Beispiel #1
0
        /// <summary>
        /// Augmente brièvement les statistiques du lanceur.
        /// </summary>
        public static SpellModel Rage()
        {
            var cst = GameServer.GetScene().Constants.ActiveSpells;
            SpellLevelDescription lvl1 = new SpellLevelDescription()
            {
                TargetType = new SpellTargetInfo()
                {
                    AllowedTargetTypes = EntityTypeRelative.Me,
                    AoeRadius          = 0,
                    DieOnCollision     = false,
                    Range    = 1,
                    Type     = TargettingType.Targetted,
                    Duration = 0,
                },
                BaseCooldown = cst.CDs[MEDIUM],
                OnHitEffects = new List <StateAlterationModel>()
                {
                    // Bonus de dégâts moyen durée faible
                    new StateAlterationModel()
                    {
                        Type                 = StateAlterationType.AttackDamageBuff,
                        BaseDuration         = cst.ADAPBonusesDurations[LOW],
                        FlatValue            = cst.FlatADAPBonuses[LOW],
                        SourcePercentADValue = cst.ScalingADAPBonuses[MEDIUM]
                    },
                }
            };
            SpellLevelDescription lvl2 = lvl1.Copy();

            // Bonus d'attack speed moyen durée moyenne
            lvl2.OnHitEffects.Add(new StateAlterationModel()
            {
                Type         = StateAlterationType.AttackSpeed,
                BaseDuration = cst.AttackSpeedBonusesDurations[LOW],
                FlatValue    = cst.AttackSpeedBonuses[MEDIUM]
            });

            SpellLevelDescription lvl3 = lvl2.Copy();

            // Bonus d'attack speed : insane
            lvl3.OnHitEffects[1].FlatValue = cst.AttackSpeedBonuses[HIGH];

            // Bouclier moyen, durée faible.
            lvl3.OnHitEffects.Add(new StateAlterationModel()
            {
                Type = StateAlterationType.Shield,
                SourcePercentADValue = cst.ShieldRatios[LOW],
                SourcePercentAPValue = cst.ShieldRatios[MEDIUM]
            });

            SpellModel spell = new SpellModel(
                new List <SpellLevelDescription>()
            {
                lvl1, lvl2, lvl3
            },
                "rage");

            return(spell);
        }
Beispiel #2
0
        /// <summary>
        /// Sort Maximum gravity !
        /// Attire tous les ennemis à proximité  au centre d'une zone
        /// et les immobilise pendant un court instant.
        /// </summary>
        public static SpellModel MaximumGravity()
        {
            var cst = GameServer.GetScene().Constants.ActiveSpells;
            SpellLevelDescription lvl1 = new SpellLevelDescription()
            {
                TargetType = new SpellTargetInfo()
                {
                    AllowedTargetTypes = EntityTypeRelative.EnnemyPlayer |
                                         EntityTypeRelative.EnnemyVirus |
                                         EntityTypeRelative.AllTargettableNeutral,
                    AoeRadius      = cst.Aoes[HIGH],
                    DieOnCollision = false,
                    Range          = cst.Ranges[LOW],
                    Type           = TargettingType.Position,
                    Duration       = cst.AoeDurations[LOWER]
                },
                BaseCooldown = cst.CDs[HIGH],
                OnHitEffects = new List <StateAlterationModel>()
                {
                    // Kick vers la position du spell
                    new StateAlterationModel()
                    {
                        Type         = StateAlterationType.Dash,
                        DashDirType  = DashDirectionType.TowardsSpellPosition,
                        DashSpeed    = 20,
                        BaseDuration = 0.15f,
                    },
                }
            };
            SpellLevelDescription lvl2 = lvl1.Copy();

            // Ralentissement moyen durée moyenne
            lvl2.OnHitEffects.Add(new StateAlterationModel()
            {
                Type         = StateAlterationType.MoveSpeed,
                BaseDuration = cst.MoveSpeedAlterations[MEDIUM],
                FlatValue    = -cst.MoveSpeedAlterations[MEDIUM]
            });

            SpellLevelDescription lvl3 = lvl2.Copy();

            // Root moyen
            lvl3.OnHitEffects.Add(new StateAlterationModel()
            {
                Type         = StateAlterationType.Root,
                BaseDuration = cst.RootDurations[MEDIUM],
            });

            SpellModel spell = new SpellModel(
                new List <SpellLevelDescription>()
            {
                lvl1, lvl2, lvl3
            },
                "maximum-gravity");

            return(spell);
        }
Beispiel #3
0
        /// <summary>
        /// Spell "magic-beam"
        /// Un projectile autoguidé à courte portée lancé régulièrement
        ///
        /// </summary>
        public static SpellModel MagicBeam()
        {
            var cst = GameServer.GetScene().Constants.ActiveSpells;
            SpellLevelDescription lvl1 = new SpellLevelDescription()
            {
                TargetType = new SpellTargetInfo()
                {
                    AllowedTargetTypes = EntityTypeRelative.AllTargettableNeutral |
                                         EntityTypeRelative.EnnemyVirus | EntityTypeRelative.EnnemyPlayer,
                    AoeRadius      = cst.Aoes[LOW],
                    DieOnCollision = true,
                    Range          = cst.Ranges[LOW],
                    Type           = TargettingType.Targetted,
                    Duration       = cst.Ranges[HIGH] / cst.ProjectileSpeed[HIGH]
                },
                BaseCooldown = cst.CDs[LOWER],
                OnHitEffects = new List <StateAlterationModel>()
                {
                    new StateAlterationModel()
                    {
                        Type = StateAlterationType.MagicDamage,
                        SourcePercentAPValue = cst.ApDamageRatios[LOW],
                        BaseDuration         = 0.0f
                    },
                }
            };
            SpellLevelDescription lvl2 = lvl1.Copy();

            // Slow mini durée mini
            lvl2.OnHitEffects.Add(new StateAlterationModel()
            {
                Type         = StateAlterationType.MoveSpeed,
                FlatValue    = -cst.MoveSpeedAlterations[LOWER],
                BaseDuration = cst.ResistAlterationDuration[LOWER]
            });

            SpellLevelDescription lvl3 = lvl2.Copy();

            // buff de dégâts magiques court
            lvl3.CastingTimeAlterations.Add(new StateAlterationModel()
            {
                Type         = StateAlterationType.MagicDamageBuff,
                FlatValue    = cst.FlatADAPBonuses[LOW],
                BaseDuration = cst.ADAPBonusesDurations[LOW]
            });

            SpellModel spell = new SpellModel(new List <SpellLevelDescription>()
            {
                lvl1, lvl2, lvl3
            },
                                              "magic-beam");

            return(spell);
        }
Beispiel #4
0
        /// <summary>
        /// Sort "hold-on".
        /// Soigne légérement un allié, et augmente son armure pendant un court moment.
        /// </summary>
        public static SpellModel HoldOn()
        {
            var cst = GameServer.GetScene().Constants.ActiveSpells;
            SpellLevelDescription lvl1 = new SpellLevelDescription()
            {
                TargetType = new SpellTargetInfo()
                {
                    AllowedTargetTypes = EntityTypeRelative.AllyPlayer,
                    AoeRadius          = cst.Aoes[LOWER],
                    DieOnCollision     = true,
                    Range    = cst.Ranges[LOW],
                    Type     = TargettingType.Targetted,
                    Duration = 0
                },
                BaseCooldown = cst.CDs[MEDIUM],
                OnHitEffects = new List <StateAlterationModel>()
                {
                    // medium heal
                    new StateAlterationModel()
                    {
                        Type = StateAlterationType.Heal,
                        SourcePercentAPValue = cst.HealApRatio[MEDIUM],
                        BaseDuration         = 0.0f
                    },
                }
            };
            SpellLevelDescription lvl2 = lvl1.Copy();

