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* 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
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Co-authored-by: LocalIdentity <[email protected]>
Copy file name to clipboardExpand all lines: src/Modules/ModParser.lua
+7Lines changed: 7 additions & 0 deletions
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@@ -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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