Release 1.2.37
- Added weapon compatibility check for attacks - DW attacks can now use offhand if mainhand is incompatible - Added skill parts to Blast Rain - Added "Blocked Recently" condition - Added Tempest Shield's block chance buff
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@@ -385,6 +385,7 @@ local modTagList = {
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["if you were hit recently"] = { tag = { type = "Condition", var = "BeenHitRecently" } },
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["if you were damaged by a hit recently"] = { tag = { type = "Condition", var = "BeenHitRecently" } },
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["if you've taken a savage hit recently"] = { tag = { type = "Condition", var = "BeenSavageHitRecently" } },
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["if you've blocked recently"] = { tag = { type = "Condition", var = "BlockedRecently" } },
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["if you haven't been hit recently"] = { tag = { type = "Condition", var = "NotBeenHitRecently" } },
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["if you've taken no damage from hits recently"] = { tag = { type = "Condition", var = "NotBeenHitRecently" } },
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["if you've blocked a hit from a unique enemy recently"] = { tag = { type = "Condition", var = "BlockedHitFromUniqueEnemyRecently" } },
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@@ -511,10 +512,10 @@ local specialModList = {
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-- Special item local modifiers
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["no physical damage"] = { mod("Misc", "LIST", { type = "WeaponData", key = "PhysicalMin" }), mod("Misc", "LIST", { type = "WeaponData", key = "PhysicalMax" }), mod("Misc", "LIST", { type = "WeaponData", key = "PhysicalDPS" }) },
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["all attacks with this weapon are critical strikes"] = { mod("Misc", "LIST", { type = "WeaponData", key = "critChance", value = 100 }) },
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["hits can't be evaded"] = { mod("Misc", "LIST", { type = "WeaponData", key = "CannotBeEvaded", value = true }) },
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["no block chance"] = { mod("Misc", "LIST", { type = "ArmourData", key = "BlockChance", value = 0 }) },
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["causes bleeding on hit"] = { mod("BleedChance", "BASE", 100, nil, ModFlag.Attack) },
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["poisonous hit"] = { mod("PoisonChance", "BASE", 100, nil, ModFlag.Attack) },
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["hits can't be evaded"] = { flag("CannotBeEvaded", { type = "Condition", var = "XHandAttack" }) },
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["causes bleeding on hit"] = { mod("BleedChance", "BASE", 100, { type = "Condition", var = "XHandAttack" }) },
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["poisonous hit"] = { mod("PoisonChance", "BASE", 100, { type = "Condition", var = "XHandAttack" }) },
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["has no sockets"] = { },
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["has 1 socket"] = { },
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["attacks have blood magic"] = { flag("SkillBloodMagic", nil, ModFlag.Attack) },
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@@ -564,7 +565,7 @@ local specialModList = {
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["gain (%d+) mana per grand spectrum"] = function(num) return { mod("Mana", "BASE", num, { type = "Multiplier", var = "GrandSpectrum" }), mod("Misc", "LIST", { type = "Multiplier", var = "GrandSpectrum", value = 1}) } end,
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["(%d+)%% increased elemental damage per grand spectrum"] = function(num) return { mod("ElementalDamage", "INC", num, { type = "Multiplier", var = "GrandSpectrum" }), mod("Misc", "LIST", { type = "Multiplier", var = "GrandSpectrum", value = 1}) } end,
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["counts as dual wielding"] = { mod("Misc", "LIST", { type = "Condition", var = "DualWielding"}) },
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["counts as all one handed melee weapon types"] = { mod("Misc", "LIST", { type = "WeaponData", key = "flag", value = bor(ModFlag.Axe, ModFlag.Claw, ModFlag.Dagger, ModFlag.Mace, ModFlag.Sword)}) },
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["counts as all one handed melee weapon types"] = { mod("Misc", "LIST", { type = "WeaponData", key = "countsAsAll1H", value = true }) },
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["gain (%d+)%% of bow physical damage as extra damage of each element"] = function(num) return { mod("PhysicalDamageGainAsLightning", "BASE", num, nil, ModFlag.Bow), mod("PhysicalDamageGainAsCold", "BASE", num, nil, ModFlag.Bow), mod("PhysicalDamageGainAsFire", "BASE", num, nil, ModFlag.Bow) } end,
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["totems fire (%d+) additional projectiles"] = function(num) return { mod("ProjectileCount", "BASE", num, nil, 0, KeywordFlag.Totem) } end,
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["when at maximum frenzy charges, attacks poison enemies"] = { mod("PoisonChance", "BASE", 100, nil, ModFlag.Attack, { type = "Condition", var = "AtMaxFrenzyCharges" }) },
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