Add mods from Vixen's Entrapment, Embroidered Gloves
- Increased cast speed with curse skills - Added energy shield leech - Updated Ghost Reaver (not 100% done)
This commit is contained in:
@@ -81,6 +81,15 @@ Triggers Level 20 Lightning Aegis when Equipped
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320% increased Evasion and Energy Shield
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+47 to maximum Mana
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6% increased Movement Speed
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]],[[
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Vixen's Entrapment
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Embroidered Gloves
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Requires Level: 36
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+64 to maximum Energy Shield
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You can apply an additional Curse
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16% increased Cast Speed with Curse Skills
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0.2% of Spell Damage Leeched as Energy Shield for each Curse on Enemy
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Trigger Socketed Curse Spells when you cast a Curse
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]],
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}
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@@ -206,16 +206,7 @@ function calcs.defence(env, actor)
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output.EnergyShieldRecoveryRateMod = calcLib.mod(modDB, nil, "EnergyShieldRecovery", "EnergyShieldRecoveryRate")
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-- Leech caps
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if modDB:Flag(nil, "GhostReaver") then
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output.MaxEnergyShieldLeechRate = output.EnergyShield * calcLib.val(modDB, "MaxLifeLeechRate") / 100
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if breakdown then
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breakdown.MaxEnergyShieldLeechRate = {
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s_format("%d ^8(maximum energy shield)", output.EnergyShield),
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s_format("x %d%% ^8(percentage of life to maximum leech rate)", modDB:Sum("BASE", nil, "MaxLifeLeechRate")),
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s_format("= %.1f", output.MaxEnergyShieldLeechRate)
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}
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end
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else
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if not modDB:Flag(nil, "GhostReaver") then
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output.MaxLifeLeechRate = output.Life * calcLib.val(modDB, "MaxLifeLeechRate") / 100
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if breakdown then
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breakdown.MaxLifeLeechRate = {
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@@ -223,7 +214,7 @@ function calcs.defence(env, actor)
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s_format("x %d%% ^8(percenage of life to maximum leech rate)", modDB:Sum("BASE", nil, "MaxLifeLeechRate")),
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s_format("= %.1f", output.MaxLifeLeechRate)
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}
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end
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end
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end
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output.MaxManaLeechRate = output.Mana * calcLib.val(modDB, "MaxManaLeechRate") / 100
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if breakdown then
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@@ -233,7 +224,15 @@ function calcs.defence(env, actor)
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s_format("= %.1f", output.MaxManaLeechRate)
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}
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end
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output.MaxEnergyShieldLeechRate = output.EnergyShield * calcLib.val(modDB, "MaxEnergyShieldLeechRate") / 100
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if breakdown then
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breakdown.MaxEnergyShieldLeechRate = {
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s_format("%d ^8(maximum energy shield)", output.EnergyShield),
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s_format("x %d%% ^8(percentage of energy shield to maximum leech rate)", modDB:Sum("BASE", nil, "MaxEnergyShieldLeechRate")),
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s_format("= %.1f", output.MaxEnergyShieldLeechRate)
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}
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end
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-- Mana, life and energy shield regen
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if modDB:Flag(nil, "NoManaRegen") then
