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* Add support for Defiance of Destiny Gain before enemy hit
* update config and comment wording
* update config option label
* fix merge issues
* fix more merge issues
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Co-authored-by: LocalIdentity <[email protected]>
Copy file name to clipboardExpand all lines: src/Data/ModCache.lua
+3-3Lines changed: 3 additions & 3 deletions
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@@ -8559,6 +8559,7 @@ c["Gain 15% of Elemental Damage as Extra Chaos Damage"]={{[1]={flags=0,keywordFl
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c["Gain 15% of Elemental Damage as Extra Chaos Damage during effect"]={{[1]={[1]={type="Condition",var="UsingFlask"},flags=0,keywordFlags=0,name="ElementalDamageGainAsChaos",type="BASE",value=15}},nil}
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c["Gain 15% of Maximum Life as Extra Maximum Energy Shield"]={{[1]={flags=0,keywordFlags=0,name="LifeGainAsEnergyShield",type="BASE",value=15}},nil}
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c["Gain 15% of Maximum Mana as Extra Maximum Energy Shield"]={{[1]={flags=0,keywordFlags=0,name="ManaGainAsEnergyShield",type="BASE",value=15}},nil}
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c["Gain 15% of Missing Unreserved Life before being Hit by an Enemy"]={{[1]={flags=0,keywordFlags=0,name="MissingLifeBeforeEnemyHit",type="BASE",value=15}},nil}
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c["Gain 15% of Physical Attack Damage as Extra Fire Damage"]={{[1]={flags=1,keywordFlags=0,name="PhysicalDamageGainAsFire",type="BASE",value=15}},nil}
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c["Gain 15% of Physical Attack Damage as Extra Lightning Damage"]={{[1]={flags=1,keywordFlags=0,name="PhysicalDamageGainAsLightning",type="BASE",value=15}},nil}
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c["Gain 15% of Physical Damage as Extra Chaos Damage"]={{[1]={flags=0,keywordFlags=0,name="PhysicalDamageGainAsChaos",type="BASE",value=15}},nil}
@@ -8602,7 +8603,7 @@ c["Gain 20 Mana on Culling Strike"]={{[1]={flags=0,keywordFlags=0,name="Mana",ty
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c["Gain 20 Mana per Enemy Killed"]={{[1]={flags=0,keywordFlags=0,name="ManaOnKill",type="BASE",value=20}},nil}
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c["Gain 20% of Elemental Damage as Extra Chaos Damage"]={{[1]={flags=0,keywordFlags=0,name="ElementalDamageGainAsChaos",type="BASE",value=20}},nil}
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c["Gain 20% of Maximum Mana as Extra Maximum Energy Shield"]={{[1]={flags=0,keywordFlags=0,name="ManaGainAsEnergyShield",type="BASE",value=20}},nil}
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c["Gain 20% of Missing Unreserved Life before being Hit by an Enemy"]={{[1]={flags=0,keywordFlags=0,name="Life",type="BASE",value=20}}," Missing Unreserved before being Hit by an Enemy "}
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c["Gain 20% of Missing Unreserved Life before being Hit by an Enemy"]={{[1]={flags=0,keywordFlags=0,name="MissingLifeBeforeEnemyHit",type="BASE",value=20}},nil}
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c["Gain 20% of Physical Damage as Extra Chaos Damage"]={{[1]={flags=0,keywordFlags=0,name="PhysicalDamageGainAsChaos",type="BASE",value=20}},nil}
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c["Gain 20% of Physical Damage as Extra Chaos Damage during effect"]={{[1]={[1]={type="Condition",var="UsingFlask"},flags=0,keywordFlags=0,name="PhysicalDamageGainAsChaos",type="BASE",value=20}},nil}
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c["Gain 20% of Physical Damage as Extra Cold Damage"]={{[1]={flags=0,keywordFlags=0,name="PhysicalDamageGainAsCold",type="BASE",value=20}},nil}
@@ -8660,8 +8661,7 @@ c["Gain 30% of Physical Damage as Extra Fire Damage"]={{[1]={flags=0,keywordFlag
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c["Gain 30% of Physical Damage as Extra Lightning Damage"]={{[1]={flags=0,keywordFlags=0,name="PhysicalDamageGainAsLightning",type="BASE",value=30}},nil}
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c["Gain 300 Life per Ignited Enemy Killed"]={{[1]={[1]={actor="enemy",type="ActorCondition",var="Ignited"},flags=0,keywordFlags=0,name="LifeOnKill",type="BASE",value=300}},nil}
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c["Gain 300% of Weapon Physical Damage as Extra Damage of a random Element"]={{[1]={flags=8192,keywordFlags=0,name="PhysicalDamageGainAsRandom",type="BASE",value=300}},nil}
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c["Gain 35% of Missing Unreserved Life before being Hit by an Enemy"]={{[1]={flags=0,keywordFlags=0,name="Life",type="BASE",value=35}}," Missing Unreserved before being Hit by an Enemy "}
