var PETRA = function(m) { // returns some sort of DPS * health factor. If you specify a class, it'll use the modifiers against that class too. m.getMaxStrength = function(ent, againstClass) { var strength = 0.0; var attackTypes = ent.attackTypes(); var armourStrength = ent.armourStrengths(); var hp = ent.maxHitpoints() / 100.0; // some normalization for (var typeKey in attackTypes) { var type = attackTypes[typeKey]; if (type == "Slaughter" || type == "Charged") continue; var attackStrength = ent.attackStrengths(type); var attackRange = ent.attackRange(type); var attackTimes = ent.attackTimes(type); for (var str in attackStrength) { var val = parseFloat(attackStrength[str]); if (againstClass) val *= ent.getMultiplierAgainst(type, againstClass); switch (str) { case "crush": strength += (val * 0.085) / 3; break; case "hack": strength += (val * 0.075) / 3; break; case "pierce": strength += (val * 0.065) / 3; break; } } if (attackRange){ strength += (attackRange.max * 0.0125) ; } for (var str in attackTimes) { var val = parseFloat(attackTimes[str]); switch (str){ case "repeat": strength += (val / 100000); break; case "prepare": strength -= (val / 100000); break; } } } for (var str in armourStrength) { var val = parseFloat(armourStrength[str]); switch (str) { case "crush": strength += (val * 0.085) / 3; break; case "hack": strength += (val * 0.075) / 3; break; case "pierce": strength += (val * 0.065) / 3; break; } } return strength * hp; }; return m; }(PETRA);