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| 1 | +----------------------------------- |
| 2 | +-- Era Skillchain Module |
| 3 | +-- Adds a resistance check back to skillchain damage calculations. |
| 4 | +-- https://wiki.ffo.jp/html/32936.html |
| 5 | +----------------------------------- |
| 6 | +require('modules/module_utils') |
| 7 | +----------------------------------- |
| 8 | +local moduleName = 'era_skillchain' |
| 9 | + |
| 10 | +if xi.module.isContentEnabled('SOA') then |
| 11 | + return { name = moduleName } |
| 12 | +end |
| 13 | + |
| 14 | +local m = Module:new(moduleName) |
| 15 | + |
| 16 | +local chainMultipliers = |
| 17 | +{ |
| 18 | + [1] = { 0.50, 0.60, 0.70, 0.80, 0.90, 1.00 }, -- Level 1 |
| 19 | + [2] = { 0.60, 0.75, 1.00, 1.25, 1.50, 1.75 }, -- Level 2 |
| 20 | + [3] = { 1.00, 1.50, 1.75, 2.00, 2.25, 2.50 }, -- Level 3 |
| 21 | + [4] = { 1.50, 1.80, 2.10, 2.40, 2.70, 3.00 }, -- Level 4 "Radiance/Umbra" |
| 22 | +} |
| 23 | + |
| 24 | +local function getSkillchainElementToUse(target, skillchainType) |
| 25 | + -- Build skillchain available elements table. |
| 26 | + local elementTable = {} |
| 27 | + for i = xi.element.FIRE, xi.element.DARK do |
| 28 | + if xi.data.element.skillchainElementTable[i][skillchainType] > 0 then |
| 29 | + table.insert(elementTable, #elementTable + 1, i) |
| 30 | + end |
| 31 | + end |
| 32 | + |
| 33 | + -- Early return: Single elemental SC. No need to continue. |
| 34 | + if #elementTable == 1 then |
| 35 | + return elementTable[1] |
| 36 | + end |
| 37 | + |
| 38 | + -- Get lowest resistance rank value. |
| 39 | + local lowestResRank = 11 |
| 40 | + local lowestElement = xi.element.FIRE |
| 41 | + |
| 42 | + for j = #elementTable, 1, -1 do |
| 43 | + local resRankValue = target:getMod(xi.data.element.getElementalResistanceRankModifier(elementTable[j])) |
| 44 | + if resRankValue <= lowestResRank then |
| 45 | + lowestResRank = resRankValue |
| 46 | + lowestElement = elementTable[j] |
| 47 | + end |
| 48 | + end |
| 49 | + |
| 50 | + return lowestElement |
| 51 | +end |
| 52 | + |
| 53 | +m:addOverride('xi.combat.skillchain.calculateSkillchainDamage', function(actor, target, baseDamage) |
| 54 | + local skillchainEffect = target:getStatusEffect(xi.effect.SKILLCHAIN) |
| 55 | + if not skillchainEffect then |
| 56 | + return 0 |
| 57 | + end |
| 58 | + |
| 59 | + local skillchainType = skillchainEffect:getPower() |
| 60 | + if skillchainType == 0 then |
| 61 | + return 0 |
| 62 | + end |
| 63 | + |
| 64 | + local skillchainLevel = skillchainEffect:getTier() |
| 65 | + if skillchainLevel < 1 or skillchainLevel > 4 then |
| 66 | + return 0 |
| 67 | + end |
| 68 | + |
| 69 | + local skillchainCount = skillchainEffect:getSubPower() |
| 70 | + if skillchainCount < 1 or skillchainCount > 6 then |
| 71 | + return 0 |
| 72 | + end |
| 73 | + |
| 74 | + local skillchainElement = getSkillchainElementToUse(target, skillchainType) |
| 75 | + if not skillchainElement then |
| 76 | + return 0 |
| 77 | + end |
| 78 | + |
| 79 | + if xi.spells.damage.calculateNullification(target, skillchainElement, true, false) == 0 then |
| 80 | + return 0 |
| 81 | + end |
