Ejemplo n.º 1
0
    public override GameObject Mutate(GameObject abilityObject, Vector3 location, Vector3 targetLocation)
    {
        if (chanceForChainingIceNova > 0)
        {
            float rand2 = Random.Range(0f, 1f);
            if (rand2 < chanceForChainingIceNova)
            {
                CreateAbilityObjectOnNewEnemtHit newComponent = abilityObject.AddComponent <CreateAbilityObjectOnNewEnemtHit>();
                newComponent.abilityToInstantiate = AbilityIDList.getAbility(AbilityID.delayerForChainingIceNova);
            }
        }

        if (chillChance > 0)
        {
            ChanceToApplyStatusOnEnemyHit newComponent = abilityObject.AddComponent <ChanceToApplyStatusOnEnemyHit>();
            newComponent.statusEffect = StatusEffectList.getEffect(StatusEffectID.Chill);
            newComponent.chance       = chillChance;
        }

        if (addedCritChance != 0)
        {
            foreach (DamageStatsHolder damage in abilityObject.GetComponents <DamageStatsHolder>())
            {
                damage.baseDamageStats.critChance += addedCritChance;
            }
        }

        if (addedCritMultiplier != 0)
        {
            foreach (DamageStatsHolder damage in abilityObject.GetComponents <DamageStatsHolder>())
            {
                damage.baseDamageStats.critMultiplier += addedCritMultiplier;
            }
        }

        if (canTarget)
        {
            abilityObject.AddComponent <StartsAtTarget>();
        }

        if (ignites)
        {
            ApplyStatusOnEnemyHit apply = abilityObject.AddComponent <ApplyStatusOnEnemyHit>();
            apply.statusEffect = StatusEffectList.getEffect(StatusEffectID.Ignite);
        }

        if (increasedDamage != 0)
        {
            foreach (DamageStatsHolder holder in abilityObject.GetComponents <DamageStatsHolder>())
            {
                holder.increaseAllDamage(increasedDamage);
            }
        }

        return(abilityObject);
    }
Ejemplo n.º 2
0
    public override GameObject Mutate(GameObject abilityObject, Vector3 location, Vector3 targetLocation)
    {
        // add an explosion
        if (addExplosion)
        {
            abilityObject.AddComponent <CreateAbilityObjectOnDeath>().abilityToInstantiate = AbilityIDList.getAbility(AbilityID.fireballAoe);
        }

        // add extra projectiles
        if (extraProjectiles != 0 && !fireInSequence)
        {
            ExtraProjectiles extraProjectilesObject = abilityObject.GetComponent <ExtraProjectiles>();
            if (extraProjectilesObject == null)
            {
                extraProjectilesObject = abilityObject.AddComponent <ExtraProjectiles>(); extraProjectilesObject.numberOfExtraProjectiles = 0;
            }
            extraProjectilesObject.numberOfExtraProjectiles += extraProjectiles;
        }

        // add pierce change
        if (targetsToPierce > 0)
        {
            Pierce pierce = abilityObject.GetComponent <Pierce>();
            if (pierce == null)
            {
                pierce = abilityObject.AddComponent <Pierce>(); pierce.objectsToPierce = 0;
            }
            pierce.objectsToPierce += targetsToPierce;
        }

        // add chance to create explosion on hit
        if (chanceToCreateExplosionOnHit > 0)
        {
            ChanceToCreateAbilityObjectOnNewEnemyHit ctcaooneh = abilityObject.AddComponent <ChanceToCreateAbilityObjectOnNewEnemyHit>();
            ctcaooneh.chance               = chanceToCreateExplosionOnHit;
            ctcaooneh.spawnAtHit           = true;
            ctcaooneh.abilityToInstantiate = AbilityIDList.getAbility(AbilityID.fireballAoe);
        }

        // add chance to ignite
        if (igniteChance > 0)
        {
            ChanceToApplyStatusOnEnemyHit chanceTo = abilityObject.AddComponent <ChanceToApplyStatusOnEnemyHit>();
            chanceTo.chance       = igniteChance;
            chanceTo.statusEffect = StatusEffectList.getEffect(StatusEffectID.Ignite);
        }
        if (additionalIgnite)
        {
            ApplyStatusOnEnemyHit component = abilityObject.AddComponent <ApplyStatusOnEnemyHit>();
            component.statusEffect = StatusEffectList.getEffect(StatusEffectID.Ignite);
        }

        if (increasedDamage != 0)
        {
            foreach (DamageStatsHolder holder in abilityObject.GetComponents <DamageStatsHolder>())
            {
                holder.increaseAllDamage(increasedDamage);
                //holder.addBaseDamage(DamageType.FIRE, holder.getBaseDamage(DamageType.FIRE) * increasedDamage);
            }
        }

