Add support for Debuffs granted by Glorious Madness (#8275)
* Add support for Debuffs granted by Glorious Madness Using the Embrace Madness skill grants you 4 unique debuffs that accumulate up to 10 stacks. We were also missing 1 explicit mod on each variant of the boots * Spelling mistake --------- Co-authored-by: LocalIdentity <localidentity2@gmail.com>
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@@ -640,10 +640,13 @@ Implicits: 3
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{variant:3}+(8-12)% to Cold and Lightning Resistances
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Grants Level 1 Embrace Madness Skill
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30% increased Movement Speed
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{variant:1}(150-300)% increased Armour and Evasion
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{variant:1}+15 to maximum Fortification while affected by Glorious Madness
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{variant:1}20% chance to deal Double Damage while affected by Glorious Madness
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{variant:2}(20-40)% increased Effect of Non-Damaging Ailments
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{variant:2}You have Igniting, Chilling and Shocking Conflux while affected by Glorious Madness
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{variant:2}Immune to Elemental Ailments while affected by Glorious Madness
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{variant:3}(20-40)% increased Chaos Damage
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{variant:3}Enemies you Kill while affected by Glorious Madness have a 40% chance to Explode, dealing a quarter of their Life as Chaos Damage
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{variant:3}All Damage inflicts Poison while affected by Glorious Madness
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]],[[
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@@ -32,7 +32,7 @@ end
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local function banditTooltip(tooltip, mode, index, value)
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local banditBenefits = {
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["None"] = "Grants 1 Passive Skill Point",
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["Oak"] = "+40 to Maximum Life",
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["Oak"] = "+40 to Maximum ^xE05030Life",
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["Kraityn"] = "8% increased Movement Speed",
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["Alira"] = "+15% to all Elemental Resistances",
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}
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@@ -375,6 +375,15 @@ return {
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{ var = "embraceMadnessActive", type = "check", label = "Is Embrace Madness active?", ifSkill = "Embrace Madness", apply = function(val, modList, enemyModList)
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modList:NewMod("Condition:AffectedByGloriousMadness", "FLAG", true, "Config")
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end },
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{ var = "touchedDebuffsCount", type = "countAllowZero", label = "Glorious Madness Stacks", ifOption = "embraceMadnessActive", defaultState = 10, tooltip = "Glorious Madness Stacks grants:\n\tEroding Touch: 6% inc Damage Taken per stack\n\tParalysing Touch: 6% reduced Action Speed per stack\n\tDiluting Touch: 9% reduced Flask charges gained and 9% reduced Flask Effect per stack\n\tWasting Touch: 9% reduced ^xE05030Life ^7and ^x88FFFFEnergy Shield ^7recovery rate per stack", apply = function(val, modList, enemyModList)
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val = m_min(val, 10)
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modList:NewMod("DamageTaken", "INC", val * 6, val.." Eroding Touch Stacks", { type = "GlobalEffect", effectType = "Debuff" })
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modList:NewMod("ActionSpeed", "INC", -val * 6, val.." Paralysing Touch Stacks", { type = "GlobalEffect", effectType = "Debuff" })
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modList:NewMod("FlaskChargesGained", "INC", -val * 9, val.." Diluting Touch Stacks", { type = "GlobalEffect", effectType = "Debuff" })
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modList:NewMod("FlaskEffect", "INC", -val * 9, val.." Diluting Touch Stacks", { type = "GlobalEffect", effectType = "Debuff" })
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modList:NewMod("LifeRecoveryRate", "INC", -val * 9, val.." Wasting Touch Stacks", { type = "GlobalEffect", effectType = "Debuff" })
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modList:NewMod("EnergyShieldRecoveryRate", "INC", -val * 9, val.." Wasting Touch Stacks", { type = "GlobalEffect", effectType = "Debuff" })
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end },
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{ label = "Feeding Frenzy:", ifSkill = "Feeding Frenzy" },
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{ var = "feedingFrenzyFeedingFrenzyActive", type = "check", label = "Is Feeding Frenzy active?", ifSkill = "Feeding Frenzy", tooltip = "Feeding Frenzy grants:\n\t10% more Minion Damage\n\t10% increased Minion Movement Speed\n\t10% increased Minion Attack and Cast Speed", apply = function(val, modList, enemyModList)
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modList:NewMod("Condition:FeedingFrenzyActive", "FLAG", true, "Config")
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