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Fix crash when hovering over some breakdowns (#7311)
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Some values were saved as strings which broke the compare function

Co-authored-by: LocalIdentity <[email protected]>
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LocalIdentity and LocalIdentity authored Jan 25, 2024
1 parent c4a19f4 commit f365643
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Showing 2 changed files with 7 additions and 7 deletions.
6 changes: 3 additions & 3 deletions src/Data/ModCache.lua
Original file line number Diff line number Diff line change
Expand Up @@ -2775,7 +2775,7 @@ c["15% chance to Trigger Level 1 Blood Rage when you Kill an Enemy"]={{[1]={flag
c["15% chance to create Chilled Ground when Hit with an Attack"]={{}," to create Chilled Ground when Hit with an Attack "}
c["15% chance to create Chilled Ground when you Freeze an Enemy"]={{}," to create Chilled Ground when you Freeze an Enemy "}
c["15% chance to create Chilled Ground when you Freeze an Enemy Create Consecrated Ground when you Shatter an Enemy"]={{}," to create Chilled Ground when you Freeze an Enemy Create Consecrated Ground when you Shatter an Enemy "}
c["15% chance to gain 200 Life on Hit with Attacks"]={{[1]={[1]={type="Condition",var="AverageResourceGain"},flags=5,keywordFlags=0,name="LifeOnHit",type="BASE",value=30},[2]={[1]={type="Condition",var="MaxResourceGain"},flags=5,keywordFlags=0,name="LifeOnHit",type="BASE",value="200"}},nil}
c["15% chance to gain 200 Life on Hit with Attacks"]={{[1]={[1]={type="Condition",var="AverageResourceGain"},flags=5,keywordFlags=0,name="LifeOnHit",type="BASE",value=30},[2]={[1]={type="Condition",var="MaxResourceGain"},flags=5,keywordFlags=0,name="LifeOnHit",type="BASE",value=200}},nil}
c["15% chance to gain Arcane Surge when you Kill an Enemy"]={{[1]={[1]={type="Condition",var="KilledRecently"},flags=0,keywordFlags=0,name="Condition:ArcaneSurge",type="FLAG",value=true}},nil}
c["15% chance to gain a Flask Charge when you deal a Critical Strike"]={{[1]={flags=0,keywordFlags=0,name="FlaskChargeOnCritChance",type="BASE",value=15}},nil}
c["15% chance to gain a Frenzy Charge on Kill"]={nil,"a Frenzy Charge "}
Expand Down Expand Up @@ -7707,7 +7707,7 @@ c["Evasion Rating is increased by Uncapped Cold Resistance"]={{[1]={flags=0,keyw
c["Everlasting Sacrifice"]={nil,"Everlasting Sacrifice "}
c["Everlasting Sacrifice Immortal Ambition"]={nil,"Everlasting Sacrifice Immortal Ambition "}
c["Every 10 seconds, gain 30% of Physical Damage"]={nil,"Every 10 seconds, gain 30% of Physical Damage "}
c["Every 10 seconds, gain 30% of Physical Damage as Extra Fire Damage for 4 seconds"]={{[1]={[1]={type="Condition",var="NgamahuFlamesAdvance"},flags=0,keywordFlags=0,name="PhysicalDamageGainAsFire",type="BASE",value="30"}},nil}
c["Every 10 seconds, gain 30% of Physical Damage as Extra Fire Damage for 4 seconds"]={{[1]={[1]={type="Condition",var="NgamahuFlamesAdvance"},flags=0,keywordFlags=0,name="PhysicalDamageGainAsFire",type="BASE",value=30}},nil}
c["Every 10 seconds:"]={{},nil}
c["Every 16 seconds you gain Elemental Overload for 8 seconds"]={{[1]={flags=0,keywordFlags=0,name="Condition:HaveAugyre",type="FLAG",value=true}},nil}
c["Every 16 seconds you gain Iron Reflexes for 8 seconds"]={{[1]={flags=0,keywordFlags=0,name="Condition:HaveArborix",type="FLAG",value=true}},nil}
Expand Down Expand Up @@ -9033,7 +9033,7 @@ c["Modifiers to Claw Attack Speed also apply to Unarmed Attack Speed with Melee
c["Modifiers to Claw Critical Strike Chance also apply to Unarmed Critical Strike Chance with Melee Skills"]={{[1]={flags=0,keywordFlags=0,name="ClawCritChanceAppliesToUnarmed",type="FLAG",value=true}},nil}
c["Modifiers to Claw Damage also apply to Unarmed Attack Damage with Melee Skills"]={{[1]={flags=0,keywordFlags=0,name="ClawDamageAppliesToUnarmed",type="FLAG",value=true}},nil}
c["Modifiers to Critical Strike Multiplier also apply to Damage over Time Multiplier for Ailments from Critical Strikes at 50% of their value"]={{[1]={flags=0,keywordFlags=0,name="CritMultiplierAppliesToDegen",type="BASE",value=50}},nil}
c["Modifiers to Fire Resistance also apply to Cold and Lightning Resistances at 50% of their Value"]={{[1]={flags=0,keywordFlags=0,name="FireResConvertToCold",type="BASE",value="50"},[2]={flags=0,keywordFlags=0,name="FireResConvertToLightning",type="BASE",value="50"}},nil}
