Release 1.4.22
- Applied DoT changes for 3.0 - Updated 3.0 bandits - Reverted accidental minion skill changes
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@@ -320,8 +320,12 @@ local varList = {
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modList:NewMod("CritChanceLucky", "FLAG", true, "Config", { type = "Condition", var = "Effective" })
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end },
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{ var = "projectileDistance", type = "number", label = "Projectile travel distance:", ifFlag = "projectile" },
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{ var = "conditionEnemyMoving", type = "check", label = "Is the enemy Moving?", ifFlag = "bleed", apply = function(val, modList, enemyModList)
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modList:NewMod("Damage", "MORE", 500, "Movement", 0, KeywordFlag.Bleed)
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{ var = "conditionEnemyMoving", type = "check", label = "Is the enemy Moving?", ifFlag = "bleed", apply = function(val, modList, enemyModList, build)
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if build.targetVersion == "2_6" then
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modList:NewMod("Damage", "MORE", 500, "Movement", 0, KeywordFlag.Bleed)
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else
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modList:NewMod("Damage", "MORE", 100, "Movement", 0, KeywordFlag.Bleed)
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end
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end },
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{ var = "conditionEnemyFullLife", type = "check", label = "Is the enemy on Full Life?", ifEnemyCond = "FullLife", apply = function(val, modList, enemyModList)
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enemyModList:NewMod("Condition:FullLife", "FLAG", true, "Config", { type = "Condition", var = "Effective" })
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@@ -729,15 +733,15 @@ function ConfigTabClass:BuildModList()
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if varData.apply then
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if varData.type == "check" then
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if input[varData.var] then
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varData.apply(true, modList, enemyModList)
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varData.apply(true, modList, enemyModList, self.build)
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end
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elseif varData.type == "number" then
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if input[varData.var] and input[varData.var] ~= 0 then
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varData.apply(input[varData.var], modList, enemyModList)
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varData.apply(input[varData.var], modList, enemyModList, self.build)
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end
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elseif varData.type == "list" then
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if input[varData.var] then
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varData.apply(input[varData.var], modList, enemyModList)
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varData.apply(input[varData.var], modList, enemyModList, self.build)
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end
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end
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end
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