Files
PathOfBuilding/Modules/CalcActiveSkill.lua
Openarl a4c9227bff Release 1.4.128
- Fixed Empower/Enhance
2019-01-10 23:43:04 +13:00

641 lines
23 KiB
Lua

-- Path of Building
--
-- Module: Calc Active Skill
-- Active skill setup.
--
local calcs = ...
local pairs = pairs
local ipairs = ipairs
local t_insert = table.insert
local t_remove = table.remove
local m_floor = math.floor
local m_min = math.min
local m_max = math.max
local bor = bit.bor
local band = bit.band
local bnot = bit.bnot
-- Merge level modifier with given mod list
local mergeLevelCache = { }
local function mergeLevelMod(modList, mod, value)
if not value then
modList:AddMod(mod)
return
end
if not mergeLevelCache[mod] then
mergeLevelCache[mod] = { }
end
if mergeLevelCache[mod][value] then
modList:AddMod(mergeLevelCache[mod][value])
elseif value then
local newMod = copyTable(mod, true)
if type(newMod.value) == "table" then
newMod.value = copyTable(newMod.value, true)
if newMod.value.mod then
newMod.value.mod = copyTable(newMod.value.mod, true)
newMod.value.mod.value = value
else
newMod.value.value = value
end
else
newMod.value = value
end
mergeLevelCache[mod][value] = newMod
modList:AddMod(newMod)
else
modList:AddMod(mod)
end
end
-- Merge skill modifiers with given mod list
function calcs.mergeSkillInstanceMods(env, modList, skillEffect)
calcLib.validateGemLevel(skillEffect)
local grantedEffect = skillEffect.grantedEffect
modList:AddList(grantedEffect.baseMods)
local stats = calcLib.buildSkillInstanceStats(skillEffect, grantedEffect)
for stat, statValue in pairs(stats) do
local map = grantedEffect.statMap[stat]
if map then
for _, mod in ipairs(map) do
mergeLevelMod(modList, mod, statValue * (map.mult or 1) / (map.div or 1))
end
end
end
end
-- Create an active skill using the given active gem and list of support gems
-- It will determine the base flag set, and check which of the support gems can support this skill
function calcs.createActiveSkill(activeEffect, supportList, summonSkill)
local activeSkill = {
activeEffect = activeEffect,
supportList = supportList,
summonSkill = summonSkill,
skillData = { },
buffList = { },
}
local activeGrantedEffect = activeEffect.grantedEffect
-- Initialise skill types
activeSkill.skillTypes = copyTable(activeGrantedEffect.skillTypes)
if activeEffect.grantedEffect.minionSkillTypes then
activeSkill.minionSkillTypes = copyTable(activeGrantedEffect.minionSkillTypes)
end
-- Initialise skill flag set ('attack', 'projectile', etc)
local skillFlags = copyTable(activeGrantedEffect.baseFlags)
activeSkill.skillFlags = skillFlags
skillFlags.hit = skillFlags.hit or activeSkill.skillTypes[SkillType.Attack] or activeSkill.skillTypes[SkillType.Hit] or activeSkill.skillTypes[SkillType.Projectile]
-- Process support skills
activeSkill.effectList = { activeEffect }
for _, supportEffect in ipairs(supportList) do
-- Pass 1: Add skill types from compatible supports
if calcLib.canGrantedEffectSupportActiveSkill(supportEffect.grantedEffect, activeSkill) then
for _, skillType in pairs(supportEffect.grantedEffect.addSkillTypes) do
activeSkill.skillTypes[skillType] = true
end
end
end
for _, supportEffect in ipairs(supportList) do
-- Pass 2: Add all compatible supports
if calcLib.canGrantedEffectSupportActiveSkill(supportEffect.grantedEffect, activeSkill) then
t_insert(activeSkill.effectList, supportEffect)
if supportEffect.isSupporting and activeEffect.srcInstance then
supportEffect.isSupporting[activeEffect.srcInstance] = true
end
if supportEffect.grantedEffect.addFlags and not summonSkill then
-- Support skill adds flags to supported skills (eg. Remote Mine adds 'mine')
for k in pairs(supportEffect.grantedEffect.addFlags) do
