This is an old revision of the document!
This is the format we need the skill data in:
--- standalone conditional_skill = { standalone = true, conditions = { "fire", "air" }, } --- "related" conditional_skill = { standalone = false, CN = 13004, ["EU-NA"] = 13004, global = "5-90", conditions = { "stealth" }, },
A Conditional Skill (conditional_skill
) is a skill that is tied to some conditions such are:
Possible conditions are:
"stealth" "fire" "water" "air" "earth" "sword" "dagger" "pistol" "beastmode"
conditional_skills = { { CN = 46629, ["EU-NA"] = 46629, global = "4-168", } }
Conditional Skills (conditional_skills
) lists all “conidtion childs” of a skill.
Only the “main” skill can have the conditional_skills
key!
This means in the image only the following skills have that key:
--- Required: Flags from the API data, can be empty flags = { "NoUnderwater", },
Flags (flags
) contains some information about the skill and its restrictions. Those are from the API and can be added manually if needed.
Common flags are:
"NoUnderwater" "GroundTargeted"
--- Optional: flip_skill from the API data, basically the next skill in a chain flip_skill = { CN = 46629, ["EU-NA"] = 46629, global = "4-27", },
Flip skills (flip_skill
) are skills that come next in a skill chain or change based on events/traits/use.
This information can be found in the API but not needed atm.
--- Required: ground_effect informations from torx, can be empty ground_effect = { },
The ground effect (ground_effect
) table is empty atm and will be filled with the information from torx, such as radius, identifier etc
--- Required: ground targeted true/false - from game data `d(Player:GetSpellInfoByID(skill_id))` ground_target = false,
(ground_target
) Value that tells us if a skill is ground targeted or not, info is contained in the game data
--- Required: id set, for now CN and EU are the same, global id is assigned by me id = { CN = 12525, ["EU-NA"] = 12525, global = "4-27", },
The ID (id
) is the unique identifier. We have 3 different IDs, CN, EU-NA, and global. The global ID is assigned by me and will never change. If you found a missing skill, tell me about it and i will assign a global id.
--- Required: name set, for now CN and EU are the same, global name is the same as EU, means right now all are the same name = { CN = "Maul", ["EU-NA"] = "Maul", global = "Maul", },
Pretty much the same like ids, global = EU-NA and since we don't have CN data yet all 3 are the same.
--- Required: professions that can use the skill, either via bundle or by default; --- the data is often not correct, means they list all professions or none, you will have to adjust it to be correct professions = { "Ranger", },
The professions (professions
) table is supposed to tell us which class has access to that skill. Not only skills of the same class can be used as some skills can be gained through a transformation or a bundle. E.g. Elementalist Conjures. Possible Professions are:
"Guardian" "Warrior" "Revenant" "Necromancer" "Mesmer" "Elementalist" "Thief" "Ranger" "Engineer"
--- Required: The slot in which the skill is in slot = "Weapon_2",
The Slot key (slot
) tells us in which slot the skill would be.
Possible slots are:
"Weapon_1" "Weapon_2" "Weapon_3" "Weapon_4" "Weapon_5" "Heal" "Utility" "Elite" "Profession_1" "Profession_2" "Profession_3" "Profession_4" "Profession_5" "Downed_1" "Downed_2" "Downed_3" "Downed_4" "Downed_5" "Pet" "Toolbelt" "Mount" "Special"
--- Required: Skill Type type = "Weapon",
The Skill Type (type
) tells us what the skill is bound to. Possible types are:
"Weapon" "Heal" "Utility" "Elite" "Toolbelt" "Bundle"
--- Required: Weapon Type weapon_type = "Greatsword",
Kinda obvious one. Just tells us which weapon type the skill is tied to. Possible values:
"None" "Greatsword" "Hammer" "Longbow" "Rifle" "Dagger" "Axe" "Mace" "Shield" "Warhorn" "Sword" "Torch" "Speargun" "Spear" "Scepter" "Pistol" "Shortbow" "Focus" "Trident" "Staff"
bundle_skill = { CN = 5506, ["EU-NA"] = 5506, global = "6-204", },
The bundle skill works in 2 ways. It tells us that the skill is part of a bundle and shows us which “main skill” it is tied to.
bundle_skills = { { CN = 5882, ["EU-NA"] = 5882, global = "3-137", }, { CN = 5807, ["EU-NA"] = 5807, global = "3-217", }, { CN = 5808, ["EU-NA"] = 5808, global = "3-179", }, { CN = 5809, ["EU-NA"] = 5809, global = "3-171", }, { CN = 5806, ["EU-NA"] = 5806, global = "3-139", }, },
Listing all the skills that are tied to the bundle.
Only the “main” skill can have the bundle_skills
key!
chain = { { CN = 25498, ["EU-NA"] = 25498, global = "6-55", }, },
Listing all the skills that are tied to the chain.
Only the “main” skill can have the chain
key!
chain_skill = true,
Simple true/false tells us if that skill is part of a chain or not
water = true,
Simple true/false tells us if that skill is only used in aquatic combat or not
pvp = true,
Simple true/false tells us if that skill is only available in PvP/WvW
wvw = true,
Simple true/false tells us if that skill is only available in PvP/WvW
local tbl = { ["4-27"] = { bundle_skills = { { CN = 24409, ["EU-NA"] = 24409, global = "6-51", }, { CN = 5760, ["EU-NA"] = 5760, global = "6-166", }, { CN = 24411, ["EU-NA"] = 24411, global = "6-59", }, { CN = 5761, ["EU-NA"] = 5761, global = "6-153", }, { CN = 5762, ["EU-NA"] = 5562, global = "6-211", }, { CN = 24407, ["EU-NA"] = 24407, global = "6-41", }, { CN = 24410, ["EU-NA"] = 24410, global = "6-54", }, { CN = 5763, ["EU-NA"] = 5763, global = "6-219", }, }, --- Optional conditional_skills = { { CN = 46629, ["EU-NA"] = 46629, global = "4-168", conditions = { "beastmode" } } }, --- Required flags = { "NoUnderwater", }, --- Optional flip_skill = { CN = 46629, ["EU-NA"] = 46629, global = "4-27", }, --- Required ground_effect = { }, --- Required ground_target = false, --- Required id = { CN = 12525, ["EU-NA"] = 12525, global = "4-27", }, --- Required name = { CN = "Maul", ["EU-NA"] = "Maul", global = "Maul", }, --- Required professions = { "Ranger", "Guardian" }, --- Required slot = "Weapon_2", --- Required type = "Weapon", --- Required weapon_type = "Greatsword", }, }