Skip to content

Commit c2d7ae5

Browse files
Wires77LocalIdentity
andauthored
Fix Spellslinger gaining generic damage instead of Spell damage (#1566)
Co-authored-by: LocalIdentity <localidentity2@gmail.com>
1 parent 3a5dffe commit c2d7ae5

1 file changed

Lines changed: 16 additions & 16 deletions

File tree

src/Modules/CalcOffence.lua

Lines changed: 16 additions & 16 deletions
Original file line numberDiff line numberDiff line change
@@ -1004,41 +1004,41 @@ function calcs.offence(env, actor, activeSkill)
10041004
end
10051005
end
10061006
end
1007-
if skillData.gainPercentBaseWandDamage then
1008-
local mult = skillData.gainPercentBaseWandDamage / 100
1007+
if skillData.gainPercentBaseWandDamageToSpells then
1008+
local mult = skillData.gainPercentBaseWandDamageToSpells / 100
10091009
if actor.weaponData1.type == "Wand" and actor.weaponData2.type == "Wand" then
10101010
for _, damageType in ipairs(dmgTypeList) do
1011-
skillModList:NewMod(damageType.."Min", "BASE", ((actor.weaponData1[damageType.."Min"] or 0) + (actor.weaponData2[damageType.."Min"] or 0)) / 2 * mult, "Spellslinger")
1012-
skillModList:NewMod(damageType.."Max", "BASE", ((actor.weaponData1[damageType.."Max"] or 0) + (actor.weaponData2[damageType.."Max"] or 0)) / 2 * mult, "Spellslinger")
1011+
skillModList:NewMod(damageType.."Min", "BASE", m_floor(((actor.weaponData1[damageType.."Min"] or 0) + (actor.weaponData2[damageType.."Min"] or 0)) / 2 * mult), "Spellslinger", ModFlag.Spell)
1012+
skillModList:NewMod(damageType.."Max", "BASE", m_floor(((actor.weaponData1[damageType.."Max"] or 0) + (actor.weaponData2[damageType.."Max"] or 0)) / 2 * mult), "Spellslinger", ModFlag.Spell)
10131013
end
10141014
elseif actor.weaponData1.type == "Wand" then
10151015
for _, damageType in ipairs(dmgTypeList) do
1016-
skillModList:NewMod(damageType.."Min", "BASE", (actor.weaponData1[damageType.."Min"] or 0) * mult, "Spellslinger")
1017-
skillModList:NewMod(damageType.."Max", "BASE", (actor.weaponData1[damageType.."Max"] or 0) * mult, "Spellslinger")
1016+
skillModList:NewMod(damageType.."Min", "BASE", m_floor((actor.weaponData1[damageType.."Min"] or 0) * mult), "Spellslinger", ModFlag.Spell)
1017+
skillModList:NewMod(damageType.."Max", "BASE", m_floor((actor.weaponData1[damageType.."Max"] or 0) * mult), "Spellslinger", ModFlag.Spell)
10181018
end
10191019
elseif actor.weaponData2.type == "Wand" then
10201020
for _, damageType in ipairs(dmgTypeList) do
1021-
skillModList:NewMod(damageType.."Min", "BASE", (actor.weaponData2[damageType.."Min"] or 0) * mult, "Spellslinger")
1022-
skillModList:NewMod(damageType.."Max", "BASE", (actor.weaponData2[damageType.."Max"] or 0) * mult, "Spellslinger")
1021+
skillModList:NewMod(damageType.."Min", "BASE", m_floor((actor.weaponData2[damageType.."Min"] or 0) * mult), "Spellslinger", ModFlag.Spell)
1022+
skillModList:NewMod(damageType.."Max", "BASE", m_floor((actor.weaponData2[damageType.."Max"] or 0) * mult), "Spellslinger", ModFlag.Spell)
10231023
end
10241024
end
10251025
end
1026-
if skillData.gainPercentBaseDaggerDamage then
1027-
local mult = skillData.gainPercentBaseDaggerDamage / 100
1026+
if skillData.gainPercentBaseDaggerDamageToSpells then
1027+
local mult = skillData.gainPercentBaseDaggerDamageToSpells / 100
10281028
if actor.weaponData1.type == "Dagger" and actor.weaponData2.type == "Dagger" then
10291029
for _, damageType in ipairs(dmgTypeList) do
1030-
skillModList:NewMod(damageType.."Min", "BASE", ((actor.weaponData1[damageType.."Min"] or 0) + (actor.weaponData2[damageType.."Min"] or 0)) / 2 * mult, "Blade Blast of Dagger Detonation")
1031-
skillModList:NewMod(damageType.."Max", "BASE", ((actor.weaponData1[damageType.."Max"] or 0) + (actor.weaponData2[damageType.."Max"] or 0)) / 2 * mult, "Blade Blast of Dagger Detonation")
1030+
skillModList:NewMod(damageType.."Min", "BASE", m_floor(((actor.weaponData1[damageType.."Min"] or 0) + (actor.weaponData2[damageType.."Min"] or 0)) / 2 * mult), "Blade Blast of Dagger Detonation", ModFlag.Spell)
1031+
skillModList:NewMod(damageType.."Max", "BASE", m_floor(((actor.weaponData1[damageType.."Max"] or 0) + (actor.weaponData2[damageType.."Max"] or 0)) / 2 * mult), "Blade Blast of Dagger Detonation", ModFlag.Spell)
10321032
end
10331033
elseif actor.weaponData1.type == "Dagger" then
10341034
for _, damageType in ipairs(dmgTypeList) do
1035-
skillModList:NewMod(damageType.."Min", "BASE", (actor.weaponData1[damageType.."Min"] or 0) * mult, "Blade Blast of Dagger Detonation")
1036-
skillModList:NewMod(damageType.."Max", "BASE", (actor.weaponData1[damageType.."Max"] or 0) * mult, "Blade Blast of Dagger Detonation")
1035+
skillModList:NewMod(damageType.."Min", "BASE", m_floor((actor.weaponData1[damageType.."Min"] or 0) * mult), "Blade Blast of Dagger Detonation", ModFlag.Spell)
1036+
skillModList:NewMod(damageType.."Max", "BASE", m_floor((actor.weaponData1[damageType.."Max"] or 0) * mult), "Blade Blast of Dagger Detonation", ModFlag.Spell)
10371037
end
10381038
elseif actor.weaponData2.type == "Dagger" then
10391039
for _, damageType in ipairs(dmgTypeList) do
1040-
skillModList:NewMod(damageType.."Min", "BASE", (actor.weaponData2[damageType.."Min"] or 0) * mult, "Blade Blast of Dagger Detonation")
1041-
skillModList:NewMod(damageType.."Max", "BASE", (actor.weaponData2[damageType.."Max"] or 0) * mult, "Blade Blast of Dagger Detonation")
1040+
skillModList:NewMod(damageType.."Min", "BASE", m_floor((actor.weaponData2[damageType.."Min"] or 0) * mult), "Blade Blast of Dagger Detonation", ModFlag.Spell)
1041+
skillModList:NewMod(damageType.."Max", "BASE", m_floor((actor.weaponData2[damageType.."Max"] or 0) * mult), "Blade Blast of Dagger Detonation", ModFlag.Spell)
10421042
end
10431043
end
10441044
end

0 commit comments

Comments
 (0)