Skills: +Peak Performance, Dragonheart, Resentment

This commit is contained in:
GreenComfyTea
2023-08-20 13:27:24 +03:00
parent 89571bd2f4
commit a41ec08903

View File

@@ -67,18 +67,21 @@ this.list = {
resuscitate = nil, resuscitate = nil,
maximum_might = nil, maximum_might = nil,
bloodlust = nil, bloodlust = nil,
frenzied_bloodlust = nil frenzied_bloodlust = nil,
peak_performance = nil,
dragonheart = nil,
resentment = nil
}; };
local skill_data_list = { local skill_data_list = {
peak_performance = { id = 3, is_equipped = false }, peak_performance = { id = 3, level = 0, is_equipped = false },
resentment = { id = 4, is_equipped = false }, resentment = { id = 4, level = 0, is_equipped = false },
resuscitate = { id = 5, is_equipped = false }, resuscitate = { id = 5, level = 0, is_equipped = false },
maximum_might = { id = 10, is_equipped = false }, maximum_might = { id = 10, level = 0, is_equipped = false },
heroics = { id = 91, is_equipped = false }, heroics = { id = 91, level = 0, is_equipped = false },
dragonheart = { id = 103, is_equipped = false }, dragonheart = { id = 103, level = 0, is_equipped = false },
bloodlust = { id = 117, is_equipped = false }, bloodlust = { id = 117, level = 0, is_equipped = false },
dereliction = { id = 113, is_equipped = false } dereliction = { id = 113, level = 0, is_equipped = false }
} }
local burst_breakpoint = 5; local burst_breakpoint = 5;
@@ -92,6 +95,8 @@ local maximum_might_previous_timer_value = 0;
local frenzied_bloodlust_duration = 0; local frenzied_bloodlust_duration = 0;
local frenzied_bloodlust_sheathed_duration = 0; local frenzied_bloodlust_sheathed_duration = 0;
local dragonheart_breakpoints = {0.5, 0.5, 0.7, 0.7, 0.8};
local wind_mantle_duration = 15; local wind_mantle_duration = 15;
local wind_mantle_breakpoints = { 20, 10 }; -- Sword & Shield, Lance, Hammer, Switch Axe, Insect Glaive, Long Sword, Hunting Horn local wind_mantle_breakpoints = { 20, 10 }; -- Sword & Shield, Lance, Hammer, Switch Axe, Insect Glaive, Long Sword, Hunting Horn
local wind_mantle_special_breakpoints = { local wind_mantle_special_breakpoints = {
@@ -109,7 +114,6 @@ local get_player_data_method = player_manager_type_def:get_method("get_PlayerDat
local get_ref_item_parameter_method = player_manager_type_def:get_method("get_RefItemParameter"); local get_ref_item_parameter_method = player_manager_type_def:get_method("get_RefItemParameter");
local player_user_data_item_parameter_type_def = get_ref_item_parameter_method:get_return_type(); local player_user_data_item_parameter_type_def = get_ref_item_parameter_method:get_return_type();
local demondrug_atk_up_field = player_user_data_item_parameter_type_def:get_field("_DemondrugAtkUp");
local player_data_type_def = sdk.find_type_definition("snow.player.PlayerData"); local player_data_type_def = sdk.find_type_definition("snow.player.PlayerData");
-- Burst -- Burst
@@ -147,7 +151,8 @@ local whole_body_timer_field = player_data_type_def:get_field("_WholeBodyTimer")
-- Frenzied Bloodlust -- Frenzied Bloodlust
local equip_skill_231_wire_num_timer_field = player_data_type_def:get_field("_EquipSkill231_WireNumTimer"); local equip_skill_231_wire_num_timer_field = player_data_type_def:get_field("_EquipSkill231_WireNumTimer");
local equip_skill_231_wp_off_timer_field = player_data_type_def:get_field("_EquipSkill231_WpOffTimer"); local equip_skill_231_wp_off_timer_field = player_data_type_def:get_field("_EquipSkill231_WpOffTimer");
-- Resentment
local r_vital_field = player_data_type_def:get_field("_r_Vital");
@@ -166,7 +171,10 @@ local is_debuff_state_method = player_base_type_def:get_method("isDebuffState");
local player_skill_list_type_def = get_player_skill_list_method:get_return_type(); local player_skill_list_type_def = get_player_skill_list_method:get_return_type();
