Skills: Refactoring + Added Heroics, Resuscitate

This commit is contained in:
GreenComfyTea
2023-08-10 16:51:34 +03:00
parent 7b63e34ad0
commit c509876712

View File

@@ -58,9 +58,22 @@ this.list = {
offensive_guard = nil,
hellfire_cloak = nil,
agitator = nil,
furious = nil
furious = nil,
heaven_sent = nil,
heroics = nil,
resuscitate = nil
};
local skill_data_list = {
peak_performance = { id = 3, is_equipped = false },
resentment = { id = 4, is_equipped = false },
resuscitate = { id = 5, is_equipped = false },
maximum_might = { id = 10, is_equipped = false },
heroics = { id = 91, is_equipped = false },
dragonheart = { id = 103, is_equipped = false },
dereliction = { id = 113, is_equipped = false }
}
local burst_breakpoint = 5;
local kushara_daora_soul_breakpoint = 5;
local intrepid_heart_minimal_value = 400;
@@ -119,14 +132,22 @@ local furious_skill_stamina_buff_second_timer_field = player_data_type_def:get_f
local player_base_type_def = sdk.find_type_definition("snow.player.PlayerBase");
local player_weapon_type_field = player_base_type_def:get_field("_playerWeaponType");
local get_player_skill_list_method = player_base_type_def:get_method("get_PlayerSkillList");
-- Latent Power
local power_freedom_timer_field = player_base_type_def:get_field("_PowerFreedomTimer");
-- Protective Polish
local sharpness_gauge_boost_timer_field = player_base_type_def:get_field("_SharpnessGaugeBoostTimer");
-- Heroics
local is_predicament_power_up_method = player_base_type_def:get_method("isPredicamentPowerUp");
-- Resuscitate
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 has_skill_method = player_skill_list_type_def:get_method("hasSkill");
local player_quest_base_type_def = sdk.find_type_definition("snow.player.PlayerQuestBase");
-- Wind Mantle
@@ -140,46 +161,110 @@ local length_method = system_array_type_def:get_method("get_Length");
local get_value_method = system_array_type_def:get_method("GetValue(System.Int32)");
function this.update(player, player_data)
local item_parameter = get_ref_item_parameter_method:call(singletons.player_manager);
if item_parameter == nil then
error_handler.report("skills.update", "Failed to access Data: item_parameter");
return;
end
--local item_parameter = get_ref_item_parameter_method:call(singletons.player_manager);
--if item_parameter == nil then
-- error_handler.report("skills.update", "Failed to access Data: item_parameter");
-- return;
--end
this.update_equipped_skill_data(player);
this.update_dereliction(player_data);
this.update_wind_mantle(player);
this.update_heaven_sent(player);
this.update_generic("burst", player_data, rengeki_power_up_count_field, rengeki_power_up_timer_field, nil, burst_breakpoint);
this.update_generic("kushala_daora_soul", player_data,
hyakuryu_dragon_power_up_count_field, hyakuryu_dragon_power_up_timer_field, nil, kushara_daora_soul_breakpoint);
this.update_generic("intrepid_heart", player_data, equip_skill_223_accumulator_field, nil, intrepid_heart_minimal_value, nil, true);
this.update_generic("latent_power", player, nil, power_freedom_timer_field);
this.update_generic("protective_polish", player, nil, sharpness_gauge_boost_timer_field);
this.update_generic("grinder_s", player_data, nil, brand_new_sharpness_adjust_up_timer_field);
this.update_generic("counterstrike", player_data, nil, counterattack_powerup_timer_field);
this.update_generic("affinity_sliding", player_data, nil, sliding_powerup_timer_field);
this.update_generic("coalescence", player_data, nil, disaster_turn_powerup_timer_field);
this.update_generic("adrenaline_rush", player_data, nil, equip_skill_208_atk_up_field);
this.update_generic("wall_runner", player_data, nil, wall_run_powerup_timer_field);
this.update_generic("offensive_guard", player_data, nil, equip_skill_036_timer_field);
this.update_generic("hellfire_cloak", player_data, nil, onibi_powerup_timer_field);
this.update_generic("agitator", player_data, nil, challenge_timer_field, nil, nil, true);
this.update_generic("furious", player_data, nil, furious_skill_stamina_buff_second_timer_field);
this.update_generic_number_value_field("burst", player_data,
rengeki_power_up_count_field, rengeki_power_up_timer_field, false, nil, burst_breakpoint);
this.update_generic_number_value_field("kushala_daora_soul", player_data,
hyakuryu_dragon_power_up_count_field, hyakuryu_dragon_power_up_timer_field, false, nil, kushara_daora_soul_breakpoint);
this.update_generic_number_value_field("intrepid_heart", player_data, equip_skill_223_accumulator_field, nil, true, intrepid_heart_minimal_value);