skillFlags[k] = true
end
end
end
end
return activeSkill
end
-- Get weapon flags and info for given weapon
local function getWeaponFlags(env, weaponData, weaponTypes)
local info = env.data.weaponTypeInfo[weaponData.type]
if not info then
return
end
if weaponTypes and not weaponTypes[weaponData.type] and
(not weaponData.countsAsAll1H or not (weaponTypes["Claw"] or weaponTypes["Dagger"] or weaponTypes["One Handed Axe"] or weaponTypes["One Handed Mace"] or weaponTypes["One Handed Sword"])) then
return nil, info
end
local flags = ModFlag[info.flag]
if weaponData.countsAsAll1H then
flags = bor(ModFlag.Axe, ModFlag.Claw, ModFlag.Dagger, ModFlag.Mace, ModFlag.Sword)
end
if weaponData.type ~= "None" then
flags = bor(flags, ModFlag.Weapon)
if info.oneHand then
flags = bor(flags, ModFlag.Weapon1H)
else
flags = bor(flags, ModFlag.Weapon2H)
end
if info.melee then
flags = bor(flags, ModFlag.WeaponMelee)
else
flags = bor(flags, ModFlag.WeaponRanged)
end
end
return flags, info
end
-- Build list of modifiers for given active skill
function calcs.buildActiveSkillModList(env, actor, activeSkill)
local skillTypes = activeSkill.skillTypes
local skillFlags = activeSkill.skillFlags
local activeEffect = activeSkill.activeEffect
local activeGrantedEffect = activeEffect.grantedEffect
-- Set mode flags
if env.mode_buffs then
skillFlags.buffs = true
end
if env.mode_combat then
skillFlags.combat = true
end
if env.mode_effective then
skillFlags.effective = true
end
-- Handle multipart skills
local activeGemParts = activeGrantedEffect.parts
if activeGemParts then
if env.mode == "CALCS" and activeSkill == env.player.mainSkill then
activeEffect.srcInstance.skillPartCalcs = m_min(#activeGemParts, activeEffect.srcInstance.skillPartCalcs or 1)
activeSkill.skillPart = activeEffect.srcInstance.skillPartCalcs
else
activeEffect.srcInstance.skillPart = m_min(#activeGemParts, activeEffect.srcInstance.skillPart or 1)
activeSkill.skillPart = activeEffect.srcInstance.skillPart
end
local part = activeGemParts[activeSkill.skillPart]
for k, v in pairs(part) do
if v == true then
skillFlags[k] = true
elseif v == false then
skillFlags[k] = nil
end
end
activeSkill.skillPartName = part.name
skillFlags.multiPart = #activeGemParts > 1
end
if (skillTypes[SkillType.Shield] or skillFlags.shieldAttack) and not activeSkill.summonSkill and (not actor.itemList["Weapon 2"] or actor.itemList["Weapon 2"].type ~= "Shield") then
-- Skill requires a shield to be equipped
skillFlags.disable = true
activeSkill.disableReason = "This skill requires a Shield"
end
if skillFlags.shieldAttack then
-- Special handling for Spectral Shield Throw
skillFlags.weapon2Attack = true
activeSkill.weapon2Flags = 0
elseif skillFlags.attack then
-- Set weapon flags
local weaponTypes = activeGrantedEffect.weaponTypes
local weapon1Flags, weapon1Info = getWeaponFlags(env, actor.weaponData1, weaponTypes)
if not weapon1Flags and activeSkill.summonSkill then
-- Minion skills seem to ignore weapon types
weapon1Flags, weapon1Info = ModFlag[env.data.weaponTypeInfo["None"].flag], env.data.weaponTypeInfo["None"]
end
if weapon1Flags then
activeSkill.weapon1Flags = weapon1Flags
skillFlags.weapon1Attack = true
if weapon1Info.melee and skillFlags.melee then
skillFlags.projectile = nil
elseif not weapon1Info.melee and skillFlags.projectile then
skillFlags.melee = nil
end
elseif skillTypes[SkillType.DualWield] or skillTypes[SkillType.MainHandOnly] or skillFlags.forceMainHand or (env.build.targetVersion ~= "2_6" and weapon1Info) then
-- Skill requires a compatible main hand weapon
skillFlags.disable = true
activeSkill.disableReason = "Main Hand weapon is not usable with this skill"
end
