Intimidate/unnerve are conditions, add some intimidate uniques/passives
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@@ -1130,10 +1130,10 @@ return {
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enemyModList:NewMod("LightningExposure", "BASE", -10, "Config", { type = "Condition", var = "Effective" }, { type = "ActorCondition", actor = "enemy", var = "CanApplyLightningExposure" })
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end },
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{ var = "conditionEnemyIntimidated", type = "check", label = "Is the enemy Intimidated?", tooltip = "Intimidated enemies take 10% increased Attack Damage.", apply = function(val, modList, enemyModList)
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enemyModList:NewMod("DamageTaken", "INC", 10, "Intimidate", ModFlag.Attack)
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enemyModList:NewMod("Condition:Intimidated", "FLAG", true, "Config", { type = "Condition", var = "Effective" })
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end },
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{ var = "conditionEnemyUnnerved", type = "check", label = "Is the enemy Unnerved?", tooltip = "Unnerved enemies take 10% increased Spell Damage.", apply = function(val, modList, enemyModList)
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enemyModList:NewMod("DamageTaken", "INC", 10, "Unnerve", ModFlag.Spell)
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enemyModList:NewMod("Condition:Unnerved", "FLAG", true, "Config", { type = "Condition", var = "Effective" })
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end },
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{ var = "conditionEnemyCoveredInAsh", type = "check", label = "Is the enemy covered in Ash?", tooltip = "Covered in Ash applies the following to the enemy:\n\t20% increased Fire Damage taken\n\t20% less Movement Speed", apply = function(val, modList, enemyModList)
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modList:NewMod("CoveredInAshEffect", "BASE", 20, "Covered in Ash")
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