The website of the guild for MapleStory odd-jobbers. https://oddjobs.codeberg.page/
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/*
* @licstart The following is the entire license notice for the JavaScript
* code in this page.
*
* This file is part of oddjobs-dmg-calc.
*
* oddjobs-dmg-calc is free software: you can redistribute it and/or modify it
* under the terms of the GNU Affero General Public License as published by the
* Free Software Foundation, either version 3 of the License, or (at your
* option) any later version.
*
* oddjobs-dmg-calc is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
* or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public
* License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with oddjobs-dmg-calc. If not, see <https://www.gnu.org/licenses/>.
*
* @licend The above is the entire license notice for the JavaScript code in
* this page.
*/
import {
Attack,
ChargeType,
Class,
Speed,
Spell,
Stats,
WeaponType,
} from "./types.js";
export function primaryStat(
stats: Stats,
wepType: WeaponType,
goodAnim: boolean,
clazz: Class,
): number {
switch (wepType) {
case WeaponType.None: {
switch (clazz) {
case Class.Pirate:
return stats.str * 3;
case Class.Pirate2nd:
return stats.str * 4.2;
default:
return 0;
}
}
case WeaponType.OneHandedSword:
return stats.str * 4;
case WeaponType.OneHandedAxe:
return stats.str * (goodAnim ? 4.4 : 3.2);
case WeaponType.OneHandedMace:
return stats.str * (goodAnim ? 4.4 : 3.2);
case WeaponType.Dagger:
return clazz === Class.Rogue ? stats.luk * 3.6 : stats.str * 4;
case WeaponType.Wand:
return stats.str * (goodAnim ? 4.4 : 3.2);
case WeaponType.Staff:
return stats.str * (goodAnim ? 4.4 : 3.2);
case WeaponType.TwoHandedSword:
return stats.str * 4.6;
case WeaponType.TwoHandedAxe:
return stats.str * (goodAnim ? 4.8 : 3.4);
case WeaponType.TwoHandedMace:
return stats.str * (goodAnim ? 4.8 : 3.4);
case WeaponType.Spear:
return stats.str * (goodAnim ? 5 : 3);
case WeaponType.Polearm:
return stats.str * (goodAnim ? 5 : 3);
case WeaponType.Bow:
return stats.dex * 3.4;
case WeaponType.Crossbow:
return stats.dex * 3.6;
case WeaponType.Claw:
return stats.luk * 3.6;
case WeaponType.Knuckler:
return stats.str * 4.8;
case WeaponType.Gun:
return stats.dex * 3.6;
}
}
export function secondaryStat(
stats: Stats,
wepType: WeaponType,
clazz: Class,
): number {
switch (wepType) {
case WeaponType.None:
return stats.dex;
case WeaponType.OneHandedSword:
return stats.dex;
case WeaponType.OneHandedAxe:
return stats.dex;
case WeaponType.OneHandedMace:
return stats.dex;
case WeaponType.Dagger:
return clazz === Class.Rogue ? stats.str + stats.dex : stats.dex;
case WeaponType.Wand:
return stats.dex;
case WeaponType.Staff:
return stats.dex;
case WeaponType.TwoHandedSword:
return stats.dex;
case WeaponType.TwoHandedAxe:
return stats.dex;
case WeaponType.TwoHandedMace:
return stats.dex;
case WeaponType.Spear:
return stats.dex;
case WeaponType.Polearm:
return stats.dex;
case WeaponType.Bow:
return stats.str;
case WeaponType.Crossbow:
return stats.str;
case WeaponType.Claw:
return stats.str + stats.dex;
case WeaponType.Knuckler:
return stats.dex;
case WeaponType.Gun:
return stats.str;
}
}
/**
* The return value of this function is a natural number of milliseconds, or
* else `undefined`.
*
* The values here were extracted from:
* <http://www.southperry.net/showthread.php?t=3217>
*/
export function magicAttackPeriod(
spellBooster: number,
spell: Spell,
speed: Speed,
): number | undefined {
switch (spell) {
case Spell.Other:
case Spell.HolyArrow:
case Spell.AngelRay: {
switch (spellBooster) {
case -2:
return 720;
case -1:
return 750;
case 0:
return 810;
default:
return;
}
}
case Spell.Heal:
return 600;
case Spell.ChainLightning: {
switch (spellBooster) {
case -2:
return 690;
case -1:
return 750;
case 0:
return 780;
default:
return;
}
}
case Spell.ShiningRay:
case Spell.IceStrike: {
switch (spellBooster) {
case -2:
return 930;
case -1:
return 990;
case 0:
return 1050;
default:
return;
}
}
case Spell.PoisonMist: {
switch (spellBooster) {
case -2:
return 1320;
case -1:
return 1410;
case 0:
return 1500;
default:
return;
}
}
case Spell.ElementCompositionFP:
case Spell.ElementCompositionIL: {
switch (spellBooster) {
case -2:
return 810;
case -1:
return 870;
case 0:
return 900;
default:
return;
}
}
case Spell.Explosion: {
switch (spellBooster) {
case -2: {
switch (speed) {
case Speed.Fast4:
return 1500;
case Speed.Fast5:
return 1560;
case Speed.Normal:
return 1620;
case Speed.Slow7:
return 1680;
case Speed.Slow8:
return 1710;
default:
return;
}
}
case -1: {
switch (speed) {
case Speed.Fast4:
return 1620;
case Speed.Fast5:
return 1680;
case Speed.Normal:
return 1740;
case Speed.Slow7:
return 1770;
case Speed.Slow8:
return 1830;
default:
return;
}
}
case 0: {
switch (speed) {
case Speed.Fast4:
return 1710;
case Speed.Fast5:
return 1770;
case Speed.Normal:
return 1800;
case Speed.Slow7:
return 1860;
case Speed.Slow8:
return 1920;
default:
return;
}
}
default:
return;
}
}
case Spell.Elquines:
case Spell.Ifrit:
case Spell.SummonDragon:
case Spell.Bahamut:
return 3030;
case Spell.Genesis:
return 2700;
case Spell.MeteorShower:
case Spell.Blizzard: {
switch (spellBooster) {
case -2:
return 3060;
case -1:
return 3270;
case 0:
return 3480;
default:
return;
}
}
case Spell.ThunderSpear: {
switch (spellBooster) {
case -2:
return 1140;
case -1:
return 1230;
case 0:
return 1320;
default:
return;
}
}
}
}
/**
* The return value of this function is a natural number of milliseconds, or
* else `undefined`.
