Ejemplo n.º 1
0
    public override GameObject Mutate(GameObject abilityObject, Vector3 location, Vector3 targetLocation)
    {
        RiposteMutator mut = abilityObject.AddComponent <RiposteMutator>();

        mut.increasedDuration          = increasedDuration;
        mut.additionalRetaliations     = additionalRetaliations;
        mut.darkBladeRetaliationChance = darkBladeRetaliationChance;
        mut.statsWhilePrepped          = statsWhilePrepped;

        if (increasedDamageWhileBelowHalfHealth != 0)
        {
            if (health && health.currentHealth < health.maxHealth / 2)
            {
                foreach (DamageStatsHolder holder in abilityObject.GetComponents <DamageStatsHolder>())
                {
                    holder.increaseAllDamage(increasedDamageWhileBelowHalfHealth);
                }
            }
        }


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

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


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

        return(abilityObject);
    }
Ejemplo n.º 2
0
    public override GameObject Mutate(GameObject abilityObject, Vector3 location, Vector3 targetLocation)
    {
        if (moreDamageAgainstFullHealth != 0)
        {
            // create the conditional
            DamageConditionalEffect conditionalEffect = new DamageConditionalEffect();
            conditionalEffect.conditional = new FullHealthConditional();
            conditionalEffect.effect      = new DamageEffectMoreDamage(moreDamageAgainstFullHealth);
            // add the conditional to all damage stats holders
            foreach (DamageStatsHolder holder in abilityObject.GetComponents <DamageStatsHolder>())
            {
                holder.baseDamageStats.conditionalEffects.Add(conditionalEffect);
            }
        }

        if (increasedStunChance != 0)
        {
            foreach (DamageStatsHolder holder in abilityObject.GetComponents <DamageStatsHolder>())
            {
                holder.baseDamageStats.increasedStunChance += increasedStunChance;
            }
        }

        if (moreDamageInstances != null && moreDamageInstances.Count > 0)
        {
            float moreDamage = 1f;
            foreach (float instance in moreDamageInstances)
            {
                moreDamage *= 1 + instance;
            }

            foreach (DamageStatsHolder holder in abilityObject.GetComponents <DamageStatsHolder>())
            {
                holder.increaseAllDamage(moreDamage - 1);
            }
        }

        return(abilityObject);
    }
Ejemplo n.º 3
0
    public override GameObject Mutate(GameObject abilityObject, Vector3 location, Vector3 targetLocation)
    {
        if (extraProjectiles > 0 && !spiralMovement)
        {
            foreach (DamageEnemyOnHit component in abilityObject.GetComponents <DamageEnemyOnHit>())
            {
                component.canDamageSameEnemyAgain = false;
            }
        }

        if (chains > 0)
        {
            ChainOnHit chain = abilityObject.AddComponent <ChainOnHit>();
            chain.chainsRemaining          = chains;
            chain.abilityToChain           = ability;
            chain.range                    = 8f;
            chain.destroyAfterChainAttempt = true;
            chain.cannotHitSame            = true;
            chain.offset                   = new Vector3(0f, 1.2f, 0f);
        }

        if (chains > 0 || hasChained)
        {
            // add a copy of this mutator to the ability object, but remove the chains (because it will chain anyway), the increased damage to first enemy hit, and the on cast stuff
            HammerThrowMutator newMutator = Comp <HammerThrowMutator> .GetOrAdd(abilityObject);

            newMutator.chains            = 0;
            newMutator.increasedDamage   = increasedDamage;
            newMutator.extraProjectiles  = 0;
            newMutator.armourShredChance = 0f;

            newMutator.noPierce = noPierce;
            newMutator.chanceForDoubleDamage    = chanceForDoubleDamage;
            newMutator.increasedDamage          = increasedDamage;
            newMutator.moreDamageAgainstStunned = moreDamageAgainstStunned;

            newMutator.spiralMovement = false;

            newMutator.aoeVoidDamage          = aoeVoidDamage;
            newMutator.increasedAoEBaseDamage = increasedAoEBaseDamage;

            newMutator.increasedProjectileSpeed = increasedProjectileSpeed;
            newMutator.increasedStunChance      = increasedStunChance;
            newMutator.moreDamage = moreDamage;
            newMutator.noReturn   = true;
            newMutator.canDamageSameEnemyAgain = false;
            newMutator.hasChained = true;
        }

        if (noReturn)
        {
            DestroyAfterDuration        dad       = abilityObject.GetComponent <DestroyAfterDuration>();
            ReturnToCasterAfterDuration component = abilityObject.GetComponent <ReturnToCasterAfterDuration>();
            component.duration = 10000f;
            if (spiralMovement)
            {
                dad.duration = 6f;
            }
            else
            {
                dad.duration = 2.5f;
            }
            if (!hasChained)
            {
                abilityObject.AddComponent <DestroyOnInanimateCollison>();
                ReturnOnInanimateCollision ret = abilityObject.GetComponent <ReturnOnInanimateCollision>();
                if (ret)
                {
                    Destroy(ret);
                }
            }
        }