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output.ManaRegen = 0
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@@ -921,11 +921,14 @@ function calcs.offence(env, actor, activeSkill)
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output.LifeLeechInstant = 0
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output.ManaLeech = 0
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output.ManaLeechInstant = 0
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output.EnergyShieldLeech = 0
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output.EnergyShieldLeechInstant = 0
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for pass = 1, 2 do
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-- Pass 1 is critical strike damage, pass 2 is non-critical strike
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cfg.skillCond["CriticalStrike"] = (pass == 1)
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local lifeLeechTotal = 0
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local manaLeechTotal = 0
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local energyShieldLeechTotal = 0
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local noLifeLeech = skillModList:Flag(cfg, "CannotLeechLife") or enemyDB:Flag(nil, "CannotLeechLifeFromSelf")
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local noManaLeech = skillModList:Flag(cfg, "CannotLeechMana") or enemyDB:Flag(nil, "CannotLeechManaFromSelf")
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for _, damageType in ipairs(dmgTypeList) do
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@@ -1023,6 +1026,11 @@ function calcs.offence(env, actor, activeSkill)
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manaLeechTotal = manaLeechTotal + (min + max) / 2 * manaLeech / 100
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end
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end
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local energyShieldLeech = skillModList:Sum("BASE", cfg, "DamageLeech", "DamageEnergyShieldLeech", damageType.."DamageEnergyShieldLeech", isElemental[damageType] and "ElementalDamageEnergyShieldLeech" or nil) + enemyDB:Sum("BASE", nil, "SelfDamageEnergyShield") / 100
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if energyShieldLeech > 0 then
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energyShieldLeechTotal = energyShieldLeechTotal + (min + max) / 2 * energyShieldLeech / 100
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end
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end
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else
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min, max = 0, 0
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@@ -1052,6 +1060,9 @@ function calcs.offence(env, actor, activeSkill)
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if skillData.manaLeechPerUse then
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manaLeechTotal = manaLeechTotal + skillData.manaLeechPerUse
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end
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if skillData.energyShieldLeechPerUse then
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energyShieldLeechTotal = energyShieldLeechTotal + skillData.energyShieldLeechPerUse
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end
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local portion = (pass == 1) and (output.CritChance / 100) or (1 - output.CritChance / 100)
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if skillModList:Flag(cfg, "InstantLifeLeech") and not skillModList:Flag(nil, "GhostReaver") then
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output.LifeLeechInstant = output.LifeLeechInstant + lifeLeechTotal * portion
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@@ -1063,6 +1074,12 @@ function calcs.offence(env, actor, activeSkill)
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else
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output.ManaLeech = output.ManaLeech + manaLeechTotal * portion
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end
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if skillModList:Flag(cfg, "InstantEnergyShieldLeech") then
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output.EnergyShieldLeechInstant = output.EnergyShieldLeechInstant + energyShieldLeechTotal * portion
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else
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output.EnergyShieldLeech = output.EnergyShieldLeech + energyShieldLeechTotal * portion
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end
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end
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output.TotalMin = totalHitMin
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output.TotalMax = totalHitMax
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@@ -1097,7 +1114,9 @@ function calcs.offence(env, actor, activeSkill)
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output.LifeLeechInstantRate = output.LifeLeechInstant * hitRate
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output.ManaLeechDuration, output.ManaLeechInstances = getLeechInstances(output.ManaLeech, globalOutput.Mana)
