- Added demigod/legacy quiver bases - Fixed enchant UI only finding the first skill in each socket group - Fixed life/mana leech boot enchantment not working
331 lines
13 KiB
Lua
331 lines
13 KiB
Lua
-- Path of Building
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--
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-- Module: Data
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-- Contains static data used by other modules.
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--
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local launch = ...
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data = { }
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ModFlag = { }
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-- Damage modes
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ModFlag.Attack = 0x00000001
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ModFlag.Spell = 0x00000002
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ModFlag.Hit = 0x00000004
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ModFlag.Dot = 0x00000008
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ModFlag.Cast = 0x00000010
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-- Damage sources
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ModFlag.Melee = 0x00000100
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ModFlag.Area = 0x00000200
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ModFlag.Projectile = 0x00000400
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ModFlag.SourceMask = 0x00000600
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-- Weapon types
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ModFlag.Axe = 0x00001000
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ModFlag.Bow = 0x00002000
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ModFlag.Claw = 0x00004000
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ModFlag.Dagger = 0x00008000
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ModFlag.Mace = 0x00010000
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ModFlag.Staff = 0x00020000
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ModFlag.Sword = 0x00040000
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ModFlag.Wand = 0x00080000
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ModFlag.Unarmed = 0x00100000
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-- Weapon classes
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ModFlag.WeaponMelee =0x00200000
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ModFlag.WeaponRanged=0x00400000
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ModFlag.Weapon = 0x00800000
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ModFlag.Weapon1H = 0x01000000
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ModFlag.Weapon2H = 0x02000000
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KeywordFlag = { }
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-- Skill keywords
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KeywordFlag.Aura = 0x000001
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KeywordFlag.Curse = 0x000002
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KeywordFlag.Warcry = 0x000004
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KeywordFlag.Movement = 0x000008
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KeywordFlag.Fire = 0x000010
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KeywordFlag.Cold = 0x000020
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KeywordFlag.Lightning = 0x000040
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KeywordFlag.Chaos = 0x000080
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KeywordFlag.Vaal = 0x000100
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-- Skill types
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KeywordFlag.Trap = 0x001000
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KeywordFlag.Mine = 0x002000
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KeywordFlag.Totem = 0x004000
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KeywordFlag.Minion = 0x008000
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-- Skill effects
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KeywordFlag.Poison = 0x010000
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KeywordFlag.Bleed = 0x020000
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-- Active skill types, used in ActiveSkills.dat and GrantedEffects.dat
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-- Had to reverse engineer this, not sure what all of the values mean
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SkillType = {
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Attack = 1,
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Spell = 2,
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Projectile = 3, -- Specifically skills which fire projectiles
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DualWield = 4, -- Attack requires dual wielding, only used on Dual Strike
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Buff = 5,
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CanDualWield = 6, -- Attack can be used while dual wielding
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MainHandOnly = 7, -- Attack only uses the main hand
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Type8 = 8, -- Only used on Cleave, possibly referencing that it combines both weapons when dual wielding
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Minion = 9,
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Hit = 10, -- Skill hits (not used on attacks because all of them hit)
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Area = 11,
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Duration = 12,
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Shield = 13, -- Skill requires a shield
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ProjectileDamage = 14, -- Skill deals projectile damage but doesn't fire projectiles
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ManaCostReserved = 15, -- The skill's mana cost is a reservation
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ManaCostPercent = 16, -- The skill's mana cost is a percentage
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SkillCanTrap = 17, -- Skill can be turned into a trap
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SpellCanTotem = 18, -- Spell can be turned into a totem
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SkillCanMine = 19, -- Skill can be turned into a mine
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CauseElementalStatus = 20, -- Causes elemental status effects, but doesn't hit (used on Herald of Ash to allow Elemental Proliferation to apply)
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CreateMinion = 21, -- Creates or summons minions
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AttackCanTotem = 22, -- Attack can be turned into a totem
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Chaining = 23,
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Melee = 24,
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MeleeSingleTarget = 25,
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SpellCanRepeat = 26, -- Spell can repeat via Spell Echo
