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Correctly apply mod precision in item editor and fix assassian's mark scaling. #5050
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LocalIdentity
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Correctly apply mod precision in item editor and fix assassian's mark scaling. #5050
LocalIdentity
merged 14 commits into
PathOfBuildingCommunity:dev
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QuickStick123:fix-scale-precision
Dec 8, 2022
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* intital * rest of gain wording changes * Update mod ordering and some incorrect mods wordings. * Fix regen and some other bases * update some more * global phys and up to magnate * update up to obliteration * update up to sunblast and stun and block recovery * Up to Replica Alberon's and fix capitalised variant tag. * finish list and fix boss sources. * fix missed * Merge asphyxia, auxium, blackgleam and dying breath. * merge essentia sanguis * merge maloney's nightfall * Fix block and merge rearguard * searing touch and steel worm and block missing + * merge signal fire and void fletch and fix prior typo * Add missing influence and move all to top of item. * minor cleanups related to allies * mod passer and final fixes * fix apep's * add gain and lose mod tags to properly support lose resource on killl * Add lose regen mod support * Steal from heist, atzri and betrayal * trialmaster, ritual reward, expedition and t4 harvest boss * Blight, metamorph and remove old source of legion and deli * delve, incursion, abyss, harbringer, others and fix heist source mistakes * readd support for typos and add correct support for ephemeral edge * typo * Fix gain and lose missing mod suffixes. * remove degen support and fix typo * simplify gain of hit/kill and check the skill hits. * Grand spectrum is now lab exclusive * Fix missing hit flags. * Aegis wording update * gloomfang * cleanup future unnecessary .0 due to #5050 * Malachai's Simula was buffed to 20-30% not 25-30% * Fix issues with merge * Updated patch notes for essentia and divinaurs * Fix legacy wording for Doomfletch's Prism Co-authored-by: Wires77 <[email protected]>
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Fixes #4997 #5032
Includes #5034 to avoid merge conflicts
Description of the problem being solved:
When catalysts scaled mods became an integer they switch to being scaled like an int or regular mods that were an int range but should behave as decimals didn't and some mods used a default increment of 1 when they should be 2.
This was solved by running mod parser on the mods and seeing if they match our high precision mods then scaling with certain number of decimals or ensuring they can display a certain number of decimals e.g. regen range without catalyst scaling will now have 1dp instead of 0.
The default precision is now 1 this was previously a mixiture of 1 and 2.
The only mod as far as I am aware that this applies to which it should apply to is 1 dp.
Raised Zombies take 22.4% of their Maximum Life per second as Fire Damage
I am not 100% sure what the + 0.5 is trying to do.
This also improves functionallity to allow ranges between negative numbers and fixes negative values of reduced and less not being converted to increased/more.
Steps taken to verify a working solution: