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ModParser-2_6.lua
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-- Path of Building
--
-- Module: Mod Parser for 2.6
-- Parser function for modifier names
--
local pairs = pairs
local ipairs = ipairs
local t_insert = table.insert
local band = bit.band
local bor = bit.bor
local bnot = bit.bnot
-- List of modifier forms
local formList = {
["^(%d+)%% increased"] = "INC",
["^(%d+)%% faster"] = "INC",
["^(%d+)%% reduced"] = "RED",
["^(%d+)%% slower"] = "RED",
["^(%d+)%% more"] = "MORE",
["^(%d+)%% less"] = "LESS",
["^([%+%-][%d%.]+)%%?"] = "BASE",
["^([%+%-][%d%.]+)%%? to"] = "BASE",
["^([%+%-]?[%d%.]+)%%? of"] = "BASE",
["^([%+%-][%d%.]+)%%? base"] = "BASE",
["^([%+%-]?[%d%.]+)%%? additional"] = "BASE",
["^you gain ([%d%.]+)"] = "BASE",
["^gain ([%d%.]+)%% of"] = "BASE",
["^([%+%-]?%d+)%% chance"] = "CHANCE",
["^([%+%-]?%d+)%% additional chance"] = "CHANCE",
["penetrates? (%d+)%%"] = "PEN",
["penetrates (%d+)%% of"] = "PEN",
["penetrates (%d+)%% of enemy"] = "PEN",
["^([%d%.]+) (.+) regenerated per second"] = "REGENFLAT",
["^([%d%.]+)%% (.+) regenerated per second"] = "REGENPERCENT",
["^([%d%.]+)%% of (.+) regenerated per second"] = "REGENPERCENT",
["^regenerate ([%d%.]+) (.+) per second"] = "REGENFLAT",
["^regenerate ([%d%.]+)%% (.+) per second"] = "REGENPERCENT",
["^regenerate ([%d%.]+)%% of (.+) per second"] = "REGENPERCENT",
["^regenerate ([%d%.]+)%% of your (.+) per second"] = "REGENPERCENT",
["(%d+) to (%d+) additional (%a+) damage"] = "DMG",
["adds (%d+) to (%d+) (%a+) damage"] = "DMG",
["adds (%d+)%-(%d+) (%a+) damage"] = "DMG",
["adds (%d+) to (%d+) (%a+) damage to attacks"] = "DMGATTACKS",
["adds (%d+)%-(%d+) (%a+) damage to attacks"] = "DMGATTACKS",
["adds (%d+) to (%d+) (%a+) attack damage"] = "DMGATTACKS",
["adds (%d+)%-(%d+) (%a+) attack damage"] = "DMGATTACKS",
["adds (%d+) to (%d+) (%a+) damage to spells"] = "DMGSPELLS",
["adds (%d+)%-(%d+) (%a+) damage to spells"] = "DMGSPELLS",
["adds (%d+) to (%d+) (%a+) spell damage"] = "DMGSPELLS",
["adds (%d+)%-(%d+) (%a+) spell damage"] = "DMGSPELLS",
["adds (%d+) to (%d+) (%a+) damage to attacks and spells"] = "DMGBOTH",
["adds (%d+)%-(%d+) (%a+) damage to attacks and spells"] = "DMGBOTH",
["adds (%d+) to (%d+) (%a+) damage to spells and attacks"] = "DMGBOTH", -- o_O
["adds (%d+)%-(%d+) (%a+) damage to spells and attacks"] = "DMGBOTH", -- o_O
}
-- Map of modifier names
local modNameList = {
-- Attributes
["strength"] = "Str",
["dexterity"] = "Dex",
["intelligence"] = "Int",
["strength and dexterity"] = { "Str", "Dex" },
["strength and intelligence"] = { "Str", "Int" },
["dexterity and intelligence"] = { "Dex", "Int" },
["attributes"] = { "Str", "Dex", "Int" },
["all attributes"] = { "Str", "Dex", "Int" },
-- Life/mana
["life"] = "Life",
["maximum life"] = "Life",
["mana"] = "Mana",
["maximum mana"] = "Mana",
["mana regeneration"] = "ManaRegen",
["mana regeneration rate"] = "ManaRegen",
["mana cost"] = "ManaCost",
["mana cost of skills"] = "ManaCost",
["mana reserved"] = "ManaReserved",
["mana reservation"] = "ManaReserved",
-- Primary defences
["maximum energy shield"] = "EnergyShield",
["energy shield recharge rate"] = "EnergyShieldRecharge",
["start of energy shield recharge"] = "EnergyShieldRechargeFaster",
["armour"] = "Armour",
["evasion"] = "Evasion",
["evasion rating"] = "Evasion",
["energy shield"] = "EnergyShield",
["armour and evasion"] = "ArmourAndEvasion",
["armour and evasion rating"] = "ArmourAndEvasion",
["evasion rating and armour"] = "ArmourAndEvasion",
["armour and energy shield"] = "ArmourAndEnergyShield",
["evasion and energy shield"] = "EvasionAndEnergyShield",
["armour, evasion and energy shield"] = "Defences",
["defences"] = "Defences",
["chance to evade"] = "EvadeChance",
["chance to evade attacks"] = "EvadeChance",
["chance to evade projectile attacks"] = "ProjectileEvadeChance",
["chance to evade melee attacks"] = "MeleeEvadeChance",
-- Resistances
["physical damage reduction"] = "PhysicalDamageReduction",
["fire resistance"] = "FireResist",
["maximum fire resistance"] = "FireResistMax",
["cold resistance"] = "ColdResist",
["maximum cold resistance"] = "ColdResistMax",
["lightning resistance"] = "LightningResist",
["maximum lightning resistance"] = "LightningResistMax",
["chaos resistance"] = "ChaosResist",
["fire and cold resistances"] = { "FireResist", "ColdResist" },
["fire and lightning resistances"] = { "FireResist", "LightningResist" },
["cold and lightning resistances"] = { "ColdResist", "LightningResist" },
["elemental resistances"] = "ElementalResist",
["all elemental resistances"] = "ElementalResist",
["all resistances"] = { "ElementalResist", "ChaosResist" },
["all maximum elemental resistances"] = { "FireResistMax", "ColdResistMax", "LightningResistMax" },
["all maximum resistances"] = { "FireResistMax", "ColdResistMax", "LightningResistMax", "ChaosResistMax" },
-- Damage taken
["damage taken"] = "DamageTaken",
["damage taken when hit"] = "DamageTakenWhenHit",
["damage taken from damage over time"] = "DamageTakenOverTime",
["physical damage taken"] = "PhysicalDamageTaken",
["physical damage from hits taken"] = "PhysicalDamageTaken",
["physical damage taken when hit"] = "PhysicalDamageTakenWhenHit",
["physical damage taken over time"] = "PhysicalDamageTakenOverTime",
["lightning damage taken"] = "LightningDamageTaken",
["lightning damage from hits taken"] = "LightningDamageTaken",
["lightning damage taken when hit"] = "LightningDamageTakenWhenHit",
["lightning damage taken over time"] = "LightningDamageTakenOverTime",
["cold damage taken"] = "ColdDamageTaken",
["cold damage from hits taken"] = "ColdDamageTaken",
["cold damage taken when hit"] = "ColdDamageTakenWhenHit",
["cold damage taken over time"] = "ColdDamageTakenOverTime",
["fire damage taken"] = "FireDamageTaken",
["fire damage from hits taken"] = "FireDamageTaken",
["fire damage taken when hit"] = "FireDamageTakenWhenHit",
["fire damage taken over time"] = "FireDamageTakenOverTime",
["chaos damage taken"] = "ChaosDamageTaken",
["chaos damage from hits taken"] = "ChaosDamageTaken",
["chaos damage taken when hit"] = "ChaosDamageTakenWhenHit",
["chaos damage taken over time"] = "ChaosDamageTakenOverTime",
["elemental damage taken"] = "ElementalDamageTaken",
["elemental damage taken when hit"] = "ElementalDamageTakenWhenHit",
["elemental damage taken over time"] = "ElementalDamageTakenOverTime",
-- Other defences
["to dodge attacks"] = "AttackDodgeChance",
["to dodge spells"] = "SpellDodgeChance",
["to dodge spell damage"] = "SpellDodgeChance",
["to block"] = "BlockChance",
["to block attacks"] = "BlockChance",
["block chance"] = "BlockChance",
["block chance with staves"] = { "BlockChance", tag = { type = "Condition", var = "UsingStaff" } },
["to block with staves"] = { "BlockChance", tag = { type = "Condition", var = "UsingStaff" } },
["to block spells"] = "SpellBlockChance",
["chance to block attacks and spells"] = { "BlockChance", "SpellBlockChance" },
["maximum block chance"] = "BlockChanceMax",
["block chance applied to spells"] = "BlockChanceConv",
["to avoid being stunned"] = "AvoidStun",
["to avoid being shocked"] = "AvoidShock",
["to avoid being frozen"] = "AvoidFrozen",
["to avoid being chilled"] = "AvoidChilled",
["to avoid being ignited"] = "AvoidIgnite",
["to avoid elemental ailments"] = { "AvoidShock", "AvoidFrozen", "AvoidChilled", "AvoidIgnite" },
["to avoid elemental status ailments"] = { "AvoidShock", "AvoidFrozen", "AvoidChilled", "AvoidIgnite" },
["damage is taken from mana before life"] = "DamageTakenFromManaBeforeLife",
["effect of curses on you"] = "CurseEffectOnSelf",
["life recovery rate"] = "LifeRecoveryRate",
["mana recovery rate"] = "ManaRecoveryRate",
["energy shield recovery rate"] = "EnergyShieldRecoveryRate",
["recovery rate of life, mana and energy shield"] = { "LifeRecoveryRate", "ManaRecoveryRate", "EnergyShieldRecoveryRate" },
-- Stun/knockback modifiers
["stun recovery"] = "StunRecovery",
["stun and block recovery"] = "StunRecovery",
["block and stun recovery"] = "StunRecovery",
["stun threshold"] = "StunThreshold",
["block recovery"] = "BlockRecovery",
["enemy stun threshold"] = "EnemyStunThreshold",
["stun duration on enemies"] = "EnemyStunDuration",
["stun duration"] = "EnemyStunDuration",
["to knock enemies back on hit"] = "EnemyKnockbackChance",
["knockback distance"] = "EnemyKnockbackDistance",
-- Auras/curses/buffs
["aura effect"] = "AuraEffect",
["effect of non-curse auras you cast"] = "AuraEffect",
["effect of your curses"] = "CurseEffect",
["effect of auras on you"] = "AuraEffectOnSelf",
["effect of auras on your minions"] = { "AuraEffectOnSelf", addToMinion = true },
["curse effect"] = "CurseEffect",
["curse duration"] = { "Duration", keywordFlags = KeywordFlag.Curse },
["radius of auras"] = { "AreaOfEffect", keywordFlags = KeywordFlag.Aura },
["radius of curses"] = { "AreaOfEffect", keywordFlags = KeywordFlag.Curse },
["buff effect"] = "BuffEffect",
["effect of buffs on you"] = "BuffEffectOnSelf",
["effect of buffs granted by your golems"] = { "BuffEffect", tag = { type = "SkillType", skillType = SkillType.Golem } },
["effect of buffs granted by socketed golem skills"] = { "BuffEffect", addToSkill = { type = "SocketedIn", slotName = "{SlotName}", keyword = "golem" } },
["effect of the buff granted by your stone golems"] = { "BuffEffect", tag = { type = "SkillName", skillName = "Summon Stone Golem" } },
["effect of the buff granted by your lightning golems"] = { "BuffEffect", tag = { type = "SkillName", skillName = "Summon Lightning Golem" } },
["effect of the buff granted by your ice golems"] = { "BuffEffect", tag = { type = "SkillName", skillName = "Summon Ice Golem" } },
["effect of the buff granted by your flame golems"] = { "BuffEffect", tag = { type = "SkillName", skillName = "Summon Flame Golem" } },
["effect of the buff granted by your chaos golems"] = { "BuffEffect", tag = { type = "SkillName", skillName = "Summon Chaos Golem" } },
["effect of offering spells"] = { "BuffEffect", tag = { type = "SkillName", skillNameList = { "Bone Offering", "Flesh Offering", "Spirit Offering" } } },
["warcry effect"] = { "BuffEffect", keywordFlags = KeywordFlag.Warcry },
-- Charges
["maximum power charge"] = "PowerChargesMax",
["maximum power charges"] = "PowerChargesMax",
["power charge duration"] = "PowerChargesDuration",
["maximum frenzy charge"] = "FrenzyChargesMax",
["maximum frenzy charges"] = "FrenzyChargesMax",
["frenzy charge duration"] = "FrenzyChargesDuration",
["maximum endurance charge"] = "EnduranceChargesMax",
["maximum endurance charges"] = "EnduranceChargesMax",
["endurance charge duration"] = "EnduranceChargesDuration",
["endurance, frenzy and power charge duration"] = { "PowerChargesDuration", "FrenzyChargesDuration", "EnduranceChargesDuration" },
-- On hit/kill/leech effects
["life gained on kill"] = "LifeOnKill",
["mana gained on kill"] = "ManaOnKill",