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c["Gain 35% of Missing Unreserved Life before being Hit by an Enemy Gain 20% of Missing Unreserved Life before being Hit by an Enemy"]={{[1]={flags=0,keywordFlags=0,name="Life",type="BASE",value=35}}," Missing Unreserved before being Hit by an Enemy Gain 20% of Missing Unreserved Life before being Hit by an Enemy "}
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c["Gain 35% of Missing Unreserved Life before being Hit by an Enemy"]={{[1]={flags=0,keywordFlags=0,name="MissingLifeBeforeEnemyHit",type="BASE",value=35}},nil}
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c["Gain 35% of Physical Attack Damage as Extra Fire Damage"]={{[1]={flags=1,keywordFlags=0,name="PhysicalDamageGainAsFire",type="BASE",value=35}},nil}
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c["Gain 35% of Physical Damage as Extra Chaos Damage"]={{[1]={flags=0,keywordFlags=0,name="PhysicalDamageGainAsChaos",type="BASE",value=35}},nil}
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c["Gain 35% of Physical Damage as Extra Damage of a random Element while you are Ignited"]={{[1]={[1]={type="Condition",var="Ignited"},flags=0,keywordFlags=0,name="PhysicalDamageGainAsRandom",type="BASE",value=35}},nil}
Copy file name to clipboardExpand all lines: src/Modules/ConfigOptions.lua
+1-1Lines changed: 1 addition & 1 deletion
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@@ -218,7 +218,7 @@ return {
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end
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end },
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{ var="EHPUnluckyWorstOf", type="list", label="EHP calc unlucky:", tooltip="Sets the EHP calc to pretend its unlucky and reduce the effects of random events such as\n\tBlock/Spell Block Chance\n\tDodge/Spell Dodge Chance\n\tSpell Suppression Chance\n\tAvoidance Chance", list= {{val=1,label="Average"},{val=2,label="Unlucky"},{val=4,label="Very Unlucky"}} },
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{ var="DisableEHPGainOnBlock", type="check", label="Disable EHP gain on block/suppress:", ifMod= {"LifeOnBlock", "ManaOnBlock", "EnergyShieldOnBlock", "EnergyShieldOnSpellBlock", "LifeOnSuppress", "EnergyShieldOnSuppress"}, tooltip="Sets the EHP calc to not apply gain on block and suppress effects"},
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{ var="DisableEHPGainOnBlock", type="check", label="Disable EHP gain when hit:", ifMod= {"LifeOnBlock", "ManaOnBlock", "EnergyShieldOnBlock", "EnergyShieldOnSpellBlock", "LifeOnSuppress", "EnergyShieldOnSuppress", "MissingLifeBeforeEnemyHit"}, tooltip="Sets the EHP calc to not apply gain on block, suppress or Defiance of Destiny effects"},
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{ var="armourCalculationMode", type="list", label="Armour calculation mode:", ifCond= { "ArmourMax", "ArmourAvg" }, tooltip="Controls how Defending with Double Armour is calculated:\n\tMinimum: never Defend with Double Armour\n\tAverage: Damage Reduction from Defending with Double Armour is proportional to chance\n\tMaximum: always Defend with Double Armour\nThis setting has no effect if you have 100% chance to Defend with Double Armour.", list= {{val="MIN",label="Minimum"},{val="AVERAGE",label="Average"},{val="MAX",label="Maximum"}}, apply=function(val, modList, enemyModList)
Copy file name to clipboardExpand all lines: src/Modules/ModParser.lua
+1Lines changed: 1 addition & 0 deletions
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@@ -4317,6 +4317,7 @@ local specialModList = {
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["recover (%d+)%% of energy shield when you block spell damage while wielding a staff"] = function(num) return { mod("EnergyShieldOnSpellBlock", "BASE", 1, { type = "PercentStat", stat = "EnergyShield", percent = num }, { type = "Condition", var = "UsingStaff" }) } end,
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["replenishes energy shield by (%d+)%% of armour when you block"] = function(num) return { mod("EnergyShieldOnBlock", "BASE", 1, { type = "PercentStat", stat = "Armour", percent = num }) } end,
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["recover energy shield equal to (%d+)%% of armour when you block"] = function(num) return { mod("EnergyShieldOnBlock", "BASE", 1, { type = "PercentStat", stat = "Armour", percent = num }) } end,
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["gain (%d+)%% of missing unreserved life before being hit by an enemy"] = function(num) return { mod("MissingLifeBeforeEnemyHit", "BASE", num) } end,
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["(%d+)%% of damage taken while affected by clarity recouped as mana"] = function(num) return { mod("ManaRecoup", "BASE", num, { type = "Condition", var = "AffectedByClarity" }) } end,
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["(%d+)%% of damage taken while frozen recouped as life"] = function(num) return { mod("LifeRecoup", "BASE", num, { type = "Condition", var = "Frozen" }) } end,
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