        // reduce hit damage
        if (reduceBaseDamageBy80Percent)
        {
            foreach (DamageStatsHolder holder in abilityObject.GetComponents <DamageStatsHolder>())
            {
                for (int i = 0; i < holder.baseDamageStats.damage.Count; i++)
                {
                    holder.baseDamageStats.damage[i] = new DamageStatsHolder.DamageTypesAndValues(holder.baseDamageStats.damage[i].damageType, holder.baseDamageStats.damage[i].value * 0.2f);
                }
            }
        }

        if (chanceForDoubleDamage > 0)
        {
            float rand = Random.Range(0f, 1f);
            if (rand < chanceForDoubleDamage)
            {
                foreach (DamageStatsHolder holder in abilityObject.GetComponents <DamageStatsHolder>())
                {
                    for (int i = 0; i < holder.baseDamageStats.damage.Count; i++)
                    {
                        holder.addBaseDamage(holder.baseDamageStats.damage[i].damageType, holder.getBaseDamage(holder.baseDamageStats.damage[i].damageType));
                    }
                }
            }
        }

        if (moreDamageAgainstPoisoned != 0)
        {
            // create the conditional
            DamageConditionalEffect    conditionalEffect = new DamageConditionalEffect();
            HasStatusEffectConditional conditional       = new HasStatusEffectConditional();
            conditional.statusEffect      = StatusEffectID.Poison;
            conditionalEffect.conditional = conditional;
            conditionalEffect.effect      = new DamageEffectMoreDamage(moreDamageAgainstPoisoned);
            // add the conditional to all damage stats holders
            foreach (DamageStatsHolder holder in abilityObject.GetComponents <DamageStatsHolder>())
            {
                holder.baseDamageStats.conditionalEffects.Add(conditionalEffect);
            }
        }

        if (moreDamageAgainstBleeding != 0)
        {
            // create the conditional
            DamageConditionalEffect    conditionalEffect = new DamageConditionalEffect();
            HasStatusEffectConditional conditional       = new HasStatusEffectConditional();
            conditional.statusEffect      = StatusEffectID.Bleed;
            conditionalEffect.conditional = conditional;
            conditionalEffect.effect      = new DamageEffectMoreDamage(moreDamageAgainstBleeding);
            // add the conditional to all damage stats holders
            foreach (DamageStatsHolder holder in abilityObject.GetComponents <DamageStatsHolder>())
            {
                holder.baseDamageStats.conditionalEffects.Add(conditionalEffect);
            }
        }

        if (homing)
        {
            abilityObject.AddComponent <HomingMovement>();
        }


        return(abilityObject);
    }
Ejemplo n.º 3
0
    public override GameObject Mutate(GameObject abilityObject, Vector3 location, Vector3 targetLocation)
    {
        if (noChain)
        {
            CreateAbilityObjectOnNewEnemtHit component = abilityObject.GetComponent <CreateAbilityObjectOnNewEnemtHit>();
            if (component)
            {
                component.active = false;
            }
        }

        if (pullsOnHit)
        {
            DestroyAfterDuration dad = abilityObject.GetComponent <DestroyAfterDuration>();
            if (dad)
            {
                dad.duration = 0.1f;
            }
            RepeatedlyPullEnemiesWithinRadius component = abilityObject.AddComponent <RepeatedlyPullEnemiesWithinRadius>();
            component.distanceMultiplier = 0.92f / (1 + increasedPullStrength);
            component.limitDistanceToMax = false;
            component.interval           = 0.02f;
            component.radius             = 4f * (1 + increasedRadius);
        }

        if (increasedRadius != 0)
        {
            foreach (CreateOnDeath cod in abilityObject.GetComponents <CreateOnDeath>())
            {
                cod.increasedRadius = increasedRadius;
                cod.increasedHeight = increasedRadius;
            }
            foreach (CapsuleCollider col in abilityObject.GetComponents <CapsuleCollider>())
            {
                col.height *= (1 + increasedRadius);
                col.radius *= (1 + increasedRadius);
            }
        }

        if (increasedDamage != 0)
        {
            foreach (DamageStatsHolder holder in abilityObject.GetComponents <DamageStatsHolder>())
            {
                holder.increaseAllDamage(increasedDamage);
            }
        }

        if (stacks)
        {
            ApplyStatusOnEnemyHit component = abilityObject.GetComponent <ApplyStatusOnEnemyHit>();
            component.statusEffect = StatusEffectList.getEffect(StatusEffectID.StackingAbyssalDecay);
        }