["life gained for each enemy hit by attacks"] = { "LifeOnHit", flags = ModFlag.Attack },
["life gained for each enemy hit by your attacks"] = { "LifeOnHit", flags = ModFlag.Attack },
["life gained for each enemy hit by spells"] = { "LifeOnHit", flags = ModFlag.Spell },
["life gained for each enemy hit by your spells"] = { "LifeOnHit", flags = ModFlag.Spell },
["mana gained for each enemy hit by attacks"] = { "ManaOnHit", flags = ModFlag.Attack },
["mana gained for each enemy hit by your attacks"] = { "ManaOnHit", flags = ModFlag.Attack },
["energy shield gained for each enemy hit by attacks"] = { "EnergyShieldOnHit", flags = ModFlag.Attack },
["energy shield gained for each enemy hit by your attacks"] = { "EnergyShieldOnHit", flags = ModFlag.Attack },
["life and mana gained for each enemy hit"] = { "LifeOnHit", "ManaOnHit", flags = ModFlag.Attack },
["damage as life"] = "DamageLifeLeech",
["life leeched per second"] = "LifeLeechRate",
["mana leeched per second"] = "ManaLeechRate",
["maximum life per second to maximum life leech rate"] = "MaxLifeLeechRate",
["maximum mana per second to maximum mana leech rate"] = "MaxManaLeechRate",
-- Projectile modifiers
["projectile"] = "ProjectileCount",
["projectiles"] = "ProjectileCount",
["pierce chance"] = "PierceChance",
["of projectiles piercing"] = "PierceChance",
["of arrows piercing"] = { "PierceChance", flags = ModFlag.Bow },
["projectile speed"] = "ProjectileSpeed",
["arrow speed"] = { "ProjectileSpeed", flags = ModFlag.Bow },
-- Totem/trap/mine modifiers
["totem placement speed"] = "TotemPlacementSpeed",
["totem life"] = "TotemLife",
["totem duration"] = "TotemDuration",
["trap throwing speed"] = "TrapThrowingSpeed",
["trap trigger area of effect"] = "TrapTriggerAreaOfEffect",
["trap duration"] = "TrapDuration",
["cooldown recovery speed for throwing traps"] = { "CooldownRecovery", keywordFlags = KeywordFlag.Trap },
["mine laying speed"] = "MineLayingSpeed",
["mine detonation area of effect"] = "MineDetonationAreaOfEffect",
["mine duration"] = "MineDuration",
-- Minion modifiers
["maximum number of skeletons"] = "ActiveSkeletonLimit",
["maximum number of zombies"] = "ActiveZombieLimit",
["number of zombies allowed"] = "ActiveZombieLimit",
["maximum number of spectres"] = "ActiveSpectreLimit",
["maximum number of golems"] = "ActiveGolemLimit",
["skeleton duration"] = { "Duration", tag = { type = "SkillName", skillName = "Summon Skeletons" } },
-- Other skill modifiers
["radius"] = "AreaOfEffect",
["radius of area skills"] = "AreaOfEffect",
["area of effect radius"] = "AreaOfEffect",
["area of effect"] = "AreaOfEffect",
["area of effect of skills"] = "AreaOfEffect",
["area of effect of area skills"] = "AreaOfEffect",
["duration"] = "Duration",
["skill effect duration"] = "Duration",
["chaos skill effect duration"] = { "Duration", keywordFlags = KeywordFlag.Chaos },
["cooldown recovery"] = "CooldownRecovery",
["cooldown recovery speed"] = "CooldownRecovery",
["weapon range"] = "WeaponRange",
["melee weapon range"] = "MeleeWeaponRange",
["melee weapon and unarmed range"] = { "MeleeWeaponRange", "UnarmedRange" },
["to deal double damage"] = "DoubleDamageChance",
-- Buffs
["onslaught effect"] = "OnslaughtEffect",
["fortify duration"] = "FortifyDuration",
["effect of fortify on you"] = "FortifyEffectOnSelf",
-- Basic damage types
["damage"] = "Damage",
["physical damage"] = "PhysicalDamage",
["lightning damage"] = "LightningDamage",
["cold damage"] = "ColdDamage",
["fire damage"] = "FireDamage",
["chaos damage"] = "ChaosDamage",
["elemental damage"] = "ElementalDamage",
-- Other damage forms
["attack damage"] = { "Damage", flags = ModFlag.Attack },
["physical attack damage"] = { "PhysicalDamage", flags = ModFlag.Attack },
["physical weapon damage"] = { "PhysicalDamage", flags = ModFlag.Weapon },
["physical melee damage"] = { "PhysicalDamage", flags = ModFlag.Melee },
["melee physical damage"] = { "PhysicalDamage", flags = ModFlag.Melee },
["projectile damage"] = { "Damage", flags = ModFlag.Projectile },
["projectile attack damage"] = { "Damage", flags = bor(ModFlag.Projectile, ModFlag.Attack) },
["bow damage"] = { "Damage", flags = ModFlag.Bow },
["wand damage"] = { "Damage", flags = ModFlag.Wand },
["wand physical damage"] = { "PhysicalDamage", flags = ModFlag.Wand },
["claw physical damage"] = { "PhysicalDamage", flags = ModFlag.Claw },
["sword physical damage"] = { "PhysicalDamage", flags = ModFlag.Sword },
["damage over time"] = { "Damage", flags = ModFlag.Dot },
["physical damage over time"] = { "PhysicalDamage", flags = ModFlag.Dot },
["burning damage"] = { "FireDamage", flags = ModFlag.Dot },
-- Crit/accuracy/speed modifiers
["critical strike chance"] = "CritChance",
["critical strike multiplier"] = "CritMultiplier",
["accuracy rating"] = "Accuracy",
["attack speed"] = { "Speed", flags = ModFlag.Attack },
["cast speed"] = { "Speed", flags = ModFlag.Cast },
["attack and cast speed"] = "Speed",
-- Elemental status ailments
["to shock"] = "EnemyShockChance",
["shock chance"] = "EnemyShockChance",
["to freeze"] = "EnemyFreezeChance",
["freeze chance"] = "EnemyFreezeChance",
["to ignite"] = "EnemyIgniteChance",
["ignite chance"] = "EnemyIgniteChance",
["to freeze, shock and ignite"] = { "EnemyFreezeChance", "EnemyShockChance", "EnemyIgniteChance" },
["shock duration"] = "EnemyShockDuration",
["freeze duration"] = "EnemyFreezeDuration",
["chill duration"] = "EnemyChillDuration",
["ignite duration"] = "EnemyIgniteDuration",
["duration of elemental status ailments"] = { "EnemyShockDuration", "EnemyFreezeDuration", "EnemyChillDuration", "EnemyIgniteDuration" },
-- Other debuffs
["to poison"] = "PoisonChance",
["to poison on hit"] = "PoisonChance",
["poison duration"] = { "Duration", keywordFlags = KeywordFlag.Poison },
["to cause bleeding"] = "BleedChance",
["to cause bleeding on hit"] = "BleedChance",
["bleed duration"] = { "Duration", keywordFlags = KeywordFlag.Bleed },
-- Misc modifiers
["movement speed"] = "MovementSpeed",
["attack, cast and movement speed"] = { "Speed", "MovementSpeed" },
["light radius"] = "LightRadius",
["rarity of items found"] = "LootRarity",
["quantity of items found"] = "LootQuantity",
["item quantity"] = "LootQuantity",
["strength requirement"] = "StrRequirement",
["dexterity requirement"] = "DexRequirement",
["intelligence requirement"] = "IntRequirement",
["attribute requirements"] = { "StrRequirement", "DexRequirement", "IntRequirement" },
-- Flask modifiers
["effect"] = "FlaskEffect",
["effect of flasks"] = "FlaskEffect",
["effect of flasks on you"] = "FlaskEffect",
["amount recovered"] = "FlaskRecovery",
["life recovered"] = "FlaskRecovery",
["mana recovered"] = "FlaskRecovery",
["life recovery from flasks"] = "FlaskLifeRecovery",
["mana recovery from flasks"] = "FlaskManaRecovery",
["flask effect duration"] = "FlaskDuration",
["recovery speed"] = "FlaskRecoveryRate",
["flask recovery speed"] = "FlaskRecoveryRate",
["flask life recovery rate"] = "FlaskLifeRecoveryRate",
["flask mana recovery rate"] = "FlaskManaRecoveryRate",
["extra charges"] = "FlaskCharges",
["maximum charges"] = "FlaskCharges",
["charges used"] = "FlaskChargesUsed",
["flask charges used"] = "FlaskChargesUsed",
["flask charges gained"] = "FlaskChargesGained",
["charge recovery"] = "FlaskChargeRecovery",
}
-- List of modifier flags
local modFlagList = {
-- Weapon types
["with axes"] = { flags = ModFlag.Axe },
["with bows"] = { flags = ModFlag.Bow },
["with claws"] = { flags = ModFlag.Claw },
["dealt with claws"] = { flags = ModFlag.Claw },
["with daggers"] = { flags = ModFlag.Dagger },
["with maces"] = { flags = ModFlag.Mace },
["with staves"] = { flags = ModFlag.Staff },
["with swords"] = { flags = ModFlag.Sword },
["with wands"] = { flags = ModFlag.Wand },
["unarmed"] = { flags = ModFlag.Unarmed },
["to unarmed attacks"] = { flags = ModFlag.Unarmed },
["with one handed weapons"] = { flags = ModFlag.Weapon1H },
["with one handed melee weapons"] = { flags = bor(ModFlag.Weapon1H, ModFlag.WeaponMelee) },
["with two handed weapons"] = { flags = ModFlag.Weapon2H },
["with two handed melee weapons"] = { flags = bor(ModFlag.Weapon2H, ModFlag.WeaponMelee) },
["with ranged weapons"] = { flags = ModFlag.WeaponRanged },
-- Skill types
["spell"] = { flags = ModFlag.Spell },
["with spells"] = { flags = ModFlag.Spell },
["for spells"] = { flags = ModFlag.Spell },
["with attacks"] = { flags = ModFlag.Attack },
["for attacks"] = { flags = ModFlag.Attack },
["weapon"] = { flags = ModFlag.Weapon },
["with weapons"] = { flags = ModFlag.Weapon },
["melee"] = { flags = ModFlag.Melee },
["with melee attacks"] = { flags = ModFlag.Melee },
["on melee hit"] = { flags = ModFlag.Melee },
["with poison"] = { keywordFlags = KeywordFlag.Poison },
["area"] = { flags = ModFlag.Area },
["mine"] = { keywordFlags = KeywordFlag.Mine },
["with mines"] = { keywordFlags = KeywordFlag.Mine },
["trap"] = { keywordFlags = KeywordFlag.Trap },
["with traps"] = { keywordFlags = KeywordFlag.Trap },
["for traps"] = { keywordFlags = KeywordFlag.Trap },
["totem"] = { keywordFlags = KeywordFlag.Totem },
["with totem skills"] = { keywordFlags = KeywordFlag.Totem },
["for skills used by totems"] = { keywordFlags = KeywordFlag.Totem },
["of aura skills"] = { tag = { type = "SkillType", skillType = SkillType.Aura } },
["of curse skills"] = { keywordFlags = KeywordFlag.Curse },
["of minion skills"] = { tag = { type = "SkillType", skillType = SkillType.Minion } },
["for curses"] = { keywordFlags = KeywordFlag.Curse },
["warcry"] = { keywordFlags = KeywordFlag.Warcry },
["vaal"] = { keywordFlags = KeywordFlag.Vaal },
["vaal skill"] = { keywordFlags = KeywordFlag.Vaal },
["with movement skills"] = { keywordFlags = KeywordFlag.Movement },
["with lightning skills"] = { keywordFlags = KeywordFlag.Lightning },
["with cold skills"] = { keywordFlags = KeywordFlag.Cold },
["with fire skills"] = { keywordFlags = KeywordFlag.Fire },
["with elemental skills"] = { keywordFlags = bor(KeywordFlag.Lightning, KeywordFlag.Cold, KeywordFlag.Fire) },
["with chaos skills"] = { keywordFlags = KeywordFlag.Chaos },
["zombie"] = { addToMinion = true, addToMinionTag = { type = "SkillName", skillName = "Raise Zombie" } },
["raised zombie"] = { addToMinion = true, addToMinionTag = { type = "SkillName", skillName = "Raise Zombie" } },
["raised spectre"] = { addToMinion = true, addToMinionTag = { type = "SkillName", skillName = "Raise Spectre" } },
["golem"] = { },
["chaos golem"] = { addToMinion = true, addToMinionTag = { type = "SkillName", skillName = "Summon Chaos Golem" } },
["flame golem"] = { addToMinion = true, addToMinionTag = { type = "SkillName", skillName = "Summon Flame Golem" } },
["increased flame golem"] = { addToMinion = true, addToMinionTag = { type = "SkillName", skillName = "Summon Flame Golem" } },
["ice golem"] = { addToMinion = true, addToMinionTag = { type = "SkillName", skillName = "Summon Ice Golem" } },
