Adding Rupture stack config

Adding rupture deadeye parsing
This commit is contained in:
Uilman
2021-01-10 13:44:02 -05:00
parent 02f5c36f72
commit be93cb9dc4
2 changed files with 9 additions and 0 deletions

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@@ -1010,6 +1010,11 @@ return {
{ var = "conditionEnemyBleeding", type = "check", label = "Is the enemy Bleeding?", apply = function(val, modList, enemyModList)
enemyModList:NewMod("Condition:Bleeding", "FLAG", true, "Config", { type = "Condition", var = "Effective" })
end },
{ var = "multiplierRuptureStacks", type = "count", label = "# of Rupture stacks?", ifCond = "CanInflictRupture", tooltip = "Rupture applies 25% more bleed damage and 25% faster bleeds for 3 seconds, up to 3 stacks", apply = function(val, modList, enemyModList)
modList:NewMod("Multiplier:RuptureStack", "BASE", val, "Config", { type = "Condition", var = "Effective" })
modList:NewMod("Damage", "MORE", 25, "Rupture", nil, KeywordFlag.Bleed, { type = "Multiplier", var = "RuptureStack", limit = 3})
modList:NewMod("BleedFaster", "INC", 25, "Rupture", { type = "Multiplier", var = "RuptureStack", limit = 3})
end },
{ var = "conditionEnemyPoisoned", type = "check", label = "Is the enemy Poisoned?", ifEnemyCond = "Poisoned", apply = function(val, modList, enemyModList)
enemyModList:NewMod("Condition:Poisoned", "FLAG", true, "Config", { type = "Condition", var = "Effective" })
end },