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skill_data.txt
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skill_data.txt
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download_skill_data
res: 0
skill: list[$skl]
$skl:
name: str
- Invalid names:
- ''
- '????'
- '*****'
- nashi: "\u7121\u3057"
= "無し"
- <[in EN] Anything not ascii>.
- E.g.:
- 4368: (仮)
- Anti-E.g.:
- 4293: Mug Mug-♪
= '\u266a'
- (ASCII counterexamples):
- 4322: Debug_Taiko Combo
- 3163: __Don Double!
help: str
sktp: int
skill type
skp1-8: int (all optional)
- If not provided, it's 0.
lcap: int
max level
ctbs: int
skill turns
ctel: {-1, 0}
-1: Active skill.
0: Leader skill.
ckey: int
??
Version history:
0: Original
1220:
- .skill is still an array, but each skill is its own array.
? Are leader skills now the ones with levelcap 0?
- Indices and defaults:
[0] .name: str = ""
[1] .help: str = ""
[2] .sktp: int =
[3] .lcap: int
[4] .ctbs: int
[5] .?? = ""
.ctel is missing, but it's an int.
[6] .skp1 = 0
[7] .skp2
[8] .skp3
[9] .skp4
[10] .skp5
[11] .skp6
[12] .skp7
[13] .skp8
! Shortest array is 6.
Tofind:
-
- Finding skilltype:
- Spreadsheeting:
- Sort:
- ctel
- sktp
- I should generate a list of all skilltypes and the params used.
! Some skills just refer to other skills!
- Means that some named skills should be considered when typing.
- Names are not always significant!
Active Skill types:
0 Damage = multiple of attack to All.
p1: Element
p2: Damage, % of attack.
- E.g. 300 -> 3x.
1 Fixed damage to all.
p1: Element
p2: Damage.
2 Damage = multiple of attack to one.
p1: Multiplier%.
p2: ?Max multiplier?
^ Unused by any EN skill.
3 Reduce damage.
p1: Turns.
p2: % reduced.
4 Poison.
p1: % atk.
5 CtW.
p1: Number of seconds.
6 Gravity.
p1: % gravity.
7 Recover xRCV.
p1: % rcv.
8 Recover fixed.
p1: HP.
9 Orb change.
p1: elem from
p2: elem to
10 Shuffle.
...
18 Delay.
p1: Turns.
p2: Max turns? (Used only for #1650, but useless.)
-` assert p2 == 0 or p2 == p1.
19 Defense break.
p1: Turns.
p2: % reduced.
20 Double orb change.
p1: ele, from1
p2: ele, to1
p3: ele, from2
p4: ele, to2
21 Reduce elemental damage.
p1: Turns.
p2: Element.
p3: % reduced.
- Use "Void" for p3=100.
- Nothing has p3<100.
...
35 Drain.
p1: % of atk.
p2: % heal, of damage.
...
37 Damage one enemy? (What about sktp=2?)
p1: Element.
p2: % of atk.
...
42 Fixed racist attack.
p1: Targeted attribute.
p2: Damage attribute.
p3: Damage.
...
50 Damage increase for attribute.
p1: Turns.
p2: Att.
p3: % multiplier.
51 Buff: Mass attack.
p1: Turns.
52 Enhance orbs.
p1: Attribute.
p2: ??
- Usually =6.
- But =100 for skill 188, "Enhance heal orbs".
...
55 Fixed nonelemental piercing damage to one.
p2: Damage.
56 Fixed nonelemental piercing damage to all.
p1: Damage.
...
58 Random elemental damage, all.
p1: Element.
p2: Min atk%.
p3: Max atk%.
59 Random elemental damage, one.
p1: Element.
p2: Min atk%.
p3: Max atk%.
60 Counterattack.
p1: Turns.
p2: Damage%.
p3: Element.
...
71 Board change.
p: List of elements, ending with -1.
- Might want to sort this list in desc.
...
84 ? xAtk damage to one, and HP falls to 1?
p1: Element.
p2: Min atk%?
p3: Max atk%?
- Equal to p2 in all known cases.
! This is why I should have a column for "Skill used in <this combo>".
85 ? xAtk damage to all, and HP falls to 1?
p1: Element.
p2: Min atk%?
p3: Max atk%?
- Equal to p2 in all known cases.
86 ? Fixed damage to all?
- Only used for skill 2757.
87 ? Fixed damage to all?
- Only used for skill 2185.
88 Typed damage enhance.
p1: Turns.
p2: Type.
P3: Multiplier%.
...
90 Double attribute damage enhance.
p1: Turns.
p2: Att1.
p3: Att2.
p4: Mult%.
91 Double orb enhance.
p1: Elem 1.
p2: Elem 2.
p3: =6?
92 ? Some multipler.
p1:
p2:
p3:
p4:
93 Switch with leader.
...
99 Joker's Killing Joke.
p1: =1
...
110 Grudge Strike (Mass).
p1: ?
Usually 0, but 1 for skill 3561.
p2: Element.
p3: Min mult%.
p4: Max mult%.
p5: ? Some multiplier?
? Scaling?
...
115 Drain.
? Again? What about sktp=35?
p1: Element.
p2: Atk%.
p3: Heal dmg%.
116 Skill combo:
p1: First skill.
P2: Second skill.
117 Heal and cure bind.
p1: Binding cured.
p2: HP recovered = RCV%.
p3: HP recovered (fixed).
p4: HP% recovered.
- Any can be 0, including bindcure.
- Assumption: Only one of p2-4 are nonzero.
118 Activate random skill.
p: List of skills.
- Either ends with 0, or just list nonzero.
...
126 Skyfall chance.
p1: Element flags.
p2: Turns.
p3: Max turns?
= p2.
p4: Increased chance.
? Is it really increased chance? Or increased relative chance?
- E.g. In a tricolor dungeon, is it "15% dark" or "15/115 dark"?
127 Column change.
p1: Position flags.
- Left column: 1 = 1<<0.
- Right column: 32 = 1<<5.
! On 7x6 and 5x4, they are reinterpreted to be relative to closest edge, so that the descriptions are still true.
p2: Element flags.
p3: Position flags 2?
p4: Element flags 2?
? Can have more?
128 Row change.
p1: Position flags.
- Top row: 1 = 1<<0.
- Bottom row: 16 = 1<<4.
p2: Element flags.
p3: Position flags 2?
p4: Element flags 2?
? Can have more?
...
132 ??
p1: Element?
p2: % of ??
- Optional.
- Possibly negative.
p3: % of ??
- Optional.
...
140 Orb enhance, flags.
p1: Elem flags.
p2: =6?
141 Single-color orb spawn.
p1: Number of orbs.
p2: Elem flags, orbs spawned.
p3: Elem flags, orbs not replaced.
-` assert p2&p3 == p2
- Fails for skill 2165.
- Part of sk1850 Encouraging Reward, which spawns poison orbs.
^? Does that mean poison orbs can replace poison orbs?
142 ??
p1:
p2:
- Optional.
...
144 Weirdo team attribute attack thing.
p1: Eleflags, the elements involved in the attack.
p2: Multiplier%.
p3: 0 if mass, 1 if single?
p4: Damage element.
145 ??
p1: %?
146 Haste?
p1: Min.
p2: Max?
-` assert p2 == p1
...
152 ??
p1: ??-flags.
p2: =99?
153 Elemental Jammer.
p1: elem, to.
p2: =1?
154 ??
p1: ??-flags.
p2:
...
156 Awskill-based damage enhance.
p1: Turns
p2: Aw0
p3: Aw1
p4: Aw2
p5: =2?
p6: Mult%.
- Not `15`, but `115`.
Leader Skill types:
0 Nothing?
...
11 Attribute atk mult.
p1: Att.
p2: Atk%.
12 Burn. (E.g. Hino's LS.)
p1: Atk%.
13 Autoheal.
p1: Rcv%.
14 Resolve.
p1: Threshold%.
p2: Chance%.
=100.
15 Extra time.
p1: Centiseconds.
16 Reduce damage.
p1: Reduce%.
17 Elemental reduction.
p1: Element.
p2: Reduce%.
...
22 Type-based xAtk.
p1: Type.
p2: Atk%.
! I can use these to determine type indices!
23 Type-based xHP.
p1: Type.
p2: HP%.
24 Type-based xRCV.
p1: Type.
p2: RCV%.
...
26 xAtk all.
? Are there any monsters with these skills>
p1: ATK%.
...
28 Att-based xATK and xRCV.
p1: Att.
p2: Mult%.
29 Att-based xALL.
p1: Att.
p2: Mult%.
30 2-Type-based xHP.
p1: Type 1.
p2: Type 2.
p3: Mult%.
31 2-Type-based xATK.
p1: Type 1.
p2: Type 2.
p3: Mult%.
32 ? 2-Type-based xRCV.
- Speculated.
= No skills with this type.
p1: Type 1.
p2: Type 2.
p3: Mult%.
33 Drumming sound.
...
36 Reduce damage from two Atts.
p1: Att1.
p2: Att2.
p3: Reduce%.
...
38 Reduce damage under HP threshold.
p1: Threshold%.
p2: Chance%?
=100
p3: Reduce%.
39 Increase two stats(?) when under HP threshold.
p1: Threshold%.
p2: Stat1.
- 1 for Atk, 2 for RCV, 0 for none.
p3: Stat2.
p4: Mult%.
40 2-Att-based xATK.
p1: Att 1.
p2: Att 2.
p3: Mult%.
41 Counterattack.
p1: Chance%.
p2: Dmg%.
p3: Element.
...
43 Reduce damage when within HP% range.
p1: min hp%?
p2: max hp%?
p3: Reduce%.
44 xATK when HP >= threshold.
? Or "xStats when HP is full"/
p1: Threshold%.
p2: Stat 1?
p3: Stat 2?
p4: Mult%.
45 Att-based xHP and xAtk.
p1: Att.
p2: Mult%.
46 2-Att-based xHP.
p1: Att1.
p2: Att2.
p3: Mult%.
...
48 Att-based xHP.
p1: Att.
p2: Mult%.
49 Att-based xRCV.
p1: Att.
p2: Mult%.