if not skillTypes[SkillType.MainHandOnly] and not skillFlags.forceMainHand then
local weapon2Flags, weapon2Info = getWeaponFlags(env, actor.weaponData2, weaponTypes)
if weapon2Flags then
activeSkill.weapon2Flags = weapon2Flags
skillFlags.weapon2Attack = true
elseif skillTypes[SkillType.DualWield] or (env.build.targetVersion ~= "2_6" and weapon2Info) then
-- Skill requires a compatible off hand weapon
skillFlags.disable = true
activeSkill.disableReason = activeSkill.disableReason or "Off Hand weapon is not usable with this skill"
elseif not skillFlags.weapon1Attack then
-- Neither weapon is compatible
skillFlags.disable = true
activeSkill.disableReason = "No usable weapon equipped"
end
end
skillFlags.bothWeaponAttack = skillFlags.weapon1Attack and skillFlags.weapon2Attack
end
-- Build skill mod flag set
local skillModFlags = 0
if skillFlags.hit then
skillModFlags = bor(skillModFlags, ModFlag.Hit)
end
if skillFlags.attack then
skillModFlags = bor(skillModFlags, ModFlag.Attack)
else
skillModFlags = bor(skillModFlags, ModFlag.Cast)
if skillFlags.spell then
skillModFlags = bor(skillModFlags, ModFlag.Spell)
end
end
if skillFlags.melee then
skillModFlags = bor(skillModFlags, ModFlag.Melee)
elseif skillFlags.projectile then
skillModFlags = bor(skillModFlags, ModFlag.Projectile)
skillFlags.chaining = true
end
if skillFlags.area then
skillModFlags = bor(skillModFlags, ModFlag.Area)
end
-- Build skill keyword flag set
local skillKeywordFlags = 0
if skillFlags.hit then
skillKeywordFlags = bor(skillKeywordFlags, KeywordFlag.Hit)
end
if skillFlags.aura then
skillKeywordFlags = bor(skillKeywordFlags, KeywordFlag.Aura)
end
if skillFlags.curse then
skillKeywordFlags = bor(skillKeywordFlags, KeywordFlag.Curse)
end
if skillFlags.warcry then
skillKeywordFlags = bor(skillKeywordFlags, KeywordFlag.Warcry)
end
if skillTypes[SkillType.MovementSkill] then
skillKeywordFlags = bor(skillKeywordFlags, KeywordFlag.Movement)
end
if skillTypes[SkillType.Vaal] then
skillKeywordFlags = bor(skillKeywordFlags, KeywordFlag.Vaal)
end
if skillTypes[SkillType.LightningSkill] then
skillKeywordFlags = bor(skillKeywordFlags, KeywordFlag.Lightning)
end
if skillTypes[SkillType.ColdSkill] then
skillKeywordFlags = bor(skillKeywordFlags, KeywordFlag.Cold)
end
if skillTypes[SkillType.FireSkill] then
skillKeywordFlags = bor(skillKeywordFlags, KeywordFlag.Fire)
end
if skillTypes[SkillType.ChaosSkill] then
skillKeywordFlags = bor(skillKeywordFlags, KeywordFlag.Chaos)
end
if skillFlags.weapon1Attack and band(activeSkill.weapon1Flags, ModFlag.Bow) ~= 0 then
skillKeywordFlags = bor(skillKeywordFlags, KeywordFlag.Bow)
end
if skillFlags.totem then
skillKeywordFlags = bor(skillKeywordFlags, KeywordFlag.Totem)
elseif skillFlags.trap then
skillKeywordFlags = bor(skillKeywordFlags, KeywordFlag.Trap)
elseif skillFlags.mine then
skillKeywordFlags = bor(skillKeywordFlags, KeywordFlag.Mine)
else
skillFlags.selfCast = true
end
if skillTypes[SkillType.Attack] then
skillKeywordFlags = bor(skillKeywordFlags, KeywordFlag.Attack)
end
if skillTypes[SkillType.Spell] and not skillFlags.cast then
skillKeywordFlags = bor(skillKeywordFlags, KeywordFlag.Spell)
end
-- Get skill totem ID for totem skills
-- This is used to calculate totem life
if skillFlags.totem then
activeSkill.skillTotemId = activeGrantedEffect.skillTotemId
if not activeSkill.skillTotemId then
if activeGrantedEffect.color == 2 then
activeSkill.skillTotemId = 2
elseif activeGrantedEffect.color == 3 then
activeSkill.skillTotemId = 3
else
activeSkill.skillTotemId = 1
end
end
end
-- Build config structure for modifier searches
activeSkill.skillCfg = {
flags = bor(skillModFlags, activeSkill.weapon1Flags or activeSkill.weapon2Flags or 0),
