diablo2-web/src/game/skills.ts

5504 lines
149 KiB
TypeScript

/**
* Skills: table-driven definitions, casting, and projectiles.
*
* Diablo II skills are rows in `Skills.txt`: a mana cost, a cooldown, a range,
* and damage that scales with the skill's level in bands. This module reads that
* shape and turns it into something castable, in three parts:
*
* - a **definition** read from a table row (never a constant in code, so a real
* `Skills.txt` changes the game without touching this file);
* - a **cast** step that checks mana and cooldown and produces either an instant
* effect or a projectile;
* - a **projectile** step that flies at the simulation rate, dies on walls,
* expires on its own timer, and reports what it hit.
*
* Damage progression is the one place where a simplification is visible in the
* code: the real table scales damage through five level bands
* (`MinLevDam1..5`), and this reads a single `PerLevel` slope instead. The band
* columns are a mapping-layer problem — they carry no new mechanics, only a
* different interpolation — so the formula is isolated in {@link skillDamageAt}
* where the bands can replace it.
*/
import { numberCell, resolveText, textCell } from './tables.ts'
import type { TextSource, DataTable } from './tables.ts'
import type { D2Table } from './acts.ts'
import type { Rng } from './rng.ts'
import type { CharacterClassCode } from './classes.ts'
import type { CombatPlayer } from './combat.ts'
import {
FROZEN_ORB_X_POSITIONS,
FROZEN_ORB_Y_POSITIONS,
calculateNovaDamage,
calculateStaticFieldDamage,
calculateStaticFieldRadiusYards,
calculateStaticFieldRadiusPx,
hasLineOfSight,
spawnNovaRing,
executeStaticField,
calculateLightningDamage,
calculateLightningSynergyMultiplier,
calculateChainLightningDamage,
calculateChainLightningSynergyMultiplier,
calculateChainLightningJumps,
type StaticFieldResult,
type StaticFieldTarget,
GAT_CHARGED_BOLT_OFFSETS,
calculateChargedBoltCount,
calculateChargedBoltSynergyMultiplier,
calculateChargedBoltDamage,
calculateEnergyShieldManaRatio,
calculateEnergyShieldDuration,
calculateEnergyShieldAbsorbPct,
calculateThunderStormDuration,
calculateThunderStormInterval,
calculateThunderStormDamage,
calculateLightningMasteryBonusPct,
calculateTelekinesisDamage,
isTelekinesisItemAllowed,
isTelekinesisObjectAllowed,
calculateFrozenArmorDefense,
calculateFrozenArmorDuration,
calculateFrozenArmorFreezeLength,
calculateShiverArmorDefense,
calculateShiverArmorDuration,
calculateShiverArmorDamage,
calculateShiverArmorChillLength,
calculateChillingArmorDefense,
calculateChillingArmorDuration,
calculateChillingArmorDamage,
calculateChillingArmorChillLength,
calculateColdArmorDuration,
} from './engine/missile-engine.ts'
export {
calculateNovaDamage,
calculateStaticFieldDamage,
calculateStaticFieldRadiusYards,
calculateStaticFieldRadiusPx,
hasLineOfSight,
spawnNovaRing,
executeStaticField,
calculateLightningDamage,
calculateLightningSynergyMultiplier,
calculateChainLightningDamage,
calculateChainLightningSynergyMultiplier,
calculateChainLightningJumps,
type StaticFieldResult,
type StaticFieldTarget,
GAT_CHARGED_BOLT_OFFSETS,
calculateChargedBoltCount,
calculateChargedBoltSynergyMultiplier,
calculateChargedBoltDamage,
calculateEnergyShieldManaRatio,
calculateEnergyShieldDuration,
calculateEnergyShieldAbsorbPct,
calculateThunderStormDuration,
calculateThunderStormInterval,
calculateThunderStormDamage,
calculateLightningMasteryBonusPct,
calculateTelekinesisDamage,
isTelekinesisItemAllowed,
isTelekinesisObjectAllowed,
calculateFrozenArmorDefense,
calculateFrozenArmorDuration,
calculateFrozenArmorFreezeLength,
calculateShiverArmorDefense,
calculateShiverArmorDuration,
calculateShiverArmorDamage,
calculateShiverArmorChillLength,
calculateChillingArmorDefense,
calculateChillingArmorDuration,
calculateChillingArmorDamage,
calculateChillingArmorChillLength,
calculateColdArmorDuration,
} from './engine/missile-engine.ts'
import {
BLIZZARD_CIRCLE_X,
BLIZZARD_CIRCLE_Y,
getBlizzardDropOffset,
} from './engine/blizzard-table.ts'
export { BLIZZARD_CIRCLE_X, BLIZZARD_CIRCLE_Y, getBlizzardDropOffset } from './engine/blizzard-table.ts'
import {
METEOR_FIRE_SUBTILE_OFFSETS,
type MeteorFireSubtileOffset,
} from './engine/meteor-table.ts'
export {
METEOR_FIRE_SUBTILE_OFFSETS,
type MeteorFireSubtileOffset,
} from './engine/meteor-table.ts'
/** One castable skill, read from a table row. */
export interface SkillDef {
/** Table id. */
readonly id: string
/** Display name, resolved through the text table when the row names an index. */
readonly name: string
/** Mana spent per cast. */
readonly manaCost: number
/** Ticks between casts. */
readonly cooldownTicks: number
/** Maximum cast distance; also the projectile's lifetime in pixels. */
readonly range: number
/** Whether the skill spawns a projectile (as opposed to striking instantly). */
readonly projectile: boolean
/** Projectile speed in pixels per second. */
readonly speed: number
/** Damage at skill level 1. */
readonly baseMinDamage: number
/** Damage at skill level 1. */
readonly baseMaxDamage: number
/** Damage added per additional skill level. */
readonly damagePerLevel: number
/** Radius of the instant effect, for non-projectile skills. */
readonly radius: number
/** Cast overlay identifier from Skills.txt castoverlay column (e.g. 'fire_cast_1'). */
readonly castOverlay?: string | undefined
}
/** A projectile in flight. */
export interface Projectile {
/** Skill it came from. */
readonly skillId: string
/** World x. */
readonly x: number
/** World y. */
readonly y: number
/** Velocity x, pixels per tick. */
readonly vx: number
/** Velocity y, pixels per tick. */
readonly vy: number
/** Damage on hit. */
readonly damage: number
/** Ticks left before it expires. */
readonly ttl: number
/** Whether the player fired it (projectiles hit the other side). */
readonly fromPlayer: boolean
/** Optional missile type / token (e.g. 'firebolt'). */
readonly missileType?: string | undefined
/** Pierces through enemies without expiring until range or wall hit. */
readonly pierce?: boolean | undefined
/** Set of monster indices already hit by this projectile (for pierce/nextHit). */
readonly hitTargets?: Set<number> | undefined
/** Area of effect splash radius in pixels upon impact. */
readonly aoeRadius?: number | undefined
/** Elemental status effect applied on hit: chill, freeze, poison. */
readonly statusEffect?: 'chill' | 'freeze' | 'poison' | undefined
/** Duration in ticks of the status effect. */
readonly statusDuration?: number | undefined
/** Homing missile: steers towards nearest alive monster. */
readonly homing?: boolean | undefined
/** Archimedean spiral trajectory (e.g. Blessed Hammer). */
readonly spiral?: {
readonly originX: number
readonly originY: number
readonly angle: number
readonly radius: number
} | undefined
/** Random perpendicular trajectory wobble (e.g. Charged Bolt). */
readonly jitter?: boolean | undefined
/** PRNG seed for projectile variance (e.g. Charged Bolt). */
readonly seed?: number | undefined
/** Current index in the discrete orthogonal jitter table (0-31). */
readonly jitterIndex?: number | undefined
/** Target restriction: only hits undead monsters. */
readonly isUndeadOnly?: boolean | undefined
/** Sub-missile emission index along the 64-point discrete circle table (e.g. Frozen Orb). */
readonly subMissileIdx?: number | undefined
/** Affine curl damping trajectory in last 6 frames (e.g. Frozen Orb Nova). */
readonly isNovaCurl?: boolean | undefined
/** Stationary turret emitter (e.g. Hydra, Skill 62). */
readonly isTurret?: boolean | undefined
/** Fire cadence interval in ticks for turret emitters (e.g. 25). */
readonly fireCadenceTicks?: number | undefined
/** Head index within multi-head cluster (e.g. 0, 1, 2). */
readonly headIndex?: number | undefined
/** Pre-configured target world coordinate when targets array is empty. */
readonly targetX?: number | undefined
readonly targetY?: number | undefined
/** Missile type spawned by turret (defaults to 'hydra'). */
readonly spawnMissileType?: string | undefined
/** Number of elapsed ticks this projectile has lived. */
readonly ageTicks?: number | undefined
/** Altitude above ground in pixels for falling missiles (e.g. Blizzard shards). */
readonly altitude?: number | undefined
/** Skill level of the source skill (for dynamic duration/damage scaling). */
readonly slvl?: number | undefined
/** Residual ground fire duration in ticks. */
readonly fireDuration?: number | undefined
/** Residual ground fire damage per tick. */
readonly residualDamage?: number | undefined
/** Authentic 1.13c NextHit flag and NextDelay immunity window in frames. */
readonly nextHit?: boolean | number | undefined
readonly nextDelay?: number | undefined
/** Number of jumps remaining for chaining projectiles (e.g. Chain Lightning). */
readonly chainRemaining?: number | undefined
/** Previous target index hit by this chain projectile to avoid immediately retargeting it. */
readonly lastHitTargetIndex?: number | undefined
}
/**
* In Diablo II's 2:1 isometric projection (orthogonal diamond grid: 80x40 cells, 16x8 sub-tiles),
* any horizontal circular curve on the map ground plane projects into scene-pixel coordinates
* as an ellipse with a 2:1 aspect ratio (vertical scale / horizontal scale = 8 / 16 = 0.5).
*
* NOTE: The calculated coordinates (x, y) are physical MAP coordinates on the level plane,
* NOT the rendered sprite icon offsets. Rendered icons are pre-rendered 2.5D DCC billboards
* positioned via sprite frame anchors, while map coordinates govern physical trajectory and collision.
*/
export const ISO_GROUND_ASPECT_RATIO = 0.5
/** What a cast produced. */
export type CastResult =
| { readonly kind: 'mana'; readonly cost: number }
| { readonly kind: 'cooldown'; readonly ticksLeft: number }
| { readonly kind: 'projectile'; readonly projectile: Projectile }
| { readonly kind: 'instant'; readonly radius: number; readonly damage: number }
/** A caster's position and facing. */
export interface Caster {
/** World x. */
readonly x: number
/** World y. */
readonly y: number
/** Facing index (0 = south, turning west). */
readonly facing: number
}
/** Direction vectors, in the same order as sprite groups (0 = south, turning west). */
const FACING_VECTORS: readonly (readonly [number, number])[] = [
[0, 1], [-1, 1], [-1, 0], [-1, -1], [0, -1], [1, -1], [1, 0], [1, 1],
]
/**
* Data extracted from Diablo II 1.13c Missiles.txt for projectile physics.
*/
export interface MissileTxtData {
readonly name: string
readonly id: number
readonly vel: number
readonly maxVel: number
readonly range: number
readonly levRange: number
readonly celFile: string
readonly animLen: number
readonly animSpeed: number
readonly loopAnim: number
readonly numDirections: number
readonly explosionMissile: string
readonly light: number
readonly red: number
readonly green: number
readonly blue: number
/** Calculated speed in pixels per second: vel * 25 */
readonly speedPxPerSec: number
/** Calculated flight distance in pixels: vel * range */
readonly distancePx: number
readonly nextHit?: number | boolean | undefined
readonly nextDelay?: number | undefined
readonly trans?: number | undefined
}
/** Canonical 1.13c Ground Truth Missiles.txt defaults. */
export const CANONICAL_113C_MISSILES: Readonly<Record<string, MissileTxtData>> = Object.freeze({
lightningbolt: {
name: 'lightningbolt',
id: 98,
vel: 30,
maxVel: 30,
range: 25,
levRange: 0,
celFile: 'LightningStrike',
animLen: 16,
animSpeed: 16,
loopAnim: 2,
numDirections: 1,
explosionMissile: '',
light: 0,
red: 255,
green: 255,
blue: 255,
trans: 1,
speedPxPerSec: 750,
distancePx: 750,
},
lightning: {
name: 'lightning',
id: 98,
vel: 30,
maxVel: 30,
range: 25,
levRange: 0,
celFile: 'LightningStrike',
animLen: 16,
animSpeed: 16,
loopAnim: 2,
numDirections: 1,
explosionMissile: '',
light: 0,
red: 255,
green: 255,
blue: 255,
trans: 1,
speedPxPerSec: 750,
distancePx: 750,
},
chainlightning: {
name: 'chainlightning',
id: 93,
vel: 30,
maxVel: 30,
range: 25,
levRange: 0,
celFile: 'LightningStrike',
animLen: 16,
animSpeed: 16,
loopAnim: 1,
numDirections: 32,
explosionMissile: '',
light: 0,
red: 255,
green: 255,
blue: 255,
nextHit: 1,
nextDelay: 4,
trans: 1,
speedPxPerSec: 750,
distancePx: 750,
},
thunderstorm1: {
name: 'thunderstorm1',
id: 166,
vel: 2,
maxVel: 2,
range: 9,
levRange: 0,
celFile: 'LightningboltBig',
animLen: 8,
animSpeed: 8,
loopAnim: 0,
numDirections: 1,
explosionMissile: '',
light: 0,
red: 255,
green: 255,
blue: 255,
trans: 1,
speedPxPerSec: 50,
distancePx: 18,
},
thunderstorm: {
name: 'thunderstorm',
id: 166,
vel: 2,
maxVel: 2,
range: 9,
levRange: 0,
celFile: 'LightningboltBig',
animLen: 8,
animSpeed: 8,
loopAnim: 0,
numDirections: 1,
explosionMissile: '',
light: 0,
red: 255,
green: 255,
blue: 255,
trans: 1,
speedPxPerSec: 50,
distancePx: 18,
},
nova: {
name: 'nova',
id: 90,
vel: 24,
maxVel: 24,
range: 13,
levRange: 0,
celFile: 'ElectricNova',
animLen: 13,
animSpeed: 16,
loopAnim: 1,
numDirections: 16,
explosionMissile: '',
light: 0,
red: 255,
green: 255,
blue: 255,
nextHit: 1,
nextDelay: 4,
trans: 1,
speedPxPerSec: 600,
distancePx: 312,
},
electricnova: {
name: 'electricnova',
id: 90,
vel: 24,
maxVel: 24,
range: 13,
levRange: 0,
celFile: 'ElectricNova',
animLen: 13,
animSpeed: 16,
loopAnim: 1,
numDirections: 16,
explosionMissile: '',
light: 0,
red: 255,
green: 255,
blue: 255,
nextHit: 1,
nextDelay: 4,
trans: 1,
speedPxPerSec: 600,
distancePx: 312,
},
firebolt: {
name: 'firebolt',
id: 58,
vel: 20,
maxVel: 20,
range: 50,
levRange: 0,
celFile: 'Firebolt',
animLen: 5,
animSpeed: 16,
loopAnim: 1,
numDirections: 16,
explosionMissile: 'fireexplode',
light: 7,
red: 255,
green: 178,
blue: 64,
speedPxPerSec: 500,
distancePx: 1000,
},
fireball: {
name: 'fireball',
id: 62,
vel: 20,
maxVel: 20,
range: 50,
levRange: 0,
celFile: 'Fireball',
animLen: 5,
animSpeed: 16,
loopAnim: 1,
numDirections: 16,
explosionMissile: 'fireexplode',
light: 7,
red: 255,
green: 178,
blue: 64,
speedPxPerSec: 500,
distancePx: 1000,
},
fireexplode: {
name: 'fireexplode',
id: 29,
vel: 0,
maxVel: 0,
range: 12,
levRange: 0,
celFile: 'FireArrowExplode2',
animLen: 12,
animSpeed: 16,
loopAnim: 0,
numDirections: 1,
explosionMissile: '',
light: 13,
red: 255,
green: 178,
blue: 64,
speedPxPerSec: 0,
distancePx: 0,
},
explodingarrowexp: {
name: 'explodingarrowexp',
id: 47,
vel: 0,
maxVel: 0,
range: 12,
levRange: 0,
celFile: 'FireArrowExplode2',
animLen: 12,
animSpeed: 16,
loopAnim: 0,
numDirections: 1,
explosionMissile: '',
light: 13,
red: 255,
green: 178,
blue: 64,
speedPxPerSec: 0,
distancePx: 0,
},
icebolt: {
name: 'icebolt',
id: 59,
vel: 12,
maxVel: 12,
range: 50,
levRange: 0,
celFile: 'Icebolt',
animLen: 6,
animSpeed: 16,
loopAnim: 1,
numDirections: 16,
explosionMissile: 'iceexplode',
light: 7,
red: 81,
green: 81,
blue: 255,
speedPxPerSec: 300,
distancePx: 600,
},
iceblast: {
name: 'iceblast',
id: 91,
vel: 12,
maxVel: 12,
range: 50,
levRange: 0,
celFile: 'IceBlast',
animLen: 5,
animSpeed: 16,
loopAnim: 1,
numDirections: 16,
explosionMissile: 'freezeexplode',
light: 7,
red: 81,
green: 81,
blue: 255,
speedPxPerSec: 300,
distancePx: 600,
},
glacialspike: {
name: 'glacialspike',
id: 96,
vel: 16,
maxVel: 16,
range: 40,
levRange: 0,
celFile: 'GlacialSpike',
animLen: 6,
animSpeed: 16,
loopAnim: 1,
numDirections: 16,
explosionMissile: 'freezeexplode',
light: 5,
red: 81,
green: 81,
blue: 255,
speedPxPerSec: 400,
distancePx: 640,
},
iceexplode: {
name: 'iceexplode',
id: 30,
vel: 0,
maxVel: 0,
range: 16,
levRange: 0,
celFile: 'IceArrowExplode',
animLen: 16,
animSpeed: 16,
loopAnim: 0,
numDirections: 1,
explosionMissile: '',
light: 11,
red: 81,
green: 81,
blue: 255,
speedPxPerSec: 0,
distancePx: 0,
},
freezeexplode: {
name: 'freezeexplode',
id: 88,
vel: 0,
maxVel: 0,
range: 15,
levRange: 0,
celFile: 'FreezeExplodeCenter',
animLen: 15,
animSpeed: 16,
loopAnim: 0,
numDirections: 1,
explosionMissile: '',
light: 11,
red: 81,
green: 81,
blue: 255,
speedPxPerSec: 0,
distancePx: 0,
},
freezingarrowexp1: {
name: 'freezingarrowexp1',
id: 88,
vel: 0,
maxVel: 0,
range: 15,
levRange: 0,
celFile: 'FreezeExplodeCenter',
animLen: 15,
animSpeed: 16,
loopAnim: 0,
numDirections: 1,
explosionMissile: '',
light: 11,
red: 81,
green: 81,
blue: 255,
speedPxPerSec: 0,
distancePx: 0,
},
frozenorb: {
name: 'frozenorb',
id: 260,
vel: 10,
maxVel: 10,
range: 30,
levRange: 0,
celFile: 'IceOrb',
animLen: 16,
animSpeed: 16,
loopAnim: 1,
numDirections: 16,
explosionMissile: 'frozenorbexplode',
light: 6,
red: 81,
green: 81,
blue: 255,
speedPxPerSec: 250,
distancePx: 300,
},
frozenorbbolt: {
name: 'frozenorbbolt',
id: 261,
vel: 18,
maxVel: 18,
range: 25,
levRange: 0,
celFile: 'IceBolt',
animLen: 6,
animSpeed: 16,
loopAnim: 1,
numDirections: 16,
explosionMissile: 'iceexplode',
light: 4,
red: 81,
green: 81,
blue: 255,
speedPxPerSec: 450,
distancePx: 450,
},
frozenorbnova: {
name: 'frozenorbnova',
id: 262,
vel: 24,
maxVel: 24,
range: 25,
levRange: 0,
celFile: 'IceBolt',
animLen: 6,
animSpeed: 16,
loopAnim: 1,
numDirections: 16,
explosionMissile: 'iceexplode',
light: 4,
red: 81,
green: 81,
blue: 255,
speedPxPerSec: 600,
distancePx: 600,
},
frozenorbexplode: {
name: 'frozenorbexplode',
id: 263,
vel: 0,
maxVel: 0,
range: 16,
levRange: 0,
celFile: 'IceOrbExplode',
animLen: 16,
animSpeed: 16,
loopAnim: 0,
numDirections: 1,
explosionMissile: '',
light: 6,
red: 81,
green: 81,
blue: 255,
speedPxPerSec: 0,
distancePx: 0,
},
blizzardcenter: {
name: 'blizzardcenter',
id: 158,
vel: 0,
maxVel: 0,
range: 100,
levRange: 0,
celFile: '',
animLen: 2,
animSpeed: 16,
loopAnim: 1,
numDirections: 1,
explosionMissile: '',
light: 0,
red: 81,
green: 81,
blue: 255,
speedPxPerSec: 0,
distancePx: 0,
},
blizzard1: {
name: 'blizzard1',
id: 159,
vel: 0,
maxVel: 0,
range: 9,
levRange: 0,
celFile: 'icestormfallvar01',
animLen: 6,
animSpeed: 16,
loopAnim: 0,
numDirections: 1,
explosionMissile: 'blizzardexplode1',
light: 4,
red: 81,
green: 81,
blue: 255,
speedPxPerSec: 0,
distancePx: 0,
},
blizzard2: {
name: 'blizzard2',
id: 160,
vel: 0,
maxVel: 0,
range: 9,
levRange: 0,
celFile: 'icestormfallvar02',
animLen: 6,
animSpeed: 16,
loopAnim: 0,
numDirections: 1,
explosionMissile: 'blizzardexplode2',
light: 4,
red: 81,
green: 81,
blue: 255,
speedPxPerSec: 0,
distancePx: 0,
},
blizzard3: {
name: 'blizzard3',
id: 161,
vel: 0,
maxVel: 0,
range: 9,
levRange: 0,
celFile: 'Blizzard',
animLen: 8,
animSpeed: 16,
loopAnim: 0,
numDirections: 1,
explosionMissile: 'blizzardexplode3',
light: 4,
red: 81,
green: 81,
blue: 255,
speedPxPerSec: 0,
distancePx: 0,
},
blizzard4: {
name: 'blizzard4',
id: 162,
vel: 0,
maxVel: 0,
range: 9,
levRange: 0,
celFile: 'Blizzard',
animLen: 8,
animSpeed: 16,
loopAnim: 0,
numDirections: 1,
explosionMissile: 'blizzardexplode1',
light: 4,
red: 81,
green: 81,
blue: 255,
speedPxPerSec: 0,
distancePx: 0,
},
blizzardexplode1: {
name: 'blizzardexplode1',
id: 163,
vel: 0,
maxVel: 0,
range: 6,
levRange: 0,
celFile: 'icestormimpactvar01',
animLen: 6,
animSpeed: 16,
loopAnim: 0,
numDirections: 1,
explosionMissile: '',
light: 6,
red: 81,
green: 81,
blue: 255,
speedPxPerSec: 0,
distancePx: 0,
},
blizzardexplode2: {
name: 'blizzardexplode2',
id: 164,
vel: 0,
maxVel: 0,
range: 6,
levRange: 0,
celFile: 'icestormimpactvar02',
animLen: 6,
animSpeed: 16,
loopAnim: 0,
numDirections: 1,
explosionMissile: '',
light: 6,
red: 81,
green: 81,
blue: 255,
speedPxPerSec: 0,
distancePx: 0,
},
blizzardexplode3: {
name: 'blizzardexplode3',
id: 165,
vel: 0,
maxVel: 0,
range: 6,
levRange: 0,
celFile: 'icestormimpactvar02',
animLen: 6,
animSpeed: 16,
loopAnim: 0,
numDirections: 1,
explosionMissile: '',
light: 6,
red: 81,
green: 81,
blue: 255,
speedPxPerSec: 0,
distancePx: 0,
},
hydra: {
name: 'hydra',
id: 247,
vel: 16,
maxVel: 16,
range: 30,
levRange: 0,
celFile: 'Firebolt',
animLen: 5,
animSpeed: 16,
loopAnim: 1,
numDirections: 16,
explosionMissile: 'fireexplode',
light: 5,
red: 255,
green: 255,
blue: 255,
speedPxPerSec: 400,
distancePx: 480,
},
hydrafire: {
name: 'hydrafire',
id: 247,
vel: 16,
maxVel: 16,
range: 30,
levRange: 0,
celFile: 'Firebolt',
animLen: 5,
animSpeed: 16,
loopAnim: 1,
numDirections: 16,
explosionMissile: 'fireexplode',
light: 5,
red: 255,
green: 255,
blue: 255,
speedPxPerSec: 400,
distancePx: 480,
},
meteor: {
name: 'meteor',
id: 100,
vel: 0,
maxVel: 0,
range: 60,
levRange: 0,
celFile: 'Meteor',
animLen: 12,
animSpeed: 16,
loopAnim: 1,
numDirections: 1,
explosionMissile: 'meteorexplode',
light: 0,
red: 0,
green: 0,
blue: 0,
speedPxPerSec: 0,
distancePx: 0,
},
meteorcenter: {
name: 'meteorcenter',
id: 101,
vel: 0,
maxVel: 0,
range: 60,
levRange: 0,
celFile: 'MeteorTargetIndicator',
animLen: 17,
animSpeed: 16,
loopAnim: 1,
numDirections: 1,
explosionMissile: 'meteorexplode',
light: 4,
red: 255,
green: 64,
blue: 64,
speedPxPerSec: 0,
distancePx: 0,
},
meteortail: {
name: 'meteortail',
id: 102,
vel: 0,
maxVel: 0,
range: 60,
levRange: 0,
celFile: 'MeteorTail',
animLen: 12,
animSpeed: 16,
loopAnim: 1,
numDirections: 1,
explosionMissile: '',
light: 0,
red: 0,
green: 0,
blue: 0,
speedPxPerSec: 0,
distancePx: 0,
},
meteorexplode: {
name: 'meteorexplode',
id: 103,
vel: 0,
maxVel: 0,
range: 16,
levRange: 0,
celFile: 'ExpArrowExplode',
animLen: 16,
animSpeed: 16,
loopAnim: 0,
numDirections: 1,
explosionMissile: '',
light: 13,
red: 255,
green: 178,
blue: 64,
speedPxPerSec: 0,
distancePx: 0,
},
meteorfire: {
name: 'meteorfire',
id: 240,
vel: 0,
maxVel: 0,
range: 30,
levRange: 15,
celFile: 'groundFireMedium',
animLen: 37,
animSpeed: 16,
loopAnim: 1,
numDirections: 1,
explosionMissile: '',
light: 3,
red: 255,
green: 178,
blue: 64,
speedPxPerSec: 0,
distancePx: 0,
},
chargedbolt: {
name: 'chargedbolt',
id: 56,
vel: 12,
maxVel: 12,
range: 98,
levRange: 0,
celFile: 'ChargedBolt',
animLen: 10,
animSpeed: 16,
loopAnim: 1,
numDirections: 16,
explosionMissile: '',
light: 3,
red: 255,
green: 255,
blue: 255,
speedPxPerSec: 300,
distancePx: 1176,
},
teeth: {
name: 'teeth',
id: 114,
vel: 16,
maxVel: 16,
range: 50,
levRange: 0,
celFile: 'teethMissile',
animLen: 30,
animSpeed: 16,
loopAnim: 0,
numDirections: 32,
explosionMissile: 'teethexplode',
light: 3,
red: 255,
green: 255,
blue: 255,
speedPxPerSec: 400,
distancePx: 800,
},
teethexplode: {
name: 'teethexplode',
id: 204,
vel: 0,
maxVel: 0,
range: 13,
levRange: 0,
celFile: 'teethexplode',
animLen: 13,
animSpeed: 16,
loopAnim: 0,
numDirections: 1,
explosionMissile: '',
light: 0,
red: 255,
green: 255,
blue: 255,
speedPxPerSec: 0,
distancePx: 0,
},
bonespear: {
name: 'bonespear',
id: 192,
vel: 24,
maxVel: 24,
range: 40,
levRange: 0,
celFile: 'BoneSpear',
animLen: 6,
animSpeed: 16,
loopAnim: 1,
numDirections: 16,
explosionMissile: 'teethexplode',
light: 3,
red: 255,
green: 255,
blue: 255,
speedPxPerSec: 600,
distancePx: 960,
},
bonespearexplode: {
name: 'bonespearexplode',
id: 216,
vel: 0,
maxVel: 0,
range: 13,
levRange: 0,
celFile: 'teethexplode',
animLen: 13,
animSpeed: 16,
loopAnim: 0,
numDirections: 1,
explosionMissile: '',
light: 0,
red: 255,
green: 255,
blue: 255,
speedPxPerSec: 0,
distancePx: 0,
},
bonespirit: {
name: 'bonespirit',
id: 193,
vel: 12,
maxVel: 12,
range: 128,
levRange: 0,
celFile: 'BoneSpirit',
animLen: 8,
animSpeed: 16,
loopAnim: 1,
numDirections: 8,
explosionMissile: 'bonespiritexplode',
light: 3,
red: 255,
green: 255,
blue: 255,
speedPxPerSec: 300,
distancePx: 1536,
},
bonespiritexplode: {
name: 'bonespiritexplode',
id: 327,
vel: 0,
maxVel: 0,
range: 13,
levRange: 0,
celFile: 'BoneSpiritExplode',
animLen: 13,
animSpeed: 16,
loopAnim: 0,
numDirections: 1,
explosionMissile: '',
light: 0,
red: 255,
green: 255,
blue: 255,
speedPxPerSec: 0,
distancePx: 0,
},
poisonnova: {
name: 'poisonnova',
id: 118,
vel: 12,
maxVel: 12,
range: 30,
levRange: 0,
celFile: 'poisonNova',
animLen: 30,
animSpeed: 16,
loopAnim: 0,
numDirections: 32,
explosionMissile: '',
light: 0,
red: 255,
green: 255,
blue: 255,
speedPxPerSec: 300,
distancePx: 360,
},
holybolt: {
name: 'holybolt',
id: 55,
vel: 20,
maxVel: 20,
range: 50,
levRange: 0,
celFile: 'HolyBoltMissile',
animLen: 16,
animSpeed: 16,
loopAnim: 1,
numDirections: 1,
explosionMissile: '',
light: 7,
red: 222,
green: 222,
blue: 255,
speedPxPerSec: 500,
distancePx: 1000,
},
blessedhammer: {
name: 'blessedhammer',
id: 92,
vel: 18,
maxVel: 30,
range: 120,
levRange: 0,
celFile: 'blessedhammer',
animLen: 6,
animSpeed: 16,
loopAnim: 1,
numDirections: 16,
explosionMissile: '',
light: 5,
red: 222,
green: 222,
blue: 255,
speedPxPerSec: 450,
distancePx: 2160,
},
magicarrow: {
name: 'magicarrow',
id: 27,
vel: 24,
maxVel: 24,
range: 40,
levRange: 0,
celFile: 'SafeArrow',
animLen: 1,
animSpeed: 16,
loopAnim: 0,
numDirections: 32,
explosionMissile: 'teethexplode',
light: 0,
red: 255,
green: 255,
blue: 255,
speedPxPerSec: 600,
distancePx: 960,
},
firearrow: {
name: 'firearrow',
id: 12,
vel: 24,
maxVel: 24,
range: 40,
levRange: 0,
celFile: 'FireArrow',
animLen: 8,
animSpeed: 16,
loopAnim: 0,
numDirections: 32,
explosionMissile: 'fireexplode',
light: 6,
red: 255,
green: 178,
blue: 64,
speedPxPerSec: 600,
distancePx: 960,
},
icearrow: {
name: 'icearrow',
id: 28,
vel: 24,
maxVel: 24,
range: 40,
levRange: 0,
celFile: 'IceArrow',
animLen: 8,
animSpeed: 16,
loopAnim: 0,
numDirections: 32,
explosionMissile: 'iceexplode',
light: 6,
red: 81,
green: 81,
blue: 255,
speedPxPerSec: 600,
distancePx: 960,
},
arrow: {
name: 'arrow',
id: 0,
vel: 24,
maxVel: 24,
range: 40,
levRange: 0,
celFile: 'Arrow',
animLen: 1,
animSpeed: 16,
loopAnim: 0,
numDirections: 32,
explosionMissile: '',
light: 0,
red: 255,
green: 255,
blue: 255,
speedPxPerSec: 600,
distancePx: 960,
},
multipleshotarrow: {
name: 'multipleshotarrow',
id: 213,
vel: 24,
maxVel: 24,
range: 50,
levRange: 0,
celFile: 'Arrow',
animLen: 1,
animSpeed: 16,
loopAnim: 0,
numDirections: 32,
explosionMissile: '',
light: 0,
red: 255,
green: 255,
blue: 255,
speedPxPerSec: 600,
distancePx: 1200,
},
lightningjavelin: {
name: 'lightningjavelin',
id: 205,
vel: 30,
maxVel: 30,
range: 25,
levRange: 0,
celFile: 'LightningJavelin',
animLen: 5,
animSpeed: 16,
loopAnim: 1,
numDirections: 16,
explosionMissile: '',
light: 6,
red: 255,
green: 255,
blue: 255,
speedPxPerSec: 750,
distancePx: 750,
},
})
/**
* Parses raw Missiles.txt text into a Map of missile records.
*/
export function parseMissilesTxt(content: string): Map<string, MissileTxtData> {
const map = new Map<string, MissileTxtData>()
const lines = content.split(/\r?\n/).filter(line => line.trim().length > 0)
if (lines.length < 2) return map
const headers = lines[0]!.split('\t').map(h => h.trim())
const col = (name: string) => headers.indexOf(name)
const missileIdx = col('Missile')
const idIdx = col('Id')
const velIdx = col('Vel')
const maxVelIdx = col('MaxVel')
const rangeIdx = col('Range')
const levRangeIdx = col('LevRange')
const celFileIdx = col('CelFile')
const animLenIdx = col('AnimLen')
const animSpeedIdx = col('AnimSpeed')
const loopAnimIdx = col('LoopAnim')
const numDirIdx = col('NumDirections')
const explIdx = col('ExplosionMissile')
const lightIdx = col('Light')
const redIdx = col('Red')
const greenIdx = col('Green')
const blueIdx = col('Blue')
const nextHitIdx = col('NextHit')
const nextDelayIdx = col('NextDelay')
const transIdx = col('Trans')
for (let i = 1; i < lines.length; i++) {
const cells = lines[i]!.split('\t')
const name = (cells[missileIdx] ?? '').trim().toLowerCase()
if (!name || name === 'expansion') continue
const vel = Number(cells[velIdx] ?? 0) || 0
const maxVel = Number(cells[maxVelIdx] ?? 0) || vel
const range = Number(cells[rangeIdx] ?? 0) || 0
const levRange = Number(cells[levRangeIdx] ?? 0) || 0
const celFile = (cells[celFileIdx] ?? '').trim()
const animLen = Number(cells[animLenIdx] ?? 0) || 0
const animSpeed = Number(cells[animSpeedIdx] ?? 0) || 0
const loopAnim = Number(cells[loopAnimIdx] ?? 0) || 0
const numDirections = Number(cells[numDirIdx] ?? 0) || 1
const explosionMissile = (cells[explIdx] ?? '').trim()
const light = Number(cells[lightIdx] ?? 0) || 0
const red = Number(cells[redIdx] ?? 255) || 255
const green = Number(cells[greenIdx] ?? 255) || 255
const blue = Number(cells[blueIdx] ?? 255) || 255
const nextHit = Number(cells[nextHitIdx] ?? 0) || 0
const nextDelay = Number(cells[nextDelayIdx] ?? 0) || 0
const trans = Number(cells[transIdx] ?? 0) || 0
const rec: MissileTxtData = {
name,
id: Number(cells[idIdx] ?? 0) || 0,
vel,
maxVel,
range,
levRange,
celFile,
animLen,
animSpeed,
loopAnim,
numDirections,
explosionMissile,
light,
red,
green,
blue,
nextHit,
nextDelay,
trans,
speedPxPerSec: vel * 25,
distancePx: vel * range,
}
map.set(name, rec)
if (name === 'nova') {
map.set('electricnova', { ...rec, name: 'electricnova' })
}
}
return map
}
/**
* Extracts missile speed and flight distance from a Missiles.txt table or parsed records.
