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2 changes: 1 addition & 1 deletion src/Data/SkillStatMap.lua
Original file line number Diff line number Diff line change
Expand Up @@ -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),
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7 changes: 6 additions & 1 deletion src/Data/Skills/sup_int.lua
Original file line number Diff line number Diff line change
Expand Up @@ -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 = {
Expand Down Expand Up @@ -2894,4 +2899,4 @@ skills["SupportWitheringTouchPlayer"] = {
},
},
}
}
}
7 changes: 6 additions & 1 deletion src/Export/Skills/sup_int.txt
Original file line number Diff line number Diff line change
Expand Up @@ -138,6 +138,11 @@
#skill SupportColdExposurePlayer
#startSets
#set SupportColdExposurePlayer
statMap = {
["inflict_cold_exposure_for_x_ms_on_cold_crit"] = {
mod("ColdExposureChance", "BASE", nil),
},
},
#mods
#skillEnd

Expand Down Expand Up @@ -217,11 +222,11 @@
#mods
#skillEnd

#skill SupportDanseMacabrePlayer

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#startSets
#set SupportDanseMacabrePlayer

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statMap = {
["support_danse_macabre_offering_skill_damage_+%_final_if_consumed_additional_skeleton"] = {

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mod("Damage", "MORE", nil, 0, 0, { type = "SkillType", skillType = SkillType.Offering }),
},
["offering_spells_effect_+%_if_consumed_additional_skeleton"] = {
Expand Down Expand Up @@ -422,9 +427,9 @@
#mods
#skillEnd

#skill SupportFrostfirePlayer

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#startSets
#set SupportFrostfirePlayer

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statMap = {
["ignite_effect_+%_final_against_frozen_enemies"] = {
mod("AilmentMagnitude", "MORE", nil, 0, KeywordFlag.Ignite, { type = "ActorCondition", actor = "enemy", var = "Frozen" }),
Expand Down Expand Up @@ -734,9 +739,9 @@
#mods
#skillEnd

#skill SupportWildshardsPlayer

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#startSets
#set SupportWildshardsPlayer

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#mods
#skillEnd

Expand All @@ -749,4 +754,4 @@
},
},
#mods
#skillEnd
#skillEnd
22 changes: 6 additions & 16 deletions src/Modules/ConfigOptions.lua
Original file line number Diff line number Diff line change
Expand Up @@ -346,8 +346,8 @@
{ var = "flameWallAddedDamage", type = "check", label = "Projectile Travelled through Flame Wall?", ifSkill = "Flame Wall", apply = function(val, modList, enemyModList)
modList:NewMod("Condition:FlameWallAddedDamage", "FLAG", true, "Config")
end },
{ label = "Bonestorm:", ifSkill = "Bonestorm" },

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{ var = "bonestormAddedDamage", type = "check", label = "Enemy has Bonestorm debuff?", ifSkill = "Bonestorm", apply = function(val, modList, enemyModList)

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modList:NewMod("Condition:BonestormAddedDamage", "FLAG", true, "Config")
end },
{ label = "Flicker Strike:", ifSkill = "Flicker Strike", includeTransfigured = true },
Expand Down Expand Up @@ -601,16 +601,6 @@
{ 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")
Expand Down Expand Up @@ -1603,14 +1593,14 @@
{ 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" })
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