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output.ManaLeechInstantRate = output.ManaLeechInstant * hitRate
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output.EnergyShieldLeechDuration, output.EnergyShieldLeechInstances = getLeechInstances(output.EnergyShieldLeech, globalOutput.EnergyShield)
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output.EnergyShieldLeechInstantRate = output.EnergyShieldLeechInstant * hitRate
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-- Calculate gain on hit
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if skillFlags.mine or skillFlags.trap or skillFlags.totem then
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output.LifeOnHit = 0
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@@ -1149,6 +1168,10 @@ function calcs.offence(env, actor, activeSkill)
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combineStat("ManaLeechInstances", "DPS")
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combineStat("ManaLeechInstant", "DPS")
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combineStat("ManaLeechInstantRate", "DPS")
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combineStat("EnergyShieldLeechDuration", "DPS")
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combineStat("EnergyShieldLeechInstances", "DPS")
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combineStat("EnergyShieldLeechInstant", "DPS")
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combineStat("EnergyShieldLeechInstantRate", "DPS")
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combineStat("LifeOnHit", "DPS")
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combineStat("LifeOnHitRate", "DPS")
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combineStat("EnergyShieldOnHit", "DPS")
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@@ -1197,21 +1220,33 @@ function calcs.offence(env, actor, activeSkill)
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if skillModList:Flag(nil, "GhostReaver") then
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output.LifeLeechRate = 0
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output.LifeLeechPerHit = 0
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output.EnergyShieldLeechInstanceRate = output.EnergyShield * 0.02 * calcLib.mod(skillModList, skillCfg, "LifeLeechRate")
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output.EnergyShieldLeechRate = output.LifeLeechInstantRate * output.EnergyShieldRecoveryMod + m_min(output.LifeLeechInstances * output.EnergyShieldLeechInstanceRate, output.MaxEnergyShieldLeechRate) * output.EnergyShieldRecoveryRateMod
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output.EnergyShieldLeechPerHit = output.LifeLeechInstant * output.EnergyShieldRecoveryMod + m_min(output.EnergyShieldLeechInstanceRate, output.MaxEnergyShieldLeechRate) * output.LifeLeechDuration * output.EnergyShieldRecoveryRateMod
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local energyShieldFromLifeInstanceRate = output.EnergyShield * 0.02 * calcLib.mod(skillModList, skillCfg, "LifeLeechRate")
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local energyShieldFromLifeLeechRate = output.LifeLeechInstantRate * output.EnergyShieldRecoveryMod + m_min(output.LifeLeechInstances * energyShieldFromLifeInstanceRate, output.MaxEnergyShieldLeechRate) * output.EnergyShieldRecoveryRateMod
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local energyShieldFromLifeLeechPerHit = output.LifeLeechInstant * output.EnergyShieldRecoveryMod + m_min(energyShieldFromLifeInstanceRate, output.MaxEnergyShieldLeechRate) * output.LifeLeechDuration * output.EnergyShieldRecoveryRateMod
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local energyShieldInstanceRate = output.EnergyShield * 0.02 * calcLib.mod(skillModList, skillCfg, "EnergyShieldLeechRate")
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local energyShieldLeechRate = output.EnergyShieldLeechInstantRate * output.EnergyShieldRecoveryMod + m_min(output.EnergyShieldLeechInstances * energyShieldInstanceRate, output.MaxEnergyShieldLeechRate) * output.EnergyShieldRecoveryRateMod
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local energyShieldPerHit = output.EnergyShieldLeechInstant * output.EnergyShieldRecoveryMod + m_min(energyShieldInstanceRate, output.MaxEnergyShieldLeechRate) * output.EnergyShieldLeechDuration * output.EnergyShieldRecoveryRateMod
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output.EnergyShieldLeechInstanceRate = energyShieldFromLifeInstanceRate + energyShieldInstanceRate
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output.EnergyShieldLeechRate = energyShieldFromLifeLeechRate + energyShieldLeechRate
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output.EnergyShieldLeechPerHit = energyShieldFromLifeLeechPerHit + energyShieldPerHit
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else
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output.LifeLeechInstanceRate = output.Life * 0.02 * calcLib.mod(skillModList, skillCfg, "LifeLeechRate")
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output.LifeLeechRate = output.LifeLeechInstantRate * output.LifeRecoveryMod + m_min(output.LifeLeechInstances * output.LifeLeechInstanceRate, output.MaxLifeLeechRate) * output.LifeRecoveryRateMod