        // aoe void damage
        if (aoeVoidDamage)
        {
            foreach (Transform child in abilityObject.GetComponentsInChildren <Transform>(true))
            {
                if (child.name == "aura")
                {
                    child.gameObject.SetActive(true);
                }
            }
            RepeatedlyDamageEnemiesWithinRadius repeatDamage = abilityObject.GetComponent <RepeatedlyDamageEnemiesWithinRadius>();
            if (repeatDamage == null)
            {
                repeatDamage = abilityObject.AddComponent <RepeatedlyDamageEnemiesWithinRadius>();
            }
            if (repeatDamage.baseDamageStats.damage == null)
            {
                repeatDamage.baseDamageStats.damage = new List <DamageStatsHolder.DamageTypesAndValues>();
            }
            repeatDamage.addBaseDamage(DamageType.VOID, 6f * (1 + increasedAoEBaseDamage));
            repeatDamage.damageInterval = 0.5f;
            repeatDamage.radius         = 1.5f;
            repeatDamage.baseDamageStats.addedDamageScaling = 0.2f;
            repeatDamage.tags.Add(Tags.AbilityTags.AoE);
            repeatDamage.tags.Add(Tags.AbilityTags.Throwing);
            repeatDamage.tags.Add(Tags.AbilityTags.DoT);
        }

        // add extra projectiles
        if (extraProjectiles != 0)
        {
            ExtraProjectiles extraProjectilesObject = abilityObject.GetComponent <ExtraProjectiles>();
            if (extraProjectilesObject == null)
            {
                extraProjectilesObject = abilityObject.AddComponent <ExtraProjectiles>(); extraProjectilesObject.numberOfExtraProjectiles = 0;
            }
            extraProjectilesObject.numberOfExtraProjectiles += extraProjectiles;
            if (projectileNova)
            {
                extraProjectilesObject.angle = 144f;
                if (extraProjectiles >= 6)
                {
                    extraProjectilesObject.angle = 160;
                }
            }
        }

        // remove pierce
        if (noPierce && chains <= 0 && !hasChained)
        {
            Pierce pierce = abilityObject.GetComponent <Pierce>();
            if (pierce == null)
            {
                pierce = abilityObject.AddComponent <Pierce>(); pierce.objectsToPierce = 0;
            }
            if (chains <= 0 && !hasChained)
            {
                abilityObject.AddComponent <DestroyOnFailingToPierceEnemy>();
            }
        }

        // add chance to shred armour
        if (armourShredChance > 0)
        {
            ChanceToApplyStatusOnEnemyHit chanceTo = abilityObject.AddComponent <ChanceToApplyStatusOnEnemyHit>();
            chanceTo.chance       = armourShredChance;
            chanceTo.statusEffect = StatusEffectList.getEffect(StatusEffectID.ArmourShred);
        }

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

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

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

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

        if (increasedProjectileSpeed != 0)
        {
            AbilityMover mover = abilityObject.GetComponent <AbilityMover>();
            mover.speed *= (1 + increasedProjectileSpeed);
        }

        if (spiralMovement)
        {
            SpiralMovement spira = abilityObject.AddComponent <SpiralMovement>();
            spira.constantVelocity      = SpiralMovement.ConstantType.BothAreMaxima;
            spira.tangentialVelocity    = 5.3f * (1 + increasedProjectileSpeed);
            spira.angleChangedPerSecond = 157f * (1 + increasedProjectileSpeed);
            spira.outwardSpeed          = 1.15f;
            spira.outwardDistance       = 0.6f;

            AbilityMover mover = abilityObject.GetComponent <AbilityMover>();
            mover.speed = 0;

            if (centreOnCaster)
            {
                spira.centreOnCaster      = true;
                spira.offsetFromTransform = new Vector3(0f, 1.2f, 0f);
            }

            if (extraProjectiles > 0)
            {
                spira.randomStartAngle = true;
            }
        }



        return(abilityObject);
    }
Ejemplo n.º 4
0
    public override GameObject Mutate(GameObject abilityObject, Vector3 location, Vector3 targetLocation)
    {
        if (cone || randomAngles)
        {
            ExtraProjectiles component = abilityObject.GetComponent <ExtraProjectiles>();
            if (randomAngles)
            {
                component.randomAngles = true;
            }
            if (cone)
            {
                component.angle = 38f;
            }
        }

        if (increasedSpeed != 0)
        {
            AbilityMover component = abilityObject.GetComponent <AbilityMover>();
            if (component)
            {
                component.speed *= 1 + increasedSpeed;
            }
        }

        if (increasedStunChance != 0)
        {
            foreach (DamageStatsHolder holder in abilityObject.GetComponents <DamageStatsHolder>())
            {
                holder.baseDamageStats.increasedStunChance += increasedStunChance;
            }
        }

