From 4aacfbeaf28d305ed75274e98a996fbdab145ef8 Mon Sep 17 00:00:00 2001 From: LocalIdentity <31035929+LocalIdentity@users.noreply.github.com> Date: Thu, 27 Jun 2024 20:50:59 +1000 Subject: [PATCH] Move "Insane" config to skills section (#7559) Also correctly moves other option to be in alphabetical order Co-authored-by: LocalIdentity --- src/Modules/ConfigOptions.lua | 45 ++++++++++++++++++----------------- 1 file changed, 23 insertions(+), 22 deletions(-) diff --git a/src/Modules/ConfigOptions.lua b/src/Modules/ConfigOptions.lua index 405692bfd9..dfdf495a30 100644 --- a/src/Modules/ConfigOptions.lua +++ b/src/Modules/ConfigOptions.lua @@ -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 }, @@ -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") @@ -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" }) @@ -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 @@ -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" }) @@ -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") @@ -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 @@ -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") @@ -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)