public ActionResult nodescales(double shoulderscale, double legscale, double waistscale) { //SHOULDER SCALING var should_x = 1 + shoulderscale; var should_npcspine2 = should_x;//1 + shoulderscale; var should_head = 1 / should_x; var should_wea_back = 1 / should_x; var should_wea_bow = 1 / should_x; var should_quiver = 1 / should_x; var should_npcroot = 120.5 / (29.1 * should_x + 91.4); //LEGS SCALING var leg_x = 1 + legscale; var leg_lthigh = leg_x; var leg_rthigh = leg_x; var leg_lcalf = ((leg_x - 1) * 0.2 + 1); var leg_rcalf = leg_lcalf; var leg_pelv = leg_x; var leg_wea_dag = leg_x; var leg_wea_axe = leg_x; var leg_wea_swo = leg_x; var leg_wea_mac = leg_x; var leg_npc_com = leg_x; var leg_npcroot = should_npcroot + legscale; //WAIST SCALING var wai_x = 1 + waistscale; if (leg_x < 1) { leg_pelv = leg_x; leg_wea_dag = leg_x; leg_wea_axe = leg_x; leg_wea_swo = leg_x; leg_wea_mac = leg_x; leg_npc_com = (68.9113 / (Math.Pow(leg_x, 3) * 9.7 + Math.Pow(leg_x, 2) * 59.2113)); leg_npcroot = (Math.Pow(leg_npcroot, 2) * 125 / (Math.Pow(leg_npcroot, 3) * 9.7 + Math.Pow(leg_npcroot, 2) * 59.2113 + 56.0887)); } else { leg_pelv = 1; leg_wea_dag = 1; leg_wea_axe = 1; leg_wea_swo = 1; leg_wea_mac = 1; leg_npc_com = (68.9113 / (Math.Pow(leg_x, 2) * 9.7 + leg_x * 59.2113)); leg_npcroot = (leg_npcroot * 125 / (Math.Pow(leg_npcroot, 2) * 9.7 + leg_npcroot * 59.2113 + 56.0887)); } ViewBag.shoulderspine2 = "NPC Spine2 [Spn2] must be set to: " + should_npcspine2; ViewBag.shoulderhead = "NPC Head [Head] must be set to: " + should_head; ViewBag.shoulderweaback = "WeaponBack must be set to: " + should_wea_back; ViewBag.shoulderweaback = "WeaponBow must be set to: " + should_wea_bow; ViewBag.shoulderquiver = "QUIVER must be set to: " + should_quiver; ViewBag.shoulderroot = "NPC Root [Root] must be set to: " + should_npcroot.ToString("F4"); return View("/Views/Forms/nodescales.cshtml"); }