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c["Bleeding you inflict is Aggravated"]={nil,"Bleeding you inflict is Aggravated "}
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c["Blind Chilled enemies on Hit"]={nil,"Blind Chilled enemies on Hit "}
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c["Blind Enemies when they Stun you"]={nil,"Blind Enemies when they Stun you "}
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c["Block Chance is doubled"]={nil,"Block Chance is doubled "}
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c["Block Chance is doubled You take 50% of Damage from Blocked Hits"]={nil,"Block Chance is doubled You take 50% of Damage from Blocked Hits "}
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c["Block Chance is doubled"]={{[1]={flags=0,keywordFlags=0,name="BlockChance",type="MORE",value=100}},nil}
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c["Block chance is Lucky"]={nil,"Block chance is Lucky "}
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c["Blocking Damage Poisons the Enemy as though dealing 100 Base Chaos Damage"]={nil,"Blocking Damage Poisons the Enemy as though dealing 100 Base Chaos Damage "}
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c["Blocking Damage Poisons the Enemy as though dealing 100 Base Chaos Damage Blocking Damage Poisons the Enemy as though dealing 200 Base Chaos Damage"]={nil,"Blocking Damage Poisons the Enemy as though dealing 100 Base Chaos Damage Blocking Damage Poisons the Enemy as though dealing 200 Base Chaos Damage "}
@@ -2888,8 +2887,7 @@ c["Regenerate 0.4% of Life per second if you have been Hit Recently"]={{[1]={[1]
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c["Regenerate 0.5% of Life per second"]={{[1]={flags=0,keywordFlags=0,name="LifeRegenPercent",type="BASE",value=0.5}},nil}
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c["Regenerate 0.75% of Life per second"]={{[1]={flags=0,keywordFlags=0,name="LifeRegenPercent",type="BASE",value=0.75}},nil}
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c["Regenerate 1% of Life per Second if you've used a Life Flask in the past 10 seconds"]={{[1]={[1]={type="Condition",var="UsingLifeFlask"},flags=0,keywordFlags=0,name="LifeRegenPercent",type="BASE",value=1}},nil}
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c["Regenerate 1% of Life per second while affected by any Damaging Ailment"]={{[1]={flags=0,keywordFlags=0,name="LifeRegenPercent",type="BASE",value=1}}," while affected by any Damaging Ailment "}
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c["Regenerate 1% of Life per second while affected by any Damaging Ailment Regenerate 1% of Life per second while stationary"]={{[1]={[1]={type="Condition",var="Stationary"},flags=0,keywordFlags=0,name="LifeRegenPercent",type="BASE",value=1}}," while affected by any Damaging Ailment Regenerate 1% of per second "}
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c["Regenerate 1% of Life per second while affected by any Damaging Ailment"]={{[1]={[1]={type="Condition",varList={[1]="Poisoned",[2]="Ignited",[3]="Bleeding"}},flags=0,keywordFlags=0,name="LifeRegenPercent",type="BASE",value=1}},nil}
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c["Regenerate 1% of Life per second while stationary"]={{[1]={[1]={type="Condition",var="Stationary"},flags=0,keywordFlags=0,name="LifeRegenPercent",type="BASE",value=1}},nil}
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c["Regenerate 1% of Life per second while you have a Totem"]={{[1]={[1]={type="Condition",var="HaveTotem"},flags=0,keywordFlags=0,name="LifeRegenPercent",type="BASE",value=1}},nil}
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c["Regenerate 1.5% of Life per second while on Low Life"]={{[1]={[1]={type="Condition",var="LowLife"},flags=0,keywordFlags=0,name="LifeRegenPercent",type="BASE",value=1.5}},nil}
Copy file name to clipboardExpand all lines: src/Modules/ModParser.lua
+2-2Lines changed: 2 additions & 2 deletions
Original file line number
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Diff line change
@@ -1652,6 +1652,7 @@ local modTagList = {
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["while you are poisoned"] = { tag = { type = "Condition", var = "Poisoned" } },
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["while cursed"] = { tag = { type = "Condition", var = "Cursed" } },
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["while not cursed"] = { tag = { type = "Condition", var = "Cursed", neg = true } },
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["while affected by any damaging ailment"] = { tag = { type = "Condition", varList = { "Poisoned", "Ignited", "Bleeding" } } },
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["while there is only one nearby enemy"] = { tagList = { { type = "Multiplier", var = "NearbyEnemies", limit = 1 }, { type = "Condition", var = "OnlyOneNearbyEnemy" } } },
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["while t?h?e?r?e? ?i?s? ?a rare or unique enemy i?s? ?nearby"] = { tag = { type = "ActorCondition", actor = "enemy", varList = { "NearbyRareOrUniqueEnemy", "RareOrUnique" } } },
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["while a rare or unique enemy is in your presence"] = { tag = { type = "ActorCondition", actor = "enemy", varList = { "NearbyRareOrUniqueEnemy", "RareOrUnique" } } },
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