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output.LifeLeechPerHit = output.LifeLeechInstant * output.LifeRecoveryMod + m_min(output.LifeLeechInstanceRate, output.MaxLifeLeechRate) * output.LifeLeechDuration * output.LifeRecoveryRateMod
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output.EnergyShieldLeechRate = 0
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output.EnergyShieldLeechPerHit = 0
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output.EnergyShieldLeechInstanceRate = output.EnergyShield * 0.02 * calcLib.mod(skillModList, skillCfg, "EnergyShieldLeechRate")
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output.EnergyShieldLeechRate = output.EnergyShieldLeechInstantRate * output.EnergyShieldRecoveryMod + m_min(output.EnergyShieldLeechInstances * output.EnergyShieldLeechInstanceRate, output.MaxEnergyShieldLeechRate) * output.EnergyShieldRecoveryRateMod
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output.EnergyShieldLeechPerHit = output.EnergyShieldLeechInstant * output.EnergyShieldRecoveryMod + m_min(output.EnergyShieldLeechInstanceRate, output.MaxEnergyShieldLeechRate) * output.EnergyShieldLeechDuration * output.EnergyShieldRecoveryRateMod
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end
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do
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output.ManaLeechInstanceRate = output.Mana * 0.02 * calcLib.mod(skillModList, skillCfg, "ManaLeechRate")
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output.ManaLeechRate = output.ManaLeechInstantRate * output.ManaRecoveryMod + m_min(output.ManaLeechInstances * output.ManaLeechInstanceRate, output.MaxManaLeechRate) * output.ManaRecoveryRateMod
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output.ManaLeechPerHit = output.ManaLeechInstant * output.ManaRecoveryMod + m_min(output.ManaLeechInstanceRate, output.MaxManaLeechRate) * output.ManaLeechDuration * output.ManaRecoveryRateMod
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end
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skillFlags.leechES = output.EnergyShieldLeechRate > 0
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skillFlags.leechLife = output.LifeLeechRate > 0
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skillFlags.leechMana = output.ManaLeechRate > 0
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@@ -1229,7 +1264,7 @@ function calcs.offence(env, actor, activeSkill)
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breakdown.LifeLeech = breakdown.leech(output.LifeLeechInstant, output.LifeLeechInstantRate, output.LifeLeechInstances, output.Life, "LifeLeechRate", output.MaxLifeLeechRate, output.LifeLeechDuration)
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end
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if skillFlags.leechES then
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breakdown.EnergyShieldLeech = breakdown.leech(output.LifeLeechInstant, output.LifeLeechInstantRate, output.LifeLeechInstances, output.EnergyShield, "LifeLeechRate", output.MaxEnergyShieldLeechRate, output.LifeLeechDuration)
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breakdown.EnergyShieldLeech = breakdown.leech(output.EnergyShieldLeechInstant, output.EnergyShieldLeechInstantRate, output.EnergyShieldLeechInstances, output.EnergyShield, "EnergyShieldLeechRate", output.MaxEnergyShieldLeechRate, output.EnergyShieldLeechDuration)
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end
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if skillFlags.leechMana then
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breakdown.ManaLeech = breakdown.leech(output.ManaLeechInstant, output.ManaLeechInstantRate, output.ManaLeechInstances, output.Mana, "ManaLeechRate", output.MaxManaLeechRate, output.ManaLeechDuration)
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@@ -653,23 +653,23 @@ return {
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}, },
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{ label = "ES Leech Cap", flag = "leechES", { format = "{1:output:MaxEnergyShieldLeechRate}",
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{ breakdown = "MaxEnergyShieldLeechRate" },
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{ modName = "MaxLifeLeechRate" },
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{ modName = "MaxEnergyShieldLeechRate" },
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}, },
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{ label = "ES Leech Rate", flag = "leechES", notFlag = "showAverage", { format = "{1:output:EnergyShieldLeechRate}",
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{ breakdown = "EnergyShieldLeech" },
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{ label = "Player modifiers", notFlagList = { "totem", "attack" }, modName = { "DamageLeech", "DamageLifeLeech", "PhysicalDamageLifeLeech", "LightningDamageLifeLeech", "ColdDamageLifeLeech", "FireDamageLifeLeech", "ChaosDamageLifeLeech", "ElementalDamageLifeLeech" }, modType = "BASE", cfg = "skill" },