*
* Not all combinations of weapon type & speed have an associated value. For
* example, crossbows cannot have a "Slower" speed.
*
* The values here were extracted from:
* <http://www.southperry.net/showthread.php?t=3217>
*/
export function attackPeriod(
wepType: WeaponType,
speed: Speed,
attack: Attack,
): number | undefined {
/*======== Attacking skills with special attack periods ========*/
switch (attack) {
case Attack.Panic:
case Attack.Coma:
case Attack.HeavensHammerXiuz:
case Attack.HeavensHammerXiuzCorrected:
case Attack.Grenade:
return;
case Attack.Rush:
return 1770;
case Attack.Brandish:
case Attack.Blast: {
switch (speed) {
case Speed.Faster2:
return 630;
case Speed.Faster3:
return 690;
case Speed.Fast4:
return 750;
case Speed.Fast5:
return 810;
case Speed.Normal:
return 840;
case Speed.Slow7:
return 900;
case Speed.Slow8:
return 960;
default:
return;
}
}
case Attack.CrusherHigh: {
switch (speed) {
case Speed.Faster2:
return 810;
case Speed.Faster3:
return 870;
case Speed.Fast4:
return 930;
case Speed.Fast5:
return 990;
case Speed.Normal:
return 1050;
case Speed.Slow7:
return 1140;
case Speed.Slow8:
return 1200;
case Speed.Slower:
return 1260;
}
}
case Attack.CrusherLow: {
switch (speed) {
case Speed.Faster2:
return 690;
case Speed.Faster3:
return 750;
case Speed.Fast4:
return 810;
case Speed.Fast5:
return 870;
case Speed.Normal:
return 900;
case Speed.Slow7:
return 960;
case Speed.Slow8:
return 1020;
case Speed.Slower:
return 1080;
}
}
case Attack.Fury: {
switch (speed) {
case Speed.Faster2:
return 600;
case Speed.Faster3:
return 660;
case Speed.Fast4:
return 720;
case Speed.Fast5:
return 750;
case Speed.Normal:
return 810;
case Speed.Slow7:
return 870;
case Speed.Slow8:
return 900;
case Speed.Slower:
return 960;
}
}
case Attack.DragonRoar: {
switch (speed) {
case Speed.Faster2:
return 1140;
case Speed.Faster3:
return 1230;
case Speed.Fast4:
return 1320;
case Speed.Fast5:
return 1410;
case Speed.Normal:
return 1500;
case Speed.Slow7:
return 1620;
case Speed.Slow8:
return 1710;
case Speed.Slower:
return 1800;
}
}
case Attack.Hurricane:
case Attack.RapidFire:
return 120;
case Attack.Phoenix:
case Attack.Frostprey:
return 3030;
case Attack.Avenger: {
switch (speed) {
case Speed.Faster2:
return 630;
case Speed.Faster3:
return 690;
case Speed.Fast4:
return 750;
case Speed.Fast5:
return 810;
case Speed.Normal:
return 840;
default:
return;
}
}
case Attack.Assaulter: {
switch (speed) {
case Speed.Faster2:
return 900;
case Speed.Faster3:
return 990;
case Speed.Fast4:
return 1050;
case Speed.Fast5:
return 1140;
default:
return;
}
}
case Attack.NinjaAmbush:
case Attack.VenomousStar:
case Attack.VenomousStab:
return 1000;
case Attack.NinjaStorm:
return 1440;
case Attack.SavageBlow: {
switch (speed) {
case Speed.Faster2:
return 720;
case Speed.Faster3:
return 780;
case Speed.Fast4:
return 840;
case Speed.Fast5:
return 900;
default:
return;
}
}
case Attack.BoomerangStep:
return 1950;
case Attack.FlashFist:
case Attack.EnergyDrain: {
switch (speed) {
case Speed.Faster2:
return 450;
case Speed.Faster3:
return 510;
case Speed.Fast4:
return 540;
case Speed.Fast5:
return 570;
case Speed.Normal:
return 600;
default:
return;
}
}
case Attack.SomersaultKick: {
switch (speed) {
case Speed.Faster2:
return 660;
case Speed.Faster3:
return 720;
case Speed.Fast4:
return 780;
case Speed.Fast5:
return 840;
case Speed.Normal:
return 870;
default:
return;
}
}
case Attack.DoubleShot: {
switch (speed) {
case Speed.Faster2:
return 390;
case Speed.Faster3:
return 420;
case Speed.Fast4:
return 450;
case Speed.Fast5:
case Speed.Normal:
return 480;
default:
return;
}
}
case Attack.BackspinBlow:
return 1980;
case Attack.DoubleUppercut:
return 2160;
case Attack.EnergyBlast:
return 1140;
case Attack.Shockwave: {
switch (speed) {
case Speed.Faster2:
return 1500;
case Speed.Faster3:
return 1620;
case Speed.Fast4:
return 1740;
case Speed.Fast5:
return 1860;
case Speed.Normal:
return 1980;
default:
return;
}
}
case Attack.DragonStrike:
return 2250;
case Attack.EnergyOrb: {
switch (speed) {
case Speed.Faster2:
return 930;
case Speed.Faster3:
return 990;
case Speed.Fast4:
return 1050;
case Speed.Fast5:
return 1140;
case Speed.Normal:
return 1200;
default:
return;
}
}
case Attack.Demolition: {
switch (speed) {
case Speed.Faster2:
return 2340;
case Speed.Faster3:
return 2550;
case Speed.Fast4:
return 2730;
case Speed.Fast5:
return 2940;
case Speed.Normal:
return 3120;
default:
return;
}
}
case Attack.Snatch:
return 1320;
case Attack.Barrage:
return 3240;
case Attack.InvisibleShot: {
switch (speed) {
case Speed.Faster2:
return 630;
case Speed.Faster3:
return 660;
case Speed.Fast4:
return 720;
case Speed.Fast5:
return 750;
case Speed.Normal:
return 810;
default:
return;
}
}
case Attack.BlankShot:
case Attack.BurstFire: {
switch (speed) {
case Speed.Faster2:
return 660;
case Speed.Faster3:
return 690;
case Speed.Fast4:
return 750;
case Speed.Fast5:
return 810;
case Speed.Normal:
return 840;
default:
return;
}
}
case Attack.RecoilShot:
return 2310;
case Attack.Octopus:
case Attack.Gaviota:
case Attack.WrathOfTheOctopi:
return 1530;
case Attack.Flamethrower:
case Attack.IceSplitter:
return 1050;
case Attack.AerialStrike:
return 5000;
case Attack.HomingBeacon:
case Attack.BattleshipTorpedo: {
switch (speed) {
case Speed.Faster2:
return 720;
case Speed.Faster3:
return 780;
case Speed.Fast4:
return 840;
case Speed.Fast5:
return 900;
case Speed.Normal:
return 960;
default:
return;
}
}
case Attack.BattleshipCannon: {
switch (speed) {
case Speed.Faster2:
return 600;
case Speed.Faster3:
return 630;
case Speed.Fast4:
return 690;
case Speed.Fast5:
return 750;
case Speed.Normal:
return 780;
default:
return;
}
}
default:
break;
}
/*======== Basic attack periods ========*/
switch (wepType) {
case WeaponType.None:
case WeaponType.OneHandedSword:
case WeaponType.OneHandedAxe:
case WeaponType.OneHandedMace:
case WeaponType.Dagger:
case WeaponType.Wand:
case WeaponType.Staff:
case WeaponType.TwoHandedSword:
case WeaponType.TwoHandedAxe:
case WeaponType.TwoHandedMace:
case WeaponType.Bow:
case WeaponType.Claw:
case WeaponType.Knuckler: {
switch (speed) {
case Speed.Faster2:
return 600;
case Speed.Faster3:
return 660;
case Speed.Fast4:
return 720;
case Speed.Fast5:
return 750;
case Speed.Normal:
return 810;
case Speed.Slow7:
return 870;
case Speed.Slow8:
return 900;
default:
return;
}
}
case WeaponType.Spear:
case WeaponType.Polearm: {
switch (speed) {
case Speed.Faster2:
return 570;
case Speed.Faster3:
return 630;
case Speed.Fast4:
return 660;
case Speed.Fast5:
return 720;
case Speed.Normal:
return 750;
case Speed.Slow7:
return 810;
case Speed.Slow8:
return 870;
case Speed.Slower:
return 900;
}
}
case WeaponType.Crossbow: {
switch (speed) {
case Speed.Faster2:
return 630;
case Speed.Faster3:
return 690;
case Speed.Fast4:
return 720;
case Speed.Fast5:
return 780;
case Speed.Normal:
return 870;
default:
return;
}
}
case WeaponType.Gun: {
switch (speed) {
case Speed.Faster2:
return 630;
case Speed.Faster3:
return 690;
case Speed.Fast4:
return 750;
case Speed.Fast5:
return 780;
case Speed.Normal:
return 810;
default:
return;
}
}
}
}
export function attackIsElemental(attack: Attack): boolean {
switch (attack) {
case Attack.Inferno:
case Attack.Blizzard:
case Attack.Phoenix:
case Attack.Frostprey:
case Attack.VenomousStar:
case Attack.VenomousStab:
case Attack.Flamethrower:
case Attack.IceSplitter:
return true;
default:
return false;
}
}
export function isHolySpell(spell: Spell): boolean {
switch (spell) {
case Spell.Heal:
case Spell.HolyArrow:
case Spell.ShiningRay:
case Spell.SummonDragon:
case Spell.Bahamut:
case Spell.AngelRay:
case Spell.Genesis:
return true;
default:
return false;
}
}
export function isSummon(attack: Attack): boolean {
switch (attack) {
case Attack.Phoenix:
case Attack.Frostprey:
case Attack.Octopus:
case Attack.Gaviota:
case Attack.WrathOfTheOctopi:
return true;
default:
return false;
}
}
export function weaponTypeName(wepType: WeaponType): string {
switch (wepType) {
case WeaponType.None:
return "no weapon";
case WeaponType.OneHandedSword:
return "one-handed sword";
case WeaponType.OneHandedAxe:
return "one-handed axe";
case WeaponType.OneHandedMace:
return "one-handed blunt weapon";
case WeaponType.Dagger:
return "dagger";
case WeaponType.Wand:
return "wand";
case WeaponType.Staff:
return "staff";
case WeaponType.TwoHandedSword:
return "two-handed sword";
case WeaponType.TwoHandedAxe:
return "two-handed axe";
case WeaponType.TwoHandedMace:
return "two-handed blunt weapon";
case WeaponType.Spear:
return "spear";
case WeaponType.Polearm:
return "polearm";
case WeaponType.Bow:
return "bow";
case WeaponType.Crossbow:
return "crossbow";
case WeaponType.Claw:
return "claw";
case WeaponType.Knuckler:
return "knuckler";
case WeaponType.Gun:
return "gun";
}
}
export function className(clazz: Class): string {
switch (clazz) {
case Class.Beginner:
return "beginner";
case Class.Warrior:
return "warrior";
case Class.Magician:
return "magician";
case Class.Archer:
return "archer";
case Class.Rogue:
return "rogue";
case Class.Pirate:
return "pirate";
case Class.Pirate2nd:
return "\u{2265}2\u{207f}\u{1d48} job pirate";
}
}
export function attackName(attack: Attack): string {
switch (attack) {
case Attack.Other:
return "basic attack";
case Attack.BowWhack:
return "bow whack";
case Attack.ClawPunch:
return "claw punch";
case Attack.Panic:
return "Panic";
case Attack.Coma:
return "Coma";
case Attack.Rush:
return "Rush";
case Attack.Brandish:
return "Brandish";
case Attack.Blast:
return "Blast";
case Attack.HeavensHammerXiuz:
return "Heaven\u{2019}s Hammer (original Xiuz)";
case Attack.HeavensHammerXiuzCorrected:
return "Heaven\u{2019}s Hammer (corrected Xiuz)";
case Attack.CrusherHigh:
return "Crusher (lvl 16~30)";
case Attack.CrusherLow:
return "Crusher (lvl 1~15)";
case Attack.Fury:
return "Fury";
case Attack.DragonRoar:
return "Dragon Roar";
case Attack.PowerKnockBack:
return "Power Knock-Back";
case Attack.ArrowBombImpact:
return "Arrow Bomb (impact)";
case Attack.ArrowBombSplash:
return "Arrow Bomb (splash)";
case Attack.IronArrow:
return "Iron Arrow";
case Attack.Inferno:
return "Inferno";
case Attack.Blizzard:
return "Blizzard";
case Attack.Hurricane:
return "Hurricane";
case Attack.Phoenix:
return "Phoenix";
case Attack.Frostprey:
return "Frostprey";
case Attack.PiercingArrow:
return "Piercing Arrow";
case Attack.LuckySeven:
return "Lucky Seven";
case Attack.Avenger:
return "Avenger";
case Attack.TripleThrow:
return "Triple Throw";
case Attack.Assaulter:
return "Assaulter";
case Attack.NinjaAmbush:
return "Ninja Ambush";
case Attack.VenomousStar:
return "Venomous Star";
case Attack.VenomousStab:
return "Venomous Stab";
case Attack.NinjaStorm:
return "Ninja Storm";
case Attack.SavageBlow:
return "Savage Blow";
case Attack.BoomerangStep:
return "Boomerang Step";
case Attack.FlashFist:
return "Flash Fist";
case Attack.SomersaultKick:
return "Somersault Kick";
case Attack.DoubleShot:
return "Double Shot";
case Attack.BackspinBlow:
return "Backspin Blow";
case Attack.DoubleUppercut:
return "Double Uppercut";
case Attack.EnergyDrain:
return "Energy Drain";
case Attack.EnergyBlast:
return "Energy Blast";
case Attack.Shockwave:
return "Shockwave";
case Attack.DragonStrike:
return "Dragon Strike";
case Attack.EnergyOrb:
return "Energy Orb";
case Attack.Demolition:
return "Demolition";
case Attack.Snatch:
return "Snatch";
case Attack.Barrage:
return "Barrage";
case Attack.InvisibleShot:
return "Invisible Shot";
case Attack.Grenade:
return "Grenade";
case Attack.BlankShot:
return "Blank Shot";
case Attack.RecoilShot:
return "Recoil Shot";
case Attack.BurstFire:
return "Burst Fire";
case Attack.Octopus:
return "Octopus";
case Attack.Gaviota:
return "Gaviota";
case Attack.Flamethrower:
return "Flamethrower";
case Attack.IceSplitter:
return "Ice Splitter";
case Attack.HomingBeacon:
return "Homing Beacon";
case Attack.WrathOfTheOctopi:
return "Wrath of the Octopi";
case Attack.AerialStrike:
return "Aerial Strike";
case Attack.RapidFire:
return "Rapid Fire";
case Attack.BattleshipCannon:
return "Battleship Cannon";
case Attack.BattleshipTorpedo:
return "Battleship Torpedo";
}
}
export function spellName(spell: Spell): string {
switch (spell) {
case Spell.Other:
return "a spell";
case Spell.Explosion:
return "Explosion";
case Spell.PoisonMist:
return "Poison Mist";
case Spell.ElementCompositionFP:
return "Element Composition [F/P]";
case Spell.Elquines:
return "Elquines";
case Spell.MeteorShower:
return "Meteor Shower";
case Spell.IceStrike:
return "Ice Strike";
case Spell.ThunderSpear:
return "Thunder Spear";
case Spell.ElementCompositionIL:
return "Element Composition [I/L]";
case Spell.Ifrit:
return "Ifrit";
case Spell.ChainLightning:
return "Chain Lightning";
case Spell.Blizzard:
return "Blizzard";
case Spell.Heal:
return "Heal";
case Spell.HolyArrow:
return "Holy Arrow";
case Spell.ShiningRay:
return "Shining Ray";
case Spell.SummonDragon:
return "Summon Dragon";
case Spell.Bahamut:
return "Bahamut";
case Spell.AngelRay:
return "Angel Ray";
case Spell.Genesis:
return "Genesis";
}
}