this.update_generic_timer("latent_power", player, power_freedom_timer_field);
this.update_generic_timer("protective_polish", player, sharpness_gauge_boost_timer_field);
this.update_generic_timer("grinder_s", player_data, brand_new_sharpness_adjust_up_timer_field);
this.update_generic_timer("counterstrike", player_data, counterattack_powerup_timer_field);
this.update_generic_timer("affinity_sliding", player_data, sliding_powerup_timer_field);
this.update_generic_timer("coalescence", player_data, disaster_turn_powerup_timer_field);
this.update_generic_timer("adrenaline_rush", player_data, equip_skill_208_atk_up_field);
this.update_generic_timer("wall_runner", player_data, wall_run_powerup_timer_field);
this.update_generic_timer("offensive_guard", player_data, equip_skill_036_timer_field);
this.update_generic_timer("hellfire_cloak", player_data, onibi_powerup_timer_field);
this.update_generic_timer("agitator", player_data, challenge_timer_field, true);
this.update_generic_timer("furious", player_data, furious_skill_stamina_buff_second_timer_field);
this.update_generic_boolean_value_method("heaven_sent", player, is_active_equip_skill_230_method);
this.update_generic_boolean_value_method("heroics", player, is_predicament_power_up_method);
this.update_generic_boolean_value_method("resuscitate", player, is_debuff_state_method);
end
function this.update_generic(skill_key, timer_owner, value_field, timer_field, minimal_value, breakpoint, is_infinite)
minimal_value = minimal_value or 1;
function this.update_equipped_skill_data(player)
local player_skill_list = get_player_skill_list_method:call(player);
if player_skill_list == nil then
error_handler.report("skills.update_equipped_skill_data", "Failed to access Data: player_skill_list");
return;
end
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);
if has_skill == nil then
error_handler.report("skills.update_equipped_skill_data", string.format("Failed to access Data: %s -> has_skill", skill_key));
goto continue;
end
skill_data.is_equipped = has_skill;
::continue::
end
end
function this.update_generic_timer(skill_key, timer_owner, timer_field, is_infinite)
if is_infinite == nil then is_infinite = false; end
local skill_data = skill_data_list[skill_key];
if skill_data ~= nil and not skill_data.is_equipped then
return;
end
local timer = nil;
if timer_field ~= nil then
timer = timer_field:get_data(timer_owner);
if timer == nil then
error_handler.report("skills.update_generic_timer", string.format("Failed to access Data: %s_timer", skill_key));
return;
end
if timer == 0 then
this.list[skill_key] = nil;
return;
end
if is_infinite then
timer = nil;
else
timer = timer / 60;
end
end
this.update_generic(skill_key, 1, timer);
end
function this.update_generic_number_value_field(skill_key, timer_owner, value_field, timer_field, is_infinite, minimal_value, breakpoint)
if minimal_value == nil then minimal_value = 1; end
breakpoint = breakpoint or 1000000;
if is_infinite == nil then is_infinite = false; end
local skill_data = skill_data_list[skill_key];
if skill_data ~= nil and not skill_data.is_equipped then
return;
end
local level = 1;
if value_field ~= nil then
local value = value_field:get_data(timer_owner);
if value == nil then
error_handler.report("skills.update_generic", string.format("Failed to access Data: %s_value", skill_key));
error_handler.report("skills.update_generic_number_value_field", string.format("Failed to access Data: %s_value", skill_key));
return;
end
@@ -193,11 +278,11 @@ function this.update_generic(skill_key, timer_owner, value_field, timer_field, m
end
end
local timer;
local timer = nil;
if timer_field ~= nil then
timer = timer_field:get_data(timer_owner);
if timer == nil then
error_handler.report("skills.update_generic", string.format("Failed to access Data: %s_timer", skill_key));
error_handler.report("skills.update_generic_number_value_field", string.format("Failed to access Data: %s_timer", skill_key));
return;
end
@@ -206,23 +291,172 @@ function this.update_generic(skill_key, timer_owner, value_field, timer_field, m
return;
end
if is_infinite then
timer = nil;
else
timer = timer / 60;
end
end
local skill = this.list[skill_key];
if skill == nil then
local name = language.current_language.skills[skill_key];
this.update_generic(skill_key, level, timer);
end
function this.update_generic_boolean_value_field(skill_key, timer_owner, value_field, timer_field, is_infinite, minimal_value)
if minimal_value == nil then minimal_value = true; end
