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Fix The Dark Seer's "Unaffected by Blind" (#9880)
Also rename the old flag "IgnoreBlindHitChance" to "UnaffectedByBlind" for clarity (no functional change)
1 parent 4432138 commit 78951a2

6 files changed

Lines changed: 10 additions & 8 deletions

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src/Data/ModCache.lua

Lines changed: 1 addition & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -12227,6 +12227,7 @@ c["Triggers Level 20 Summon Triggerbots when Allocated"]={{[1]={flags=0,keywordF
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c["Triggers Level 7 Abberath's Fury when Equipped"]={{[1]={flags=0,keywordFlags=0,name="ExtraSkill",type="LIST",value={level=7,skillId="RepeatingShockwave",triggered=true}}},nil}
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c["Unaffected by Bleeding"]={{[1]={flags=0,keywordFlags=0,name="SelfBleedEffect",type="MORE",value=-100}},nil}
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c["Unaffected by Bleeding while affected by Malevolence"]={{[1]={[1]={type="Condition",var="AffectedByMalevolence"},[2]={effectType="Global",type="GlobalEffect",unscalable=true},flags=0,keywordFlags=0,name="SelfBleedEffect",type="MORE",value=-100}},nil}
12230+
c["Unaffected by Blind"]={{[1]={flags=0,keywordFlags=0,name="UnaffectedByBlind",type="FLAG",value=true}},nil}
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c["Unaffected by Burning Ground"]={nil,"Unaffected by Burning Ground "}
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c["Unaffected by Burning Ground while affected by Purity of Fire"]={nil,"Unaffected by Burning Ground while affected by Purity of Fire "}
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c["Unaffected by Burning Ground while affected by Purity of Fire Unaffected by Flammability while affected by Purity of Fire"]={nil,"Unaffected by Burning Ground while affected by Purity of Fire Unaffected by Flammability while affected by Purity of Fire "}

src/Data/Uniques/mace.lua

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -402,14 +402,14 @@ Implicits: 2
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{variant:6,7,8,9,10,11}10% Global chance to Blind Enemies on hit
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{variant:1,2}Gain 1 Mana on Kill per Level
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{variant:1,2}Gain 1 Energy Shield on Kill per Level
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Cannot be Blinded
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Enemies Blinded by you have Malediction
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{variant:4,5,7,8}+1 Maximum Energy Shield per Level
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{variant:10,11}+(1-2) Maximum Energy Shield per Level
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{variant:3,4,6,7}+1 Maximum Life per Level
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{variant:9,10}+(1-2) Maximum Life per Level
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{variant:3,5,6,8}+1 Maximum Mana per Level
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{variant:9,11}+(1-2) Maximum Mana per Level
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Unaffected by Blind
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]],[[
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Death's Hand
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Karui Sceptre

src/Export/Uniques/mace.lua

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Original file line numberDiff line numberDiff line change
@@ -398,7 +398,7 @@ Implicits: 2
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{variant:6,7,8,9,10,11}GlobalChanceToBlindOnHitUniqueSceptre8
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{variant:1,2}ManaGainedOnEnemyDeathPerLevelUniqueSceptre8
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{variant:1,2}EnergyShieldGainedOnEnemyDeathPerLevelUniqueSceptre8
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BlindImmunityUnique__1
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BlindDoesNotAffectHitChanceUnique__1
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MaledictionOnBlindWhileBlindedUnique__1
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{variant:4,5,7,8}EnergyShieldPerLevelUnique__1[1,1]
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{variant:10,11}EnergyShieldPerLevelUnique__1

src/Modules/CalcPerform.lua

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -800,7 +800,7 @@ local function doActorMisc(env, actor)
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modDB:NewMod("ChaosDamage", "MORE", -100, "Excommunicated")
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end
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if modDB:Flag(nil, "Blind") and not modDB:Flag(nil, "CannotBeBlinded") then
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if not modDB:Flag(nil, "IgnoreBlindHitChance") then
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if not modDB:Flag(nil, "UnaffectedByBlind") then
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local effect = 1 + modDB:Sum("INC", nil, "BlindEffect", "BuffEffectOnSelf") / 100
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-- Override Blind effect if set.
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if modDB:Override(nil, "BlindEffect") then

src/Modules/CalcSections.lua

Lines changed: 4 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -852,14 +852,14 @@ return {
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{ label = "MH Chance to Hit", bgCol = colorCodes.MAINHANDBG, flag = "weapon1Attack", { format = "{0:output:MainHand.AccuracyHitChance}%",
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{ breakdown = "MainHand.AccuracyHitChance" },
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{ label = "Enemy Evasion modifiers", modName = { "Evasion", "CannotEvade" }, enemy = true },
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{ label = "Player modifiers", modName = { "HitChance", "CannotBeEvaded", "IgnoreBlindHitChance" } },
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{ label = "Player modifiers", modName = { "HitChance", "CannotBeEvaded", "UnaffectedByBlind" } },
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}, },
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{ label = "MH Chance to Hit", haveOutput = "MainHand.enemyBlockChance", bgCol = colorCodes.MAINHANDBG, flag = "weapon1Attack", { format = "{0:output:MainHand.HitChance}%",
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{ breakdown = "MainHand.HitChance" },
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{ label = "Enemy Evasion modifiers", modName = { "Evasion", "CannotEvade" }, enemy = true },
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{ label = "Enemy Block", modName = { "BlockChance" }, enemy = true },
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{ label = "Block Chance Reduction", cfg = "skill", modName = { "reduceEnemyBlock" } },
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{ label = "Player modifiers", modName = { "HitChance", "CannotBeEvaded", "IgnoreBlindHitChance" } },
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{ label = "Player modifiers", modName = { "HitChance", "CannotBeEvaded", "UnaffectedByBlind" } },
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}, },
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{ label = "OH Accuracy", bgCol = colorCodes.OFFHANDBG, flag = "weapon2Attack", { format = "{0:output:OffHand.Accuracy}",
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{ breakdown = "OffHand.Accuracy" },
@@ -868,14 +868,14 @@ return {
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{ label = "OH Chance to Hit", bgCol = colorCodes.OFFHANDBG, flag = "weapon2Attack", { format = "{0:output:OffHand.AccuracyHitChance}%",
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{ breakdown = "OffHand.AccuracyHitChance" },
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{ label = "Enemy Evasion modifiers", modName = { "Evasion", "CannotEvade" }, enemy = true },
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{ label = "Player modifiers", modName = { "HitChance", "CannotBeEvaded", "IgnoreBlindHitChance" } },
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{ label = "Player modifiers", modName = { "HitChance", "CannotBeEvaded", "UnaffectedByBlind" } },
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}, },
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{ label = "OH Chance to Hit", haveOutput = "OffHand.enemyBlockChance", bgCol = colorCodes.OFFHANDBG, flag = "weapon2Attack", { format = "{0:output:OffHand.HitChance}%",
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{ breakdown = "OffHand.HitChance" },
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{ label = "Enemy Evasion modifiers", modName = { "Evasion", "CannotEvade" }, enemy = true },
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{ label = "Enemy Block", modName = { "BlockChance" }, enemy = true },
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{ label = "Block Chance Reduction", cfg = "skill", modName = { "reduceEnemyBlock" } },
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{ label = "Player modifiers", modName = { "HitChance", "CannotBeEvaded", "IgnoreBlindHitChance" } },
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{ label = "Player modifiers", modName = { "HitChance", "CannotBeEvaded", "UnaffectedByBlind" } },
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}, },
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{ label = "Effect of Blind", haveOutput = "BlindEffectMod", { format = "{0:output:BlindEffectMod}%", { breakdown = "BlindEffectMod" }, { modName = { "BlindEffect", "BuffEffectOnSelf" }, }, } },
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} }

src/Modules/ModParser.lua

Lines changed: 2 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -5310,7 +5310,8 @@ local specialModList = {
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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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["your hits can't be evaded by blinded enemies"] = { flag("CannotBeEvaded", { type = "ActorCondition", actor = "enemy", var = "Blinded" }) },
5313-
["blind does not affect your chance to hit"] = { flag("IgnoreBlindHitChance") },
5313+
["blind does not affect your chance to hit"] = { flag("UnaffectedByBlind") },
5314+
["unaffected by blind"] = { flag("UnaffectedByBlind") },
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["enemies blinded by you while you are blinded have malediction"] = { mod("EnemyModifier", "LIST", { mod = flag("HasMalediction", { type = "Condition", var = "Blinded" }) }, { type = "Condition", var = "Blinded" }, { type = "Condition", var = "CannotBeBlinded", neg = true }) },
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["enemies blinded by you have malediction"] = { mod("EnemyModifier", "LIST", { mod = flag("HasMalediction", { type = "Condition", var = "Blinded" }) }) },
53165317
["enemies ignited by you during effect have malediction"] = { mod("EnemyModifier", "LIST", { mod = flag("HasMalediction", { type = "Condition", var = "Ignited" }) }) },

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