[lua] Automaton Skill Rework#10050
Merged
Merged
Conversation
b3045cd to
51dbd05
Compare
51dbd05 to
0d615af
Compare
331b95d to
8a83765
Compare
Retires Automaton weaponskill passthrough Refactors all automaton skills through mobskills
8a83765 to
2700e15
Compare
Xaver-DaRed
approved these changes
May 18, 2026
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
I affirm:
What does this pull request do?
Converts Automaton skills to use the mobskill framework instead and retires the automatonweaponskills.lua passthrough.
The old passthrough was checking for many things automatons do not use (such as assassin and formless strikes) while also borrowing functions from magic and combining them with functions from weaponskills in order to access the functionality it needed.
After the mobskill rework from Umeboshi, the mobskill framework is much better suited for automaton skills, and has everything they need without having to borrow functions from other parts of the code base.
A list of everything done in specifics :
Used formulas directly from Square-Enix for all abilities :
https://www.bluegartr.com/threads/112776-Dev-Tracker-Findings-Posts-(NO-DISCUSSION)/page33
Example :


Used information from this post : https://www.bluegartr.com/threads/114636-Monster-Avatar-Pet-damage?p=5613135&viewfull=1#post5613135
Added a check for the Repeater attachment, which should now properly generate an extra shot based off of DOUBLE_SHOT_RATE. Thanks @UmeboshiXI For checking the shadow behavior on this.
Reworked Barrage Turbine to function properly. Now has a cooldown of 180 seconds and works as player barrage, where missing a projectile will cause the rest of the shots to terminate. https://ffxiclopedia.fandom.com/wiki/Barrage. Wind Burden is now calculated per Wind Maneuver, and not when this activates. Left a TODO to investigate how TP return works for Barrage Turbine.
Updated Flame Holder to its current retail implementation, where Fire Maneuvers are not consumed on weaponskill execution and its effect was increased from 25% / 50% / 75% to 100% / 175% / 250% - This is a significant buff to Flame Holder and will result in some crazy numbers that are really only suitable for the ilvl era.
Added a Flame Holder module that retains its old functionality and weaponskill damage increase, this module works seamlessly with the new refactor. It's located inside of the SoA / Lua modules. If you operate a 75 era server I recommend turning this module on.
https://wiki.ffo.jp/html/11183.html
Fixed a bug in mobRangedMove where the baseDamage params would not get carried over and default back to mob:getWeaponDamage() (was nil)
Added xi.automaton.getRangedBaseDamage to support Truesights. Returns ranged damage with its percent bonus applied.
Steps to test these changes
Change job to Puppetmaster, give yourself an animator.
!addallattachments
Cap your puppet skills, melee & ranged. (I believe these are skills 22 and 23)
Equip Valoredge Frame
Test Chimera Ripper, String Clipper, Cannibal Blade, Bone Crusher, String Shredder by cycling through Fire/Lightning/Dark/Light maneuvers.
Equip Spiritreaver Flame
Test Slapstick, Knockout and Magic Mortar by cycling through Lightning, Wind & Light Maneuvers.
Equip Sharpshot Frame
Equip Repeater, Barrage Turbine
Test Arcuballista, Daze, Armor Piercer and Armor Shatterer by cycling through Fire, Lightning, Dark & Wind Maneuvers
Finally, Equip Flame Holder, use Fire Maneuvers, see Arcuballista do more damage with each Fire Maneuver stacked.
Of note :
Automatons definitely have a significant level correction penalty - A follow up PR will come soon to enable it.