diff --git a/src/Data/SkillStatMap.lua b/src/Data/SkillStatMap.lua index c8a07606..9bc3c6fe 100644 --- a/src/Data/SkillStatMap.lua +++ b/src/Data/SkillStatMap.lua @@ -1399,7 +1399,7 @@ return { mod("LightningExposureChance", "BASE", nil), }, ["inflict_lightning_exposure_for_x_ms_on_shock"] = { - mod("LightningExposureChance", "BASE", 100, ModFlag.Hit, 0, { type = "Condition", var = "Shocked" }), + mod("LightningExposureChance", "BASE", 100, ModFlag.Hit, 0, { type = "ActorCondition", actor = "enemy", var = "Shocked"}), }, ["base_inflict_fire_exposure_on_hit_%_chance"] = { mod("FireExposureChance", "BASE", nil), diff --git a/src/Data/Skills/sup_int.lua b/src/Data/Skills/sup_int.lua index 6571a7b0..6492f71c 100644 --- a/src/Data/Skills/sup_int.lua +++ b/src/Data/Skills/sup_int.lua @@ -603,6 +603,11 @@ skills["SupportColdExposurePlayer"] = { label = "Cold Exposure", incrementalEffectiveness = 0.054999999701977, statDescriptionScope = "gem_stat_descriptions", + statMap = { + ["inflict_cold_exposure_for_x_ms_on_cold_crit"] = { + mod("ColdExposureChance", "BASE", nil), + }, + }, baseFlags = { }, constantStats = { @@ -2894,4 +2899,4 @@ skills["SupportWitheringTouchPlayer"] = { }, }, } -} \ No newline at end of file +} diff --git a/src/Export/Skills/sup_int.txt b/src/Export/Skills/sup_int.txt index aa8f9bfd..715561c7 100644 --- a/src/Export/Skills/sup_int.txt +++ b/src/Export/Skills/sup_int.txt @@ -138,6 +138,11 @@ statMap = { #skill SupportColdExposurePlayer #startSets #set SupportColdExposurePlayer +statMap = { + ["inflict_cold_exposure_for_x_ms_on_cold_crit"] = { + mod("ColdExposureChance", "BASE", nil), + }, +}, #mods #skillEnd @@ -749,4 +754,4 @@ statMap = { }, }, #mods -#skillEnd \ No newline at end of file +#skillEnd diff --git a/src/Modules/ConfigOptions.lua b/src/Modules/ConfigOptions.lua index 49dc5781..043e4fb0 100644 --- a/src/Modules/ConfigOptions.lua +++ b/src/Modules/ConfigOptions.lua @@ -601,16 +601,6 @@ local configSettings = { { var = "multiplierWarcryPower", type = "count", label = "Warcry Power:", ifFlag = "UsesWarcryPower", tooltip = "Power determines how strong your Warcry buffs will be, and is based on the total strength of nearby enemies.\nPower is assumed to be 20 if your target is a Boss, but you can override it here if necessary.\n\tEach Normal enemy grants 1 Power\n\tEach Magic enemy grants 2 Power\n\tEach Rare enemy grants 10 Power\n\tEach Unique enemy grants 20 Power", apply = function(val, modList, enemyModList) modList:NewMod("WarcryPower", "OVERRIDE", val, "Config") end }, - { label = "Wave of Conviction:", ifSkill = "Wave of Conviction" }, - { var = "waveOfConvictionExposureType", type = "list", label = "Exposure Type:", ifSkill = "Wave of Conviction", list = {{val=0,label="None"},{val="Fire",label="^xB97123Fire"},{val="Cold",label="^x3F6DB3Cold"},{val="Lightning",label="^xADAA47Lightning"}}, apply = function(val, modList, enemyModList) - if val == "Fire" then - modList:NewMod("Condition:WaveOfConvictionFireExposureActive", "FLAG", true, "Config") - elseif val == "Cold" then - modList:NewMod("Condition:WaveOfConvictionColdExposureActive", "FLAG", true, "Config") - elseif val == "Lightning" then - modList:NewMod("Condition:WaveOfConvictionLightningExposureActive", "FLAG", true, "Config") - end - end }, { label = "Wind Dancer:", ifSkill = "Wind Dancer" }, { var = "windDancerStacks", type = "count", label = "# of Wind Dancer Stacks:", ifSkill = "Wind Dancer", apply = function(val, modList, enemyModList) modList:NewMod("Multiplier:WindDancerStacks", "BASE", val, "Config") @@ -1603,14 +1593,14 @@ Huge sets the radius to 11. { var = "multiplierFreezeShockIgniteOnEnemy", type = "count", label = "# of ^x3F6DB3Freeze ^7/ ^xADAA47Shock ^7/ ^xB97123Ignite ^7on enemy:", ifMult = "FreezeShockIgniteOnEnemy", apply = function(val, modList, enemyModList) modList:NewMod("Multiplier:FreezeShockIgniteOnEnemy", "BASE", val, "Config", { type = "Condition", var = "Effective" }) end }, - { var = "conditionEnemyFireExposure", type = "check", label = "Is the enemy Exposed to ^xB97123Fire?", ifFlag = "applyFireExposure", tooltip = "This applies -10% ^xB97123Fire Resistance ^7to the enemy.", apply = function(val, modList, enemyModList) - enemyModList:NewMod("FireExposure", "BASE", -10, "Config", { type = "Condition", var = "Effective" }, { type = "ActorCondition", actor = "enemy", var = "CanApplyFireExposure" }) + { var = "conditionEnemyFireExposure", type = "check", label = "Is the enemy Exposed to ^xB97123Fire?", ifFlag = "applyFireExposure", tooltip = "This applies -20% ^xB97123Fire Resistance ^7to the enemy.", apply = function(val, modList, enemyModList) + enemyModList:NewMod("FireExposure", "BASE", -20, "Config", { type = "Condition", var = "Effective" }, { type = "ActorCondition", actor = "enemy", var = "CanApplyFireExposure" }) end }, - { var = "conditionEnemyColdExposure", type = "check", label = "Is the enemy Exposed to ^x3F6DB3Cold?", ifFlag = "applyColdExposure", tooltip = "This applies -10% ^x3F6DB3Cold Resistance ^7to the enemy.", apply = function(val, modList, enemyModList) - enemyModList:NewMod("ColdExposure", "BASE", -10, "Config", { type = "Condition", var = "Effective" }, { type = "ActorCondition", actor = "enemy", var = "CanApplyColdExposure" }) + { var = "conditionEnemyColdExposure", type = "check", label = "Is the enemy Exposed to ^x3F6DB3Cold?", ifFlag = "applyColdExposure", tooltip = "This applies -20% ^x3F6DB3Cold Resistance ^7to the enemy.", apply = function(val, modList, enemyModList) + enemyModList:NewMod("ColdExposure", "BASE", -20, "Config", { type = "Condition", var = "Effective" }, { type = "ActorCondition", actor = "enemy", var = "CanApplyColdExposure" }) end }, - { var = "conditionEnemyLightningExposure", type = "check", label = "Is the enemy Exposed to ^xADAA47Lightning?", ifFlag = "applyLightningExposure", tooltip = "This applies -10% ^xADAA47Lightning Resistance ^7to the enemy.", apply = function(val, modList, enemyModList) - enemyModList:NewMod("LightningExposure", "BASE", -10, "Config", { type = "Condition", var = "Effective" }, { type = "ActorCondition", actor = "enemy", var = "CanApplyLightningExposure" }) + { var = "conditionEnemyLightningExposure", type = "check", label = "Is the enemy Exposed to ^xADAA47Lightning?", ifFlag = "applyLightningExposure", tooltip = "This applies -20% ^xADAA47Lightning Resistance ^7to the enemy.", apply = function(val, modList, enemyModList) + enemyModList:NewMod("LightningExposure", "BASE", -20, "Config", { type = "Condition", var = "Effective" }, { type = "ActorCondition", actor = "enemy", var = "CanApplyLightningExposure" }) end }, { var = "conditionEnemyIntimidated", type = "check", label = "Is the enemy Intimidated?", tooltip = "Intimidated enemies take 10% increased Attack Damage.", apply = function(val, modList, enemyModList) enemyModList:NewMod("Condition:Intimidated", "FLAG", true, "Config", { type = "Condition", var = "Effective" })