["lightning golem"] = { addToMinion = true, addToMinionTag = { type = "SkillName", skillName = "Summon Lightning Golem" } },
["stone golem"] = { addToMinion = true, addToMinionTag = { type = "SkillName", skillName = "Summon Stone Golem" } },
["animated guardian"] = { addToMinion = true, addToMinionTag = { type = "SkillName", skillName = "Animate Guardian" } },
-- Other
["global"] = { tag = { type = "Global" } },
["from equipped shield"] = { tag = { type = "SlotName", slotName = "Weapon 2" } },
}
-- List of modifier flags/tags that appear at the start of a line
local preFlagList = {
["^hits deal "] = { flags = ModFlag.Hit },
["^critical strikes deal "] = { tag = { type = "Condition", var = "CriticalStrike" } },
["^minions "] = { addToMinion = true },
["^minions [hd][ae][va][el] "] = { addToMinion = true },
["^minions leech "] = { addToMinion = true },
["^minions' attacks deal "] = { addToMinion = true, flags = ModFlag.Attack },
["^golems [hd][ae][va][el] "] = { addToMinion = true, addToMinionTag = { type = "SkillType", skillType = SkillType.Golem } },
["^golem skills have "] = { tag = { type = "SkillType", skillType = SkillType.Golem } },
["^zombies [hd][ae][va][el] "] = { addToMinion = true, addToMinionTag = { type = "SkillName", skillName = "Raise Zombie" } },
["^skeletons [hd][ae][va][el] "] = { addToMinion = true, addToMinionTag = { type = "SkillName", skillName = "Summon Skeletons" } },
["^raging spirits [hd][ae][va][el] "] = { addToMinion = true, addToMinionTag = { type = "SkillName", skillName = "Summon Raging Spirit" } },
["^spectres [hd][ae][va][el] "] = { addToMinion = true, addToMinionTag = { type = "SkillName", skillName = "Raise Spectre" } },
["^chaos golems [hd][ae][va][el] "] = { addToMinion = true, addToMinionTag = { type = "SkillName", skillName = "Summon Chaos Golem" } },
["^flame golems [hd][ae][va][el] "] = { addToMinion = true, addToMinionTag = { type = "SkillName", skillName = "Summon Flame Golem" } },
["^ice golems [hd][ae][va][el] "] = { addToMinion = true, addToMinionTag = { type = "SkillName", skillName = "Summon Ice Golem" } },
["^lightning golems [hd][ae][va][el] "] = { addToMinion = true, addToMinionTag = { type = "SkillName", skillName = "Summon Lightning Golem" } },
["^stone golems [hd][ae][va][el] "] = { addToMinion = true, addToMinionTag = { type = "SkillName", skillName = "Summon Stone Golem" } },
["^blink arrow and blink arrow clones [hd][ae][va][el] "] = { addToMinion = true, addToMinionTag = { type = "SkillName", skillName = "Blink Arrow" } },
["^mirror arrow and mirror arrow clones [hd][ae][va][el] "] = { addToMinion = true, addToMinionTag = { type = "SkillName", skillName = "Mirror Arrow" } },
["^animated weapons [hd][ae][va][el] "] = { addToMinion = true, addToMinionTag = { type = "SkillName", skillName = "Animate Weapon" } },
["^animated guardians [hd][ae][va][el] "] = { addToMinion = true, addToMinionTag = { type = "SkillName", skillName = "Animate Guardian" } },
["^attacks used by totems have "] = { keywordFlags = KeywordFlag.Totem },
["^spells cast by totems have "] = { keywordFlags = KeywordFlag.Totem },
["^attacks with this weapon "] = { tag = { type = "Condition", var = "{Hand}Attack" } },
["^attacks with this weapon have "] = { tag = { type = "Condition", var = "{Hand}Attack" } },
["^attacks have "] = { flags = ModFlag.Attack },
["^melee attacks have "] = { flags = ModFlag.Melee },
["^trap and mine damage "] = { keywordFlags = bor(KeywordFlag.Trap, KeywordFlag.Mine) },
["^left ring slot: "] = { tag = { type = "SlotNumber", num = 1 } },
["^right ring slot: "] = { tag = { type = "SlotNumber", num = 2 } },
["^socketed gems [hgd][ae][via][enl] "] = { addToSkill = { type = "SocketedIn", slotName = "{SlotName}" } },
["^socketed curse gems [hgd][ae][via][enl] "] = { addToSkill = { type = "SocketedIn", slotName = "{SlotName}", keyword = "curse" } },
["^socketed melee gems [hgd][ae][via][enl] "] = { addToSkill = { type = "SocketedIn", slotName = "{SlotName}", keyword = "melee" } },
["^socketed golem gems [hgd][ae][via][enl] "] = { addToSkill = { type = "SocketedIn", slotName = "{SlotName}", keyword = "golem" } },
["^socketed golem skills [hgd][ae][via][enl] "] = { addToSkill = { type = "SocketedIn", slotName = "{SlotName}", keyword = "golem" } },
["^your flasks grant "] = { },
["^when hit, "] = { },
["^you and allies [hgd][ae][via][enl] "] = { },
["^auras you cast grant "] = { addToAura = true },
["^you and nearby allies [hgd][ae][via][enl] "] = { newAura = true },
["^nearby allies [hgd][ae][via][enl] "] = { newAura = true, newAuraOnlyAllies = true },
["^you and allies affected by your auras have "] = { affectedByAura = true },
["^take "] = { modSuffix = "Taken" },
}
-- List of modifier tags
local modTagList = {
["on enemies"] = { },
["while active"] = { },
[" on critical strike"] = { tag = { type = "Condition", var = "CriticalStrike" } },
["while affected by auras you cast"] = { affectedByAura = true },
-- Multipliers
["per power charge"] = { tag = { type = "Multiplier", var = "PowerCharge" } },
["per frenzy charge"] = { tag = { type = "Multiplier", var = "FrenzyCharge" } },
["per endurance charge"] = { tag = { type = "Multiplier", var = "EnduranceCharge" } },
["per level"] = { tag = { type = "Multiplier", var = "Level" } },
["for each normal item you have equipped"] = { tag = { type = "Multiplier", var = "NormalItem" } },
["for each equipped normal item"] = { tag = { type = "Multiplier", var = "NormalItem" } },
["for each magic item you have equipped"] = { tag = { type = "Multiplier", var = "MagicItem" } },
["for each equipped magic item"] = { tag = { type = "Multiplier", var = "MagicItem" } },
["for each rare item you have equipped"] = { tag = { type = "Multiplier", var = "RareItem" } },
["for each equipped rare item"] = { tag = { type = "Multiplier", var = "RareItem" } },
["for each unique item you have equipped"] = { tag = { type = "Multiplier", var = "UniqueItem" } },
["for each equipped unique item"] = { tag = { type = "Multiplier", var = "UniqueItem" } },
["per buff on you"] = { tag = { type = "Multiplier", var = "BuffOnSelf" } },
["per curse on enemy"] = { tag = { type = "Multiplier", var = "CurseOnEnemy" } },
["per curse on you"] = { tag = { type = "Multiplier", var = "CurseOnSelf" } },
["to you and allies"] = { },
["per red socket"] = { tag = { type = "Multiplier", var = "RedSocketIn{SlotName}" } },
["per green socket"] = { tag = { type = "Multiplier", var = "GreenSocketIn{SlotName}" } },
["per blue socket"] = { tag = { type = "Multiplier", var = "BlueSocketIn{SlotName}" } },
["per white socket"] = { tag = { type = "Multiplier", var = "WhiteSocketIn{SlotName}" } },
-- Per stat
["per (%d+) strength"] = function(num) return { tag = { type = "PerStat", stat = "Str", div = num } } end,
["per (%d+) dexterity"] = function(num) return { tag = { type = "PerStat", stat = "Dex", div = num } } end,
["per (%d+) intelligence"] = function(num) return { tag = { type = "PerStat", stat = "Int", div = num } } end,
["per (%d+) evasion rating"] = function(num) return { tag = { type = "PerStat", stat = "Evasion", div = num } } end,
["per (%d+) accuracy rating"] = function(num) return { tag = { type = "PerStat", stat = "Accuracy", div = num } } end,
["per (%d+)%% block chance"] = function(num) return { tag = { type = "PerStat", stat = "BlockChance", div = num } } end,
["per (%d+) of the lowest of armour and evasion rating"] = function(num) return { tag = { type = "PerStat", stat = "LowestOfArmourAndEvasion", div = num } } end,
-- Stat conditions
["with (%d+) or more strength"] = function(num) return { tag = { type = "StatThreshold", stat = "Str", threshold = num } } end,
["with at least (%d+) strength"] = function(num) return { tag = { type = "StatThreshold", stat = "Str", threshold = num } } end,
["w?h?i[lf]e? you have at least (%d+) strength"] = function(num) return { tag = { type = "StatThreshold", stat = "Str", threshold = num } } end,
["w?h?i[lf]e? you have at least (%d+) dexterity"] = function(num) return { tag = { type = "StatThreshold", stat = "Dex", threshold = num } } end,
["w?h?i[lf]e? you have at least (%d+) intelligence"] = function(num) return { tag = { type = "StatThreshold", stat = "Int", threshold = num } } end,
-- Slot conditions
["when in main hand"] = { tag = { type = "SlotNumber", num = 1 } },
["when in off hand"] = { tag = { type = "SlotNumber", num = 2 } },
["in main hand"] = { tag = { type = "InSlot", num = 1 } },
["in off hand"] = { tag = { type = "InSlot", num = 2 } },
["with main hand"] = { tag = { type = "Condition", var = "MainHandAttack" } },
["with off hand"] = { tag = { type = "Condition", var = "OffHandAttack" } },
["with this weapon"] = { tag = { type = "Condition", var = "{Hand}Attack" } },
-- Equipment conditions
["while holding a shield"] = { tag = { type = "Condition", var = "UsingShield" } },
["with shields"] = { tag = { type = "Condition", var = "UsingShield" } },
["while dual wielding"] = { tag = { type = "Condition", var = "DualWielding" } },
["while dual wielding claws"] = { tag = { type = "Condition", var = "DualWieldingClaws" } },
["while dual wielding or holding a shield"] = { tag = { type = "Condition", varList = { "DualWielding", "UsingShield" } } },
["while wielding a staff"] = { tag = { type = "Condition", var = "UsingStaff" } },
["while unarmed"] = { tag = { type = "Condition", var = "Unarmed" } },
["with a normal item equipped"] = { tag = { type = "MultiplierThreshold", var = "NormalItem", threshold = 1 } },
["with a magic item equipped"] = { tag = { type = "MultiplierThreshold", var = "MagicItem", threshold = 1 } },
["with a rare item equipped"] = { tag = { type = "MultiplierThreshold", var = "RareItem", threshold = 1 } },
["with a unique item equipped"] = { tag = { type = "MultiplierThreshold", var = "UniqueItem", threshold = 1 } },
["if you wear no corrupted items"] = { tag = { type = "MultiplierThreshold", var = "CorruptedItem", threshold = 0, upper = true } },
["if no worn items are corrupted"] = { tag = { type = "MultiplierThreshold", var = "CorruptedItem", threshold = 0, upper = true } },
["if no equipped items are corrupted"] = { tag = { type = "MultiplierThreshold", var = "CorruptedItem", threshold = 0, upper = true } },
["if all worn items are corrupted"] = { tag = { type = "MultiplierThreshold", var = "NonCorruptedItem", threshold = 0, upper = true } },
["if all equipped items are corrupted"] = { tag = { type = "MultiplierThreshold", var = "NonCorruptedItem", threshold = 0, upper = true } },
-- Player status conditions
["wh[ie][ln]e? on low life"] = { tag = { type = "Condition", var = "LowLife" } },
["wh[ie][ln]e? not on low life"] = { tag = { type = "Condition", var = "LowLife", neg = true } },
["wh[ie][ln]e? on full life"] = { tag = { type = "Condition", var = "FullLife" } },
["wh[ie][ln]e? not on full life"] = { tag = { type = "Condition", var = "FullLife", neg = true } },
