Make enchanting make more sense (bug #5038)

pull/541/head
Capostrophic 6 years ago
parent 7023e86d19
commit 3f73766304

@ -89,6 +89,7 @@
Bug #5004: Werewolves shield their eyes during storm
Bug #5018: Spell tooltips don't support purely negative magnitudes
Bug #5028: Offered price caps are not trading-specific
Bug #5038: Enchanting success chance calculations are blatantly wrong
Feature #1774: Handle AvoidNode
Feature #2229: Improve pathfinding AI
Feature #3025: Analogue gamepad movement controls

@ -107,20 +107,11 @@ namespace MWGui
void EnchantingDialog::updateLabels()
{
std::stringstream enchantCost;
enchantCost << std::setprecision(1) << std::fixed << mEnchanting.getEnchantPoints();
mEnchantmentPoints->setCaption(enchantCost.str() + " / " + MyGUI::utility::toString(mEnchanting.getMaxEnchantValue()));
mCharge->setCaption(MyGUI::utility::toString(mEnchanting.getGemCharge()));
int successChance = int(mEnchanting.getEnchantChance());
mSuccessChance->setCaption(MyGUI::utility::toString(std::max(0, successChance)));
std::stringstream castCost;
castCost << mEnchanting.getEffectiveCastCost();
mCastCost->setCaption(castCost.str());
mPrice->setCaption(MyGUI::utility::toString(mEnchanting.getEnchantPrice()));
mEnchantmentPoints->setCaption(std::to_string(static_cast<int>(mEnchanting.getEnchantPoints(false))) + " / " + std::to_string(mEnchanting.getMaxEnchantValue()));
mCharge->setCaption(std::to_string(mEnchanting.getGemCharge()));
mSuccessChance->setCaption(std::to_string(std::max(0, std::min(100, mEnchanting.getEnchantChance()))));
mCastCost->setCaption(std::to_string(mEnchanting.getEffectiveCastCost()));
mPrice->setCaption(std::to_string(mEnchanting.getEnchantPrice()));
switch(mEnchanting.getCastStyle())
{
@ -322,7 +313,7 @@ namespace MWGui
return;
}
if (mEnchanting.getEnchantPoints() > mEnchanting.getMaxEnchantValue())
if (static_cast<int>(mEnchanting.getEnchantPoints(false)) > mEnchanting.getMaxEnchantValue())
{
MWBase::Environment::get().getWindowManager()->messageBox ("#{sNotifyMessage29}");
return;