            // Bonus d'armure moyen durée faible
            lvl2.OnHitEffects.Add(new StateAlterationModel()
            {
                Type         = StateAlterationType.ArmorBuff,
                FlatValue    = cst.ArmorAlterations[MEDIUM],
                BaseDuration = cst.ResistAlterationDuration[LOW]
            });

            SpellLevelDescription lvl3 = lvl2.Copy();

            // Bonus de dégâts moyens durée faible
            lvl3.OnHitEffects.Add(new StateAlterationModel()
            {
                Type         = StateAlterationType.AttackDamageBuff,
                FlatValue    = cst.FlatADAPBonuses[MEDIUM],
                BaseDuration = cst.ADAPBonusesDurations[LOW],
            });

            SpellModel spell = new SpellModel(new List <SpellLevelDescription>()
            {
                lvl1, lvl2, lvl3
            },
                                              "hold-on");

            return(spell);
        }
Beispiel #5
0
        /// <summary>
        /// Spell météore.
        /// Inflige des dégâts en AOE via un gros caillou qui tombe du ciel.
        /// </summary>
        public static SpellModel Meteor()
        {
            var cst = GameServer.GetScene().Constants.ActiveSpells;
            SpellLevelDescription lvl1 = new SpellLevelDescription()
            {
                TargetType = new SpellTargetInfo()
                {
                    AllowedTargetTypes = EntityTypeRelative.AllTargettableNeutral |
                                         EntityTypeRelative.EnnemyVirus | EntityTypeRelative.EnnemyPlayer,
                    AoeRadius      = cst.Aoes[MEDIUM],
                    DieOnCollision = false,
                    Range          = cst.Ranges[MEDIUM],
                    Type           = TargettingType.Position,
                    Duration       = cst.AoeDurations[LOW]
                },
                BaseCooldown = cst.CDs[MEDIUM],
                OnHitEffects = new List <StateAlterationModel>()
                {
                    // medium damage
                    new StateAlterationModel()
                    {
                        Type = StateAlterationType.MagicDamage,
                        SourcePercentAPValue = cst.ApDamageRatios[MEDIUM],
                        BaseDuration         = 0.0f
                    },
                    // slow
                    new StateAlterationModel()
                    {
                        Type         = StateAlterationType.MoveSpeed,
                        FlatValue    = -cst.MoveSpeedAlterations[LOWER],
                        BaseDuration = cst.MoveSpeedDurations[LOW]
                    }
                }
            };
            SpellLevelDescription lvl2 = lvl1.Copy();

            lvl2.OnHitEffects[0].FlatValue = cst.ApDamageFlat[MEDIUM];

            SpellLevelDescription lvl3 = lvl2.Copy();

            lvl3.OnHitEffects[1] = new StateAlterationModel()
            {
                Type         = StateAlterationType.Stun,
                BaseDuration = cst.StunDurations[LOW],
            };

            SpellModel spell = new SpellModel(new List <SpellLevelDescription>()
            {
                lvl1, lvl2, lvl3
            },
                                              "meteor");

            return(spell);
        }
Beispiel #6
0
        /// <summary>
        /// Spell laser beam.
        /// Envoie un projectile en ligne droite infligeant des dégâts au premier ennemi touché.
        /// </summary>
        public static SpellModel LaserBeam()
        {
            var cst = GameServer.GetScene().Constants.ActiveSpells;
            SpellLevelDescription lvl1 = new SpellLevelDescription()
            {
                TargetType = new SpellTargetInfo()
                {
                    AllowedTargetTypes = EntityTypeRelative.AllTargettableNeutral |
                                         EntityTypeRelative.EnnemyVirus | EntityTypeRelative.EnnemyPlayer,
                    AoeRadius      = cst.Aoes[LOW],
                    DieOnCollision = true,
                    Range          = cst.Ranges[HIGH],
                    Type           = TargettingType.Direction,
                    Duration       = cst.Ranges[HIGH] / cst.ProjectileSpeed[HIGH]
                },
                BaseCooldown = cst.CDs[HIGH],
                OnHitEffects = new List <StateAlterationModel>()
                {
                    new StateAlterationModel()
                    {
                        Type = StateAlterationType.MagicDamage,
                        SourcePercentAPValue = cst.ApDamageRatios[HIGH],
                        BaseDuration         = 0.0f
                    },
                }
            };
            SpellLevelDescription lvl2 = lvl1.Copy();