local has_skill_method = player_skill_list_type_def:get_method("hasSkill"); local get_skill_data_method = player_skill_list_type_def:get_method("getSkillData");
local skill_data_type_def = get_skill_data_method:get_return_type();
local skill_lv_field = skill_data_type_def:get_field("SkillLv");
local player_quest_base_type_def = sdk.find_type_definition("snow.player.PlayerQuestBase"); local player_quest_base_type_def = sdk.find_type_definition("snow.player.PlayerQuestBase");
-- Wind Mantle -- Wind Mantle
@@ -188,7 +196,7 @@ function this.update(player, player_data)
-- local fields = player_quest_base_type_def:get_fields(); -- local fields = player_quest_base_type_def:get_fields();
-- xy = "" -- xy = "Player:\n";
-- for i = 1, 999 do -- for i = 1, 999 do
-- local field = fields[i]; -- local field = fields[i];
-- if field == nil then -- if field == nil then
@@ -206,6 +214,28 @@ function this.update(player, player_data)
-- end -- end
-- end -- end
-- fields = player_data_type_def:get_fields();
-- xy = xy .. "Player Data:\n";
-- for i = 1, 999 do
-- local field = fields[i];
-- if field == nil then
-- break;
-- end
-- local value = field:get_data(player_data);
-- if qeree[field] == nil then
-- qeree[field] = value;
-- end
-- if qeree[field] ~= value then
-- xy = string.format("%s%d %s = %s\n", xy, i, field:get_name(), tostring(value));
-- end
-- end
xy = player_data._BeastRoarOtomoTimer;
this.update_equipped_skill_data(player); this.update_equipped_skill_data(player);
this.update_dereliction(player_data); this.update_dereliction(player_data);
@@ -213,6 +243,9 @@ function this.update(player, player_data)
this.update_maximum_might(player_data); this.update_maximum_might(player_data);
this.update_bloodlust(); this.update_bloodlust();
this.update_frenzied_bloodlust(player, player_data); this.update_frenzied_bloodlust(player, player_data);
this.update_peak_performance();
this.update_dragonheart();
this.update_resentment(player_data);
this.update_generic_number_value_field("burst", player_data, this.update_generic_number_value_field("burst", player_data,
rengeki_power_up_count_field, rengeki_power_up_timer_field, false, nil, burst_breakpoint); rengeki_power_up_count_field, rengeki_power_up_timer_field, false, nil, burst_breakpoint);
@@ -255,13 +288,26 @@ function this.update_equipped_skill_data(player)
-- end -- end
for skill_key, skill_data in pairs(skill_data_list) do for skill_key, skill_data in pairs(skill_data_list) do
local has_skill = has_skill_method:call(player_skill_list, skill_data.id, 1); local re_skill_data = get_skill_data_method:call(player_skill_list, skill_data.id);
if has_skill == nil then if re_skill_data == nil then
error_handler.report("skills.update_equipped_skill_data", string.format("Failed to access Data: %s -> has_skill", skill_key));
goto continue; goto continue;
end end
skill_data.is_equipped = has_skill; local skill_level = skill_lv_field:get_data(re_skill_data);
if skill_level == nil then
error_handler.report("skills.update_equipped_skill_data", string.format("Failed to access Data: %s -> skill_level", skill_key));
goto continue;
end
if skill_level <= 0 then
skill_data.is_equipped = false;
skill_data.level = 0;
goto continue;
end
skill_data.is_equipped = true;
skill_data.level = skill_level;
::continue:: ::continue::
end end
@@ -299,9 +345,9 @@ function this.update_generic_timer(skill_key, timer_owner, timer_field, is_infin
this.update_generic(skill_key, 1, timer); this.update_generic(skill_key, 1, timer);
end end
function this.update_generic_number_value_field(skill_key, timer_owner, value_field, timer_field, is_infinite, minimal_value, breakpoint) function this.update_generic_number_value_field(skill_key, timer_owner, value_field, timer_field, is_infinite, minimal_value, level_breakpoint)