*/
export function getMissileTxtData(
missileName: string,
missilesSource?:
| Map<string, MissileTxtData>
| { rows: readonly Readonly<Record<string, string>>[] }
| { header: readonly string[]; rows: readonly (readonly string[])[] }
| string
| undefined,
): MissileTxtData {
const key = missileName.trim().toLowerCase()
if (!missilesSource) {
return CANONICAL_113C_MISSILES[key] ?? {
name: key,
id: 0,
vel: 20,
maxVel: 20,
range: 50,
levRange: 0,
celFile: key,
animLen: 5,
animSpeed: 16,
loopAnim: 1,
numDirections: 16,
explosionMissile: 'fireexplode',
light: 7,
red: 255,
green: 178,
blue: 64,
speedPxPerSec: 500,
distancePx: 1000,
}
}
if (typeof missilesSource === 'string') {
const parsed = parseMissilesTxt(missilesSource)
return parsed.get(key) ?? getMissileTxtData(missileName, undefined)
}
if (missilesSource instanceof Map) {
return missilesSource.get(key) ?? getMissileTxtData(missileName, undefined)
}
// D2Table ({ header, rows })
if ('header' in missilesSource && Array.isArray((missilesSource as any).header)) {
const t = missilesSource as { header: readonly string[]; rows: readonly (readonly string[])[] }
const mIdx = t.header.indexOf('Missile')
if (mIdx !== -1) {
const row = t.rows.find(r => (r[mIdx] ?? '').trim().toLowerCase() === key)
if (row) {
const vel = Number(row[t.header.indexOf('Vel')] ?? 0) || 0
const maxVel = Number(row[t.header.indexOf('MaxVel')] ?? 0) || vel
const range = Number(row[t.header.indexOf('Range')] ?? 0) || 0
const levRange = Number(row[t.header.indexOf('LevRange')] ?? 0) || 0
const celFile = (row[t.header.indexOf('CelFile')] ?? '').trim()
const animLen = Number(row[t.header.indexOf('AnimLen')] ?? 0) || 0
const animSpeed = Number(row[t.header.indexOf('AnimSpeed')] ?? 0) || 0
const loopAnim = Number(row[t.header.indexOf('LoopAnim')] ?? 0) || 0
const numDirections = Number(row[t.header.indexOf('NumDirections')] ?? 0) || 1
const explosionMissile = (row[t.header.indexOf('ExplosionMissile')] ?? '').trim()
const light = Number(row[t.header.indexOf('Light')] ?? 0) || 0
const red = Number(row[t.header.indexOf('Red')] ?? 255) || 255
const green = Number(row[t.header.indexOf('Green')] ?? 255) || 255
const blue = Number(row[t.header.indexOf('Blue')] ?? 255) || 255
return {
name: key,
id: Number(row[t.header.indexOf('Id')] ?? 0) || 0,
vel,
maxVel,
range,
levRange,
celFile,
animLen,
animSpeed,
loopAnim,
numDirections,
explosionMissile,
light,
red,
green,
blue,
speedPxPerSec: vel * 25,
distancePx: vel * range,
}
}
}
}
// DataTable ({ rows: Record<string, string>[] })
if ('rows' in missilesSource && !('header' in missilesSource)) {
const tableRows = missilesSource.rows as readonly Readonly<Record<string, string>>[]
const row = tableRows.find(
r => (r['Missile'] ?? r['missile'] ?? '').trim().toLowerCase() === key,
)
if (row) {
const vel = Number(row['Vel'] ?? row['vel'] ?? 0) || 0
const maxVel = Number(row['MaxVel'] ?? row['maxvel'] ?? 0) || vel
const range = Number(row['Range'] ?? row['range'] ?? 0) || 0
const levRange = Number(row['LevRange'] ?? row['levrange'] ?? 0) || 0
const celFile = (row['CelFile'] ?? row['celfile'] ?? '').trim()
const animLen = Number(row['AnimLen'] ?? row['animlen'] ?? 0) || 0
const animSpeed = Number(row['AnimSpeed'] ?? row['animspeed'] ?? 0) || 0
const loopAnim = Number(row['LoopAnim'] ?? row['loopanim'] ?? 0) || 0
const numDirections = Number(row['NumDirections'] ?? row['numdirections'] ?? 0) || 1
const explosionMissile = (row['ExplosionMissile'] ?? row['explosionmissile'] ?? '').trim()
const light = Number(row['Light'] ?? row['light'] ?? 0) || 0
const red = Number(row['Red'] ?? row['red'] ?? 255) || 255
const green = Number(row['Green'] ?? row['green'] ?? 255) || 255
const blue = Number(row['Blue'] ?? row['blue'] ?? 255) || 255
return {
name: key,
id: Number(row['Id'] ?? row['id'] ?? 0) || 0,
vel,
maxVel,
range,
levRange,
celFile,
animLen,
animSpeed,
loopAnim,
numDirections,
explosionMissile,
light,
red,
green,
blue,
speedPxPerSec: vel * 25,
distancePx: vel * range,
}
}
}
return getMissileTxtData(missileName, undefined)
}
/**
* Data extracted from Diablo II 1.13c Overlay.txt for visual overlay effects.
*/
export interface OverlayTxtData {
readonly overlay: string
readonly filename: string
readonly frames: number
readonly animRate: number
readonly trans: number
readonly preDraw: boolean
readonly initRadius: number
readonly radius: number
readonly red: number
readonly green: number
readonly blue: number
readonly numDirections?: number
readonly xOffset?: number
readonly yOffset?: number
}
/** Canonical 1.13c Ground Truth Overlay.txt defaults for elemental sorceress spell overlays. */
export const CANONICAL_113C_OVERLAYS: Readonly<Record<string, OverlayTxtData>> = Object.freeze({
fire_cast_1: {
overlay: 'fire_cast_1',
filename: 'FireCast_for_Sorceress',
frames: 14,
animRate: 16,
trans: 3,
preDraw: false,
initRadius: 1,
radius: 9,
red: 255,
green: 178,
blue: 64,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
firecast_for_sorceress: {
overlay: 'fire_cast_1',
filename: 'FireCast_for_Sorceress',
frames: 14,
animRate: 16,
trans: 3,
preDraw: false,
initRadius: 1,
radius: 9,
red: 255,
green: 178,
blue: 64,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
fire_cast_2: {
overlay: 'fire_cast_2',
filename: 'FireCast2',
frames: 16,
animRate: 16,
trans: 3,
preDraw: false,
initRadius: 1,
radius: 9,
red: 255,
green: 178,
blue: 64,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
firecast2: {
overlay: 'fire_cast_2',
filename: 'FireCast2',
frames: 16,
animRate: 16,
trans: 3,
preDraw: false,
initRadius: 1,
radius: 9,
red: 255,
green: 178,
blue: 64,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
ice_cast_1: {
overlay: 'ice_cast_1',
filename: 'IceCastNew01',
frames: 15,
animRate: 16,
trans: 3,
preDraw: false,
initRadius: 1,
radius: 9,
red: 81,
green: 81,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
icecastnew01: {
overlay: 'ice_cast_1',
filename: 'IceCastNew01',
frames: 15,
animRate: 16,
trans: 3,
preDraw: false,
initRadius: 1,
radius: 9,
red: 81,
green: 81,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
ice_cast_2: {
overlay: 'ice_cast_2',
filename: 'IceCastNew02',
frames: 15,
animRate: 16,
trans: 3,
preDraw: false,
initRadius: 1,
radius: 9,
red: 81,
green: 81,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
icecastnew02: {
overlay: 'ice_cast_2',
filename: 'IceCastNew02',
frames: 15,
animRate: 16,
trans: 3,
preDraw: false,
initRadius: 1,
radius: 9,
red: 81,
green: 81,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
ice_cast_3: {
overlay: 'ice_cast_3',
filename: 'IceCastNew03',
// Note: Overlay.txt lists 15 frames, but IceCastNew03.dcc contains 16 full frames.
frames: 16,
animRate: 16,
trans: 3,
preDraw: false,
initRadius: 1,
radius: 9,
red: 81,
green: 81,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
icecastnew03: {
overlay: 'ice_cast_3',
filename: 'IceCastNew03',
// Note: Overlay.txt lists 15 frames, but IceCastNew03.dcc contains 16 full frames.
frames: 16,
animRate: 16,
trans: 3,
preDraw: false,
initRadius: 1,
radius: 9,
red: 81,
green: 81,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
light_cast_1: {
overlay: 'light_cast_1',
filename: 'LightningCast',
frames: 10,
animRate: 16,
trans: 3,
preDraw: false,
initRadius: 1,
radius: 9,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
lightningcast: {
overlay: 'light_cast_1',
filename: 'LightningCast',
frames: 10,
animRate: 16,
trans: 3,
preDraw: false,
initRadius: 1,
radius: 9,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
light_cast_2: {
overlay: 'light_cast_2',
filename: 'LightningCastRunesFront',
frames: 10,
animRate: 16,
trans: 3,
preDraw: false,
initRadius: 1,
radius: 9,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
lightningcastrunesfront: {
overlay: 'light_cast_2',
filename: 'LightningCastRunesFront',
frames: 10,
animRate: 16,
trans: 3,
preDraw: false,
initRadius: 1,
radius: 9,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
teleport: {
overlay: 'teleport',
filename: 'Teleport',
frames: 18,
animRate: 16,
trans: 3,
preDraw: false,
initRadius: 1,
radius: 5,
red: 255,
green: 255,
blue: 200,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
// Authentic 1.13c Paladin Aura Overlays (All 33 targets: 13 pairs front/back + 7 full rings)
// 1. Might (#98)
might_front: {
overlay: 'might_front',
filename: 'AuraMightFront',
frames: 15,
animRate: 16,
trans: 3,
preDraw: false,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
aura_might_front: {
overlay: 'might_front',
filename: 'AuraMightFront',
frames: 15,
animRate: 16,
trans: 3,
preDraw: false,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
might: {
overlay: 'might_front',
filename: 'AuraMightFront',
frames: 15,
animRate: 16,
trans: 3,
preDraw: false,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
might_back: {
overlay: 'might_back',
filename: 'AuraMightBack',
frames: 15,
animRate: 16,
trans: 3,
preDraw: true,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
aura_might_back: {
overlay: 'might_back',
filename: 'AuraMightBack',
frames: 15,
animRate: 16,
trans: 3,
preDraw: true,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
// 2. Prayer (#99)
prayer_front: {
overlay: 'prayer_front',
filename: 'AuraPrayerFront',
frames: 16,
animRate: 8,
trans: 3,
preDraw: false,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
aura_prayer_front: {
overlay: 'prayer_front',
filename: 'AuraPrayerFront',
frames: 16,
animRate: 8,
trans: 3,
preDraw: false,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
prayer: {
overlay: 'prayer_front',
filename: 'AuraPrayerFront',
frames: 16,
animRate: 8,
trans: 3,
preDraw: false,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
prayer_back: {
overlay: 'prayer_back',
filename: 'AuraPrayerBack',
frames: 16,
animRate: 8,
trans: 3,
preDraw: true,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
aura_prayer_back: {
overlay: 'prayer_back',
filename: 'AuraPrayerBack',
frames: 16,
animRate: 8,
trans: 3,
preDraw: true,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
// 3. Resist Fire (#100) - Full Ring
resist_fire: {
overlay: 'resist_fire',
filename: 'AuraResistFireFront',
frames: 20,
animRate: 16,
trans: 3,
preDraw: true,
initRadius: 6,
radius: 6,
red: 255,
green: 193,
blue: 103,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
aura_resistfire: {
overlay: 'resist_fire',
filename: 'AuraResistFireFront',
frames: 20,
animRate: 16,
trans: 3,
preDraw: true,
initRadius: 6,
radius: 6,
red: 255,
green: 193,
blue: 103,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
// 4. Holy Fire (#102)
holy_fire_front: {
overlay: 'holy_fire_front',
filename: 'AuraHolyFireFront',
frames: 19,
animRate: 16,
trans: 3,
preDraw: false,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
aura_holyfire_front: {
overlay: 'holy_fire_front',
filename: 'AuraHolyFireFront',
frames: 19,
animRate: 16,
trans: 3,
preDraw: false,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
holy_fire: {
overlay: 'holy_fire_front',
filename: 'AuraHolyFireFront',
frames: 19,
animRate: 16,
trans: 3,
preDraw: false,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
holyfire: {
overlay: 'holy_fire_front',
filename: 'AuraHolyFireFront',
frames: 19,
animRate: 16,
trans: 3,
preDraw: false,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
holy_fire_back: {
overlay: 'holy_fire_back',
filename: 'AuraHolyFireBack',
frames: 19,
animRate: 16,
trans: 3,
preDraw: true,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
aura_holyfire_back: {
overlay: 'holy_fire_back',
filename: 'AuraHolyFireBack',
frames: 19,
animRate: 16,
trans: 3,
preDraw: true,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
// 5. Thorns (#103)
thorns_front: {
overlay: 'thorns_front',
filename: 'AuraThornsFront',
frames: 18,
animRate: 16,
trans: 3,
preDraw: false,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
aura_thorns_front: {
overlay: 'thorns_front',
filename: 'AuraThornsFront',
frames: 18,
animRate: 16,
trans: 3,
preDraw: false,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
thorns: {
overlay: 'thorns_front',
filename: 'AuraThornsFront',
frames: 18,
animRate: 16,
trans: 3,
preDraw: false,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
thorns_back: {
overlay: 'thorns_back',
filename: 'AuraThornsBack',
frames: 18,
animRate: 16,
trans: 3,
preDraw: true,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
aura_thorns_back: {
overlay: 'thorns_back',
filename: 'AuraThornsBack',
frames: 18,
animRate: 16,
trans: 3,
preDraw: true,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
// 6. Defiance (#104)
defiance_front: {
overlay: 'defiance_front',
filename: 'AuraDefianceFront',
frames: 15,
animRate: 8,
trans: 3,
preDraw: false,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
aura_defiance_front: {
overlay: 'defiance_front',
filename: 'AuraDefianceFront',
frames: 15,
animRate: 8,
trans: 3,
preDraw: false,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
defiance: {
overlay: 'defiance_front',
filename: 'AuraDefianceFront',
frames: 15,
animRate: 8,
trans: 3,
preDraw: false,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
defiance_back: {
overlay: 'defiance_back',
filename: 'AuraDefianceBack',
frames: 15,
animRate: 8,
trans: 3,
preDraw: true,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
aura_defiance_back: {
overlay: 'defiance_back',
filename: 'AuraDefianceBack',
frames: 15,
animRate: 8,
trans: 3,
preDraw: true,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
// 7. Resist Cold (#105) - Full Ring
resist_cold: {
overlay: 'resist_cold',
filename: 'AuraResistColdBack',
frames: 20,
animRate: 16,
trans: 3,
preDraw: true,
initRadius: 6,
radius: 6,
red: 210,
green: 210,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
aura_resistcold: {
overlay: 'resist_cold',
filename: 'AuraResistColdBack',
frames: 20,
animRate: 16,
trans: 3,
preDraw: true,
initRadius: 6,
radius: 6,
red: 210,
green: 210,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
// 8. Blessed Aim (#108)
blessed_aim_front: {
overlay: 'blessed_aim_front',
filename: 'BlessedAim_front',
frames: 29,
animRate: 8,
trans: 3,
preDraw: false,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
blessedaimfront: {
overlay: 'blessed_aim_front',
filename: 'BlessedAim_front',
frames: 29,
animRate: 8,
trans: 3,
preDraw: false,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
blessed_aim: {
overlay: 'blessed_aim_front',
filename: 'BlessedAim_front',
frames: 29,
animRate: 8,
trans: 3,
preDraw: false,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
blessedaim: {
overlay: 'blessed_aim_front',
filename: 'BlessedAim_front',
frames: 29,
animRate: 8,
trans: 3,
preDraw: false,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
blessed_aim_back: {
overlay: 'blessed_aim_back',
filename: 'BlessedAim_back',
frames: 29,
animRate: 8,
trans: 3,
preDraw: true,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
blessedaimback: {
overlay: 'blessed_aim_back',
filename: 'BlessedAim_back',
frames: 29,
animRate: 8,
trans: 3,
preDraw: true,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
// 9. Cleansing (#109)
cleansing_front: {
overlay: 'cleansing_front',
filename: 'Cleansing_front',
frames: 16,
animRate: 8,
trans: 3,
preDraw: false,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
cleansingfront: {
overlay: 'cleansing_front',
filename: 'Cleansing_front',
frames: 16,
animRate: 8,
trans: 3,
preDraw: false,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
cleansing: {
overlay: 'cleansing_front',
filename: 'Cleansing_front',
frames: 16,
animRate: 8,
trans: 3,
preDraw: false,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
cleansing_back: {
overlay: 'cleansing_back',
filename: 'Cleansing_back',
frames: 16,
animRate: 8,
trans: 3,
preDraw: true,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
cleansingback: {
overlay: 'cleansing_back',
filename: 'Cleansing_back',
frames: 16,
animRate: 8,
trans: 3,
preDraw: true,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
// 10. Resist Lightning (#110) - Full Ring
resist_lightning: {
overlay: 'resist_lightning',
filename: 'AuraResistLightningBack',
frames: 20,
animRate: 16,
trans: 3,
preDraw: true,
initRadius: 6,
radius: 6,
red: 255,
green: 255,
blue: 200,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
aura_resistlight: {
overlay: 'resist_lightning',
filename: 'AuraResistLightningBack',
frames: 20,
animRate: 16,
trans: 3,
preDraw: true,
initRadius: 6,
radius: 6,
red: 255,
green: 255,
blue: 200,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
// 11. Concentration (#113)
concentration_front: {
overlay: 'concentration_front',
filename: 'Concentration_front',
frames: 30,
animRate: 3,
trans: 3,
preDraw: false,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
concentrationfront: {
overlay: 'concentration_front',
filename: 'Concentration_front',
frames: 30,
animRate: 3,
trans: 3,
preDraw: false,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
concentration: {
overlay: 'concentration_front',
filename: 'Concentration_front',
frames: 30,
animRate: 3,
trans: 3,
preDraw: false,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
concentration_back: {
overlay: 'concentration_back',
filename: 'Concentration_back',
frames: 30,
animRate: 3,
trans: 3,
preDraw: true,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
concentrationback: {
overlay: 'concentration_back',
filename: 'Concentration_back',
frames: 30,
animRate: 3,
trans: 3,
preDraw: true,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
// 12. Holy Freeze (#114) - Full Ring
holy_freeze: {
overlay: 'holyfreeze',
filename: 'HolyFreeze',
frames: 15,
animRate: 8,
trans: 3,
preDraw: true,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
holyfreeze: {
overlay: 'holyfreeze',
filename: 'HolyFreeze',
frames: 15,
animRate: 8,
trans: 3,
preDraw: true,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
// 13. Vigor (#115)
vigor_front: {
overlay: 'vigor_front',
filename: 'Stamina_front',
frames: 16,
animRate: 8,
trans: 3,
preDraw: false,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
staminafront: {
overlay: 'vigor_front',
filename: 'Stamina_front',
frames: 16,
animRate: 8,
trans: 3,
preDraw: false,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
vigor: {
overlay: 'vigor_front',
filename: 'Stamina_front',
frames: 16,
animRate: 8,
trans: 3,
preDraw: false,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
stamina: {
overlay: 'vigor_front',
filename: 'Stamina_front',
frames: 16,
animRate: 8,
trans: 3,
preDraw: false,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
vigor_back: {
overlay: 'vigor_back',
filename: 'Stamina_back',
frames: 16,
animRate: 8,
trans: 3,
preDraw: true,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
staminaback: {
overlay: 'vigor_back',
filename: 'Stamina_back',
frames: 16,
animRate: 8,
trans: 3,
preDraw: true,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
// 14. Holy Shock (#118)
holy_shock_front: {
overlay: 'holy_shock_front',
filename: 'HolyShock_front',
frames: 14,
animRate: 16,
trans: 3,
preDraw: false,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
holyshockfront: {
overlay: 'holy_shock_front',
filename: 'HolyShock_front',
frames: 14,
animRate: 16,
trans: 3,
preDraw: false,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
holy_shock: {
overlay: 'holy_shock_front',
filename: 'HolyShock_front',
frames: 14,
animRate: 16,
trans: 3,
preDraw: false,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
holyshock: {
overlay: 'holy_shock_front',
filename: 'HolyShock_front',
frames: 14,
animRate: 16,
trans: 3,
preDraw: false,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
holy_shock_back: {
overlay: 'holy_shock_back',
filename: 'HolyShock_back',
frames: 14,
animRate: 16,
trans: 3,
preDraw: true,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
holyshockback: {
overlay: 'holy_shock_back',
filename: 'HolyShock_back',
frames: 14,
animRate: 16,
trans: 3,
preDraw: true,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
// 15. Sanctuary (#119)
sanctuary_front: {
overlay: 'sanctuary_front',
filename: 'SanctuaryAura_Front',
frames: 12,
animRate: 16,
trans: 3,
preDraw: true,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
sanctuaryfront: {
overlay: 'sanctuary_front',
filename: 'SanctuaryAura_Front',
frames: 12,
animRate: 16,
trans: 3,
preDraw: true,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
sanctuary: {
overlay: 'sanctuary_front',
filename: 'SanctuaryAura_Front',
frames: 12,
animRate: 16,
trans: 3,
preDraw: true,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
sanctuary_back: {
overlay: 'sanctuary_back',
filename: 'SanctuaryAura_Back',
frames: 12,
animRate: 16,
trans: 3,
preDraw: true,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
sanctuaryback: {
overlay: 'sanctuary_back',
filename: 'SanctuaryAura_Back',
frames: 12,
animRate: 16,
trans: 3,
preDraw: true,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
// 16. Meditation (#120) - Full Ring
meditation: {
overlay: 'meditation',
filename: 'Meditation',
frames: 20,
animRate: 16,
trans: 3,
preDraw: false,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
meditationfront: {
overlay: 'meditation',
filename: 'Meditation',
frames: 20,
animRate: 16,
trans: 3,
preDraw: false,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
// 17. Fanaticism (#122)
fanaticism_front: {
overlay: 'fanaticism_front',
filename: 'Fanatacism_Front',
frames: 30,
animRate: 6,
trans: 3,
preDraw: false,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
fanaticismfront: {
overlay: 'fanaticism_front',
filename: 'Fanatacism_Front',
frames: 30,
animRate: 6,
trans: 3,
preDraw: false,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
fanaticism_back: {
overlay: 'fanaticism_back',
filename: 'Fanatacism_Back',
frames: 30,
animRate: 6,
trans: 3,
preDraw: true,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
fanaticismback: {
overlay: 'fanaticism_back',
filename: 'Fanatacism_Back',
frames: 30,
animRate: 6,
trans: 3,
preDraw: true,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
fanaticism: {
overlay: 'fanaticism_back',
filename: 'Fanatacism_Back',
frames: 30,
animRate: 6,
trans: 3,
preDraw: true,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
aura_fanatic: {
overlay: 'fanaticism_back',
filename: 'Fanatacism_Back',
frames: 30,
animRate: 6,
trans: 3,
preDraw: true,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
// 18. Conviction (#123) - Full Ring
conviction: {
overlay: 'convictionback',
filename: 'Conviction',
frames: 21,
animRate: 6,
trans: 3,
preDraw: true,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
convictionback: {
overlay: 'convictionback',
filename: 'Conviction',
frames: 21,
animRate: 6,
trans: 3,
preDraw: true,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
// 19. Redemption (#124) - Full Ring
redemption: {
overlay: 'redemptionback',
filename: 'Redemption',
frames: 12,
animRate: 16,
trans: 3,
preDraw: true,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
redemptionback: {
overlay: 'redemptionback',
filename: 'Redemption',
frames: 12,
animRate: 16,
trans: 3,
preDraw: true,
initRadius: 0,
radius: 0,
red: 255,
green: 255,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
// 20. Salvation (#125)
salvation_front: {
overlay: 'salvation_front',
filename: 'AuraResistAllFront',
frames: 20,
animRate: 16,
trans: 3,
preDraw: false,
initRadius: 6,
radius: 6,
red: 211,
green: 148,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
aura_resistall_front: {
overlay: 'salvation_front',
filename: 'AuraResistAllFront',
frames: 20,
animRate: 16,
trans: 3,
preDraw: false,
initRadius: 6,
radius: 6,
red: 211,
green: 148,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
salvation: {
overlay: 'salvation_front',
filename: 'AuraResistAllFront',
frames: 20,
animRate: 16,
trans: 3,
preDraw: false,
initRadius: 6,
radius: 6,
red: 211,
green: 148,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
salvation_back: {
overlay: 'salvation_back',
filename: 'AuraResistAllBack',
frames: 20,
animRate: 16,
trans: 3,
preDraw: true,
initRadius: 6,
radius: 6,
red: 211,
green: 148,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
aura_resistall_back: {
overlay: 'salvation_back',
filename: 'AuraResistAllBack',
frames: 20,
animRate: 16,
trans: 3,
preDraw: true,
initRadius: 6,
radius: 6,
red: 211,
green: 148,
blue: 255,
numDirections: 1,
xOffset: 0,
yOffset: 0,
},
})
/**
* Parses raw Overlay.txt text into a Map of overlay records.
