Release 1.4.5
- Added demigod/legacy quiver bases - Fixed enchant UI only finding the first skill in each socket group - Fixed life/mana leech boot enchantment not working
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@@ -14,8 +14,8 @@ local m_max = math.max
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local tempTable1 = { }
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-- Initialise modifier database with stats common to all actors
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function calcs.initModDB(modDB)
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-- Initialise modifier database with stats and conditions common to all actors
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function calcs.initModDB(env, modDB)
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modDB:NewMod("FireResistMax", "BASE", 75, "Base")
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modDB:NewMod("ColdResistMax", "BASE", 75, "Base")
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modDB:NewMod("LightningResistMax", "BASE", 75, "Base")
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@@ -30,6 +30,10 @@ function calcs.initModDB(modDB)
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modDB:NewMod("DamageTaken", "INC", 50, "Base", { type = "Condition", var = "Shocked" })
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modDB:NewMod("HitChance", "MORE", -50, "Base", { type = "Condition", var = "Blinded" })
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modDB:NewMod("MovementSpeed", "INC", -30, "Base", { type = "Condition", var = "Maimed" })
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modDB:NewMod("Condition:Burning", "FLAG", true, "Base", { type = "Condition", var = "Ignited" })
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modDB.conditions["Buffed"] = env.mode_buffs
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modDB.conditions["Combat"] = env.mode_combat
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modDB.conditions["Effective"] = env.mode_effective
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end
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-- Build list of modifiers from the listed tree nodes
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@@ -124,7 +128,7 @@ function calcs.initEnv(build, mode, override)
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modDB:NewMod(stat, "BASE", classStats["base_"..stat:lower()], "Base")
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end
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modDB.multipliers["Level"] = m_max(1, m_min(100, build.characterLevel))
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calcs.initModDB(modDB)
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calcs.initModDB(env, modDB)
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modDB:NewMod("Life", "BASE", 12, "Base", { type = "Multiplier", var = "Level", base = 38 })
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modDB:NewMod("Mana", "BASE", 6, "Base", { type = "Multiplier", var = "Level", base = 34 })
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modDB:NewMod("ManaRegen", "BASE", 0.0175, "Base", { type = "PerStat", stat = "Mana", div = 1 })
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@@ -181,7 +185,7 @@ function calcs.initEnv(build, mode, override)
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local enemyDB = common.New("ModDB")
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env.enemyDB = enemyDB
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env.enemyLevel = m_max(1, m_min(100, env.configInput.enemyLevel and env.configInput.enemyLevel or m_min(env.build.characterLevel, 84)))
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calcs.initModDB(enemyDB)
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calcs.initModDB(env, enemyDB)
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enemyDB:NewMod("Accuracy", "BASE", data.monsterAccuracyTable[env.enemyLevel], "Base")
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enemyDB:NewMod("Evasion", "BASE", data.monsterEvasionTable[env.enemyLevel], "Base")
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