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{ label = "Main Hand", notFlag = "totem", flag = "weapon1Attack", modName = { "DamageLeech", "DamageLifeLeech", "PhysicalDamageLifeLeech", "LightningDamageLifeLeech", "ColdDamageLifeLeech", "FireDamageLifeLeech", "ChaosDamageLifeLeech", "ElementalDamageLifeLeech" }, modType = "BASE", cfg = "weapon1" },
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{ label = "Off Hand", notFlag = "totem", flag = "weapon2Attack", modName = { "DamageLeech", "DamageLifeLeech", "PhysicalDamageLifeLeech", "LightningDamageLifeLeech", "ColdDamageLifeLeech", "FireDamageLifeLeech", "ChaosDamageLifeLeech", "ElementalDamageLifeLeech" }, modType = "BASE", cfg = "weapon2" },
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{ label = "Totem modifiers", flag = "totem", modName = { "DamageLifeLeechToPlayer" }, modType = "BASE", cfg = "skill" },
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{ label = "Enemy modifiers", modName = { "SelfDamageLifeLeech" }, modType = "BASE", enemy = true },
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{ label = "Player modifiers", notFlagList = { "totem", "attack" }, modName = { "DamageLeech", "DamageEnergyShieldLeech", "PhysicalDamageEnergyShieldLeech", "LightningDamageEnergyShieldLeech", "ColdDamageEnergyShieldLeech", "FireDamageEnergyShieldLeech", "ChaosDamageEnergyShieldLeech", "ElementalDamageEnergyShieldLeech" }, modType = "BASE", cfg = "skill" },
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{ label = "Main Hand", notFlag = "totem", flag = "weapon1Attack", modName = { "DamageLeech", "DamageEnergyShieldLeech", "PhysicalDamageEnergyShieldLeech", "LightningDamageEnergyShieldLeech", "ColdDamageEnergyShieldLeech", "FireDamageEnergyShieldLeech", "ChaosDamageEnergyShieldLeech", "ElementalDamageEnergyShieldLeech" }, modType = "BASE", cfg = "weapon1" },
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{ label = "Off Hand", notFlag = "totem", flag = "weapon2Attack", modName = { "DamageLeech", "DamageEnergyShieldLeech", "PhysicalDamageEnergyShieldLeech", "LightningDamageEnergyShieldLeech", "ColdDamageEnergyShieldLeech", "FireDamageEnergyShieldLeech", "ChaosDamageEnergyShieldLeech", "ElementalDamageEnergyShieldLeech" }, modType = "BASE", cfg = "weapon2" },
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{ label = "Totem modifiers", flag = "totem", modName = { "DamageEnergyShieldLeechToPlayer" }, modType = "BASE", cfg = "skill" },
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{ label = "Enemy modifiers", modName = { "SelfDamageEnergyShieldLeech" }, modType = "BASE", enemy = true },
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}, },
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{ label = "ES Leech per Hit", flagList = { "leechES", "showAverage" }, { format = "{1:output:EnergyShieldLeechPerHit}",
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{ breakdown = "EnergyShieldLeech" },
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{ label = "Player modifiers", notFlagList = { "totem", "attack" }, modName = { "DamageLeech", "DamageLifeLeech", "PhysicalDamageLifeLeech", "LightningDamageLifeLeech", "ColdDamageLifeLeech", "FireDamageLifeLeech", "ChaosDamageLifeLeech", "ElementalDamageLifeLeech" }, modType = "BASE", cfg = "skill" },
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{ label = "Main Hand", notFlag = "totem", flag = "weapon1Attack", modName = { "DamageLeech", "DamageLifeLeech", "PhysicalDamageLifeLeech", "LightningDamageLifeLeech", "ColdDamageLifeLeech", "FireDamageLifeLeech", "ChaosDamageLifeLeech", "ElementalDamageLifeLeech" }, modType = "BASE", cfg = "weapon1" },
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{ label = "Off Hand", notFlag = "totem", flag = "weapon2Attack", modName = { "DamageLeech", "DamageLifeLeech", "PhysicalDamageLifeLeech", "LightningDamageLifeLeech", "ColdDamageLifeLeech", "FireDamageLifeLeech", "ChaosDamageLifeLeech", "ElementalDamageLifeLeech" }, modType = "BASE", cfg = "weapon2" },
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{ label = "Totem modifiers", flag = "totem", modName = { "DamageLifeLeechToPlayer" }, modType = "BASE", cfg = "skill" },
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{ label = "Enemy modifiers", modName = { "SelfDamageLifeLeech" }, modType = "BASE", enemy = true },
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{ label = "Player modifiers", notFlagList = { "totem", "attack" }, modName = { "DamageLeech", "DamageEnergyShieldLeech", "PhysicalDamageEnergyShieldLeech", "LightningDamageEnergyShieldLeech", "ColdDamageEnergyShieldLeech", "FireDamageEnergyShieldLeech", "ChaosDamageEnergyShieldLeech", "ElementalDamageEnergyShieldLeech" }, modType = "BASE", cfg = "skill" },
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{ label = "Main Hand", notFlag = "totem", flag = "weapon1Attack", modName = { "DamageLeech", "DamageEnergyShieldLeech", "PhysicalDamageEnergyShieldLeech", "LightningDamageEnergyShieldLeech", "ColdDamageEnergyShieldLeech", "FireDamageEnergyShieldLeech", "ChaosDamageEnergyShieldLeech", "ElementalDamageEnergyShieldLeech" }, modType = "BASE", cfg = "weapon1" },
