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christian-trzcinskiChristian TrzcinskiWires77
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Implement Stoicism support and fix Innervate Support (#1275)
* Stoicism support * Fix Innervate tooltip * Add fix to .txt file as well --------- Co-authored-by: Christian Trzcinski <christian.trzcinski@streetscooter.com> Co-authored-by: Wires77 <Wires77@users.noreply.github.com>
1 parent 5748c6f commit 873f311

4 files changed

Lines changed: 16 additions & 6 deletions

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src/Data/SkillStatMap.lua

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@@ -759,6 +759,14 @@ return {
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["active_skill_damage_+%_final"] = {
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mod("Damage", "MORE", nil),
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},
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["support_no_fear_damage_+%_final_per_second_up_to_30%"] = {
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mod("Damage", "MORE", nil, 0, 0,
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{ type = "Condition", var = "UsingStoicism" },
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{ type = "Condition", var = "DodgeRolledRecently", neg = true },
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{ type = "Condition", var = "UsedTravelSkillRecently", neg = true },
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{ type = "Multiplier", var = "StoicismSeconds", limitVar = "StoicismCap", limitTotal = true }
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),
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},
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["active_skill_damage_+%_final_against_heavy_stunned_enemies"] = {
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mod("Damage", "MORE", nil, 0, 0, { type = "ActorCondition", actor = "enemy", var = "HeavyStunned" }),
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},

src/Data/Skills/sup_dex.lua

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@@ -2614,7 +2614,7 @@ skills["SupportInnervatePlayer"] = {
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["support_innervate_buff_grant_%_added_lightning_attack_damage"] = {
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mod("DamageGainAsLightning", "BASE", nil, ModFlag.Attack, 0, { type = "Condition", var = "KilledShockedLast3Seconds" }, { type = "GlobalEffect", effectType = "Buff", effectName = "Innervate" }),
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},
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["support_innervate_base_buff_duration"] = {
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["support_innervate_buff_base_duration_ms"] = {
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mod("Duration", "BASE", nil, 0, 0, { type = "Condition", var = "KilledShockedLast3Seconds" }, { type = "GlobalEffect", effectType = "Buff" }),
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div = 1000,
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},

src/Export/Skills/sup_dex.txt

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@@ -586,7 +586,7 @@ statMap = {
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["support_innervate_buff_grant_%_added_lightning_attack_damage"] = {
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mod("DamageGainAsLightning", "BASE", nil, ModFlag.Attack, 0, { type = "Condition", var = "KilledShockedLast3Seconds" }, { type = "GlobalEffect", effectType = "Buff", effectName = "Innervate" }),
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},
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["support_innervate_base_buff_duration"] = {
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["support_innervate_buff_base_duration_ms"] = {
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mod("Duration", "BASE", nil, 0, 0, { type = "Condition", var = "KilledShockedLast3Seconds" }, { type = "GlobalEffect", effectType = "Buff" }),
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div = 1000,
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},

src/Modules/ConfigOptions.lua

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@@ -402,10 +402,6 @@ local configSettings = {
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{ var = "infusedChannellingInfusion", type = "check", label = "Is Infusion active?", ifSkill = "Infused Channelling", apply = function(val, modList, enemyModList)
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modList:NewMod("Condition:InfusionActive", "FLAG", true, "Config")
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end },
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{ label = "Innervate:", ifSkill = "Innervate" },
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{ var = "innervateInnervation", type = "check", label = "Is Innervation active?", ifSkill = "Innervate", apply = function(val, modList, enemyModList)
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modList:NewMod("Condition:InnervationActive", "FLAG", true, "Config")
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end },
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{ label = "Intensify:", ifSkill = { "Intensify", "Crackling Lance", "Pinpoint" } },
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{ var = "intensifyIntensity", type = "count", label = "# of Intensity:", ifSkill = { "Intensify", "Crackling Lance", "Pinpoint" }, apply = function(val, modList, enemyModList)
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modList:NewMod("Multiplier:Intensity", "BASE", val, "Config")
@@ -432,6 +428,12 @@ local configSettings = {
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{ var = "momentumDamage", type = "check", label = "Moved 2m during Skill use?", ifSkill = "Momentum", ifFlag = "CanPerformSkillWhileMoving", apply = function(val, modList, enemyModList)
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modList:NewMod("Condition:Moved2m", "FLAG", true, "Config")
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end },
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{ label = "Stoicism:", ifSkill = { "Stoicism I", "Stoicism II" } },
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{ var = "stoicismSeconds", type = "count", label = "Seconds building Stoicism:", ifSkill = { "Stoicism I", "Stoicism II" }, tooltip = "Seconds since last reset. Stoicism I: 1%/s (full 20s). Stoicism II: 2%/s (full 10s).", apply = function(val, modList, enemyModList)
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modList:NewMod("Condition:UsingStoicism", "FLAG", true, "Config")
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modList:NewMod("Multiplier:StoicismSeconds", "BASE", m_min(m_max(val, 0), 20), "Config")
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modList:NewMod("Multiplier:StoicismCap", "BASE", 20, "Config")
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end },
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{ label = "Parry:", ifSkill = "Parry" },
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{ var = "parryActive", type = "check", label = "Enemy has Parry Debuff", ifSkill = "Parry", tooltip = "The Parry debuff grants:\n\tEnemies take 50% more Attack Damage", apply = function(val, modList, enemyModList)
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enemyModList:NewMod("Condition:ParryActive", "FLAG", true, "Config")

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