Release 1.4.120
- Added skill parts to Shattering Steel - Fixed Rigwald's Curse Crit Chance conversion - Fixed minion build node power
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@@ -480,8 +480,6 @@ function calcs.buildActiveSkillModList(env, actor, activeSkill)
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skillFlags.haveMinion = true
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minion.parent = env.player
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minion.enemy = env.enemy
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minion.modDB = new("ModDB")
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minion.modDB.actor = minion
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minion.type = minionType
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minion.minionData = env.data.minions[minionType]
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minion.level = activeSkill.skillData.minionLevelIsEnemyLevel and env.enemyLevel or activeSkill.skillData.minionLevel or activeSkill.skillData.levelRequirement
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@@ -210,7 +210,7 @@ function calcs.offence(env, actor, activeSkill)
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end
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if skillModList:Flag(nil, "ClawCritChanceAppliesToUnarmed") then
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-- Claw Crit Chance conversion from Rigwald's Curse
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for i, value in ipairs(skillModList:Tabulate("INC", { flags = ModFlag.Claw }, "Speed")) do
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for i, value in ipairs(skillModList:Tabulate("INC", { flags = ModFlag.Claw }, "CritChance")) do
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local mod = value.mod
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if band(mod.flags, ModFlag.Claw) ~= 0 then
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skillModList:NewMod("CritChance", mod.type, mod.value, mod.source, bor(band(mod.flags, bnot(ModFlag.Claw)), ModFlag.Unarmed), mod.keywordFlags, unpack(mod))
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@@ -360,6 +360,8 @@ function calcs.perform(env)
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for _, activeSkill in ipairs(env.activeSkillList) do
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activeSkill.skillModList = new("ModList", activeSkill.baseSkillModList)
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if activeSkill.minion then
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activeSkill.minion.modDB = new("ModDB")
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activeSkill.minion.modDB.actor = activeSkill.minion
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calcs.createMinionSkills(env, activeSkill)
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end
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end
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