- Updated item bases - Updated modifiers - Updated skill enchantments with new exporter - Applied unique changes - Removed default trap cooldown - Removed obsolete option for Charged Dash
156 lines
4.7 KiB
Lua
156 lines
4.7 KiB
Lua
loadStatFile("stat_descriptions.txt")
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local lab = {
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[32] = "NORMAL",
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[53] = "CRUEL",
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[66] = "MERCILESS",
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[75] = "ENDGAME",
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}
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local labOrder = { "NORMAL", "CRUEL", "MERCILESS", "ENDGAME" }
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local function doOtherEnchantment(fileName, group)
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local byDiff = { }
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for _, modKey in ipairs(Mods.GenerationType(10)) do
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local mod = Mods[modKey]
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if mod.CorrectGroup == group and mod.SpawnWeight_Values[1] > 0 then
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local stats, orders = describeMod(mod)
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local diff = lab[mod.Level]
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byDiff[diff] = byDiff[diff] or { }
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table.insert(byDiff[diff], stats)
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end
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end
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local out = io.open(fileName, "w")
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out:write('-- This file is automatically generated, do not edit!\n')
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out:write('-- Item data (c) Grinding Gear Games\n\nreturn {\n')
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for _, diff in ipairs(labOrder) do
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if byDiff[diff] then
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out:write('\t["'..diff..'"] = {\n')
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for _, stats in ipairs(byDiff[diff]) do
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out:write('\t\t"'..table.concat(stats, ' ')..'",\n')
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end
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out:write('\t},\n')
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end
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end
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out:write('}')
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out:close()
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end
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doOtherEnchantment("../Data/3_0/EnchantmentBoots.lua", "ConditionalBuffEnchantment")
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doOtherEnchantment("../Data/3_0/EnchantmentGloves.lua", "TriggerEnchantment")
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local skillMap = {
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["Summone?d?RagingSpirit"] = "Summon Raging Spirit",
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["Discharge"] = "Discharge",
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["AncestorTotem[^S][^l]"] = "Ancestral Protector",
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["AncestorTotemSlamMelee"] = "Ancestral Warchief",
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["AnimateGuardian"] = "Animate Guardian",
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["AnimateWeapon"] = "Animate Weapon",
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["BlinkArrow"] = "Blink Arrow",
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["ConversionTrap"] = "Conversion Trap",
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["MirrorArrow"] = "Mirror Arrow",
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["Spectre"] = "Raise Spectre",
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["Zombie"] = "Raise Zombie",
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["ChaosGolem"] = "Summon Chaos Golem",
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["FlameGolem"] = "Summon Flame Golem",
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["IceGolem"] = "Summon Ice Golem",
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["LightningGolem"] = "Summon Lightning Golem",
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["StoneGolem"] = "Summon Stone Golem",
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["Skeleton"] = "Summon Skeleton",
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["Bladefall"] = "Bladefall",
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["BlastRain"] = "Blast Rain",
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["ChargedAttack"] = "Blade Flurry",
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["Desecrate"] = "Desecrate",
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["DetonateDead"] = "Detonate Dead",
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["DevouringTotem"] = "Devouring Totem",
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["DominatingBlow"] = "Dominating Blow",
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["FireBeam"] = "Scorching Ray",
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["Firestorm"] = "Firestorm",
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["FreezeMine"] = "Freeze Mine",
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["EnchantmentFrenzy"] = "Frenzy",
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["GroundSlam"] = "Ground Slam",
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["HeavyStrike"] = "Heavy Strike",
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["IceSpear"] = "Ice Spear",
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["ImmortalCall"] = "Immortal Call",
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["Incinerate"] = "Incinerate",
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["KineticBlast"] = "Kinetic Blast",
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["LightningArrow"] = "Lightning Arrow",
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["ChargedDash"] = "Charged Dash",
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["PhaseRun"] = "Phase Run",
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["Puncture"] = "Puncture",
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["RejuvinationTotem"] = "Rejuvenation Totem",
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["ShockNova"] = "Shock Nova",
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["SpectralThrow"] = "Spectral Throw",
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["TectonicSlam"] = "Tectonic Slam",
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["TornadoShot"] = "Tornado Shot",
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["VolatileDead"] = "Volatile Dead",
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["BoneLance"] = "Unearth",
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["CorpseEruption"] = "Cremation",
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["PowerSiphon"] = "Power Siphon",
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}
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local bySkill = { }
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for _, modKey in ipairs(Mods.GenerationType(10)) do
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local mod = Mods[modKey]
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if mod.CorrectGroup == "SkillEnchantment" and mod.SpawnWeight_Values[1] > 0 then
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local statKeys = { mod.StatsKey1, mod.StatsKey2, mod.StatsKey3, mod.StatsKey4, mod.StatsKey5, mod.StatsKey6 }
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local skill
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for _, statsKey in pairs(statKeys) do
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for _, activeSkillsKey in ipairs(ActiveSkills.Input_StatKeys(statsKey)) do
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local activeSkill = ActiveSkills[activeSkillsKey]
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local isVaal = false
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for _, skillType in ipairs(activeSkill.ActiveSkillTypes) do
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if skillType == 41 then
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isVaal = true
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break
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end
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end
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if not isVaal and activeSkill.DisplayedName ~= "" then
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skill = activeSkill.DisplayedName
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break
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end
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end
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end
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if not skill then
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for id, name in pairs(skillMap) do
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if mod.Id:match(id) then
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skill = name
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break
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end
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end
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end
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local stats, orders = describeMod(mod)
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if not skill then
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printf("%s\n%s", mod.Id, stats[1])
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else
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bySkill[skill] = bySkill[skill] or { }
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local diff = lab[mod.Level]
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bySkill[skill][diff] = bySkill[skill][diff] or { }
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table.insert(bySkill[skill][diff], stats)
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end
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end
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end
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local skillOrder = { }
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for skill in pairs(bySkill) do
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table.insert(skillOrder, skill)
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end
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table.sort(skillOrder)
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local out = io.open("../Data/3_0/EnchantmentHelmet.lua", "w")
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out:write('-- This file is automatically generated, do not edit!\n')
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out:write('-- Item data (c) Grinding Gear Games\n\nreturn {\n')
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for _, skill in pairs(skillOrder) do
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out:write('\t["'..skill..'"] = {\n')
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for _, diff in ipairs(labOrder) do
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if bySkill[skill][diff] then
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out:write('\t\t["'..diff..'"] = {\n')
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for _, stats in ipairs(bySkill[skill][diff]) do
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out:write('\t\t\t"'..table.concat(stats, ' ')..'",\n')
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end
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out:write('\t\t},\n')
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end
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end
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out:write('\t},\n')
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end
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out:write('}')
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out:close()
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print("Enchantments exported.") |