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* Add 'totem' flag to Vile Effusion (Dark Effigy)
The 'totem' flag was missing for the damaging part of the skill
* Fix `addFlags` parsing
`addFlags` functionality was accidentally broken in #62 because
`mainSkillFlags` and `calcSkillFlags` variables were introduced but
seemingly later made redundant to use the original `skillFlags`.
However the `addFlags` section still checked the old variables which were
now `nil`. This wasn't a problem until now, because the PoE2 skills had
not used `addFlags` yet.
* Remove "Base" mod for "ActiveTotemLimit"
`CalcSetup` previous added +1 to "ActiveTotemLimit" as a base, but
totem skills in PoE2 always come with "base_number_of_totems_allowed"
values, which led to the values always being 1 too high
* Let "Ancestral Warrior Totem" add the `totem` flag
* Get totem stats from "base" totem skill
This fixes previous problems that were caused by totem skills consisting
of multiple parts, such as inability to get correct skillTotemId and
level requirement for the "active" portion of a totem skill.
The skill (or support) that provides the baseTotem data is now
identified within `CalcActiveSkill`
Examples:
- "Shockwave Totem" -> "Wave" would not show correct totem stats
- "Sunder" attached to "Ancestral Warrior Totem" would not show any
totem stats at all
* Reword "totemification" to "totemified"
* Get rid of "totemified"
* Add support for Mortar Cannon
Adds support for a few stats on mortar cannon and ancestral totem too
---------
Co-authored-by: majochem <[email protected]>
Co-authored-by: LocalIdentity <[email protected]>
-- A totem skill that neither `SummonsTotem` nor `UsedByTotem` should not be possible, but I am leaving this here to alert us in case of unexpected future edge cases
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error("Error: Unexpected SkillType behavior for skill with 'totem' flag")
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end
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end
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returntotemBase
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end
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--- Applies additional modifiers to skills with the "Empowered" flag.
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--- Checks for "ExtraEmpoweredMod" mods and applies them
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--- if they match the conditions set by the empowering effect.
@@ -484,10 +522,19 @@ function calcs.buildActiveSkillModList(env, activeSkill)
-- Note: Some active skills related to totem base skills (e.g. on Shockwave Totem) have level requirement = 0, making the additional ` > 0` check necessary
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