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Mod info #464

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148 changes: 148 additions & 0 deletions data/bounties/mod-config.ts
Original file line number Diff line number Diff line change
@@ -0,0 +1,148 @@
import { DamageType } from 'bungie-api-ts/destiny2';

// TODO: could draw icons... maybe after mods get redone
export enum ModEffect {
None = 0, // Reserve 0
// Standardized per-weapon mods
Finder,
Targeting,
Dexterity,
Loader,
Reserves,
Unflinching,
Holster,
Scavenger,
Siphon,
Scout,
// More like effects that any mod can have
Stat,
Resistance,
Super,
ClassAbility,
Grenade,
Orbs,
Finisher,
Champion,
ArmorCharge,
}

/** Interesting things about mods that we can't figure out from the translated defs */
export interface ModInfo {
effects?: ModEffect[];
element?: DamageType[]; // effects arc
// element cost
// modslot
// raid
// artifact mods
}

export const matchTable: {
assign: ModInfo;
name?: (string | RegExp)[];
desc?: (string | RegExp)[];
type?: (string | RegExp)[];
}[] = [
{
assign: { effects: [ModEffect.Finder] },
name: ['Finder'],
},
{
assign: { effects: [ModEffect.Targeting] },
name: ['Targeting'],
},
{
assign: { effects: [ModEffect.Dexterity] },
name: ['Dexterity'],
},
{
assign: { effects: [ModEffect.Loader] },
name: ['Loader'],
},
{
assign: { effects: [ModEffect.Reserves] },
name: ['Reserves'],
},
{
assign: { effects: [ModEffect.Siphon] },
name: ['Siphon'],
},
{
assign: { effects: [ModEffect.Scout] },
name: ['Scout'],
},
{
assign: { effects: [ModEffect.Unflinching] },
name: ['Unflinching'],
},
{
assign: { effects: [ModEffect.Holster] },
name: ['Holster'],
},
{
assign: { effects: [ModEffect.Scavenger] },
name: ['Scavenger'],
},

{
assign: { effects: [ModEffect.Resistance] },
name: ['Resistance', 'Dampener'],
desc: [/resistance/i],
},
{
assign: { effects: [ModEffect.Super] },
desc: ['Super'],
},
{
assign: { effects: [ModEffect.Champion] },
desc: ['Champion'],
},
{
assign: { effects: [ModEffect.ClassAbility] },
desc: [/class ability/i],
},
{
assign: { effects: [ModEffect.Finisher] },
desc: [/finisher/i],
},
{
assign: { effects: [ModEffect.Grenade] },
desc: [/grenade/i],
},
{
assign: { effects: [ModEffect.Orbs] },
desc: ['Orb of Power'],
},
{
assign: { effects: [ModEffect.ArmorCharge] },
desc: ['Armor Charge'],
},
{
assign: { effects: [ModEffect.Stat] },
desc: ['Intellect', 'Discipline', 'Strength', 'Resilience', 'Recovery', 'Mobility'],
},

{
assign: { element: [DamageType.Arc] },
desc: ['Arc'],
},
{
assign: { element: [DamageType.Thermal] },
desc: ['Solar'],
},
{
assign: { element: [DamageType.Void] },
desc: ['Void'],
},
{
assign: { element: [DamageType.Stasis] },
desc: ['Stasis'],
},
{
assign: { element: [DamageType.Strand] },
desc: ['Strand'],
},
{
assign: { element: [DamageType.Kinetic] },
desc: ['Kinetic'],
},
];
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