- 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
- BattleServantActionHistory.TYPE: HPLOSS,INSTANT_DEATH,REDUCE_HP,DAMAGE_REFLECTION,DAMAGE_VALUE
- 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)
- DataVals ProgressSelfTurn
- DataVals CheckDuplicate
- svt/enemy: edit indivs,
skills, tds
- 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
- Account for NP disabled NPCs (they don't gain any NP)
- build enemy active skills & cards & NP
- TargetType ptSelfAnotherRandom for svt 251 skill 3
- TargetType enemyOneNoTargetNoAction for svt 311 skill 3
- FuncType transformServant on enemies
- 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)
- Plan:
- support TextField input
- Summon list and detail page
- summon plan: ?
- Buff/Function reversing with remote data
- Support Party generation
Hey! These files need to be translated: