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* added support for armour break per hit
* changed text color in calcs tab
* fixed misspell
* armor -> armour
* added support for inc armour break when applied an ailment
* added condition AppliedAilmentsRecently
* changed displayed text in calcs tab
* added condition AppliedAilmentsRecently for electrocute
* fixed support for increased armour break when enemy has ailments
* using calcLib.val for calculation
Copy file name to clipboardexpand all lines: src/Data/ModCache.lua
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@@ -2387,21 +2387,14 @@ c["Blocking Damage Poisons the Enemy as though dealing 100 Base Chaos Damage Blo
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c["Blocking Damage Poisons the Enemy as though dealing 200 Base Chaos Damage"]={nil,"Blocking Damage Poisons the Enemy as though dealing 200 Base Chaos Damage "}
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c["Bow Attacks fire 3 additional Arrows"]={{[1]={flags=131072,keywordFlags=0,name="ProjectileCount",type="BASE",value=3}},nil}
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c["Bow Attacks fire an additional Arrow"]={{[1]={flags=131072,keywordFlags=0,name="ProjectileCount",type="BASE",value=1}},nil}
c["Break 25% increased Armour 16% increased Area of Effect for Attacks"]={nil,"Break 25% increased Armour 16% increased Area of Effect for Attacks "}
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c["Break 30% increased Armour on enemies affected by Ailments"]={nil,"Break 30% increased Armour on enemies affected by Ailments "}
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c["Break 30% increased Armour on enemies affected by Ailments +10 to Strength"]={nil,"Break 30% increased Armour on enemies affected by Ailments +10 to Strength "}
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c["Break 30% increased Armour on enemies affected by Ailments +10 to Strength 25% increased Physical Damage"]={nil,"Break 30% increased Armour on enemies affected by Ailments +10 to Strength 25% increased Physical Damage "}
c["Break 30% increased Armour on enemies affected by Ailments"]={{[1]={[1]={actor="enemy",type="ActorCondition",varList={[1]="Frozen",[2]="Chilled",[3]="Shocked",[4]="Electrocuted",[5]="Ignited",[6]="Poisoned",[7]="Bleeding"}},flags=0,keywordFlags=0,name="ArmourBreakPerHit",type="INC",value=30}},nil}
c["Break 50% of Armour on Heavy Stunning an Enemy"]={{[1]={[1]={effectName="ArmourBreak",effectType="Buff",type="GlobalEffect"},flags=0,keywordFlags=0,name="Condition:CanArmourBreak",type="FLAG",value=true}},nil}
c["Break Armour equal to 10% of Hit Damage dealt"]={{[1]={[1]={effectName="ArmourBreak",effectType="Buff",type="GlobalEffect"},flags=0,keywordFlags=0,name="Condition:CanArmourBreak",type="FLAG",value=true}},nil}
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c["Break Armour on Critical Hit with Spells equal to 10% of Physical Damage dealt"]={{[1]={[1]={effectName="ArmourBreak",effectType="Buff",type="GlobalEffect"},[2]={neg=true,type="Condition",var="NeverCrit"},flags=0,keywordFlags=0,name="Condition:CanArmourBreak",type="FLAG",value=true}},nil}
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c["Break Armour on Critical Hit with Spells equal to 5% of Physical Damage dealt"]={{[1]={[1]={effectName="ArmourBreak",effectType="Buff",type="GlobalEffect"},[2]={neg=true,type="Condition",var="NeverCrit"},flags=0,keywordFlags=0,name="Condition:CanArmourBreak",type="FLAG",value=true}},nil}
Copy file name to clipboardexpand all lines: src/Modules/ModParser.lua
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@@ -3631,6 +3631,9 @@ local specialModList = {
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["chaos damage with hits is lucky"] = { flag("ChaosLuckyHits") },
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["elemental damage with hits is lucky while you are shocked"] = { flag("ElementalLuckHits", { type = "Condition", var = "Shocked" }) },
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["break (%d+)%% of armour on heavy stunning an enemy"] = { flag("Condition:CanArmourBreak", { type = "GlobalEffect", effectType = "Buff", effectName = "ArmourBreak" }) },
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