| 82 | + |
| 83 | + -- Calculate resist, base damage and multipliers. |
| 84 | + local finalDamage = math.abs(baseDamage) -- Damage from skillchain, no matter if absorbed or not. |
| 85 | + local levelMultiplier = chainMultipliers[skillchainLevel][skillchainCount] |
| 86 | + local bonusMultiplier = 1 + actor:getMod(xi.mod.SKILLCHAINBONUS) / 100 |
| 87 | + local damageMultiplier = 1 + actor:getMod(xi.mod.SKILLCHAINDMG) / 10000 |
| 88 | + local dayWeatherMultiplier = xi.spells.damage.calculateDayAndWeather(actor, skillchainElement, false) |
| 89 | + local staffMultiplier = xi.spells.damage.calculateElementalStaffBonus(actor, skillchainElement) |
| 90 | + local affinityMultiplier = xi.spells.damage.calculateElementalAffinityBonus(actor, skillchainElement) |
| 91 | + local resistRate = xi.combat.magicHitRate.calculateResistRate(actor, target, 0, 0, 0, skillchainElement, 0, 0, 0) |
| 92 | + local magicTakenMultiplier = xi.combat.damage.calculateDamageAdjustment(target, false, true, false, false) |
| 93 | + |
| 94 | + -- Unconfirmed order. |
| 95 | + local inninMultiplier = 1 + actor:getMerit(xi.merit.INNIN_EFFECT) / 100 |
| 96 | + local sengikoriMultiplier = 1 + target:getMod(xi.mod.SENGIKORI_SC_DMG_DEBUFF) / 100 |
| 97 | + local absorptionMultiplier = xi.spells.damage.calculateAbsorption(target, skillchainElement, true) |
| 98 | + |
| 99 | + -- Apply multipliers in order and floor after each step. |
| 100 | + finalDamage = math.floor(finalDamage * levelMultiplier) |
| 101 | + finalDamage = math.floor(finalDamage * bonusMultiplier) + actor:getMod(xi.mod.MAGIC_DAMAGE) |
| 102 | + finalDamage = math.floor(finalDamage * damageMultiplier) |
| 103 | + finalDamage = math.floor(finalDamage * dayWeatherMultiplier) |
| 104 | + finalDamage = math.floor(finalDamage * staffMultiplier) |
| 105 | + finalDamage = math.floor(finalDamage * affinityMultiplier) |
| 106 | + finalDamage = math.floor(finalDamage * resistRate) |
| 107 | + finalDamage = math.floor(finalDamage * magicTakenMultiplier) |
| 108 | + finalDamage = math.floor(finalDamage * inninMultiplier) |
| 109 | + finalDamage = math.floor(finalDamage * sengikoriMultiplier) |
| 110 | + finalDamage = math.floor(finalDamage * absorptionMultiplier) |
| 111 | + |
| 112 | + -- Handle (reset) Sengikori. |
| 113 | + target:setMod(xi.mod.SENGIKORI_SC_DMG_DEBUFF, 0) |
| 114 | + |
| 115 | + -- Handle other damage alterations. |
| 116 | + if finalDamage > 0 then |
| 117 | + finalDamage = utils.clamp(utils.handlePhalanx(target, finalDamage), 0, 99999) |
| 118 | + finalDamage = utils.clamp(utils.handleOneForAll(target, finalDamage), 0, 99999) |
| 119 | + finalDamage = utils.clamp(utils.handleStoneskin(target, finalDamage), 0, 99999) |
| 120 | + finalDamage = target:checkDamageCap(finalDamage) |
| 121 | + |
| 122 | + target:takeDamage(finalDamage, actor, xi.attackType.SPECIAL, xi.damageType.ELEMENTAL + skillchainElement) |
| 123 | + |
| 124 | + -- Handle absorbption. |
| 125 | + else |
| 126 | + target:addHP(-finalDamage) |
| 127 | + end |
| 128 | + |
| 129 | + return finalDamage |
| 130 | +end) |
| 131 | + |
| 132 | +return m |
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