*/
// Stores the total points this stat is worth at the above % point of maximum
// Note that these values get all sorts of bonuses+ multipliers+ and extra things applied in the actual scoring routine. These values are more of a base value.
// Variable name Dex, Int, Str, Vit, L%, LOH, Stl%, LPS, MF, GF, MS, Rad, Sox, Crit%, CDam%, ASPD, Min+, Max+, Blk, Thn, AR, SR, DPS, ARMR, Disc, Mana, Arc., Regn, Globe
private static double[] WeaponPointsAtMax = new double[29] { 14000, 14000, 14000, 14000, 13000, 20000, 7000, 1000, 6000, 6000, 6000, 0500, 16000, 15000, 15000, 0000, 0000, 0000, 0000, 1000, 11000, 0000, 90000, 0000, 10000, 8500, 8500, 10000, 8000 };
private static double[] ArmorPointsAtMax = new double[29] { 11000, 11000, 11000, 09500, 09000, 10000, 4000, 1200, 3000, 3000, 3500, 1000, 04300, 09000, 06100, 7000, 3000, 3000, 5000, 1200, 07500, 1500, 00000, 5000, 04000, 3000, 3000, 06000, 4000 };
private static double[] JewelryPointsAtMax = new double[29] { 11500, 11000, 11000, 10000, 08000, 11000, 4000, 1200, 4500, 4500, 3500, 1000, 03500, 07500, 06300, 6800, 0800, 0800, 5000, 1200, 07500, 1500, 00000, 4500, 04000, 3000, 3000, 06000, 4000 };
// Some special values for score calculations
// BonusThreshold is a percentage of the max-stat possible that the stat starts to get a multiplier on it's score. 1 means it has to be above 100% of the max-stat to get a multiplier (so only possible if the max-stat isn't ACTUALLY the max possible)
// MinimumThreshold is a percentage of the max-stat possible that the stat will simply be ignored for being too low. eg if set to .5 - then anything less than 50% of the max-stat will be ignored.
// MinimumPrimary is used for some stats only - and means that at least ONE primary stat has to be above that level to get score. Eg magic-find has .5 - meaning any item without at least 50% of a max-stat primary will ignore magic-find scoring.
// Variable name Dex, Int, Str, Vit, L%, LOH, Stl%, LPS, MF, GF, MS, Rad, Sox, Crit, CDam, ASPD, Min+, Max+, Blk, Thn, AR, SR, DPS, ARMR, Disc, Mana, Arc., Regn, Globe
private static double[] BonusThreshold = new double[29] { 0.75, 0.75, 0.75, 0.75, 0.80, 0.70, 0.80, 1.00, 1.00, 1.00, 0.95, 1.00, 1.00, 0.70, 0.90, 0.90, 0.90, 0.90, 0.83, 1.00, 0.85, 0.95, 0.70, 0.90, 1.00, 1.00, 1.00, 0.90, 1.00 };
private static double[] MinimumThreshold = new double[29] { 0.40, 0.40, 0.40, 0.30, 0.60, 0.35, 0.60, 0.70, 0.40, 0.40, 0.75, 0.80, 0.40, 0.40, 0.60, 0.40, 0.20, 0.20, 0.65, 0.60, 0.40, 0.75, 0.70, 0.80, 0.70, 0.70, 0.70, 0.70, 0.40 };
private static double[] StatMinimumPrimary = new double[29] { 0.00, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00, 0.20, 0.40, 0.40, 0.30, 0.00, 0.00, 0.00, 0.00, 0.00, 0.40, 0.40, 0.40, 0.40, 0.40, 0.40, 0.00, 0.40, 0.40, 0.40, 0.40, 0.40, 0.40 };
//// Dex Int Str Vit Life% LOH Steal% LPS Magic% Gold% MSPD Rad. Sox Crit% CDam% ASPD Min+ Max+ Block% Thorn Allres Res DPS ARMOR Disc.Mana Arc. Regen Globes
//private static double[] MaxPointsWeaponOneHand = new double[29] { 400, 400, 400, 400, 0, 1000, 3, 0, 0, 0, 0, 0, 1, 0, 85, 0, 0, 0, 0, 0, 0, 0, 1500, 0, 10, 150, 10, 14, 0 };
//private static double[] MaxPointsWeaponTwoHand = new double[29] { 530, 530, 530, 530, 0, 1800, 5.8, 0, 0, 0, 0, 0, 1, 0, 170, 0, 0, 0, 0, 0, 0, 0, 1700, 0, 10, 119, 10, 14, 0 };
//private static double[] MaxPointsWeaponRanged = new double[29] { 320, 320, 320, 320, 0, 850, 2.8, 0, 0, 0, 0, 0, 1, 0, 85, 0, 0, 0, 0, 0, 0, 0, 1410, 0, 0, 0, 0, 14, 0 };
