Add support for various ailment and debuff mods#2134
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LocalIdentity merged 7 commits intoJun 10, 2026
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There were different wording variations for mods that affect ailment magnitude on players or enemies. Some of which were not recognized yet. Example: - "magnitude of ignite you inflict" was recognized - "magnitude of ignite on ... enemies" was not recognized
Equivalent to `SumPositiveValues()`, but for negative values instead. In this case usefuly to calculate whether the enemy is "slowed"
NOTE: I am not 100% sure that this is the perfect place for this processing to go, but it needed to be somewhere after all the other debuffs like chill, maim, curses, etc. have been processed
Added to `flagTypes` to enable parsing of nearby enemies are ... type of mods for those conditions
This was only done for "Maimed" before
LocalIdentity
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Should probably fix the parsing of mods like Nearby Enemies are Hindered, with 25% reduced Movement Speed so that it uses the hindered speed value but is fine for now as nothing actually cares about the speed atm
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Description of the problem being solved:
Adds support for Passive Notables "Toxic Sludge" and "Dread Engineer's Concoction" via the following changes
trueas long as there are any negativeActionSpeedorMovementSpeedmods affecting the enemy (purposely only checked for enemies for now, as there are no relevant effects for players)SumNegativeValues()toModStoreas counter part toSumPositiveValues()Steps taken to verify a working solution:
TestDebuffs_spec.luaLink to a build that showcases this PR:
Before screenshot:
"against slowed enemies" node

"magnitude of ignite" node

After screenshot:
"against slowed enemies" node

"magnitude of ignite" node
