Release 1.4.22

- Applied DoT changes for 3.0
- Updated 3.0 bandits
- Reverted accidental minion skill changes
This commit is contained in:
Openarl
2017-06-09 01:49:16 +10:00
parent 08ee8f64ea
commit 6ab240463f
19 changed files with 2340 additions and 383 deletions

View File

@@ -320,8 +320,12 @@ local varList = {
modList:NewMod("CritChanceLucky", "FLAG", true, "Config", { type = "Condition", var = "Effective" })
end },
{ var = "projectileDistance", type = "number", label = "Projectile travel distance:", ifFlag = "projectile" },
{ var = "conditionEnemyMoving", type = "check", label = "Is the enemy Moving?", ifFlag = "bleed", apply = function(val, modList, enemyModList)
modList:NewMod("Damage", "MORE", 500, "Movement", 0, KeywordFlag.Bleed)
{ var = "conditionEnemyMoving", type = "check", label = "Is the enemy Moving?", ifFlag = "bleed", apply = function(val, modList, enemyModList, build)
if build.targetVersion == "2_6" then
modList:NewMod("Damage", "MORE", 500, "Movement", 0, KeywordFlag.Bleed)
else
modList:NewMod("Damage", "MORE", 100, "Movement", 0, KeywordFlag.Bleed)
end
end },
{ var = "conditionEnemyFullLife", type = "check", label = "Is the enemy on Full Life?", ifEnemyCond = "FullLife", apply = function(val, modList, enemyModList)
enemyModList:NewMod("Condition:FullLife", "FLAG", true, "Config", { type = "Condition", var = "Effective" })
@@ -729,15 +733,15 @@ function ConfigTabClass:BuildModList()
if varData.apply then
if varData.type == "check" then
if input[varData.var] then
varData.apply(true, modList, enemyModList)
varData.apply(true, modList, enemyModList, self.build)
end
elseif varData.type == "number" then
if input[varData.var] and input[varData.var] ~= 0 then
varData.apply(input[varData.var], modList, enemyModList)
varData.apply(input[varData.var], modList, enemyModList, self.build)
end
elseif varData.type == "list" then
if input[varData.var] then
varData.apply(input[varData.var], modList, enemyModList)
varData.apply(input[varData.var], modList, enemyModList, self.build)
end
end
end