Added Gale Force and its related changes

This commit is contained in:
AlphaCheese
2021-01-12 16:33:44 +13:00
parent 02f5c36f72
commit 0977262b3d
4 changed files with 12 additions and 2 deletions

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@@ -435,7 +435,7 @@ local function doActorMisc(env, actor)
modDB:NewMod("PhysicalDamageGainAsChaos", "BASE", effect, "Unholy Might")
end
if modDB:Flag(nil, "Tailwind") then
local effect = m_floor(10 * (1 + modDB:Sum("INC", nil, "TailwindEffectOnSelf", "BuffEffectOnSelf") / 100))
local effect = m_floor(8 * (1 + modDB:Sum("INC", nil, "TailwindEffectOnSelf", "BuffEffectOnSelf") / 100))
modDB:NewMod("ActionSpeed", "INC", effect, "Tailwind")
end
if modDB:Flag(nil, "Adrenaline") then

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@@ -234,6 +234,8 @@ function calcs.initEnv(build, mode, override)
modDB:NewMod("Speed", "INC", 1, "Base", ModFlag.Attack, { type = "Multiplier", var = "Rage", div = 2 }, { type = "Multiplier", var = "RageEffect" })
modDB:NewMod("MovementSpeed", "INC", 1, "Base", { type = "Multiplier", var = "Rage", div = 5 }, { type = "Multiplier", var = "RageEffect" })
modDB:NewMod("MaximumRage", "BASE", 50, "Base")
modDB:NewMod("Multiplier:GaleForce", "BASE", 0, "Base")
modDB:NewMod("MaximumGaleForce", "BASE", 10, "Base")
modDB:NewMod("Multiplier:IntensityLimit", "BASE", 3, "Base")
modDB:NewMod("Damage", "INC", 2, "Base", { type = "Multiplier", var = "Rampage", limit = 50, div = 20 })
modDB:NewMod("MovementSpeed", "INC", 1, "Base", { type = "Multiplier", var = "Rampage", limit = 50, div = 20 })

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@@ -498,6 +498,9 @@ return {
{ var = "overrideBlitzCharges", type = "count", label = "# of Blitz Charges (if not maximum):", ifOption = "useBlitzCharges", apply = function(val, modList, enemyModList)
modList:NewMod("BlitzCharges", "OVERRIDE", val, "Config", { type = "Condition", var = "Combat" })
end },
{ var = "multiplierGaleForce", type = "count", label = "Amount of Gale Force:", ifCond = "CanGainGaleForce", tooltip = "Base maximum Gale Force is 10.", apply = function(val, modList, enemyModList)
modList:NewMod("Multiplier:GaleForce", "BASE", val, "Config", { type = "IgnoreCond" }, { type = "Condition", var = "Combat" }, { type = "Condition", var = "CanGainGaleForce" })
end },
{ var = "useInspirationCharges", type = "check", label = "Do you use Inspiration Charges?", ifMult = "InspirationCharge", apply = function(val, modList, enemyModList)
modList:NewMod("UseInspirationCharges", "FLAG", true, "Config", { type = "Condition", var = "Combat" })
end },

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@@ -846,6 +846,7 @@ local modTagList = {
["per endurance charge"] = { tag = { type = "Multiplier", var = "EnduranceCharge" } },
["per siphoning charge"] = { tag = { type = "Multiplier", var = "SiphoningCharge" } },
["per challenger charge"] = { tag = { type = "Multiplier", var = "ChallengerCharge" } },
["per gale force"] = { tag = { type = "Multiplier", var = "GaleForce" } },
["per intensity"] = { tag = { type = "Multiplier", var = "Intensity" } },
["per brand"] = { tag = { type = "Multiplier", var = "ActiveBrand" } },
["per blitz charge"] = { tag = { type = "Multiplier", var = "BlitzCharge" } },
@@ -1462,7 +1463,11 @@ local specialModList = {
["(%d+)%% increased blink arrow and mirror arrow cooldown recovery speed"] = function(num) return {
mod("CooldownRecovery", "INC", num, { type = "SkillName", skillNameList = { "Blink Arrow", "Mirror Arrow" } }),
} end,
["if you've used a skill recently, you and nearby allies have tailwind"] = { mod("ExtraAura", "LIST", { mod = flag("Condition:Tailwind") }, { type = "Condition", var = "UsedSkillRecently" }) },
["gain %d+ gale force when you use a skill"] = {
flag("Condition:CanGainGaleForce"),
mod("Dummy", "DUMMY", 1, { type = "Condition", var = "CanGainGaleForce" }), -- Make the Configuration option appear
},
["you and nearby allies have tailwind"] = { mod("ExtraAura", "LIST", { mod = flag("Condition:Tailwind") }) },
["projectiles deal (%d+)%% more damage for each remaining chain"] = function(num) return { mod("Damage", "MORE", num, nil, ModFlag.Projectile, { type = "PerStat", stat = "ChainRemaining" }) } end,
["projectiles deal (%d+)%% increased damage for each remaining chain"] = function(num) return { mod("Damage", "INC", num, nil, ModFlag.Projectile, { type = "PerStat", stat = "ChainRemaining" }) } end,
["far shot"] = { flag("FarShot") },