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Move "Insane" config to skills section (#7559)
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Also correctly moves other option to be in alphabetical order

Co-authored-by: LocalIdentity <localidentity2@gmail.com>
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LocalIdentity and LocalIdentity authored Jun 27, 2024
1 parent 47ab281 commit 4aacfbe
Showing 1 changed file with 23 additions and 22 deletions.
45 changes: 23 additions & 22 deletions src/Modules/ConfigOptions.lua
Original file line number Diff line number Diff line change
Expand Up @@ -171,9 +171,6 @@ return {
{ var = "conditionMoving", type = "check", label = "Are you always moving?", ifCond = "Moving", apply = function(val, modList, enemyModList)
modList:NewMod("Condition:Moving", "FLAG", true, "Config")
end },
{ var = "conditionInsane", type = "check", label = "Are you insane?", ifCond = "Insane", apply = function(val, modList, enemyModList)
modList:NewMod("Condition:Insane", "FLAG", true, "Config")
end },
{ var = "conditionFullLife", type = "check", label = "Are you always on Full ^xE05030Life?", ifCond = "FullLife", tooltip = FullLifeTooltip, apply = function(val, modList, enemyModList)
modList:NewMod("Condition:FullLife", "FLAG", true, "Config")
end },
Expand Down Expand Up @@ -295,10 +292,6 @@ return {
{ var = "bloodSacramentReservationEHP", type = "check", label = "Count Skill Reservation towards eHP?", ifSkill = "Blood Sacrament", tooltip = "Use this option to disable the skill reservation factoring into eHP calculations",apply = function(val, modList, enemyModList)
modList:NewMod("Condition:BloodSacramentReservationEHP", "FLAG", true, "Config")
end },
{ label = "Trauma:", ifFlag = "HasTrauma" },
{ var = "traumaStacks", type = "count", label = "# of Trauma Stacks:", ifFlag = "HasTrauma", apply = function(val, modList, enemyModList)
modList:NewMod("Multiplier:TraumaStacks", "BASE", val, "Config", { type = "Condition", var = "Combat" })
end },
{ label = "Brand Skills:", ifSkill = { "Armageddon Brand", "Storm Brand", "Arcanist Brand", "Penance Brand", "Wintertide Brand" }, includeTransfigured = true }, -- I barely resisted the temptation to label this "Generic Brand:"
{ var = "ActiveBrands", type = "count", label = "# of active Brands:", ifSkill = { "Armageddon Brand", "Storm Brand", "Arcanist Brand", "Penance Brand", "Wintertide Brand" }, includeTransfigured = true , apply = function(val, modList, enemyModList)
modList:NewMod("Multiplier:ConfigActiveBrands", "BASE", val, "Config")
Expand Down Expand Up @@ -351,10 +344,6 @@ return {
{ var = "channellingCycloneCheck", type = "check", label = "Are you Channelling Cyclone?", ifSkill = "Cyclone", includeTransfigured = true, apply = function(val, modList, enemyModList)
modList:NewMod("Condition:ChannellingCyclone", "FLAG", true, "Config")
end },
{ label = "Manabond:", ifSkill = "Manabond" },
{ var = "manabondMissingUnreservedManaPercentage", type = "count", label = "Missing Unreserved ^x7070FFMana^7 %:", tooltip = "Ignores values outside the 0-100 range, defaults to 100% if not specified. \nA more realistic value would be to match your Arcane Cloak spend %.", ifSkill = "Manabond", apply = function(val, modList, enemyModList)
modList:NewMod("SkillData", "LIST", { key = "ManabondMissingUnreservedManaPercentage", value = m_max(m_min(val,100), 0) }, "Config", { type = "SkillName", skillName = "Manabond" })
end },
{ label = "Dark Pact:", ifSkill = "Dark Pact" },
{ var = "darkPactSkeletonLife", type = "count", label = "Skeleton ^xE05030Life:", ifSkill = "Dark Pact", tooltip = "Sets the maximum ^xE05030Life ^7of the Skeleton that is being targeted.", apply = function(val, modList, enemyModList)
