Module:Combat level
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Documentation for this module may be created at Module:Combat level/doc
-- Implements Calculator:Combat level/Template
local paramTest = require('Module:Paramtest')
local p = {}
function p.calc(frame)
local args = frame:getParent().args
local stats = { 'attack', 'strength', 'defence', 'ranged', 'magic', 'hitpoints', 'prayer' }
local lvls = {}
for i, stat in pairs(stats) do
if i == 6 then
lvls[i] = paramTest.default_to( tonumber(args[stat]), 10 )
else
lvls[i] = paramTest.default_to( tonumber(args[stat]), 1 )
end
end
return p.formatlvl( p._calc( unpack( lvls ) ) )
end
function p.formatlvl ( combatLevel, combatType, required )
local nextCombatLevel = combatLevel + 1
local output = 'Your combat level is <b>' .. combatLevel .. '</b>, ' .. combatType .. '-based.\n'
output = output .. '\nFor level ' .. nextCombatLevel .. ', you need one of:'
if required.attackStrength then
output = output .. '\n* ' .. required.attackStrength .. ' [[Attack]] or [[Strength]] levels'
end
if required.hitpointsDefence then
output = output .. '\n* ' .. required.hitpointsDefence .. ' [[Hitpoints]] or [[Defence]] levels'
end
if required.ranged then
output = output .. '\n* ' .. required.ranged .. ' [[Ranged]] levels'
end
if required.magic then
output = output .. '\n* ' .. required.magic .. ' [[Magic]] levels'
end
if required.prayer then
output = output .. '\n* ' .. required.prayer .. ' [[Prayer]] levels'
end
return output
end
function p._calc ( attackLevel, strengthLevel, defenceLevel, rangedLevel, magicLevel, hitpointsLevel, prayerLevel )
-- Used formulae from here: https://oldschool.runescape.wiki/w/Combat_level
-- to calculate player's current in-game combat level
local baseLevel = 0.25 * (defenceLevel + hitpointsLevel + math.floor(prayerLevel / 2))
local meleeCombatLevel = 0.325 * (attackLevel + strengthLevel)
local magicCombatLevel = 0.325 * (math.floor(magicLevel / 2) + magicLevel)
local rangedCombatLevel = 0.325 * (math.floor(rangedLevel / 2) + rangedLevel)
local combatType = math.max(meleeCombatLevel, math.max(magicCombatLevel, rangedCombatLevel))
local combatLevelDouble = baseLevel + combatType
local combatLevel = math.floor(combatLevelDouble)
local nextCombatLevel = combatLevel + 1
local required = {}
-- Combat level increases with an even number of levels of prayer levels
-- 8 Levels of Prayer increases combat level by 1
-- Calculate the current prayer level contribution to the combat level and invert
required.prayer = 2 * math.ceil(-hitpointsLevel - defenceLevel + (4 * nextCombatLevel) - (4 * combatType)) - prayerLevel
-- 4 Levels of Defence+Hitpoints increases combat level by 1
-- Calculate the current Hitpoints+Defence level contribution to the combat level and invert
required.hitpointsDefence = math.ceil((4 * nextCombatLevel) - math.floor(prayerLevel / 2) - (4 * combatType)) - hitpointsLevel - defenceLevel
-- Calculate the current Attack+Strength level contribution to the combat level and invert
required.attackStrength = math.ceil(-10 / 13 * (defenceLevel + hitpointsLevel + math.floor(prayerLevel / 2) - (4 * nextCombatLevel))) - strengthLevel - attackLevel
-- Calculate the current Magic level contribution to the combat level and invert
required.magic = math.ceil(2 / 3 * math.ceil(-10 / 13 * (hitpointsLevel + defenceLevel - (4 * nextCombatLevel) + math.floor(prayerLevel / 2)))) - magicLevel
-- Calculate the current Ranged level contribution to the combat level and invert
required.ranged = math.ceil(2 / 3 * math.ceil(-10 / 13 * (hitpointsLevel + defenceLevel - (4 * nextCombatLevel) + math.floor(prayerLevel / 2)))) - rangedLevel
if (attackLevel + strengthLevel + required.attackStrength) > (99 * 2) then
required.attackStrength = nil
end
if (defenceLevel + hitpointsLevel + required.hitpointsDefence) > (99 * 2) then
required.hitpointsDefence = nil
end
if (rangedLevel + required.ranged) > 99 then
required.ranged = nil
end
if (magicLevel + required.magic) > 99 then
required.magic = nil
end
if (prayerLevel + required.prayer) > 99 then
required.prayer = nil
end
local combatTypeName
if(combatType == meleeCombatLevel) then
combatTypeName = 'melee'
elseif(combatType == magicCombatLevel) then
combatTypeName = 'magic'
else
combatTypeName = 'ranged'
end
return combatLevel, combatTypeName, required
end
return p