Release 1.3.19

- Changed mod scaling rounding to reflect change in 2.6
- Fixed relic import
- Various minor fixes
This commit is contained in:
Openarl
2017-03-09 15:37:35 +10:00
parent 47a6cfdac4
commit d15f105fdb
17 changed files with 63 additions and 34 deletions

View File

@@ -572,7 +572,7 @@ function buildMode:OpenSaveAsPopup()
local popup
popup = main:OpenPopup(370, 100, self.dbFileName and "Save As" or "Save", {
common.New("LabelControl", nil, 0, 20, 0, 16, "^7Enter new build name:"),
edit = common.New("EditControl", nil, 0, 40, 350, 20, self.dbFileName and self.buildName, nil, "\\/:%*%?\"<>|", 50, function(buf)
edit = common.New("EditControl", nil, 0, 40, 350, 20, self.dbFileName and self.buildName, nil, "\\/:%*%?\"<>|%c", 50, function(buf)
newFileName = main.buildPath..buf..".xml"
newBuildName = buf
popup.controls.save.enabled = false

View File

@@ -761,7 +761,7 @@ local function initEnv(build, mode, override)
if item.type ~= "Jewel" and item.type ~= "Flask" then
-- Update item counts
local key
if item.rarity == "UNIQUE" then
if item.rarity == "UNIQUE" or item.rarity == "RELIC" then
key = "UniqueItem"
elseif item.rarity == "RARE" then
key = "RareItem"
@@ -2586,7 +2586,7 @@ local function performCalcs(env)
output.FreezeChanceOnCrit = output.FreezeChanceOnHit
end
end
if skillFlags.attack and modDB:Sum("FLAG", cfg, "ArrowsThatPierceCauseBleeding") then
if skillFlags.attack and skillFlags.projectile and modDB:Sum("FLAG", cfg, "ArrowsThatPierceCauseBleeding") then
output.BleedChanceOnHit = 100 - (1 - output.BleedChanceOnHit / 100) * (1 - globalOutput.PierceChance / 100) * 100
output.BleedChanceOnCrit = 100 - (1 - output.BleedChanceOnCrit / 100) * (1 - globalOutput.PierceChance / 100) * 100
end

View File

@@ -170,6 +170,7 @@ data.colorCodes = {
MAGIC = "^x8888FF",
RARE = "^xFFFF77",
UNIQUE = "^xAF6025",
RELIC = "^x60C060",
CRAFTED = "^xB8DAF1",
UNSUPPORTED = "^xF05050",
--FIRE = "^x960000",

View File

@@ -73,6 +73,15 @@ function itemLib.parseItemRaw(item)
if data.colorCodes[rarity:upper()] then
item.rarity = rarity:upper()
end
if item.rarity == "NORMAL" then
-- Hack for relics
for _, line in ipairs(item.rawLines) do
if line == "Relic Unique" then
item.rarity = "RELIC"
break
end
end
end
l = l + 1
end
end