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Death wish now uses it's own config instead of corpse life #4167

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7 changes: 4 additions & 3 deletions src/Data/Skills/other.lua
Original file line number Diff line number Diff line change
Expand Up @@ -724,8 +724,10 @@ skills["DeathWish"] = {
preDamageFunc = function(activeSkill, output)
if activeSkill.skillPart == 2 then
local skillData = activeSkill.skillData
skillData.FireBonusMin = output.Life * skillData.selfFireExplosionLifeMultiplier
skillData.FireBonusMax = output.Life * skillData.selfFireExplosionLifeMultiplier
local life = activeSkill.skillData.targetMinionLife or 0

activeSkill.skillData.FireBonusMin = life * activeSkill.skillData.selfFireExplosionLifeMultiplier
activeSkill.skillData.FireBonusMax = life * activeSkill.skillData.selfFireExplosionLifeMultiplier
end
end,
statMap = {
Expand Down Expand Up @@ -756,7 +758,6 @@ skills["DeathWish"] = {
area = true,
},
baseMods = {
skill("explodeCorpse", true, { type = "SkillPart", skillPart = 2 }),
skill("radius", 10, { type = "SkillPart", skillPart = 2 }),
skill("buffMinions", true),
skill("buffNotPlayer", true),
Expand Down
4 changes: 4 additions & 0 deletions src/Modules/ConfigOptions.lua
Original file line number Diff line number Diff line change
Expand Up @@ -164,6 +164,10 @@ return {
{ 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" })
end },
{ label = "Death Wish:", ifSkill = "Death Wish" },
{ var = "deathWishMinionLife", type = "count", label = "Minion ^xE05030Life:", ifSkill = "Death Wish", tooltip = "Sets the maximum ^xE05030Life ^7of the minion that is being targeted.", apply = function(val, modList, enemyModList)
modList:NewMod("SkillData", "LIST", { key = "targetMinionLife", value = val }, "Config", { type = "SkillName", skillName = "Death Wish" })
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")
Expand Down