Release 1.0.14
- Stop the melee/ranged weapon flag overrides from messing with skills that don't require it - Fixed ES on Sin Trek (and possibly other similar cases) - Enabled Dual Wielding mods
This commit is contained in:
@@ -407,7 +407,7 @@ function ItemsTabClass:AddItemTooltip(item, slot, dbMode)
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end
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for _, def in ipairs({{var="armour",label="Armour"},{var="evasion",label="Evasion Rating"},{var="energyShield",label="Energy Shield"}}) do
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local itemVal = modList["slot:"..base.type.."_"..def.var.."Base"]
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if itemVal then
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if itemVal and itemVal > 0 then
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main:AddTooltipLine(16, s_format("^x7F7F7F%s: %s%d", def.label, itemVal ~= base.armour[def.var.."Base"] and data.colorCodes.MAGIC or "^7", itemVal))
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end
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end
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@@ -515,6 +515,9 @@ local function initEnv(build, input, mode)
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mod_dbMerge(modDB, "", "activeTrapLimit", 3)
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mod_dbMerge(modDB, "", "activeMineLimit", 5)
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mod_dbMerge(modDB, "", "projectileCount", 1)
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mod_dbMerge(modDB, "CondMod", "DualWielding_attackSpeedMore", 1.1)
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mod_dbMerge(modDB, "CondMod", "DualWielding_attack_physicalMore", 1.2)
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mod_dbMerge(modDB, "CondMod", "DualWielding_blockChance", 15)
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-- Add bandit mods
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if build.banditNormal == "Alira" then
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@@ -650,10 +653,10 @@ local function finaliseMods(env, output)
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end
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if skillFlags.attack then
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skillFlags.weapon1Attack = true
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if weapon1Info.melee then
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if weapon1Info.melee and skillFlags.melee then
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skillFlags.bow = nil
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skillFlags.projectile = nil
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else
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elseif not weapon1Info.melee and skillFlags.bow then
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skillFlags.melee = nil
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end
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end
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@@ -850,10 +853,11 @@ local function finaliseMods(env, output)
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if weapon1Type == "Staff" then
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condList["UsingStaff"] = true
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end
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if env.skillFlags.mainIs1H then
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if weapon2Type == "Shield" then
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condList["UsingShield"] = true
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end
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if env.skillFlags.mainIs1H and weapon2Type == "Shield" then
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condList["UsingShield"] = true
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end
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if data.weaponTypeInfo[weapon1Type] and data.weaponTypeInfo[weapon2Type] then
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condList["DualWielding"] = true
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end
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if getMiscVal(modDB, "gear", "NormalCount", 0) > 0 then
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condList["UsingNormalItem"] = true
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@@ -1846,7 +1850,7 @@ function calcs.buildOutput(build, input, output, mode)
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-- Configure view mode
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setViewMode(env, build.skillsTab.list)
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--infoDump(env, output)
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infoDump(env, output)
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end
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end
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@@ -273,15 +273,9 @@ function itemLib.buildItemModListForSlotNum(item, baseList, slotNum)
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modList.weapon2_type = "Shield"
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end
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local basePrefix = "slot:"..item.base.type.."_"
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if item.base.armour.armourBase then
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modList[basePrefix.."armourBase"] = m_floor((item.base.armour.armourBase + (modList.armourBase or 0)) * (1 + ((modList.armourInc or 0) + (modList.armourAndEvasionInc or 0) + (modList.armourAndEnergyShieldInc or 0) + (modList.defencesInc or 0) + item.quality) / 100) + 0.5)
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end
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if item.base.armour.evasionBase then
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modList[basePrefix.."evasionBase"] = m_floor((item.base.armour.evasionBase + (modList.evasionBase or 0)) * (1 + ((modList.evasionInc or 0) + (modList.armourAndEvasionInc or 0) + (modList.evasionAndEnergyShieldInc or 0) + (modList.defencesInc or 0) + item.quality) / 100) + 0.5)
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end
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if item.base.armour.energyShieldBase then
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modList[basePrefix.."energyShieldBase"] = m_floor((item.base.armour.energyShieldBase + (modList.energyShieldBase or 0)) * (1 + ((modList.energyShieldInc or 0) + (modList.armourAndEnergyShieldInc or 0) + (modList.evasionAndEnergyShieldInc or 0) + (modList.defencesInc or 0) + item.quality) / 100) + 0.5)
