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@ -21,8 +21,9 @@ base = {
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# },
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# },
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"magic": {
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"magic": {
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"damage": magicSpec,
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"damage": magicSpec,
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"dot": magicSpec,
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"aoe": magicSpec,
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"heal": [ "hp", "sap", "stamina", "focus" ],
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# "dot": magicSpec,
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# "heal": [ "hp", "sap", "stamina", "focus" ],
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"curse": curseSpec,
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"curse": curseSpec,
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},
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},
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# "debuff": {
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# "debuff": {
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@ -64,48 +65,73 @@ spellRandomPostTime = 1.0
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# magic_damage
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# magic_damage
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# egs_static_ai_action.cpp
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# egs_static_ai_action.cpp
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# Total Magic Damage = DamageValue + (SpellPowerFactor * creature.AttackLevel)
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# Total Magic Damage = DamageValue + (SpellPowerFactor * creature.AttackLevel)
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for spec in magicSpec:
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for skill in base["magic"]:
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# for variant in variantSpec:
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for spec in base["magic"][skill]:
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name = "magic_damage_" + spec
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# for variant in variantSpec:
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# randBoostFactor = zlib.crc32("SpellPowerFactor" + name) & 0xffffffff
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name = "magic_" + skill + "_" + spec
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# randBoostFactor = (((randBoostFactor % 2000) - 1000) * randomVariance) / 1000.0
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# randBoostFactor = zlib.crc32("SpellPowerFactor" + name) & 0xffffffff
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randBoostFactor = 0.0
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# randBoostFactor = (((randBoostFactor % 2000) - 1000) * randomVariance) / 1000.0
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# randBoostAdd = zlib.crc32("DamageValue" + name) & 0xffffffff
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randBoostFactor = 0.0
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# randBoostAdd = (((randBoostAdd % 2000) - 1000) * randomVariance) / 1000.0
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# randBoostAdd = zlib.crc32("DamageValue" + name) & 0xffffffff
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randBoostAdd = 0.0
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# randBoostAdd = (((randBoostAdd % 2000) - 1000) * randomVariance) / 1000.0
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randBaseTime = zlib.crc32("CastingTime" + name) & 0xffffffff
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randBoostAdd = 0.0
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randBaseTime = ((randBaseTime % 1000) * spellRandomBaseTime) / 1000.0
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randBaseTime = zlib.crc32("CastingTime" + name) & 0xffffffff
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randPostTime = zlib.crc32("PostActionTime" + name) & 0xffffffff
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randBaseTime = ((randBaseTime % 1000) * spellRandomBaseTime) / 1000.0
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randPostTime = ((randPostTime % 1000) * spellRandomPostTime) / 1000.0
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randPostTime = zlib.crc32("PostActionTime" + name) & 0xffffffff
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baseTime = int((spellBaseTime + randBaseTime) * 10.0) * 0.1
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randPostTime = ((randPostTime % 1000) * spellRandomPostTime) / 1000.0
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postTime = int((spellPostTime + randPostTime) * 10.0) * 0.1
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baseTime = int((spellBaseTime + randBaseTime) * 10.0) * 0.1
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totalTime = baseTime + postTime
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postTime = int((spellPostTime + randPostTime) * 10.0) * 0.1
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maxLevelDamage = (maxScore * totalTime * boosts["magic"]) / combatTime
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totalTime = baseTime + postTime
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damagePerLevel = maxLevelDamage / maxCharacteristic
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maxLevelDamage = (maxScore * totalTime * boosts["magic"]) / combatTime
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damagePerLevelFactor = (damagePerLevel + (damagePerLevel * randBoostFactor)) # * variantBoost[variant]
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damagePerLevel = maxLevelDamage / maxCharacteristic
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damageAdd = (damagePerLevel + (damagePerLevel * randBoostAdd)) * minCharacteristic # * variantBaseLevel[variant]
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damagePerLevelFactor = (damagePerLevel + (damagePerLevel * randBoostFactor)) # * variantBoost[variant]
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behaviour = "CAST_" + spec.upper()
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damageAdd = (damagePerLevel + (damagePerLevel * randBoostAdd)) * minCharacteristic # * variantBaseLevel[variant]
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if behaviour == "CAST_ELECTRICITY":
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behaviour = "CAST_" + spec.upper()