@ -164,46 +164,36 @@ namespace MWMechanics
*
* Formula on UESPWiki is not entirely correct.
*/
int Enchanting::getEnchantPoints() const
float Enchanting::getEnchantPoints(bool precise) const
{
if (mEffectList.mList.empty())
// No effects added, cost = 0
return 0;
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
std::vector<ESM::ENAMstruct> mEffects = mEffectList.mList;
const float fEffectCostMult = store.get<ESM::GameSetting>().find("fEffectCostMult")->mValue.getFloat();
const float fEnchantmentConstantDurationMult = store.get<ESM::GameSetting>().find("fEnchantmentConstantDurationMult")->mValue.getFloat();
int enchantmentCost = 0;
float cost = 0;
for (std::vector<ESM::ENAMstruct>::const_iterator it = mEffects.begin(); it != mEffects.end(); ++it)
float enchantmentCost = 0.f;
float cost = 0.f;
for (const ESM::ENAMstruct& effect : mEffectList.mList)
{
float baseCost = (store.get<ESM::MagicEffect>().find(it->mEffectID))->mData.mBaseCost;
int magMin = std::max(1, it->mMagnMin);
int magMax = std::max(1, it->mMagnMax);
int area = std::max(1, it->mArea);
float magnitudeCost = (magMin + magMax) * baseCost * 0.05f;
float baseCost = (store.get<ESM::MagicEffect>().find(effect.mEffectID))->mData.mBaseCost;
int magMin = std::max(1, effect.mMagnMin);
int magMax = std::max(1, effect.mMagnMax);
int area = std::max(1, effect.mArea);
float duration = static_cast<float>(effect.mDuration);
if (mCastStyle == ESM::Enchantment::ConstantEffect)
{
magnitudeCost *= store.get<ESM::GameSetting>().find("fEnchantmentConstantDurationMult")->mValue.getFloat();
}
else
{
magnitudeCost *= it->mDuration;
}
duration = fEnchantmentConstantDurationMult;
float areaCost = area * 0.05f * baseCost;
const float fEffectCostMult = store.get<ESM::GameSetting>().find("fEffectCostMult")->mValue.getFloat();
cost += (magnitudeCost + areaCost) * fEffectCostMult;
cost += ((magMin + magMax) * duration + area) * baseCost * fEffectCostMult * 0.05f;
cost = std::max(1.f, cost);
if (it->mRange == ESM::RT_Target)
cost *= 1.5;
if (effect.mRange == ESM::RT_Target)
cost *= 1.5f;
enchantmentCost += static_cast<int>(cost);
enchantmentCost += precise ? cost : std::floor(cost);
}
return enchantmentCost;
@ -215,7 +205,7 @@ namespace MWMechanics
if (mCastStyle == ESM::Enchantment::ConstantEffect)
return 0;
return getEnchantPoints();
return static_cast<int>(getEnchantPoints(false));
}
int Enchanting::getEffectiveCastCost() const
@ -279,21 +269,21 @@ namespace MWMechanics
mEnchanter = enchanter;
}
float Enchanting::getEnchantChance() const
int Enchanting::getEnchantChance() const
{
const CreatureStats& stats = mEnchanter.getClass().getCreatureStats(mEnchanter);
float chance1 = (mEnchanter.getClass().getSkill(mEnchanter, ESM::Skill::Enchant) +
(0.25f * stats.getAttribute (ESM::Attribute::Intelligence).getModified())
+ (0.125f * stats.getAttribute (ESM::Attribute::Luck).getModified()));
const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
const float a = static_cast<float>(mEnchanter.getClass().getSkill(mEnchanter, ESM::Skill::Enchant));
const float b = static_cast<float>(stats.getAttribute (ESM::Attribute::Intelligence).getModified());
const float c = static_cast<float>(stats.getAttribute (ESM::Attribute::Luck).getModified());
const float fEnchantmentChanceMult = gmst.find("fEnchantmentChanceMult")->mValue.getFloat();
const float fEnchantmentConstantChanceMult = gmst.find("fEnchantmentConstantChanceMult")->mValue.getFloat();
float chance2 = 7.5f / (gmst.find("fEnchantmentChanceMult")->mValue.getFloat() * ((mCastStyle == ESM::Enchantment::ConstantEffect) ?
gmst.find("fEnchantmentConstantChanceMult")->mValue.getFloat() : 1.0f ))
* getEnchantPoints();
float x = (a - getEnchantPoints()*fEnchantmentChanceMult + 0.2f * b + 0.1f * c) * stats.getFatigueTerm();
if (mCastStyle == ESM::Enchantment::ConstantEffect)
x *= fEnchantmentConstantChanceMult;
return (chance1-chance2);
return static_cast<int>(x);
}
void Enchanting::payForEnchantment() const

@ -37,13 +37,13 @@ namespace MWMechanics
bool create(); //Return true if created, false if failed.
void nextCastStyle(); //Set enchant type to next possible type (for mOldItemPtr object)
int getCastStyle() const;
int getEnchantPoints() const;
float getEnchantPoints(bool precise = true) const;
int getBaseCastCost() const; // To be saved in the enchantment's record
int getEffectiveCastCost() const; // Effective cost taking player Enchant skill into account, used for preview purposes in the UI
int getEnchantPrice() const;
int getMaxEnchantValue() const;
int getGemCharge() const;
float getEnchantChance() const;
int getEnchantChance() const;
bool soulEmpty() const; //Return true if empty
bool itemEmpty() const; //Return true if empty
void payForEnchantment() const;

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