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{ label = "Off Hand", notFlag = "totem", flag = "weapon2Attack", modName = { "DamageLeech", "DamageEnergyShieldLeech", "PhysicalDamageEnergyShieldLeech", "LightningDamageEnergyShieldLeech", "ColdDamageEnergyShieldLeech", "FireDamageEnergyShieldLeech", "ChaosDamageEnergyShieldLeech", "ElementalDamageEnergyShieldLeech" }, modType = "BASE", cfg = "weapon2" },
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{ label = "Totem modifiers", flag = "totem", modName = { "DamageEnergyShieldLeechToPlayer" }, modType = "BASE", cfg = "skill" },
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{ label = "Enemy modifiers", modName = { "SelfDamageEnergyShieldLeech" }, modType = "BASE", enemy = true },
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}, },
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{ label = "ES Gain Rate", notFlag = "showAverage", haveOutput = "EnergyShieldOnHitRate", { format = "{1:output:EnergyShieldOnHitRate}",
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{ label = "Player modifiers", notFlag = "attack", modName = "EnergyShieldOnHit", modType = "BASE", cfg = "skill" },
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@@ -27,6 +27,7 @@ function calcs.initModDB(env, modDB)
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modDB:NewMod("EnduranceChargesMax", "BASE", 3, "Base")
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modDB:NewMod("MaxLifeLeechRate", "BASE", 20, "Base")
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modDB:NewMod("MaxManaLeechRate", "BASE", 20, "Base")
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modDB:NewMod("MaxEnergyShieldLeechRate", "BASE", 10, "Base")
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modDB:NewMod("MineLayingTime", "BASE", 0.5, "Base")
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if env.build.targetVersion == "2_6" then
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modDB:NewMod("TrapThrowingTime", "BASE", 0.5, "Base")
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@@ -612,6 +612,9 @@ return {
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{ var = "multiplierPoisonOnEnemy", type = "count", label = "# of Poison on Enemy:", implyCond = "Poisoned", apply = function(val, modList, enemyModList)
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enemyModList:NewMod("Multiplier:PoisonStack", "BASE", val, "Config", { type = "Condition", var = "Effective" })
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end },
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{ var = "multiplierCurseOnEnemy", type = "count", label = "# of Curses on Enemy:", implyCond = "Cursed", apply = function(val, modList, enemyModList)
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enemyModList:NewMod("Multiplier:CurseStack", "BASE", val, "Config", { type = "Condition", var = "Effective" })
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end },
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{ var = "conditionEnemyMaimed", type = "check", label = "Is the enemy Maimed?", apply = function(val, modList, enemyModList)
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enemyModList:NewMod("Condition:Maimed", "FLAG", true, "Config", { type = "Condition", var = "Effective" })
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end },
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@@ -498,6 +498,7 @@ local modFlagList = {
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["for skills used by totems"] = { keywordFlags = KeywordFlag.Totem },
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["of aura skills"] = { tag = { type = "SkillType", skillType = SkillType.Aura } },
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["of curse skills"] = { keywordFlags = KeywordFlag.Curse },
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["with curse skills"] = { keywordFlags = KeywordFlag.Curse },
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["of herald skills"] = { tag = { type = "SkillType", skillType = SkillType.Herald } },
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["of minion skills"] = { tag = { type = "SkillType", skillType = SkillType.Minion } },
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["for curses"] = { keywordFlags = KeywordFlag.Curse },
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@@ -878,6 +879,7 @@ local modTagList = {
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["per poison affecting enemy"] = { tag = { type = "Multiplier", actor = "enemy", var = "PoisonStack" } },
|
||||
["per poison affecting enemy, up to %+([%d%.]+)%%"] = function(num) return { tag = { type = "Multiplier", actor = "enemy", var = "PoisonStack", limit = num, limitTotal = true } } end,
|
||||
["for each spider's web on the enemy"] = { tag = { type = "Multiplier", actor = "enemy", var = "Spider's WebStack" } },
|
||||
["for each curse on enemy"] = { tag = { type = "Multiplier", actor = "enemy", var = "CurseStack" } },
|
||||
}
|
||||
|
||||
local mod = modLib.createMod
|
||||
@@ -1578,6 +1580,7 @@ local suffixTypes = {
|
||||
["is leeched as life"] = "LifeLeech",
|
||||
["leeched as mana"] = "ManaLeech",
|
||||
["is leeched as mana"] = "ManaLeech",
|
||||
["leeched as energy shield"] = "EnergyShieldLeech",
|
||||
}
|
||||
local dmgTypes = {
|
||||
["physical"] = "Physical",
|
||||
|
||||
Reference in New Issue
Block a user