["wh[ie][ln]e? no mana is reserved"] = { tag = { type = "StatThreshold", stat = "ManaReserved", threshold = 0, upper = true } },
["wh[ie][ln]e? on full energy shield"] = { tag = { type = "Condition", var = "FullEnergyShield" } },
["wh[ie][ln]e? not on full energy shield"] = { tag = { type = "Condition", var = "FullEnergyShield", neg = true } },
["while stationary"] = { tag = { type = "Condition", var = "Stationary" } },
["while moving"] = { tag = { type = "Condition", var = "Moving" } },
["while you have no power charges"] = { tag = { type = "StatThreshold", stat = "PowerCharges", threshold = 0, upper = true } },
["while you have no frenzy charges"] = { tag = { type = "StatThreshold", stat = "FrenzyCharges", threshold = 0, upper = true } },
["while you have no endurance charges"] = { tag = { type = "StatThreshold", stat = "EnduranceCharges", threshold = 0, upper = true } },
["while at maximum power charges"] = { tag = { type = "StatThreshold", stat = "PowerCharges", thresholdStat = "PowerChargesMax" } },
["while at maximum frenzy charges"] = { tag = { type = "StatThreshold", stat = "FrenzyCharges", thresholdStat = "FrenzyChargesMax" } },
["while at maximum endurance charges"] = { tag = { type = "StatThreshold", stat = "EnduranceCharges", thresholdStat = "EnduranceChargesMax" } },
["while you have a totem"] = { tag = { type = "Condition", var = "HaveTotem" } },
["while you have fortify"] = { tag = { type = "Condition", var = "Fortify" } },
["during onslaught"] = { tag = { type = "Condition", var = "Onslaught" } },
["while you have onslaught"] = { tag = { type = "Condition", var = "Onslaught" } },
["while phasing"] = { tag = { type = "Condition", var = "Phasing" } },
["while leeching"] = { tag = { type = "Condition", var = "Leeching" } },
["while using a flask"] = { tag = { type = "Condition", var = "UsingFlask" } },
["during effect"] = { tag = { type = "Condition", var = "UsingFlask" } },
["during flask effect"] = { tag = { type = "Condition", var = "UsingFlask" } },
["during any flask effect"] = { tag = { type = "Condition", var = "UsingFlask" } },
["while on consecrated ground"] = { tag = { type = "Condition", var = "OnConsecratedGround" } },
["on burning ground"] = { tag = { type = "Condition", var = "OnBurningGround" } },
["on chilled ground"] = { tag = { type = "Condition", var = "OnChilledGround" } },
["on shocked ground"] = { tag = { type = "Condition", var = "OnShockedGround" } },
["while ignited"] = { tag = { type = "Condition", var = "Ignited" } },
["while frozen"] = { tag = { type = "Condition", var = "Frozen" } },
["while shocked"] = { tag = { type = "Condition", var = "Shocked" } },
["while not ignited, frozen or shocked"] = { tag = { type = "Condition", varList = { "Ignited", "Frozen", "Shocked" }, neg = true } },
["while bleeding"] = { tag = { type = "Condition", var = "Bleeding" } },
["if you[' ]h?a?ve hit recently"] = { tag = { type = "Condition", var = "HitRecently" } },
["if you[' ]h?a?ve crit recently"] = { tag = { type = "Condition", var = "CritRecently" } },
["if you[' ]h?a?ve dealt a critical strike recently"] = { tag = { type = "Condition", var = "CritRecently" } },
["if you haven't crit recently"] = { tag = { type = "Condition", var = "CritRecently", neg = true } },
["if you[' ]h?a?ve dealt a non%-critical strike recently"] = { tag = { type = "Condition", var = "NonCritRecently" } },
["if you[' ]h?a?ve killed recently"] = { tag = { type = "Condition", var = "KilledRecently" } },
["if you haven't killed recently"] = { tag = { type = "Condition", var = "KilledRecently", neg = true } },
["if you or your totems have killed recently"] = { tag = { type = "Condition", varList = {"KilledRecently","TotemsKilledRecently"} } },
["if you[' ]h?a?ve killed a maimed enemy recently"] = { tagList = { { type = "Condition", var = "KilledRecently" }, { type = "ActorCondition", actor = "enemy", var = "Maimed" } } },
["if you[' ]h?a?ve killed a cursed enemy recently"] = { tagList = { { type = "Condition", var = "KilledRecently" }, { type = "ActorCondition", actor = "enemy", var = "Cursed" } } },
["if you[' ]h?a?ve killed a bleeding enemy recently"] = { tagList = { { type = "Condition", var = "KilledRecently" }, { type = "ActorCondition", actor = "enemy", var = "Bleeding" } } },
["if you[' ]h?a?ve killed an enemy affected by your damage over time recently"] = { tag = { type = "Condition", var = "KilledAffectedByDotRecently" } },
["if you[' ]h?a?ve frozen an enemy recently"] = { tag = { type = "Condition", var = "FrozenEnemyRecently" } },
["if you[' ]h?a?ve ignited an enemy recently"] = { tag = { type = "Condition", var = "IgnitedEnemyRecently" } },
["if you[' ]h?a?ve been hit recently"] = { tag = { type = "Condition", var = "BeenHitRecently" } },
["if you were hit recently"] = { tag = { type = "Condition", var = "BeenHitRecently" } },
["if you were damaged by a hit recently"] = { tag = { type = "Condition", var = "BeenHitRecently" } },
["if you[' ]h?a?ve taken a critical strike recently"] = { tag = { type = "Condition", var = "BeenCritRecently" } },
["if you[' ]h?a?ve taken a savage hit recently"] = { tag = { type = "Condition", var = "BeenSavageHitRecently" } },
["if you have ?n[o']t been hit recently"] = { tag = { type = "Condition", var = "BeenHitRecently", neg = true } },
["if you[' ]h?a?ve taken no damage from hits recently"] = { tag = { type = "Condition", var = "BeenHitRecently", neg = true } },
["if you[' ]h?a?ve blocked recently"] = { tag = { type = "Condition", var = "BlockedRecently" } },
["if you[' ]h?a?ve blocked an attack recently"] = { tag = { type = "Condition", var = "BlockedAttackRecently" } },
["if you[' ]h?a?ve blocked a spell recently"] = { tag = { type = "Condition", var = "BlockedSpellRecently" } },
["if you[' ]h?a?ve blocked a hit from a unique enemy recently"] = { tag = { type = "Condition", var = "BlockedHitFromUniqueEnemyRecently" } },
["if you[' ]h?a?ve attacked recently"] = { tag = { type = "Condition", var = "AttackedRecently" } },
["if you[' ]h?a?ve cast a spell recently"] = { tag = { type = "Condition", var = "CastSpellRecently" } },
["if you[' ]h?a?ve consumed a corpse recently"] = { tag = { type = "Condition", var = "ConsumedCorpseRecently" } },
["if you[' ]h?a?ve taunted an enemy recently"] = { tag = { type = "Condition", var = "TauntedEnemyRecently" } },
["if you[' ]h?a?ve used a warcry recently"] = { tag = { type = "Condition", var = "UsedWarcryRecently" } },
["if you[' ]h?a?ve used a fire skill recently"] = { tag = { type = "Condition", var = "UsedFireSkillRecently" } },
["if you[' ]h?a?ve used a cold skill recently"] = { tag = { type = "Condition", var = "UsedColdSkillRecently" } },
["if you[' ]h?a?ve used a fire skill in the past 10 seconds"] = { tag = { type = "Condition", var = "UsedFireSkillInPast10Sec" } },
["if you[' ]h?a?ve used a cold skill in the past 10 seconds"] = { tag = { type = "Condition", var = "UsedColdSkillInPast10Sec" } },
["if you[' ]h?a?ve used a lightning skill in the past 10 seconds"] = { tag = { type = "Condition", var = "UsedLightningSkillInPast10Sec" } },
["if you[' ]h?a?ve summoned a totem recently"] = { tag = { type = "Condition", var = "SummonedTotemRecently" } },
["if you[' ]h?a?ve used a movement skill recently"] = { tag = { type = "Condition", var = "UsedMovementSkillRecently" } },
["if you detonated mines recently"] = { tag = { type = "Condition", var = "DetonatedMinesRecently" } },
["if you[' ]h?a?ve crit in the past 8 seconds"] = { tag = { type = "Condition", var = "CritInPast8Sec" } },
["if energy shield recharge has started recently"] = { tag = { type = "Condition", var = "EnergyShieldRechargeRecently" } },
-- Enemy status conditions
["at close range"] = { tag = { type = "Condition", var = "AtCloseRange" }, flags = ModFlag.Hit },
["against rare and unique enemies"] = { tag = { type = "ActorCondition", actor = "enemy", var = "RareOrUnique" }, flags = ModFlag.Hit },
["against enemies on full life"] = { tag = { type = "ActorCondition", actor = "enemy", var = "FullLife" }, flags = ModFlag.Hit },
["against enemies that are on full life"] = { tag = { type = "ActorCondition", actor = "enemy", var = "FullLife" }, flags = ModFlag.Hit },
["against enemies on low life"] = { tag = { type = "ActorCondition", actor = "enemy", var = "LowLife" }, flags = ModFlag.Hit },
["against enemies that are on low life"] = { tag = { type = "ActorCondition", actor = "enemy", var = "LowLife" }, flags = ModFlag.Hit },
["against cursed enemies"] = { tag = { type = "ActorCondition", actor = "enemy", var = "Cursed" }, flags = ModFlag.Hit },
["against taunted enemies"] = { tag = { type = "ActorCondition", actor = "enemy", var = "Taunted" }, flags = ModFlag.Hit },
["against bleeding enemies"] = { tag = { type = "ActorCondition", actor = "enemy", var = "Bleeding" }, flags = ModFlag.Hit },
["against poisoned enemies"] = { tag = { type = "ActorCondition", actor = "enemy", var = "Poisoned" }, flags = ModFlag.Hit },
["against hindered enemies"] = { tag = { type = "ActorCondition", actor = "enemy", var = "Hindered" }, flags = ModFlag.Hit },
["against blinded enemies"] = { tag = { type = "ActorCondition", actor = "enemy", var = "Blinded" }, flags = ModFlag.Hit },
["against burning enemies"] = { tag = { type = "ActorCondition", actor = "enemy", var = "Burning" }, flags = ModFlag.Hit },
["against ignited enemies"] = { tag = { type = "ActorCondition", actor = "enemy", var = "Ignited" }, flags = ModFlag.Hit },
["against shocked enemies"] = { tag = { type = "ActorCondition", actor = "enemy", var = "Shocked" }, flags = ModFlag.Hit },
["against frozen enemies"] = { tag = { type = "ActorCondition", actor = "enemy", var = "Frozen" }, flags = ModFlag.Hit },
["against chilled enemies"] = { tag = { type = "ActorCondition", actor = "enemy", var = "Chilled" }, flags = ModFlag.Hit },
["enemies which are chilled"] = { tag = { type = "ActorCondition", actor = "enemy", var = "Chilled" }, flags = ModFlag.Hit },
["against frozen, shocked or ignited enemies"] = { tag = { type = "ActorCondition", actor = "enemy", varList = {"Frozen","Shocked","Ignited"} }, flags = ModFlag.Hit },
["against enemies affected by elemental status ailments"] = { tag = { type = "ActorCondition", actor = "enemy", varList = {"Frozen","Chilled","Shocked","Ignited"} }, flags = ModFlag.Hit },
["against enemies that are affected by elemental status ailments"] = { tag = { type = "ActorCondition", actor = "enemy", varList = {"Frozen","Chilled","Shocked","Ignited"} }, flags = ModFlag.Hit },
["against enemies that are affected by no elemental status ailments"] = { tagList = { { type = "ActorCondition", actor = "enemy", varList = {"Frozen","Chilled","Shocked","Ignited"}, neg = true }, { type = "Condition", var = "Effective" } }, flags = ModFlag.Hit },
["per freeze, shock and ignite on enemy"] = { tag = { type = "Multiplier", var = "FreezeShockIgniteOnEnemy" }, flags = ModFlag.Hit },
}
local mod = modLib.createMod
local function flag(name, ...)
