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Skills.lua
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Skills.lua
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-- Skill Database
do
AllSkills = {
-- Homunculus Skills
-- Lif
[8001] = {
Name = "Healing Hands",
CastFunction = "actor",
Range = 15,
MaxLevel = 5,
SPCost = function(level) return 10 + level*3 end,
},
[8002] = {
Name = "Urgent Escape",
CastFunction = "self",
MaxLevel = 5,
SPCost = function(level) return 15 + level*5 end,
CastDelay = 35 * 1000,
Duration = function(level) return (45 - level*5) * 1000 end,
Condition = function(_G)
-- Use only if owner is moving, or we're moving somewhere
if
_G.RAIL.Owner.Motion[0] == _G.MOTION_MOVE or
_G.RAIL.Target.Chase ~= nil
then
return true
end
return false
end,
},
[8003] = {
Name = "Brain Surgery",
MaxLevel = 5,
},
[8004] = {
Name = "Mental Charge",
CastFunction = "self",
MaxLevel = 3,
SPCost = 100,
CastDelay = function(level) return (5 + level*5) * 60 * 1000 end,
Duration = function(level) return (-1 + level*2) * 60 * 1000 end,
Condition = function(_G)
-- Use only if we are going to engage something
if _G.RAIL.Target.Attack ~= nil then
return true
end
return false
end,
},
-- Amistr
[8005] = {
Name = "Castling",
CastFunction = "self",
MaxLevel = 5,
SPCost = 10,
},
[8006] = {
Name = "Amistr Bulwark",
CastFunction = "self",
MaxLevel = 5,
SPCost = function(level) return 15 + level*5 end,
Duration = function(level) return (45 - level*5) * 1000 end,
Condition = "defending",
},
[8007] = {
Name = "Adamantium Skin",
MaxLevel = 5,
},
[8008] = {
Name = "Blood Lust",
CastFunction = "self",
MaxLevel = 3,
CastDelay = function(level) return level*300 * 1000 end,
Duration = function(level)
if level < 3 then
return level*60 * 1000
else
return 300 * 1000
end
end,
},
-- Filir
[8009] = {
Name = "Moonlight",
CastFunction = "actor",
--Range = 15,
MaxLevel = 5,
SPCost = function(level) return 4 * level end,
CastDelay = 500,
--Condition = "attacking",
},
[8010] = {
Name = "Flitting",
CastFunction = "self",
MaxLevel = 5,
SPCost = function(level) return 20 + level*10 end,
CastDelay = function(level)
-- Flitting's cast delay seems to be properly implemented with renewal
if RAIL.Renewal then
if level < 5 then
return (50 + level * 10) * 1000
else
return 120 * 1000
end
else
return 0
end
end,
Duration = function(level)
if RAIL.Renewal then
return (65 - level * 5) * 1000
else
-- Flitting's cast delay seems to be only for recast, so
-- we tell RAIL that the duration is calculation for cast delay.
-- (RAIL only cares about when it should be recast.)
if level < 5 then
return (50 + level*10) * 1000
else
return 120 * 1000
end
end
end,
Condition = "attacking",
},
[8011] = {
Name = "Accelerated Flight",
CastFunction = "self",
MaxLevel = 5,
CastDelay = function(level)
if level < 5 then
return (50 + level*10) * 1000
else
return 120 * 1000
end
end,
Condition = "defending_self",
},
[8012] = {
Name = "S.B.R.44",
CastFunction = "actor",
MaxLevel = 3,
SPCost = 1,
},
-- Vanilmirth
[8013] = {
Name = "Caprice",
CastFunction = "actor",
Range = 15,
MaxLevel = 5,
SPCost = function(level) return 20 + level*2 end,
CastDelay = function(level) return (0.8 + level*0.2) * 1000 end,
},
[8014] = {
Name = "Chaotic Blessings",
CastFunction = "self",
Range = 15,
MaxLevel = 5,
SPCost = 40,
},
[8015] = {
Name = "Instruction Change",
MaxLevel = 5,
},
[8016] = {
Name = "Self-Destruction",
CastFunction = "actor",
MaxLevel = 3,
SPCost = 15,
},
-- Mercenary Skills
-- Fencer specific
[8201] = {
Name = "Bash",
CastFunction = "actor",
MaxLevel = 10,
SPCost = function(level)
if level <= 5 then
return 8
else
return 15
end
end,
},
[8202] = {
Name = "Magnum Break",
CastFunction = "self",
Range = 0,
SplashRange = 2, -- 0 = 1; 1 = 3x3; 2 = 5x5; 3 = 7x7; ...
