| 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 |