if minimal_value == nil then minimal_value = 1; end if minimal_value == nil then minimal_value = 1; end
breakpoint = breakpoint or 1000000; level_breakpoint = level_breakpoint or 1000000;
if is_infinite == nil then is_infinite = false; end if is_infinite == nil then is_infinite = false; end
local skill_data = skill_data_list[skill_key]; local skill_data = skill_data_list[skill_key];
@@ -325,7 +371,7 @@ function this.update_generic_number_value_field(skill_key, timer_owner, value_fi
return; return;
end end
if value >= breakpoint then if value >= level_breakpoint then
level = 2; level = 2;
end end
end end
@@ -400,9 +446,9 @@ function this.update_generic_boolean_value_field(skill_key, timer_owner, value_f
this.update_generic(skill_key, 1, timer); this.update_generic(skill_key, 1, timer);
end end
function this.update_generic_number_value_method(skill_key, timer_owner, value_method, timer_field, is_infinite, minimal_value, breakpoint) function this.update_generic_number_value_method(skill_key, timer_owner, value_method, timer_field, is_infinite, minimal_value, level_breakpoint)
if minimal_value == nil then minimal_value = 1; end if minimal_value == nil then minimal_value = 1; end
breakpoint = breakpoint or 1000000; level_breakpoint = level_breakpoint or 1000000;
if is_infinite == nil then is_infinite = false; end if is_infinite == nil then is_infinite = false; end
local skill_data = skill_data_list[skill_key]; local skill_data = skill_data_list[skill_key];
@@ -426,7 +472,7 @@ function this.update_generic_number_value_method(skill_key, timer_owner, value_m
return; return;
end end
if value >= breakpoint then if value >= level_breakpoint then
level = 2; level = 2;
end end
end end
@@ -508,7 +554,7 @@ function this.update_generic(skill_key, level, timer, duration)
if skill == nil then if skill == nil then
local name = language.current_language.skills[skill_key]; local name = language.current_language.skills[skill_key];
skill = buffs.new(buffs.types.skill, skill_key, name, level, timer, duration); skill = buffs.new(buffs.types.skill, skill_key, name, level, duration);
this.list[skill_key] = skill; this.list[skill_key] = skill;
else else
skill.level = level; skill.level = level;
@@ -731,6 +777,63 @@ function this.update_frenzied_bloodlust(player, player_data)
end end
end end
function this.update_peak_performance()
if not skill_data_list.peak_performance.is_equipped then
this.list.peak_performance = nil;
return;
end
if player_info.list.health ~= player_info.list.max_health then
this.list.peak_performance = nil;
return;
end
this.update_generic("peak_performance", 1);
end
function this.update_dragonheart()
if not skill_data_list.dragonheart.is_equipped then
this.list.dragonheart = nil;
return;
end
local breakpoint = dragonheart_breakpoints[skill_data_list.dragonheart.level];
local health_percentage = 1;
local max_health = player_info.list.max_health;
if max_health ~= 0 then
health_percentage = player_info.list.health / max_health;
end
if health_percentage > breakpoint then
this.list.dragonheart = nil;
return;
end
this.update_generic("dragonheart", 1);
end
function this.update_resentment(player_data)
if not skill_data_list.resentment.is_equipped then
this.list.resentment = nil;
return;
end
local r_vital = r_vital_field:get_data(player_data);
if r_vital == nil then
error_handler.report("skills.update_resentment", "Failed to access Data: r_vital");
return;
end
if player_info.list.health >= r_vital then
this.list.resentment = nil;
return;
end
this.update_generic("resentment", 1);
end
function this.init_names() function this.init_names()
for skill_key, skill in pairs(this.list) do for skill_key, skill in pairs(this.list) do
local name = language.current_language.skills[skill_key]; local name = language.current_language.skills[skill_key];