export function chargeTypeFromValue(val: string): ChargeType | undefined {
switch (val) {
case "no-ele-charge":
return ChargeType.None;
case "holy-ele-charge":
return ChargeType.Holy;
case "other-ele-charge":
return ChargeType.Other;
default:
return;
}
}
export const BAD_WEPS = new Map([
[
Class.Beginner,
new Set([
WeaponType.None,
WeaponType.TwoHandedAxe,
WeaponType.Staff,
WeaponType.Bow,
WeaponType.Crossbow,
WeaponType.Knuckler,
WeaponType.Gun,
]),
],
[
Class.Warrior,
new Set([
WeaponType.None,
WeaponType.Staff,
WeaponType.Bow,
WeaponType.Crossbow,
WeaponType.Knuckler,
WeaponType.Gun,
]),
],
[
Class.Magician,
new Set([
WeaponType.None,
WeaponType.TwoHandedAxe,
WeaponType.Bow,
WeaponType.Crossbow,
WeaponType.Knuckler,
WeaponType.Gun,
]),
],
[
Class.Archer,
new Set([
WeaponType.None,
WeaponType.Staff,
WeaponType.Knuckler,
WeaponType.Gun,
]),
],
[
Class.Rogue,
new Set([
WeaponType.None,
WeaponType.Staff,
WeaponType.Bow,
WeaponType.Crossbow,
WeaponType.Knuckler,
WeaponType.Gun,
]),
],
[
Class.Pirate,
new Set([
WeaponType.TwoHandedAxe,
WeaponType.Staff,
WeaponType.Bow,
WeaponType.Crossbow,
]),
],
[
Class.Pirate2nd,
new Set([
WeaponType.TwoHandedAxe,
WeaponType.Staff,
WeaponType.Bow,
WeaponType.Crossbow,
]),
],
]);
export const ATTACK_REQS: Map<
Attack,
[Set<Class>, number, Set<WeaponType>]
> = new Map([
[
Attack.Other,
[
new Set([
Class.Beginner,
Class.Warrior,
Class.Magician,
Class.Archer,
Class.Rogue,
Class.Pirate,
Class.Pirate2nd,
]),
0,
new Set([
WeaponType.None,
WeaponType.OneHandedSword,
WeaponType.OneHandedAxe,
WeaponType.OneHandedMace,
WeaponType.Dagger,
WeaponType.Wand,
WeaponType.Staff,
WeaponType.TwoHandedSword,
WeaponType.TwoHandedAxe,
WeaponType.TwoHandedMace,
WeaponType.Spear,
WeaponType.Polearm,
WeaponType.Bow,
WeaponType.Crossbow,
WeaponType.Claw,
WeaponType.Knuckler,
WeaponType.Gun,
]),
],
],
[
Attack.BowWhack,
[
new Set([
Class.Beginner,
Class.Warrior,
Class.Magician,
Class.Archer,
Class.Rogue,
Class.Pirate,
Class.Pirate2nd,
]),
0,
new Set([WeaponType.Bow, WeaponType.Crossbow]),
],
],
[
Attack.ClawPunch,
[
new Set([
Class.Beginner,
Class.Warrior,
Class.Magician,
Class.Archer,
Class.Rogue,
Class.Pirate,
Class.Pirate2nd,
]),
0,
new Set([WeaponType.Claw]),
],
],
[
Attack.Panic,
[
new Set([Class.Warrior]),
71,
new Set([
WeaponType.OneHandedSword,
WeaponType.OneHandedAxe,
WeaponType.TwoHandedSword,
WeaponType.TwoHandedAxe,
]),
],
],
[
Attack.Coma,
[
new Set([Class.Warrior]),
71,
new Set([
WeaponType.OneHandedSword,
WeaponType.OneHandedAxe,
WeaponType.TwoHandedSword,
WeaponType.TwoHandedAxe,
]),
],
],
[
Attack.Rush,
[
new Set([Class.Warrior]),
120,
new Set([
WeaponType.None,
WeaponType.OneHandedSword,
WeaponType.OneHandedAxe,
WeaponType.OneHandedMace,
WeaponType.Dagger,
WeaponType.Wand,
WeaponType.Staff,
WeaponType.TwoHandedSword,
WeaponType.TwoHandedAxe,
WeaponType.TwoHandedMace,
WeaponType.Spear,
WeaponType.Polearm,
WeaponType.Bow,
WeaponType.Crossbow,
WeaponType.Claw,
WeaponType.Knuckler,
WeaponType.Gun,
]),
],
],
[
Attack.Brandish,
[
new Set([Class.Warrior]),
120,
new Set([
WeaponType.OneHandedSword,
WeaponType.OneHandedAxe,
WeaponType.TwoHandedSword,
WeaponType.TwoHandedAxe,
]),
],
],
[
Attack.Blast,
[
new Set([Class.Warrior]),
120,
new Set([
WeaponType.OneHandedSword,
WeaponType.OneHandedMace,
WeaponType.TwoHandedSword,
WeaponType.TwoHandedMace,
]),
],
],
[
Attack.HeavensHammerXiuz,
[
new Set([Class.Warrior]),
120,
new Set([
WeaponType.None,
WeaponType.OneHandedSword,
WeaponType.OneHandedAxe,
WeaponType.OneHandedMace,
WeaponType.Dagger,
WeaponType.Wand,
WeaponType.Staff,
WeaponType.TwoHandedSword,
WeaponType.TwoHandedAxe,
WeaponType.TwoHandedMace,
WeaponType.Spear,
WeaponType.Polearm,
WeaponType.Bow,
WeaponType.Crossbow,
WeaponType.Claw,
WeaponType.Knuckler,
WeaponType.Gun,
]),
],
],
[
Attack.HeavensHammerXiuzCorrected,
[
new Set([Class.Warrior]),
120,
new Set([
WeaponType.None,
WeaponType.OneHandedSword,
WeaponType.OneHandedAxe,
WeaponType.OneHandedMace,
WeaponType.Dagger,
WeaponType.Wand,
WeaponType.Staff,
WeaponType.TwoHandedSword,
WeaponType.TwoHandedAxe,
WeaponType.TwoHandedMace,
WeaponType.Spear,
WeaponType.Polearm,
WeaponType.Bow,
WeaponType.Crossbow,
WeaponType.Claw,
WeaponType.Knuckler,
WeaponType.Gun,
]),
],
],
[
Attack.CrusherHigh,
[
new Set([Class.Warrior]),
75,
new Set([WeaponType.Spear, WeaponType.Polearm]),
],
],
[
Attack.CrusherLow,
[
new Set([Class.Warrior]),