return mod(name, "FLAG", true, ...)
end
local gemIdLookup = { }
for name, grantedEffect in pairs(data["3_0"].skills) do
if not grantedEffect.hidden or grantedEffect.fromItem then
gemIdLookup[grantedEffect.name:lower()] = grantedEffect.id
end
end
local function extraSkill(name, level, noSupports)
name = name:gsub(" skill","")
if gemIdLookup[name] then
return {
mod("ExtraSkill", "LIST", { skillId = gemIdLookup[name], level = level, noSupports = noSupports })
}
end
end
-- List of special modifiers
local specialModList = {
-- Keystones
["your hits can't be evaded"] = { flag("CannotBeEvaded") },
["never deal critical strikes"] = { flag("NeverCrit") },
["no critical strike multiplier"] = { flag("NoCritMultiplier") },
["the increase to physical damage from strength applies to projectile attacks as well as melee attacks"] = { flag("IronGrip") },
["converts all evasion rating to armour%. dexterity provides no bonus to evasion rating"] = { flag("IronReflexes") },
["30%% chance to dodge attacks%. 50%% less armour and energy shield, 30%% less chance to block spells and attacks"] = {
mod("AttackDodgeChance", "BASE", 30),
mod("Armour", "MORE", -50),
mod("EnergyShield", "MORE", -50),
mod("BlockChance", "MORE", -30),
mod("SpellBlockChance", "MORE", -30)
},
["maximum life becomes 1, immune to chaos damage"] = { flag("ChaosInoculation") },
["life regeneration is applied to energy shield instead"] = { flag("ZealotsOath") },
["life leech applies instantly%. life regeneration has no effect%."] = { flag("InstantLifeLeech"), flag("NoLifeRegen") },
["deal no non%-fire damage"] = { flag("DealNoPhysical"), flag("DealNoLightning"), flag("DealNoCold"), flag("DealNoChaos") },
["(%d+)%% of physical, cold and lightning damage converted to fire damage"] = function(num) return {
mod("PhysicalDamageConvertToFire", "BASE", num),
mod("LightningDamageConvertToFire", "BASE", num),
mod("ColdDamageConvertToFire", "BASE", num)
} end,
["removes all mana%. spend life instead of mana for skills"] = { mod("Mana", "MORE", -100), flag("BloodMagic") },
["enemies you hit with elemental damage temporarily get (%+%d+)%% resistance to those elements and (%-%d+)%% resistance to other elements"] = function(plus, _, minus)
minus = tonumber(minus)
return {
flag("ElementalEquilibrium"),
mod("EnemyModifier", "LIST", { mod = mod("FireResist", "BASE", plus, { type = "Condition", var = "HitByFireDamage" }) }),
mod("EnemyModifier", "LIST", { mod = mod("FireResist", "BASE", minus, { type = "Condition", var = "HitByFireDamage", neg = true }, { type = "Condition", varList={"HitByColdDamage","HitByLightningDamage"} }) }),
mod("EnemyModifier", "LIST", { mod = mod("ColdResist", "BASE", plus, { type = "Condition", var = "HitByColdDamage" }) }),
mod("EnemyModifier", "LIST", { mod = mod("ColdResist", "BASE", minus, { type = "Condition", var = "HitByColdDamage", neg = true }, { type = "Condition", varList={"HitByFireDamage","HitByLightningDamage"} }) }),
mod("EnemyModifier", "LIST", { mod = mod("LightningResist", "BASE", plus, { type = "Condition", var = "HitByLightningDamage" }) }),
mod("EnemyModifier", "LIST", { mod = mod("LightningResist", "BASE", minus, { type = "Condition", var = "HitByLightningDamage", neg = true }, { type = "Condition", varList={"HitByFireDamage","HitByColdDamage"} }) }),
}
end,
["projectile attacks deal up to 50%% more damage to targets at the start of their movement, dealing less damage to targets as the projectile travels farther"] = { flag("PointBlank") },
["life leech is applied to energy shield instead"] = { flag("GhostReaver") },
["minions explode when reduced to low life, dealing 33%% of their maximum life as fire damage to surrounding enemies"] = { mod("ExtraMinionSkill", "LIST", { skillId = "MinionInstability" }) },
["all bonuses from an equipped shield apply to your minions instead of you"] = { }, -- The node itself is detected by the code that handles it
["spend energy shield before mana for skill costs"] = { },
["energy shield protects mana instead of life"] = { flag("EnergyShieldProtectsMana") },
-- Ascendancy notables
["can allocate passives from the %a+'s starting point"] = { },
["movement skills cost no mana"] = { mod("ManaCost", "MORE", -100, nil, 0, KeywordFlag.Movement) },
["projectiles have (%d+)%% additional chance to pierce targets at the start of their movement, losing this chance as the projectile travels farther"] = function(num) return { mod("PierceChance", "BASE", num, { type = "DistanceRamp", ramp = {{10,1},{120,0}} }) } end,
["projectile critical strike chance increased by arrow pierce chance"] = { mod("CritChance", "INC", 1, nil, ModFlag.Projectile, 0, { type = "PerStat", stat = "PierceChance", div = 1 }) },
["always poison on hit while using a flask"] = { mod("PoisonChance", "BASE", 100, { type = "Condition", var = "UsingFlask" }) },
["armour received from body armour is doubled"] = { flag("Unbreakable") },
["you have fortify"] = { flag("Condition:Fortify") },
["(%d+)%% increased damage of each damage type for which you have a matching golem"] = function(num) return {
mod("PhysicalDamage", "INC", num, { type = "Condition", var = "HavePhysicalGolem"}),
mod("LightningDamage", "INC", num, { type = "Condition", var = "HaveLightningGolem"}),
mod("ColdDamage", "INC", num, { type = "Condition", var = "HaveColdGolem"}),
mod("FireDamage", "INC", num, { type = "Condition", var = "HaveFireGolem"}),
mod("ChaosDamage", "INC", num, { type = "Condition", var = "HaveChaosGolem"})
} end,
["(%d+)%% increased effect of buffs granted by your elemental golems"] = function(num) return {
mod("BuffEffect", "INC", num, { type = "SkillType", skillType = SkillType.Golem }, { type = "SkillType", skillType = SkillType.FireSkill }),
mod("BuffEffect", "INC", num, { type = "SkillType", skillType = SkillType.Golem }, { type = "SkillType", skillType = SkillType.ColdSkill }),
mod("BuffEffect", "INC", num, { type = "SkillType", skillType = SkillType.Golem }, { type = "SkillType", skillType = SkillType.LightningSkill }),
} end,
["every 10 seconds, gain (%d+)%% increased elemental damage for 4 seconds"] = function(num) return { mod("ElementalDamage", "INC", num, { type = "Condition", var = "PendulumOfDestruction" }) } end,
["every 10 seconds, gain (%d+)%% increased area of effect of area skills for 4 seconds"] = function(num) return { mod("AreaOfEffect", "INC", num, { type = "Condition", var = "PendulumOfDestruction" }) } end,
["enemies you curse take (%d+)%% increased damage"] = function(num) return { mod("AffectedByCurseMod", "LIST", { mod = mod("DamageTaken", "INC", num) }) } end,
["enemies you curse have (%-%d+)%% to chaos resistance"] = function(num) return { mod("AffectedByCurseMod", "LIST", { mod = mod("ChaosResist", "BASE", num) }) } end,
["nearby enemies have (%-%d+)%% to chaos resistance"] = function(num) return { mod("EnemyModifier", "LIST", { mod = mod("ChaosResist", "BASE", num) }) } end,
["nearby enemies take (%d+)%% increased elemental damage"] = function(num) return { mod("EnemyModifier", "LIST", { mod = mod("ElementalDamageTaken", "INC", num) }) } end,
["enemies near your totems take (%d+)%% increased physical and fire damage"] = function(num) return {
mod("EnemyModifier", "LIST", { mod = mod("PhysicalDamageTaken", "INC", num) }),
mod("EnemyModifier", "LIST", { mod = mod("FireDamageTaken", "INC", num) })
} end,
["grants armour equal to (%d+)%% of your reserved life to you and nearby allies"] = function(num) return { mod("GrantReservedLifeAsAura", "LIST", { mod = mod("Armour", "BASE", num / 100) }) } end,
["grants maximum energy shield equal to (%d+)%% of your reserved mana to you and nearby allies"] = function(num) return { mod("GrantReservedManaAsAura", "LIST", { mod = mod("EnergyShield", "BASE", num / 100) }) } end,
["skills from your helmet penetrate (%d+)%% elemental resistances"] = function(num) return { mod("ExtraSkillMod", "LIST", { mod = mod("ElementalPenetration", "BASE", num) }, { type = "SocketedIn", slotName = "Helmet" }) } end,
["skills from your gloves have (%d+)%% increased area of effect"] = function(num) return { mod("ExtraSkillMod", "LIST", { mod = mod("AreaOfEffect", "INC", num) }, { type = "SocketedIn", slotName = "Gloves" }) } end,
["skills from your boots leech (%d+)%% of damage as life"] = function(num) return { mod("ExtraSkillMod", "LIST", { mod = mod("DamageLifeLeech", "BASE", num) }, { type = "SocketedIn", slotName = "Boots" }) } end,
["skills in your helm can have up to (%d+) additional totems? summoned at a time"] = function(num) return { mod("ExtraSkillMod", "LIST", { mod = mod("ActiveTotemLimit", "BASE", num) }, { type = "SocketedIn", slotName = "Helmet" }) } end,
["(%d+)%% less totem damage per totem"] = function(num) return { mod("Damage", "MORE", -num, nil, 0, KeywordFlag.Totem, { type = "PerStat", stat = "ActiveTotemLimit", div = 1 }) } end,
["poison you inflict with critical strikes deals (%d+)%% more damage"] = function(num) return { mod("PoisonDamageOnCrit", "MORE", 100) } end,
["bleeding you inflict on maimed enemies deals (%d+)%% more damage"] = function(num) return { mod("Damage", "MORE", num, nil, 0, KeywordFlag.Bleed, { type = "ActorCondition", actor = "enemy", var = "Maimed"}) } end,
["critical strikes ignore enemy monster elemental resistances"] = { flag("IgnoreElementalResistances", { type = "Condition", var = "CriticalStrike" }) },
["non%-critical strikes penetrate (%d+)%% of enemy elemental resistances"] = function(num) return { mod("ElementalPenetration", "BASE", num, { type = "Condition", var = "CriticalStrike", neg = true }) } end,
["movement speed cannot be modified to below base value"] = { flag("MovementSpeedCannotBeBelowBase") },
["you cannot be slowed to below base speed"] = { flag("ActionSpeedCannotBeBelowBase") },
["cannot be slowed to below base speed"] = { flag("ActionSpeedCannotBeBelowBase") },
