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lucs66LocalIdentity
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pinned enemies have no evasion (#875)
* pinned enemies have no evasion * pinned enemies and stunned recently * Max config always show up for now The config box needs to show up if you have any source of pin in the build. Until we've added support for all those mods, we'll just permanently show it --------- Co-authored-by: LocalIdentity <localidentity2@gmail.com>
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src/Modules/ConfigOptions.lua

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@@ -1529,9 +1529,11 @@ Huge sets the radius to 11.
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{ var = "overrideBuffBlinded", type = "count", label = "Effect of Blind (if not maximum):", ifOption = "conditionEnemyBlinded", tooltip = "If you have a guaranteed source of Blind, the strongest one will apply.", apply = function(val, modList, enemyModList)
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enemyModList:NewMod("BlindEffect", "OVERRIDE", val, "Config", {type = "GlobalEffect", effectType = "Buff" })
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end },
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{ var = "conditionEnemyPinned", type = "check", label = "Is the enemy Pinned?", ifEnemyCond = "Pinned", tooltip ="Pinned enemies cannot move for 4 seconds.", apply = function(val, modList, enemyModList)
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{ var = "conditionEnemyPinned", type = "check", label = "Is the enemy Pinned?", tooltip ="Pinned enemies cannot move for 4 seconds.", apply = function(val, modList, enemyModList)
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enemyModList:NewMod("Condition:Pinned", "FLAG", true, "Config", { type = "Condition", var = "Effective" })
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enemyModList:NewMod("Condition:Immobilised", "FLAG", true, "Config", { type = "Condition", var = "Effective" })
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enemyModList:NewMod("CannotEvade", "FLAG", true, "Config", { type = "Condition", var = "Effective" })
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enemyModList:NewMod("Condition:StunnedRecently", "FLAG", true, "Config", { type = "Condition", var = "Effective" })
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end },
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{ var = "conditionEnemyTaunted", type = "check", label = "Is the enemy Taunted?", ifEnemyCond = "Taunted", apply = function(val, modList, enemyModList)
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enemyModList:NewMod("Condition:Taunted", "FLAG", true, "Config", { type = "Condition", var = "Effective" })

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