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Type27 = 27, -- No idea, used on auras and certain damage skills
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AttackCanRepeat = 28, -- Attack can repeat via Multistrike
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CausesBurning = 29, -- Deals burning damage
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Totem = 30,
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Type31 = 31, -- No idea, used on Molten Shell and the Thunder glove enchants, and added by Blasphemy
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Curse = 32,
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FireSkill = 33,
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ColdSkill = 34,
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LightningSkill = 35,
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TriggerableSpell = 36,
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Trap = 37,
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MovementSkill = 38,
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Cast = 39,
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DamageOverTime = 40,
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Mine = 41,
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TriggeredSpell = 42,
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Vaal = 43,
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Aura = 44,
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LightningSpell = 45, -- Used for Mjolner
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Type46 = 46, -- Doesn't appear to be used at all
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TriggeredAttack = 47,
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ProjectileAttack = 48,
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MinionSpell = 49, -- Used for Null's Inclination
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ChaosSkill = 50,
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Type51 = 51, -- Not used by any skill
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Type52 = 52, -- Allows Contagion, Blight and Scorching Ray to be supported by Iron Will
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Type53 = 53, -- Allows Burning Arrow and Vigilant Strike to be supported by Inc AoE and Conc Effect
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Type54 = 54, -- Not used by any skill
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Type55 = 55, -- Allows Burning Arrow to be supported by Inc/Less Duration and Rapid Decay
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Type56 = 56, -- Not used by any skill
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Type57 = 57, -- Appears to be the same as 47
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Channelled = 58,
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Type59 = 59, -- Allows Contagion, Blight and Scorching Ray to be supported by Controlled Destruction
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ColdSpell = 60, -- Used for Cospri's Malice
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TriggeredGrantedSkill = 61, -- Skill granted by item that is automatically triggered, prevents trigger gems and trap/mine/totem from applying
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Golem = 62,
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}
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data.itemMods = { }
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data.itemMods.Flask = LoadModule("Data/ModFlask")
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data.itemMods.Jewel = LoadModule("Data/ModJewel")
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data.enchantments = { }
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data.enchantments.Helmet = LoadModule("Data/EnchantmentHelmet")
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data.enchantments.Boots = LoadModule("Data/EnchantmentBoots")
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data.labyrinths = {
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{ name = "ENDGAME", label = "Endgame" },
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{ name = "MERCILESS", label = "Merciless" },
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{ name = "CRUEL", label = "Cruel" },
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{ name = "NORMAL", label = "Normal" },
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}
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data.skills = { }
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local function makeSkillMod(modName, modType, modVal, flags, keywordFlags, ...)
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return {
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name = modName,
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type = modType,
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value = modVal,
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flags = flags or 0,
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keywordFlags = keywordFlags or 0,
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tagList = { ... }
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}
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end
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local function makeFlagMod(modName, ...)
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return makeSkillMod(modName, "FLAG", true, 0, 0, ...)
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end
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local function makeSkillDataMod(dataKey, dataValue, ...)
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return makeSkillMod("SkillData", "LIST", { key = dataKey, value = dataValue }, 0, 0, ...)
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end
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local skillTypes = {
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"act_str",
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"act_dex",
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"act_int",
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"other",
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"minion",
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"spectre",
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"sup_str",
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"sup_dex",
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"sup_int",
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}
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for _, type in pairs(skillTypes) do
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LoadModule("Data/Skills/"..type, data.skills, makeSkillMod, makeFlagMod, makeSkillDataMod)
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end
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for skillId, skillData in pairs(data.skills) do
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skillData.id = skillId
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-- Add sources for skill mods
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for _, list in pairs({skillData.baseMods, skillData.qualityMods, skillData.levelMods}) do
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for _, mod in pairs(list) do