MaxLevel = 10,
SPCost = 30,
HPCost = function(level)
-- This doesn't seem to cost HP from mercenaries;
--return 21 - math.ceil(level/2)
return 0
end,
CastDelay = 2 * 1000,
},
[8203] = {
Name = "Bowling Bash",
CastFunction = "actor",
SplashRange = 1, -- 0 = 1; 1 = 3x3; 2 = 5x5; 3 = 7x7; ...
MaxLevel = 10,
SPCost = function(level) return 12 + level end,
},
[8204] = {
Name = "Parry",
CastFunction = "self",
MaxLevel = 10,
SPCost = 50,
Duration = function(level) return (10 + level*5) * 1000 end,
Condition = "defending_self",
},
[8205] = {
Name = "Shield Reflect",
CastFunction = "self",
MaxLevel = 10,
SPCost = function(level) return 30 + level*5 end,
CastDelay = 1 * 1000,
Duration = 300 * 1000,
Condition = "defending_self",
},
[8206] = {
Name = "Frenzy",
CastFunction = "self",
MaxLevel = 1,
SPCost = 200,
-- TODO: special duration (lasts until HP < 100)
},
-- Archer specific
[8207] = {
Name = "Double Strafe",
CastFunction = "actor",
MaxLevel = 10,
SPCost = 12,
CastDelay = 0.2 * 1000,
},
[8208] = {
Name = "Arrow Shower",
CastFunction = "ground",
Range = 10,
SplashRange = function(level)
if RAIL.Renewal and level <= 5 then
-- 1-tile distance from the center (3x3)
return 1
end
-- 2-tile radius after center tile (5x5)
return 2
end,
MaxLevel = 10,
SPCost = 15,
CastDelay = 1 * 1000,
},
[8209] = {
Name = "Skid Trap",
CastFunction = "ground",
MaxLevel = 5,
SPCost = 10,
},
[8210] = {
Name = "Land Mine",
CastFunction = "ground",
MaxLevel = 5,
SPCost = 10,
},
[8211] = {
Name = "Sandman",
CastFunction = "ground",
SplashRange = 1, -- 1-tile radius from center (3x3)
MaxLevel = 5,
SPCost = 12,
},
[8212] = {
Name = "Freezing Trap",
CastFunction = "ground",
SplashRange = 1, -- 1-tile radius from center (3x3)
MaxLevel = 5,
SPCost = 10,
},
[8213] = {
Name = "Remove Trap",
-- TODO: are traps actors? no.
-- TODO: How is this targeted?
CastFunction = function(self,target) end,
MaxLevel = 1,
SPCost = 5,
},
[8214] = {
Name = "Arrow Repel",
CastFunction = "actor",
MaxLevel = 1,
SPCost = 15,
CastTime = 1.5 * 1000,
CastDelay = 0.2 * 1000,
},
[8215] = {
Name = "Focused Arrow Strike",
CastFunction = "actor",
-- TODO: Implement behavior to count enemies in between self and target
SplashRange = 0, -- Only splashes onto the target tile (1x1)
MaxLevel = 5,
SPCost = function(level) return 15 + level*3 end,
CastTime = 2 * 1000,
CastDelay = 1.5 * 1000,
},
-- Lancer specific
[8216] = {
Name = "Pierce",
CastFunction = "actor",
MaxLevel = 10,
SPCost = 7,
},
[8217] = {
Name = "Brandish Spear",
CastFunction = "actor",
-- TODO: Implement Range and SplashRange for this...
