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Fix a few regen every 4 seconds mods (PathOfBuildingCommunity#6775)
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* fix mod parser second parameter error

* madcache
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Regisle authored Oct 2, 2023
1 parent 48f6d4b commit 3455b34
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Showing 2 changed files with 5 additions and 5 deletions.
4 changes: 2 additions & 2 deletions src/Data/ModCache.lua
Original file line number Diff line number Diff line change
Expand Up @@ -7599,8 +7599,8 @@ c["Every 4 seconds, Regenerate 10% of Life over one second"]={{[1]={[1]={type="C
c["Every 4 seconds, Regenerate 100% of Life over one second"]={{[1]={[1]={type="Condition",var="LifeRegenBurstFull"},flags=0,keywordFlags=0,name="LifeRegenPercent",type="BASE",value=100},[2]={[1]={type="Condition",var="LifeRegenBurstAvg"},flags=0,keywordFlags=0,name="LifeRegenPercent",type="BASE",value=25}},nil}
c["Every 4 seconds, Regenerate 15% of Life over one second"]={{[1]={[1]={type="Condition",var="LifeRegenBurstFull"},flags=0,keywordFlags=0,name="LifeRegenPercent",type="BASE",value=15},[2]={[1]={type="Condition",var="LifeRegenBurstAvg"},flags=0,keywordFlags=0,name="LifeRegenPercent",type="BASE",value=3.75}},nil}
c["Every 4 seconds, Regenerate 50% of Life over one second"]={{[1]={[1]={type="Condition",var="LifeRegenBurstFull"},flags=0,keywordFlags=0,name="LifeRegenPercent",type="BASE",value=50},[2]={[1]={type="Condition",var="LifeRegenBurstAvg"},flags=0,keywordFlags=0,name="LifeRegenPercent",type="BASE",value=12.5}},nil}
c["Every 4 seconds, Regenerate Energy Shield equal to 1% of Evasion Rating over 1 second"]={{[1]={[1]={type="Condition",var="LifeRegenBurstFull"},[2]={percent="4",stat="Evasion",type="PercentStat"},flags=0,keywordFlags=0,name="EnergyShieldRegen",type="BASE",value=1},[2]={[1]={type="Condition",var="LifeRegenBurstAvg"},[2]={percent="4",stat="Evasion",type="PercentStat"},flags=0,keywordFlags=0,name="EnergyShieldRegen",type="BASE",value=0.25}},nil}
c["Every 4 seconds, Regenerate Life equal to 1% of Armour and Evasion Rating over 1 second"]={{[1]={[1]={type="Condition",var="LifeRegenBurstFull"},[2]={percent="4",stat="Armour",type="PercentStat"},flags=0,keywordFlags=0,name="LifeRegen",type="BASE",value=1},[2]={[1]={type="Condition",var="LifeRegenBurstAvg"},[2]={percent="4",stat="Armour",type="PercentStat"},flags=0,keywordFlags=0,name="LifeRegen",type="BASE",value=0.25},[3]={[1]={type="Condition",var="LifeRegenBurstFull"},[2]={percent="4",stat="Evasion",type="PercentStat"},flags=0,keywordFlags=0,name="LifeRegen",type="BASE",value=1},[4]={[1]={type="Condition",var="LifeRegenBurstAvg"},[2]={percent="4",stat="Evasion",type="PercentStat"},flags=0,keywordFlags=0,name="LifeRegen",type="BASE",value=0.25}},nil}
c["Every 4 seconds, Regenerate Energy Shield equal to 1% of Evasion Rating over 1 second"]={{[1]={[1]={type="Condition",var="LifeRegenBurstFull"},[2]={percent="1",stat="Evasion",type="PercentStat"},flags=0,keywordFlags=0,name="EnergyShieldRegen",type="BASE",value=1},[2]={[1]={type="Condition",var="LifeRegenBurstAvg"},[2]={percent="1",stat="Evasion",type="PercentStat"},flags=0,keywordFlags=0,name="EnergyShieldRegen",type="BASE",value=0.25}},nil}
c["Every 4 seconds, Regenerate Life equal to 1% of Armour and Evasion Rating over 1 second"]={{[1]={[1]={type="Condition",var="LifeRegenBurstFull"},[2]={percent="1",stat="Armour",type="PercentStat"},flags=0,keywordFlags=0,name="LifeRegen",type="BASE",value=1},[2]={[1]={type="Condition",var="LifeRegenBurstAvg"},[2]={percent="1",stat="Armour",type="PercentStat"},flags=0,keywordFlags=0,name="LifeRegen",type="BASE",value=0.25},[3]={[1]={type="Condition",var="LifeRegenBurstFull"},[2]={percent="1",stat="Evasion",type="PercentStat"},flags=0,keywordFlags=0,name="LifeRegen",type="BASE",value=1},[4]={[1]={type="Condition",var="LifeRegenBurstAvg"},[2]={percent="1",stat="Evasion",type="PercentStat"},flags=0,keywordFlags=0,name="LifeRegen",type="BASE",value=0.25}},nil}