["your offering skills also affect you"] = { mod("ExtraSkillMod", "LIST", { mod = mod("SkillData", "LIST", { key = "buffNotPlayer", value = false }) }, { type = "SkillName", skillNameList = { "Bone Offering", "Flesh Offering", "Spirit Offering" } }) },
["consecrated ground you create grants (%d+)%% increased damage to you and allies"] = function(num) return { mod("Damage", "INC", num, { type = "Condition", var = "OnConsecratedGround" }) } end,
["for each element you've been hit by damage of recently, (%d+)%% increased damage of that element"] = function(num) return {
mod("FireDamage", "INC", num, { type = "Condition", var = "HitByFireDamageRecently" }),
mod("ColdDamage", "INC", num, { type = "Condition", var = "HitByColdDamageRecently" }),
mod("LightningDamage", "INC", num, { type = "Condition", var = "HitByLightningDamageRecently" })
} end,
["for each element you've been hit by damage of recently, (%d+)%% reduced damage taken of that element"] = function(num) return {
mod("FireDamageTaken", "INC", -num, { type = "Condition", var = "HitByFireDamageRecently" }),
mod("ColdDamageTaken", "INC", -num, { type = "Condition", var = "HitByColdDamageRecently" }),
mod("LightningDamageTaken", "INC", -num, { type = "Condition", var = "HitByLightningDamageRecently" })
} end,
["when you kill an enemy, for each curse on that enemy, gain (%d+)%% of non%-chaos damage as extra chaos damage for 4 seconds"] = function(num) return {
mod("PhysicalDamageGainAsChaos", "BASE", num, { type = "Condition", var = "KilledRecently" }, { type = "Multiplier", var = "CurseOnEnemy" }),
mod("ElementalDamageGainAsChaos", "BASE", num, { type = "Condition", var = "KilledRecently" }, { type = "Multiplier", var = "CurseOnEnemy" }),
} end,
["warcries cost no mana"] = { mod("ManaCost", "MORE", -100, nil, 0, KeywordFlag.Warcry) },
["enemies you taunt take (%d+)%% increased damage"] = function(num) return { mod("EnemyModifier", "LIST", { mod = mod("DamageTaken", "INC", num, { type = "Condition", var = "Taunted" }) }) } end,
["you have phasing while at maximum frenzy charges"] = { flag("Condition:Phasing", { type = "StatThreshold", stat = "FrenzyCharges", thresholdStat = "FrenzyChargesMax" }) },
["you have phasing while you have onslaught"] = { flag("Condition:Phasing", { type = "Condition", var = "Onslaught" }) },
["you have onslaught while on full frenzy charges"] = { flag("Condition:Phasing", { type = "StatThreshold", stat = "FrenzyCharges", thresholdStat = "FrenzyChargesMax" }) },
["your minions spread caustic cloud on death, dealing 10%% of their maximum life as chaos damage per second"] = { mod("ExtraMinionSkill", "LIST", { skillId = "BeaconCausticCloud" }) },
["you and your minions have (%d+)%% physical damage reduction"] = function(num) return { mod("PhysicalDamageReduction", "BASE", num), mod("MinionModifier", "LIST", { mod = mod("PhysicalDamageReduction", "BASE", num) }) } end,
["every %d+ seconds:"] = { },
["gain chilling conflux for %d seconds"] = {
flag("PhysicalCanChill", { type = "Condition", var = "ChillingConflux" }),
flag("LightningCanChill", { type = "Condition", var = "ChillingConflux" }),
flag("FireCanChill", { type = "Condition", var = "ChillingConflux" }),
flag("ChaosCanChill", { type = "Condition", var = "ChillingConflux" }),
},
["gain shocking conflux for %d seconds"] = {
mod("EnemyShockChance", "BASE", 100, { type = "Condition", var = "ShockingConflux" }),
flag("PhysicalCanShock", { type = "Condition", var = "ShockingConflux" }),
flag("ColdCanShock", { type = "Condition", var = "ShockingConflux" }),
flag("FireCanShock", { type = "Condition", var = "ShockingConflux" }),
flag("ChaosCanShock", { type = "Condition", var = "ShockingConflux" }),
},
["gain igniting conflux for %d seconds"] = {
mod("EnemyIgniteChance", "BASE", 100, { type = "Condition", var = "IgnitingConflux" }),
flag("PhysicalCanIgnite", { type = "Condition", var = "IgnitingConflux" }),
flag("LightningCanIgnite", { type = "Condition", var = "IgnitingConflux" }),
flag("ColdCanIgnite", { type = "Condition", var = "IgnitingConflux" }),
flag("ChaosCanIgnite", { type = "Condition", var = "IgnitingConflux" }),
},
["gain chilling, shocking and igniting conflux for %d seconds"] = { },
["(%d+)%% additional block chance for %d second every %d seconds"] = function(num) return { mod("BlockChance", "BASE", num, { type = "Condition", var = "BastionOfHopeActive" }) } end,
["grants (%d+) passive skill points?"] = function(num) return { mod("ExtraPoints", "BASE", num) } end,
-- Item local modifiers
["has no sockets"] = { flag("NoSockets") },
["has (%d+) sockets?"] = function(num) return { mod("SocketCount", "BASE", num) } end,
["no physical damage"] = { mod("WeaponData", "LIST", { key = "PhysicalMin" }), mod("WeaponData", "LIST", { key = "PhysicalMax" }), mod("WeaponData", "LIST", { key = "PhysicalDPS" }) },
["all attacks with this weapon are critical strikes"] = { mod("WeaponData", "LIST", { key = "CritChance", value = 100 }) },
["counts as dual wielding"] = { mod("WeaponData", "LIST", { key = "countsAsDualWielding", value = true}) },
["counts as all one handed melee weapon types"] = { mod("WeaponData", "LIST", { key = "countsAsAll1H", value = true }) },
["no block chance"] = { mod("ArmourData", "LIST", { key = "BlockChance", value = 0 }) },
["hits can't be evaded"] = { flag("CannotBeEvaded", { type = "Condition", var = "{Hand}Attack" }) },
["causes bleeding on hit"] = { mod("BleedChance", "BASE", 100, { type = "Condition", var = "{Hand}Attack" }) },
["poisonous hit"] = { mod("PoisonChance", "BASE", 100, { type = "Condition", var = "{Hand}Attack" }) },
["attacks with this weapon deal double damage to chilled enemies"] = { mod("Damage", "MORE", 100, nil, ModFlag.Hit, { type = "Condition", var = "{Hand}Attack" }, { type = "ActorCondition", actor = "enemy", var = "Chilled" }) },
["life leech from hits with this weapon applies instantly"] = { flag("InstantLifeLeech", { type = "Condition", var = "{Hand}Attack" }) },
["instant recovery"] = { mod("FlaskInstantRecovery", "BASE", 100) },
["(%d+)%% of recovery applied instantly"] = function(num) return { mod("FlaskInstantRecovery", "BASE", num) } end,
-- Socketed gem modifiers
["%+(%d+) to level of socketed gems"] = function(num) return { mod("GemProperty", "LIST", { keyword = "all", key = "level", value = num }, { type = "SocketedIn", slotName = "{SlotName}" }) } end,
["%+(%d+) to level of socketed (%a+) gems"] = function(num, _, type) return { mod("GemProperty", "LIST", { keyword = type, key = "level", value = num }, { type = "SocketedIn", slotName = "{SlotName}" }) } end,
["%+(%d+)%% to quality of socketed (%a+) gems"] = function(num, _, type) return { mod("GemProperty", "LIST", { keyword = type, key = "quality", value = num }, { type = "SocketedIn", slotName = "{SlotName}" }) } end,
["%+(%d+) to level of active socketed skill gems"] = function(num) return { mod("GemProperty", "LIST", { keyword = "active_skill", key = "level", value = num }, { type = "SocketedIn", slotName = "{SlotName}" }) } end,
["socketed gems fire an additional projectile"] = { mod("ExtraSkillMod", "LIST", { mod = mod("ProjectileCount", "BASE", 1) }, { type = "SocketedIn", slotName = "{SlotName}" }) },
["socketed gems fire (%d+) additional projectiles"] = function(num) return { mod("ExtraSkillMod", "LIST", { mod = mod("ProjectileCount", "BASE", num) }, { type = "SocketedIn", slotName = "{SlotName}" }) } end,
["socketed gems reserve no mana"] = { mod("ManaReserved", "MORE", -100, { type = "SocketedIn", slotName = "{SlotName}" }) },
["socketed skill gems get a (%d+)%% mana multiplier"] = function(num) return { mod("ExtraSkillMod", "LIST", { mod = mod("ManaCost", "MORE", num - 100) }, { type = "SocketedIn", slotName = "{SlotName}" }) } end,
["socketed gems have blood magic"] = { flag("SkillBloodMagic", { type = "SocketedIn", slotName = "{SlotName}" }) },
["socketed gems gain (%d+)%% of physical damage as extra lightning damage"] = function(num) return { mod("ExtraSkillMod", "LIST", { mod = mod("PhysicalDamageGainAsLightning", "BASE", num) }, { type = "SocketedIn", slotName = "{SlotName}" }) } end,
["socketed red gems get (%d+)%% physical damage as extra fire damage"] = function(num) return { mod("ExtraSkillMod", "LIST", { mod = mod("PhysicalDamageGainAsFire", "BASE", num) }, { type = "SocketedIn", slotName = "{SlotName}", keyword = "strength" }) } end,
-- Extra skill/support
["grants level (%d+) (.+)"] = function(num, _, skill) return extraSkill(skill, num) end,
["[ct][ar][si][tg]g?e?r?s? level (%d+) (.+) when equipped"] = function(num, _, skill) return extraSkill(skill, num) end,
["[ct][ar][si][tg]g?e?r?s? level (%d+) (.+) on %a+"] = function(num, _, skill) return extraSkill(skill, num) end,
["use level (%d+) (.+) on %a+"] = function(num, _, skill) return extraSkill(skill, num) end,
["[ct][ar][si][tg]g?e?r?s? level (%d+) (.+) when you deal a critical strike"] = function(num, _, skill) return extraSkill(skill, num) end,
["[ct][ar][si][tg]g?e?r?s? level (%d+) (.+) when hit"] = function(num, _, skill) return extraSkill(skill, num) end,
["[ct][ar][si][tg]g?e?r?s? level (%d+) (.+) when you kill an enemy"] = function(num, _, skill) return extraSkill(skill, num) end,
["[ct][ar][si][tg]g?e?r?s? level (%d+) (.+) when you use a skill"] = function(num, _, skill) return extraSkill(skill, num) end,
["%d+%% chance to attack with level (%d+) (.+) on melee hit"] = function(num, _, skill) return extraSkill(skill, num) end,
["%d+%% chance to trigger level (%d+) (.+) on melee hit"] = function(num, _, skill) return extraSkill(skill, num) end,
["%d+%% chance to [ct][ar][si][tg]g?e?r? level (%d+) (.+) on %a+"] = function(num, _, skill) return extraSkill(skill, num) end,
["attack with level (%d+) (.+) when you kill a bleeding enemy"] = function(num, _, skill) return extraSkill(skill, num) end,
["triggers? level (%d+) (.+) when you kill a bleeding enemy"] = function(num, _, skill) return extraSkill(skill, num) end,
["curse enemies with (%D+) on %a+"] = function(_, skill) return extraSkill(skill, 1, true) end,
