public object[] HunterTrap(CombatResult owner, CombatResult target) { if (rank >= 5 && owner.SentHit && owner.abilityUsed.type == Ability.AType.Tactical) { int set = GearSets.GetSetPower("Trapper", owner.character.equipment); target.character.Status("Ensnared", 3 + set, set * 5); target.perkProcs.Add($"Ensnared in {owner.Name}'s trap"); rank = 0; } return(new object[] { owner, target }); }
public object[] GladiatorPatientia(CombatResult owner) { int set = GearSets.GetSetPower("Gladiator", owner.character.equipment); double buff = (set * 0.2) * rank; int max = 10 + (3 * set); if (buff >= max) { buff += (18 * set); rank = 0; } else { rank++; } owner.perkProcs.Add($"Gladiator Patientia: +{Math.Round(buff, 2)}% PHY DMG"); owner.damageMultiplier = ArrayM.AddEach(owner.damageMultiplier, buff / 100.00); return(R(owner)); }