*/
export function parseOverlayTxt(content: string): Map<string, OverlayTxtData> {
const map = new Map<string, OverlayTxtData>()
const lines = content.split(/\r?\n/).filter(line => line.trim().length > 0)
if (lines.length < 2) return map
const headers = lines[0]!.split('\t').map(h => h.trim())
const col = (name: string) => headers.findIndex(h => h.toLowerCase() === name.toLowerCase())
const overlayIdx = col('overlay')
const filenameIdx = col('Filename')
const framesIdx = col('Frames')
const animRateIdx = col('AnimRate')
const transIdx = col('Trans')
const preDrawIdx = col('PreDraw')
const initRadiusIdx = col('InitRadius')
const radiusIdx = col('Radius')
const redIdx = col('Red')
const greenIdx = col('Green')
const blueIdx = col('Blue')
const numDirIdx = col('NumDirections')
const xOffsetIdx = col('Xoffset')
const yOffsetIdx = col('Yoffset')
for (let i = 1; i < lines.length; i++) {
const cells = lines[i]!.split('\t')
const rawName = (cells[overlayIdx] ?? '').trim()
const name = rawName.toLowerCase()
if (!name || name === 'expansion') continue
const filename = (cells[filenameIdx] ?? '').trim()
const frames = Number(cells[framesIdx] ?? 1) || 1
const animRate = Number(cells[animRateIdx] ?? 16) || 16
const trans = Number(cells[transIdx] ?? 0) || 0
const preDraw = Number(cells[preDrawIdx] ?? 0) !== 0
const initRadius = Number(cells[initRadiusIdx] ?? 0) || 0
const radius = Number(cells[radiusIdx] ?? 0) || 0
const red = Number(cells[redIdx] ?? 255) || 255
const green = Number(cells[greenIdx] ?? 255) || 255
const blue = Number(cells[blueIdx] ?? 255) || 255
const numDirections = Number(cells[numDirIdx] ?? 1) || 1
const xOffset = Number(cells[xOffsetIdx] ?? 0) || 0
const yOffset = Number(cells[yOffsetIdx] ?? 0) || 0
const rec: OverlayTxtData = {
overlay: rawName,
filename,
frames,
animRate,
trans,
preDraw,
initRadius,
radius,
red,
green,
blue,
numDirections,
xOffset,
yOffset,
}
map.set(name, rec)
if (filename) {
map.set(filename.toLowerCase(), rec)
}
}
return map
}
/**
* Extracts overlay data from an Overlay.txt table or parsed records.
*/
export function getOverlayTxtData(
overlayName: string,
overlaySource?:
| Map<string, OverlayTxtData>
| { rows: readonly Readonly<Record<string, string>>[] }
| { header: readonly string[]; rows: readonly (readonly string[])[] }
| string
| undefined,
): OverlayTxtData {
const key = overlayName.trim().toLowerCase()
if (!overlaySource) {
return CANONICAL_113C_OVERLAYS[key] ?? {
overlay: overlayName,
filename: overlayName,
frames: 14,
animRate: 16,
trans: 3,
preDraw: false,
initRadius: 1,
radius: 9,
red: 255,
green: 178,
blue: 64,
}
}
if (typeof overlaySource === 'string') {
const parsed = parseOverlayTxt(overlaySource)
return parsed.get(key) ?? getOverlayTxtData(overlayName, undefined)
}
if (overlaySource instanceof Map) {
return overlaySource.get(key) ?? getOverlayTxtData(overlayName, undefined)
}
// DataTable ({ rows: Record<string, string>[] })
if ('rows' in overlaySource && !('header' in overlaySource)) {
const tableRows = overlaySource.rows as readonly Readonly<Record<string, string>>[]
const row = tableRows.find(
r => (r['overlay'] ?? r['Overlay'] ?? '').trim().toLowerCase() === key ||
(r['Filename'] ?? r['filename'] ?? '').trim().toLowerCase() === key,
)
if (row) {
return {
overlay: (row['overlay'] ?? row['Overlay'] ?? key).trim(),
filename: (row['Filename'] ?? row['filename'] ?? '').trim(),
frames: Number(row['Frames'] ?? row['frames'] ?? 1) || 1,
animRate: Number(row['AnimRate'] ?? row['animrate'] ?? 16) || 16,
trans: Number(row['Trans'] ?? row['trans'] ?? 0) || 0,
preDraw: Number(row['PreDraw'] ?? row['predraw'] ?? 0) !== 0,
initRadius: Number(row['InitRadius'] ?? row['initradius'] ?? 0) || 0,
radius: Number(row['Radius'] ?? row['radius'] ?? 0) || 0,
red: Number(row['Red'] ?? row['red'] ?? 255) || 255,
green: Number(row['Green'] ?? row['green'] ?? 255) || 255,
blue: Number(row['Blue'] ?? row['blue'] ?? 255) || 255,
numDirections: Number(row['NumDirections'] ?? row['numdirections'] ?? 1) || 1,
xOffset: Number(row['Xoffset'] ?? row['xoffset'] ?? 0) || 0,
yOffset: Number(row['Yoffset'] ?? row['yoffset'] ?? 0) || 0,
}
}
}
return getOverlayTxtData(overlayName, undefined)
}
/**
* An active unit overlay in the world (e.g. cast overlay, aura, buff visual).
*/
export interface ActiveOverlay {
readonly id: string
readonly overlayName: string
readonly casterId: string
x: number
y: number
frame: number
readonly maxFrames: number
readonly animRate: number
readonly preDraw: boolean
readonly trans: number
readonly lightRadius: number
readonly lightColor: readonly [number, number, number]
expired: boolean
readonly loop?: boolean | undefined
readonly targetMonsterIndex?: number | undefined
readonly isAura?: boolean | undefined
readonly auraSkillId?: number | undefined
}
export interface CreateActiveOverlayOptions {
readonly loop?: boolean | undefined
readonly targetMonsterIndex?: number | undefined
readonly isAura?: boolean | undefined
readonly auraSkillId?: number | undefined
}
/**
* Creates an ActiveOverlay entity initialized at the caster's coordinates.
*/
export function createActiveOverlay(
overlayName: string,
caster: { x: number; y: number },
casterId = 'player',
overlaySource?: Map<string, OverlayTxtData> | string,
options?: CreateActiveOverlayOptions,
): ActiveOverlay {
const data = getOverlayTxtData(overlayName, overlaySource)
return {
id: `overlay_${overlayName}_${Date.now()}_${Math.random().toString(36).slice(2, 7)}`,
overlayName: data.overlay,
casterId,
x: caster.x,
y: caster.y,
frame: 0,
maxFrames: data.frames,
animRate: data.animRate,
preDraw: data.preDraw,
trans: data.trans,
lightRadius: data.radius,
lightColor: [data.red, data.green, data.blue] as const,
expired: false,
loop: options?.loop,
targetMonsterIndex: options?.targetMonsterIndex,
isAura: options?.isAura,
auraSkillId: options?.auraSkillId,
}
}
/** Complete canonical mapping for all Paladin aura skills (IDs 98..125) to their 1.13c overlay name. */
export const PALADIN_AURA_OVERLAYS: Readonly<Record<number, string>> = Object.freeze({
98: 'might',
99: 'prayer',
100: 'resist_fire',
102: 'holy_fire',
103: 'thorns',
104: 'defiance',
105: 'resist_cold',
108: 'blessed_aim',
109: 'cleansing',
110: 'resist_lightning',
113: 'concentration',
114: 'holy_freeze',
115: 'vigor',
118: 'holy_shock',
119: 'sanctuary',
120: 'meditation',
122: 'fanaticism',
123: 'conviction',
124: 'redemption',
125: 'salvation',
})
/**
* Authentic Diablo II v1.13c Paladin Aura Overlay Parts (States.txt + Overlay.txt).
* - 13 auras have TWO separate parts: front (preDraw=false) + back (preDraw=true).
* - 7 auras are single full-circle overlays (preDraw=true or false).
*/
export const PALADIN_AURA_OVERLAY_PARTS: Readonly<Record<number, readonly string[]>> = Object.freeze({
98: ['might_front', 'might_back'],
99: ['prayer_front', 'prayer_back'],
100: ['resist_fire'],
102: ['holy_fire_front', 'holy_fire_back'],
103: ['thorns_front', 'thorns_back'],
104: ['defiance_front', 'defiance_back'],
105: ['resist_cold'],
108: ['blessed_aim_front', 'blessed_aim_back'],
109: ['cleansing_front', 'cleansing_back'],
110: ['resist_lightning'],
113: ['concentration_front', 'concentration_back'],
114: ['holy_freeze'],
115: ['vigor_front', 'vigor_back'],
118: ['holy_shock_front', 'holy_shock_back'],
119: ['sanctuary_front', 'sanctuary_back'],
120: ['meditation'],
122: ['fanaticism_front', 'fanaticism_back'],
123: ['conviction'],
124: ['redemption'],
125: ['salvation_front', 'salvation_back'],
})
export const PALADIN_AURA_SKILL_IDS: ReadonlySet<number> = new Set(
Object.keys(PALADIN_AURA_OVERLAYS).map(Number),
)
export function isAuraSkill(skillId: number): boolean {
return PALADIN_AURA_SKILL_IDS.has(skillId)
}
export function getAuraOverlayName(skillId: number): string | null {
return PALADIN_AURA_OVERLAYS[skillId] ?? null
}
export function getAuraOverlayNames(skillId: number): readonly string[] {
return PALADIN_AURA_OVERLAY_PARTS[skillId] ?? (PALADIN_AURA_OVERLAYS[skillId] ? [PALADIN_AURA_OVERLAYS[skillId]] : [])
}
/** Complete canonical mapping for all Sorceress skills to their 1.13c castoverlay. */
export const SORCERESS_SKILL_CAST_OVERLAYS: Readonly<Record<number, string>> = Object.freeze({
36: 'fire_cast_1', // Fire Bolt
38: 'light_cast_1', // Charged Bolt
39: 'ice_cast_1', // Ice Bolt
40: 'ice_cast_1', // Frozen Armor
42: 'light_cast_1', // Static Field
43: 'light_cast_2', // Telekinesis
44: 'ice_cast_2', // Frost Nova
45: 'ice_cast_1', // Ice Blast
46: 'fire_cast_2', // Blaze
47: 'fire_cast_2', // Fire Ball
48: 'light_cast_1', // Nova
49: 'light_cast_1', // Lightning
50: 'ice_cast_2', // Shiver Armor
51: 'fire_cast_2', // Fire Wall
53: 'light_cast_1', // Chain Lightning
54: 'teleport', // Teleport
55: 'ice_cast_2', // Glacial Spike
56: 'fire_cast_2', // Meteor
57: 'light_cast_2', // Thunder Storm
58: 'light_cast_2', // Energy Shield
59: 'ice_cast_3', // Blizzard
60: 'ice_cast_3', // Chilling Armor
62: 'fire_cast_2', // Hydra
64: 'ice_cast_3', // Frozen Orb
})
const SORCERESS_SKILL_NAME_TO_OVERLAY: Readonly<Record<string, string>> = Object.freeze({
firebolt: 'fire_cast_1',
'fire bolt': 'fire_cast_1',
chargedbolt: 'light_cast_1',
'charged bolt': 'light_cast_1',
icebolt: 'ice_cast_1',
'ice bolt': 'ice_cast_1',
frozenarmor: 'ice_cast_1',
'frozen armor': 'ice_cast_1',
staticfield: 'light_cast_1',
'static field': 'light_cast_1',
telekinesis: 'light_cast_2',
frostnova: 'ice_cast_2',
'frost nova': 'ice_cast_2',
iceblast: 'ice_cast_1',
'ice blast': 'ice_cast_1',
blaze: 'fire_cast_2',
fireball: 'fire_cast_2',
'fire ball': 'fire_cast_2',
nova: 'light_cast_1',
lightning: 'light_cast_1',
shiverarmor: 'ice_cast_2',
'shiver armor': 'ice_cast_2',
firewall: 'fire_cast_2',
'fire wall': 'fire_cast_2',
chainlightning: 'light_cast_1',
'chain lightning': 'light_cast_1',
teleport: 'teleport',
glacialspike: 'ice_cast_2',
'glacial spike': 'ice_cast_2',
meteor: 'fire_cast_2',
thunderstorm: 'light_cast_2',
'thunder storm': 'light_cast_2',
energyshield: 'light_cast_2',
'energy shield': 'light_cast_2',
blizzard: 'ice_cast_3',
chillingarmor: 'ice_cast_3',
'chilling armor': 'ice_cast_3',
hydra: 'fire_cast_2',
frozenorb: 'ice_cast_3',
'frozen orb': 'ice_cast_3',
})
/**
* Returns canonical castoverlay name for a skill, if any.
*/
export function getSkillCastOverlay(skillId: number | string): string | undefined {
if (typeof skillId === 'number') {
return SORCERESS_SKILL_CAST_OVERLAYS[skillId] ?? BATCH1_SKILLS[skillId]?.castOverlay
}
const num = parseInt(skillId, 10)
if (!Number.isNaN(num)) {
return SORCERESS_SKILL_CAST_OVERLAYS[num] ?? BATCH1_SKILLS[num]?.castOverlay
}
const normalized = skillId.toLowerCase().trim()
const overlay =
SORCERESS_SKILL_NAME_TO_OVERLAY[normalized] ??
SORCERESS_SKILL_NAME_TO_OVERLAY[normalized.replace(/[\s_-]/g, '')]
if (overlay) return overlay
for (const skill of Object.values(BATCH1_SKILLS)) {
if (skill.name.toLowerCase() === normalized && skill.castOverlay) {
return skill.castOverlay
}
}
return undefined
}
/**
* Read one skill from a table row.
*
* @param row - the record.
* @param rowIndex - position, for a fallback id.
* @param text - text source for name indices.
* @param missilesSource - optional Missiles.txt table or parsed map to resolve speed & range.
* @returns the definition.
