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Copy file name to clipboardExpand all lines: src/Data/ModCache.lua
+2-5Lines changed: 2 additions & 5 deletions
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@@ -4082,7 +4082,7 @@ c["Breaks Armour equal to 40% of damage from Hits with this weapon"]={nil,"Break
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c["Breaks Armour equal to 40% of damage from Hits with this weapon Fully Armour Broken enemies you kill with Hits Shatter"]={nil,"Breaks Armour equal to 40% of damage from Hits with this weapon Fully Armour Broken enemies you kill with Hits Shatter "}
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c["Buffs on you expire 10% slower"]={{[1]={[1]={skillType=5,type="SkillType"},flags=0,keywordFlags=0,name="Duration",type="INC",value=10}},nil}
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c["Burning Enemies you kill have a 5% chance to Explode, dealing a"]={nil,"Burning Enemies you kill have a 5% chance to Explode, dealing a "}
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c["Burning Enemies you kill have a 5% chance to Explode, dealing a tenth of their maximum Life as Fire Damage"]={{[1]={[1]={actor="enemy",type="ActorCondition",var="Burning"},flags=0,keywordFlags=0,name="ExplodeMod",type="LIST",value={amount=5,chance=1,keyOfScaledMod="chance",type="Tenth"}},[2]={flags=0,keywordFlags=0,name="CanExplode",type="FLAG",value=true}},nil}
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c["Burning Enemies you kill have a 5% chance to Explode, dealing a tenth of their maximum Life as Fire Damage"]={{[1]={[1]={actor="enemy",type="ActorCondition",var="Burning"},flags=0,keywordFlags=0,name="ExplodeMod",type="LIST",value={amount=10,chance=0.05,keyOfScaledMod="chance",type="Fire"}},[2]={flags=0,keywordFlags=0,name="CanExplode",type="FLAG",value=true}},nil}
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c["Can Attack as though using a Quarterstaff while both of your hand slots are empty"]={nil,"Can Attack as though using a Quarterstaff while both of your hand slots are empty "}
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c["Can Attack as though using a Quarterstaff while both of your hand slots are empty Unarmed Attacks that would use your Quarterstaff's damage gain:"]={nil,"Can Attack as though using a Quarterstaff while both of your hand slots are empty Unarmed Attacks that would use your Quarterstaff's damage gain: "}
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c["Can Attack as though using a Quarterstaff while both of your hand slots are empty Unarmed Attacks that would use your Quarterstaff's damage gain: Physical damage based on their Skill Level"]={nil,"Can Attack as though using a Quarterstaff while both of your hand slots are empty Unarmed Attacks that would use your Quarterstaff's damage gain: Physical damage based on their Skill Level "}
@@ -4136,10 +4136,7 @@ c["Causes 50% increased Stun Buildup Always deals Critical Hits against Heavy St
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c["Causes Bleeding on Hit"]={{[1]={[1]={type="Condition",var="{Hand}Attack"},flags=0,keywordFlags=0,name="BleedChance",type="BASE",value=100}},nil}
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c["Causes Daze buildup equal to 100% of Damage dealt"]={nil,"Causes Daze buildup equal to 100% of Damage dealt "}
c["Causes Enemies to Explode on Critical kill, for 10% of their Life as Physical Damage"]={nil,"Causes Enemies to Explode on Critical kill, for 10% of their Life as Physical Damage "}
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c["Causes Enemies to Explode on Critical kill, for 10% of their Life as Physical Damage 120% increased Physical Damage"]={nil,"Causes Enemies to Explode on Critical kill, for 10% of their Life as Physical Damage 120% increased Physical Damage "}
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c["Causes Enemies to Explode on Critical kill, for 10% of their Life as Physical Damage 172% increased Physical Damage"]={nil,"Causes Enemies to Explode on Critical kill, for 10% of their Life as Physical Damage 172% increased Physical Damage "}
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c["Causes Enemies to Explode on Critical kill, for 10% of their Life as Physical Damage Adds 62 to 94 Fire Damage"]={{[1]={flags=0,keywordFlags=0,name="FireMin",type="BASE",value=62},[2]={flags=0,keywordFlags=0,name="FireMax",type="BASE",value=94}},"Causes Enemies to Explode on Critical kill, for 10% of their as Physical Damage "}
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c["Causes Enemies to Explode on Critical kill, for 10% of their Life as Physical Damage"]={{[1]={flags=0,keywordFlags=0,name="ExplodeMod",type="LIST",value={amount=10,chance=1,keyOfScaledMod="chance",type="Physical"}},[2]={flags=0,keywordFlags=0,name="CanExplode",type="FLAG",value=true}},nil}
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c["Chance is doubled against Undead and Demons"]={{},"Chance against Undead and Demons "}