            lvl2.OnHitEffects.Add(new StateAlterationModel()
            {
                Type         = StateAlterationType.MagicDamageBuff,
                FlatValue    = cst.MrAlterations[LOW],
                BaseDuration = cst.ResistAlterationDuration[HIGH]
            });

            SpellLevelDescription lvl3 = lvl2.Copy();

            lvl3.OnHitEffects.Add(new StateAlterationModel()
            {
                Type         = StateAlterationType.Blind,
                BaseDuration = cst.BlindDurations[MEDIUM],
            });

            SpellModel spell = new SpellModel(new List <SpellLevelDescription>()
            {
                lvl1, lvl2, lvl3
            },
                                              "laser-beam");

            return(spell);
        }
Beispiel #7
0
        /// <summary>
        /// Sort bim!.
        /// Stunne un ennemi pendant une courte durée.
        /// </summary>
        public static SpellModel Bim()
        {
            var cst = GameServer.GetScene().Constants.ActiveSpells;
            SpellLevelDescription lvl1 = new SpellLevelDescription()
            {
                TargetType = new SpellTargetInfo()
                {
                    AllowedTargetTypes = EntityTypeRelative.EnnemyPlayer |
                                         EntityTypeRelative.EnnemyVirus | EntityTypeRelative.AllTargettableNeutral,
                    AoeRadius      = cst.Aoes[LOWER],
                    DieOnCollision = false,
                    Range          = cst.Ranges[MEDIUM],
                    Type           = TargettingType.Direction,
                    Duration       = 0
                },
                BaseCooldown = cst.CDs[HIGH],
                OnHitEffects = new List <StateAlterationModel>()
                {
                    // stun durée moyenne
                    new StateAlterationModel()
                    {
                        Type         = StateAlterationType.Stun,
                        BaseDuration = cst.StunDurations[MEDIUM],
                    },
                }
            };
            SpellLevelDescription lvl2 = lvl1.Copy();

            // dégâts de sorts faibles
            lvl2.OnHitEffects.Add(new StateAlterationModel()
            {
                Type                 = StateAlterationType.MagicDamage,
                BaseDuration         = 0,
                FlatValue            = cst.ApDamageFlat[LOWER],
                SourcePercentAPValue = cst.ApDamageRatios[LOW]
            });

            SpellLevelDescription lvl3 = lvl2.Copy();

            lvl3.TargetType.DieOnCollision = false;

            SpellModel spell = new SpellModel(
                new List <SpellLevelDescription>()
            {
                lvl1, lvl2, lvl3
            },
                "bim");

            return(spell);
        }
Beispiel #8
0
        /// <summary>
        /// Sort "go".
        /// Accélère les alliés proches (et confifère une immunité courte au CC au lvl 3).
        /// </summary>
        public static SpellModel Go()
        {
            var cst = GameServer.GetScene().Constants.ActiveSpells;
            SpellLevelDescription lvl1 = new SpellLevelDescription()
            {
                TargetType = new SpellTargetInfo()
                {
                    AllowedTargetTypes = EntityTypeRelative.AllAlly,
                    AoeRadius          = cst.Aoes[MEDIUM],
                    DieOnCollision     = false,
                    Range    = cst.Ranges[LOWER],
                    Type     = TargettingType.Position,
                    Duration = cst.AoeDurations[LOWER]
                },
                BaseCooldown = cst.CDs[MEDIUM],
                OnHitEffects = new List <StateAlterationModel>()
                {
                    // bonus de MS faible, durée moyenne
                    new StateAlterationModel()
                    {
                        Type         = StateAlterationType.MoveSpeed,
                        FlatValue    = cst.MoveSpeedAlterations[LOW],
                        BaseDuration = cst.MoveSpeedDurations[MEDIUM],
                    },
                }
            };
            SpellLevelDescription lvl2 = lvl1.Copy();