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if mod[1] then
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for _, mod in ipairs(mod) do
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mod.source = "Skill:"..skillId
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if type(mod.value) == "table" and mod.value.mod then
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mod.value.mod.source = "Skill:"..skillId
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end
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end
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else
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mod.source = "Skill:"..skillId
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if type(mod.value) == "table" and mod.value.mod then
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mod.value.mod.source = "Skill:"..skillId
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end
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end
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end
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end
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end
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data.gems = { }
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for _, skillData in pairs(data.skills) do
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if skillData.gemTags then
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data.gems[skillData.name] = skillData
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end
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end
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data.minions = { }
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LoadModule("Data/Minions", data.minions, makeSkillMod)
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data.spectres = { }
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LoadModule("Data/Spectres", data.spectres, makeSkillMod)
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for name, spectre in pairs(data.spectres) do
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spectre.limit = "ActiveSpectreLimit"
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data.minions[name] = spectre
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end
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local missing = { }
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for _, minion in pairs(data.minions) do
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for _, skillId in ipairs(minion.skillList) do
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if not data.skills[skillId] and not missing[skillId] and launch.devMode then
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ConPrintf("'%s' missing skill '%s'", minion.name, skillId)
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missing[skillId] = true
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end
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end
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for _, mod in ipairs(minion.modList) do
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mod.source = "Minion:"..minion.name
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end
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end
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data.colorCodes = {
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NORMAL = "^xC8C8C8",
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MAGIC = "^x8888FF",
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RARE = "^xFFFF77",
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UNIQUE = "^xAF6025",
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RELIC = "^x60C060",
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CRAFTED = "^xB8DAF1",
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UNSUPPORTED = "^xF05050",
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--FIRE = "^x960000",
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FIRE = "^xD02020",
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--COLD = "^x366492",
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COLD = "^x60A0E7",
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LIGHTNING = "^xFFD700",
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CHAOS = "^xD02090",
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POSITIVE = "^x33FF77",
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NEGATIVE = "^xDD0022",
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OFFENCE = "^xE07030",
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DEFENCE = "^x8080E0",
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SCION = "^xFFF0F0",
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MARAUDER = "^xE05030",
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RANGER = "^x70FF70",
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WITCH = "^x7070FF",
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DUELIST = "^xE0E070",
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TEMPLAR = "^xC040FF",
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SHADOW = "^x30C0D0",
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MAINHAND = "^x50FF50",
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MAINHANDBG = "^x071907",
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OFFHAND = "^xB7B7FF",
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OFFHANDBG = "^x070719",
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}
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data.colorCodes.STRENGTH = data.colorCodes.MARAUDER
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data.colorCodes.DEXTERITY = data.colorCodes.RANGER
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data.colorCodes.INTELLIGENCE = data.colorCodes.WITCH
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data.skillColorMap = { data.colorCodes.STRENGTH, data.colorCodes.DEXTERITY, data.colorCodes.INTELLIGENCE, data.colorCodes.NORMAL }
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data.jewelRadius = {
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{ rad = 800, col = "^xBB6600", label = "Small" },
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{ rad = 1200, col = "^x66FFCC", label = "Medium" },
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{ rad = 1500, col = "^x2222CC", label = "Large" }
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}
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-- Exported data tables:
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-- From DefaultMonsterStats.dat
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data.monsterEvasionTable = { 36, 42, 49, 56, 64, 72, 80, 89, 98, 108, 118, 128, 140, 151, 164, 177, 190, 204, 219, 235, 251, 268, 286, 305, 325, 345, 367, 389, 412, 437, 463, 489, 517, 546, 577, 609, 642, 676, 713, 750, 790, 831, 873, 918, 964, 1013, 1063, 1116, 1170, 1227, 1287, 1349, 1413, 1480, 1550, 1623, 1698, 1777, 1859, 1944, 2033, 2125, 2221, 2321, 2425, 2533, 2645, 2761, 2883, 3009, 3140, 3276, 3418, 3565, 3717, 3876, 4041, 4213, 4391, 4576, 4768, 4967, 5174, 5389, 5613, 5845, 6085, 6335, 6595, 6864, 7144, 7434, 7735, 8048, 8372, 8709, 9058, 9420, 9796, 10186, }