keywordFlags = skillKeywordFlags,
skillName = activeGrantedEffect.name:gsub("^Vaal ",""):gsub("Summon Skeletons","Summon Skeleton"), -- This allows modifiers that target specific skills to also apply to their Vaal counterpart
summonSkillName = activeSkill.summonSkill and activeSkill.summonSkill.activeEffect.grantedEffect.name,
skillGem = activeEffect.gemData,
skillGrantedEffect = activeGrantedEffect,
skillPart = activeSkill.skillPart,
skillTypes = activeSkill.skillTypes,
skillCond = { },
skillDist = env.mode_effective and env.configInput.projectileDistance,
slotName = activeSkill.slotName,
}
if skillFlags.weapon1Attack then
activeSkill.weapon1Cfg = copyTable(activeSkill.skillCfg, true)
activeSkill.weapon1Cfg.skillCond = setmetatable({ ["MainHandAttack"] = true }, { __index = activeSkill.skillCfg.skillCond })
activeSkill.weapon1Cfg.flags = bor(skillModFlags, activeSkill.weapon1Flags)
end
if skillFlags.weapon2Attack then
activeSkill.weapon2Cfg = copyTable(activeSkill.skillCfg, true)
activeSkill.weapon2Cfg.skillCond = setmetatable({ ["OffHandAttack"] = true }, { __index = activeSkill.skillCfg.skillCond })
activeSkill.weapon2Cfg.flags = bor(skillModFlags, activeSkill.weapon2Flags)
end
-- Initialise skill modifier list
local skillModList = new("ModList", actor.modDB)
activeSkill.skillModList = skillModList
activeSkill.baseSkillModList = skillModList
if skillModList:Flag(activeSkill.skillCfg, "DisableSkill") then
skillFlags.disable = true
activeSkill.disableReason = "Skills of this type are disabled"
end
if skillFlags.disable then
wipeTable(skillFlags)
skillFlags.disable = true
calcLib.validateGemLevel(activeEffect)
activeEffect.grantedEffectLevel = activeGrantedEffect.levels[activeEffect.level]
return
end
-- Add support gem modifiers to skill mod list
for _, skillEffect in pairs(activeSkill.effectList) do
if skillEffect.grantedEffect.support then
calcs.mergeSkillInstanceMods(env, skillModList, skillEffect)
local level = skillEffect.grantedEffect.levels[skillEffect.level]
if level.manaMultiplier then
skillModList:NewMod("ManaCost", "MORE", level.manaMultiplier, skillEffect.grantedEffect.modSource)
end
if level.manaCostOverride then
activeSkill.skillData.manaCostOverride = level.manaCostOverride
end
if level.cooldown then
activeSkill.skillData.cooldown = level.cooldown
end
end
end
-- Apply gem/quality modifiers from support gems
for _, value in ipairs(skillModList:List(activeSkill.skillCfg, "SupportedGemProperty")) do
if value.keyword == "active_skill" then
activeEffect[value.key] = activeEffect[value.key] + value.value
end
end
-- Add active gem modifiers
activeEffect.actorLevel = actor.minionData and actor.level
calcs.mergeSkillInstanceMods(env, skillModList, activeEffect)
activeEffect.grantedEffectLevel = activeGrantedEffect.levels[activeEffect.level]
-- Add extra modifiers from granted effect level
local level = activeEffect.grantedEffectLevel
activeSkill.skillData.CritChance = level.critChance
if level.damageMultiplier then
skillModList:NewMod("Damage", "MORE", level.damageMultiplier, activeEffect.grantedEffect.modSource, ModFlag.Attack)
end
if level.cooldown then
activeSkill.skillData.cooldown = level.cooldown
end
-- Add extra modifiers from other sources
activeSkill.extraSkillModList = { }
for _, value in ipairs(skillModList:List(activeSkill.skillCfg, "ExtraSkillMod")) do
skillModList:AddMod(value.mod)
t_insert(activeSkill.extraSkillModList, value.mod)
end
-- Extract skill data
for _, value in ipairs(skillModList:List(activeSkill.skillCfg, "SkillData")) do
activeSkill.skillData[value.key] = value.value
end
-- Create minion
local minionList, isSpectre
