Beispiel #1
0
        /// <summary>
        /// Mathematically attempts to trigger a critical attack. Returns true if a crit should occur.
        /// </summary>
        public override bool TryCrit(PlayerScript script)
        {
            float num = CritChanceBonus;

            if (Menuu.curUniform == 1)
            {
                num += 5;
            }
            return(UnityEngine.Random.Range(0, 100) + (PlayerGearModsTracker.GetGearMods(script)[11] * 0.9f) + num >= 95f);
        }
Beispiel #2
0
        /// <summary>
        /// Gets the amount of damage that this item will do on a crit. Returns 0 if WeaponScaling is null. Preserves the ID-specific behavior of the base game, so if the ItemInfo's ID matches the ID of a vanilla item, it will behave in the exact same way that the vanilla item of the same ID would.
        /// </summary>
        public override int MultiplyCrit(PlayerScript script, int dmg)
        {
            if (GameScript.debugMode)
            {
                return(99999);
            }
            float num = CritPowerBonus;

            return((int)(dmg * (1.5f + (PlayerGearModsTracker.GetGearMods(script)[12] * 0.10f) + num)));
        }