*/
export function skillFromRow(
row: Readonly<Record<string, string>>,
rowIndex: number,
text: TextSource,
missilesSource?:
| Map<string, MissileTxtData>
| { rows: readonly Readonly<Record<string, string>>[] }
| { header: readonly string[]; rows: readonly (readonly string[])[] }
| string
| undefined,
): SkillDef {
const id = textCell(row, 'Id', textCell(row, 'skill', `skill${String(rowIndex)}`))
const rawName = textCell(row, 'Name', textCell(row, 'skilldesc', id))
const mslName = textCell(row, 'srvmissile', textCell(row, 'cltmissile'))
let speed = Math.max(0, numberCell(row, 'Speed', 0))
let range = Math.max(1, numberCell(row, 'Range', numberCell(row, 'range', 120)))
if (mslName) {
const msl = getMissileTxtData(mslName, missilesSource)
if (msl.speedPxPerSec > 0) speed = msl.speedPxPerSec
if (msl.distancePx > 0) range = msl.distancePx
}
const rawCastOverlay = textCell(row, 'castoverlay', textCell(row, 'castOverlay', ''))
const castOverlay = rawCastOverlay.length > 0 ? rawCastOverlay.toLowerCase() : undefined
return {
id,
name: resolveText(rawName, text) || id,
manaCost: Math.max(0, numberCell(row, 'ManaCost', numberCell(row, 'mana', 0))),
cooldownTicks: Math.max(0, numberCell(row, 'CooldownTicks', numberCell(row, 'delay', 0))),
range,
// A projectile skill is one with a missile speed or srvmissile; otherwise it strikes where
// the caster is facing.
projectile: speed > 0 || numberCell(row, 'Speed', 0) > 0 || mslName.length > 0,
speed,
baseMinDamage: Math.max(0, numberCell(row, 'MinDam', numberCell(row, 'mindam', 1))),
baseMaxDamage: Math.max(0, numberCell(row, 'MaxDam', numberCell(row, 'maxdam', 2))),
damagePerLevel: numberCell(row, 'PerLevel', numberCell(row, 'LevDam', 0)),
radius: Math.max(1, numberCell(row, 'Radius', numberCell(row, 'HitRadius', 24))),
castOverlay,
}
}
/**
* Read every skill in a table.
*
* @param table - a `Skills.txt`-shaped table.
* @param text - text source for name indices.
* @param missilesSource - optional Missiles.txt table or parsed map.
* @returns the definitions, in table order.
*/
export function skillsFromTable(
table: { rows: readonly Readonly<Record<string, string>>[] },
text: TextSource,
missilesSource?:
| Map<string, MissileTxtData>
| { rows: readonly Readonly<Record<string, string>>[] }
| { header: readonly string[]; rows: readonly (readonly string[])[] }
| string
| undefined,
): SkillDef[] {
return table.rows.map((row, index) => skillFromRow(row, index, text, missilesSource))
}
/**
* Parses raw Skills.txt text into a Map of skill definitions keyed by skill name and ID.
*/
export function parseSkillsTxt(
content: string,
missilesSource?:
| Map<string, MissileTxtData>
| { rows: readonly Readonly<Record<string, string>>[] }
| { header: readonly string[]; rows: readonly (readonly string[])[] }
| string
| undefined,
): Map<string, SkillDef> {
const map = new Map<string, SkillDef>()
const lines = content.split(/\r?\n/).filter(line => line.trim().length > 0)
if (lines.length < 2) return map
const headers = lines[0]!.split('\t').map(h => h.trim())
const rows: Record<string, string>[] = []
for (let i = 1; i < lines.length; i++) {
const cells = lines[i]!.split('\t')
const row: Record<string, string> = {}
for (let c = 0; c < headers.length; c++) {
const colName = headers[c]
if (colName) {
row[colName] = (cells[c] ?? '').trim()
}
}
rows.push(row)
}
for (let i = 0; i < rows.length; i++) {
const row = rows[i]!
const skillName = (row['skill'] ?? row['Name'] ?? row['skilldesc'] ?? `skill${i}`).trim()
if (!skillName || skillName === 'expansion') continue
const def = skillFromRow(row, i, { get: () => skillName }, missilesSource)
map.set(skillName.toLowerCase(), def)
if (def.id) {
map.set(def.id.toLowerCase(), def)
}
}
return map
}
/**
* Damage of a skill at a level.
*
* @param skill - the definition.
* @param level - skill level, 1-based.
* @param rng - random source for the roll inside the damage range.
* @returns the damage.
*/
export function skillDamageAt(skill: SkillDef, level: number, rng: Rng): number {
const steps = Math.max(0, level - 1)
const min = skill.baseMinDamage + skill.damagePerLevel * steps
const max = skill.baseMaxDamage + skill.damagePerLevel * steps
return rng.int(Math.round(min), Math.round(Math.max(min, max)))
}
/**
* Cast a skill.
*
* Mana and cooldown are checked here rather than by the caller so that every
* route to casting (a hotkey, an AI, a script) obeys the same rules.
*
* @param skill - the definition.
* @param caster - position and facing.
* @param level - skill level.
* @param rng - random source.
* @param cooldownLeft - ticks of cooldown still owed.
* @param mana - mana available.
* @param aim - optional aim point; defaults to straight ahead of the facing.
* @returns what the cast produced.
*/
export function castSkill(
skill: SkillDef,
caster: Caster,
level: number,
rng: Rng,
cooldownLeft: number,
mana: number,
aim?: { readonly x: number; readonly y: number },
): CastResult {
if (cooldownLeft > 0) return { kind: 'cooldown', ticksLeft: cooldownLeft }
if (mana < skill.manaCost) return { kind: 'mana', cost: skill.manaCost }
const damage = skillDamageAt(skill, level, rng)
if (!skill.projectile) return { kind: 'instant', radius: skill.radius, damage }
let dx: number
let dy: number
if (aim !== undefined) {
dx = aim.x - caster.x
dy = aim.y - caster.y
} else {
const vector = FACING_VECTORS[caster.facing] ?? FACING_VECTORS[0]!
dx = vector[0]
dy = vector[1]
}
const length = Math.hypot(dx, dy)
if (length === 0) return { kind: 'instant', radius: skill.radius, damage }
const perTick = skill.speed / 25
const ttl = Math.max(1, Math.round(skill.range / perTick))
return {
kind: 'projectile',
projectile: {
skillId: skill.id,
x: caster.x,
y: caster.y,
vx: (dx / length) * perTick,
vy: (dy / length) * perTick,
damage,
ttl,
fromPlayer: true,
missileType: skill.id === '36' || skill.id === 'firebolt' ? 'firebolt' : undefined,
},
}
}
/** A body a projectile can hit. */
export interface ProjectileTarget {
/** Stable identity, echoed back on a hit. */
readonly index: number
/** World x. */
readonly x: number
/** World y. */
readonly y: number
/** Radius for hit testing. */
readonly radius: number
/** Whether the target is alive; dead targets are not hit. */
readonly alive: boolean
}
/** What happened to projectiles during a tick. */
export interface ProjectileOutcome {
/** Projectiles still in flight. */
readonly alive: readonly Projectile[]
/** Hits, one per projectile that struck. */
readonly hits: readonly {
readonly targetIndex: number
readonly damage: number
readonly x: number
readonly y: number
readonly skillId?: string | undefined
readonly missileType?: string | undefined
readonly aoeRadius?: number | undefined
readonly statusEffect?: 'chill' | 'freeze' | 'poison' | undefined
readonly statusDuration?: number | undefined
readonly isUndeadOnly?: boolean | undefined
}[]
/** Projectiles that died on a wall or expired. */
readonly expired: number
/** Projectiles that stopped against terrain. */
readonly wallHits: number
/** Terrain wall collision events for visual impacts/explosions. */
readonly wallHitEvents?: readonly {
readonly x: number
readonly y: number
readonly skillId?: string | undefined
readonly missileType?: string | undefined
readonly aoeRadius?: number | undefined
}[] | undefined
/** Newly spawned child projectiles during this tick (e.g. Frozen Orb bolts / nova). */
readonly spawnedProjectiles?: readonly Projectile[] | undefined
}
function getBlizzardExplosionMissile(missileType: string): string {
switch (missileType) {
case 'blizzard1':
return 'blizzardexplode1'
case 'blizzard2':
return 'blizzardexplode2'
case 'blizzard3':
return 'blizzardexplode3'
case 'blizzard4':
return 'blizzardexplode1'
default:
return 'blizzardexplode1'
}
}
function isBlizzardShard(missileType?: string): boolean {
return (
missileType === 'blizzard1' ||
missileType === 'blizzard2' ||
missileType === 'blizzard3' ||
missileType === 'blizzard4'
)
}
/**
* Advance every projectile one tick.
*
* @param projectiles - projectiles in flight.
* @param targets - candidate targets.
* @param options - terrain overlap test and projectile radius.
* @returns the surviving projectiles and what they hit.
*/
export function tickProjectiles(
projectiles: readonly Projectile[],
targets: readonly ProjectileTarget[],
options: {
readonly overlap: (x: number, y: number) => number
readonly isMissileBlocked?: ((x: number, y: number, fromX?: number, fromY?: number) => boolean) | undefined
readonly radius?: number
readonly nextDelayByTarget?: Map<number | string, number> | Map<number, number> | undefined
readonly currentTick?: number | undefined
},
): ProjectileOutcome {
const radius = options.radius ?? 8
const alive: Projectile[] = []
const spawned: Projectile[] = []
const waveNextDelayHits = new Set<number>()
const hits: {
targetIndex: number
damage: number
x: number
y: number
skillId?: string | undefined
missileType?: string | undefined
aoeRadius?: number | undefined
statusEffect?: 'chill' | 'freeze' | 'poison' | undefined
statusDuration?: number | undefined
isUndeadOnly?: boolean | undefined
}[] = []
const wallHitEvents: {
x: number
y: number
skillId?: string | undefined
missileType?: string | undefined
aoeRadius?: number | undefined
}[] = []
let expired = 0
let wallHits = 0
for (const projectile of projectiles) {
const isExpired = projectile.missileType === 'meteorcenter' ? projectile.ttl <= 1 : projectile.ttl <= 0
if (isExpired) {
expired += 1
if (projectile.missileType === 'frozenorb') {
// Authentic D2 1.13c MISSMODE_SrvHit29_FrozenOrb (0x6FC5CE10):
// Detonates into 16 frozenorbnova missiles + frozenorbexplode explosion at expiry
for (let i = 0; i < 64; i += 4) {
const offX = FROZEN_ORB_X_POSITIONS[i]!
const offY = FROZEN_ORB_Y_POSITIONS[i]! * ISO_GROUND_ASPECT_RATIO
const angle = Math.atan2(offY, offX)
const speed = 24
spawned.push({
skillId: projectile.skillId,
x: projectile.x,
y: projectile.y,
vx: Math.cos(angle) * speed,
vy: Math.sin(angle) * speed,
damage: projectile.damage > 0 ? projectile.damage : 40,
ttl: 25,
fromPlayer: projectile.fromPlayer,
missileType: 'frozenorbnova',
statusEffect: 'chill',
statusDuration: 100,
isNovaCurl: true,
pierce: false,
})
}
wallHitEvents.push({
x: projectile.x,
y: projectile.y,
skillId: projectile.skillId,
missileType: 'frozenorb',
aoeRadius: 24,
})
} else if (isBlizzardShard(projectile.missileType)) {
const expType = getBlizzardExplosionMissile(projectile.missileType!)
spawned.push({
skillId: projectile.skillId,
x: projectile.x,
y: projectile.y,
vx: 0,
vy: 0,
damage: projectile.damage,
ttl: 6,
fromPlayer: projectile.fromPlayer,
missileType: expType,
statusEffect: 'chill',
statusDuration: 100,
aoeRadius: 32,
pierce: false,
})
} else if (projectile.missileType === 'meteorcenter') {
// Authentic D2 1.13c MISSMODE_SrvHit14_MeteorCenter (0x6FC5DEF0) & 0x6FC5CEC0:
// 1. Primary explosion AOE damage (Radius = 6 subtiles = 120px) in 2:1 isometric ground perspective
const blastRadius = projectile.aoeRadius ?? 120
for (const target of targets) {
if (!target.alive) continue
const inRange =
Math.hypot(target.x - projectile.x, (target.y - projectile.y) / ISO_GROUND_ASPECT_RATIO) <= blastRadius
if (inRange) {
hits.push({
targetIndex: target.index,
damage: projectile.damage,
x: target.x,
y: target.y,
skillId: projectile.skillId,
missileType: 'meteorexplode',
aoeRadius: blastRadius,
})
}
}
// 2. Spawn explosion missile: meteorexplode (ID 103, Range 16)
spawned.push({
skillId: projectile.skillId,
x: projectile.x,
y: projectile.y,
vx: 0,
vy: 0,
damage: 0,
ttl: 16,
fromPlayer: projectile.fromPlayer,
missileType: 'meteorexplode',
aoeRadius: blastRadius,
pierce: true,
})
wallHitEvents.push({
x: projectile.x,
y: projectile.y,
skillId: projectile.skillId,
missileType: 'meteorexplode',
aoeRadius: blastRadius,
})
// 3. Spawn 18 meteorfire submissiles using 18-offset table
const slvl = Math.max(1, projectile.slvl ?? 1)
const fireDuration = projectile.fireDuration ?? (30 + (slvl - 1) * 15)
const residualDmg = projectile.residualDamage ?? calculateMeteorResidualFireDamage(slvl).min
for (const off of METEOR_FIRE_SUBTILE_OFFSETS) {
const fx = projectile.x + off.x * 20
const fy = projectile.y + off.y * 10
const blocked =
options.isMissileBlocked !== undefined
? options.isMissileBlocked(fx, fy, projectile.x, projectile.y)
: options.overlap(fx, fy) > 0
if (!blocked) {
spawned.push({
skillId: projectile.skillId,
x: fx,
y: fy,
vx: 0,
vy: 0,
damage: residualDmg,
ttl: fireDuration,
fromPlayer: projectile.fromPlayer,
missileType: 'meteorfire',
aoeRadius: 16,
pierce: true,
slvl,
})
}
}
}
continue
}
let vx = projectile.vx
let vy = projectile.vy
let x = projectile.x + vx
let y = projectile.y + vy
let spiral = projectile.spiral
let subMissileIdx = projectile.subMissileIdx
let jitterIndex = projectile.jitterIndex ?? (projectile.seed !== undefined ? Math.abs(projectile.seed) % 32 : undefined)
// 0. Frozen Orb Nova affine rotation & damping curl in final frames
// Authentic D2 1.13c MISSMODE_SrvDo16_FrozenOrbNova (0x6FC58340):
// In final 6 frames before expiry, every 2 frames apply: x' = (x - y) / 2, y' = (x + y) / 2
if (
(projectile.isNovaCurl || projectile.missileType === 'frozenorbnova') &&
projectile.ttl <= 6 &&
projectile.ttl % 2 === 0
) {
const diff = vx - vy
const sum = vx + vy
vx = diff / 2
vy = sum / 2
x = projectile.x + vx
y = projectile.y + vy
} else if (spiral !== undefined) {
// 1. Archimedean spiral trajectory (e.g. Blessed Hammer)
// The hammer traces an Archimedean spiral on the map ground plane. In oblique/isometric
// perspective (2:1 projection), a circular ground expansion projects to an ellipse with a 2:1 aspect ratio.
const nextAngle = spiral.angle + 0.22
const nextRadius = spiral.radius + 3.2
spiral = { ...spiral, angle: nextAngle, radius: nextRadius }
x = spiral.originX + Math.cos(nextAngle) * nextRadius
y = spiral.originY + Math.sin(nextAngle) * (nextRadius * ISO_GROUND_ASPECT_RATIO)
vx = -Math.sin(nextAngle) * 18
vy = Math.cos(nextAngle) * (18 * ISO_GROUND_ASPECT_RATIO)
} else if (projectile.homing) {
// 2. Homing trajectory (e.g. Bone Spirit) - smoothly steer towards closest living enemy
let nearestDist = Number.POSITIVE_INFINITY
let targetX = 0
let targetY = 0
let foundTarget = false
for (const t of targets) {
if (!t.alive) continue
const d = Math.hypot(t.x - projectile.x, t.y - projectile.y)
if (d < nearestDist && d > 4) {
nearestDist = d
targetX = t.x
targetY = t.y
foundTarget = true
}
}
if (foundTarget) {
const curAngle = Math.atan2(vy, vx)
const targetAngle = Math.atan2(targetY - projectile.y, targetX - projectile.x)
let diff = targetAngle - curAngle
while (diff > Math.PI) diff -= 2 * Math.PI
while (diff < -Math.PI) diff += 2 * Math.PI
const maxTurn = 0.14
const turn = Math.max(-maxTurn, Math.min(maxTurn, diff))
const newAngle = curAngle + turn
const speed = Math.hypot(vx, vy)
vx = Math.cos(newAngle) * speed
vy = Math.sin(newAngle) * speed
x = projectile.x + vx
y = projectile.y + vy
}
} else if (projectile.jitter || projectile.missileType === 'chargedbolt' || projectile.skillId === '38' || projectile.skillId === 'chargedbolt') {
// 3. Jitter trajectory (e.g. Charged Bolt) - discrete orthogonal jitter lookup table
// Authentic D2 1.13c PATH_ComputePathChargedBolt (0x6FD85470):
// 32-entry lookup table gatChargedBoltOffsets applied perpendicularly to main propagation vector per step.
const speed = Math.hypot(vx, vy)
if (speed > 0) {
const perpX = -vy / speed
const perpY = vx / speed
const idx = Math.abs((jitterIndex ?? (projectile.seed !== undefined ? projectile.seed : projectile.ttl)) % 32)
const offset = GAT_CHARGED_BOLT_OFFSETS[idx]! * 3
x += perpX * offset
y += perpY * (offset * ISO_GROUND_ASPECT_RATIO)
jitterIndex = (idx + 1) % 32
}
}
// 4. Frozen Orb sub-missile emitter (pSrvDoFunc = 15, frequency = 1, step = 19)
// Authentic D2 1.13c MISSMODE_SrvDo15_FrozenOrb (0x6FC581F0):
// Emits 1 radial frozenorbbolt along 64-point circle table, advancing by step 19
if (projectile.missileType === 'frozenorb') {
const idx = Math.abs((subMissileIdx ?? 0) % 64)
const offX = FROZEN_ORB_X_POSITIONS[idx]!
const offY = FROZEN_ORB_Y_POSITIONS[idx]! * ISO_GROUND_ASPECT_RATIO
const angle = Math.atan2(offY, offX)
const speed = 18 // vel = 18 in 1.13c Missiles.txt (450 px/s)
spawned.push({
skillId: projectile.skillId,
x,
y,
vx: Math.cos(angle) * speed,
vy: Math.sin(angle) * speed,
damage: projectile.damage > 0 ? projectile.damage : 40,
ttl: 25,
fromPlayer: projectile.fromPlayer,
missileType: 'frozenorbbolt',
statusEffect: 'chill',
statusDuration: 100,
pierce: false,
})
subMissileIdx = (idx + 19) % 64
}
// 5. Stationary Turret Emitter (e.g. Hydra, Skill 62)
const isTurretEmitter =
projectile.isTurret === true ||
projectile.missileType === 'hydra_turret' ||
(projectile.missileType === 'hydra' && projectile.vx === 0 && projectile.vy === 0)
if (isTurretEmitter) {
x = projectile.x
y = projectile.y
vx = 0
vy = 0
const currentAge = (projectile.ageTicks ?? 0) + 1
const cadence = projectile.fireCadenceTicks ?? 25
if (currentAge % cadence === 0) {
let targetX: number | undefined
let targetY: number | undefined
let minDistance = Infinity
const maxRangePx = 480 // 1.13c Range = 30, Vel = 16 -> 480 px
for (const target of targets) {
if (!target.alive) continue
const dx = target.x - x
const dy = (target.y - y) / ISO_GROUND_ASPECT_RATIO
const dist = Math.hypot(dx, dy)
if (dist <= maxRangePx && dist < minDistance) {
minDistance = dist
targetX = target.x
targetY = target.y
}
}
if (targetX !== undefined && targetY !== undefined) {
const dx = targetX - x
const dy = targetY - y
const angle = Math.atan2(dy, dx)
const speed = 16 // 1.13c Missiles.txt: vel = 16 (400 px/s)
spawned.push({
skillId: projectile.skillId,
x,
y,
vx: Math.cos(angle) * speed,
vy: Math.sin(angle) * speed,
damage: projectile.damage > 0 ? projectile.damage : 28,
ttl: 30, // 1.13c Missiles.txt: range = 30
fromPlayer: projectile.fromPlayer,
missileType: projectile.spawnMissileType ?? 'hydra',
statusEffect: projectile.statusEffect,
statusDuration: projectile.statusDuration,
pierce: false,
})
}
}
}
// 6. Blizzard Center Emitter (pSrvDoFunc = 10, Skill 59)
// Authentic D2 1.13c MISSMODE_SrvDo10_blizzardcenter (0x6FC60CA0):
// Emits 1 falling shard every 4 ticks (Param3 = 4) across 64-entry circle table (Radius 7)
// with step 13, for a total of exactly 25 shards over 100 ticks.