c["Every 4 seconds, remove Curses and Elemental Ailments from you"]={nil,"Every 4 seconds, remove Curses and Elemental Ailments from you "}
c["Every 4 seconds, remove Curses and Elemental Ailments from you Every 4 seconds, Regenerate 100% of Life over one second"]={nil,"Every 4 seconds, remove Curses and Elemental Ailments from you Every 4 seconds, Regenerate 100% of Life over one second "}
c["Every 5 seconds, gain one of the following for 5 seconds:"]={nil,"Every 5 seconds, gain one of the following for 5 seconds: "}
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6 changes: 3 additions & 3 deletions src/Modules/ModParser.lua
Original file line number Diff line number Diff line change
Expand Up @@ -3401,17 +3401,17 @@ local specialModList = {
["gain maddening presence for 10 seconds when you kill a rare or unique enemy"] = { mod("EnemyModifier", "LIST", { mod = flag("HasMaddeningPresence") }, { type = "Condition", var = "KilledUniqueEnemy" }) },
["elemental damage you deal with hits is resisted by lowest elemental resistance instead"] = { flag("ElementalDamageUsesLowestResistance") },
["you take (%d+) chaos damage per second for 3 seconds on kill"] = function(num) return { mod("ChaosDegen", "BASE", num, { type = "Condition", var = "KilledLast3Seconds" }) } end,
["regenerate (%d+) life per second for each (%d+)%% uncapped fire resistance"] = function(num, percent) return { mod("LifeRegen", "BASE", num, { type = "PerStat", stat = "FireResistTotal", div = 1 / percent }) } end,
["regenerate (%d+) life per second for each (%d+)%% uncapped fire resistance"] = function(num, _, percent) return { mod("LifeRegen", "BASE", num, { type = "PerStat", stat = "FireResistTotal", div = 1 / percent }) } end,
["regenerate (%d+) life over 1 second for each spell you cast"] = function(num) return { mod("LifeRegen", "BASE", num, { type = "Condition", var = "CastLast1Seconds" }) } end,
["and nearby allies regenerate (%d+) life per second"] = function(num) return { mod("ExtraAura", "LIST", { mod = mod("LifeRegen", "BASE", num) }, { type = "Condition", var = "KilledPoisonedLast2Seconds" }) } end,
["(%d+)%% increased life regeneration rate"] = function(num) return { mod("LifeRegen", "INC", num) } end,
["every (%d+) seconds, regenerate life equal to (%d+)%% of armour and evasion rating over (%d+) second"] = function (interval, percent, duration) return {
["every (%d+) seconds, regenerate life equal to (%d+)%% of armour and evasion rating over (%d+) second"] = function (interval, _, percent, duration) return {
mod("LifeRegen", "BASE", 1, { type = "Condition", var = "LifeRegenBurstFull" }, { type = "PercentStat", stat = "Armour", percent = percent }),
mod("LifeRegen", "BASE", 1 / interval * duration, { type = "Condition", var = "LifeRegenBurstAvg" }, { type = "PercentStat", stat = "Armour", percent = percent }),
mod("LifeRegen", "BASE", 1, { type = "Condition", var = "LifeRegenBurstFull" }, { type = "PercentStat", stat = "Evasion", percent = percent }),
mod("LifeRegen", "BASE", 1 / interval * duration, { type = "Condition", var = "LifeRegenBurstAvg" }, { type = "PercentStat", stat = "Evasion", percent = percent }),
} end,
["every (%d+) seconds, regenerate energy shield equal to (%d+)%% of evasion rating over (%d+) second"] = function (interval, percent, duration) return {
["every (%d+) seconds, regenerate energy shield equal to (%d+)%% of evasion rating over (%d+) second"] = function (interval, _, percent, duration) return {
mod("EnergyShieldRegen", "BASE", 1, { type = "Condition", var = "LifeRegenBurstFull" }, { type = "PercentStat", stat = "Evasion", percent = percent }),
mod("EnergyShieldRegen", "BASE", 1 / interval * duration, { type = "Condition", var = "LifeRegenBurstAvg" }, { type = "PercentStat", stat = "Evasion", percent = percent }),
} end,
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