Skip to content

Commit

Permalink
Fix Nightblade feedback (modname -> modName)
Browse files Browse the repository at this point in the history
  • Loading branch information
OrderedSet86 committed Jan 27, 2025
1 parent 64c0ac9 commit 6911696
Showing 1 changed file with 2 additions and 2 deletions.
4 changes: 2 additions & 2 deletions src/Modules/CalcSections.lua
Original file line number Diff line number Diff line change
Expand Up @@ -989,7 +989,7 @@ return {
{ 1, "Ignite", 1, colorCodes.OFFENCE, {{ defaultCollapsed = false, label = "Ignite", data = {
extra = "{0:output:IgniteChancePerHit}% {1:output:IgniteDPS} {2:output:IgniteDuration}s",
flag = "ignite",
{ label = "Enemy Ail. Thresh.", { format = "{0:output:EnemyAilmentThreshold}", { modname = "EnemyAilmentThreshold" }, }, },
{ label = "Enemy Ail. Thresh.", { format = "{0:output:EnemyAilmentThreshold}", { modName = "EnemyAilmentThreshold" }, }, },

{ label = "Source Physical", textSize = 12, notFlag = "attack", haveOutput = "IgnitePhysicalMax", { format = "{0:output:IgnitePhysicalMin} to {0:output:IgnitePhysicalMax}", { breakdown = "IgnitePhysical" }, }, },
{ label = "MH Source Physical", bgCol = colorCodes.MAINHANDBG, textSize = 12, flag = "weapon1Attack", haveOutput = "MainHand.IgnitePhysicalMax", { format = "{0:output:MainHand.IgnitePhysicalMin} to {0:output:MainHand.IgnitePhysicalMax}", { breakdown = "MainHand.IgnitePhysical" }, }, },
Expand Down Expand Up @@ -1266,7 +1266,7 @@ return {
{ label = "Configured Brittle", modName = "BrittleVal", enemy = true, modType = "BASE" },
{ label = "Guaranteed Brittles", modName = "BrittleOverride", modType = "BASE" },
}, },
{ label = "Enemy Ail. Thresh.", bgCol = colorCodes.SHOCKBG, flag = "shock", { format = "{0:output:EnemyAilmentThreshold}", { modname = "EnemyAilmentThreshold" }, }, },
{ label = "Enemy Ail. Thresh.", bgCol = colorCodes.SHOCKBG, flag = "shock", { format = "{0:output:EnemyAilmentThreshold}", { modName = "EnemyAilmentThreshold" }, }, },
{ label = "Chance to Shock", bgCol = colorCodes.SHOCKBG, flag = "shock", { format = "{0:output:ShockChance}%",
{ breakdown = "MainHand.ShockChance" },
{ breakdown = "OffHand.ShockChance" },
Expand Down

0 comments on commit 6911696

Please sign in to comment.