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2 changes: 1 addition & 1 deletion src/Data/ModCache.lua
Original file line number Diff line number Diff line change
Expand Up @@ -905,7 +905,7 @@ c["15% increased Critical Hit Chance with Daggers"]={{[1]={flags=524292,keywordF
c["15% increased Critical Hit Chance with Flails"]={{[1]={flags=134217732,keywordFlags=0,name="CritChance",type="INC",value=15}},nil}
c["15% increased Critical Spell Damage Bonus"]={{[1]={flags=2,keywordFlags=0,name="CritMultiplier",type="INC",value=15}},nil}
c["15% increased Crossbow Reload Speed"]={{[1]={flags=67108865,keywordFlags=0,name="ReloadSpeed",type="INC",value=15}},nil}
c["15% increased Damage for each type of Elemental Ailment on Enemy"]={{[1]={flags=0,keywordFlags=0,name="Damage",type="INC",value=15}}," for each type of Elemental Ailment on Enemy "}
c["15% increased Damage for each type of Elemental Ailment on Enemy"]={{[1]={[1]={actor="enemy",type="ActorCondition",var="Electrocuted"},flags=0,keywordFlags=0,name="Damage",type="INC",value=15},[2]={[1]={actor="enemy",type="ActorCondition",var="Frozen"},flags=0,keywordFlags=0,name="Damage",type="INC",value=15},[3]={[1]={actor="enemy",type="ActorCondition",var="Chilled"},flags=0,keywordFlags=0,name="Damage",type="INC",value=15},[4]={[1]={actor="enemy",type="ActorCondition",var="Ignited"},flags=0,keywordFlags=0,name="Damage",type="INC",value=15},[5]={[1]={actor="enemy",type="ActorCondition",var="Shocked"},flags=0,keywordFlags=0,name="Damage",type="INC",value=15}},nil}
c["15% increased Damage if you have Consumed a Corpse Recently"]={{[1]={[1]={type="Condition",var="ConsumedCorpseRecently"},flags=0,keywordFlags=0,name="Damage",type="INC",value=15}},nil}
c["15% increased Damage with Flails"]={{[1]={flags=134217732,keywordFlags=0,name="Damage",type="INC",value=15}},nil}
c["15% increased Damage with Maces"]={{[1]={flags=1048580,keywordFlags=0,name="Damage",type="INC",value=15}},nil}
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3 changes: 3 additions & 0 deletions src/Modules/ConfigOptions.lua
Original file line number Diff line number Diff line change
Expand Up @@ -1565,6 +1565,9 @@ Huge sets the radius to 11.
{ var = "ShockStacks", type = "count", label = "^xADAA47Shock ^7Stacks", ifFlag = "ShockCanStack", ifOption = "conditionEnemyShocked", defaultPlaceholderState = 1, tooltip = "Amount of stacks of ^xADAA47Shock ^7applied to the enemy.", apply = function(val, modList, enemyModList)
enemyModList:NewMod("Multiplier:ShockStacks", "BASE", val, "Config", { type = "Condition", var = "Effective" })
end },
{ var = "conditionEnemyElectrocuted", type = "check", label = "Is the enemy ^xADAA47Electrocuted?", ifEnemyCond = "Electrocuted", apply = function(val, modList, enemyModList)
enemyModList:NewMod("Condition:Electrocuted", "FLAG", true, "Config", { type = "Condition", var = "Effective" })
end },
{ var = "conditionEnemyOnShockedGround", type = "check", label = "Is the enemy on ^xADAA47Shocked ^7Ground?", tooltip = "This also implies that the enemy is ^xADAA47Shocked.", ifEnemyCond = "OnShockedGround", apply = function(val, modList, enemyModList)
enemyModList:NewMod("Condition:Shocked", "FLAG", true, "Config", { type = "Condition", var = "Effective" })
enemyModList:NewMod("Condition:OnShockedGround", "FLAG", true, "Config", { type = "Condition", var = "Effective" })
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9 changes: 9 additions & 0 deletions src/Modules/ModParser.lua
Original file line number Diff line number Diff line change
Expand Up @@ -3153,8 +3153,16 @@ local specialModList = {
mod("EnemyModifier", "LIST", { mod = mod("DamageTaken", "INC", num) }, { type = "ActorCondition", actor = "enemy", var = "Sapped" }),
mod("EnemyModifier", "LIST", { mod = mod("DamageTaken", "INC", num) }, { type = "ActorCondition", actor = "enemy", var = "Bleeding" }),
mod("EnemyModifier", "LIST", { mod = mod("DamageTaken", "INC", num) }, { type = "ActorCondition", actor = "enemy", var = "Poisoned" }),
mod("EnemyModifier", "LIST", { mod = mod("DamageTaken", "INC", num) }, { type = "ActorCondition", actor = "enemy", var = "Electrocuted" }),
} end,
-- Elemental Ailments
["(%d+)%% increased damage for each type of elemental ailment on enemy"] = function(num) return {
mod("Damage", "INC", num, nil, 0, 0, { type = "ActorCondition", actor = "enemy", var = "Electrocuted" }),
mod("Damage", "INC", num, nil, 0, 0, { type = "ActorCondition", actor = "enemy", var = "Frozen" }),
mod("Damage", "INC", num, nil, 0, 0, { type = "ActorCondition", actor = "enemy", var = "Chilled" }),
mod("Damage", "INC", num, nil, 0, 0, { type = "ActorCondition", actor = "enemy", var = "Ignited" }),
mod("Damage", "INC", num, nil, 0, 0, { type = "ActorCondition", actor = "enemy", var = "Shocked" }),
} end,
["(%d+)%% increased elemental damage with hits and ailments for each type of elemental ailment on enemy"] = function(num) return {
mod("ElementalDamage", "INC", num, nil, 0, bor(KeywordFlag.Hit, KeywordFlag.Ailment), { type = "ActorCondition", actor = "enemy", var = "Frozen" }),
mod("ElementalDamage", "INC", num, nil, 0, bor(KeywordFlag.Hit, KeywordFlag.Ailment), { type = "ActorCondition", actor = "enemy", var = "Chilled" }),
Expand All @@ -3163,6 +3171,7 @@ local specialModList = {
mod("ElementalDamage", "INC", num, nil, 0, bor(KeywordFlag.Hit, KeywordFlag.Ailment), { type = "ActorCondition", actor = "enemy", var = "Scorched" }),
mod("ElementalDamage", "INC", num, nil, 0, bor(KeywordFlag.Hit, KeywordFlag.Ailment), { type = "ActorCondition", actor = "enemy", var = "Brittle" }),
mod("ElementalDamage", "INC", num, nil, 0, bor(KeywordFlag.Hit, KeywordFlag.Ailment), { type = "ActorCondition", actor = "enemy", var = "Sapped" }),
mod("ElementalDamage", "INC", num, nil, 0, bor(KeywordFlag.Hit, KeywordFlag.Ailment), { type = "ActorCondition", actor = "enemy", var = "Electrocuted" }),
} end,
["your shocks can increase damage taken by up to a maximum of (%d+)%%"] = function(num) return { mod("ShockMax", "OVERRIDE", num) } end,
["%+(%d+)%% to maximum effect of shock"] = function(num) return { mod("ShockMax", "BASE", num) } end,
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