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hookup fire pen two support stat and peer stats to existing ignore ele resist flags (#2114)
1 parent 96ab5a1 commit eabe806

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Lines changed: 12 additions & 0 deletions

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src/Data/SkillStatMap.lua

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@@ -929,6 +929,15 @@ return {
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["base_reduce_enemy_lightning_resistance_%"] = {
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mod("LightningPenetration", "BASE", nil),
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},
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["hits_ignore_enemy_fire_resistance"] = {
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flag("IgnoreFireResistance")
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},
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["hits_ignore_enemy_cold_resistance"] = {
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flag("IgnoreColdResistance")
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},
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["hits_ignore_enemy_lightning_resistance"] = {
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flag("IgnoreLightningResistance")
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},
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["reduce_enemy_chaos_resistance_%"] = {
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mod("ChaosPenetration", "BASE", nil),
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},

src/Modules/ModParser.lua

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@@ -5757,6 +5757,9 @@ local specialModList = {
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["you have far shot while you do not have iron reflexes"] = { flag("FarShot", { neg = true, type = "Condition", var = "HaveIronReflexes" }) },
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["you have resolute technique while you do not have elemental overload"] = { mod("Keystone", "LIST", "Resolute Technique", { neg = true, type = "Condition", var = "HaveElementalOverload" }) },
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["hits ignore enemy monster fire resistance while you are ignited"] = { flag("IgnoreFireResistance", { type = "Condition", var = "Ignited" }) },
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["hits ignore enemy fire resistance"] = { flag("IgnoreFireResistance") },
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["hits ignore enemy cold resistance"] = { flag("IgnoreColdResistance") },
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["hits ignore enemy lightning resistance"] = { flag("IgnoreLightningResistance") },
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["your hits can't be evaded by blinded enemies"] = { flag("CannotBeEvaded", { type = "ActorCondition", actor = "enemy", var = "Blinded" }) },
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["your hits cannot be evaded by pinned enemies"] = { flag("CannotBeEvaded", { type = "ActorCondition", actor = "enemy", var = "Pinned" }) },
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["your hits cannot be evaded by heavy stunned enemies"] = { flag("CannotBeEvaded", { type = "ActorCondition", actor = "enemy", var = "HeavyStunned" }) },

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