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TODO.md

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128 lines (102 loc) · 5.07 KB

TODO

Battles

High Priority

  • battle delegate
  • menu skills
    • Skip turn! support 0 card
  • active/passiveList make private, filter out actor died buffs, INDIV
  • gainNp/gainHp/gainHpPer related funcs: check DataVals.Unaffected

Recorder

  • BattleServantActionHistory.TYPE: HPLOSS,INSTANT_DEATH,REDUCE_HP,DAMAGE_REFLECTION,DAMAGE_VALUE

Ally Function Logic:

  • Unify buff execution, eliminate unnecessary calls to buff.shouldApply and switch to buff.shouldActivate to check for buff useRate
  • BuffScript should only be checked when buffType matches
  • FuncType damageNpCounter
  • FuncType damageNpRare Target == 0 is target, verify if Target ==1 is activator?
  • FuncType gainHpPer figure out if Percentage heal benefits from healGrant buff
  • FuncType gainHp/NpFromTargets & moveState can probably be implemented in the dependedFunc with an additional receiver argument to receive what's lost from absorbTargets
  • DataVals AddLinkageTargetIndividualty & BehaveAsFamilyBuff & UnSubStateWhileLinkedToOthers
  • DataVals CounterId CounterLv CounterOc SkillReaction UseTreasureDevice
  • DataVals TriggeredFuncPosition ignored, only checking previous function success for now
  • Group npDamageIndividualSum & buff ParamAddCount's counting logic together?
  • BuffType doNotGainNp & upGiveNp & DataVals Unaffected
  • BuffType doNotRecovery interacts with maxHp? Treating as no interaction for now & DataVals Unaffected
  • BuffType doNotActCommandType
  • BuffType doNotSelectCommandCard
  • BuffType overwriteClassRelation, atkSide first or defSide first? When two overwriteForce type interact, is it based on buff order? E.g. Kama skill3 & Reinis NP vs alterego attacker, is the final relation 500 or 1000 or depends on which buff comes last?
    • Def side takes priority.
    • For the same servant, first applied overwrite buff takes priority.
    • In conclusion, first applied defender side buff takes priority. Therefore, evaluation order goes from attacker to defender, from most recent buff to lease recent buff.
  • BuffType preventDeathByDamage works if Van Gogh has both curse and burn?
  • BuffType reflectionFunction
  • BuffType skillRankUp has a maxRate of 0, so it's probably not a ValuedBuff? Currently only counting by buffTrait
  • INDIVIDUALITIE seen on fields, buffTraits, servantId, are other traits included as well?
  • IncludeIgnoreIndividuality only adds NP card traits for now
  • more sample on convertBuff's scripts
    • BuffConvert is converting a buff list to another buff list, (or trait list to another buff list, not used yet)
  • prepare a dummy BattleServantData as Master
  • Figure out how to write reasonable test cases for UI required effects like randomEffect & changeTdType
  • funcSuccess for some wired function types
  • Enemy shift target may not exist
  • shiftGuts(Ratio)

Unknowns:

  • DataVals ProgressSelfTurn
  • DataVals CheckDuplicate

Team setup

  • svt/enemy: edit indivs, skills, tds

Common Simulation

  • manually remove/add buff
  • manually apply skill(custom activator/target)
  • Transform: what if skill/td has upgrades or disabled?
    • Currently matching id for upgrades.
  • add ce event skill on/off
  • Custom skill! (passive or active)
  • Player side allyTargetIndex could be null or -1, let user to choose manually
  • SkillRankUp: get skill from api if not in db, make init async

NPC Simulation

  • Account for NP disabled NPCs (they don't gain any NP)

Enemy Simulation

  • build enemy active skills & cards & NP
  • TargetType ptSelfAnotherRandom for svt 251 skill 3
  • TargetType enemyOneNoTargetNoAction for svt 311 skill 3
  • FuncType transformServant on enemies

Misc

  • onWindowClose no effect on Windows
  • Extra Mission descriptor
  • Integrate Sentry
  • command card: add svt assets
  • userdata: make all constructor params nullable, catch error when converting token
  • remember svt tabs
  • logger.level
  • filter_group_data: default value
  • plan_tab: append/active/all
  • routeTo: add this as argument
  • generate skill/np in one image
  • trait: dynamic tabs(fixed some tabs), items
  • class icon+name
  • filter_group: add onReset
  • separate cn proxy
  • parser: check summon prob correct
  • summon: add wiki prob edit util
  • add daily quests' enemy traits for missions
  • improve audio player
  • home buttons: update, upload, download
  • ce: chara on illust + related chara
  • shop: another pay type (api)

Servant

  • Plan:
    • support TextField input

Adding more pages

  • Summon list and detail page
    • summon plan: ?
  • Buff/Function reversing with remote data
  • Support Party generation

Translation

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