calcBranchLevelFromValue
Definition
-- @/lua/ge/extensions/career/branches.lua:294
local function calcBranchLevelFromValue(val, id)
local branch = getBranchByPath(id)
local level = -1
local curLvlProgress, neededForNext, prevThreshold, nextThreshold = -1, -1, -1, -1
local levels = branch.levels or {}
for i, lvl in ipairs(levels) do
if lvl.requiredValue and val >= lvl.requiredValue then
level = i
end
end
if levels[level+1] and levels[level+1].requiredValue then
prevThreshold = levels[level].requiredValue
neededForNext = levels[level+1].requiredValue - levels[level].requiredValue
curLvlProgress = val - levels[level].requiredValue
nextThreshold = levels[level+1].requiredValue
end
return level, curLvlProgress, neededForNext, prevThreshold, nextThreshold
end
Callers
@/lua/ge/extensions/career/modules/branches/landing.lua
local value = career_modules_playerAttributes.getAttributeValue(attKey)
local level, _, _, min, max = career_branches.calcBranchLevelFromValue(value, skill.id)
local skData = {
local value = career_modules_playerAttributes.getAttributeValue(attKey)
local level, _, _, min, max = career_branches.calcBranchLevelFromValue(value, br.id)
local branchInfo = {
local value = career_modules_playerAttributes.getAttributeValue(attKey)
local level, _, _, min, max = career_branches.calcBranchLevelFromValue(value, subBranch.id)
local skillInfo = {
local value = career_modules_playerAttributes.getAttributeValue(attKey)
local level, _, _, min, max = career_branches.calcBranchLevelFromValue(value, domainBranch.id)
data.skillInfo = {
@/lua/ge/extensions/career/career.lua
local brData = deepcopy(career_modules_playerAttributes.getAttribute(attKey) or {value=br.defaultValue or 0})
brData.level, brData.curLvlProgress, brData.neededForNext = career_branches.calcBranchLevelFromValue(brData.value, br.id)
brData.id = attKey
local brData = deepcopy(attData[newAttKey] or attData[attKey] or {value=br.defaultValue or 0})
brData.level, brData.curLvlProgress, brData.neededForNext = career_branches.calcBranchLevelFromValue(brData.value, br.id)
brData.id = attKey
@/lua/ge/extensions/gameplay/missions/progress.lua
local level, curLvlProgress, neededForNext, prevThreshold, nextThreshold =
career_branches.calcBranchLevelFromValue(
career_modules_playerAttributes.getAttributeValue(key),
local levelAfter, curLvlProgressAfter, neededForNextAfter, prevThresholdAfter, nextThresholdAfter =
career_branches.calcBranchLevelFromValue(
career_modules_playerAttributes.getAttributeValue(key) + rewardInfo.total,
@/lua/ge/extensions/career/modules/uiUtils.lua
local value = career_modules_playerAttributes.getAttributeValue(attKey)
local level, _, _, min, max = career_branches.calcBranchLevelFromValue(value, br.id)
table.insert(data.branches, {
@/lua/ge/extensions/career/modules/delivery/progress.lua
if branch.id == "key" then
local level, curLvlProgress, neededForNext, prevThreshold, nextThreshold = career_branches.calcBranchLevelFromValue(career_modules_playerAttributes.getAttributeValue(key), key)
aggregateChange[key] = {
@/lua/ge/extensions/career/branches.lua
local xp = M.getBranchXP(id)
local level, curLvlProgress, neededForNext, prevThreshold, nextThreshold = calcBranchLevelFromValue(xp, id)
return {
local attValue = career_modules_playerAttributes and career_modules_playerAttributes.getAttributeValue(branch.attributeKey) or 0
return calcBranchLevelFromValue(attValue, id)
end
local attValue = career_modules_playerAttributes and career_modules_playerAttributes.getAttributeValue(branch.attributeKey) or 0
return calcBranchLevelFromValue(attValue, pathId)
end
local attValue = career_modules_playerAttributes and career_modules_playerAttributes.getAttributeValue(branch.attributeKey) or 0
local level = calcBranchLevelFromValue(attValue, id)
return branch.levels[level].rewardMultiplier or nil