MaxLevel = 10,
SPCost = 12,
CastTime = 1 * 1000,
CastDelay = 1 * 1000,
},
[8218] = {
Name = "Clashing Spiral",
CastFunction = "actor",
MaxLevel = 5,
SPCost = function(level) return 15 + level*3 end,
CastTime = function(level)
if level < 5 then
return (0.1 + level*0.2) * 1000
else
return 1 * 1000
end
end,
CastDelay = function(level) return (1 + level*0.2) * 1000 end,
},
[8219] = {
Name = "Defending Aura",
CastFunction = "self",
MaxLevel = 5,
SPCost = 30,
CastDelay = 1 * 1000,
Duration = 180 * 1000,
Condition = function(_G)
-- TODO: Check if we're being attacked from range
return false
end,
},
[8220] = {
Name = "Guard",
CastFunction = "self",
MaxLevel = 10,
SPCost = function(level) return 10 + level*2 end,
Duration = 300 * 1000,
Condition = "defending_self",
},
[8221] = {
Name = "Sacrifice",
CastFunction = "actor",
Range = function(level) return 6 + level end,
MaxLevel = 5,
SPCost = 25,
CastTime = 3 * 1000,
CastDelay = 3 * 1000,
Duration = function(level) return (15 + level*15) * 1000 end,
MaxTargets = function(level) return level end,
},
-- Mercenary inspecific
[8222] = {
Name = "Magnificat",
CastFunction = "self",
MaxLevel = 5,
SPCost = 40,
CastTime = 4 * 1000,
CastDelay = 2 * 1000,
Duration = function(level) return (15 + level*15) * 1000 end,
Condition = function(_G)
-- Check if the owner is at full SP
if _G.RAIL.Owner.SP[0] >= _G.RAIL.Owner:GetMaxSP() then
-- No point to Magnificat
return false
end
-- Check if we're being attacked
if _G.RAIL.Self.TargetOf:GetN() > 0 then
-- It'll likely be interrupted, don't cast yet
return false
end
-- Check if our owner is moving
if _G.RAIL.Owner.Motion[0] == _G.MOTION_MOVE then
-- We might need to chase to stay on screen; don't cast
return false
end
return true
end,
},
[8223] = {
Name = "Weapon Quicken",
CastFunction = "self",
MaxLevel = 10,
SPCost = function(level)
if level < 3 or level >=5 then
return 10 + level*4
else
return 20 + level*2
end
end,
Duration = function(level) return (level*30) * 1000 end,
Condition = "attacking",
},
[8224] = {
Name = "Sight",
CastFunction = "self",
Range = 3,
MaxLevel = 1,
SPCost = 10,
Duration = 10 * 1000,
Condition = function(_G,actor)
-- Only use this against targets that are hiding
return actor.Hide
end,
},
[8225] = {
Name = "Crash",
-- 3 hits x 100% + 10%/level attack; 6%/level chance to stun
CastFunction = "actor",
MaxLevel = 5,
SPCost = 10,
CastTime = 1 * 1000,
CastDelay = 2 * 1000,
},
[8226] = {
Name = "Regain",
-- Sleep and stun recovery
CastFunction = "actor",
MaxLevel = 1,
SPCost = 10,
},
[8227] = {
Name = "Tender",
-- Frozen and stone recovery
CastFunction = "actor",
MaxLevel = 1,
SPCost = 10,
},
[8228] = {
Name = "Benediction",
-- Curse and blind recovery
CastFunction = "actor",
MaxLevel = 1,
SPCost = 10,
},
[8229] = {
Name = "Recuperate",
-- Poison and silence recovery
CastFunction = "actor",
MaxLevel = 1,
SPCost = 10,
},
[8230] = {
Name = "Mental Cure",
-- Hallucination and chaos recovery
CastFunction = "actor",
MaxLevel = 1,
SPCost = 10,
},
[8231] = {
Name = "Compress",
-- Bleeding recovery
CastFunction = "actor",
MaxLevel = 1,
SPCost = 10,
},
[8232] = {
Name = "Provoke",
CastFunction = "actor",
MaxLevel = 10,
SPCost = function(level) return 3 + level*1 end,
CastDelay = 500,
Duration = 30 * 1000,
Condition = function(_G,actor)
-- Separate decision based on the target being an actor
if actor:IsEnemy() then
-- Target like a debuff
return true
else
-- Target like a buff
-- TODO: Test this more fully
do
-- Disabled for now.
