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Add support for Soul Core stat requirement conversion #835

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Mar 11, 2025
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24 changes: 24 additions & 0 deletions spec/System/TestItemParse_spec.lua
Original file line number Diff line number Diff line change
Expand Up @@ -215,4 +215,28 @@ describe("TestItemParse", function()
assert.are.equals(1, #item.explicitModLines)
assert.are.equals("+50% chance to Ignite", item.explicitModLines[1].line)
end)

it("attribute coverted", function()
local item = new("Item", [[
Test Item
Expert Barrier Quarterstaff
Quality: 20
Sockets: S S S
Rune: Soul Core of Cholotl
Rune: Soul Core of Zantipi
Rune: Soul Core of Atmohua
LevelReq: 79
Implicits: 4
{enchant}{rune}Convert 20% of Requirements to Dexterity
{enchant}{rune}Convert 20% of Requirements to Intelligence
{enchant}{rune}Convert 20% of Requirements to Strength
{tags:block}{range:1}+(10-15)% to Block chance
Corrupted
]])
item:BuildAndParseRaw()
assert.are.equals(45, item.requirements.strMod)
assert.are.equals(111, item.requirements.dexMod)
assert.are.equals(71, item.requirements.intMod)

end)
end)
10 changes: 10 additions & 0 deletions src/Classes/Item.lua
Original file line number Diff line number Diff line change
Expand Up @@ -1583,6 +1583,16 @@ function ItemClass:BuildModList()
self.requirements.strMod = 0
self.requirements.dexMod = 0
self.requirements.intMod = 0
elseif calcLocal(baseList, "AttributeRequirementsConverted", "FLAG", 0) then
local strConversion = calcLocal(baseList, "AttributeRequirementsConvertedToStrength", "BASE", 0) / 100
local dexConversion = calcLocal(baseList, "AttributeRequirementsConvertedToDexterity", "BASE", 0) / 100
local intConversion = calcLocal(baseList, "AttributeRequirementsConvertedToIntelligence", "BASE", 0) / 100
self.requirements.intBase = intConversion * (self.requirements.str + self.requirements.dex) + (self.requirements.int + calcLocal(baseList, "IntRequirement", "BASE", 0)) - self.requirements.int * (strConversion + dexConversion)
self.requirements.intMod = m_floor(self.requirements.intBase * (1 + calcLocal(baseList, "IntRequirement", "INC", 0) / 100))
self.requirements.dexBase = dexConversion * (self.requirements.str + self.requirements.int) + (self.requirements.dex + calcLocal(baseList, "DexRequirement", "BASE", 0)) - self.requirements.dex * (strConversion + intConversion)
self.requirements.dexMod = m_floor( self.requirements.dexBase * (1 + calcLocal(baseList, "DexRequirement", "INC", 0) / 100))
self.requirements.strBase = strConversion * (self.requirements.int + self.requirements.dex) + (self.requirements.str + calcLocal(baseList, "StrRequirement", "BASE", 0)) - self.requirements.str * (dexConversion + intConversion)
self.requirements.strMod = m_floor(self.requirements.strBase * (1 + calcLocal(baseList, "StrRequirement", "INC", 0) / 100))
else
self.requirements.strMod = m_floor((self.requirements.str + calcLocal(baseList, "StrRequirement", "BASE", 0)) * (1 + calcLocal(baseList, "StrRequirement", "INC", 0) / 100))
self.requirements.dexMod = m_floor((self.requirements.dex + calcLocal(baseList, "DexRequirement", "BASE", 0)) * (1 + calcLocal(baseList, "DexRequirement", "INC", 0) / 100))
Expand Down
4 changes: 4 additions & 0 deletions src/Modules/ModParser.lua
Original file line number Diff line number Diff line change
Expand Up @@ -3168,6 +3168,10 @@ local specialModList = {
} end,
["exsanguinate debuffs deal fire damage per second instead of physical damage per second"] = { flag("Condition:ExsanguinateDebuffIsFireDamage", { type = "SkillName", skillName = "Exsanguinate", includeTransfigured = true })},
["reap debuffs deal fire damage per second instead of physical damage per second"] = { flag("Condition:ReapDebuffIsFireDamage", { type = "SkillName", skillName = "Reap" })},
["convert (%d+)%% of requirements to (%a+)"] = function(_, num, attr) return {
flag("AttributeRequirementsConverted"),
mod("AttributeRequirementsConvertedTo" .. attr:gsub("^%l", string.upper), "BASE", num),
} end,
-- Crit
["your critical hit chance is lucky"] = { flag("CritChanceLucky") },
["your critical hit chance is lucky while on low life"] = { flag("CritChanceLucky", { type = "Condition", var = "LowLife" }) },
Expand Down