...
54 Coin drop mult.
p1: Mult%.
...
61 Match colors for Atk mult.
p1: att flags.
p2: Required colors.
p3: Atk%.
p4: +Atk% per extra color.
p5: ??
62 Type-based xHP & xATK.
p1: Type.
p2: Mult%.
63 Type-based xHP & xRCV.
p1: Type.
p2: Mult%.
64 Type-based xATK & xRCV.
p1: Type.
p2: Mult%.
65 Type-based xALL.
p1: Type.
p2: Mult%.
66 Combo-based xAtk.
p1: Min combos.
p2: Mult%.
67 Att-based xHP & xRCV.
p1: Att.
p2: Mult%.
...
69 Att- and Type-based xAtk.
p1: Att.
p2: Type.
p3: Mult%.
...
73 Att- and Type-based xHP & xATK.
p1: Att.
p2: Type.
p3: Mult%.
...
75 Att- and Type-based xAtk & xRCV.
p1: Att.
p2: Type.
p3: Mult%.
76 Att- and Type-based xALL.
p1: Att.
p2: Type.
p3: Mult%.
77 2-Type-based xHP & xATK.
p1: Type 1.
p2: Type 2.
p3: Mult%.
...
79 2-Type-based xATK & xRCV.
p1: Type 1.
p2: Type 2.
p3: Mult%.
...
89 ??
p1: ??% =100?
...
94 Att-based xATK when HP <= threshold.
? Is it really "<=" instead of "<"?
? xListedStats rather than xATK?
p1: Threshold%.
p2: Att.
p3: =1?
? Stat 1?
p4: =0?
? Stat 2?
p5: ATK%.
95 Type-based xATK when HP <= threshold.
? Is it really "<=" instead of "<"?
? xListedStats rather than xATK?
p1: Threshold%.
p2: Type.
p3: =1?
? Stat 1?
p4: =0?
? Stat 2?
p5: ATK%.
96 Att-based xATK when HP >= threshold.
? xListedStats rather than xATK?
p1: Threshold%.
p2: Att.
p3: =1?
? Stat 1?
p4: =0?
? Stat 2?
p5: ATK%.
97 Type-based xATK when HP >= threshold.
? xListedStats rather than xATK?
p1: Threshold%.
p2: Type.
p3: =1?
? Stat 1?
p4: =0?
? Stat 2?
p5: ATK%.
98 Combo-based xATK, with +xAtk for more combos.
p1: Min combos.
p2: Mult%.
p3: +Mult%.
p4: Max combos.
...
100 Mult when skill is used.
p1: Stat 1.
p2: Stat 2.
p3: Mult%.
101 Exact combos for multiplier.
p1: Combos.
p2: Mult%.
...
104 Combo-based att-based xAtk.
p1: Min combos.
p2: Att flags.
p3: Stat 1?
= 1
p4: Stat 2?
= 0
p5: Mult%.
105 xATK and xRCV to all.
- Used to reduce RCV.
p1: RCV%.
p2: ATK%.
...
107 ??
p1: ??% = 75?
108 xHP to all, xATK to type.
- Used to reduce HP.
p1: HP%.
p2: Type.
p3: Atk% for type.
...
111 xHP and xAtk to two Atts.
p1: Att 1.
p2: Att 2.
p3: Mult%.
...
114 xALL to two Atts.
p1: Att 1.
p2: Att 2.
p3: Mult%.
...
119 xATK when linking many orbs.
p1: Att flags.
p2: Min linked.
p3: Mult%.
p4: +Mult% for additional linked.
p5: Max linked (or 0).
...
121
...
...
138 Combine two LS.
## Mandatory: ('name', 'help', 'sktp', 'lcap', 'ctbs', 'ctel')
## Optional: ('skp1', 'skp2', 'skp3', 'skp4', 'skp5', 'skp6', 'skp7', 'skp8')
## Code:
## def capcup(sets):
## ## Things in all, things ONLY in some.
## sets = map(set, sets)
## first = next(sets)
## cap = set(first)
## cup = set(first)
## for s in sets:
## cap.intersection_update(s)
## cup.update(s)
## return cap, cup - cap
##
##
## cap, cup = lowhigh(map(dict.keys, skHT))
##
## Output into table:
# rskills = json.loads(bah[0])['skill']
skillkeys = ('name', 'help', 'sktp', 'lcap', 'ctbs', 'ctel', 'skp1', 'skp2', 'skp3', 'skp4', 'skp5', 'skp6', 'skp7', 'skp8')
def skillparam(rskill, k):
val = rskill.get(k, '')
val = str(val)
val = val.replace('\n', '\\n')
return val
import codecs
def dump_skills(bah):
rskills = json.loads(bah[0])['skill']
with codecs.open('temp.out', 'w', 'utf-8') as f:
for i, rskill in enumerate(rskills):
print(i, *(skillparam(rskill, k) for k in skillkeys), sep='\t', file=f)
dump_skills(bah)
#########################
# Skill categorization.
#########################
## Bucketize based on 'ctel', then 'sktp'.
from util import bucketize
bucketize(en.skills, Skill.isactive)