if activeGrantedEffect.minionList then
if activeGrantedEffect.minionList[1] then
minionList = copyTable(activeGrantedEffect.minionList)
else
minionList = copyTable(env.build.spectreList)
--isSpectre = true
end
else
minionList = { }
end
for _, skillEffect in ipairs(activeSkill.effectList) do
if skillEffect.grantedEffect.support and skillEffect.grantedEffect.addMinionList then
for _, minionType in ipairs(skillEffect.grantedEffect.addMinionList) do
t_insert(minionList, minionType)
end
end
end
activeSkill.minionList = minionList
if minionList[1] and not actor.minionData then
local minionType
if env.mode == "CALCS" and activeSkill == env.player.mainSkill then
local index = isValueInArray(minionList, activeEffect.srcInstance.skillMinionCalcs) or 1
minionType = minionList[index]
activeEffect.srcInstance.skillMinionCalcs = minionType
else
local index = isValueInArray(minionList, activeEffect.srcInstance.skillMinion) or 1
minionType = minionList[index]
activeEffect.srcInstance.skillMinion = minionType
end
if minionType then
local minion = { }
activeSkill.minion = minion
skillFlags.haveMinion = true
minion.parent = env.player
minion.enemy = env.enemy
minion.type = minionType
minion.minionData = env.data.minions[minionType]
minion.level = activeSkill.skillData.minionLevelIsEnemyLevel and env.enemyLevel or activeSkill.skillData.minionLevel or activeEffect.grantedEffectLevel.levelRequirement
-- fix minion level between 1 and 100
minion.level = m_min(m_max(minion.level,1),100)
minion.itemList = { }
minion.uses = activeGrantedEffect.minionUses
minion.lifeTable = isSpectre and env.data.monsterLifeTable or env.data.monsterAllyLifeTable
local attackTime = minion.minionData.attackTime * (1 - (minion.minionData.damageFixup or 0))
local damage = env.data.monsterDamageTable[minion.level] * minion.minionData.damage * attackTime
if activeGrantedEffect.minionHasItemSet then
if env.mode == "CALCS" and activeSkill == env.player.mainSkill then
if not env.build.itemsTab.itemSets[activeEffect.srcInstance.skillMinionItemSetCalcs] then
activeEffect.srcInstance.skillMinionItemSetCalcs = env.build.itemsTab.itemSetOrderList[1]
end
minion.itemSet = env.build.itemsTab.itemSets[activeEffect.srcInstance.skillMinionItemSetCalcs]
else
if not env.build.itemsTab.itemSets[activeEffect.srcInstance.skillMinionItemSet] then
activeEffect.srcInstance.skillMinionItemSet = env.build.itemsTab.itemSetOrderList[1]
end
minion.itemSet = env.build.itemsTab.itemSets[activeEffect.srcInstance.skillMinionItemSet]
end
end
if activeSkill.skillData.minionUseBowAndQuiver and env.player.weaponData1.type == "Bow" then
minion.weaponData1 = env.player.weaponData1
else
minion.weaponData1 = {
type = minion.minionData.weaponType1 or "None",
AttackRate = 1 / attackTime,
CritChance = 5,
PhysicalMin = round(damage * (1 - minion.minionData.damageSpread)),
PhysicalMax = round(damage * (1 + minion.minionData.damageSpread)),
range = minion.minionData.attackRange,
}
end
minion.weaponData2 = { }
if minion.uses then
if minion.uses["Weapon 1"] then
if minion.itemSet then
local item = env.build.itemsTab.items[minion.itemSet[minion.itemSet.useSecondWeaponSet and "Weapon 1 Swap" or "Weapon 1"].selItemId]
if item then
minion.weaponData1 = item.weaponData[1]
end
else
minion.weaponData1 = env.player.weaponData1
end
end
if minion.uses["Weapon 2"] then
if minion.itemSet then
local item = env.build.itemsTab.items[minion.itemSet[minion.itemSet.useSecondWeaponSet and "Weapon 2 Swap" or "Weapon 2"].selItemId]
if item and item.weaponData then
minion.weaponData2 = item.weaponData[2]
end
else
minion.weaponData2 = env.player.weaponData2
end
end
end
end
end
-- Separate global effect modifiers (mods that can affect defensive stats or other skills)