modList:NewMod("SkillData", "LIST", { key = "skeletonLife", value = val }, "Config", { type = "SkillName", skillName = "Dark Pact" })
Expand All @@ -364,10 +353,6 @@ return {
{ var = "curseOverlaps", type = "count", label = "Curse overlaps:", ifSkill = "Doom Blast", ifFlag = "UsesCurseOverlaps", apply = function(val, modList, enemyModList)
modList:NewMod("Multiplier:CurseOverlaps", "BASE", val, "Config", { type = "Condition", var = "Effective" })
end },
{ label = "Predator:", ifSkill = "Predator" },
{ var = "deathmarkDeathmarkActive", type = "check", label = "Is the enemy marked with Signal Prey?", ifSkill = "Predator", apply = function(val, modList, enemyModList)
modList:NewMod("Condition:EnemyHasDeathmark", "FLAG", true, "Config")
end },
{ label = "Elemental Army:", ifSkill = "Elemental Army" },
{ var = "elementalArmyExposureType", type = "list", label = "Exposure Type:", ifSkill = "Elemental Army", list = {{val=0,label="None"},{val="Fire",label="^xB97123Fire"},{val="Cold",label="^x3F6DB3Cold"},{val="Lightning",label="^xADAA47Lightning"}}, apply = function(val, modList, enemyModList)
if val == "Fire" then
Expand Down Expand Up @@ -421,6 +406,10 @@ return {
{ var = "heraldOfAgonyVirulenceStack", type = "count", label = "# of Virulence Stacks:", ifSkill = "Herald of Agony", apply = function(val, modList, enemyModList)
modList:NewMod("Multiplier:VirulenceStack", "BASE", val, "Config")
end },
{ label = "Herald of Ash:", ifSkill = "Herald of Ash" },
{ var = "hoaOverkill", type = "count", label = "Overkill damage:", tooltip = "Herald of Ash's base ^xB97123Burning ^7damage is equal to 25% of Overkill damage.", ifSkill = "Herald of Ash", apply = function(val, modList, enemyModList)
modList:NewMod("SkillData", "LIST", { key = "hoaOverkill", value = val }, "Config", { type = "SkillName", skillName = "Herald of Ash" })
end },
{ label = "Ice Nova:", ifSkill = "Ice Nova of Frostbolts" },
{ var = "iceNovaCastOnFrostbolt", type = "check", label = "Cast on Frostbolt?", ifSkill = "Ice Nova of Frostbolts", apply = function(val, modList, enemyModList)
modList:NewMod("Condition:CastOnFrostbolt", "FLAG", true, "Config", { type = "SkillName", skillName = "Ice Nova of Frostbolts" })
Expand All @@ -447,6 +436,10 @@ return {
{ var = "linkedSourceRate", type = "float", label = "Source rate for Intuitive Link", ifSkill = "Intuitive Link", apply = function(val, modList, enemyModList)
modList:NewMod("IntuitiveLinkSourceRate", "BASE", val, "Config")
end },
{ label = "Manabond:", ifSkill = "Manabond" },
{ var = "manabondMissingUnreservedManaPercentage", type = "count", label = "Missing Unreserved ^x7070FFMana^7 %:", tooltip = "Ignores values outside the 0-100 range, defaults to 100% if not specified. \nA more realistic value would be to match your Arcane Cloak spend %.", ifSkill = "Manabond", apply = function(val, modList, enemyModList)
modList:NewMod("SkillData", "LIST", { key = "ManabondMissingUnreservedManaPercentage", value = m_max(m_min(val,100), 0) }, "Config", { type = "SkillName", skillName = "Manabond" })
end },
{ label = "Meat Shield:", ifSkill = "Meat Shield" },
{ var = "meatShieldEnemyNearYou", type = "check", label = "Is the enemy near you?", ifSkill = "Meat Shield", apply = function(val, modList, enemyModList)
modList:NewMod("Condition:MeatShieldEnemyNearYou", "FLAG", true, "Config")
Expand Down Expand Up @@ -474,6 +467,10 @@ return {
{ var = "physicalAegisDepleted", type = "check", label = "Is Physical Aegis depleted?", ifSkill = "Physical Aegis", apply = function(val, modList, enemyModList)
modList:NewMod("Condition:PhysicalAegisDepleted", "FLAG", true, "Config")
end },
{ label = "Predator:", ifSkill = "Predator" },
