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34 changes: 21 additions & 13 deletions src/data/priconnedb.js
Original file line number Diff line number Diff line change
Expand Up @@ -251,24 +251,32 @@ export const NUMBER_TO_STAT = {
9: "life_steal",
10: "wave_hp_recovery", // Thank you Loppolutte for pointing out what this stat is
11: "wave_energy_recovery",
14: "don't know", // TODO. Christina has it.
15: "hp_recovery_rate"
14: "energy_recovery_rate",
15: "hp_recovery_rate",
16: "energy_reduce_rate",
17: "accuracy"
}

// Slightly different numbers for skills because why not
export const BUFF_NUMBER_TO_STAT = {
1: "hp",
2: "atk",
3: "def",
4: "magic_str",
5: "magic_def",
6: "magic_critical",
7: "physical_critical",
8: "dodge",
1: "atk",
2: "def",
3: "magic_str",
4: "magic_def",
5: "dodge",
6: "physical_critical",
7: "magic_critical",
8: "energy_recovery_rate",
9: "life_steal",
10: "wave_hp_recovery",
11: "movementSpeed",
14: "don't know"
10: "movementSpeed",
11: "physical_crit_damage",
12: "magic_crit_damage",
13: "accuracy",
14: "received_crit_damage",
15: "received_damage",
16: "received_physical_damage",
17: "received_magic_damage",
100: "maxHP"
}

export const WEAPON_TYPES = {
Expand Down
25 changes: 17 additions & 8 deletions src/logic/skill.js
Original file line number Diff line number Diff line change
Expand Up @@ -11,13 +11,17 @@ const action8Detail = {
6: "Sleep",
7: "Stun",
8: "Petrify",
9: "Confine"
9: "Confine",
10: "Faint",
11: "Timestop"
}
const action9Detail = {
0: "Confine Damage",
1: "Poison",
2: "Burn",
3: "Curse"
3: "Curse",
4: "Venom",
5: "Hex"
}

function getActionAtkType(action) {
Expand Down Expand Up @@ -45,7 +49,8 @@ export function describeEffect(action, actor, level) {
describeStat = "magic";
}
description = "{0} " + describeStat + " damage.";
replaceVal = Math.round(action.action_value_1 + action.action_value_2 * level + action.action_value_3 * actor[actionStat]);
replaceVal = Math.round((action.action_value_1 + action.action_value_2 * level)
+ (action.action_value_3 + action.action_value_4 * level ) * actor[actionStat]);
}
else if (action.action_type === 2) {
// detail 1 = move to range of target
Expand Down Expand Up @@ -82,7 +87,7 @@ export function describeEffect(action, actor, level) {
}
else if (action.action_type === 6) {
// barrier
let describeStat = "physical"
let describeStat = "physical";
let mechanism = "blocks";
if (action.action_detail_1 === 2 || action.action_detail_1 === 4) {
describeStat = "magic";
Expand All @@ -91,7 +96,7 @@ export function describeEffect(action, actor, level) {
describeStat = "physical and magic";
}
if (action.action_detail_1 === 3 || action.action_detail_1 === 4 || action.action_detail_1 === 6) {
mechanism = "absorbs"
mechanism = "absorbs";
}
replaceVal = Math.round(action.action_value_1 + action.action_value_2 * level);
description = "Deploy barrier that " + mechanism + " up to {0} " + describeStat + " damage for " + action.action_value_3 + " seconds.";
Expand All @@ -118,10 +123,14 @@ export function describeEffect(action, actor, level) {
else if (action.action_type === 10) {
// buff. val 2 = base, val 3 = per level, val 4 = time
let isDebuff = (action.action_detail_1 % 2 === 1);
let stat = BUFF_NUMBER_TO_STAT[Math.floor(action.action_detail_1 / 10) + 1];
let stat = BUFF_NUMBER_TO_STAT[Math.floor(action.action_detail_1 / 10)];
description = (isDebuff ? "Lowers " : "Raises ") + STAT_DISPLAY_NAMES[stat] + " by {0}"
if (action.action_detail_1 === 14 || action.action_detail_1 === 15 ||
action.action_detail_1 === 16 || action.aaction_detail_1 === 17) {
description += "%";
}
if (action.action_value_1 === 2) {
description += "%"
description += "%";
}
description += " for " + Math.round((action.action_value_4 + action.action_value_5 * level) * 100) / 100 + " seconds.";
replaceVal = Math.ceil(action.action_value_2 + action.action_value_3 * level);
Expand Down Expand Up @@ -578,4 +587,4 @@ export function getSkillCost(level) {
}
}
return cost;
}
}