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

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

        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 (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);
            }
        }

        return(abilityObject);
    }
Ejemplo n.º 5
0
    public override GameObject Mutate(GameObject abilityObject, Vector3 location, Vector3 targetLocation)
    {
        if (increasedSpeed != 0)
        {
            AbilityMover component = abilityObject.GetComponent <AbilityMover>();
            if (component)
            {
                component.speed *= 1 + increasedSpeed;
            }
        }

        if (convertToCold)
        {
            foreach (Transform child in abilityObject.transform)
            {
                if (child.name == "SharpnelVFX")
                {
                    child.gameObject.SetActive(false);
                }
                if (child.name == "IceSharpnelVFX")
                {
                    child.gameObject.SetActive(true);
                }
            }
            foreach (DamageStatsHolder holder in abilityObject.GetComponents <DamageStatsHolder>())
            {
                holder.addBaseDamage(DamageType.COLD, holder.getBaseDamage(DamageType.FIRE));
                holder.addBaseDamage(DamageType.FIRE, -holder.getBaseDamage(DamageType.FIRE));
            }
            foreach (ConstantRotation rot in abilityObject.GetComponents <ConstantRotation>())
            {
                rot.degreesPerSecond = 0f;
            }
        }

        if (increasedStunChance != 0)
        {
            foreach (DamageStatsHolder holder in abilityObject.GetComponents <DamageStatsHolder>())
            {
                holder.baseDamageStats.increasedStunChance += increasedStunChance;
            }
        }

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

        if (moreDamageInstances != null && moreDamageInstances.Count > 0)
        {
            float moreDamage = 1f;
            foreach (float instance in moreDamageInstances)
            {
                moreDamage *= 1 + instance;
            }

            foreach (DamageStatsHolder holder in abilityObject.GetComponents <DamageStatsHolder>())
            {
                holder.increaseAllDamage(moreDamage - 1);
            }
        }

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

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

        if (addedProjectiles != 0)
        {
            ExtraProjectiles component = abilityObject.GetComponent <ExtraProjectiles>();
            if (component)
            {
                component.numberOfExtraProjectiles += addedProjectiles;
            }
        }

        if (pierces)
        {
            Pierce pierce = abilityObject.GetComponent <Pierce>();
            if (pierce == null)
            {
                pierce = abilityObject.AddComponent <Pierce>(); pierce.objectsToPierce = 0;
            }
            pierce.objectsToPierce += 10000;
        }

        return(abilityObject);
    }
Ejemplo n.º 6
0
    public override GameObject Mutate(GameObject abilityObject, Vector3 location, Vector3 targetLocation)
    {
        // choose the nova type
        if (canIceNova || canFireNova || canLightningNova)
        {
            int randMax = 0;
            if (canIceNova)
            {
                randMax++;
            }
            if (canFireNova)
            {
                randMax++;
            }
            if (canLightningNova)
            {
                randMax++;
            }
            float rand = Random.Range(0f, randMax);
            if (rand < 1f)
            {
                if (canIceNova)
                {
                    abilityObject = instantiateIceNova(abilityObject, location, targetLocation);
                }
                else if (canFireNova)
                {
                    abilityObject = instantiateFireNova(abilityObject, location, targetLocation);
                }
                else
                {
                    abilityObject = instantiateLightningNova(abilityObject, location, targetLocation);
                }
            }
            else if (rand < 2f)
            {
                if (canFireNova && canIceNova)
                {
                    abilityObject = instantiateFireNova(abilityObject, location, targetLocation);
                }
                else
                {
                    abilityObject = instantiateLightningNova(abilityObject, location, targetLocation);
                }
            }
            else
            {
                abilityObject = instantiateLightningNova(abilityObject, location, 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 (shockChance > 0)
        {
            ChanceToApplyStatusOnEnemyHit newComponent = abilityObject.AddComponent <ChanceToApplyStatusOnEnemyHit>();
            newComponent.statusEffect = StatusEffectList.getEffect(StatusEffectID.Shock);
            newComponent.chance       = shockChance;
        }