local i = 1
while skillModList[i] do
local effectType, effectName, effectTag
for _, tag in ipairs(skillModList[i]) do
if tag.type == "GlobalEffect" then
effectType = tag.effectType
effectName = tag.effectName or activeGrantedEffect.name
effectTag = tag
break
end
end
if effectType then
local buff
for _, skillBuff in ipairs(activeSkill.buffList) do
if skillBuff.type == effectType and skillBuff.name == effectName then
buff = skillBuff
break
end
end
if not buff then
buff = {
type = effectType,
name = effectName,
allowTotemBuff = effectTag.allowTotemBuff,
cond = effectTag.effectCond,
enemyCond = effectTag.effectEnemyCond,
stackVar = effectTag.effectStackVar,
stackLimit = effectTag.effectStackLimit,
stackLimitVar = effectTag.effectStackLimitVar,
modList = { },
}
if skillModList[i].source == activeGrantedEffect.modSource then
-- Inherit buff configuration from the active skill
buff.activeSkillBuff = true
buff.applyNotPlayer = activeSkill.skillData.buffNotPlayer
buff.applyMinions = activeSkill.skillData.buffMinions
buff.applyAllies = activeSkill.skillData.buffAllies
buff.allowTotemBuff = activeSkill.skillData.allowTotemBuff
end
t_insert(activeSkill.buffList, buff)
end
local match = false
for d = 1, #buff.modList do
local destMod = buff.modList[d]
if modLib.compareModParams(skillModList[i], destMod) and (destMod.type == "BASE" or destMod.type == "INC") then
destMod = copyTable(destMod)
destMod.value = destMod.value + skillModList[i].value
buff.modList[d] = destMod
match = true
break
end
end
if not match then
t_insert(buff.modList, skillModList[i])
end
t_remove(skillModList, i)
else
i = i + 1
end
end
if activeSkill.buffList[1] then
-- Add to auxillary skill list
t_insert(env.auxSkillList, activeSkill)
end
end
-- Initialise the active skill's minion skills
function calcs.createMinionSkills(env, activeSkill)
local activeEffect = activeSkill.activeEffect
local minion = activeSkill.minion
local minionData = minion.minionData
minion.activeSkillList = { }
local skillIdList = { }
for _, skillId in ipairs(minionData.skillList) do
if env.data.skills[skillId] then
t_insert(skillIdList, skillId)
end
end
for _, skill in ipairs(env.modDB:List(activeSkill.skillCfg, "ExtraMinionSkill")) do
if not skill.minionList or isValueInArray(skill.minionList, minion.type) then
t_insert(skillIdList, skill.skillId)
end
end
for _, skillId in ipairs(skillIdList) do
local activeEffect = {
grantedEffect = env.data.skills[skillId],
level = 1,
quality = 0,
}
if #activeEffect.grantedEffect.levels > 1 then
for level, levelData in ipairs(activeEffect.grantedEffect.levels) do
if levelData[1] > minion.level then
break
else
activeEffect.level = level
end
end
end
local minionSkill = calcs.createActiveSkill(activeEffect, activeSkill.supportList, activeSkill)
calcs.buildActiveSkillModList(env, minion, minionSkill)
minionSkill.skillFlags.minion = true
minionSkill.skillFlags.minionSkill = true
minionSkill.skillFlags.haveMinion = true
minionSkill.skillFlags.spectre = activeSkill.skillFlags.spectre
minionSkill.skillData.damageEffectiveness = 1 + (activeSkill.skillData.minionDamageEffectiveness or 0) / 100
t_insert(minion.activeSkillList, minionSkill)
end
local skillIndex
if env.mode == "CALCS" then
skillIndex = m_max(m_min(activeEffect.srcInstance.skillMinionSkillCalcs or 1, #minion.activeSkillList), 1)
activeEffect.srcInstance.skillMinionSkillCalcs = skillIndex
else
skillIndex = m_max(m_min(activeEffect.srcInstance.skillMinionSkill or 1, #minion.activeSkillList), 1)
if env.mode == "MAIN" then
activeEffect.srcInstance.skillMinionSkill = skillIndex
end
end
minion.mainSkill = minion.activeSkillList[skillIndex]
end