Detect exposure sources across active skills#1899
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Fixes #996
Refs #561
Summary
Root Cause
Exposure configuration eligibility only inspected
env.player.mainSkill.skillModList. That made two valid exposure-source cases fail:Fix
The exposure-source check now scans
env.player.activeSkillListforFireExposureChance,ColdExposureChance, orLightningExposureChancemods usingHasMod(...), so it detects real support/source mods without requiring their runtime condition to already evaluate true. Global/non-skill exposure chance still uses the existing evaluatedmodDB:Sum(...) > 0path.Validation
git diff --check- pass.git diff --cached --check- pass before amended commit.git show --check --stat --oneline --no-renames HEAD- pass.python/lupa syntax smoke forspec/System/TestSkills_spec.lua- pass.spec/System/TestSkills_spec.lua.docker,docker-compose,lua,luajit, andbustedare not installed on PATH on this machine.Risk / Rollback
Risk is low and contained to exposure config/source eligibility. The change does not force exposure to apply; users still need to enable the exposure configuration, and exposure magnitude still flows through the existing enemy modifier path. Rollback is the single commit if maintainers prefer exposure eligibility to remain main-skill-only.