{ var = "deathmarkDeathmarkActive", type = "check", label = "Is the enemy marked with Signal Prey?", ifSkill = "Predator", apply = function(val, modList, enemyModList)
modList:NewMod("Condition:EnemyHasDeathmark", "FLAG", true, "Config")
end },
{ label = "Pride:", ifSkill = "Pride" },
{ var = "prideEffect", type = "list", label = "Pride Aura Effect:", ifSkill = { "Pride", "AzmeriDemonPhysicalDamageAura" }, list = {{val="MIN",label="Initial effect"},{val="MAX",label="Maximum effect"}}, apply = function(val, modList, enemyModList)
if val == "MAX" then
Expand Down Expand Up @@ -539,10 +536,6 @@ return {
{ var = "configSnipeStages", type = "count", label = "# of Snipe stages:", ifSkill = "Snipe", tooltip = "Sets the number of stages reached before releasing Snipe.", apply = function(val, modList, enemyModList)
modList:NewMod("Multiplier:SnipeStage", "BASE", val, "Config")
end },
{ label = "Trinity Support:", ifSkill = "Trinity" },
{ var = "configResonanceCount", type = "count", label = "Lowest Resonance Count:", ifSkill = "Trinity", tooltip = "Sets the amount of resonance on the lowest element.", apply = function(val, modList, enemyModList)
modList:NewMod("Multiplier:ResonanceCount", "BASE", m_max(m_min(val, 50), 0), "Config")
end },
{ label = "Spectral Wolf:", ifSkill = "Summon Spectral Wolf" },
{ var = "configSpectralWolfCount", type = "count", label = "# of Active Spectral Wolves:", ifSkill = "Summon Spectral Wolf", tooltip = "Sets the number of active Spectral Wolves.\nThe maximum number of Spectral Wolves is 10.", apply = function(val, modList, enemyModList)
modList:NewMod("Multiplier:SpectralWolfCount", "BASE", m_min(val, 10), "Config")
Expand Down Expand Up @@ -601,9 +594,17 @@ return {
{ var = "toxicRainPodOverlap", type = "count", label = "# of Overlapping Pods:", tooltip = "Maximum is limited by the number of Projectiles.", ifSkill = "Toxic Rain", includeTransfigured = true, apply = function(val, modList, enemyModList)
modList:NewMod("SkillData", "LIST", { key = "podOverlapMultiplier", value = val }, "Config", { type = "SkillName", skillName = "Toxic Rain", includeTransfigured = true })
end },
{ label = "Herald of Ash:", ifSkill = "Herald of Ash" },
{ var = "hoaOverkill", type = "count", label = "Overkill damage:", tooltip = "Herald of Ash's base ^xB97123Burning ^7damage is equal to 25% of Overkill damage.", ifSkill = "Herald of Ash", apply = function(val, modList, enemyModList)
modList:NewMod("SkillData", "LIST", { key = "hoaOverkill", value = val }, "Config", { type = "SkillName", skillName = "Herald of Ash" })
{ label = "Trauma:", ifFlag = "HasTrauma" },
{ var = "traumaStacks", type = "count", label = "# of Trauma Stacks:", ifFlag = "HasTrauma", apply = function(val, modList, enemyModList)
modList:NewMod("Multiplier:TraumaStacks", "BASE", val, "Config", { type = "Condition", var = "Combat" })
end },
{ label = "Trinity Support:", ifSkill = "Trinity" },
{ var = "configResonanceCount", type = "count", label = "Lowest Resonance Count:", ifSkill = "Trinity", tooltip = "Sets the amount of resonance on the lowest element.", apply = function(val, modList, enemyModList)
modList:NewMod("Multiplier:ResonanceCount", "BASE", m_max(m_min(val, 50), 0), "Config")
end },
{ label = "Unhinge:", ifSkill = "Unhinge" },
{ var = "conditionInsane", type = "check", label = "Are you Insane?", ifCond = "Insane", apply = function(val, modList, enemyModList)
modList:NewMod("Condition:Insane", "FLAG", true, "Config")
end },
{ label = "Vigilant Strike:", ifSkill = "Vigilant Strike" },
{ var = "VigilantStrikeBypassCD", type = "check", label = "Bypass CD?", ifSkill = "Vigilant Strike", defaultState = true, apply = function(val, modList, enemyModList)
Expand Down

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