["curse enemies with level (%d+) (.+) on %a+"] = function(num, _, skill) return extraSkill(skill, num, true) end,
["[ct][ar][si][tg]g?e?r?s? (.+) on %a+"] = function(_, skill) return extraSkill(skill, 1, true) end,
["attack with (.+) on %a+"] = function(_, skill) return extraSkill(skill, 1, true) end,
["[ct][ar][si][tg]g?e?r?s? (.+) when hit"] = function(_, skill) return extraSkill(skill, 1, true) end,
["attack with (.+) when hit"] = function(_, skill) return extraSkill(skill, 1, true) end,
["[ct][ar][si][tg]g?e?r?s? (.+) when your skills or minions kill"] = function(_, skill) return extraSkill(skill, 1, true) end,
["attack with (.+) when you take a critical strike"] = function( _, skill) return extraSkill(skill, 1, true) end,
["triggers? (.+) when you take a critical strike"] = function( _, skill) return extraSkill(skill, 1, true) end,
["socketed [%a+]* ?gems a?r?e? ?supported by level (%d+) (.+)"] = function(num, _, support) return { mod("ExtraSupport", "LIST", { skillId = gemIdLookup[support] or gemIdLookup[support:gsub("^increased ","")] or "Unknown", level = num }, { type = "SocketedIn", slotName = "{SlotName}" }) } end,
-- Conversion
["increases and reductions to minion damage also affects? you"] = { flag("MinionDamageAppliesToPlayer") },
["increases and reductions to spell damage also apply to attacks"] = { flag("SpellDamageAppliesToAttacks") },
["modifiers to claw damage also apply to unarmed"] = { flag("ClawDamageAppliesToUnarmed") },
["modifiers to claw damage also apply to unarmed attack damage"] = { flag("ClawDamageAppliesToUnarmed") },
["modifiers to claw attack speed also apply to unarmed"] = { flag("ClawAttackSpeedAppliesToUnarmed") },
["modifiers to claw attack speed also apply to unarmed attack speed"] = { flag("ClawAttackSpeedAppliesToUnarmed") },
["modifiers to claw critical strike chance also apply to unarmed"] = { flag("ClawCritChanceAppliesToUnarmed") },
["modifiers to claw critical strike chance also apply to unarmed attack critical strike chance"] = { flag("ClawCritChanceAppliesToUnarmed") },
["gain (%d+)%% of bow physical damage as extra damage of each element"] = function(num) return { mod("PhysicalDamageGainAsLightning", "BASE", num, nil, ModFlag.Bow), mod("PhysicalDamageGainAsCold", "BASE", num, nil, ModFlag.Bow), mod("PhysicalDamageGainAsFire", "BASE", num, nil, ModFlag.Bow) } end,
-- Crit
["your critical strike chance is lucky"] = { flag("CritChanceLucky") },
["your critical strikes do not deal extra damage"] = { flag("NoCritMultiplier") },
["critical strikes deal no damage"] = { mod("Damage", "MORE", -100, { type = "Condition", var = "CriticalStrike" }) },
["critical strike chance is increased by uncapped lightning resistance"] = { mod("CritChance", "INC", 1, { type = "PerStat", stat = "LightningResistTotal", div = 1 }) },
["non%-critical strikes deal (%d+)%% damage"] = function(num) return { mod("Damage", "MORE", -100+num, nil, ModFlag.Hit, { type = "Condition", var = "CriticalStrike", neg = true }) } end,
-- Status Ailments
["your cold damage can ignite"] = { flag("ColdCanIgnite") },
["your fire damage can shock but not ignite"] = { flag("FireCanShock"), flag("FireCannotIgnite") },
["your cold damage can ignite but not freeze or chill"] = { flag("ColdCanIgnite"), flag("ColdCannotFreeze"), flag("ColdCannotChill") },
["your lightning damage can freeze but not shock"] = { flag("LightningCanFreeze"), flag("LightningCannotShock") },
["your chaos damage can shock"] = { flag("ChaosCanShock") },
["your physical damage can chill"] = { flag("PhysicalCanChill") },
["your physical damage can shock"] = { flag("PhysicalCanShock") },
["critical strikes do not always freeze"] = { flag("CritsDontAlwaysFreeze") },
["you can inflict up to (%d+) ignites on an enemy"] = { flag("IgniteCanStack") },
["enemies chilled by you take (%d+)%% increased burning damage"] = function(num) return { mod("EnemyModifier", "LIST", { mod = mod("FireDamageTakenOverTime", "INC", num) }, { type = "ActorCondition", actor = "enemy", var = "Chilled" }) } end,
["ignited enemies burn (%d+)%% faster"] = function(num) return { mod("IgniteBurnFaster", "INC", num) } end,
["ignited enemies burn (%d+)%% slower"] = function(num) return { mod("IgniteBurnSlower", "INC", num) } end,
["enemies ignited by an attack burn (%d+)%% faster"] = function(num) return { mod("IgniteBurnFaster", "INC", num, nil, ModFlag.Attack) } end,
-- Bleed
["melee attacks cause bleeding"] = { mod("BleedChance", "BASE", 100, nil, ModFlag.Melee) },
["attacks cause bleeding when hitting cursed enemies"] = { mod("BleedChance", "BASE", 100, { type = "ActorCondition", actor = "enemy", var = "Cursed" }) },
["melee critical strikes cause bleeding"] = { mod("BleedChance", "BASE", 100, nil, ModFlag.Melee, { type = "Condition", var = "CriticalStrike" }) },
["causes bleeding on melee critical strike"] = { mod("BleedChance", "BASE", 100, nil, ModFlag.Melee, { type = "Condition", var = "CriticalStrike" }) },
["melee critical strikes have (%d+)%% chance to cause bleeding"] = function(num) return { mod("BleedChance", "BASE", num, nil, ModFlag.Melee, { type = "Condition", var = "CriticalStrike" }) } end,
-- Poison
["your chaos damage poisons enemies"] = { mod("ChaosPoisonChance", "BASE", 100) },
["melee attacks poison on hit"] = { mod("PoisonChance", "BASE", 100, nil, ModFlag.Melee) },
["melee critical strikes have (%d+)%% chance to poison the enemy"] = function(num) return { mod("PoisonChance", "BASE", num, nil, ModFlag.Melee, { type = "Condition", var = "CriticalStrike" }) } end,
["critical strikes with daggers have a (%d+)%% chance to poison the enemy"] = function(num) return { mod("PoisonChance", "BASE", num, nil, ModFlag.Dagger, { type = "Condition", var = "CriticalStrike" }) } end,
["poison cursed enemies on hit"] = { mod("PoisonChance", "BASE", 100, { type = "ActorCondition", actor = "enemy", var = "Cursed" }) },
["wh[ie][ln]e? at maximum frenzy charges, attacks poison enemies"] = { mod("PoisonChance", "BASE", 100, nil, ModFlag.Attack, { type = "StatThreshold", stat = "FrenzyCharges", thresholdStat = "FrenzyChargesMax" }) },
["traps and mines have a (%d+)%% chance to poison on hit"] = function(num) return { mod("PoisonChance", "BASE", num, nil, 0, bor(KeywordFlag.Trap, KeywordFlag.Mine)) } end,
-- Buffs/debuffs
["phasing"] = { flag("Condition:Phasing") },
["onslaught"] = { flag("Condition:Onslaught") },
["you have phasing if you've killed recently"] = { flag("Condition:Phasing", { type = "Condition", var = "KilledRecently" }) },
["your aura buffs do not affect allies"] = { flag("SelfAurasCannotAffectAllies") },
["allies' aura buffs do not affect you"] = { flag("AlliesAurasCannotAffectSelf") },
["enemies can have 1 additional curse"] = { mod("EnemyCurseLimit", "BASE", 1) },
["nearby enemies have (%d+)%% increased effect of curses on them"] = function(num) return { mod("EnemyModifier", "LIST", { mod = mod("CurseEffectOnSelf", "INC", num) }) } end,
["your hits inflict decay, dealing (%d+) chaos damage per second for %d+ seconds"] = function(num) return { mod("SkillData", "LIST", { key = "decay", value = num, merge = "MAX" }) } end,
["temporal chains has (%d+)%% reduced effect on you"] = function(num) return { mod("CurseEffectOnSelf", "INC", -num, { type = "SkillName", skillName = "Temporal Chains" }) } end,
["unaffected by temporal chains"] = { mod("CurseEffectOnSelf", "MORE", -100, { type = "SkillName", skillName = "Temporal Chains" }) },
-- Traps, Mines and Totems
["traps and mines deal (%d+)%-(%d+) additional physical damage"] = function(_, min, max) return { mod("PhysicalMin", "BASE", tonumber(min), nil, 0, bor(KeywordFlag.Trap, KeywordFlag.Mine)), mod("PhysicalMax", "BASE", tonumber(max), nil, 0, bor(KeywordFlag.Trap, KeywordFlag.Mine)) } end,
["traps and mines deal (%d+) to (%d+) additional physical damage"] = function(_, min, max) return { mod("PhysicalMin", "BASE", tonumber(min), nil, 0, bor(KeywordFlag.Trap, KeywordFlag.Mine)), mod("PhysicalMax", "BASE", tonumber(max), nil, 0, bor(KeywordFlag.Trap, KeywordFlag.Mine)) } end,
["can have up to (%d+) additional traps? placed at a time"] = function(num) return { mod("ActiveTrapLimit", "BASE", num) } end,
["can have up to (%d+) additional remote mines? placed at a time"] = function(num) return { mod("ActiveMineLimit", "BASE", num) } end,
["can have up to (%d+) additional totems? summoned at a time"] = function(num) return { mod("ActiveTotemLimit", "BASE", num) } end,
["attack skills can have (%d+) additional totems? summoned at a time"] = function(num) return { mod("ActiveTotemLimit", "BASE", num, nil, 0, KeywordFlag.Attack) } end,
["can [hs][au][vm][em]o?n? 1 additional siege ballista totem per (%d+) dexterity"] = function(num) return { mod("ActiveTotemLimit", "BASE", 1, { type = "SkillName", skillName = "Siege Ballista" }, { type = "PerStat", stat = "Dex", div = num }) } end,
["totems fire (%d+) additional projectiles"] = function(num) return { mod("ProjectileCount", "BASE", num, nil, 0, KeywordFlag.Totem) } end,
["([%d%.]+)%% of damage dealt by y?o?u?r? ?totems is leeched to you as life"] = function(num) return { mod("DamageLifeLeechToPlayer", "BASE", num, nil, 0, KeywordFlag.Totem) } end,
-- Minions
["your strength is added to your minions"] = { flag("StrengthAddedToMinions") },
["minions poison enemies on hit"] = { mod("MinionModifier", "LIST", { mod = mod("PoisonChance", "BASE", 100) }) },
["(%d+)%% increased minion damage if you have hit recently"] = function(num) return { mod("MinionModifier", "LIST", { mod = mod("Damage", "INC", num) }, { type = "Condition", var = "HitRecently" }) } end,
["minions deal (%d+)%% increased damage per 10 dexterity"] = function(num) return { mod("MinionModifier", "LIST", { mod = mod("Damage", "INC", num) }, { type = "PerStat", stat = "Dex", div = 10 }) } end,
["(%d+)%% increased golem damage for each type of golem you have summoned"] = function(num) return {
