Merge remote-tracking branch 'Quotae/number-of-nearby-enemies' into dev

This commit is contained in:
Jack Lockwood
2020-02-25 17:22:24 +11:00
2 changed files with 9 additions and 1 deletions

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@@ -498,6 +498,12 @@ return {
modList:NewMod("Multiplier:NearbyEnemies", "BASE", val, "Config", { type = "Condition", var = "Combat" })
modList:NewMod("Condition:OnlyOneNearbyEnemy", "FLAG", val == 1, "Config", { type = "Condition", var = "Combat" })
end },
{ var = "multiplierNearbyRareOrUniqueEnemies", type = "count", label = "# of nearby Rare or Unique Enemies:", ifMult = "NearbyRareOrUniqueEnemies", apply = function(val, modList, enemyModList)
modList:NewMod("Multiplier:NearbyRareOrUniqueEnemies", "BASE", val, "Config", { type = "Condition", var = "Combat" })
modList:NewMod("Multiplier:NearbyEnemies", "BASE", val, "Config", { type = "Condition", var = "Combat" })
modList:NewMod("Condition:OnlyOneNearbyRareOrUniqueEnemy", "FLAG", val == 1, "Config", { type = "Condition", var = "Combat" })
enemyModList:NewMod("Condition:NearbyRareOrUniqueEnemy", "FLAG", val >= 1, "Config", { type = "Condition", var = "Combat" })
end },
{ var = "conditionHitRecently", type = "check", label = "Have you Hit Recently?", ifCond = "HitRecently", tooltip = "You will automatically be considered to have Hit Recently if your main skill is self-cast,\nbut you can use this option to force it if necessary.", apply = function(val, modList, enemyModList)
modList:NewMod("Condition:HitRecently", "FLAG", true, "Config", { type = "Condition", var = "Combat" })
end },

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@@ -894,7 +894,7 @@ local modTagList = {
["while not cursed"] = { tag = { type = "Condition", var = "Cursed", neg = true } },
["against damage over time"] = { tag = { type = "Condition", varList = { "AgainstDamageOverTime" } } },
["while there is only one nearby enemy"] = { tag = { type = "Condition", var = "OnlyOneNearbyEnemy" } },
["while t?h?e?r?e? ?i?s? ?a rare or unique enemy i?s? ?nearby"] = { tag = { type = "ActorCondition", actor = "enemy", var = "RareOrUnique" } },
["while t?h?e?r?e? ?i?s? ?a rare or unique enemy i?s? ?nearby"] = { tag = { type = "ActorCondition", actor = "enemy", varList = {"NearbyRareOrUniqueEnemy", "RareOrUnique"} } },
["if you[' ]h?a?ve hit recently"] = { tag = { type = "Condition", var = "HitRecently" } },
["if you[' ]h?a?ve hit an enemy recently"] = { tag = { type = "Condition", var = "HitRecently" } },
["if you[' ]h?a?ve hit a cursed enemy recently"] = { tagList = { { type = "Condition", var = "HitRecently" }, { type = "ActorCondition", actor = "enemy", var = "Cursed" } } },
@@ -1107,6 +1107,8 @@ local specialModList = {
flag("Condition:CanBeElusive"),
mod("Dummy", "DUMMY", 1, { type = "Condition", var = "CanBeElusive" }) -- Make the Configuration option appear
},
["(%d+)%% more damage while there is at most one rare or unique enemy nearby"] = function(num) return { mod("Damage", "MORE", num, nil, 0, { type = "Condition", var = "OnlyOneNearbyRareOrUniqueEnemy" }) } end,
["(%d+)%% reduced damage taken while there are at least two rare or unique enemies nearby"] = function(num) return { mod("DamageTaken", "INC", -num, nil, 0, { type = "MultiplierThreshold", var = "NearbyRareOrUniqueEnemies", threshold = 2 }) } end,
-- Berserker
["gain %d+ rage when you kill an enemy"] = {
flag("Condition:CanGainRage"),