Release 1.2.17
- Added more uniques - Support for Mastermind of Discord - Added conversion mods to hit breakdown - Added 2x multiplier to Cyclone - Fixed Lightning Golem buff
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@@ -36,9 +36,6 @@ local varList = {
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{ var = "conditionUsingFlask", type = "check", label = "Do you have a Flask active?", apply = function(val, modList, enemyModList)
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modList:NewMod("Misc", "LIST", { type = "Condition", var = "UsingFlask" }, "Config", { type = "Condition", var = "Combat" })
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end },
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{ var = "buffPendulum", type = "check", label = "Is Pendulum of Destruction active?", ifNode = 57197, apply = function(val, modList, enemyModList)
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modList:NewMod("Misc", "LIST", { type = "Condition", var = "PendulumOfDestruction" }, "Config", { type = "Condition", var = "Combat" })
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end },
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{ var = "conditionOnConsecratedGround", type = "check", label = "Are you on Consecrated Ground?", apply = function(val, modList, enemyModList)
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modList:NewMod("Misc", "LIST", { type = "Condition", var = "OnConsecratedGround" }, "Config", { type = "Condition", var = "Combat" })
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end },
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@@ -51,10 +48,37 @@ local varList = {
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{ var = "conditionKilledRecently", type = "check", label = "Have you Killed Recently?", apply = function(val, modList, enemyModList)
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modList:NewMod("Misc", "LIST", { type = "Condition", var = "KilledRecently" }, "Config", { type = "Condition", var = "Combat" })
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end },
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{ var = "conditionTotemsKilledRecently", type = "check", label = "Have your Totems Killed Recently?", apply = function(val, modList, enemyModList)
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modList:NewMod("Misc", "LIST", { type = "Condition", var = "TotemsKilledRecently" }, "Config", { type = "Condition", var = "Combat" })
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end },
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{ var = "conditionBeenHitRecently", type = "check", label = "Have you been Hit Recently?", apply = function(val, modList, enemyModList)
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modList:NewMod("Misc", "LIST", { type = "Condition", var = "BeenHitRecently" }, "Config", { type = "Condition", var = "Combat" })
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end },
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{ var = "buffPendulum", type = "check", label = "Is Pendulum of Destruction active?", ifNode = 57197, apply = function(val, modList, enemyModList)
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modList:NewMod("Misc", "LIST", { type = "Condition", var = "PendulumOfDestruction" }, "Config", { type = "Condition", var = "Combat" })
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end },
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{ var = "conditionAttackedRecently", type = "check", label = "Have you Attacked Recently?", ifNode = 3154, tooltip = "You will automatically be considered to have Attacked Recently if your main skill is an attack,\nbut you can use this option to force it if necessary.", apply = function(val, modList, enemyModList)
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modList:NewMod("Misc", "LIST", { type = "Condition", var = "AttackedRecently" }, "Config", { type = "Condition", var = "Combat" })
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end },
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{ var = "conditionCastSpellRecently", type = "check", label = "Have you Cast a Spell Recently?", ifNode = 3154, tooltip = "You will automatically be considered to have Cast a Spell Recently if your main skill is a spell,\nbut you can use this option to force it if necessary.", apply = function(val, modList, enemyModList)
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modList:NewMod("Misc", "LIST", { type = "Condition", var = "CastSpellRecently" }, "Config", { type = "Condition", var = "Combat" })
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end },
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{ var = "conditionUsedFireSkillInPast10Sec", type = "check", label = "Used a Fire Skill in the past 10s?", ifNode = 61259, apply = function(val, modList, enemyModList)
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modList:NewMod("Misc", "LIST", { type = "Condition", var = "UsedFireSkillInPast10Sec" }, "Config", { type = "Condition", var = "Combat" })
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end },
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{ var = "conditionUsedColdSkillInPast10Sec", type = "check", label = "Used a Cold Skill in the past 10s?", ifNode = 61259, apply = function(val, modList, enemyModList)
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modList:NewMod("Misc", "LIST", { type = "Condition", var = "UsedColdSkillInPast10Sec" }, "Config", { type = "Condition", var = "Combat" })
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end },
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{ var = "conditionUsedLightningSkillInPast10Sec", type = "check", label = "Used a Light. Skill in the past 10s?", ifNode = 61259, apply = function(val, modList, enemyModList)
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modList:NewMod("Misc", "LIST", { type = "Condition", var = "UsedLightningSkillInPast10Sec" }, "Config", { type = "Condition", var = "Combat" })
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end },
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{ section = "For Effective DPS" },