            // bonus de MS moyen, durée moyenne
            lvl2.OnHitEffects[0].FlatValue = cst.MoveSpeedAlterations[MEDIUM];

            SpellLevelDescription lvl3 = lvl2.Copy();

            // Bonus de dégâts moyens durée faible
            lvl3.OnHitEffects.Add(new StateAlterationModel()
            {
                Type         = StateAlterationType.ControlImmune,
                BaseDuration = cst.StunDurations[LOWER],
            });

            SpellModel spell = new SpellModel(new List <SpellLevelDescription>()
            {
                lvl1, lvl2, lvl3
            },
                                              "go");

            return(spell);
        }
 /// <summary>
 /// Crée une nouvelle instance de FireballSpell.
 /// </summary>
 /// <param name="caster"></param>
 public WeaponAttackSpell(EntityBase caster, SpellLevelDescription attack, Equip.WeaponEnchantModel enchant)
 {
     SourceCaster = caster;
     attack       = attack.Copy();
     if (enchant.OnHitEffects != null)
     {
         attack.OnHitEffects.AddRange(enchant.OnHitEffects);
     }
     if (enchant.CastingEffects != null)
     {
         attack.CastingTimeAlterations.AddRange(enchant.CastingEffects);
     }
     Model = new SpellModel(new List <SpellLevelDescription>()
     {
         attack,
     }, "weapon-" + caster.ID);
     CurrentCooldown = 0.0f;
 }
Beispiel #10
0
        /// <summary>
        /// Rend son porteur invisible et immobile
        /// et lui confère des bonus en sortie d'immobilité.
        /// </summary>
        public static SpellModel Stasis()
        {
            var cst = GameServer.GetScene().Constants.ActiveSpells;
            SpellLevelDescription lvl1 = new SpellLevelDescription()
            {
                TargetType = new SpellTargetInfo()
                {
                    AllowedTargetTypes = EntityTypeRelative.Me,
                    AoeRadius          = 0,
                    DieOnCollision     = false,
                    Range    = 1,
                    Type     = TargettingType.Targetted,
                    Duration = 0,
                },
                BaseCooldown           = cst.CDs[HIGH],
                CastingTime            = cst.RootDurations[HIGH],
                CastingTimeAlterations = new List <StateAlterationModel>()
                {
                    // Auto-immobilisation + invisibilité.
                    new StateAlterationModel()
                    {
                        Type = StateAlterationType.Root |
                               StateAlterationType.Blind |
                               StateAlterationType.Silence,
                        BaseDuration = cst.RootDurations[HIGH],
                    },
                    new StateAlterationModel()
                    {
                        Type         = StateAlterationType.Stealth,
                        BaseDuration = cst.RootDurations[HIGH],
                    },
                }
            };
            SpellLevelDescription lvl2 = lvl1.Copy();

            // Bonus d'attack speed moyen durée moyenne
            lvl2.OnHitEffects.Add(new StateAlterationModel()
            {
                Type         = StateAlterationType.AttackSpeed,
                BaseDuration = cst.AttackSpeedBonusesDurations[LOW],
                FlatValue    = cst.AttackSpeedBonuses[MEDIUM]
            });

            SpellLevelDescription lvl3 = lvl2.Copy();

            // Bonus d'attaque moyen, durée moyenne.
            lvl3.OnHitEffects.Add(new StateAlterationModel()
            {
                Type         = StateAlterationType.AttackDamageBuff,
                FlatValue    = cst.FlatADAPBonuses[MEDIUM],
                BaseDuration = cst.ADAPBonusesDurations[MEDIUM]
            });