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end
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modList[basePrefix.."armourBase"] = m_floor(((item.base.armour.armourBase or 0) + (modList.armourBase or 0)) * (1 + ((modList.armourInc or 0) + (modList.armourAndEvasionInc or 0) + (modList.armourAndEnergyShieldInc or 0) + (modList.defencesInc or 0) + item.quality) / 100) + 0.5)
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modList[basePrefix.."evasionBase"] = m_floor(((item.base.armour.evasionBase or 0) + (modList.evasionBase or 0)) * (1 + ((modList.evasionInc or 0) + (modList.armourAndEvasionInc or 0) + (modList.evasionAndEnergyShieldInc or 0) + (modList.defencesInc or 0) + item.quality) / 100) + 0.5)
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modList[basePrefix.."energyShieldBase"] = m_floor(((item.base.armour.energyShieldBase or 0) + (modList.energyShieldBase or 0)) * (1 + ((modList.energyShieldInc or 0) + (modList.armourAndEnergyShieldInc or 0) + (modList.evasionAndEnergyShieldInc or 0) + (modList.defencesInc or 0) + item.quality) / 100) + 0.5)
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if item.base.armour.blockChance then
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if modList.shieldLocal_noBlock then
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modList.blockChance = 0
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@@ -48,6 +48,11 @@ Head over to the [Releases](https://github.com/Openarl/PathOfBuilding/releases)
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## Changelog
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### 1.0.14 - 2016/09/01
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* Fixed tags on certain multipart skills not correctly applying
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* Fixed energy shield not showing up on Sin Trek
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* Dual Wielding modifiers will now apply
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* Skills that can use both weapons still only use the main hand at the moment; that requires a bit more work to implement
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### 1.0.13 - 2016/09/01
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* Added a scroll bar to the Items tab to fix the issue with low screen resolutions
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* The scroll bar will automatically jump to the right when you start editing an item, then jump back when you save it
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@@ -1,6 +1,6 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<PoBVersion>
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<Version number="1.0.13"/>
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<Version number="1.0.14"/>
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<Source part="program" url="https://raw.githubusercontent.com/Openarl/PathOfBuilding/{branch}/"/>
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<Source part="tree" url="https://raw.githubusercontent.com/Openarl/PathOfBuilding/{branch}/tree.zip"/>
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<Source url="https://raw.githubusercontent.com/Openarl/PathOfBuilding/{branch}/runtime-win32.zip" part="runtime" platform="win32"/>
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@@ -20,7 +20,7 @@
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<File sha1="2a3001d92c8f788a7d487643fbfcc4fa93419f4a" name="Classes/ItemDBControl.lua" part="program"/>
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<File sha1="0cb467a1a8643e5297d8e1cdc1a3808686ffc9ef" name="Classes/ItemListControl.lua" part="program"/>
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<File sha1="b78b8fd05d201aff7e0da1b3a70acdedef9bf60d" name="Classes/ItemSlotControl.lua" part="program"/>
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<File sha1="c54a8dd3f9bc379dd296c48442e36e9da98d8f66" name="Classes/ItemsTab.lua" part="program"/>
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<File sha1="f57bc78b0b8fa9268191b65aa9788bacc9bc04b4" name="Classes/ItemsTab.lua" part="program"/>
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<File sha1="e577edeea7685cb2b0cd0d00b901a458ae45add0" name="Classes/LabelControl.lua" part="program"/>
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<File sha1="6f8f98d6ee505af53441c1fe9ad74fbff86d56ad" name="Classes/PassiveSpec.lua" part="program"/>
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<File sha1="03dde914f7ad75d26f2ba0845b11986d198b6e94" name="Classes/PassiveTree.lua" part="program"/>
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@@ -36,11 +36,11 @@
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<File sha1="4b7675c8b4fe71cade7dd3d70793df1ed8022d01" name="Classes/UndoHandler.lua" part="program"/>
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<File sha1="329ba38548953be8101a83e4c410ebe6f0d0607c" name="Modules/Build.lua" part="program"/>
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<File sha1="c03a7796aea3e9aa832fbb92c1f674ef5af690ca" name="Modules/BuildList.lua" part="program"/>
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<File sha1="00197d6bdb1bd2f855233397e39948342eaadae1" name="Modules/Calcs.lua" part="program"/>
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<File sha1="b9bf5febe19d2bca001f8afa5778b38e9c9cfcda" name="Modules/Calcs.lua" part="program"/>
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<File sha1="7721650215b51d7c472da2e81389b81c91c6b498" name="Modules/CalcsView.lua" part="program"/>
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<File sha1="3fd280d8abfa60264495daad42f8ccaa92cdcd46" name="Modules/Common.lua" part="program"/>
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<File sha1="cb25bd581587ba5b35f77ca7b245334be1e5186a" name="Modules/Data.lua" part="program"/>
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<File sha1="e04edbadc8eda47583b80f49a3c0a6b844d00dc5" name="Modules/ItemTools.lua" part="program"/>
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<File sha1="73e1c9410aba9b218cd9d0ff6b13062e9b8de915" name="Modules/ItemTools.lua" part="program"/>
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<File sha1="bb80b7fe33286e94ca0a52fcd4b1ac403a3d09b9" name="Modules/Main.lua" part="program"/>
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<File sha1="d4dc00795c80a8a0831f9e126df2f586ef50978c" name="Modules/ModParser.lua" part="program"/>
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<File sha1="bc49ce1b5e15da40476a9c99c4c690b323c0e7ad" name="Modules/ModTools.lua" part="program"/>
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