Closed InqEretaH closed 1 month ago
Random find: HealthDamage effect increases damage by the parameter at max hp and by 2x the parameter at 0 hp
effectTarget map: 0 - self 1 - target ally 2 - target enemy 3 - all allies 4 - all enemies 5 - ??? (used in an event skill)
timing map: 0 - base skill 1 - when appearing 2 - action start 3 - action end 4, 5 ,6 - ? (no skills with such timing) 7 - when attacking 8 - when taking damage 9 - ? (no skills with such timing) 10 - permanent effect 11 - ??? (i really don't know what that is)
effect map: Damage - Deal (value)% of damage ChangeHp - Decrease/Increase HP by (-value)% to (target) (yes it's reversed) MultipleAttack - ATK Up/Down by (value/100)x to (target) MultipleBaseView - Base View Up/Down by (value/100)x to (target) ChangeView - Add (value) views MultipleDefence - DEF Up/Down by (value/100)x to (target) ChangeAgi - SPD Up/Down by (value) to (target) RemoveBuff - Remove (value) buffs from (target) ComboPlus - Gain (value) combos to (target) ChangeSkillProve - Proc rate Up/Down by (value) for (target) MoreTurn - Perform (value) more action(s) Heal - Heal (target) for (value)% of own(?) ATK value NeedViewChange - Skill View cost Up/Down by (value/100)x for (target) Cure - Remove (value) debuff(s) from (target) RegistDebuff - (value)% chance to resist a debuff for (target) Provocation - Give (target) Taunt. Opponents can target only (target) HealthDamage - Deal (value)% -> (2*value)% as HP goes from Max to 0 DeleteTurn - Skip (value) enemy action(s) Silence - (target) cannot use view-costing skills ComboDamage - Deal (value)% of damage and (combpMult)% extra for each combo ElementPenetrateDamage - ATK Up/Down to (target) by (value/100)x against advantageous elements Wait - Make (target) go last ComboMultipleAttack - ATK Up by (value)% to (target) for each combo SpdDeferenceMultipleAttack - ATK Up by (spdMult)% to (target) for each point in speed difference (???) Penetration - Make (target) ignore Taunt AllAttack - View-costing skills for (target) now target all allies/enemies MultipleHp - HP Up by (value/100)x to (target) StatusNumberMultipleAttack - ATK Up by (value)% to (target) for each (isGoodStatus ? buff : debuff) NeedViewValueChange - Change skill view cost by (value) for (target) IgnoreElement - Make (target) ignore element advantages NowViewDamage - Deal Damage based on views (needs more research on how it works, encountered in Polaris 3rd skill) SpdDeferenceDamage - Deal Damage based on speed advantage (needs more research, encountered in Ryekie's 3rd skill) StatusNumDamage - Deal (value)% of damage and (statusMult)% extra for each opponent's (isGoodStatus ? buff : debuff) SalesBonusCheat - Ignore business bonus conditions (?) IncreaseLAH - Gain (value)% extra gold IncreaseExp - Gain (value)% extra XP Aggregation - Aggregate damage (?)
Still a few question marks here and there, feel free to fill the blanks
there is this skill effect without an explanation yet (akashi's) [{"class":"ChangeHp","parameter":{"value":10}}
Right, I capitalized it incorrectly. It's the 2nd entry in the map I posted above
Edited capitalization for ChangeHp and MultipleHp
trigger map (conditions for the skill to trigger, can be put in parenthesis before the skill description): MinComboTrigger - (value)+ combos MinHPTrigger - (value)+% HP MaxHPTrigger - (value)-% HP
Oh god, this is not implementable with Jekyll/Liquid template: it is impossible to parse a string field into object without a plugin...
you know what, this part will be implemented in client side js (I almost forgot about this)
Some things I noticed right away: There needs to be some distinction between hero cards and sidekicks Sidekick parts still show hero sprites
Also stats for heroes can be trimmed as I don't think 3 heroes can reach over lv 30, 4 heroes over lv 40, etc
timing map: 0 - base skill 1 - when appearing 2 - action start 3 - action end 4, 5 ,6 - ? (no skills with such timing) 7 - when attacking 8 - when taking damage 9 - ? (no skills with such timing) 10 - permanent effect 11 - ??? (i really don't know what that is)
From my understanding, 1 is for characters with clothing undamaged (above 50% of health); 11 is for the opposite.
Unlike Housamo, LAH's masterdata files are not encrypted at all and can be viewed as plain text, even on the phone. It trivializes datamining and allows wiki to have more exact data, especially about gameplay (even though said gameplay is explained a bit better this time)
Some notes:
Feel free to leave your thoughts and findings.