            SpellModel spell = new SpellModel(
                new List <SpellLevelDescription>()
            {
                lvl1, lvl2, lvl3
            },
                "stasis");

            return(spell);
        }
Beispiel #11
0
        /// <summary>
        /// Sort Kick !
        /// Projette un ennemi en arrière.
        /// </summary>
        public static SpellModel Kick()
        {
            var cst = GameServer.GetScene().Constants.ActiveSpells;
            SpellLevelDescription lvl1 = new SpellLevelDescription()
            {
                TargetType = new SpellTargetInfo()
                {
                    AllowedTargetTypes = EntityTypeRelative.EnnemyPlayer |
                                         EntityTypeRelative.EnnemyVirus,
                    AoeRadius      = cst.Aoes[LOWER],
                    DieOnCollision = false,
                    Range          = cst.Ranges[LOWER],
                    Type           = TargettingType.Targetted,
                    Duration       = 0
                },
                BaseCooldown = cst.CDs[HIGH],
                OnHitEffects = new List <StateAlterationModel>()
                {
                    // Kick en arrière
                    new StateAlterationModel()
                    {
                        Type         = StateAlterationType.Dash,
                        DashDirType  = DashDirectionType.BackwardsCaster,
                        DashSpeed    = 40,
                        BaseDuration = 0.15f,
                    },
                    // Dégâts moyens
                    new StateAlterationModel()
                    {
                        Type = StateAlterationType.MagicDamage,
                        SourcePercentAPValue = cst.ApDamageRatios[MEDIUM]
                    }
                }
            };
            SpellLevelDescription lvl2 = lvl1.Copy();

            // Ralentissement grand, durée faible.
            lvl2.OnHitEffects.Add(new StateAlterationModel()
            {
                Type         = StateAlterationType.MoveSpeed,
                BaseDuration = cst.MoveSpeedDurations[LOW],
                FlatValue    = -cst.MoveSpeedAlterations[HIGH],
            });

            SpellLevelDescription lvl3 = lvl2.Copy();

            // Baisse d'armure moyenne, durée moyenne.
            lvl3.OnHitEffects.Add(new StateAlterationModel()
            {
                Type         = StateAlterationType.ArmorBuff,
                BaseDuration = cst.ResistAlterationDuration[MEDIUM],
                FlatValue    = -cst.ArmorAlterations[MEDIUM]
            });

            SpellModel spell = new SpellModel(
                new List <SpellLevelDescription>()
            {
                lvl1, lvl2, lvl3
            },
                "kick");

            return(spell);
        }
Beispiel #12
0
        /// <summary>
        /// Sort war-cry.
        /// Augmente les dégâts des alliés pendant un cours instant.
        /// </summary>
        public static SpellModel WarCry()
        {
            var cst = GameServer.GetScene().Constants.ActiveSpells;
            SpellLevelDescription lvl1 = new SpellLevelDescription()
            {
                TargetType = new SpellTargetInfo()
                {
                    AllowedTargetTypes = EntityTypeRelative.AllyPlayer,
                    AoeRadius          = cst.Aoes[MEDIUM],
                    DieOnCollision     = false,
                    Range    = cst.Ranges[MEDIUM],
                    Type     = TargettingType.Position,
                    Duration = cst.AoeDurations[LOW]
                },
                BaseCooldown = cst.CDs[HIGH],
                OnHitEffects = new List <StateAlterationModel>()
                {
                    // bonus d'ad moyen
                    new StateAlterationModel()
                    {
                        Type         = StateAlterationType.AttackDamageBuff,
                        FlatValue    = cst.AdDamageFlat[MEDIUM],
                        BaseDuration = cst.ADAPBonusesDurations[LOW],
                    },
                    // bonus d'ap moyen
                    new StateAlterationModel()
                    {
                        Type         = StateAlterationType.MagicDamageBuff,
                        FlatValue    = cst.ApDamageFlat[MEDIUM],
                        BaseDuration = cst.ADAPBonusesDurations[LOW],
                    },
                }
            };
            SpellLevelDescription lvl2 = lvl1.Copy();

            // bonus de d'ad et ap forts
            lvl2.OnHitEffects[0].FlatValue = cst.AdDamageFlat[HIGH];
            lvl2.OnHitEffects[1].FlatValue = cst.ApDamageFlat[HIGH];

            SpellLevelDescription lvl3 = lvl2.Copy();

            // bonus move speed moyen court.
            lvl3.OnHitEffects.Add(new StateAlterationModel()
            {
                Type         = StateAlterationType.MoveSpeed,
                FlatValue    = cst.MoveSpeedAlterations[MEDIUM],
                BaseDuration = cst.MoveSpeedDurations[LOW]
            });
            // bonus attack speed moyen court.
            lvl3.OnHitEffects.Add(new StateAlterationModel()
            {
                Type         = StateAlterationType.AttackSpeed,
                FlatValue    = cst.AttackSpeedBonuses[MEDIUM],
                BaseDuration = cst.AttackSpeedBonusesDurations[LOW]
            });
            SpellModel spell = new SpellModel(
                new List <SpellLevelDescription>()
            {
                lvl1, lvl2, lvl3
            },
                "war-cry");

            return(spell);
        }
Beispiel #13
0
        /// <summary>
        /// Sort bro-force.
        /// Dashe vers un allié et lui octroie un bouclier pendant un cours instant.
        /// </summary>
        public static SpellModel BroForce()
        {
            var cst = GameServer.GetScene().Constants.ActiveSpells;
            SpellLevelDescription lvl1 = new SpellLevelDescription()
            {
                CastingTime            = 0.2f,
                CastingTimeAlterations = new List <StateAlterationModel>()
                {
                    // Dash
                    new StateAlterationModel()
                    {
                        Type        = StateAlterationType.Dash,
                        DashDirType = DashDirectionType.TowardsEntity,
                        DashSpeed   = 40f,
                    }
                },
                TargetType = new SpellTargetInfo()
                {
                    AllowedTargetTypes = EntityTypeRelative.AllAlly,
                    AoeRadius          = cst.Aoes[LOWER],
                    DieOnCollision     = false,
                    Range    = cst.Ranges[MEDIUM],
                    Type     = TargettingType.Targetted,
                    Duration = 0
                },
                BaseCooldown = cst.CDs[HIGH],
                OnHitEffects = new List <StateAlterationModel>()
                {
                    // bouclier faible, durée moyenne
                    new StateAlterationModel()
                    {
                        Type = StateAlterationType.Shield,
                        SourcePercentAPValue = cst.ShieldRatios[LOW],
                        BaseDuration         = cst.ShieldDuration[MEDIUM],
                    },
                }
            };
            SpellLevelDescription lvl2 = lvl1.Copy();

            // bonus de MS moyen, durée moyenne
            lvl2.OnHitEffects[0].SourcePercentAPValue = cst.ShieldRatios[MEDIUM];
            lvl2.OnHitEffects.Add(new StateAlterationModel()
            {
                // bonus d'armure moyen, durée moyenne
                Type         = StateAlterationType.ArmorBuff,
                FlatValue    = cst.ArmorAlterations[MEDIUM],
                BaseDuration = cst.ShieldDuration[MEDIUM] // même durée que le shield
            });
            SpellLevelDescription lvl3 = lvl2.Copy();

            lvl3.OnHitEffects[0].SourcePercentAPValue = cst.ShieldRatios[HIGH];
            // Bouclier grand, bonus move speed moyen court.
            lvl3.OnHitEffects.Add(new StateAlterationModel()
            {
                Type         = StateAlterationType.MoveSpeed,
                FlatValue    = cst.MoveSpeedAlterations[MEDIUM],
                BaseDuration = cst.MoveSpeedDurations[LOW]
            });

            SpellModel spell = new SpellModel(
                new List <SpellLevelDescription>()
            {
                lvl1, lvl2, lvl3
            },
                "bro-force");

            return(spell);
        }