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LocalIdentityLocalIdentity
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Add support for Eye of Winter ground damage buffs (#2069)
Adds support for the damage gain mods granted by the eye going over different ground types Also adds flags for flame wall damage Co-authored-by: LocalIdentity <localidentity2@gmail.com>
1 parent 8163c00 commit 408d8a9

3 files changed

Lines changed: 27 additions & 1 deletion

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src/Data/Skills/act_int.lua

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@@ -6847,6 +6847,13 @@ skills["EyeOfWinterPlayer"] = {
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incrementalEffectiveness = 0.12999999523163,
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damageIncrementalEffectiveness = 0.0074000000022352,
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statDescriptionScope = "eye_of_winter_new",
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statMap = {
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["eye_of_winter_damage_%_to_gain_as_element_per_ground_effect_type"] = {
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mod("SkillDamageGainAsCold", "BASE", nil, 0, 0, { type = "Condition", var = "EyeOfWinterCold"}),
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mod("SkillDamageGainAsFire", "BASE", nil, 0, 0, { type = "Condition", var = "EyeOfWinterFire"}),
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mod("SkillDamageGainAsLightning", "BASE", nil, 0, 0, { type = "Condition", var = "EyeOfWinterLightning"}),
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},
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},
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baseFlags = {
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spell = true,
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projectile = true,
@@ -8115,6 +8122,8 @@ skills["FlameWallPlayer"] = {
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damageIncrementalEffectiveness = 0.0096000004559755,
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statDescriptionScope = "flame_wall",
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baseFlags = {
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spell = true,
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area = true,
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},
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constantStats = {
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{ "number_of_allowed_firewalls", 3 },

src/Export/Skills/act_int.txt

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@@ -466,6 +466,13 @@ statMap = {
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#skill EyeOfWinterPlayer
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#set EyeOfWinterPlayer
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#flags spell projectile
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statMap = {
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["eye_of_winter_damage_%_to_gain_as_element_per_ground_effect_type"] = {
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mod("SkillDamageGainAsCold", "BASE", nil, 0, 0, { type = "Condition", var = "EyeOfWinterCold"}),
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mod("SkillDamageGainAsFire", "BASE", nil, 0, 0, { type = "Condition", var = "EyeOfWinterFire"}),
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mod("SkillDamageGainAsLightning", "BASE", nil, 0, 0, { type = "Condition", var = "EyeOfWinterLightning"}),
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},
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},
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#mods
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#skillEnd
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@@ -562,7 +569,7 @@ statMap = {
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#skill FlameWallPlayer
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#set FlameWallPlayer
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#flags
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#flags spell area
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#mods
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#set FlameWallProjectileBuffPlayer
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#flags

src/Modules/ConfigOptions.lua

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@@ -357,6 +357,16 @@ local configSettings = {
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{ var = "embraceMadnessActive", type = "check", label = "Is Embrace Madness active?", ifSkill = "Embrace Madness", apply = function(val, modList, enemyModList)
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modList:NewMod("Condition:AffectedByGloriousMadness", "FLAG", true, "Config")
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end },
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{ label = "Eye of Winter:", ifSkill = "Eye of Winter" },
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{ var = "eyeOfWinterCold", type = "check", label = "Eye of Winter gained ^x3F6DB3Cold^7 Damage:", ifSkill = "Eye of Winter", tooltip = "Eye of Winter has passed over ^x3F6DB3Cold^7 Ground Effect or Orb.", apply = function(val, modList, enemyModList)
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modList:NewMod("Condition:EyeOfWinterCold", "FLAG", true, "Config")
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end },
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{ var = "eyeOfWinterFire", type = "check", label = "Eye of Winter gained ^xB97123Fire^7 Damage:", ifSkill = "Eye of Winter", tooltip = "Eye of Winter has passed over ^xB97123Fire^7 Ground Effect or Orb.", apply = function(val, modList, enemyModList)
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modList:NewMod("Condition:EyeOfWinterFire", "FLAG", true, "Config")
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end },
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{ var = "eyeOfWinterLightning", type = "check", label = "Eye of Winter gained ^xADAA47Lightning^7 Damage:", ifSkill = "Eye of Winter", tooltip = "Eye of Winter has passed over ^xADAA47Lightning^7 Ground Effect or Orb.", apply = function(val, modList, enemyModList)
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modList:NewMod("Condition:EyeOfWinterLightning", "FLAG", true, "Config")
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end },
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{ var = "touchedDebuffsCount", type = "countAllowZero", label = "Glorious Madness Stacks", ifOption = "embraceMadnessActive", defaultState = 10, tooltip = "Glorious Madness Stacks grants:\n\tEroding Touch: 6% inc Damage Taken per stack\n\tParalysing Touch: 6% reduced Action Speed per stack\n\tDiluting Touch: 9% reduced Flask charges gained and 9% reduced Flask Effect per stack\n\tWasting Touch: 9% reduced ^xE05030Life ^7and ^x88FFFFEnergy Shield ^7recovery rate per stack", apply = function(val, modList, enemyModList)
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val = m_min(val, 10)
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modList:NewMod("DamageTaken", "INC", val * 6, val.." Eroding Touch Stacks", { type = "GlobalEffect", effectType = "Debuff" }, { type = "Condition", var = "AffectedByGloriousMadness" })

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