        if (speedDebuff != 0 || armourDebuff != 0 || dotTakenDebuff != 0)
        {
            DebuffOnEnemyHit component = Comp <DebuffOnEnemyHit> .GetOrAdd(abilityObject);

            if (speedDebuff != 0)
            {
                List <float> speedDebuffList = new List <float>();
                speedDebuffList.Add(speedDebuff * (1 + increasedDebuffStrength));
                component.addDebuffToList(Tags.Properties.AttackSpeed, 0f, 0f, speedDebuffList, null, 4f * (1 + increasedDebuffDuration), null, "AbyssalEchoesDebuffAttackSpeed");
                component.addDebuffToList(Tags.Properties.CastSpeed, 0f, 0f, speedDebuffList, null, 4f * (1 + increasedDebuffDuration), null, "AbyssalEchoesDebuffCastSpeed");
                component.addDebuffToList(Tags.Properties.Movespeed, 0f, 0f, speedDebuffList, null, 4f * (1 + increasedDebuffDuration), null, "AbyssalEchoesDebuffMoveSpeed");
            }
            if (armourDebuff != 0)
            {
                component.addDebuffToList(Tags.Properties.Movespeed, armourDebuff * (1 + increasedDebuffStrength), 0f, null, null, 4f * (1 + increasedDebuffDuration), null, "AbyssalEchoesDebuffArmour");
            }
            if (dotTakenDebuff != 0)
            {
                if (dotTakenDebuffStacks)
                {
                    component.addDebuffToList(Tags.Properties.DamageTaken, 0f, -dotTakenDebuff, null, null, 4f);
                }
                else
                {
                    component.addDebuffToList(Tags.Properties.DamageTaken, 0f, -dotTakenDebuff, null, null, 4f, null, "AbyssalEchoesDebuffDoTTaken");
                }
            }
        }

        return(abilityObject);
    }
Ejemplo n.º 4
0
    public override GameObject Mutate(GameObject abilityObject, Vector3 location, Vector3 targetLocation)
    {
        if (chanceToPoison > 0)
        {
            ChanceToApplyStatusOnEnemyHit newComponent = abilityObject.AddComponent <ChanceToApplyStatusOnEnemyHit>();
            newComponent.statusEffect = StatusEffectList.getEffect(StatusEffectID.Poison);
            newComponent.chance       = chanceToPoison;
        }

        if (chanceToIgnite > 0)
        {
            ChanceToApplyStatusOnEnemyHit chanceTo = abilityObject.AddComponent <ChanceToApplyStatusOnEnemyHit>();
            chanceTo.chance       = chanceToIgnite;
            chanceTo.statusEffect = StatusEffectList.getEffect(StatusEffectID.Ignite);
        }

        if (addedCritChance != 0)
        {
            foreach (DamageStatsHolder damage in abilityObject.GetComponents <DamageStatsHolder>())
            {
                damage.baseDamageStats.critChance += addedCritChance;
            }
        }

        if (addedCritMultiplier != 0)
        {
            foreach (DamageStatsHolder damage in abilityObject.GetComponents <DamageStatsHolder>())
            {
                damage.baseDamageStats.critMultiplier += addedCritMultiplier;
            }
        }

        if (cullPercent > 0)
        {
            foreach (DamageStatsHolder damage in abilityObject.GetComponents <DamageStatsHolder>())
            {
                damage.baseDamageStats.cullPercent += cullPercent;
            }
        }

        if (increasedDamage != 0)
        {
            foreach (DamageStatsHolder holder in abilityObject.GetComponents <DamageStatsHolder>())
            {
                holder.addBaseDamage(DamageType.PHYSICAL, holder.getBaseDamage(DamageType.PHYSICAL) * increasedDamage);
            }
        }

        if (physicalAddedAsFire > 0)
        {
            foreach (DamageStatsHolder holder in abilityObject.GetComponents <DamageStatsHolder>())
            {
                holder.addBaseDamage(DamageType.FIRE, holder.getBaseDamage(DamageType.PHYSICAL) * physicalAddedAsFire);
            }
        }

        if (slows)
        {
            ApplyStatusOnEnemyHit newComponent = abilityObject.AddComponent <ApplyStatusOnEnemyHit>();
            newComponent.statusEffect = StatusEffectList.getEffect(StatusEffectID.Slow);
        }

        if (increasedRadius != 0)
        {
            foreach (CapsuleCollider col in abilityObject.GetComponents <CapsuleCollider>())
            {
                col.height *= (1 + increasedRadius);
                col.radius *= (1 + increasedRadius);
            }
        }

        return(abilityObject);
    }