if (projectile.missileType === 'blizzardcenter') {
const currentAge = (projectile.ageTicks ?? 0) + 1
if (currentAge % 4 === 0) {
const idx = Math.abs((subMissileIdx ?? 0) % 64)
const offset = getBlizzardDropOffset(idx, 7)
const shardVariants = ['blizzard1', 'blizzard2', 'blizzard3', 'blizzard4'] as const
const shardType = shardVariants[Math.floor((currentAge / 4) - 1) % shardVariants.length]!
spawned.push({
skillId: projectile.skillId,
x: projectile.x + offset.dx,
y: projectile.y + offset.dy,
vx: 0,
vy: 0,
altitude: 120,
damage: projectile.damage,
ttl: 9,
fromPlayer: projectile.fromPlayer,
missileType: shardType,
statusEffect: 'chill',
statusDuration: 100,
pierce: false,
})
subMissileIdx = (idx + 13) % 64
}
}
let altitude = projectile.altitude
if (isBlizzardShard(projectile.missileType)) {
if (altitude === undefined) altitude = 120
altitude = Math.max(0, altitude - (120 / 9))
} else if (projectile.missileType === 'meteor' || projectile.missileType === 'meteortail') {
if (altitude === undefined) altitude = 60 * 25
altitude = Math.max(0, altitude - 25)
}
const hitTargets = projectile.hitTargets ?? new Set<number>()
const currentAge = (projectile.ageTicks ?? 0) + 1
if (projectile.missileType === 'meteorfire' && currentAge % 5 === 0) {
hitTargets.clear()
}
const moved: Projectile = {
...projectile,
x,
y,
vx,
vy,
spiral,
subMissileIdx,
jitterIndex,
altitude,
hitTargets,
ageTicks: currentAge,
ttl: projectile.ttl - 1,
}
// Walls first: a projectile dies against missile barriers (solid walls, closed doors)
const isAirborne =
(projectile.missileType === 'meteor' || projectile.missileType === 'meteortail') &&
altitude !== undefined &&
altitude > 0
let blockedByTerrain = false
if (!isAirborne) {
const moveDist = Math.hypot(x - projectile.x, y - projectile.y)
const stepSize = 8
const steps = Math.max(1, Math.ceil(moveDist / stepSize))
let checkPrevX = projectile.x
let checkPrevY = projectile.y
for (let s = 1; s <= steps; s++) {
const t = s / steps
const curX = projectile.x + (x - projectile.x) * t
const curY = projectile.y + (y - projectile.y) * t
if (options.isMissileBlocked !== undefined) {
if (options.isMissileBlocked(curX, curY, checkPrevX, checkPrevY)) {
blockedByTerrain = true
break
}
} else if (options.overlap(curX, curY) > 0) {
blockedByTerrain = true
break
}
checkPrevX = curX
checkPrevY = curY
}
}
if (blockedByTerrain) {
wallHits += 1
wallHitEvents.push({
x,
y,
skillId: projectile.skillId,
missileType: projectile.missileType,
aoeRadius: projectile.aoeRadius,
})
if (projectile.missileType === 'frozenorb') {
for (let i = 0; i < 64; i += 4) {
const offX = FROZEN_ORB_X_POSITIONS[i]!
const offY = FROZEN_ORB_Y_POSITIONS[i]! * ISO_GROUND_ASPECT_RATIO
const angle = Math.atan2(offY, offX)
const speed = 24
spawned.push({
skillId: projectile.skillId,
x,
y,
vx: Math.cos(angle) * speed,
vy: Math.sin(angle) * speed,
damage: projectile.damage > 0 ? projectile.damage : 40,
ttl: 25,
fromPlayer: projectile.fromPlayer,
missileType: 'frozenorbnova',
statusEffect: 'chill',
statusDuration: 100,
isNovaCurl: true,
pierce: false,
})
}
} else if (isBlizzardShard(projectile.missileType)) {
const expType = getBlizzardExplosionMissile(projectile.missileType!)
spawned.push({
skillId: projectile.skillId,
x,
y,
vx: 0,
vy: 0,
damage: 0,
ttl: 6,
fromPlayer: projectile.fromPlayer,
missileType: expType,
statusEffect: 'chill',
statusDuration: 100,
aoeRadius: 32,
pierce: false,
})
}
continue
}
let struck = false
const isHarmlessEmitter =
projectile.missileType === 'frozenorb' ||
projectile.missileType === 'blizzardcenter' ||
projectile.missileType === 'meteorcenter' ||
projectile.missileType === 'meteor' ||
projectile.missileType === 'meteortail' ||
isTurretEmitter
if (!isHarmlessEmitter) {
for (const target of targets) {
if (!target.alive) continue
if (hitTargets.has(target.index)) continue // already struck by piercing projectile
const dist =
projectile.missileType === 'meteorfire'
? Math.hypot(target.x - x, (target.y - y) / ISO_GROUND_ASPECT_RATIO)
: Math.hypot(target.x - x, target.y - y)
if (dist > target.radius + radius) continue
const hasNextDelay =
(projectile.nextDelay !== undefined && projectile.nextDelay > 0) ||
projectile.missileType === 'nova' ||
projectile.missileType === 'electricnova'
const nextDelayFrames = projectile.nextDelay ?? 4
if (hasNextDelay) {
if (waveNextDelayHits.has(target.index)) continue
if (options.nextDelayByTarget && options.currentTick !== undefined) {
const exp = options.nextDelayByTarget.get(target.index)
if (exp !== undefined && exp > options.currentTick) continue
}
}
const statusEffect =
projectile.statusEffect ??
(isBlizzardShard(projectile.missileType) || projectile.missileType?.startsWith('blizzardexplode')
? 'chill'
: undefined)
const statusDuration =
projectile.statusDuration ??
(isBlizzardShard(projectile.missileType) || projectile.missileType?.startsWith('blizzardexplode')
? 100
: undefined)
hits.push({
targetIndex: target.index,
damage: projectile.damage,
x,
y,
skillId: projectile.skillId,
missileType: projectile.missileType,
aoeRadius: projectile.aoeRadius,
statusEffect,
statusDuration,
isUndeadOnly: projectile.isUndeadOnly,
})
if (hasNextDelay) {
waveNextDelayHits.add(target.index)
if (options.nextDelayByTarget && options.currentTick !== undefined) {
options.nextDelayByTarget.set(target.index, options.currentTick + nextDelayFrames)
}
}
hitTargets.add(target.index)
// Authentic 1.13c Chain Lightning retargeting / jump
const isChainLightning =
projectile.missileType === 'chainlightning' ||
(projectile.chainRemaining !== undefined && projectile.chainRemaining > 0)
if (isChainLightning) {
const jumpsLeft = projectile.chainRemaining !== undefined ? projectile.chainRemaining : 0
if (jumpsLeft > 0) {
// Search radius: 20 subtiles (10 yards = 400 px)
const searchRadiusPx = 400
let closestCand: ProjectileTarget | null = null
let closestDist = Infinity
for (const cand of targets) {
if (!cand.alive || cand.index === target.index) continue
// Authentic ping-pong: only exclude immediate prior victim (target.index)
const d = Math.hypot(cand.x - target.x, cand.y - target.y)
if (d <= searchRadiusPx && d < closestDist) {
closestDist = d
closestCand = cand
}
}
if (closestCand) {
const dx = closestCand.x - target.x
const dy = closestCand.y - target.y
const len = Math.hypot(dx, dy)
const speed = 30 // 1.13c Missiles.txt vel = 30 (750 px/s)
const pVx = len > 0 ? (dx / len) * speed : speed
const pVy = len > 0 ? (dy / len) * speed : 0
spawned.push({
skillId: projectile.skillId,
x: target.x,
y: target.y,
vx: pVx,
vy: pVy,
damage: projectile.damage,
ttl: 25,
fromPlayer: projectile.fromPlayer,
missileType: 'chainlightning',
chainRemaining: jumpsLeft - 1,
lastHitTargetIndex: target.index,
nextHit: 1,
nextDelay: 4,
})
}
}
struck = true
break
}
if (!projectile.pierce) {
struck = true
if (isBlizzardShard(projectile.missileType)) {
const expType = getBlizzardExplosionMissile(projectile.missileType!)
spawned.push({
skillId: projectile.skillId,
x,
y,
vx: 0,
vy: 0,
damage: 0,
ttl: 6,
fromPlayer: projectile.fromPlayer,
missileType: expType,
statusEffect: 'chill',
statusDuration: 100,
aoeRadius: 32,
pierce: false,
})
}
break
}
}
}
if (!struck) {
alive.push(moved)
}
}
alive.push(...spawned)
return { alive, hits, expired, wallHits, wallHitEvents, spawnedProjectiles: spawned }
}
// ============================================================================
// 1.13c Batch 1 Skills Execution, Synergy Integration, and Combat Calculations
// ============================================================================
export interface SkillExecutionContext {
readonly caster: CombatPlayer
readonly target?: { x: number; y: number; id?: string } | undefined
readonly skillLevel: number // effective level: hardPoints + softPoints
readonly hardPoints?: number | undefined // base points blvl: 0..20 (for synergy evaluation)
readonly synergyMultiplier?: number | undefined // computed from skill-tree
}
export type SkillType =
| 'projectile'
| 'melee'
| 'area'
| 'buff'
| 'curse'
| 'movement'
| 'summon'
| 'aura'
| 'passive'
export interface Batch1SkillDef {
readonly id: number
readonly name: string
readonly classCode: CharacterClassCode
readonly charClass: string
readonly type: SkillType
readonly mana: number
readonly lvlmana: number
readonly minmana: number
readonly manashift: number
readonly delay: number
readonly hitshift: number
readonly emin: number
readonly emax: number
readonly elev1: number
readonly elev2: number
readonly elev3: number
readonly elev4: number
readonly elev5: number
readonly emaxlev1?: number
readonly emaxlev2?: number
readonly emaxlev3?: number
readonly emaxlev4?: number
readonly emaxlev5?: number
readonly srcDamage: number
readonly range?: number
readonly speed?: number
readonly castOverlay?: string
readonly srvdofunc?: number | undefined
readonly castDelay?: number | undefined
}
export const BATCH1_SKILLS: Readonly<Record<number, Batch1SkillDef>> = Object.freeze({
// Amazon (5 skills)
6: { id: 6, name: 'Magic Arrow', classCode: 'ama', charClass: 'amazon', type: 'projectile', mana: 12, lvlmana: -1, minmana: 0, manashift: 5, delay: 0, hitshift: 8, emin: 0, emax: 0, elev1: 0, elev2: 0, elev3: 0, elev4: 0, elev5: 0, srcDamage: 128, range: 480, speed: 600 },
7: { id: 7, name: 'Fire Arrow', classCode: 'ama', charClass: 'amazon', type: 'projectile', mana: 24, lvlmana: 4, minmana: 0, manashift: 5, delay: 0, hitshift: 8, emin: 1, emax: 4, elev1: 1, elev2: 2, elev3: 3, elev4: 4, elev5: 5, srcDamage: 128, range: 480, speed: 600 },
11: { id: 11, name: 'Cold Arrow', classCode: 'ama', charClass: 'amazon', type: 'projectile', mana: 28, lvlmana: 4, minmana: 0, manashift: 5, delay: 0, hitshift: 8, emin: 3, emax: 4, elev1: 1, elev2: 2, elev3: 3, elev4: 4, elev5: 5, srcDamage: 128, range: 480, speed: 600 },
10: { id: 10, name: 'Jab', classCode: 'ama', charClass: 'amazon', type: 'melee', mana: 16, lvlmana: 2, minmana: 0, manashift: 5, delay: 0, hitshift: 8, emin: 0, emax: 0, elev1: 0, elev2: 0, elev3: 0, elev4: 0, elev5: 0, srcDamage: 128 },
14: { id: 14, name: 'Power Strike', classCode: 'ama', charClass: 'amazon', type: 'melee', mana: 16, lvlmana: 2, minmana: 0, manashift: 5, delay: 0, hitshift: 8, emin: 1, emax: 16, elev1: 8, elev2: 12, elev3: 16, elev4: 20, elev5: 24, srcDamage: 128 },
// Sorceress (6 skills)
36: { id: 36, name: 'Fire Bolt', classCode: 'sor', charClass: 'sorceress', type: 'projectile', mana: 5, lvlmana: 0, minmana: 1, manashift: 7, delay: 0, hitshift: 7, emin: 6, emax: 12, elev1: 2, elev2: 4, elev3: 6, elev4: 8, elev5: 10, srcDamage: 0, range: 1000, speed: 500, castOverlay: 'fire_cast_1' },
37: { id: 37, name: 'Warmth', classCode: 'sor', charClass: 'sorceress', type: 'passive', mana: 0, lvlmana: 0, minmana: 0, manashift: 8, delay: 0, hitshift: 8, emin: 0, emax: 0, elev1: 0, elev2: 0, elev3: 0, elev4: 0, elev5: 0, srcDamage: 0 },
39: { id: 39, name: 'Ice Bolt', classCode: 'sor', charClass: 'sorceress', type: 'projectile', mana: 6, lvlmana: 0, minmana: 1, manashift: 7, delay: 0, hitshift: 7, emin: 6, emax: 10, elev1: 2, elev2: 4, elev3: 6, elev4: 8, elev5: 10, srcDamage: 0, range: 400, speed: 450, castOverlay: 'ice_cast_1' },
44: { id: 44, name: 'Frost Nova', classCode: 'sor', charClass: 'sorceress', type: 'area', mana: 9, lvlmana: 1, minmana: 1, manashift: 8, delay: 0, hitshift: 8, emin: 2, emax: 4, elev1: 1, elev2: 2, elev3: 3, elev4: 4, elev5: 5, srcDamage: 0, castOverlay: 'ice_cast_2' },
47: { id: 47, name: 'Fire Ball', classCode: 'sor', charClass: 'sorceress', type: 'projectile', mana: 10, lvlmana: 1, minmana: 1, manashift: 7, delay: 0, hitshift: 7, emin: 12, emax: 28, elev1: 6, elev2: 12, elev3: 18, elev4: 24, elev5: 30, srcDamage: 0, range: 450, speed: 450, castOverlay: 'fire_cast_2' },
54: { id: 54, name: 'Teleport', classCode: 'sor', charClass: 'sorceress', type: 'movement', mana: 24, lvlmana: -1, minmana: 1, manashift: 8, delay: 0, hitshift: 8, emin: 0, emax: 0, elev1: 0, elev2: 0, elev3: 0, elev4: 0, elev5: 0, srcDamage: 0, castOverlay: 'teleport' },
// Necromancer (5 skills)
66: { id: 66, name: 'Amplify Damage', classCode: 'nec', charClass: 'necromancer', type: 'curse', mana: 4, lvlmana: 0, minmana: 1, manashift: 8, delay: 0, hitshift: 8, emin: 0, emax: 0, elev1: 0, elev2: 0, elev3: 0, elev4: 0, elev5: 0, srcDamage: 0 },
67: { id: 67, name: 'Teeth', classCode: 'nec', charClass: 'necromancer', type: 'area', mana: 6, lvlmana: 1, minmana: 1, manashift: 7, delay: 0, hitshift: 7, emin: 4, emax: 8, elev1: 1, elev2: 2, elev3: 3, elev4: 4, elev5: 5, srcDamage: 0 },
68: { id: 68, name: 'Bone Armor', classCode: 'nec', charClass: 'necromancer', type: 'buff', mana: 11, lvlmana: 1, minmana: 1, manashift: 8, delay: 0, hitshift: 8, emin: 0, emax: 0, elev1: 0, elev2: 0, elev3: 0, elev4: 0, elev5: 0, srcDamage: 0 },
70: { id: 70, name: 'Raise Skeleton', classCode: 'nec', charClass: 'necromancer', type: 'summon', mana: 6, lvlmana: 1, minmana: 1, manashift: 8, delay: 0, hitshift: 8, emin: 0, emax: 0, elev1: 0, elev2: 0, elev3: 0, elev4: 0, elev5: 0, srcDamage: 0 },
74: { id: 74, name: 'Corpse Explosion', classCode: 'nec', charClass: 'necromancer', type: 'area', mana: 15, lvlmana: 1, minmana: 1, manashift: 8, delay: 0, hitshift: 8, emin: 0, emax: 0, elev1: 0, elev2: 0, elev3: 0, elev4: 0, elev5: 0, srcDamage: 0 },
// Paladin (6 skills)
96: { id: 96, name: 'Sacrifice', classCode: 'pal', charClass: 'paladin', type: 'melee', mana: 0, lvlmana: 0, minmana: 0, manashift: 8, delay: 0, hitshift: 8, emin: 0, emax: 0, elev1: 0, elev2: 0, elev3: 0, elev4: 0, elev5: 0, srcDamage: 128 },
97: { id: 97, name: 'Smite', classCode: 'pal', charClass: 'paladin', type: 'melee', mana: 2, lvlmana: 0, minmana: 2, manashift: 8, delay: 0, hitshift: 8, emin: 0, emax: 0, elev1: 0, elev2: 0, elev3: 0, elev4: 0, elev5: 0, srcDamage: 0 },
101: { id: 101, name: 'Holy Bolt', classCode: 'pal', charClass: 'paladin', type: 'projectile', mana: 16, lvlmana: 1, minmana: 1, manashift: 5, delay: 0, hitshift: 8, emin: 8, emax: 16, elev1: 4, elev2: 8, elev3: 12, elev4: 16, elev5: 20, srcDamage: 0, range: 450, speed: 450 },
106: { id: 106, name: 'Zeal', classCode: 'pal', charClass: 'paladin', type: 'melee', mana: 2, lvlmana: 0, minmana: 2, manashift: 8, delay: 0, hitshift: 8, emin: 0, emax: 0, elev1: 0, elev2: 0, elev3: 0, elev4: 0, elev5: 0, srcDamage: 128 },
112: { id: 112, name: 'Blessed Hammer', classCode: 'pal', charClass: 'paladin', type: 'area', mana: 20, lvlmana: 1, minmana: 1, manashift: 6, delay: 0, hitshift: 8, emin: 12, emax: 16, elev1: 8, elev2: 12, elev3: 16, elev4: 20, elev5: 24, srcDamage: 0 },
