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PeecheyLocalIdentity
andauthored
Add support for The Grey Wind (#9264)
* add support for The Grey Wind Spectral Axe * Remove first enemy mods pass as it's not needed We only need applyEnemyModifiers at the end of the block as nothing above it relies on it being run already --------- Co-authored-by: LocalIdentity <[email protected]>
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+10
-3
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2 files changed

+10
-3
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src/Modules/CalcPerform.lua

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -588,9 +588,6 @@ local function doActorMisc(env, actor)
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local output = actor.output
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local condList = modDB.conditions
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-- Process enemy modifiers
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applyEnemyModifiers(actor)
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-- Add misc buffs/debuffs
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if env.mode_combat then
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if env.player.mainSkill.baseSkillModList:Flag(nil, "Cruelty") then
@@ -864,6 +861,9 @@ local function doActorMisc(env, actor)
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modDB:NewMod("Multiplier:SoulEater", "BASE", 1, "Base", { type = "Multiplier", var = "SoulEaterStack", limit = max })
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end
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end
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-- Process enemy modifiers
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applyEnemyModifiers(actor)
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end
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-- Process charges

src/Modules/ModParser.lua

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Original file line numberDiff line numberDiff line change
@@ -3888,6 +3888,9 @@ local specialModList = {
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["nearby enemies have lightning exposure"] = {
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mod("EnemyModifier", "LIST", { mod = mod("LightningExposure", "BASE", -10) }, { type = "Condition", var = "Effective" }),
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},
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["nearby enemies have fire exposure while at maximum rage"] = {
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mod("EnemyModifier", "LIST", { mod = mod("FireExposure", "BASE", -10) }, { type = "Condition", var = "Effective" }, { type = "Condition", var = "HaveMaximumRage" }),
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},
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["nearby enemies have fire exposure while you are affected by herald of ash"] = {
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mod("EnemyModifier", "LIST", { mod = mod("FireExposure", "BASE", -10) }, { type = "Condition", var = "Effective" }, { type = "Condition", var = "AffectedByHeraldofAsh" }),
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},
@@ -4961,6 +4964,10 @@ local specialModList = {
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["attacks with this weapon have added maximum lightning damage equal to (%d+)%% of your maximum energy shield"] = function(num) return {
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mod("LightningMax", "BASE", 1, { type = "PercentStat", stat = "EnergyShield" , percent = num }, { type = "Condition", var = "{Hand}Attack" }, { type = "SkillType", skillType = SkillType.Attack }),
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} end,
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["attacks with this weapon have added fire damage equal to (%d+)%% of player's maximum life"] = function(num) return {
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mod("FireMin", "BASE", 1, { type = "PercentStat", stat = "Life" , percent = num }, { type = "Condition", var = "{Hand}Attack" }, { type = "SkillType", skillType = SkillType.Attack }),
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mod("FireMax", "BASE", 1, { type = "PercentStat", stat = "Life" , percent = num }, { type = "Condition", var = "{Hand}Attack" }, { type = "SkillType", skillType = SkillType.Attack }),
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} end,
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["adds (%d+)%% of your maximum energy shield as cold damage to attacks with this weapon"] = function(num) return {
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mod("ColdMin", "BASE", 1, { type = "PercentStat", stat = "EnergyShield" , percent = num }, { type = "Condition", var = "{Hand}Attack" }, { type = "SkillType", skillType = SkillType.Attack }),
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mod("ColdMax", "BASE", 1, { type = "PercentStat", stat = "EnergyShield" , percent = num }, { type = "Condition", var = "{Hand}Attack" }, { type = "SkillType", skillType = SkillType.Attack }),

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