Earning

Calculation Parameters

Parameter
Type
Description

Lv

u16

Level

R

u64

On-chain Random Seed

E

u16

Current efficiency value

S

u16

Current skill value

L

u16

Current luck value

D

u16

Current durability value

u16

Basic efficiency value

u16

Basic skill value

u16

Basic luck value

u16

Basic durability value

u16

Maximum number of jumps

u16

Average jumps per minute

G

u16

After upgrading, the growth points obtained, refer to Upgrade Growth Points

T

u16

Trip rope times

N

u16

Energy value, Jump Rope consumes 1 point of energy for every 30 seconds of exercise, and no energy is consumed for less than 30 seconds

K

u16

Assessment frequency constant, system value = 120 times/minute.

FUN

u128

Reward tokens with a decimal precision of 12. 1 FUN=10^12 unit

Calculate random luck score

LRnd=R(modL)+1L_{Rnd} = R \pmod L + 1

The actual luck score is calculated via on-chain random number.

Compute the skill score for this training

S=SJmax(T+1)KS' = \lfloor \frac {S*J_{max}}{(T+1)*K} \rfloor

ΔS=R(modSS)\Delta S = R \pmod {\vert S - S'\vert}

S={SΔS,S<SS+ΔS,SSS''= \begin{cases} S-\Delta S, & S' \lt S \\ S+\Delta S, & S' \ge S \end{cases}

In a training session, the maximum number of consecutive jumps and the number of trip ropes are the key factors affecting skill scores. The trainer's mastery of jumping rope skills will double the skill scores.

Calculate Jump Frequency Factor

F={0,Javg[80,400]1,Javg[80,400]F= \begin{cases} 0, & J_{avg} \notin [80, 400] \\ 1, & J_{avg} \in [80, 400] \end{cases}

Valid frequency factor: the value is 1 within the range of 80 times/minute to 400 times/minute, otherwise it is 0.

FUN reward base

B=FUN10B = \frac {FUN} {10}

FUN reward formula

FUNreward=(E+S+2Lrnd)NFBFUN_{reward} = (E+S'' + 2 * L_{rnd} ) * N * F * B

Last updated