Fix Aul Bloodline Aura nodes applying no matter what (#9103)

We had not processed player charges before calculating aura affect so the max charges value was defaulting to 0. We now run the charges first pass before the aura's and buffs are calculated

Co-authored-by: LocalIdentity <localidentity2@gmail.com>
This commit is contained in:
LocalIdentity
2025-11-03 16:39:11 +11:00
committed by GitHub
parent 9ac5ceb387
commit c4a4ce1b08

View File

@@ -1863,6 +1863,9 @@ function calcs.perform(env, skipEHP)
modDB:NewMod("EnemyShockEffect", "INC", m_floor(mod.value * multiplier), mod.source, mod.flags, mod.keywordFlags, unpack(modifiers))
end
end
-- Calculate charges early to enable usage of stats that depend on charge count
doActorCharges(env, env.player)
-- Combine buffs/debuffs
local buffs = { }
@@ -2733,9 +2736,6 @@ function calcs.perform(env, skipEHP)
mergeFlasks(env.flasks, true, nonUniqueFlasksApplyToMinion)
end
-- Calculate charges early to enable usage of stats that depend on charge count
doActorCharges(env, env.player)
-- Process stats from alternate charges
if env.mode_combat then
if modDB:Flag(nil, "UseEnduranceCharges") and modDB:Flag(nil, "EnduranceChargesConvertToBrutalCharges") then