mod("MinionModifier", "LIST", { mod = mod("Damage", "INC", num, { type = "ActorCondition", actor = "parent", var = "HavePhysicalGolem" }) }, { type = "SkillType", skillType = SkillType.Golem }),
mod("MinionModifier", "LIST", { mod = mod("Damage", "INC", num, { type = "ActorCondition", actor = "parent", var = "HaveLightningGolem" }) }, { type = "SkillType", skillType = SkillType.Golem }),
mod("MinionModifier", "LIST", { mod = mod("Damage", "INC", num, { type = "ActorCondition", actor = "parent", var = "HaveColdGolem" }) }, { type = "SkillType", skillType = SkillType.Golem }),
mod("MinionModifier", "LIST", { mod = mod("Damage", "INC", num, { type = "ActorCondition", actor = "parent", var = "HaveFireGolem" }) }, { type = "SkillType", skillType = SkillType.Golem }),
mod("MinionModifier", "LIST", { mod = mod("Damage", "INC", num, { type = "ActorCondition", actor = "parent", var = "HaveChaosGolem" }) }, { type = "SkillType", skillType = SkillType.Golem }),
} end,
["can summon up to (%d) additional golems? at a time"] = function(num) return { mod("ActiveGolemLimit", "BASE", num) } end,
["if you have 3 primordial jewels, can summon up to (%d) additional golems? at a time"] = function(num) return { mod("ActiveGolemLimit", "BASE", num, { type = "MultiplierThreshold", var = "PrimordialItem", threshold = 3 }) } end,
["golems regenerate (%d)%% of their maximum life per second"] = function(num) return { mod("MinionModifier", "LIST", { mod = mod("LifeRegenPercent", "BASE", num) }, { type = "SkillType", skillType = SkillType.Golem }) } end,
-- Projectiles
["skills chain %+(%d) times"] = function(num) return { mod("ChainCountMax", "BASE", num) } end,
["skills chain an additional time while at maximum frenzy charges"] = { mod("ChainCountMax", "BASE", 1, { type = "StatThreshold", stat = "FrenzyCharges", thresholdStat = "FrenzyChargesMax" }) },
["adds an additional arrow"] = { mod("ProjectileCount", "BASE", 1, nil, ModFlag.Attack) },
["(%d+) additional arrows"] = function(num) return { mod("ProjectileCount", "BASE", num, nil, ModFlag.Attack) } end,
["skills fire an additional projectile"] = { mod("ProjectileCount", "BASE", 1) },
["spells have an additional projectile"] = { mod("ProjectileCount", "BASE", 1, nil, ModFlag.Spell) },
["arrows always pierce"] = { mod("PierceChance", "BASE", 100, nil, ModFlag.Attack) },
["arrows that pierce cause bleeding"] = { flag("ArrowsThatPierceCauseBleeding") },
["projectile damage increased by arrow pierce chance"] = { mod("Damage", "INC", 1, nil, ModFlag.Projectile, 0, { type = "PerStat", stat = "PierceChance", div = 1 }) },
["projectile damage increased by (%d+)%% of arrow pierce chance"] = function(num) return { mod("Damage", "INC", 1, nil, ModFlag.Projectile, 0, { type = "PerStat", stat = "PierceChance", div = 100/num }) } end,
["projectiles pierce while phasing"] = { mod("PierceChance", "BASE", 100, { type = "Condition", var = "Phasing" }) },
["attacks chain an additional time when in main hand"] = { mod("ChainCountMax", "BASE", 1, nil, ModFlag.Attack, { type = "SlotNumber", num = 1 }) },
["attacks have an additional projectile when in off hand"] = { mod("ProjectileCount", "BASE", 1, nil, ModFlag.Attack, { type = "SlotNumber", num = 2 }) },
-- Leech
["cannot leech life"] = { flag("CannotLeechLife") },
["cannot leech mana"] = { flag("CannotLeechMana") },
["cannot leech when on low life"] = { flag("CannotLeechLife", { type = "Condition", var = "LowLife" }), flag("CannotLeechMana", { type = "Condition", var = "LowLife" }) },
["cannot leech life from critical strikes"] = { flag("CannotLeechLife", { type = "Condition", var = "CriticalStrike" }) },
["leech applies instantly on critical strike"] = { flag("InstantLifeLeech", { type = "Condition", var = "CriticalStrike" }), flag("InstantManaLeech", { type = "Condition", var = "CriticalStrike" }) },
["leech applies instantly during flask effect"] = { flag("InstantLifeLeech", { type = "Condition", var = "UsingFlask" }), flag("InstantManaLeech", { type = "Condition", var = "UsingFlask" }) },
["with 5 corrupted items equipped: life leech recovers based on your chaos damage instead"] = { flag("LifeLeechBasedOnChaosDamage", { type = "MultiplierThreshold", var = "CorruptedItem", threshold = 5 }) },
-- Defences
["cannot evade enemy attacks"] = { flag("CannotEvade") },
["cannot block attacks"] = { flag("CannotBlockAttacks") },
["you have no life regeneration"] = { flag("NoLifeRegen") },
["elemental resistances are zero"] = {
mod("FireResist", "OVERRIDE", 0),
mod("ColdResist", "OVERRIDE", 0),
mod("LightningResist", "OVERRIDE", 0)
},
["armour is increased by uncapped fire resistance"] = { mod("Armour", "INC", 1, { type = "PerStat", stat = "FireResistTotal", div = 1 }) },
["evasion rating is increased by uncapped cold resistance"] = { mod("Evasion", "INC", 1, { type = "PerStat", stat = "ColdResistTotal", div = 1 }) },
["reflects (%d+) physical damage to melee attackers"] = { },
["ignore all movement penalties from armour"] = { flag("Condition:IgnoreMovementPenalties") },
["cannot be stunned"] = { mod("AvoidStun", "BASE", 100) },
["cannot be shocked"] = { mod("AvoidShock", "BASE", 100) },
["cannot be frozen"] = { mod("AvoidFreeze", "BASE", 100) },
["cannot be chilled"] = { mod("AvoidChill", "BASE", 100) },
["cannot be ignited"] = { mod("AvoidIgnite", "BASE", 100) },
["you are immune to bleeding"] = { mod("AvoidBleed", "BASE", 100) },
["you cannot be shocked while at maximum endurance charges"] = { mod("AvoidShock", "BASE", 100, { type = "StatThreshold", stat = "EnduranceCharges", thresholdStat = "EnduranceChargesMax" }) },
["immunity to shock during flask effect"] = { mod("AvoidShock", "BASE", 100, { type = "Condition", var = "UsingFlask" }) },
["immunity to freeze and chill during flask effect"] = { mod("AvoidFreeze", "BASE", 100, { type = "Condition", var = "UsingFlask" }), mod("AvoidChill", "BASE", 100, { type = "Condition", var = "UsingFlask" }) },
["immunity to ignite during flask effect"] = { mod("AvoidIgnite", "BASE", 100, { type = "Condition", var = "UsingFlask" }) },
["immunity to bleeding during flask effect"] = { mod("AvoidBleed", "BASE", 100, { type = "Condition", var = "UsingFlask" }) },
["immune to poison during flask effect"] = { mod("AvoidPoison", "BASE", 100, { type = "Condition", var = "UsingFlask" }) },
["immune to curses during flask effect"] = { mod("AvoidCurse", "BASE", 100, { type = "Condition", var = "UsingFlask" }) },
["unaffected by curses"] = { mod("CurseEffectOnSelf", "MORE", -100) },
-- Knockback
["cannot knock enemies back"] = { flag("CannotKnockback") },
["knocks back enemies if you get a critical strike with a staff"] = { mod("EnemyKnockbackChance", "BASE", 100, nil, ModFlag.Staff, { type = "Condition", var = "CriticalStrike" }) },
["knocks back enemies if you get a critical strike with a bow"] = { mod("EnemyKnockbackChance", "BASE", 100, nil, ModFlag.Bow, { type = "Condition", var = "CriticalStrike" }) },
["bow knockback at close range"] = { mod("EnemyKnockbackChance", "BASE", 100, nil, ModFlag.Bow, { type = "Condition", var = "AtCloseRange" }) },
["adds knockback during flask effect"] = { mod("EnemyKnockbackChance", "BASE", 100, { type = "Condition", var = "UsingFlask" }) },
["adds knockback to melee attacks during flask effect"] = { mod("EnemyKnockbackChance", "BASE", 100, nil, ModFlag.Melee, { type = "Condition", var = "UsingFlask" }) },
-- Flasks
["flasks do not apply to you"] = { flag("FlasksDoNotApplyToPlayer") },
["flasks apply to your zombies and spectres"] = { flag("FlasksApplyToMinion", { type = "SkillName", skillNameList = { "Raise Zombie", "Raise Spectre" } }) },
["creates a smoke cloud on use"] = { },
["creates chilled ground on use"] = { },
["creates consecrated ground on use"] = { },
["gain unholy might during flask effect"] = { flag("Condition:UnholyMight", { type = "Condition", var = "UsingFlask" }) },
["zealot's oath during flask effect"] = { mod("ZealotsOath", "FLAG", true, { type = "Condition", var = "UsingFlask" }) },
["grants level (%d+) (.+) curse aura during flask effect"] = function(num, _, skill) return { mod("ExtraCurse", "LIST", { skillId = gemIdLookup[skill:gsub(" skill","")] or "Unknown", level = num }, { type = "Condition", var = "UsingFlask" }) } end,
["during flask effect, (%d+)%% reduced damage taken of each element for which your uncapped elemental resistance is lowest"] = function(num) return {
mod("LightningDamageTaken", "INC", -num, { type = "StatThreshold", stat = "LightningResistTotal", thresholdStat = "ColdResistTotal", upper = true }, { type = "StatThreshold", stat = "LightningResistTotal", thresholdStat = "FireResistTotal", upper = true }),
mod("ColdDamageTaken", "INC", -num, { type = "StatThreshold", stat = "ColdResistTotal", thresholdStat = "LightningResistTotal", upper = true }, { type = "StatThreshold", stat = "ColdResistTotal", thresholdStat = "FireResistTotal", upper = true }),
mod("FireDamageTaken", "INC", -num, { type = "StatThreshold", stat = "FireResistTotal", thresholdStat = "LightningResistTotal", upper = true }, { type = "StatThreshold", stat = "FireResistTotal", thresholdStat = "ColdResistTotal", upper = true }),
} end,
["during flask effect, damage penetrates (%d+)%% o?f? ?resistance of each element for which your uncapped elemental resistance is highest"] = function(num) return {
mod("LightningPenetration", "BASE", num, { type = "StatThreshold", stat = "LightningResistTotal", thresholdStat = "ColdResistTotal" }, { type = "StatThreshold", stat = "LightningResistTotal", thresholdStat = "FireResistTotal" }),
mod("ColdPenetration", "BASE", num, { type = "StatThreshold", stat = "ColdResistTotal", thresholdStat = "LightningResistTotal" }, { type = "StatThreshold", stat = "ColdResistTotal", thresholdStat = "FireResistTotal" }),
mod("FirePenetration", "BASE", num, { type = "StatThreshold", stat = "FireResistTotal", thresholdStat = "LightningResistTotal" }, { type = "StatThreshold", stat = "FireResistTotal", thresholdStat = "ColdResistTotal" }),