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SorrowHarvest

_stat_interaction@:=var

Oct 16th, 2021
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  1. /*
  2.         -------: Objective :-^ Calculate Stat Interaction
  3.             The Program will handle the Stat System that is responsible
  4.             for damage, attack, stamina, speed, weight, mana, spirituality.
  5.            
  6.             float damage <= 3.141
  7.            
  8.             atk@:= (stamina + damage) / (speed - weight)
  9.             def@:= (stamina - damage) + (speed - weight)
  10.             mgk@:= ((spirituality * mana) / (speed * atk)) + damage
  11.             rng@:= ((spirituality + speed) / (def * weight)) + damage
  12.            
  13.         -------:*** stat_reduction_from_effect ***:--------
  14.             Stat Recuction Effect will be handle by randomize bytecode
  15.             algorithm that consist of randomize hexdecimal configurations
  16.             of registiars that will handle the effects around realtime
  17.             interaction.
  18.            
  19.             ------: Effects :-----------
  20.             Weakness, Fatigue, Athropy,
  21.             Poison, Burnt, Frozen,
  22.             Paralyzation, Confused,
  23.             Disoraintated, Dazed
  24.             ---------------------------:
  25.            
  26. */
  27.  
  28.  
  29. class program(stats, index, attribute){
  30.     private int stat_buffer; //-------: 0x3EDFxxxx
  31.     private int index_buffer; //------: 0xADEFxxxx
  32.     private float attribute_buffer;//-: 0xEEEExxxx
  33.    
  34.     public float attribute_signal_str = (attribute_buffer * attribute) / stat_buffer;
  35.     public const int stat_reduction_from_effect = stat_buffer / index_buffer;
  36.    
  37.     public void GEET(byte _hashdump, byte _salt, byte stack){
  38.         int varible_zero = 0;
  39.         float abstract_signature = 3.14F;
  40.         char hexade_0 = "0"; char hexade_1 = "1"; char hexade_2 = "2"; char hexade_3 = "3";
  41.         char hexade_4 = "4"; char hexade_5 = "5"; char hexade_6 = "6"; char hexade_7 = "7";
  42.         char hexade_8 = "8"; char hexade_9 = "9"; char hexade_a = "A"; char hexade_b = "B";
  43.         char hexade_c = "C"; char hexade_d = "D"; char hexade_e = "E"; char hexade_f = "F";
  44.        
  45.         string _hashdump = hexade_0 + hexade_1 + hexade_2 + hexade_3
  46.                              + hexade_4 + hexade_5 + hexade_6 + hexade_7
  47.                               + hexade_8 + hexade_9 + hexade_a + hexade_b
  48.                                + hexade_c + hexade_d + hexade_e + hexade_f
  49.                                ; //--- byte buffer
  50.         int index_cyc = 0;
  51.         while(index_cyc <= attribute_buffer){
  52.             float causal_damge = stat_reduction_from_effect * index_cyc;
  53.             float major_damage = (stat_reduction_from_effect * (index_buffer + index_cyc))
  54.                         + (causal_damge * 2);
  55.            
  56.             float signature = attribute_buffer += 2;
  57.             float effect_posion = causal_damge += 1;
  58.            
  59.             if(_salt = 0x3EDFxxxx)index_buffer = signature += major_damage;
  60.             if(_salt = 0xADEFxxxx)index_buffer = signature += causal_damge;
  61.            
  62.             /* "effect_posion" -^ subjugated absracts
  63.                     Could be changed to specific effects
  64.                     |
  65.                 ------: Effects :-----------
  66.                 Weakness, Fatigue, Athropy,
  67.                 Poison, Burnt, Frozen,
  68.                 Paralyzation, Confused,
  69.                 Disoraintated, Dazed
  70.                 ---------------------------:
  71.             */
  72.             if(_salt = 0xEEEExxxx)index_buffer = signature += effect_posion;
  73.            
  74.             index_cyc += index_buffer;
  75.         }
  76.     }
  77. }
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