Progress
Property/Trait Being read in Being Analyzed for Sequence Affecting Zyk Attributes Displayed on Model
major/minor key yes yes X X
chords vs melody yes yes yes X
note length ratio yes yes yes X
notes vs rest ratio yes yes yes X
notes in vs out of key yes yes yes X
repeated patterns yes imperfectly yes X
upper range notes yes yes yes X
lower range notes yes yes yes X
note interval yes yes yes X
Key recognition yes yes yes X
Special Being read in Being Analyzed for Sequence Affecting Zyk Attributes Displayed on Model
Arpeggios X X X X
chromatic scale X X X X
stay in pentatonic key X X X X
whole tone scale X X X X
Negative Property Being read in Being Analyzed for Sequence Affecting Zyk Attributes Displayed on Model
too many fast notes X X X X
too many notes at once X X X X
too long with no notes yes yes yes X
tritones yes yes yes X
half-tones yes yes yes X

(C+P from Forum)
So, in each level you should be able, if you focus mainly on one thing, to get at least 1 point in that category. So if we start with that basic idea and go from there, we should be able to get rough leads. The current issue with doing things this way is that people can just play lots of chords, out of key notes, large intervals, sixteenth notes, and either high/low notes and get lots of points in all the categories simultaneously. Still trying to figure out how to balance this….

Attitude:
Major-

  • Attack+.2
  • Speed+.2
  • Jump+.2
  • Weight+.2

Minor-

  • Fierce+ .2
  • Sneak+ .2
  • Dive+ .2
  • Toughness+ .2

Weight:
For every tick where a note is played, tally how many notes were played simultaneously and just add them up -

  • (NFive++ OR
  • NFour++ OR
  • NThree++ OR
  • NTwo++ OR
  • NOne++ ) AND
  • TotalTicks++

Get percentages for each of them.
if(NFive > .5) weight += 1
if(NFive+NFour > .5) +=.9
if(NFour > .5) weight += .8
if(NFive+NThree >.5) += .75
if(NFour+NThree > .5) += .7
if(NFive+NTwo > .5) weight += .65
if(NThree > .5) weight += .6
if(NFour+NTwo > .5) weight +=.55
if(NThree+NTwo > .5) weight +=.5
if(NTwo > .5) weight +=.4
if(NOne > .5) weight +=0, sneak += .2
If any of these are the largest percentile, but not necessarily >.5, add weight += (whatever-.1)
Note that all of these should be "if else" statements, I believe.

Speed
Similar to weight, tally up how many of each kind of note were used, and then find the percentages. Use a schema similar to with Weight

OVERALL
Note how a very low weight boosted the sneak. Very low scores in any of the attributes will help to boost another one. I'm also thinking that very high attributes in any one score should hurt another one too. View here:

Original Low Boost High Cut
Weight Sneak Toughness
Speed Toughness Sneak
Sneak Jump Speed
Ferocity Attack Attack
Toughness Ferocity Weight
Jump Weight Dive
Dive Speed Jump
Attack Dive Ferocity
page_revision: 11, last_edited: 1173621471|%e %b %Y, %H:%M %Z (%O ago)
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