fix for skill-info left-hand-side for General's Cry and Reflection

This commit is contained in:
Nostrademous
2021-03-27 10:34:43 -04:00
parent 4e7d7f1c25
commit edd45eb3df

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@@ -3699,20 +3699,20 @@ function calcs.offence(env, actor, activeSkill)
newSkill.skillModList:NewMod("Damage", "MORE", exertMore, "General's Cry Exerted Attacks", activeSkill.ModFlags, activeSkill.KeywordFlags)
newSkill.skillModList:NewMod("QuantityMultiplier", "BASE", maxMirageWarriors, "General's Cry Max Mirage Warriors", activeSkill.ModFlags, activeSkill.KeywordFlags)
if usedSkill.skillPartName then
activeSkill.skillPart = usedSkill.skillPart
activeSkill.skillPartName = usedSkill.activeEffect.grantedEffect.name .. " " .. usedSkill.skillPartName
activeSkill.infoMessage2 = usedSkill.activeEffect.grantedEffect.name .. " " .. usedSkill.skillPartName
else
activeSkill.skillPartName = usedSkill.activeEffect.grantedEffect.name
end
activeSkill.infoMessage = tostring(maxMirageWarriors) .. " Mirage Warriors using " .. usedSkill.activeEffect.grantedEffect.name
-- Recalculate the offensive/defensive aspects of this new skill
newEnv.player.mainSkill = newSkill
calcs.perform(newEnv)
env.player.mainSkill = newSkill
if usedSkill.skillPartName then
env.player.mainSkill.skillPart = usedSkill.skillPart
env.player.mainSkill.skillPartName = usedSkill.activeEffect.grantedEffect.name .. " " .. usedSkill.skillPartName
env.player.mainSkill.infoMessage2 = usedSkill.activeEffect.grantedEffect.name .. " " .. usedSkill.skillPartName
else
env.player.mainSkill.skillPartName = usedSkill.activeEffect.grantedEffect.name
end
env.player.mainSkill.infoMessage = tostring(maxMirageWarriors) .. " Mirage Warriors using " .. usedSkill.activeEffect.grantedEffect.name
-- Re-link over the output
env.player.output = newEnv.player.output
@@ -3771,20 +3771,20 @@ function calcs.offence(env, actor, activeSkill)
end
newSkill.skillModList:NewMod("QuantityMultiplier", "BASE", maxMirageWarriors, "The Saviour Mirage Warriors", activeSkill.ModFlags, activeSkill.KeywordFlags)
if usedSkill.skillPartName then
activeSkill.skillPart = usedSkill.skillPart
activeSkill.skillPartName = usedSkill.activeEffect.grantedEffect.name .. " " .. usedSkill.skillPartName
activeSkill.infoMessage2 = usedSkill.activeEffect.grantedEffect.name .. " " .. usedSkill.skillPartName
else
activeSkill.skillPartName = usedSkill.activeEffect.grantedEffect.name
end
activeSkill.infoMessage = tostring(maxMirageWarriors) .. " Mirage Warriors using " .. usedSkill.activeEffect.grantedEffect.name
-- Recalculate the offensive/defensive aspects of this new skill
newEnv.player.mainSkill = newSkill
calcs.perform(newEnv)
env.player.mainSkill = newSkill
if usedSkill.skillPartName then
env.player.mainSkill.skillPart = usedSkill.skillPart
env.player.mainSkill.skillPartName = usedSkill.activeEffect.grantedEffect.name .. " " .. usedSkill.skillPartName
env.player.mainSkill.infoMessage2 = usedSkill.activeEffect.grantedEffect.name .. " " .. usedSkill.skillPartName
else
env.player.mainSkill.skillPartName = usedSkill.activeEffect.grantedEffect.name
end
env.player.mainSkill.infoMessage = tostring(maxMirageWarriors) .. " Mirage Warriors using " .. usedSkill.activeEffect.grantedEffect.name
-- Re-link over the output
env.player.output = newEnv.player.output