return false
end
-- Check if the actor's HP is checked
if actor.HP then
-- Check if the actor's HP is below 30%
if _G.math.floor(actor.HP[0] / actor:GetMaxHP() * 100) < 30 then
-- Don't provoke
return false
end
end
local list = _G.History.GetConstList(actor.Motion)
local now = GetTick()
local i = list.last
local attacks = 0
while i > list.first do
-- Get the motion table
local motion = list[i]
-- Check if it's too old (5 seconds old)
if now - motion[2] > 5000 then
break
end
-- Check if the motion is MOTION_ATTACK or MOTION_ATTACK2
if motion[1] == _G.MOTION_ATTACK or motion[2] == _G.MOTION_ATTACK2 then
attacks = attacks + 1
end
-- Decrement i
i = i - 1
end
-- If there were 3 or more attacks in 5 seconds, allow buff-provoke
if attacks >= 3 then
return true
end
-- Not attacking fast enough, don't provoke
return false
end
end,
},
[8233] = {
Name = "Berserk",
-- Auto-provoke self; not Frenzy; passive
MaxLevel = 1,
},
[8234] = {
Name = "Decrease AGI",
CastFunction = "actor",
MaxLevel = 10,
SPCost = function(level) return 13 + level*2 end,
CastTime = 1 * 1000,
CastDelay = 1 * 1000,
Duration = function(level) return (20 + level*10) * 1000 end,
},
[8235] = {
Name = "Scapegoat",
CastFunction = "self",
MaxLevel = 1,
SPCost = 5,
CastTime = 3 * 1000,
},
[8236] = {
Name = "Lex Divina",
CastFunction = "actor",
MaxLevel = 10,
SPCost = function(level)
if level < 6 then
return 20
else
return 20 - level*2
end
end,
CastDelay = 3 * 1000,
Duration = function(level)
if level < 6 then
return (25 + level*5) * 1000
else
return 60 * 1000
end
end,
},
[8237] = {
Name = "Sense",
CastFunction = "actor",
MaxLevel = 1,
SPCost = 10,
},
}
-- Standard cast functions
local CastFunctions = {
["self"] = function(self)
-- Log the skill usage.