if is_infinite == nil then is_infinite = false; end
local skill_data = skill_data_list[skill_key];
if skill_data ~= nil and not skill_data.is_equipped then
return;
end
if value_field ~= nil then
local value = value_field:get_data(timer_owner);
if value == nil then
error_handler.report("skills.update_generic_boolean_value_field", string.format("Failed to access Data: %s_value", skill_key));
return;
end
if value < minimal_value then
this.list[skill_key] = nil;
return;
end
end
local timer = nil;
if timer_field ~= nil then
timer = timer_field:get_data(timer_owner);
if timer == nil then
error_handler.report("skills.update_generic_boolean_value_field", string.format("Failed to access Data: %s_timer", skill_key));
return;
end
if value_field == nil and timer == 0 then
this.list[skill_key] = nil;
return;
end
if is_infinite then
timer = nil;
else
timer = timer / 60;
end
end
this.update_generic(skill_key, 1, timer);
end
function this.update_generic_number_value_method(skill_key, timer_owner, value_method, timer_field, is_infinite, minimal_value, breakpoint)
if minimal_value == nil then minimal_value = 1; end
breakpoint = breakpoint or 1000000;
if is_infinite == nil then is_infinite = false; end
local skill_data = skill_data_list[skill_key];
if skill_data ~= nil and not skill_data.is_equipped then
return;
end
local level = 1;
if value_method ~= nil then
local value = value_method:call(timer_owner);
if value == nil then
error_handler.report("skills.update_generic_number_value_method", string.format("Failed to access Data: %s_value", skill_key));
return;
end
if value < minimal_value then
this.list[skill_key] = nil;
return;
end
if value >= breakpoint then
level = 2;
end
end
local timer = nil;
if timer_field ~= nil then
timer = timer_field:get_data(timer_owner);
if timer == nil then
error_handler.report("skills.update_generic_number_value_method", string.format("Failed to access Data: %s_timer", skill_key));
return;
end
if value_method == nil and timer == 0 then
this.list[skill_key] = nil;
return;
end
if is_infinite then
timer = nil;
else
timer = timer / 60;
end
end
this.update_generic(skill_key, level, timer);
end
function this.update_generic_boolean_value_method(skill_key, timer_owner, value_method, timer_field, is_infinite, minimal_value)
if minimal_value == nil then minimal_value = true; end
if is_infinite == nil then is_infinite = false; end
local skill_data = skill_data_list[skill_key];
if skill_data ~= nil and not skill_data.is_equipped then
return;
end
if value_method ~= nil then
local value = value_method:call(timer_owner);
if value == nil then
error_handler.report("skills.update_generic_boolean_value_method", string.format("Failed to access Data: %s_value", skill_key));
return;
end
if value ~= minimal_value then
this.list[skill_key] = nil;
return;
end
end
local timer = nil;
if timer_field ~= nil then
timer = timer_field:get_data(timer_owner);
if timer == nil then
error_handler.report("skills.update_generic_boolean_value_method", string.format("Failed to access Data: %s_timer", skill_key));
return;
end
if value_method == nil and timer == 0 then
this.list[skill_key] = nil;
return;
end
if is_infinite then
timer = nil;
else
timer = timer / 60;
end
end
this.update_generic(skill_key, 1, timer);
end
function this.update_generic(skill_key, level, timer)
local skill = this.list[skill_key];
if skill == nil then
local name = language.current_language.skills[skill_key];
skill = buffs.new(buffs.types.skill, skill_key, name, level, timer);
this.list[skill_key] = skill;
else
skill.level = level;
if not is_infinite then
if timer ~= nil then
buffs.update_timer(skill, timer);
end
end
@@ -311,30 +545,15 @@ function this.update_wind_mantle(player)
end
end
function this.update_heaven_sent(player)
local is_heaven_sent_active = is_active_equip_skill_230_method:call(player);
if is_heaven_sent_active == nil then
error_handler.report("skills.update_heaven_sent", "Failed to access Data: is_heaven_sent_active");
return;
end
if not is_heaven_sent_active then
this.list.heaven_sent = nil;
return;
end
local buff = this.list.heaven_sent;
if buff == nil then
local name = language.current_language.skills.heaven_sent;
buff = buffs.new(buffs.types.skill, "heaven_sent", name, 1);
this.list.heaven_sent = buff;
end
end
function this.init_names()
for key, buff in pairs(this.list) do
buff.name = language.current_language.skills[key];
for skill_key, skill in pairs(this.list) do
local name = language.current_language.skills[skill_key];
if name == nil then
name = skill_key;
end
skill.name = name;
end
end