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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");
}