98: { id: 98, name: 'Might', classCode: 'pal', charClass: 'paladin', type: 'aura', mana: 0, lvlmana: 0, minmana: 0, manashift: 8, delay: 0, hitshift: 8, emin: 0, emax: 0, elev1: 0, elev2: 0, elev3: 0, elev4: 0, elev5: 0, srcDamage: 0 },
// Barbarian (6 skills)
126: { id: 126, name: 'Bash', classCode: 'bar', charClass: 'barbarian', type: 'melee', mana: 2, lvlmana: 0, minmana: 2, manashift: 8, delay: 0, hitshift: 8, emin: 0, emax: 0, elev1: 0, elev2: 0, elev3: 0, elev4: 0, elev5: 0, srcDamage: 128 },
130: { id: 130, name: 'Howl', classCode: 'bar', charClass: 'barbarian', type: 'curse', mana: 4, lvlmana: 0, minmana: 1, manashift: 8, delay: 0, hitshift: 8, emin: 0, emax: 0, elev1: 0, elev2: 0, elev3: 0, elev4: 0, elev5: 0, srcDamage: 0 },
132: { id: 132, name: 'Leap', classCode: 'bar', charClass: 'barbarian', type: 'movement', mana: 2, lvlmana: 0, minmana: 2, manashift: 8, delay: 0, hitshift: 8, emin: 0, emax: 0, elev1: 0, elev2: 0, elev3: 0, elev4: 0, elev5: 0, srcDamage: 0 },
133: { id: 133, name: 'Double Swing', classCode: 'bar', charClass: 'barbarian', type: 'melee', mana: 8, lvlmana: -1, minmana: 0, manashift: 5, delay: 0, hitshift: 8, emin: 0, emax: 0, elev1: 0, elev2: 0, elev3: 0, elev4: 0, elev5: 0, srcDamage: 128 },
138: { id: 138, name: 'Shout', classCode: 'bar', charClass: 'barbarian', type: 'buff', mana: 6, lvlmana: 0, minmana: 1, manashift: 8, delay: 0, hitshift: 8, emin: 0, emax: 0, elev1: 0, elev2: 0, elev3: 0, elev4: 0, elev5: 0, srcDamage: 0 },
143: { id: 143, name: 'Leap Attack', classCode: 'bar', charClass: 'barbarian', type: 'melee', mana: 9, lvlmana: 0, minmana: 1, manashift: 8, delay: 0, hitshift: 8, emin: 0, emax: 0, elev1: 0, elev2: 0, elev3: 0, elev4: 0, elev5: 0, srcDamage: 128 },
// Druid (5 skills)
223: { id: 223, name: 'Werewolf', classCode: 'dru', charClass: 'druid', type: 'buff', mana: 15, lvlmana: 0, minmana: 1, manashift: 8, delay: 25, hitshift: 8, emin: 0, emax: 0, elev1: 0, elev2: 0, elev3: 0, elev4: 0, elev5: 0, srcDamage: 128 },
224: { id: 224, name: 'Lycanthropy', classCode: 'dru', charClass: 'druid', type: 'passive', mana: 0, lvlmana: 0, minmana: 0, manashift: 8, delay: 0, hitshift: 8, emin: 0, emax: 0, elev1: 0, elev2: 0, elev3: 0, elev4: 0, elev5: 0, srcDamage: 0 },
225: { id: 225, name: 'Firestorm', classCode: 'dru', charClass: 'druid', type: 'area', mana: 4, lvlmana: 0, minmana: 1, manashift: 8, delay: 15, hitshift: 8, emin: 1, emax: 3, elev1: 1, elev2: 2, elev3: 3, elev4: 4, elev5: 5, srcDamage: 0 },
226: { id: 226, name: 'Oak Sage', classCode: 'dru', charClass: 'druid', type: 'summon', mana: 15, lvlmana: 1, minmana: 1, manashift: 8, delay: 0, hitshift: 8, emin: 0, emax: 0, elev1: 0, elev2: 0, elev3: 0, elev4: 0, elev5: 0, srcDamage: 0 },
229: { id: 229, name: 'Molten Boulder', classCode: 'dru', charClass: 'druid', type: 'projectile', mana: 20, lvlmana: 1, minmana: 1, manashift: 7, delay: 50, hitshift: 8, emin: 6, emax: 12, elev1: 3, elev2: 6, elev3: 9, elev4: 12, elev5: 15, srcDamage: 0, range: 450, speed: 300 },
// Assassin (5 skills)
251: { id: 251, name: 'Fire Blast', classCode: 'ass', charClass: 'assassin', type: 'projectile', mana: 24, lvlmana: 4, minmana: 1, manashift: 5, delay: 0, hitshift: 8, emin: 3, emax: 4, elev1: 2, elev2: 3, elev3: 4, elev4: 5, elev5: 6, srcDamage: 0, range: 350, speed: 400 },
258: { id: 258, name: 'Burst of Speed', classCode: 'ass', charClass: 'assassin', type: 'buff', mana: 10, lvlmana: 0, minmana: 1, manashift: 8, delay: 0, hitshift: 8, emin: 0, emax: 0, elev1: 0, elev2: 0, elev3: 0, elev4: 0, elev5: 0, srcDamage: 0 },
254: { id: 254, name: 'Tiger Strike', classCode: 'ass', charClass: 'assassin', type: 'melee', mana: 1, lvlmana: 0, minmana: 1, manashift: 8, delay: 0, hitshift: 8, emin: 0, emax: 0, elev1: 0, elev2: 0, elev3: 0, elev4: 0, elev5: 0, srcDamage: 128 },
261: { id: 261, name: 'Charged Bolt Sentry', classCode: 'ass', charClass: 'assassin', type: 'summon', mana: 13, lvlmana: 0, minmana: 1, manashift: 8, delay: 0, hitshift: 8, emin: 1, emax: 7, elev1: 1, elev2: 2, elev3: 3, elev4: 4, elev5: 5, srcDamage: 0 },
252: { id: 252, name: 'Claw Mastery', classCode: 'ass', charClass: 'assassin', type: 'passive', mana: 0, lvlmana: 0, minmana: 0, manashift: 8, delay: 0, hitshift: 8, emin: 0, emax: 0, elev1: 0, elev2: 0, elev3: 0, elev4: 0, elev5: 0, srcDamage: 0 },
})
/**
* Returns the metadata definition for a Batch 1 combat skill, or undefined if not in Batch 1.
*/
export function getBatch1SkillDef(skillId: number): Batch1SkillDef | undefined {
return BATCH1_SKILLS[skillId]
}
/**
* Checks whether a skill ID belongs to the canonical Batch 1 essential combat skills.
*/
export function isBatch1Skill(skillId: number): boolean {
return skillId in BATCH1_SKILLS
}
/**
* Computes 1.13c mana cost with 24.8 fixed-point precision scaling and minmana clamping.
*
* Formula: Math.max(minmana, (mana + lvlmana * (effectiveLevel - 1)) * 2^(manashift - 8))
* - Decreasing mana skills reach 0.0 at high levels (Magic Arrow, Double Swing).
* - Minimum mana clamping prevents dropping below minmana (Teleport clamps at 1).
* - Resilience: Invalid / NaN / non-positive levels default to level 1.
*/
export function getSkillManaCost(skillId: number, effectiveLevel: number): number {
if (skillId === 38) {
const lvl = Number.isFinite(effectiveLevel) ? Math.max(1, Math.floor(effectiveLevel)) : 1
// 1.13c Skills.txt: mana = 24, lvlmana = 4, manashift = 5 (factor = 0.125)
// Formula: (24 + 4 * (lvl - 1)) * 0.125 = 3 + 0.5 * (lvl - 1)
return (24 + 4 * (lvl - 1)) * 0.125
}
if (skillId === 40) {
// 1.13c Skills.txt: mana = 7, lvlmana = 0, manashift = 8
return 7
}
if (skillId === 43) {
// 1.13c Skills.txt: mana = 7, lvlmana = 0, manashift = 8
return 7
}
if (skillId === 48) {
const lvl = Number.isFinite(effectiveLevel) ? Math.max(1, Math.floor(effectiveLevel)) : 1
// 1.13c Skills.txt: mana = 15, lvlmana = 1, manashift = 8
return 15 + (lvl - 1)
}
if (skillId === 42) {
// 1.13c Skills.txt: mana = 9, lvlmana = 0, manashift = 8
return 9
}
if (skillId === 49) {
const lvl = Number.isFinite(effectiveLevel) ? Math.max(1, Math.floor(effectiveLevel)) : 1
// 1.13c Skills.txt: mana = 16, lvlmana = 1, manashift = 7 (factor = 0.5)
return (16 + (lvl - 1)) * 0.5
}
if (skillId === 50) {
// 1.13c Skills.txt: mana = 11, lvlmana = 0, manashift = 8
return 11
}
if (skillId === 53) {
const lvl = Number.isFinite(effectiveLevel) ? Math.max(1, Math.floor(effectiveLevel)) : 1
// 1.13c Skills.txt: mana = 9, lvlmana = 1, manashift = 8 (factor = 1.0)
return 9 + (lvl - 1)
}
if (skillId === 56) {
const lvl = Number.isFinite(effectiveLevel) ? Math.max(1, Math.floor(effectiveLevel)) : 1
// 1.13c Skills.txt: mana = 34, lvlmana = 1, manashift = 7 (factor = 0.5)
return (34 + (lvl - 1)) * 0.5
}
if (skillId === 57) {
// 1.13c Skills.txt: mana = 19, lvlmana = 0, manashift = 8
return 19
}
if (skillId === 58) {
// 1.13c Skills.txt: mana = 5, lvlmana = 0, manashift = 8
return 5
}
if (skillId === 59) {
const lvl = Number.isFinite(effectiveLevel) ? Math.max(1, Math.floor(effectiveLevel)) : 1
// 1.13c Skills.txt: mana = 23, lvlmana = 1, manashift = 8 (factor = 1.0)
return 23 + (lvl - 1)
}
if (skillId === 60) {
// 1.13c Skills.txt: mana = 17, lvlmana = 0, manashift = 8
return 17
}
if (skillId === 62) {
const lvl = Number.isFinite(effectiveLevel) ? Math.max(1, Math.floor(effectiveLevel)) : 1
// 1.13c Skills.txt: mana = 40, lvlmana = 1, manashift = 7 (factor = 0.5)
return (40 + (lvl - 1)) * 0.5
}
if (skillId === 63) {
// Lightning Mastery: passive
return 0
}
if (skillId === 64) {
const lvl = Number.isFinite(effectiveLevel) ? Math.max(1, Math.floor(effectiveLevel)) : 1
// 1.13c Skills.txt: mana = 30, lvlmana = 1, manashift = 8 (factor = 1.0)
return 30 + (lvl - 1)
}
const def = getBatch1SkillDef(skillId)
if (!def) return 0
const lvl = Number.isFinite(effectiveLevel) ? Math.max(1, Math.floor(effectiveLevel)) : 1
const shiftFactor = 2 ** ((def.manashift ?? 8) - 8)
const rawCost = (def.mana + def.lvlmana * (lvl - 1)) * shiftFactor
return Math.max(def.minmana ?? 0, rawCost)
}
/**
* Returns casting delay cooldown in frames at 25 fps.
* - Werewolf: 25 frames (1.0s)
* - Firestorm: 15 frames (0.6s)
* - Molten Boulder: 50 frames (2.0s)
* - Meteor: 30 frames (1.2s)
* - Blizzard: 45 frames (1.8s)
* - Hydra: 40 frames (1.6s)
* - Frozen Orb: 25 frames (1.0s)
* - All other Batch 1 skills: 0 frames
*/
export function getSkillCooldownTicks(skillId: number): number {
if (
skillId === 38 ||
skillId === 40 ||
skillId === 42 ||
skillId === 43 ||
skillId === 48 ||
skillId === 49 ||
skillId === 50 ||
skillId === 53 ||
skillId === 57 ||
skillId === 58 ||
skillId === 60 ||
skillId === 63
) {
return 0
}
if (skillId === 56) {
return 30
}
if (skillId === 59) {
return 45
}
if (skillId === 62) {
return 40
}
if (skillId === 64) {
return 25
}
const def = getBatch1SkillDef(skillId)
return def?.delay ?? 0
}
/**
* Computes min/max skill damage based on 1.13c 5-level-band progressions, HitShift precision,
* hard-point synergy multiplier integration, and weapon damage scaling.
*
* @param skillId - Canonical numeric skill ID.
* @param effectiveLevel - Current effective skill level (hard + soft points).
* @param synergyMultiplier - Evaluated synergy multiplier: 1.0 + (synergyBonusPct / 100).
* @param weaponDamage - Optional base weapon damage range { min, max }.
*/
export function calculateSkillDamage(
skillId: number | string,
slvl: number,
synergies?: number | {
readonly iceBolt?: number | undefined
readonly iceBlast?: number | undefined
readonly glacialSpike?: number | undefined
readonly fireBolt?: number | undefined
readonly fireBall?: number | undefined
readonly fireMastery?: number | undefined
readonly inferno?: number | undefined
},
weaponDamage?: { min: number; max: number }
): { min: number; max: number } {
if (skillId === 38 || skillId === '38' || skillId === 'chargedbolt' || skillId === 'charged bolt') {
return calculateChargedBoltDamage(slvl, synergies as any)
}
if (skillId === 40 || skillId === '40' || skillId === 'frozenarmor' || skillId === 'frozen armor') {
return { min: 0, max: 0 }
}
if (skillId === 43 || skillId === '43' || skillId === 'telekinesis') {
return calculateTelekinesisDamage(slvl)
}
if (skillId === 48 || skillId === '48' || skillId === 'nova') {
return calculateNovaDamage(slvl, synergies as any)
}
if (skillId === 42 || skillId === '42' || skillId === 'staticfield' || skillId === 'static field') {
return { min: 0, max: 0 }
}
if (skillId === 50 || skillId === '50' || skillId === 'shiverarmor' || skillId === 'shiver armor') {
return calculateShiverArmorDamage(slvl, synergies as any)
}
if (skillId === 60 || skillId === '60' || skillId === 'chillingarmor' || skillId === 'chilling armor') {
return calculateChillingArmorDamage(slvl, synergies as any)
}
if (skillId === 49 || skillId === '49' || skillId === 'lightning') {
return calculateLightningDamage(slvl, synergies as any)
}
if (skillId === 53 || skillId === '53' || skillId === 'chainlightning' || skillId === 'chain lightning') {
return calculateChainLightningDamage(slvl, synergies as any)
}
if (skillId === 57 || skillId === '57' || skillId === 'thunderstorm' || skillId === 'thunder storm') {
return calculateThunderStormDamage(slvl, synergies as any)
}
if (skillId === 58 || skillId === '58' || skillId === 'energyshield' || skillId === 'energy shield') {
return { min: 0, max: 0 }
}
if (skillId === 63 || skillId === '63' || skillId === 'lightningmastery' || skillId === 'lightning mastery') {
return { min: 0, max: 0 }
}
if (skillId === 59 || skillId === '59' || skillId === 'blizzard') {
return calculateBlizzardDamage(slvl, synergies)
}
if (skillId === 56 || skillId === '56' || skillId === 'meteor') {
return calculateMeteorDamage(slvl, synergies as any)
}
if (skillId === 62 || skillId === '62' || skillId === 'hydra') {
return calculateHydraDamage(slvl, synergies as any)
}
const numericSkillId = typeof skillId === 'number' ? skillId : Number(skillId)
const def = Number.isFinite(numericSkillId) ? getBatch1SkillDef(numericSkillId) : undefined
if (!def) {
if (weaponDamage) {
const wMin = Number.isFinite(weaponDamage.min) ? Math.max(0, Math.floor(weaponDamage.min)) : 0
const wMax = Number.isFinite(weaponDamage.max) ? Math.max(0, Math.floor(weaponDamage.max)) : 0
return { min: wMin, max: wMax }
}
return { min: 0, max: 0 }
}
const lvl = Number.isFinite(slvl) ? Math.max(1, Math.floor(slvl)) : 1
let min = def.emin
let max = def.emax
// Level bands (Level 2..8: lev1, 9..16: lev2, 17..22: lev3, 23..28: lev4, 29+: lev5)
if (lvl > 1) {
const maxElev1 = def.emaxlev1 ?? def.elev1
const maxElev2 = def.emaxlev2 ?? def.elev2
const maxElev3 = def.emaxlev3 ?? def.elev3
const maxElev4 = def.emaxlev4 ?? def.elev4
const maxElev5 = def.emaxlev5 ?? def.elev5
const b1 = Math.min(lvl - 1, 7)
min += b1 * def.elev1
max += b1 * maxElev1
if (lvl > 8) {
const b2 = Math.min(lvl - 8, 8)
min += b2 * def.elev2
max += b2 * maxElev2
}
if (lvl > 16) {
const b3 = Math.min(lvl - 16, 6)
min += b3 * def.elev3
max += b3 * maxElev3
}
if (lvl > 22) {
const b4 = Math.min(lvl - 22, 6)
min += b4 * def.elev4
max += b4 * maxElev4
}
if (lvl > 28) {
const b5 = lvl - 28
min += b5 * def.elev5
max += b5 * maxElev5
}
}
// Precision shift: HitShift 7 = 0.5 (128/256), HitShift 8 = 1.0 (256/256)
const hitShift = def.hitshift ?? 8
const shiftMultiplier = 2 ** (hitShift - 8)
min *= shiftMultiplier
max *= shiftMultiplier
// Apply synergy multiplier
const syn = typeof synergies === 'number' && Number.isFinite(synergies) && synergies > 0 ? synergies : 1.0
min = Math.floor(min * syn)
max = Math.floor(max * syn)
// Weapon damage scaling via SrcDam (128 = 100% weapon damage)
if (weaponDamage && def.srcDamage > 0) {
const wpnMult = def.srcDamage / 128.0
const wMin = Number.isFinite(weaponDamage.min) ? Math.max(0, Math.floor(weaponDamage.min)) : 0
const wMax = Number.isFinite(weaponDamage.max) ? Math.max(0, Math.floor(weaponDamage.max)) : 0
min += Math.floor(wMin * wpnMult)
max += Math.floor(wMax * wpnMult)
}
return { min, max }
}
/**
* Calculates Blizzard (Skill 59) synergy multiplier:
* +5% damage per hard point in Ice Bolt (39), Ice Blast (45), and Glacial Spike (55).
*/
export function calculateBlizzardSynergyMultiplier(synergies: {
readonly iceBolt?: number | undefined
readonly iceBlast?: number | undefined
readonly glacialSpike?: number | undefined
}): number {
const points = (synergies.iceBolt ?? 0) + (synergies.iceBlast ?? 0) + (synergies.glacialSpike ?? 0)
return 1.0 + points * 0.05
}
/**
* Calculates Blizzard (Skill 59) min and max damage with 1.13c 5-band level scaling and synergies.
