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Fix Poison Conc of Bouncing with Runegraft of Refraction (#9195)
Rune graft of Refraction prevents the additional projectiles from adding chains
Also fixes the Runegraft with Spectral Helix, Split Arrow of Splitting, Splitting Steel, and Ice Spear of Splitting
Also realised I had the parsing incorrect fo the mod in ModParser so it was causing a crash on dev when trying to press alt
Co-authored-by: LocalIdentity <[email protected]>
Copy file name to clipboardExpand all lines: src/Data/ModCache.lua
+1-1Lines changed: 1 addition & 1 deletion
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@@ -8457,7 +8457,7 @@ c["Fire Exposure you inflict applies an extra -5% to Fire Resistance"]={{[1]={fl
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c["Fire Resistance is 75%"]={{[1]={flags=0,keywordFlags=0,name="FireResist",type="OVERRIDE",value=75}},nil}
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c["Fire Skills have 20% chance to Poison on Hit"]={{[1]={flags=0,keywordFlags=32,name="PoisonChance",type="BASE",value=20}},nil}
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c["Fire Skills have a 25% chance to apply Fire Exposure on Hit"]={{[1]={flags=0,keywordFlags=0,name="FireExposureChance",type="BASE",value=25}},nil}
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c["Fire at most 1 Projectile"]={{flags=0,keywordFlags=0,name="NoAdditionalProjectiles",type="FLAG",value=true},nil}
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+
c["Fire at most 1 Projectile"]={{[1]={flags=0,keywordFlags=0,name="SingleProjectile",type="FLAG",value=true}},nil}
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c["First and Final shots of Barrage sequences fire Projectiles that Return to you"]={nil,"First and Final shots of Barrage sequences fire Projectiles that Return to you "}
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c["Flammability can affect Hexproof Enemies"]={{[1]={[1]={skillId="Flammability",type="SkillId"},flags=0,keywordFlags=0,name="SkillData",type="LIST",value={key="ignoreHexproof",value=true}}},nil}
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c["Flammability has no Reservation if Cast as an Aura"]={{[1]={[1]={skillId="Flammability",type="SkillId"},[2]={skillType=43,type="SkillType"},[3]={neg=true,skillType=119,type="SkillType"},flags=0,keywordFlags=0,name="SkillData",type="LIST",value={key="manaReservationFlat",value=0}},[2]={[1]={skillId="Flammability",type="SkillId"},[2]={skillType=43,type="SkillType"},[3]={neg=true,skillType=119,type="SkillType"},flags=0,keywordFlags=0,name="SkillData",type="LIST",value={key="lifeReservationFlat",value=0}},[3]={[1]={skillId="Flammability",type="SkillId"},[2]={skillType=43,type="SkillType"},[3]={neg=true,skillType=119,type="SkillType"},flags=0,keywordFlags=0,name="SkillData",type="LIST",value={key="manaReservationPercent",value=0}},[4]={[1]={skillId="Flammability",type="SkillId"},[2]={skillType=43,type="SkillType"},[3]={neg=true,skillType=119,type="SkillType"},flags=0,keywordFlags=0,name="SkillData",type="LIST",value={key="lifeReservationPercent",value=0}}},nil}
Copy file name to clipboardExpand all lines: src/Data/Skills/act_dex.lua
+1-1Lines changed: 1 addition & 1 deletion
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@@ -16117,7 +16117,7 @@ skills["TornadoShot"] = {
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if activeSkill.skillPart == 2 and (output.ReturnChance or 0) == 0 then
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local averageSecondaryProjectiles = output.ProjectileCount + (output.SplitCount or 0)
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-- if barrage then only shoots 1 projectile at a time, but those can still split and still releases at least 1 secondary projectile
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if activeSkill.skillModList:Flag(nil, "SequentialProjectiles") and not activeSkill.skillModList:Flag(nil, "OneShotProj") and not activeSkill.skillModList:Flag(nil,"NoAdditionalProjectiles") and not activeSkill.skillModList:Flag(nil, "TriggeredBySnipe") then
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if activeSkill.skillModList:Flag(nil, "SequentialProjectiles") and not activeSkill.skillModList:Flag(nil, "OneShotProj") and not activeSkill.skillModList:Flag(nil,"NoAdditionalProjectiles") and not activeSkill.skillModList:Flag(nil,"SingleProjectile") and not activeSkill.skillModList:Flag(nil, "TriggeredBySnipe") then
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averageSecondaryProjectiles = 1 + (output.SplitCount or 0)
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end
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-- default to 20% per secondary projectile, so 60% base, and 80% with helm enchant
["attacks fire an additional projectile"] = { mod("ProjectileCount", "BASE", 1, nil, ModFlag.Attack) },
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["fire at most 1 projectile"] = flag("NoAdditionalProjectiles"),
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["fire at most 1 projectile"] = { flag("SingleProjectile") },
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["attacks have an additional projectile when in off hand"] = { mod("ProjectileCount", "BASE", 1, nil, ModFlag.Attack, { type = "SlotNumber", num = 2 }) },
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["caustic arrow and scourge arrow fire (%d+)%% more projectiles"] = function(num) return { mod("ProjectileCount", "MORE", num, nil, { type = "SkillName", skillNameList = { "Caustic Arrow", "Scourge Arrow" }, includeTransfigured = true }) } end,
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