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{ var = "conditionEnemyFullLife", type = "check", label = "Is the enemy on Full Life?", apply = function(val, modList, enemyModList)
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modList:NewMod("Misc", "LIST", { type = "Condition", var = "EnemyFullLife" }, "Config", { type = "Condition", var = "Effective" })
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end },
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{ var = "conditionEnemyLowLife", type = "check", label = "Is the enemy on Low Life?", apply = function(val, modList, enemyModList)
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modList:NewMod("Misc", "LIST", { type = "Condition", var = "EnemyLowLife" }, "Config", { type = "Condition", var = "Effective" })
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end },
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{ var = "conditionEnemyCursed", type = "check", label = "Is the enemy Cursed?", tooltip = "Your enemy will automatically be considered to be Cursed if you have at least one curse enabled,\nbut you can use this option to force it if necessary.", apply = function(val, modList, enemyModList)
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modList:NewMod("Misc", "LIST", { type = "Condition", var = "EnemyCursed" }, "Config", { type = "Condition", var = "Effective" })
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end },
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@@ -121,11 +145,7 @@ local ConfigTabClass = common.NewClass("ConfigTab", "UndoHandler", "ControlHost"
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local lastSection
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for _, varData in ipairs(varList) do
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if varData.section then
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if lastSection then
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lastSection = common.New("SectionControl", {"TOPLEFT",lastSection,"BOTTOMLEFT"}, 0, 18, 300, 0, varData.section)
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else
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lastSection = common.New("SectionControl", {"TOPLEFT",self,"TOPLEFT"}, 10, 18, 300, 0, varData.section)
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end
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lastSection = common.New("SectionControl", {"TOPLEFT",self,"TOPLEFT"}, 0, 0, 300, 0, varData.section)
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lastSection.varControlList = { }
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lastSection.height = function(self)
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local height = 20
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@@ -155,11 +175,15 @@ local ConfigTabClass = common.NewClass("ConfigTab", "UndoHandler", "ControlHost"
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self.build.buildFlag = true
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end)
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end
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control.tooltip = varData.tooltip
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if varData.ifNode then
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control.shown = function()
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return self.build.spec.allocNodes[varData.ifNode]
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end
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control.tooltip = function()
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return "This option is specific to '"..self.build.spec.nodes[varData.ifNode].dn.."'."..(varData.tooltip and "\n"..varData.tooltip or "")
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end
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else
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control.tooltip = varData.tooltip
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end
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t_insert(self.controls, common.New("LabelControl", {"RIGHT",control,"LEFT"}, -4, 2, 0, 14, "^7"..varData.label))
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self.varControls[varData.var] = control
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@@ -238,6 +262,7 @@ function ConfigTabClass:Draw(viewPort, inputEvents)
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self:ProcessControlsInput(inputEvents, viewPort)
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local colY = { }
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for _, section in ipairs(self.sectionList) do
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local y = 14
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for _, varControl in ipairs(section.varControlList) do
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@@ -246,6 +271,18 @@ function ConfigTabClass:Draw(viewPort, inputEvents)
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y = y + 20
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end
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end
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local width, height = section:GetSize()
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local col = 1
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while true do
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colY[col] = colY[col] or 18
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if colY[col] + height + 10 <= viewPort.height then
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break
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end
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col = col + 1
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end
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section.x = 10 + (col - 1) * 310
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section.y = colY[col]
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colY[col] = colY[col] + height + 18
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end
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main:DrawBackground(viewPort)
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