like - E.g. However you’re extracting the results, pass them to this kind of function along with the number they need to succeed the upgrade. I've made an assumption the value needed to succeed is out of 100, I have no idea. -------- Int Check_HelpNeeded_forcrafter(int[] countedfails_from5, int ValNeededforSuccess) //TODO - Iterate through the array and count the number of fails/success //Followed by ( If(countedfails_from5 >= 3) { ValNeededforsuccess -= 2; // easier to succeed on next upgrade } If(countedfails_from5 <= 2) // harder to succeed on next upgrade { valfNeededforsuccess += 2 } Return ValNeededforsuccess ) ------------- Then pass that returned value back to whatever your doing ready for the next upgrade and set it as the value required to succeed on that upgrade. --- That might be an alternative - it would altar the number needed to succeed the upgrade based on the last 5 results and doesn’t need to take into account the crafters skill, just their history - so its relatively dynamic. Ideally you’d filter out the guaranteed +1 and +2 results or even remove ghost upgrades… and do something a bit more comprehensive to the above. Hope it helps. [edit I didn’t include interpreting the array hah, you get the idea][/quote] easy look into willow for the last month[/quote]

 

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