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9 changes: 9 additions & 0 deletions src/Data/Skills/act_int.lua
Original file line number Diff line number Diff line change
Expand Up @@ -6847,6 +6847,13 @@ skills["EyeOfWinterPlayer"] = {
incrementalEffectiveness = 0.12999999523163,
damageIncrementalEffectiveness = 0.0074000000022352,
statDescriptionScope = "eye_of_winter_new",
statMap = {
["eye_of_winter_damage_%_to_gain_as_element_per_ground_effect_type"] = {
mod("SkillDamageGainAsCold", "BASE", nil, 0, 0, { type = "Condition", var = "EyeOfWinterCold"}),
mod("SkillDamageGainAsFire", "BASE", nil, 0, 0, { type = "Condition", var = "EyeOfWinterFire"}),
mod("SkillDamageGainAsLightning", "BASE", nil, 0, 0, { type = "Condition", var = "EyeOfWinterLightning"}),
},
},
baseFlags = {
spell = true,
projectile = true,
Expand Down Expand Up @@ -8115,6 +8122,8 @@ skills["FlameWallPlayer"] = {
damageIncrementalEffectiveness = 0.0096000004559755,
statDescriptionScope = "flame_wall",
baseFlags = {
spell = true,
area = true,
},
constantStats = {
{ "number_of_allowed_firewalls", 3 },
Expand Down
9 changes: 8 additions & 1 deletion src/Export/Skills/act_int.txt
Original file line number Diff line number Diff line change
Expand Up @@ -466,6 +466,13 @@ statMap = {
#skill EyeOfWinterPlayer
#set EyeOfWinterPlayer
#flags spell projectile
statMap = {
["eye_of_winter_damage_%_to_gain_as_element_per_ground_effect_type"] = {
mod("SkillDamageGainAsCold", "BASE", nil, 0, 0, { type = "Condition", var = "EyeOfWinterCold"}),
mod("SkillDamageGainAsFire", "BASE", nil, 0, 0, { type = "Condition", var = "EyeOfWinterFire"}),
mod("SkillDamageGainAsLightning", "BASE", nil, 0, 0, { type = "Condition", var = "EyeOfWinterLightning"}),
},
},
#mods
#skillEnd

Expand Down Expand Up @@ -562,7 +569,7 @@ statMap = {

#skill FlameWallPlayer
#set FlameWallPlayer
#flags
#flags spell area
#mods
#set FlameWallProjectileBuffPlayer
#flags
Expand Down
10 changes: 10 additions & 0 deletions src/Modules/ConfigOptions.lua
Original file line number Diff line number Diff line change
Expand Up @@ -357,6 +357,16 @@ local configSettings = {
{ var = "embraceMadnessActive", type = "check", label = "Is Embrace Madness active?", ifSkill = "Embrace Madness", apply = function(val, modList, enemyModList)
modList:NewMod("Condition:AffectedByGloriousMadness", "FLAG", true, "Config")
end },
{ label = "Eye of Winter:", ifSkill = "Eye of Winter" },
{ 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)
modList:NewMod("Condition:EyeOfWinterCold", "FLAG", true, "Config")
end },
{ 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)
modList:NewMod("Condition:EyeOfWinterFire", "FLAG", true, "Config")
end },
{ 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)
modList:NewMod("Condition:EyeOfWinterLightning", "FLAG", true, "Config")
end },
{ 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)
val = m_min(val, 10)
modList:NewMod("DamageTaken", "INC", val * 6, val.." Eroding Touch Stacks", { type = "GlobalEffect", effectType = "Debuff" }, { type = "Condition", var = "AffectedByGloriousMadness" })
Expand Down
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