70,
new Set([WeaponType.Spear, WeaponType.Polearm]),
],
],
[
Attack.Fury,
[
new Set([Class.Warrior]),
70,
new Set([WeaponType.Spear, WeaponType.Polearm]),
],
],
[
Attack.DragonRoar,
[
new Set([Class.Warrior]),
71,
new Set([WeaponType.Spear, WeaponType.Polearm]),
],
],
[
Attack.PowerKnockBack,
[
new Set([Class.Archer]),
30,
new Set([WeaponType.Bow, WeaponType.Crossbow]),
],
],
[
Attack.ArrowBombImpact,
[new Set([Class.Archer]), 30, new Set([WeaponType.Bow])],
],
[
Attack.ArrowBombSplash,
[new Set([Class.Archer]), 30, new Set([WeaponType.Bow])],
],
[
Attack.IronArrow,
[new Set([Class.Archer]), 30, new Set([WeaponType.Crossbow])],
],
[Attack.Inferno, [new Set([Class.Archer]), 70, new Set([WeaponType.Bow])]],
[
Attack.Blizzard,
[new Set([Class.Archer]), 70, new Set([WeaponType.Crossbow])],
],
[
Attack.Hurricane,
[new Set([Class.Archer]), 120, new Set([WeaponType.Bow])],
],
[
Attack.Phoenix,
[
new Set([Class.Archer]),
120,
new Set([
WeaponType.None,
WeaponType.OneHandedSword,
WeaponType.OneHandedAxe,
WeaponType.OneHandedMace,
WeaponType.Dagger,
WeaponType.Wand,
WeaponType.Staff,
WeaponType.TwoHandedSword,
WeaponType.TwoHandedAxe,
WeaponType.TwoHandedMace,
WeaponType.Spear,
WeaponType.Polearm,
WeaponType.Bow,
WeaponType.Crossbow,
WeaponType.Claw,
WeaponType.Knuckler,
WeaponType.Gun,
]),
],
],
[
Attack.Frostprey,
[
new Set([Class.Archer]),
120,
new Set([
WeaponType.None,
WeaponType.OneHandedSword,
WeaponType.OneHandedAxe,
WeaponType.OneHandedMace,
WeaponType.Dagger,
WeaponType.Wand,
WeaponType.Staff,
WeaponType.TwoHandedSword,
WeaponType.TwoHandedAxe,
WeaponType.TwoHandedMace,
WeaponType.Spear,
WeaponType.Polearm,
WeaponType.Bow,
WeaponType.Crossbow,
WeaponType.Claw,
WeaponType.Knuckler,
WeaponType.Gun,
]),
],
],
[
Attack.PiercingArrow,
[new Set([Class.Archer]), 120, new Set([WeaponType.Crossbow])],
],
[
Attack.LuckySeven,
[new Set([Class.Rogue]), 10, new Set([WeaponType.Claw])],
],
[Attack.Avenger, [new Set([Class.Rogue]), 70, new Set([WeaponType.Claw])]],
[
Attack.TripleThrow,
[new Set([Class.Rogue]), 120, new Set([WeaponType.Claw])],
],
[
Attack.Assaulter,
[new Set([Class.Rogue]), 70, new Set([WeaponType.Dagger])],
],
[
Attack.NinjaAmbush,
[
new Set([Class.Rogue]),
122,
new Set([
WeaponType.None,
WeaponType.OneHandedSword,
WeaponType.OneHandedAxe,
WeaponType.OneHandedMace,
WeaponType.Dagger,
WeaponType.Wand,
WeaponType.Staff,
WeaponType.TwoHandedSword,
WeaponType.TwoHandedAxe,
WeaponType.TwoHandedMace,
WeaponType.Spear,
WeaponType.Polearm,
WeaponType.Bow,
WeaponType.Crossbow,
WeaponType.Claw,
WeaponType.Knuckler,
WeaponType.Gun,
]),
],
],
[
Attack.VenomousStar,
[new Set([Class.Rogue]), 120, new Set([WeaponType.Claw])],
],
[
Attack.VenomousStab,
[new Set([Class.Rogue]), 120, new Set([WeaponType.Dagger])],
],
[
Attack.NinjaStorm,
[
new Set([Class.Rogue]),
120,
new Set([
WeaponType.None,
WeaponType.OneHandedSword,
WeaponType.OneHandedAxe,
WeaponType.OneHandedMace,
WeaponType.Dagger,
WeaponType.Wand,
WeaponType.Staff,
WeaponType.TwoHandedSword,
WeaponType.TwoHandedAxe,
WeaponType.TwoHandedMace,
WeaponType.Spear,
WeaponType.Polearm,
WeaponType.Bow,
WeaponType.Crossbow,
WeaponType.Claw,
WeaponType.Knuckler,
WeaponType.Gun,
]),
],
],
[
Attack.SavageBlow,
[new Set([Class.Rogue]), 30, new Set([WeaponType.Dagger])],
],
[
Attack.BoomerangStep,
[new Set([Class.Rogue]), 120, new Set([WeaponType.Dagger])],
],
[
Attack.FlashFist,
[
new Set([Class.Pirate, Class.Pirate2nd]),
10,
new Set([WeaponType.None, WeaponType.Knuckler]),
],
],
[
Attack.SomersaultKick,
[
new Set([Class.Pirate, Class.Pirate2nd]),
10,
new Set([
WeaponType.None,
WeaponType.OneHandedSword,
WeaponType.OneHandedAxe,
WeaponType.OneHandedMace,
WeaponType.Dagger,
WeaponType.Wand,
WeaponType.Staff,
WeaponType.TwoHandedSword,
WeaponType.TwoHandedAxe,
WeaponType.TwoHandedMace,
WeaponType.Spear,
WeaponType.Polearm,
WeaponType.Bow,
WeaponType.Crossbow,
WeaponType.Claw,
WeaponType.Knuckler,
WeaponType.Gun,
]),
],
],
[
Attack.DoubleShot,
[
new Set([Class.Pirate, Class.Pirate2nd]),
10,
new Set([WeaponType.Gun]),
],
],
[
Attack.BackspinBlow,
[
new Set([Class.Pirate2nd]),
30,
new Set([WeaponType.None, WeaponType.Knuckler]),
],
],
[
Attack.DoubleUppercut,
[
new Set([Class.Pirate2nd]),
30,
new Set([WeaponType.None, WeaponType.Knuckler]),
],
],
[
Attack.EnergyDrain,
[
new Set([Class.Pirate2nd]),
71,
new Set([WeaponType.None, WeaponType.Knuckler]),
],