c["Modifiers to Fire Resistance also apply to Cold and Lightning Resistances at 50% of their Value"]={{[1]={flags=0,keywordFlags=0,name="FireResConvertToCold",type="BASE",value=50},[2]={flags=0,keywordFlags=0,name="FireResConvertToLightning",type="BASE",value=50}},nil}
c["Modifiers to Ignite Duration on you apply to all Elemental Ailments"]={{[1]={flags=0,keywordFlags=0,name="IgniteDurationAppliesToElementalAilments",type="FLAG",value=true}},nil}
c["Modifiers to Maximum Fire Resistance also apply to Maximum Cold and Lightning Resistances"]={{[1]={flags=0,keywordFlags=0,name="FireMaxResConvertToCold",type="BASE",value=100},[2]={flags=0,keywordFlags=0,name="FireMaxResConvertToLightning",type="BASE",value=100}},nil}
c["Modifiers to Minimum Endurance Charges instead apply to Minimum Brutal Charges"]={{[1]={flags=0,keywordFlags=0,name="MinimumEnduranceChargesEqualsMinimumBrutalCharges",type="FLAG",value=true}},nil}
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8 changes: 4 additions & 4 deletions src/Modules/ModParser.lua
Original file line number Diff line number Diff line change
Expand Up @@ -2235,7 +2235,7 @@ local specialModList = {
mod("EnemyModifier", "LIST", { mod = mod("FireDamageTaken", "INC", num) }),
} end,
["every (%d+) seconds, gain (%d+)%% of physical damage as extra fire damage for (%d+) seconds"] = function(frequency, _, num, duration) return {
mod("PhysicalDamageGainAsFire", "BASE", num, { type = "Condition", var = "NgamahuFlamesAdvance" }),
mod("PhysicalDamageGainAsFire", "BASE", tonumber(num), { type = "Condition", var = "NgamahuFlamesAdvance" }),
} end,
["(%d+)%% more damage for each endurance charge lost recently, up to (%d+)%%"] = function(num, _, limit) return {
mod("Damage", "MORE", num, { type = "Multiplier", var = "EnduranceChargesLostRecently", limit = tonumber(limit), limitTotal = true }),
Expand Down Expand Up @@ -2863,8 +2863,8 @@ local specialModList = {
mod((resFrom:gsub("^%l", string.upper)).."MaxResConvertTo"..(resTo2:gsub("^%l", string.upper)), "BASE", 100),
} end,
["modifiers to (%a+) resistance also apply to (%a+) and (%a+) resistances at (%d+)%% of their value"] = function(_, resFrom, resTo1, resTo2, rate) return {
mod((resFrom:gsub("^%l", string.upper)).."ResConvertTo"..(resTo1:gsub("^%l", string.upper)), "BASE", rate),
mod((resFrom:gsub("^%l", string.upper)).."ResConvertTo"..(resTo2:gsub("^%l", string.upper)), "BASE", rate),
mod((resFrom:gsub("^%l", string.upper)).."ResConvertTo"..(resTo1:gsub("^%l", string.upper)), "BASE", tonumber(rate)),
mod((resFrom:gsub("^%l", string.upper)).."ResConvertTo"..(resTo2:gsub("^%l", string.upper)), "BASE", tonumber(rate)),
} end,
["gain (%d+)%% of bow physical damage as extra damage of each element"] = function(num) return {
mod("PhysicalDamageGainAsLightning", "BASE", num, nil, ModFlag.Bow),
Expand Down Expand Up @@ -3886,7 +3886,7 @@ local specialModList = {
["gain (%d+) energy shield for each enemy you hit which is affected by a spider's web"] = function(num) return { mod("EnergyShieldOnHit", "BASE", num, nil, ModFlag.Hit, { type = "MultiplierThreshold", actor = "enemy", var = "Spider's WebStack", threshold = 1 }) } end,
["(%d+)%% chance to gain (%d+) life on hit with attacks"] = function (chance, _, amount) return {
mod("LifeOnHit", "BASE", amount * chance / 100, nil, bor(ModFlag.Attack, ModFlag.Hit), { type = "Condition", var = "AverageResourceGain" }),
mod("LifeOnHit", "BASE", amount, nil, bor(ModFlag.Attack, ModFlag.Hit), { type = "Condition", var = "MaxResourceGain" }),
mod("LifeOnHit", "BASE", tonumber(amount), nil, bor(ModFlag.Attack, ModFlag.Hit), { type = "Condition", var = "MaxResourceGain" }),
} end,
["(%d+) life gained for each cursed enemy hit by your attacks"] = function(num) return { mod("LifeOnHit", "BASE", num, nil, bor(ModFlag.Attack, ModFlag.Hit), { type = "ActorCondition", actor = "enemy", var = "Cursed" }) } end,
["gain (%d+) life per cursed enemy hit with attacks"] = function(num) return { mod("LifeOnHit", "BASE", num, nil, bor(ModFlag.Attack, ModFlag.Hit), { type = "ActorCondition", actor = "enemy", var = "Cursed" }) } end,
Expand Down

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