RAIL.LogT(60,"Casting {1}.",self)
-- Set the skill state
RAIL.SkillState:WaitFor(self,RAIL.Self)
-- Use the skill
SkillObject(RAIL.Self.ID,self.Level,self.ID,RAIL.Self.ID)
end,
["actor"] = function(self,actor)
-- Convert actor to an Actors object
actor = Actors[actor]
-- Log the skill usage against actor
RAIL.LogT(60,"Casting {1} against {2}.",self,actor)
-- Set the skill state
RAIL.SkillState:WaitFor(self,actor)
-- Use the skill
SkillObject(RAIL.Self.ID,self.Level,self.ID,actor.ID)
end,
["ground"] = function(self,x,y)
-- Ensure we've got coordinates
if RAIL.IsActor(x) then
-- Set the skill state
RAIL.SkillState:WaitFor(self,x)
-- Log it
RAIL.LogT(60,"Casting {1} against {2}.",self,x)
-- Get the ground location
y = x.Y[0]
x = x.X[0]
else
-- Set the skill state
RAIL.SkillState:WaitFor(self,x,y)
-- Log it
RAIL.LogT(60,"Casting {1} on ({2},{3}).",self,x,y)
end
-- Use the skill
SkillGround(RAIL.Self.ID,self.Level,self.ID,x,y)
end,
}
-- Standard Cast Conditions
local CastConditions = {
["attacking"] = function(_G)
-- Check if we're attacking
local target = _G.RAIL.Target.Attack
if target and target.Active then
return true
end
return false
end,
["defending"] = function(_G)
-- Check if owner is being attacked
for i=1,_G.RAIL.Owner.TargetOf:GetN() do
if _G.RAIL.Owner.TargetOf[i]:IsEnemy() then
return true
end
end
-- Check if the AI is being attacked
for i=1,_G.RAIL.Self.TargetOf:GetN() do
if _G.RAIL.Self.TargetOf[i]:IsEnemy() then
return true
end
end
return false
end,
["defending_self"] = function(_G)
-- Check if we're being attacked
for i=1,_G.RAIL.Self.TargetOf:GetN() do
if _G.RAIL.Self.TargetOf[i]:IsEnemy() then
return true
end
end
return false
end,
}
local function_or_number = function(f,arg,default)
if type(f) == "function" then
return f(arg)
elseif type(f) == "number" then
return f
end
if not default then
return 0
end
return default
end
local function_or_string = function(f,table,default)
if type(f) == "function" then
return f
elseif type(f) == "string" and table[f] then
return table[f]
else
return default
end
end
-- Build a RAIL-usable skill table
RAIL.Event["AI CYCLE"]:Register(-41,
"AllSkills rebuild",
1,
function(self)
local AllSkills_rebuild = { }
for id,parameters in AllSkills do
-- Create a skill table
local name = parameters.Name
local skill = {
GetName = function(self) return tostring(name) end,
}
-- Select the cast and condition functions
local cast_func = function_or_string(parameters.CastFunction,CastFunctions,function(self,...)
-- Log
RAIL.LogT(0,"Unknown cast type for skill {1}.",self)
end)
local condition_func = function_or_string(parameters.Condition,CastConditions,function(_G)
-- Unspecified condition; just use the skill
return true
end)
-- Determine the target type
local target_type = parameters.CastFunction
if type(target_type) ~= "string" then
target_type = "unknown"
end
-- Build the skill-level tables
for i=1,parameters.MaxLevel do
-- Build the table
skill[i] = {
GetName = function(self)
return StringBuffer.New()
:Append(skill:GetName())
:Append(" (level ")
:Append(self.Level)
:Append(")")
:Get()
end,
ID = id,
Level = i,
TargetType = target_type,
Cast = cast_func,
Range = function_or_number(parameters.Range,i,GetV(V_SKILLATTACKRANGE,RAIL.Self.ID,id)),
SplashRange = function_or_number(parameters.SplashRange,i,0),
SPCost = function_or_number(parameters.SPCost,i),
