Files
PathOfBuilding/Export/enchant.lua
Openarl 2806cbac3d 1.4.118 Initial commit
- Added/updated skill gems and bases
- Fixed curse stats with wrong sign
- Fixed wrong sources on quality mods
2018-12-09 16:29:54 +13:00

162 lines
5.0 KiB
Lua

loadStatFile("stat_descriptions.txt")
local lab = {
[32] = "NORMAL",
[53] = "CRUEL",
[66] = "MERCILESS",
[75] = "ENDGAME",
}
local labOrder = { "NORMAL", "CRUEL", "MERCILESS", "ENDGAME" }
local function doOtherEnchantment(fileName, group)
local byDiff = { }
for _, modKey in ipairs(Mods.GenerationType(10)) do
local mod = Mods[modKey]
if mod.CorrectGroup == group and mod.SpawnWeight_Values[1] > 0 then
local stats, orders = describeMod(mod)
local diff = lab[mod.Level]
byDiff[diff] = byDiff[diff] or { }
table.insert(byDiff[diff], stats)
end
end
local out = io.open(fileName, "w")
out:write('-- This file is automatically generated, do not edit!\n')
out:write('-- Item data (c) Grinding Gear Games\n\nreturn {\n')
for _, diff in ipairs(labOrder) do
if byDiff[diff] then
out:write('\t["'..diff..'"] = {\n')
for _, stats in ipairs(byDiff[diff]) do
out:write('\t\t"'..table.concat(stats, ' ')..'",\n')
end
out:write('\t},\n')
end
end
out:write('}')
out:close()
end
doOtherEnchantment("../Data/3_0/EnchantmentBoots.lua", "ConditionalBuffEnchantment")
doOtherEnchantment("../Data/3_0/EnchantmentGloves.lua", "TriggerEnchantment")
local skillMap = {
["Summone?d?RagingSpirit"] = "Summon Raging Spirit",
["Discharge"] = "Discharge",
["AncestorTotem[^S][^l]"] = "Ancestral Protector",
["AncestorTotemSlamMelee"] = "Ancestral Warchief",
["AnimateGuardian"] = "Animate Guardian",
["AnimateWeapon"] = "Animate Weapon",
["BlinkArrow"] = "Blink Arrow",
["ConversionTrap"] = "Conversion Trap",
["MirrorArrow"] = "Mirror Arrow",
["Spectre"] = "Raise Spectre",
["Zombie"] = "Raise Zombie",
["ChaosGolem"] = "Summon Chaos Golem",
["FlameGolem"] = "Summon Flame Golem",
["IceGolem"] = "Summon Ice Golem",
["LightningGolem"] = "Summon Lightning Golem",
["StoneGolem"] = "Summon Stone Golem",
["Skeleton"] = "Summon Skeleton",
["Bladefall"] = "Bladefall",
["BlastRain"] = "Blast Rain",
["ChargedAttack"] = "Blade Flurry",
["Desecrate"] = "Desecrate",
["DetonateDead"] = "Detonate Dead",
["DevouringTotem"] = "Devouring Totem",
["DominatingBlow"] = "Dominating Blow",
["FireBeam"] = "Scorching Ray",
["Firestorm"] = "Firestorm",
["FreezeMine"] = "Freeze Mine",
["EnchantmentFrenzy"] = "Frenzy",
["GroundSlam"] = "Ground Slam",
["HeavyStrike"] = "Heavy Strike",
["IceSpear"] = "Ice Spear",
["ImmortalCall"] = "Immortal Call",
["Incinerate"] = "Incinerate",
["KineticBlast"] = "Kinetic Blast",
["LightningArrow"] = "Lightning Arrow",
["ChargedDash"] = "Charged Dash",
["PhaseRun"] = "Phase Run",
["Puncture"] = "Puncture",
["RejuvinationTotem"] = "Rejuvenation Totem",
["ShockNova"] = "Shock Nova",
["SpectralThrow"] = "Spectral Throw",
["TectonicSlam"] = "Tectonic Slam",
["TornadoShot"] = "Tornado Shot",
["VolatileDead"] = "Volatile Dead",
["BoneLance"] = "Unearth",
["CorpseEruption"] = "Cremation",
["PowerSiphon"] = "Power Siphon",
["Smite"] = "Smite",
["ConsecratedPath"] = "Consecrated Path",
["ScourgeArrow"] = "Scourge Arrow",
["HolyRelic"] = "Summon Holy Relic",
["HeraldOfAgony"] = "Herald of Agony",
["HeraldOfPurity"] = "Herald of Purity",
}
local bySkill = { }
for _, modKey in ipairs(Mods.GenerationType(10)) do
local mod = Mods[modKey]
if mod.CorrectGroup == "SkillEnchantment" and mod.SpawnWeight_Values[1] > 0 then
local statKeys = { mod.StatsKey1, mod.StatsKey2, mod.StatsKey3, mod.StatsKey4, mod.StatsKey5, mod.StatsKey6 }
local skill
for _, statsKey in pairs(statKeys) do
for _, activeSkillsKey in ipairs(ActiveSkills.Input_StatKeys(statsKey)) do
local activeSkill = ActiveSkills[activeSkillsKey]
local isVaal = false
for _, skillType in ipairs(activeSkill.ActiveSkillTypes) do
if skillType == 39 then
isVaal = true
break
end
end
if not isVaal and activeSkill.DisplayedName ~= "" then
skill = activeSkill.DisplayedName
break
end
end
end
if not skill then
for id, name in pairs(skillMap) do
if mod.Id:match(id) then
skill = name
break
end
end
end
local stats, orders = describeMod(mod)
if not skill or not stats[1] then
printf("%s\n%s", mod.Id, stats[1])
else
bySkill[skill] = bySkill[skill] or { }
local diff = lab[mod.Level]
bySkill[skill][diff] = bySkill[skill][diff] or { }
table.insert(bySkill[skill][diff], stats)
end
end
end
local skillOrder = { }
for skill in pairs(bySkill) do
table.insert(skillOrder, skill)
end
table.sort(skillOrder)
local out = io.open("../Data/3_0/EnchantmentHelmet.lua", "w")
out:write('-- This file is automatically generated, do not edit!\n')
out:write('-- Item data (c) Grinding Gear Games\n\nreturn {\n')
for _, skill in pairs(skillOrder) do
out:write('\t["'..skill..'"] = {\n')
for _, diff in ipairs(labOrder) do
if bySkill[skill][diff] then
out:write('\t\t["'..diff..'"] = {\n')
for _, stats in ipairs(bySkill[skill][diff]) do
out:write('\t\t\t"'..table.concat(stats, ' ')..'",\n')
end
out:write('\t\t},\n')
end
end
out:write('\t},\n')
end
out:write('}')
out:close()
print("Enchantments exported.")