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c["Chance to Deflect is Lucky"]={nil,"Chance to Deflect is Lucky "}
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c["Chance to Evade is Unlucky"]={nil,"Chance to Evade is Unlucky "}
local statSet = activeSkill.activeEffect.statSet or activeSkill.activeEffect.statSetCalcs
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if statSet.index ~= 3 then
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local allExplodeMods = activeSkill.skillModList:Tabulate("LIST", activeSkill.skillCfg, "ExplodeMod")
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for _, explodeMod in ipairs(allExplodeMods) do
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local activeEffectSource = activeSkill.activeEffect.srcInstance.explodeSource.modSource or "Tree:"..activeSkill.activeEffect.srcInstance.explodeSource.id
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if explodeMod.mod.source == activeEffectSource then
Copy file name to clipboardExpand all lines: src/Modules/ModParser.lua
+3-4Lines changed: 3 additions & 4 deletions
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@@ -2062,7 +2062,6 @@ local specialModList = {
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["enemies you kill while affected by glorious madness have a (%d+)%% chance to explode, dealing a (.+) of their life as (.+) damage"] = function(chance, _, amount, type) -- Beacon of Madness
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return explodeFunc(chance, amount, type, { type = "Condition", var = "AffectedByGloriousMadness" })
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end,
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["enemies killed with attack hits have a (%d+)%% chance to explode, dealing a (.+) of their life as (.+) damage"] = explodeFunc, -- Devastator (attack clusters)
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["enemies killed with wand hits have a (%d+)%% chance to explode, dealing a (.+) of their life as (.+) damage"] = function(chance, _, amount, type) -- Explosive Force (wand clusters)
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return explodeFunc(chance, amount, type, { type = "Condition", var = "UsingWand" })
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end,
@@ -2075,7 +2074,7 @@ local specialModList = {
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["enemies you kill explode, dealing (%d+)%% of their life as (.+) damage"] = function(amount, _, type) -- legacy synth, legacy crusader
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return explodeFunc(100, amount, type)
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end,
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["enemies killed explode dealing (%d+)%% of their life as (.+) damage"] = function(amount, _, type)-- Quecholli
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["causes enemies to explode on critical kill, for (%d+)%% of their life as (.+) damage"] = function(amount, _, type)-- Crumbling Maul implicit
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return explodeFunc(100, amount, type)
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end,
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["enemies on fungal ground you kill explode, dealing (%d+)%% of their life as (.+) damage"] = function(amount, _, type) -- Sporeguard
@@ -2090,8 +2089,8 @@ local specialModList = {
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["bleeding enemies you kill explode, dealing (%d+)%% of their maximum life as (.+) damage"] = function(amount, _, type) -- Haemophilia
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return explodeFunc(100, amount, type, { type = "ActorCondition", actor = "enemy", var = "Bleeding" })
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end,
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["burning enemies you kill have a (%d+)%% chance to explode, dealing a (.+) of their maximum life as (.+) damage"] = function(amount, _, type) -- Haemophilia
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return explodeFunc(100, amount, type, { type = "ActorCondition", actor = "enemy", var = "Burning" })
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["burning enemies you kill have a (%d+)%% chance to explode, dealing a (.+) of their maximum life as (.+) damage"] = function(chance, _, amount, type) -- Explosive Impact
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return explodeFunc(chance, amount, type, { type = "ActorCondition", actor = "enemy", var = "Burning" })
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end,
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["non-aura curses you inflict are not removed from dying enemies"] = {},
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["enemies near corpses affected by your curses are blinded"] = { mod("EnemyModifier", "LIST", { mod = flag("Condition:Blinded") }, { type = "MultiplierThreshold", var = "NearbyCorpse", threshold = 1 }, { type = "ActorCondition", actor = "enemy", var = "Cursed" }) },
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