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6 changes: 3 additions & 3 deletions src/Modules/CalcPerform.lua
Original file line number Diff line number Diff line change
Expand Up @@ -470,13 +470,13 @@ local function doActorAttribsPoolsConditions(env, actor)
end
end
if env.mode_effective then
if modDB:Sum("BASE", nil, "FireExposureChance") > 0 then
if env.player.mainSkill.skillModList:Sum("BASE", env.player.mainSkill.skillCfg, "FireExposureChance") > 0 or modDB:Sum("BASE", nil, "FireExposureChance") > 0 then
condList["CanApplyFireExposure"] = true
end
if modDB:Sum("BASE", nil, "ColdExposureChance") > 0 then
if env.player.mainSkill.skillModList:Sum("BASE", env.player.mainSkill.skillCfg, "ColdExposureChance") > 0 or modDB:Sum("BASE", nil, "ColdExposureChance") > 0 then
condList["CanApplyColdExposure"] = true
end
if modDB:Sum("BASE", nil, "LightningExposureChance") > 0 then
if env.player.mainSkill.skillModList:Sum("BASE", env.player.mainSkill.skillCfg, "LightningExposureChance") > 0 or modDB:Sum("BASE", nil, "LightningExposureChance") > 0 then
condList["CanApplyLightningExposure"] = true
end
end
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3 changes: 3 additions & 0 deletions src/Modules/ModParser.lua
Original file line number Diff line number Diff line change
Expand Up @@ -2276,6 +2276,9 @@ local specialModList = {
["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 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("LifeRegen", "BASE", num, { type = "Condition", var = "KilledPosionedLast2Seconds" }) } end,
["fire skills have a (%d+)%% chance to apply fire exposure on hit"] = function(num) return { mod("FireExposureChance", "BASE", num) } end,
["cold skills have a (%d+)%% chance to apply cold exposure on hit"] = function(num) return { mod("ColdExposureChance", "BASE", num) } end,
["lightning skills have a (%d+)%% chance to apply lightning exposure on hit"] = function(num) return { mod("LightningExposureChance", "BASE", num) } end,
["nearby enemies have fire exposure"] = {
mod("EnemyModifier", "LIST", { mod = mod("FireExposure", "BASE", -10) }, { type = "Condition", var = "Effective" }),
},
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