Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Add support for Glancing Blows and Stand Ground #631

Merged
merged 4 commits into from
Jan 27, 2025
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
6 changes: 2 additions & 4 deletions src/Data/ModCache.lua
Original file line number Diff line number Diff line change
Expand Up @@ -2201,8 +2201,7 @@ c["Bleeding you inflict deals Damage 10% faster"]={{[1]={flags=0,keywordFlags=0,
c["Bleeding you inflict is Aggravated"]={nil,"Bleeding you inflict is Aggravated "}
c["Blind Chilled enemies on Hit"]={nil,"Blind Chilled enemies on Hit "}
c["Blind Enemies when they Stun you"]={nil,"Blind Enemies when they Stun you "}
c["Block Chance is doubled"]={nil,"Block Chance is doubled "}
c["Block Chance is doubled You take 50% of Damage from Blocked Hits"]={nil,"Block Chance is doubled You take 50% of Damage from Blocked Hits "}
c["Block Chance is doubled"]={{[1]={flags=0,keywordFlags=0,name="BlockChance",type="MORE",value=100}},nil}
c["Block chance is Lucky"]={nil,"Block chance is Lucky "}
c["Blocking Damage Poisons the Enemy as though dealing 100 Base Chaos Damage"]={nil,"Blocking Damage Poisons the Enemy as though dealing 100 Base Chaos Damage "}
c["Blocking Damage Poisons the Enemy as though dealing 100 Base Chaos Damage Blocking Damage Poisons the Enemy as though dealing 200 Base Chaos Damage"]={nil,"Blocking Damage Poisons the Enemy as though dealing 100 Base Chaos Damage Blocking Damage Poisons the Enemy as though dealing 200 Base Chaos Damage "}
Expand Down Expand Up @@ -2888,8 +2887,7 @@ c["Regenerate 0.4% of Life per second if you have been Hit Recently"]={{[1]={[1]
c["Regenerate 0.5% of Life per second"]={{[1]={flags=0,keywordFlags=0,name="LifeRegenPercent",type="BASE",value=0.5}},nil}
c["Regenerate 0.75% of Life per second"]={{[1]={flags=0,keywordFlags=0,name="LifeRegenPercent",type="BASE",value=0.75}},nil}
c["Regenerate 1% of Life per Second if you've used a Life Flask in the past 10 seconds"]={{[1]={[1]={type="Condition",var="UsingLifeFlask"},flags=0,keywordFlags=0,name="LifeRegenPercent",type="BASE",value=1}},nil}
c["Regenerate 1% of Life per second while affected by any Damaging Ailment"]={{[1]={flags=0,keywordFlags=0,name="LifeRegenPercent",type="BASE",value=1}}," while affected by any Damaging Ailment "}
c["Regenerate 1% of Life per second while affected by any Damaging Ailment Regenerate 1% of Life per second while stationary"]={{[1]={[1]={type="Condition",var="Stationary"},flags=0,keywordFlags=0,name="LifeRegenPercent",type="BASE",value=1}}," while affected by any Damaging Ailment Regenerate 1% of per second "}
c["Regenerate 1% of Life per second while affected by any Damaging Ailment"]={{[1]={[1]={type="Condition",varList={[1]="Poisoned",[2]="Ignited",[3]="Bleeding"}},flags=0,keywordFlags=0,name="LifeRegenPercent",type="BASE",value=1}},nil}
c["Regenerate 1% of Life per second while stationary"]={{[1]={[1]={type="Condition",var="Stationary"},flags=0,keywordFlags=0,name="LifeRegenPercent",type="BASE",value=1}},nil}
c["Regenerate 1% of Life per second while you have a Totem"]={{[1]={[1]={type="Condition",var="HaveTotem"},flags=0,keywordFlags=0,name="LifeRegenPercent",type="BASE",value=1}},nil}
c["Regenerate 1.5% of Life per second while on Low Life"]={{[1]={[1]={type="Condition",var="LowLife"},flags=0,keywordFlags=0,name="LifeRegenPercent",type="BASE",value=1.5}},nil}
Expand Down
4 changes: 0 additions & 4 deletions src/Modules/CalcSections.lua
Original file line number Diff line number Diff line change
Expand Up @@ -1628,10 +1628,6 @@ return {
{ breakdown = "BlockChance" },
{ modName = { "BlockChance", "ReplaceShieldBlock" } },
}, },
{ label = "Spell Block Chance", { format = "{0:output:SpellBlockChance}% (+{0:output:SpellBlockChanceOverCap}%)",
{ breakdown = "SpellBlockChance" },
{ modName = { "SpellBlockChance", "SpellBlockChanceIsBlockChance", "SpellBlockChanceMaxIsBlockChanceMax" }, },
}, },
{ label = "Taken From Block", haveOutput = "ShowBlockEffect", { format = "{0:output:DamageTakenOnBlock}%",
{ breakdown = "BlockEffect" },
{ modName = { "BlockEffect" }, },
Expand Down
4 changes: 2 additions & 2 deletions src/Modules/ModParser.lua
Original file line number Diff line number Diff line change
Expand Up @@ -1652,6 +1652,7 @@ local modTagList = {
["while you are poisoned"] = { tag = { type = "Condition", var = "Poisoned" } },
["while cursed"] = { tag = { type = "Condition", var = "Cursed" } },
["while not cursed"] = { tag = { type = "Condition", var = "Cursed", neg = true } },
["while affected by any damaging ailment"] = { tag = { type = "Condition", varList = { "Poisoned", "Ignited", "Bleeding" } } },
["while there is only one nearby enemy"] = { tagList = { { type = "Multiplier", var = "NearbyEnemies", limit = 1 }, { type = "Condition", var = "OnlyOneNearbyEnemy" } } },
["while t?h?e?r?e? ?i?s? ?a rare or unique enemy i?s? ?nearby"] = { tag = { type = "ActorCondition", actor = "enemy", varList = { "NearbyRareOrUniqueEnemy", "RareOrUnique" } } },
["while a rare or unique enemy is in your presence"] = { tag = { type = "ActorCondition", actor = "enemy", varList = { "NearbyRareOrUniqueEnemy", "RareOrUnique" } } },
Expand Down Expand Up @@ -2184,8 +2185,7 @@ local specialModList = {
flag("CannotFork", nil, ModFlag.Projectile),
},
["critical hits inflict scorch, brittle and sapped"] = { flag("CritAlwaysAltAilments") },
["chance to block attack damage is doubled"] = { mod("BlockChance", "MORE", 100) },
["chance to block spell damage is doubled"] = { mod("SpellBlockChance", "MORE", 100) },
["block chance is doubled"] = { mod("BlockChance", "MORE", 100) },
["you take (%d+)%% of damage from blocked hits"] = function(num) return { mod("BlockEffect", "BASE", num) } end,
["ignore attribute requirements"] = { flag("IgnoreAttributeRequirements") },
["gain no inherent bonuses from attributes"] = { flag("NoAttributeBonuses") },
Expand Down
Loading