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25 changes: 25 additions & 0 deletions spec/System/TestTotems_spec.lua
Original file line number Diff line number Diff line change
@@ -0,0 +1,25 @@
describe("TestTotems", function()
before_each(function()
newBuild()
end)

teardown(function()
-- newBuild() takes care of resetting everything in setup()
end)

it("uses exported actor level for Shockwave Totem life", function()
build.skillsTab:PasteSocketGroup("Shockwave Totem 20/0 1")
runCallback("OnFrame")

local checkedTotems = 0
for _, activeSkill in ipairs(build.calcsTab.calcsEnv.player.activeSkillList) do
local totemBase = activeSkill.skillData.totemBase
if totemBase and totemBase.grantedEffect and totemBase.grantedEffect.name == "Shockwave Totem" then
checkedTotems = checkedTotems + 1
assert.are.equals(98, activeSkill.skillData.totemLevel)
end
end
assert.True(checkedTotems > 0)
assert.are.equals(data.monsterAllyLifeTable[98], build.calcsTab.mainOutput.TotemLife)
end)
end)
22 changes: 21 additions & 1 deletion src/Modules/CalcActiveSkill.lua
Original file line number Diff line number Diff line change
Expand Up @@ -289,6 +289,26 @@ local function getTotemBaseStats(activeSkill)
return totemBase
end

local function getTotemLevel(totemBase)
if not totemBase.skillLevel then
return 1
end
local grantedEffectLevel = totemBase.grantedEffect and totemBase.grantedEffect.levels
and totemBase.grantedEffect.levels[totemBase.skillLevel]
local actorLevel = grantedEffectLevel and grantedEffectLevel.actorLevel
if not actorLevel and totemBase.grantedEffect and totemBase.grantedEffect.statSets then
for _, statSet in ipairs(totemBase.grantedEffect.statSets) do
local statSetLevel = statSet.levels and statSet.levels[totemBase.skillLevel]
if statSetLevel and statSetLevel.actorLevel then
actorLevel = statSetLevel.actorLevel
break
end
end
end
local totemLevel = actorLevel and round(actorLevel) or data.minionLevelTable[totemBase.skillLevel] or 1
return m_min(m_max(totemLevel, 1), #data.monsterAllyLifeTable)
end

--- Applies additional modifiers to skills with the "Empowered" flag.
--- Checks for "ExtraEmpoweredMod" mods and applies them
--- if they match the conditions set by the empowering effect.
Expand Down Expand Up @@ -539,7 +559,7 @@ function calcs.buildActiveSkillModList(env, activeSkill)
if totemBase.grantedEffect and totemBase.gemData then
activeSkill.skillData.totemBase = totemBase
end
activeSkill.skillData.totemLevel = data.minionLevelTable[totemBase.skillLevel] or 1
activeSkill.skillData.totemLevel = getTotemLevel(totemBase)

-- Get skill totem ID for totem skills
-- This is used to calculate totem life
Expand Down