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data.monsterAccuracyTable = { 18, 19, 20, 21, 23, 24, 25, 27, 28, 30, 31, 33, 35, 36, 38, 40, 42, 44, 46, 49, 51, 54, 56, 59, 62, 65, 68, 71, 74, 78, 81, 85, 89, 93, 97, 101, 106, 111, 116, 121, 126, 132, 137, 143, 149, 156, 162, 169, 177, 184, 192, 200, 208, 217, 226, 236, 245, 255, 266, 277, 288, 300, 312, 325, 338, 352, 366, 381, 396, 412, 428, 445, 463, 481, 500, 520, 540, 562, 584, 607, 630, 655, 680, 707, 734, 762, 792, 822, 854, 887, 921, 956, 992, 1030, 1069, 1110, 1152, 1196, 1241, 1288, }
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data.monsterLifeTable = { 15, 17, 20, 23, 26, 30, 33, 37, 41, 46, 50, 55, 60, 66, 71, 77, 84, 91, 98, 105, 113, 122, 131, 140, 150, 161, 171, 183, 195, 208, 222, 236, 251, 266, 283, 300, 318, 337, 357, 379, 401, 424, 448, 474, 501, 529, 559, 590, 622, 656, 692, 730, 769, 810, 853, 899, 946, 996, 1048, 1102, 1159, 1219, 1281, 1346, 1415, 1486, 1561, 1640, 1722, 1807, 1897, 1991, 2089, 2192, 2299, 2411, 2528, 2651, 2779, 2913, 3053, 3199, 3352, 3511, 3678, 3853, 4035, 4225, 4424, 4631, 4848, 5074, 5310, 5557, 5815, 6084, 6364, 6658, 6964, 7283, }
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data.monsterDamageTable = { 5, 6, 6, 7, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 20, 21, 23, 24, 26, 28, 30, 32, 34, 36, 39, 41, 44, 47, 50, 53, 56, 59, 63, 67, 71, 75, 80, 84, 89, 94, 100, 106, 112, 118, 125, 131, 139, 147, 155, 163, 172, 181, 191, 202, 212, 224, 236, 248, 262, 275, 290, 305, 321, 338, 355, 374, 393, 413, 434, 456, 480, 504, 530, 556, 584, 614, 645, 677, 711, 746, 783, 822, 862, 905, 949, 996, 1045, 1096, 1149, 1205, 1264, 1325, 1390, 1457, 1527, 1601, 1678, 1758, }
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-- From MonsterVarieties.dat combined with SkillTotemVariations.dat
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data.totemLifeMult = { [1] = 2.94, [2] = 2.94, [3] = 2.94, [4] = 2.94, [5] = 2.94, [6] = 4.2, [7] = 2.94, [8] = 2.94, [9] = 2.94, [10] = 2.94, [11] = 2.94, [12] = 2.94, [13] = 4.5, [15] = 4.5, }
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data.monsterExperienceLevelMap = { [71] = 70.94, [72] = 71.82, [73] = 72.64, [74] = 73.40, [75] = 74.10, [76] = 74.74, [77] = 75.32, [78] = 75.84, [79] = 76.30, [80] = 76.70, [81] = 77.04, [82] = 77.32, [83] = 77.54, [84] = 77.70, }
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for i = 1, 70 do
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data.monsterExperienceLevelMap[i] = i
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end
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data.weaponTypeInfo = {
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["None"] = { oneHand = true, melee = true, flag = ModFlag.Unarmed },
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["Bow"] = { oneHand = false, melee = false, flag = ModFlag.Bow },
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["Claw"] = { oneHand = true, melee = true, flag = ModFlag.Claw },
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["Dagger"] = { oneHand = true, melee = true, flag = ModFlag.Dagger },
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["Staff"] = { oneHand = false, melee = true, flag = ModFlag.Staff },
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["Wand"] = { oneHand = true, melee = false, flag = ModFlag.Wand },
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["One Handed Axe"] = { oneHand = true, melee = true, flag = ModFlag.Axe },
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["One Handed Mace"] = { oneHand = true, melee = true, flag = ModFlag.Mace },
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["One Handed Sword"] = { oneHand = true, melee = true, flag = ModFlag.Sword },
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["Two Handed Axe"] = { oneHand = false, melee = true, flag = ModFlag.Axe },
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["Two Handed Mace"] = { oneHand = false, melee = true, flag = ModFlag.Mace },
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["Two Handed Sword"] = { oneHand = false, melee = true, flag = ModFlag.Sword },
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}
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data.unarmedWeaponData = {
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[0] = { type = "None", attackRate = 1.2, critChance = 0, PhysicalMin = 2, PhysicalMax = 6 }, -- Scion
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[1] = { type = "None", attackRate = 1.2, critChance = 0, PhysicalMin = 2, PhysicalMax = 8 }, -- Marauder
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[2] = { type = "None", attackRate = 1.2, critChance = 0, PhysicalMin = 2, PhysicalMax = 5 }, -- Ranger
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[3] = { type = "None", attackRate = 1.2, critChance = 0, PhysicalMin = 2, PhysicalMax = 5 }, -- Witch
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[4] = { type = "None", attackRate = 1.2, critChance = 0, PhysicalMin = 2, PhysicalMax = 6 }, -- Duelist
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[5] = { type = "None", attackRate = 1.2, critChance = 0, PhysicalMin = 2, PhysicalMax = 6 }, -- Templar
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[6] = { type = "None", attackRate = 1.2, critChance = 0, PhysicalMin = 2, PhysicalMax = 5 }, -- Shadow
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}
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data.itemBases = { }
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data.uniques = { }
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data.rares = LoadModule("Data/Rares")
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local itemTypes = {
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"axe",
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"bow",
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"claw",
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"dagger",
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"mace",
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"staff",
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"sword",
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"wand",
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"helmet",
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"body",
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"gloves",
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"boots",
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"shield",
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"quiver",
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"amulet",
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"ring",
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"belt",
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"jewel",
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"flask",
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}
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for _, type in pairs(itemTypes) do
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LoadModule("Data/Bases/"..type, data.itemBases)
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data.uniques[type] = LoadModule("Data/Uniques/"..type)
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end
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LoadModule("Data/New") |