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Ratings System
I need to give Classic's Spar Rating back. I don't quite understand these.
updateratingdeviation(float, float) - returns float - old deviation, time of last spar, returns new deviation updateratings(obj) - returns object - updates an array of {rating1,ratingdeviation1, rating2,ratingdeviation2, ...}, init them at 1500 and 350 would the time of last spar be in terms of timevar2? updateratingdeviation(player.ratingd,player.client r.spartime); updateratings(obj)... just don't get this at all. euhh... maybe I do now? But still, how often should rating deviation be checked? |
Yes timevar2
You only need to update the deviation each login I guess, the minimum value for the deviation is 75, and it is raising by one each day without spar I think. PHP Code:
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I mean, rating and ratingd are being sent to the client anyway by pressing R and when the ratings are updated. If a player is paused it is being sent to the client in the form of adding (paused) at the end of the player's nickname. Is there any particular reason you wouldn't want these vars to be readable clientside? I don't want to use player.attr[] like I have been using for (paused) because I'd rather use them for how they were intended. If not, can you SERIOUSLY make the attr[] variables accessible through RC. I'm going through hell messing with them. Hmmm... also... is player.lastspar a default variable? |
Can add read access to rating and ratingd.
lastspar is not a default variable |
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hmm... why isn't there an updateAP(killerAP,killedAP)? I can't figure out the equation :'(. I'm thinking if (opponent AP > 20) ?100: decreases by 15 80-99: decreases by 10 60-79: decreases by 8 40-59: decreases by 6 ?20-39: decreases by 4 ?0-19: decreases by 2 100 doesn't really matter because we're going to make it so that saints get dropped by at least 5... might make it 10, and probably reserve 15 for if they killed someone with their one hit. when they simply hit someone, regardless of opponent AP. |
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