//private static double[] MaxPointsOffHand = new double[29] { 300, 300, 300, 300, 9, 0, 0, 234, 18, 20, 0, 0, 1, 8.5, 0, 15, 110, 402, 0, 979, 0, 0, 0, 0, 10, 119, 10, 11, 5977 };
//private static double[] MaxPointsShield = new double[29] { 330, 330, 330, 330, 16, 0, 0, 342, 20, 25, 0, 0, 1, 10, 0, 0, 0, 0, 30, 2544, 80, 60, 0, 397, 0, 0, 0, 0, 12794 };
//private static double[] MaxPointsRing = new double[29] { 200, 200, 200, 200, 12, 479, 0, 234, 20, 25, 0, 0, 1, 6, 50, 9, 36, 100, 0, 979, 80, 60, 0, 240, 0, 0, 0, 0, 5977 };
//private static double[] MaxPointsAmulet = new double[29] { 350, 350, 350, 350, 16, 959, 0, 410, 45, 50, 0, 0, 1, 10, 100, 9, 36, 100, 0, 1712, 80, 60, 0, 360, 0, 0, 0, 0, 5977 };
//private static double[] MaxPointsShoulders = new double[29] { 200, 200, 300, 200, 12, 0, 0, 342, 20, 25, 0, 7, 0, 0, 0, 0, 0, 0, 0, 2544, 80, 60, 0, 265, 0, 0, 0, 0, 12794 };
//private static double[] MaxPointsHelm = new double[29] { 200, 300, 200, 200, 12, 0, 0, 342, 20, 25, 0, 7, 1, 6, 0, 0, 0, 0, 0, 1454, 80, 60, 0, 397, 0, 0, 0, 0, 12794 };
//private static double[] MaxPointsPants = new double[29] { 200, 200, 200, 300, 0, 0, 0, 342, 20, 25, 0, 7, 2, 0, 0, 0, 0, 0, 0, 1454, 80, 60, 0, 397, 0, 0, 0, 0, 12794 };
//private static double[] MaxPointsGloves = new double[29] { 300, 300, 200, 200, 0, 0, 0, 342, 20, 25, 0, 7, 0, 10, 50, 9, 0, 0, 0, 1454, 80, 60, 0, 265, 0, 0, 0, 0, 12794 };
//private static double[] MaxPointsChest = new double[29] { 200, 200, 200, 300, 12, 0, 0, 599, 20, 25, 0, 7, 3, 0, 0, 0, 0, 0, 0, 2544, 80, 60, 0, 397, 0, 0, 0, 0, 12794 };
//private static double[] MaxPointsBracer = new double[29] { 200, 200, 200, 200, 0, 0, 0, 342, 20, 25, 0, 7, 0, 6, 0, 0, 0, 0, 0, 1454, 80, 60, 0, 265, 0, 0, 0, 0, 12794 };
//private static double[] MaxPointsBoots = new double[29] { 300, 200, 200, 200, 0, 0, 0, 342, 20, 25, 12, 7, 0, 0, 0, 0, 0, 0, 0, 1454, 80, 60, 0, 265, 0, 0, 0, 0, 12794 };
//private static double[] MaxPointsBelt = new double[29] { 200, 200, 300, 200, 12, 0, 0, 342, 20, 25, 0, 7, 0, 0, 0, 0, 0, 0, 0, 2544, 80, 60, 0, 265, 0, 0, 0, 0, 12794 };
//private static double[] MaxPointsCloak = new double[29] { 200, 200, 200, 300, 12, 0, 0, 410, 20, 25, 0, 7, 3, 0, 0, 0, 0, 0, 0, 2544, 70, 50, 0, 397, 10, 0, 0, 0, 12794 };
//private static double[] MaxPointsMightyBelt = new double[29] { 200, 200, 300, 200, 12, 0, 3, 342, 20, 25, 0, 7, 0, 0, 0, 0, 0, 0, 0, 2544, 70, 50, 0, 265, 0, 0, 0, 0, 12794 };
//private static double[] MaxPointsSpiritStone = new double[29] { 200, 300, 200, 200, 12, 0, 0, 342, 20, 25, 0, 7, 1, 6, 0, 0, 0, 0, 0, 1454, 70, 50, 0, 397, 0, 0, 0, 0, 12794 };
//private static double[] MaxPointsVoodooMask = new double[29] { 200, 300, 200, 200, 12, 0, 0, 342, 20, 25, 0, 7, 1, 6, 0, 0, 0, 0, 0, 1454, 70, 50, 0, 397, 0, 119, 0, 11, 12794 };
//private static double[] MaxPointsWizardHat = new double[29] { 200, 300, 200, 200, 12, 0, 0, 342, 20, 25, 0, 7, 1, 6, 0, 0, 0, 0, 0, 1454, 70, 50, 0, 397, 0, 0, 10, 0, 12794 };
//private static double[] MaxPointsFollower = new double[29] { 300, 300, 300, 200, 0, 300, 0, 234, 0, 0, 0, 0, 0, 0, 55, 0, 0, 0, 0, 0, 50, 40, 0, 0, 0, 0, 0, 0, 0 };
//// Stores the total points this stat is worth at the above % point of maximum
//// Note that these values get all sorts of bonuses, multipliers, and extra things applied in the actual scoring routine. These values are more of a "base" value.
