PathOfBuilding
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Add scripts to automatically sync unique mods with their text
- Running uniqueMods.lua translates unique text into an actual mod (Run when adding new uniques)
- Running uniqueText.lua translates those mods back into text (Run when the GGPK is updated, updating mod text on uniques)
- This updates a lot of small text changes, not all of which I'm a fan of (GGG is pretty inconsistent with capitalization, it seems), but comes as a side effect of the mod text matching
- This also updates all catalyst tags where a matching mod was found, fixing #2521 (actually, looking at it, we have a typo for Tavukai specifically, which means the mod wasn't recognized by these scripts)
Future plans are to fix typos we have currently that are out-of-sync with the GGPK, add entries to ModParser.lua
to support those differences where necessary, and improve performance.
Created another branch for this next change: https://github.com/Wires77/PathOfBuilding/compare/unique_autoupdater...Wires77:unique_autoupdater_improvements
~~Didn't commit it to this branch~~, since it simply makes an assumption that the item type will be in the mod name and that still isn't accurate in all cases.
The tags it generates seem to be inaccurate in several instances like it doesn't correctly fix x mod on low life applying from fertile catalyst and physical and chaos damage tags will need to be added to properly handle noxious catalyst.
The tags it generates seem to be inaccurate in several instances like it doesn't correctly fix x mod on low life applying from fertile catalyst and physical and chaos damage tags will need to be added to properly handle noxious catalyst.
Can you point out some that you noticed so I can investigate them further? The new tags should be fixed by running the scripts again. I'll try to do that again soon since so much has changed since I last updated this PR
physical -> physical damage {tags:physical}(15-25)% increased Physical Damage {tags:physical}{variant:1}Reflects 200 to 250 Physical Damage to Attackers on Block {tags:attack,physical}-4 Physical Damage taken from Attacks {variant:1,5}{tags:physical}(20-30)% increased Physical Damage {tags:physical}(12-24)% increased Physical Damage {tags:physical}(12-24)% increased Physical Damage {tags:physical}−(50-40) Physical Damage taken from Attacks {tags:physical}(25-40)% increased Physical Damage {variant:1}{tags:attack,physical}20% more Maximum Physical Attack Damage {variant:1}{tags:attack,physical}20% less Minimum Physical Attack Damage
remove tag: https://www.pathofexile.com/trade/search/Standard/a2GOkw7ue {variant:1,2}{tags:physical}Right ring slot: 30% reduced Reflected Physical Damage taken {variant:3}{tags:physical}Right ring slot: 40% reduced Reflected Physical Damage taken {variant:4}{tags:physical}Right ring slot: 80% reduced Reflected Physical Damage taken
add physical damage {tags:resource,life,attack}0.4% of Physical Attack Damage Leeched as Life {tags:resource,mana,attack}0.4% of Physical Attack Damage Leeched as Mana
chaos -> chaos damage {tags:chaos,life}200% of Life Leech applies to enemies as Chaos Damage remove life {tags:chaos,jewellery_defense,life}+(20-25)% Chaos Resistance when on Low Life {tags:jewellery_defense,life}You gain 100 Evasion Rating when on Low Life remove cast attack {variant:1}{tags:caster,attack}5% chance to gain Onslaught for 10 seconds on Kill remove attack {variant:1}{tags:attack}14-20% chance to gain Fortify when you Stun an Enemy with Melee Damage add life {tags:defences}Gain (4-6)% of Maximum Life as Extra Maximum Energy Shield
Socketed Golem Skills is unscalable so remove all {variant:2}{tags:resource,life,defences}Socketed Golem Skills gain 20% of Maximum Life as Extra Maximum Energy Shield {variant:2,3}{tags:attack,caster,speed}Socketed Golem Skills have 20% increased Attack and Cast Speed
These differences fall into several categories:
- Mods that changed wording, but are effectively the same, didn't get updated in PoB and thus their text didn't get recognized as a mod. E.g. Physical Damage taken from attacks is now "...taken from Attack Hits" instead
- Legacy mods whose values changed, so the old values didn't get recognized E.g. "Reflects 200 to 250 Physical Damage to Attackers on Block" is now "Reflects 240 to 300 Physical Damage to Attackers on Block"
- Don't have tags in the data, either on purpose or on accident. These would have to be tested to be sure of the behavior E.g. "0.6% of Physical Damage Leeched as Life" only has a physical tag, not physical_damage, so wouldn't get affected by that catalyst
- This last one is actually fixable via scripting vs. manual changes, and that's because we're ignoring the
IsScalable
values on Stats.dat E.g. golem mods and ring slot mods
You are correct I incorrectly assumed since attack life work physical damage scaling would also work on the leech mod but It doesn't work from my testing.