HPCost = function_or_number(parameters.HPCost,i),
CastTime = function_or_number(parameters.CastTime,i),
CastDelay = function_or_number(parameters.CastDelay,i),
Duration = function_or_number(parameters.Duration,i),
Condition = condition_func,
MaxTargets = function_or_number(parameters.MaxTargets,i),
}
-- Set the metatable
setmetatable(skill[i],{
__tostring = function(self)
return self:GetName()
end,
})
end
-- Skills that have a max level of 1 don't need to specify level
if parameters.MaxLevel == 1 then
skill[1].GetName = skill.GetName
end
-- Default the skill to using the highest level
setmetatable(skill,{
__index = skill[parameters.MaxLevel],
__tostring = function(self)
return self:GetName()
end,
})
-- Add the skill to the skill-table rebuild
AllSkills_rebuild[id] = skill
end
-- Replace the skills table
AllSkills = AllSkills_rebuild
end)
end
-- Skill Mappings
do
local GetSkillList
if RAIL.Mercenary then
GetSkillList = function(id)
if id == ARCHER01 then
return {
Attack = AllSkills[8207][2], -- double strafe
--AllSkills[8233][1], -- berserk (passive)
}
elseif id == ARCHER02 then
return {
AreaOfEffect = AllSkills[8208][2], -- arrow shower
Reveal = AllSkills[8224][1], -- sight
}
elseif id == ARCHER03 then
return {
Pushback = AllSkills[8214][1], -- arrow repel
Buff = AllSkills[8223][1], -- weapon quicken
}
elseif id == ARCHER04 then
return {
Buff = AllSkills[8222][1], -- magnificat
AllSkills[8237][1], -- sense
Recover = AllSkills[8227][1], -- tender
}
elseif id == ARCHER05 then
return {
Attack = AllSkills[8207][5], -- double strafe
AllSkills[8213][1], -- remove trap
Debuff = AllSkills[8232][1], -- provoke
PartySupport = AllSkills[8232][1], -- provoke
}
elseif id == ARCHER06 then
return {
Attack = AllSkills[8207][7], -- double strafe
Pushback = AllSkills[8209][3], -- skid trap
Debuff = AllSkills[8234][1], -- decrease agi
}
elseif id == ARCHER07 then
return {
AreaOfEffect = AllSkills[8208][10], -- arrow shower
AllSkills[8212][2], -- freezing trap
Recover = AllSkills[8230][1], -- mental cure
}
elseif id == ARCHER08 then
return {
AllSkills[8211][5], -- sandman
Buff = AllSkills[8223][2], -- weapon quicken
Debuff = AllSkills[8232][3], -- provoke
PartySupport = AllSkills[8232][3], -- provoke
}
elseif id == ARCHER09 then
return {
Attack = AllSkills[8207][10], -- double strafe
Attack2 = AllSkills[8210][5], -- land mine
Pushback = AllSkills[8214][1], -- arrow repel
}
elseif id == ARCHER10 then
return {
Pushback = AllSkills[8214][1], -- arrow repel
--AllSkills[8223][1], -- berserk (passive)
AreaOfEffect = AllSkills[8215][1], -- focused arrow strike
Buff = AllSkills[8223][5], -- weapon quicken
}
elseif id == LANCER01 then
return {
Attack = AllSkills[8216][1], -- pierce
Recover = AllSkills[8226][1], -- regain
}
elseif id == LANCER02 then
return {
AreaOfEffect = AllSkills[8217][2], -- brandish spear
Debuff = AllSkills[8236][1], -- lex divina
}
elseif id == LANCER03 then
return {
Attack = AllSkills[8216][2], -- pierce
Recover = AllSkills[8229][1], -- recuperate
PartySupport = AllSkills[8221][1], -- sacrifice
}
elseif id == LANCER04 then
return {
Attack = AllSkills[8225][1], -- crash
Buff = AllSkills[8219][1], -- defending aura
}
elseif id == LANCER05 then
return {
Buff = AllSkills[8220][3], -- guard
Attack = AllSkills[8216][5], -- pierce
}
elseif id == LANCER06 then
return {
AreaOfEffect = AllSkills[8217][5], -- brandish spear
Buff = AllSkills[8223][2], -- weapon quicken
}
elseif id == LANCER07 then
return {
--AllSkills[8223][1], -- berserk (passive)
PartySupport = AllSkills[8221][1], -- sacrifice
}
elseif id == LANCER08 then
return {
Attack = AllSkills[8216][10], -- pierce
Debuff = AllSkills[8232][5], -- provoke
PartySupport = AllSkills[8232][5], -- provoke
Emergency = AllSkills[8235][1], -- scapegoat
}
elseif id == LANCER09 then
return {
AreaOfEffect = AllSkills[8217][10], -- brandish spear
Buff = AllSkills[8219][3], -- defending aura
Buff2 = AllSkills[8220][7], -- guard
}
elseif id == LANCER10 then
return {
Attack = AllSkills[8218][5], -- clashing spiral
Buff = AllSkills[8220][10], -- guard
PartySupport = AllSkills[8221][3], -- sacrifice
Buff2 = AllSkills[8223][5], -- weapon quicken
}
elseif id == SWORDMAN01 then
return {
Attack = AllSkills[8201][1], -- bash
Debuff = AllSkills[8234][1], -- decrease agi
}
elseif id == SWORDMAN02 then
return {
AreaOfEffect = AllSkills[8202][3], -- magnum break
Debuff = AllSkills[8232][5], -- provoke
PartySupport = AllSkills[8232][5], -- provoke
}
elseif id == SWORDMAN03 then
return {
Recover = AllSkills[8228][1], -- benediction
Buff = AllSkills[8223][1], -- weapon quicken
}
elseif id == SWORDMAN04 then
return {
Attack = AllSkills[8225][1], -- crash
AreaOfEffect = AllSkills[8202][5], -- magnum break
}
elseif id == SWORDMAN05 then
return {
Attack = AllSkills[8201][5], -- bash
Recover = AllSkills[8228][1], -- benediction
Attack2 = AllSkills[8225][4], -- crash
}
elseif id == SWORDMAN06 then
return {
Debuff = AllSkills[8234][3], -- decrease agi
AllSkills[8237][1], -- sense
Buff = AllSkills[8223][5], -- weapon quicken
}
elseif id == SWORDMAN07 then
return {
Attack = AllSkills[8201][10], -- bash
--AllSkills[8223][1], -- berserk (passive)
Emergency = AllSkills[8235][1], -- scapegoat
}
elseif id == SWORDMAN08 then
return {
AreaOfEffect = AllSkills[8203][5], -- bowling bash
Recover = AllSkills[8231][1], -- compress
Buff = AllSkills[8204][4], -- parry
Buff2 = AllSkills[8223][10], -- weapon quicken
}
elseif id == SWORDMAN09 then
return {
Buff = AllSkills[8205][5], -- shield reflect
Attack = AllSkills[8225][3], -- crash
AreaOfEffect = AllSkills[8203][8], -- bowling bash
}
elseif id == SWORDMAN10 then
return {
Attack = AllSkills[8201][10], -- bash
AreaOfEffect = AllSkills[8203][10], -- bowling bash
AllSkills[8206][1], -- frenzy
Buff = AllSkills[8223][10], -- weapon quicken
}
end
return {}
end
else
GetSkillList = function(id)
if id == LIF or id == LIF2 then
return {
HealOwner = AllSkills[8001], -- healing hands
Buff = AllSkills[8002], -- urgent escape
--AllSkills[8003], -- brain surgery (passive)
}
elseif id == LIF_H or id == LIF_H2 then
local ret = GetSkillList(LIF)
ret.Buff2 = AllSkills[8004] -- mental charge
return ret
elseif id == AMISTR or id == AMISTR2 or id == AMISTR_H or id == AMISTR_H2 then
return {
Defense = AllSkills[8005], -- castling
Buff = AllSkills[8006], -- amistr bulwark
--AllSkills[8007], -- adamantium skin (passive)
AllSkills[8008], -- blood lust
}
elseif id == FILIR or id == FILIR2 or id == FILIR_H or id == FILIR_H2 then
return {
Attack = AllSkills[8009], -- moonlight
Buff = AllSkills[8010], -- flitting
Buff2 = AllSkills[8011], -- accelerated flight
AllSkills[8012], -- sbr 44
}