//// Dex Int Str Vit Life% LOH Steal% LPS Magic% Gold% MSPD Rad Sox Crit% CDam% ASPD Min+ Max+ Block% Thorn Allres Res DPS ARMOR Disc. Mana Arc. Regen Globes
//private static double[] WeaponPointsAtMax = new double[29] { 14000, 14000, 14000, 14000, 13000, 20000, 7000, 1000, 6000, 6000, 6000, 500, 16000, 15000, 15000, 0, 0, 0, 0, 1000, 11000, 0, 64000, 0, 10000, 8500, 8500, 10000, 8000 };
//// Dex Int Str Vit Life% LOH Steal% LPS Magic% Gold% MSPD Rad. Sox Crit% CDam% ASPD Min+ Max+ Block% Thorn Allres Res DPS ARMOR Disc. Mana Arc. Regen Globes
//private static double[] ArmorPointsAtMax = new double[29] { 11000, 11000, 11000, 9500, 9000, 10000, 4000, 1200, 3000, 3000, 3500, 1000, 4300, 9000, 6100, 7000, 3000, 3000, 5000, 1200, 7500, 1500, 0, 5000, 4000, 3000, 3000, 6000, 5000 };
//private static double[] JewelryPointsAtMax = new double[29] { 11500, 11000, 11000, 10000, 8000, 11000, 4000, 1200, 4500, 4500, 3500, 1000, 3500, 7500, 6300, 6800, 800, 800, 5000, 1200, 7500, 1500, 0, 4500, 4000, 3000, 3000, 6000, 5000 };
//// Some special values for score calculations
//// BonusThreshold is a percentage of the "max-stat possible", that the stat starts to get a multiplier on it's score. 1 means it has to be above 100% of the "max-stat" to get a multiplier (so only possible if the max-stat isn't ACTUALLY the max possible)
//// MinimumThreshold is a percentage of the "max-stat possible", that the stat will simply be ignored for being too low. eg if set to .5 - then anything less than 50% of the max-stat will be ignored.
//// MinimumPrimary is used for some stats only - and means that at least ONE primary stat has to be above that level, to get score. Eg magic-find has .5 - meaning any item without at least 50% of a max-stat primary, will ignore magic-find scoring.
//// Dex Int Str Vit Life% LOH Steal% LPS Magic% Gold% MSPD Radi Sox Crit% CDam% ASPD Min+ Max+ Block% Thorn Allres Res DPS ARMOR Disc. Mana Arc. Regen Globes
//private static double[] BonusThreshold = new double[29] { .75, .75, .75, .75, .80, .70, .8, 1, 1, 1, .95, 1, 1, .70, .90, 1, .9, .9, .83, 1, .85, .95, .80, .90, 1, 1, 1, .9, 1.0 };
//private static double[] MinimumThreshold = new double[29] { .40, .40, .40, .30, .60, .35, .6, .7, .40, .40, .75, .8, .4, .40, .60, .40, .2, .2, .65, .6, .40, .55, .80, .80, .7, .7, .7, .7, .40 };
//private static double[] StatMinimumPrimary = new double[29] { 0, 0, 0, 0, 0, 0, 0, .2, .40, .40, .30, 0, 0, 0, 0, 0, .40, .40, .40, .40, .40, .40, 0, .40, .40, .40, .40, .4, .40 };
}
}