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behaviour = "CAST_ELEC"
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if behaviour == "CAST_ELECTRICITY":
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if behaviour == "CAST_SHOCKWAVE":
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behaviour = "CAST_ELEC"
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behaviour = "CAST_SHOCK"
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elif behaviour == "CAST_SHOCKWAVE":
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damageType = spec.upper()
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behaviour = "CAST_SHOCK"
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if damageType == "SHOCKWAVE":
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elif behaviour == "CAST_MADNESS":
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damageType = "SHOCK"
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behaviour = "CAST_MAD"
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with open(aiActionFolder + "\\" + name + ".aiaction", "w") as f:
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elif behaviour == "CAST_SNARE":
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f.write("<?xml version=\"1.0\"?>\n")
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behaviour = "CAST_SLOW"
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f.write("<FORM Version=\"4.0\" State=\"modified\">\n")
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damageType = spec.upper()
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f.write(" <STRUCT>\n")
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if damageType == "SHOCKWAVE":
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f.write(" <ATOM Name=\"type\" Value=\"DamageSpell\"/>\n")
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damageType = "SHOCK"
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f.write(" <ATOM Name=\"Behaviour\" Value=\"" + behaviour + "\"/>\n")
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with open(aiActionFolder + "\\" + name + ".aiaction", "w") as f:
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f.write(" <ATOM Name=\"SpellPowerFactor\" Value=\"" + str(round(damagePerLevelFactor, 3))+ "\"/>\n")
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f.write("<?xml version=\"1.0\"?>\n")
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f.write(" <ATOM Name=\"DamageScore\" Value=\"HitPoints\"/>\n")
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f.write("<FORM Version=\"4.0\" State=\"modified\">\n")
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f.write(" <ATOM Name=\"DamageType\" Value=\"" + damageType + "\"/>\n")
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f.write(" <STRUCT>\n")
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f.write(" <ATOM Name=\"DamageValue\" Value=\"" + str(int(damageAdd)) + "\"/>\n")
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f.write(" <ATOM Name=\"type\" Value=\"DamageSpell\"/>\n")
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f.write(" <ATOM Name=\"CastingTime\" Value=\"" + str(baseTime) + "\"/>\n")
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if skill == "aoe":
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f.write(" <ATOM Name=\"PostActionTime\" Value=\"" + str(postTime) + "\"/>\n")
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f.write(" <ATOM Name=\"AreaType\" Value=\"Bomb\"/>\n")
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f.write(" </STRUCT>\n")
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f.write(" <ATOM Name=\"BombRadius\" Value=\"4\"/>\n")
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f.write("</FORM>\n")
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f.write(" <ATOM Name=\"Behaviour\" Value=\"" + behaviour + "\"/>\n")
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if skill == "curse":
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effectType = spec[0].upper() + spec[1:]
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if effectType == "Sleep":
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effectType = "Mezz"
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elif effectType == "Madness":
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effectType = "MeleeMadness"
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elif effectType == "Slow":
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effectType = "SlowMelee"
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elif effectType == "Snare":
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effectType = "SlowMove"
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referenceTime = spellBaseTime + spellRandomBaseTime / 2.0 + spellPostTime + spellRandomPostTime / 2.0
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effectDuration = 10.0 * totalTime / referenceTime
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f.write(" <ATOM Name=\"EffectType\" Value=\"" + effectType + "\"/>\n")
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f.write(" <ATOM Name=\"EffectValue\" Value=\"75\"/>\n")
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f.write(" <ATOM Name=\"EffectDuration\" Value=\"" + str(round(effectDuration, 1)) + "\"/>\n")
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f.write(" <ATOM Name=\"EffectDurationType\" Value=\"Normal\"/>\n")
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else:
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f.write(" <ATOM Name=\"SpellPowerFactor\" Value=\"" + str(round(damagePerLevelFactor, 3))+ "\"/>\n")
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f.write(" <ATOM Name=\"DamageScore\" Value=\"HitPoints\"/>\n")
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f.write(" <ATOM Name=\"DamageType\" Value=\"" + damageType + "\"/>\n")
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f.write(" <ATOM Name=\"DamageValue\" Value=\"" + str(int(damageAdd)) + "\"/>\n")
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f.write(" <ATOM Name=\"CastingTime\" Value=\"" + str(baseTime) + "\"/>\n")
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f.write(" <ATOM Name=\"PostActionTime\" Value=\"" + str(postTime) + "\"/>\n")
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f.write(" </STRUCT>\n")
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f.write("</FORM>\n")
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# player melee boosts
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# player melee boosts
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# skill -> 10x
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# skill -> 10x
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