Merge pull request #2191 from Wires77/issues-2190

Fixes #2190 - Several issues with Doppelganger Guise
This commit is contained in:
Trevor Lund
2021-02-16 14:53:27 -06:00
committed by GitHub
4 changed files with 32 additions and 7 deletions

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@@ -2953,4 +2953,27 @@ skills["CreateFungalGroundOnKill"] = {
levels = {
[10] = { 100, levelRequirement = 1, duration = 5, cooldown = 1, statInterpolation = { 1, }, },
},
}
skills["Unhinge"] = {
name = "Unhinge",
hidden = true,
color = 4,
description = "Relinquish your grip on reality.",
skillTypes = { [SkillType.Spell] = true, [SkillType.Buff] = true, [SkillType.Instant] = true, [SkillType.Type91] = true, [SkillType.Type92] = true, [SkillType.ManaCostReserved] = true, [SkillType.ManaCostPercent] = true, [SkillType.SecondWindSupport] = true, },
statDescriptionScope = "skill_stat_descriptions",
castTime = 0,
fromItem = true,
baseFlags = {
spell = true,
},
baseMods = {
},
qualityStats = {
},
stats = {
"display_unhinge_grant_insane",
},
levels = {
[20] = { cooldown = 5, levelRequirement = 70, statInterpolation = { }, },
},
}

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@@ -78,6 +78,7 @@ Doppelgänger Guise
Sadist Garb
League: Ritual
Requires Level 68, 103 Dex, 109 Int
Implicits: 0
Grants Level 20 Unhinge Skill
(40-60)% more Critical Strike Chance while Insane
Enemies Killed by your Hits are destroyed while Insane

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@@ -741,3 +741,8 @@ local skills, mod, flag, skill = ...
#flags duration area
fromItem = true,
#mods
#skill Unhinge
#flags spell
fromItem = true,
#mods

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@@ -199,6 +199,7 @@ local modNameList = {
["elemental damage taken from hits"] = "ElementalDamageTakenWhenHit",
["elemental damage taken over time"] = "ElementalDamageTakenOverTime",
["cold and lightning damage taken"] = { "ColdDamageTaken", "LightningDamageTaken" },
["physical and chaos damage taken"] = { "PhysicalDamageTaken", "ChaosDamageTaken" },
["reflected elemental damage taken"] = "ElementalReflectedDamageTaken",
-- Other defences
["to dodge attacks"] = "AttackDodgeChance",
@@ -1225,6 +1226,8 @@ local modTagList = {
["while you have a summoned golem"] = { tag = { type = "Condition", varList = { "HavePhysicalGolem", "HaveLightningGolem", "HaveColdGolem", "HaveFireGolem", "HaveChaosGolem", "HaveCarrionGolem" } } },
["if a minion has died recently"] = { tag = { type = "Condition", var = "MinionsDiedRecently" } },
["while you have sacrificial zeal"] = { tag = { type = "Condition", var = "SacrificialZeal" } },
["while sane"] = { tag = { type = "Condition", var = "Insane", neg = true } },
["while insane"] = { tag = { type = "Condition", var = "Insane" } },
-- Enemy status conditions
["at close range"] = { tag = { type = "Condition", var = "AtCloseRange" } },
["against rare and unique enemies"] = { tag = { type = "ActorCondition", actor = "enemy", var = "RareOrUnique" } },
@@ -1886,9 +1889,6 @@ local specialModList = {
["critical strike chance is increased by lightning resistance"] = { mod("CritChance", "INC", 1, { type = "PerStat", stat = "LightningResist", div = 1 }) },
["non%-critical strikes deal (%d+)%% damage"] = function(num) return { mod("Damage", "MORE", -100 + num, nil, ModFlag.Hit, { type = "Condition", var = "CriticalStrike", neg = true }) } end,
["critical strikes penetrate (%d+)%% of enemy elemental resistances while affected by zealotry"] = function(num) return { mod("ElementalPenetration", "BASE", num, { type = "Condition", var = "CriticalStrike" }, { type = "Condition", var = "AffectedByZealotry" }) } end,
["(%d+)%% more critical strike chance while insane"] = function(num) return {
mod("CritChance", "MORE", num, { type = "Condition", var = "Insane" }),
} end,
-- Generic Ailments
["enemies take (%d+)%% increased damage for each type of ailment you have inflicted on them"] = function(num) return {
mod("EnemyModifier", "LIST", { mod = mod("DamageTaken", "INC", num) }, { type = "ActorCondition", actor = "enemy", var = "Frozen" }),
@@ -2361,10 +2361,6 @@ local specialModList = {
["your movement speed is (%d+)%% of its base value"] = function(num) return { mod("MovementSpeed", "OVERRIDE", num / 100) } end,
["armour also applies to lightning damage taken from hits"] = { flag("ArmourAppliesToLightningDamageTaken") },
["lightning resistance does not effect lightning damage taken"] = { flag("SelfIgnoreLightningResistance") },
["(%d+)%% less physical and chaos damage taken while sane"] = function(num) return {
mod("PhysicalDamageTaken", "LESS", num, { type = "Condition", var = "Insane", neg = true }),
mod("ChaosDamageTaken", "LESS", num, { type = "Condition", var = "Insane", neg = true }),
} end,
-- Knockback
["cannot knock enemies back"] = { flag("CannotKnockback") },
["knocks back enemies if you get a critical strike with a staff"] = { mod("EnemyKnockbackChance", "BASE", 100, nil, ModFlag.Staff, { type = "Condition", var = "CriticalStrike" }) },