],
[
Attack.EnergyBlast,
[
new Set([Class.Pirate2nd]),
71,
new Set([WeaponType.None, WeaponType.Knuckler]),
],
],
[
Attack.Shockwave,
[
new Set([Class.Pirate2nd]),
71,
new Set([WeaponType.None, WeaponType.Knuckler]),
],
],
[
Attack.DragonStrike,
[
new Set([Class.Pirate2nd]),
120,
new Set([WeaponType.None, WeaponType.Knuckler]),
],
],
[
Attack.EnergyOrb,
[
new Set([Class.Pirate2nd]),
120,
new Set([WeaponType.None, WeaponType.Knuckler]),
],
],
[
Attack.Demolition,
[
new Set([Class.Pirate2nd]),
121,
new Set([WeaponType.None, WeaponType.Knuckler]),
],
],
[
Attack.Snatch,
[
new Set([Class.Pirate2nd]),
121,
new Set([WeaponType.None, WeaponType.Knuckler]),
],
],
[
Attack.Barrage,
[
new Set([Class.Pirate2nd]),
120,
new Set([WeaponType.None, WeaponType.Knuckler]),
],
],
[
Attack.InvisibleShot,
[new Set([Class.Pirate2nd]), 30, new Set([WeaponType.Gun])],
],
[
Attack.Grenade,
[new Set([Class.Pirate2nd]), 30, new Set([WeaponType.Gun])],
],
[
Attack.BlankShot,
[new Set([Class.Pirate2nd]), 30, new Set([WeaponType.Gun])],
],
[
Attack.RecoilShot,
[new Set([Class.Pirate2nd]), 30, new Set([WeaponType.Gun])],
],
[
Attack.BurstFire,
[new Set([Class.Pirate2nd]), 70, new Set([WeaponType.Gun])],
],
[
Attack.Octopus,
[
new Set([Class.Pirate2nd]),
70,
new Set([
WeaponType.None,
WeaponType.OneHandedSword,
WeaponType.OneHandedAxe,
WeaponType.OneHandedMace,
WeaponType.Dagger,
WeaponType.Wand,
WeaponType.Staff,
WeaponType.TwoHandedSword,
WeaponType.TwoHandedAxe,
WeaponType.TwoHandedMace,
WeaponType.Spear,
WeaponType.Polearm,
WeaponType.Bow,
WeaponType.Crossbow,
WeaponType.Claw,
WeaponType.Knuckler,
WeaponType.Gun,
]),
],
],
[
Attack.Gaviota,
[
new Set([Class.Pirate2nd]),
70,
new Set([
WeaponType.None,
WeaponType.OneHandedSword,
WeaponType.OneHandedAxe,
WeaponType.OneHandedMace,
WeaponType.Dagger,
WeaponType.Wand,
WeaponType.Staff,
WeaponType.TwoHandedSword,
WeaponType.TwoHandedAxe,
WeaponType.TwoHandedMace,
WeaponType.Spear,
WeaponType.Polearm,
WeaponType.Bow,
WeaponType.Crossbow,
WeaponType.Claw,
WeaponType.Knuckler,
WeaponType.Gun,
]),
],
],
[
Attack.Flamethrower,
[new Set([Class.Pirate2nd]), 70, new Set([WeaponType.Gun])],
],
[
Attack.IceSplitter,
[new Set([Class.Pirate2nd]), 70, new Set([WeaponType.Gun])],
],
[
Attack.HomingBeacon,
[new Set([Class.Pirate2nd]), 70, new Set([WeaponType.Gun])],
],
[
Attack.WrathOfTheOctopi,
[
new Set([Class.Pirate2nd]),
120,
new Set([
WeaponType.None,
WeaponType.OneHandedSword,
WeaponType.OneHandedAxe,
WeaponType.OneHandedMace,
WeaponType.Dagger,
WeaponType.Wand,
WeaponType.Staff,
WeaponType.TwoHandedSword,
WeaponType.TwoHandedAxe,
WeaponType.TwoHandedMace,
WeaponType.Spear,
WeaponType.Polearm,
WeaponType.Bow,
WeaponType.Crossbow,
WeaponType.Claw,
WeaponType.Knuckler,
WeaponType.Gun,
]),
],
],
[
Attack.AerialStrike,
[
new Set([Class.Pirate2nd]),
120,
new Set([
WeaponType.None,
WeaponType.OneHandedSword,
WeaponType.OneHandedAxe,
WeaponType.OneHandedMace,
WeaponType.Dagger,
WeaponType.Wand,
WeaponType.Staff,
WeaponType.TwoHandedSword,
WeaponType.TwoHandedAxe,
WeaponType.TwoHandedMace,
WeaponType.Spear,
WeaponType.Polearm,
WeaponType.Bow,
WeaponType.Crossbow,
WeaponType.Claw,
WeaponType.Knuckler,
WeaponType.Gun,
]),
],
],
[
Attack.RapidFire,
[new Set([Class.Pirate2nd]), 120, new Set([WeaponType.Gun])],
],
[
Attack.BattleshipCannon,
[new Set([Class.Pirate2nd]), 121, new Set([WeaponType.Gun])],
],
[
Attack.BattleshipTorpedo,
[new Set([Class.Pirate2nd]), 121, new Set([WeaponType.Gun])],
],
]);
export const SPELL_LVL_REQS: Map<Spell, number> = new Map([
[Spell.Other, 0],
[Spell.Explosion, 70],
[Spell.PoisonMist, 70],
[Spell.ElementCompositionFP, 70],
[Spell.Elquines, 120],
[Spell.MeteorShower, 120],
[Spell.IceStrike, 70],
[Spell.ThunderSpear, 70],
[Spell.ElementCompositionIL, 70],
[Spell.Ifrit, 120],
[Spell.ChainLightning, 120],
[Spell.Blizzard, 120],
[Spell.Heal, 30],
[Spell.HolyArrow, 30],
[Spell.ShiningRay, 70],
[Spell.SummonDragon, 70],
[Spell.Bahamut, 120],
[Spell.AngelRay, 120],
[Spell.Genesis, 120],
]);
export const JOB_LVL_REQS: Map<Class, number> = new Map([
[Class.Beginner, 0],
[Class.Warrior, 10],
[Class.Magician, 8],
[Class.Archer, 10],
[Class.Rogue, 10],
[Class.Pirate, 10],
[Class.Pirate2nd, 30],
]);
/**
* The first two numbers of the 3-tuple represent the minimum and maximum
* number of lines, respectively. The last number represents the maximum
* number of targets.
*/
export const ATTACK_LINES: Map<Attack, [number, number, number]> = new Map([
[Attack.Other, [1, 32767, 15]],
[Attack.BowWhack, [1, 1, 1]],
[Attack.ClawPunch, [1, 1, 1]],
[Attack.Panic, [1, 1, 1]],
[Attack.Coma, [1, 1, 6]],
[Attack.Rush, [1, 1, 10]],
[Attack.Brandish, [2, 2, 3]],
[Attack.Blast, [1, 1, 1]],
[Attack.HeavensHammerXiuz, [1, 1, 15]],
[Attack.HeavensHammerXiuzCorrected, [1, 1, 15]],
[Attack.CrusherHigh, [3, 3, 3]],
[Attack.CrusherLow, [2, 2, 3]],
[Attack.Fury, [1, 1, 6]],
[Attack.DragonRoar, [1, 1, 6]],
[Attack.PowerKnockBack, [1, 1, 6]],
[Attack.ArrowBombImpact, [1, 1, 1]],
[Attack.ArrowBombSplash, [1, 1, 5]],
[Attack.IronArrow, [1, 1, 6]],
[Attack.Inferno, [1, 1, 6]],
[Attack.Blizzard, [1, 1, 6]],
[Attack.Hurricane, [1, 1, 1]],
[Attack.Phoenix, [1, 1, 4]],
[Attack.Frostprey, [1, 1, 4]],
[Attack.PiercingArrow, [1, 1, 6]],
[Attack.LuckySeven, [2, 2, 1]],
[Attack.Avenger, [1, 1, 6]],
[Attack.TripleThrow, [3, 3, 1]],
[Attack.Assaulter, [1, 1, 1]],
[Attack.NinjaAmbush, [1, 1, 6]],
[Attack.VenomousStar, [1, 1, 1]],
[Attack.VenomousStab, [1, 1, 1]],
[Attack.NinjaStorm, [1, 1, 6]],
[Attack.SavageBlow, [4, 6, 1]],
[Attack.BoomerangStep, [2, 2, 4]],
[Attack.FlashFist, [1, 1, 1]],
[Attack.SomersaultKick, [1, 1, 6]],
[Attack.DoubleShot, [2, 2, 1]],
[Attack.BackspinBlow, [1, 1, 3]],
[Attack.DoubleUppercut, [2, 2, 1]],
[Attack.EnergyDrain, [1, 1, 1]],
[Attack.EnergyBlast, [1, 1, 4]],
[Attack.Shockwave, [1, 1, 6]],
[Attack.DragonStrike, [1, 1, 6]],
[Attack.EnergyOrb, [1, 1, 6]],
[Attack.Demolition, [8, 8, 1]],
[Attack.Snatch, [1, 1, 6]],
[Attack.Barrage, [6, 6, 1]],
[Attack.InvisibleShot, [1, 1, 3]],
[Attack.BlankShot, [1, 1, 3]],
[Attack.RecoilShot, [1, 1, 1]],
[Attack.BurstFire, [3, 3, 1]],
[Attack.Octopus, [1, 1, 1]],
[Attack.Gaviota, [1, 1, 6]],
[Attack.Flamethrower, [1, 1, 6]],
[Attack.IceSplitter, [1, 1, 6]],
[Attack.HomingBeacon, [1, 1, 1]],
[Attack.WrathOfTheOctopi, [1, 1, 1]],
[Attack.AerialStrike, [1, 1, 15]],
[Attack.RapidFire, [1, 1, 1]],
[Attack.BattleshipCannon, [3, 4, 1]],
[Attack.BattleshipTorpedo, [1, 1, 6]],
]);
/**
* The first two numbers of the 3-tuple represent the minimum and maximum
* number of lines, respectively. The last number represents the maximum
* number of targets.
*/
export const SPELL_LINES: Map<Spell, [number, number, number]> = new Map([
[Spell.Other, [1, 32767, 15]],
[Spell.Explosion, [1, 1, 6]],
[Spell.PoisonMist, [1, 1, 6]],
[Spell.ElementCompositionFP, [1, 1, 1]],
[Spell.Elquines, [1, 1, 3]],
[Spell.MeteorShower, [1, 1, 15]],
[Spell.IceStrike, [1, 1, 6]],
[Spell.ThunderSpear, [1, 1, 1]],
[Spell.ElementCompositionIL, [1, 1, 1]],
[Spell.Ifrit, [1, 1, 3]],
[Spell.ChainLightning, [1, 1, 6]],
[Spell.Blizzard, [1, 1, 15]],
[Spell.Heal, [1, 1, 5]],
[Spell.HolyArrow, [1, 1, 1]],
[Spell.ShiningRay, [1, 1, 6]],
[Spell.SummonDragon, [1, 1, 1]],
[Spell.Bahamut, [1, 1, 3]],
[Spell.AngelRay, [1, 1, 1]],
[Spell.Genesis, [1, 1, 15]],
]);