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Copy file name to clipboardExpand all lines: src/Modules/ModParser.lua
+10-8Lines changed: 10 additions & 8 deletions
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@@ -2768,10 +2768,10 @@ local specialModList = {
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["chance to block spell damage is equal to chance to block attack damage"] = { flag("SpellBlockChanceIsBlockChance") },
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["maximum chance to block spell damage is equal to maximum chance to block attack damage"] = { flag("SpellBlockChanceMaxIsBlockChanceMax") },
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["attack damage is lucky if you[' ]h?a?ve blocked in the past (%d+) seconds"] = {
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flag("LuckyHits", nil, ModFlag.Attack, { type = "Condition", var = "BlockedRecently" })
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mod("LuckyHitsChance", "BASE", 100, nil, ModFlag.Attack, { type = "Condition", var = "BlockedRecently" })
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},
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["attack damage while dual wielding is lucky if you[' ]h?a?ve blocked in the past (%d+) seconds"] = {
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flag("LuckyHits", nil, ModFlag.Attack, { type = "Condition", var = "BlockedRecently" }, { type = "Condition", var = "DualWielding" })
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mod("LuckyHitsChance", "BASE", 100, nil, ModFlag.Attack, { type = "Condition", var = "BlockedRecently" }, { type = "Condition", var = "DualWielding" })
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},
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["hits ignore enemy monster physical damage reduction if you[' ]h?a?ve blocked in the past (%d+) seconds"] = {
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flag("IgnoreEnemyPhysicalDamageReduction", { type = "Condition", var = "BlockedRecently" })
@@ -3824,11 +3824,12 @@ local specialModList = {
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["%+(%d+)%% to off hand critical damage bonus per murderous eye jewel affecting you, up to a maximum of %+(%d+)%%"] = function(num, _, limit) return {
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mod("CritMultiplier", "BASE", num, { type = "Multiplier", var = "MurderousEyeJewel", globalLimit = tonumber(limit), globalLimitKey = "TecrodGazeOffHand" }, { type = "Condition", var = "OffHandAttack" })
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} end,
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["nearby allies' damage with hits is lucky"] = { mod("ExtraAura", "LIST", { onlyAllies = true, mod = flag("LuckyHits") }) },
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["damage with hits is lucky against heavy stunned enemies"] = { flag("LuckyHits", { type = "ActorCondition", actor = "enemy", var = "HeavyStunned" }) },
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["damage with hits is lucky against enemies that are on low life"] = { flag("LuckyHits", { type = "ActorCondition", actor = "enemy", var = "LowLife" }) },
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["your damage with hits is lucky"] = { flag("LuckyHits") },
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["chaos damage with hits is lucky"] = { flag("ChaosLuckyHits") },
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["nearby allies' damage with hits is lucky"] = { mod("ExtraAura", "LIST", { onlyAllies = true, mod = mod("LuckyHitsChance", "BASE", 100) }) },
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["damage with hits is lucky against heavy stunned enemies"] = { mod("LuckyHitsChance", "BASE", 100, { type = "ActorCondition", actor = "enemy", var = "HeavyStunned" }) },
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["damage with hits is lucky against enemies that are on low life"] = { mod("LuckyHitsChance", "BASE", 100, { type = "ActorCondition", actor = "enemy", var = "LowLife" }) },
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["your damage with hits is lucky"] = { mod("LuckyHitsChance", "BASE", 100) },
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["(%w+) damage with hits is lucky"] = function(_, damageType) return { mod(firstToUpper(damageType).."LuckyHitsChance", "BASE", 100) } end,
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["(%d+)%% chance for (%w*) ?damage with hits to be lucky"] = function(num, _, damageType) return { mod(firstToUpper(damageType).."LuckyHitsChance", "BASE", num) } end,
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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" }) },
["you are at maximum chance to block attack damage if you have not blocked recently"] = { flag("MaxBlockIfNotBlockedRecently", { type = "Condition", var = "BlockedRecently", neg = true }) },
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["you are at maximum chance to block spell damage if you have not blocked recently"] = { flag("MaxSpellBlockIfNotBlockedRecently", { type = "Condition", var = "BlockedRecently", neg = true }) },
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["%+(%d+)%% chance to block attack damage if you have not blocked recently"] = function(num) return { mod("BlockChance", "BASE", num, { type = "Condition", var = "BlockedRecently", neg = true }) } end,
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["block chance is lucky"] = { flag("BlockChanceIsLucky") },
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["chance to block damage is lucky"] = { flag("BlockChanceIsLucky") },
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["y?o?u?r? ?chance to block is lucky"] = { flag("BlockChanceIsLucky"), flag("ProjectileBlockChanceIsLucky"),flag("SpellBlockChanceIsLucky"), flag("SpellProjectileBlockChanceIsLucky") },
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["y?o?u?r? ?chance to block is unlucky"] = { flag("BlockChanceIsUnlucky"), flag("ProjectileBlockChanceIsUnlucky"), flag("SpellBlockChanceIsUnlucky"), flag("SpellProjectileBlockChanceIsUnlucky") },
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["chance to block attack or spell damage is lucky if you've blocked recently"] = {
@@ -4524,6 +4525,7 @@ local specialModList = {
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["attacks cannot hit you"] = { flag("AlwaysEvade") },
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["attacks against you always hit"] = { flag("CannotEvade") },
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["maximum chance to evade is (%d+)%%"] = function(num) return { mod("EvadeChanceMax", "MAX", num) } end,
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["chance to evade is unlucky"] = { flag("UnluckyEvade") },
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["modifiers to maximum block chance instead apply to maximum resistances"] = { flag("MaxBlockChanceModsApplyMaxResist") },
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