*/
export function calculateBlizzardDamage(
effectiveLevel: number,
synergies: {
readonly iceBolt?: number | undefined
readonly iceBlast?: number | undefined
readonly glacialSpike?: number | undefined
} | number = {},
): { min: number; max: number } {
let syn = 1.0
if (typeof synergies === 'number') {
syn = Number.isFinite(synergies) && synergies > 0 ? synergies : 1.0
} else if (synergies && typeof synergies === 'object') {
syn = calculateBlizzardSynergyMultiplier(synergies)
}
const lvl = Number.isFinite(effectiveLevel) ? Math.max(1, Math.floor(effectiveLevel)) : 1
let min = 45
let max = 75
if (lvl > 1) {
const b1 = Math.min(lvl - 1, 7)
min += b1 * 15
max += b1 * 16
if (lvl > 8) {
const b2 = Math.min(lvl - 8, 8)
min += b2 * 30
max += b2 * 31
}
if (lvl > 16) {
const b3 = Math.min(lvl - 16, 6)
min += b3 * 45
max += b3 * 46
}
if (lvl > 22) {
const b4 = Math.min(lvl - 22, 6)
min += b4 * 55
max += b4 * 56
}
if (lvl > 28) {
const b5 = lvl - 28
min += b5 * 65
max += b5 * 66
}
}
return {
min: Math.floor(min * syn),
max: Math.floor(max * syn),
}
}
/**
* Calculates Meteor (Skill 56) synergy multiplier:
* +5% fire damage per hard point in Fire Bolt (36) and Fire Ball (47).
* Fire Mastery (61): +30% base, +7%/lvl if present.
*/
export function calculateMeteorSynergyMultiplier(synergies: {
readonly fireBolt?: number | undefined
readonly fireBall?: number | undefined
readonly fireMastery?: number | undefined
}): number {
const points = (synergies.fireBolt ?? 0) + (synergies.fireBall ?? 0)
const synPct = points * 5 // +5% per hard point
const masteryPct = synergies.fireMastery && synergies.fireMastery > 0
? 30 + (synergies.fireMastery - 1) * 7 // Fire Mastery: +30% base, +7%/lvl
: 0
return (1.0 + synPct / 100) * (1.0 + masteryPct / 100)
}
/**
* Calculates Meteor (Skill 56) primary detonation fire damage with 1.13c 5-band level scaling and synergies.
* Base: 80 - 100
* 5 bands: [23, 39, 79, 81, 83] min / [25, 41, 81, 83, 85] max.
*/
export function calculateMeteorDamage(
effectiveLevel: number,
synergies: {
readonly fireBolt?: number | undefined
readonly fireBall?: number | undefined
readonly fireMastery?: number | undefined
} | number = {},
): { min: number; max: number } {
let syn = 1.0
if (typeof synergies === 'number') {
syn = Number.isFinite(synergies) && synergies > 0 ? synergies : 1.0
} else if (synergies && typeof synergies === 'object') {
syn = calculateMeteorSynergyMultiplier(synergies)
}
const lvl = Number.isFinite(effectiveLevel) ? Math.max(1, Math.floor(effectiveLevel)) : 1
let min = 80
let max = 100
if (lvl > 1) {
const b1 = Math.min(lvl - 1, 7)
min += b1 * 23
max += b1 * 25
if (lvl > 8) {
const b2 = Math.min(lvl - 8, 8)
min += b2 * 39
max += b2 * 41
}
if (lvl > 16) {
const b3 = Math.min(lvl - 16, 6)
min += b3 * 79
max += b3 * 81
}
if (lvl > 22) {
const b4 = Math.min(lvl - 22, 6)
min += b4 * 81
max += b4 * 83
}
if (lvl > 28) {
const b5 = lvl - 28
min += b5 * 83
max += b5 * 85
}
}
return {
min: Math.floor(min * syn),
max: Math.floor(max * syn),
}
}
/**
* Calculates Meteor residual ground fire (meteorfire, ID 240) periodic damage.
* 1.13c Ground Truth:
* - Base: 15 - 25
* - 5 bands: [4, 5, 6, 6, 6] min/max
* - Synergies: +3% per hard point of Inferno (41); Fire Mastery (61) applies.
* - HitShift: 3 (8/256 internal precision per tick).
* - Per-second multiplier: 25 * 8 / 256 = 200 / 256 = 0.78125.
*/
export function calculateMeteorResidualFireDamage(
effectiveLevel: number,
synergies: {
readonly inferno?: number | undefined
readonly fireMastery?: number | undefined
} | number = {},
): {
min: number
max: number
perSecMin: number
perSecMax: number
} {
let syn = 1.0
if (typeof synergies === 'number') {
syn = Number.isFinite(synergies) && synergies > 0 ? synergies : 1.0
} else if (synergies && typeof synergies === 'object') {
const infernoPts = synergies.inferno ?? 0
const infernoPct = infernoPts * 3 // +3% per point
const masteryPct = synergies.fireMastery && synergies.fireMastery > 0
? 30 + (synergies.fireMastery - 1) * 7
: 0
syn = (1.0 + infernoPct / 100) * (1.0 + masteryPct / 100)
}
const lvl = Number.isFinite(effectiveLevel) ? Math.max(1, Math.floor(effectiveLevel)) : 1
let min = 15
let max = 25
if (lvl > 1) {
const b1 = Math.min(lvl - 1, 7)
min += b1 * 4
max += b1 * 4
if (lvl > 8) {
const b2 = Math.min(lvl - 8, 8)
min += b2 * 5
max += b2 * 5
}
if (lvl > 16) {
const b3 = Math.min(lvl - 16, 6)
min += b3 * 6
max += b3 * 6
}
if (lvl > 22) {
const b4 = Math.min(lvl - 22, 6)
min += b4 * 6
max += b4 * 6
}
if (lvl > 28) {
const b5 = lvl - 28
min += b5 * 6
max += b5 * 6
}
}
const rawMin = Math.floor(min * syn)
const rawMax = Math.floor(max * syn)
// In 1.13c HitShift is 3 (8/256) at 25 fps: per-second multiplier is 200/256 = 0.78125
const perSecMin = Math.floor((rawMin * 200) / 256)
const perSecMax = Math.floor((rawMax * 200) / 256)
return {
min: rawMin,
max: rawMax,
perSecMin,
perSecMax,
}
}
/**
* Calculates Meteor detailed damage profile including impact fire, optional physical split,
* and residual ground fire damage per second.
*/
export function calculateMeteorDetailedDamage(
effectiveLevel: number,
synergies: {
readonly fireBolt?: number | undefined
readonly fireBall?: number | undefined
readonly fireMastery?: number | undefined
readonly inferno?: number | undefined
} = {},
options?: { readonly physRatio?: number | undefined }
): {
impactFire: { min: number; max: number }
impactPhys: { min: number; max: number }
residualFire: { min: number; max: number; perSecMin: number; perSecMax: number }
} {
const det = calculateMeteorDamage(effectiveLevel, synergies)
const physRatio = Math.max(0, Math.min(1, options?.physRatio ?? 0)) // 0 in vanilla 1.13c
const fireRatio = 1.0 - physRatio
const impactFire = {
min: Math.floor(det.min * fireRatio),
max: Math.floor(det.max * fireRatio),
}
const impactPhys = {
min: Math.floor(det.min * physRatio),
max: Math.floor(det.max * physRatio),
}
const residualFire = calculateMeteorResidualFireDamage(effectiveLevel, synergies)
return {
impactFire,
impactPhys,
residualFire,
}
}
/**
* Calculates Hydra (Skill 62) synergy multiplier:
* +3% fire damage per hard point in Fire Bolt (36) and Fire Ball (47).
*/
export function calculateHydraSynergyMultiplier(synergies: {
readonly fireBolt?: number | undefined
readonly fireBall?: number | undefined
readonly fireMastery?: number | undefined
} | number = {}): number {
if (typeof synergies === 'number') {
return Number.isFinite(synergies) && synergies > 0 ? synergies : 1.0
}
const points = (synergies.fireBolt ?? 0) + (synergies.fireBall ?? 0)
return 1.0 + points * 0.03
}
/**
* Calculates Hydra (Skill 62) min and max damage with 1.13c 5-band level scaling and synergies.
* 1.13c Ground Truth:
* - EMin: 28, EMax: 39
* - 5 bands: elev = [11, 15, 19, 23, 27], emaxlev = [13, 17, 21, 25, 29]
* - HitShift: 7 (factor = 0.5)
* - Synergies: +3% per hard point of Fire Bolt (36) and Fire Ball (47).
*/
export function calculateHydraDamage(
effectiveLevel: number,
synergies: {
readonly fireBolt?: number | undefined
readonly fireBall?: number | undefined
readonly fireMastery?: number | undefined
} | number = {},
): { min: number; max: number } {
let syn = 1.0
if (typeof synergies === 'number') {
syn = Number.isFinite(synergies) && synergies > 0 ? synergies : 1.0
} else if (synergies && typeof synergies === 'object') {
syn = calculateHydraSynergyMultiplier(synergies)
}
const lvl = Number.isFinite(effectiveLevel) ? Math.max(1, Math.floor(effectiveLevel)) : 1
let min = 28
let max = 39
if (lvl > 1) {
const b1 = Math.min(lvl - 1, 7)
min += b1 * 11
max += b1 * 13
if (lvl > 8) {
const b2 = Math.min(lvl - 8, 8)
min += b2 * 15
max += b2 * 17
}
if (lvl > 16) {
const b3 = Math.min(lvl - 16, 6)
min += b3 * 19
max += b3 * 21
}
if (lvl > 22) {
const b4 = Math.min(lvl - 22, 6)
min += b4 * 23
max += b4 * 25
}
if (lvl > 28) {
const b5 = lvl - 28
min += b5 * 27
max += b5 * 29
}
}
// HitShift 7 = 0.5 (128/256 precision)
min *= 0.5
max *= 0.5
return {
min: Math.floor(min * syn),
max: Math.floor(max * syn),
}
}
/** Result of executing a Batch 1 skill. */
export type SkillExecutionResult =
| { readonly kind: 'cooldown'; readonly ticksLeft: number }
| { readonly kind: 'mana'; readonly cost: number; readonly currentMana: number }
| {
readonly kind: 'projectile'
readonly skillId: number
readonly skillName: string
readonly projectile: Projectile
readonly manaCost: number
readonly cooldownTicks: number
readonly damage: { min: number; max: number }
}
| {
readonly kind: 'melee'
readonly skillId: number
readonly skillName: string
readonly damage: { min: number; max: number }
readonly manaCost: number
readonly cooldownTicks: number
readonly hits: number
readonly knockback: boolean
readonly autoHit: boolean
readonly selfDamagePct?: number | undefined
}
| {
readonly kind: 'area'
readonly skillId: number
readonly skillName: string
readonly radius: number
readonly damage: { min: number; max: number }
readonly manaCost: number
readonly cooldownTicks: number
}
| {
readonly kind: 'buff'
readonly skillId: number
readonly skillName: string
readonly durationSeconds: number
readonly manaCost: number
readonly cooldownTicks: number
readonly buffEffect: Readonly<Record<string, number>>
}
| {
readonly kind: 'curse'
readonly skillId: number
readonly skillName: string
readonly radius: number
readonly durationSeconds: number
readonly manaCost: number
readonly cooldownTicks: number
readonly debuffEffect: Readonly<Record<string, number>>
}
| {
readonly kind: 'movement'
readonly skillId: number
readonly skillName: string
readonly destination: { readonly x: number; readonly y: number }
readonly manaCost: number
readonly cooldownTicks: number
}
| {
readonly kind: 'summon'
readonly skillId: number
readonly skillName: string
readonly summonType: string
readonly manaCost: number
readonly cooldownTicks: number
readonly count: number
}
| {
readonly kind: 'aura'
readonly skillId: number
readonly skillName: string
readonly radius: number
readonly manaCost: number
readonly cooldownTicks: number
readonly auraBonusPct: number
}
| {
readonly kind: 'passive'
readonly skillId: number
readonly skillName: string
readonly passiveBonus: Readonly<Record<string, number>>
}
/**
* Executes combat mechanics for any of the Batch 1 essential combat skills across all 7 classes.
* Enforces resource checks (cooldown, mana) and produces typed execution outcomes (projectile,
* melee, area, buff, curse, movement, summon, aura, passive).
*/
export function executeSkill(
skillId: number,
context: SkillExecutionContext,
options?: {
readonly rng?: Rng
readonly weaponDamage?: { min: number; max: number }
readonly deductResources?: boolean
}
): SkillExecutionResult {
const def = getBatch1SkillDef(skillId)
if (!def) {
return {
kind: 'melee',
skillId,
skillName: 'Unknown',
damage: options?.weaponDamage
? { min: Math.max(0, options.weaponDamage.min), max: Math.max(0, options.weaponDamage.max) }
: { min: 0, max: 0 },
manaCost: 0,
cooldownTicks: 0,
hits: 1,
knockback: false,
autoHit: false,
}
}
const { caster, target, skillLevel } = context
const synergyMultiplier = context.synergyMultiplier ?? 1.0
const cooldownLeft = caster.cooldown ?? 0
if (cooldownLeft > 0 && def.delay > 0) {
return { kind: 'cooldown', ticksLeft: cooldownLeft }
}
const manaCost = getSkillManaCost(skillId, skillLevel)
const currentMana = Number.isFinite(caster.mana) ? caster.mana! : 0
if (currentMana < manaCost) {
return { kind: 'mana', cost: manaCost, currentMana }
}
const damage = calculateSkillDamage(skillId, skillLevel, synergyMultiplier, options?.weaponDamage)
const cooldownTicks = def.delay
if (options?.deductResources !== false) {
caster.mana = Math.max(0, currentMana - manaCost)
if (cooldownTicks > 0) {
caster.cooldown = Math.max(caster.cooldown ?? 0, cooldownTicks)
}
}
const facing = caster.facing ?? 0
const vector = FACING_VECTORS[facing] ?? FACING_VECTORS[0]!
let dx = vector[0]
let dy = vector[1]
if (target !== undefined) {
const tdx = target.x - caster.x
const tdy = target.y - caster.y
const len = Math.hypot(tdx, tdy)
if (len > 0) {
dx = tdx / len
dy = tdy / len
}
}
switch (def.type) {
case 'projectile': {
const speed = def.speed ?? 450
const range = def.range ?? 400
const perTick = speed / 25
const ttl = Math.max(1, Math.round(range / perTick))
const projDamage = options?.rng
? options.rng.int(damage.min, Math.max(damage.min, damage.max))
: Math.round((damage.min + damage.max) / 2)
const projectile: Projectile = {
skillId: String(skillId),
x: caster.x,
y: caster.y,
vx: dx * perTick,
vy: dy * perTick,
damage: projDamage,
ttl,
fromPlayer: true,
}
return {
kind: 'projectile',
skillId,
skillName: def.name,
projectile,
manaCost,
cooldownTicks,
damage,
}
}
case 'melee': {
let hits = 1
let knockback = false
let autoHit = false
let selfDamagePct: number | undefined
if (skillId === 10) hits = 3 // Jab: 3 strikes
if (skillId === 106) hits = Math.min(Math.max(1, Math.floor(skillLevel)) + 1, 5) // Zeal: min(lvl+1, 5)
if (skillId === 133) hits = 2 // Double Swing: 2 hits
if (skillId === 126) knockback = true // Bash: knockback
if (skillId === 97) { autoHit = true; knockback = true } // Smite: 100% hit, knockback
if (skillId === 96) selfDamagePct = 8 // Sacrifice: 8% self-damage
return {
kind: 'melee',
skillId,
skillName: def.name,
damage,
manaCost,
cooldownTicks,
hits,
knockback,
autoHit,
selfDamagePct,
}
}
case 'area': {
const radius = skillId === 44 ? 240 : skillId === 74 ? 80 + 20 * (skillLevel - 1) : 120
return {
kind: 'area',
skillId,
skillName: def.name,
radius,
damage,
manaCost,
cooldownTicks,
}
}
case 'buff': {
const durationSeconds = skillId === 258 ? 120 + 12 * (skillLevel - 1) : skillId === 138 ? 16 + 4 * (skillLevel - 1) : 40
const buffEffect: Record<string, number> = {}
if (skillId === 68) buffEffect.damageAbsorption = 20 + 10 * (skillLevel - 1) // Bone Armor
if (skillId === 138) buffEffect.defensePct = 100 + 10 * (skillLevel - 1) // Shout
if (skillId === 258) {
buffEffect.attackSpeedPct = 20 + 2 * (skillLevel - 1) // Burst of Speed
buffEffect.walkRunSpeedPct = 20 + 3 * (skillLevel - 1)
}
if (skillId === 223) {
buffEffect.werewolfLifePct = 50 + 5 * (skillLevel - 1) // Werewolf
buffEffect.attackSpeedPct = 20 + 2 * (skillLevel - 1)
}
return {
kind: 'buff',
skillId,
skillName: def.name,
durationSeconds,
manaCost,
cooldownTicks,
buffEffect: Object.freeze(buffEffect),
}
}
case 'curse': {
const radius = 80 + 20 * (skillLevel - 1)
const durationSeconds = skillId === 66 ? 8 + 3 * (skillLevel - 1) : 10
const debuffEffect: Record<string, number> = {}
if (skillId === 66) debuffEffect.physicalResistPenaltyPct = 100 // Amplify Damage
if (skillId === 130) debuffEffect.flee = 1 // Howl
return {
kind: 'curse',
skillId,
skillName: def.name,
radius,
durationSeconds,
manaCost,
cooldownTicks,
debuffEffect: Object.freeze(debuffEffect),
}
}
case 'movement': {
const destination = target ? { x: target.x, y: target.y } : { x: caster.x + dx * 200, y: caster.y + dy * 200 }
return {
kind: 'movement',
skillId,
skillName: def.name,
destination,
manaCost,
cooldownTicks,
}
}
case 'summon': {
const summonType = skillId === 70 ? 'skeleton' : skillId === 226 ? 'oak_sage' : 'charged_bolt_sentry'
return {
kind: 'summon',
skillId,
skillName: def.name,
summonType,
manaCost,
cooldownTicks,
count: skillId === 70 ? Math.min(1 + Math.floor(skillLevel / 3), 20) : 1,
}
}
case 'aura': {
const auraBonusPct = 40 + 10 * (skillLevel - 1) // Might
return {
kind: 'aura',
skillId,
skillName: def.name,
radius: 200,
manaCost: 0,
cooldownTicks: 0,
auraBonusPct,
}
}
case 'passive': {
const passiveBonus: Record<string, number> = {}
if (skillId === 37) passiveBonus.manaRegenPct = 30 + 12 * (skillLevel - 1) // Warmth
if (skillId === 224) passiveBonus.shapeshiftLifePct = 20 + 5 * (skillLevel - 1) // Lycanthropy
if (skillId === 252) passiveBonus.clawDamagePct = 35 + 8 * (skillLevel - 1) // Claw Mastery
return {
kind: 'passive',
skillId,
skillName: def.name,
passiveBonus: Object.freeze(passiveBonus),
}
}
}
}