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

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

        if (chanceToAttachSparkCharge > 0)
        {
            ChanceToCreateAbilityObjectOnNewEnemyHit newComponent = abilityObject.AddComponent <ChanceToCreateAbilityObjectOnNewEnemyHit>();
            newComponent.spawnAtHit           = true;
            newComponent.chance               = chanceToAttachSparkCharge;
            newComponent.abilityToInstantiate = AbilityIDList.getAbility(AbilityID.sparkCharge);
        }

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

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

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

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

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

        return(abilityObject);
    }
Ejemplo n.º 7
0
    public override GameObject Mutate(GameObject abilityObject, Vector3 location, Vector3 targetLocation)
    {
        if (chains > 0)
        {
            ChainOnHit chain = abilityObject.AddComponent <ChainOnHit>();
            chain.chainsRemaining = chains;
            chain.abilityToChain  = ability;
            chain.range           = 8f;
            chain.cannotHitSame   = true;
            chain.destroyAfterSuccessfulChainAttempt = true;
            chain.offset = new Vector3(0f, 1.2f, 0f);
        }

        if (chains > 0 || hasChained)
        {
            // add a copy of this mutator to the ability object, but remove the chains (because it will chain anyway), the increased damage to first enemy hit, and the on cast stuff
            DarkBladeMutator newMutator = abilityObject.AddComponent <DarkBladeMutator>();
            newMutator.chains            = 0;
            newMutator.increasedDamage   = increasedDamage;
            newMutator.armourShredChance = 0f;

            newMutator.noPierce = noPierce;
            newMutator.chanceForDoubleDamage    = chanceForDoubleDamage;
            newMutator.increasedDamage          = increasedDamage;
            newMutator.moreDamageAgainstStunned = moreDamageAgainstStunned;

            newMutator.increasedProjectileSpeed = increasedProjectileSpeed;
            newMutator.increasedStunChance      = increasedStunChance;
            newMutator.hasChained = true;
        }

        // remove pierce
        if (noPierce && chains <= 0 && !hasChained)
        {
            Pierce pierce = abilityObject.GetComponent <Pierce>();
            if (pierce == null)
            {
                pierce = abilityObject.AddComponent <Pierce>(); pierce.objectsToPierce = 0;
            }
            if (chains <= 0 && !hasChained)
            {
                abilityObject.AddComponent <DestroyOnFailingToPierceEnemy>();
            }
        }

        // add chance to shred armour
        if (armourShredChance > 0)
        {
            ChanceToApplyStatusOnEnemyHit chanceTo = abilityObject.AddComponent <ChanceToApplyStatusOnEnemyHit>();
            chanceTo.chance       = armourShredChance;
            chanceTo.statusEffect = StatusEffectList.getEffect(StatusEffectID.ArmourShred);
        }

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

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


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

        if (increasedProjectileSpeed != 0)
        {
            AbilityMover mover = abilityObject.GetComponent <AbilityMover>();
            mover.speed *= (1 + increasedProjectileSpeed);
        }


        return(abilityObject);
    }
Ejemplo n.º 8
0
    public override GameObject Mutate(GameObject abilityObject, Vector3 location, Vector3 targetLocation)
    {
        // Leech on cast buff
        if (statBuffs)
        {
            statBuffs.addBuff(4f, Tags.Properties.PercentLifeLeech, 0, physLeechOnCast, null, null, physTag, "marrow shards phys leech on cast buff");
            if (tracker && tracker.numberOfMinions() == 2)
            {
                statBuffs.addBuff(2f, Tags.Properties.CriticalChance, 0, critChanceOnCast, null, null, physTag, "marrow shards phys leech on cast buff");
            }
        }

        if (createsSplintersAtEnd)
        {
            // nova trigger(s)
            CreateAbilityObjectOnDeath component = abilityObject.AddComponent <CreateAbilityObjectOnDeath>();
            component.abilityToInstantiate = Ability.getAbility(AbilityID.boneNova);
            component.failsIfFailedAbility = true;
            component.offset       = boneNovaOffset;
            component.aimingMethod = CreateAbilityObjectOnDeath.AimingMethod.TravelDirection;

            // nova mutator
            BoneNovaMutator mutator = abilityObject.AddComponent <BoneNovaMutator>();
            mutator.increasedSpeed      = nova_increasedSpeed;
            mutator.pierces             = true;
            mutator.increasedDamage     = nova_increasedDamage;
            mutator.increasedStunChance = nova_increasedStunChance;
            mutator.bleedChance         = nova_bleedChance;
            mutator.addedCritChance     = nova_addedCritChance;
            mutator.addedCritMultiplier = nova_addedCritMultiplier;
            mutator.cone                      = true;
            mutator.randomAngles              = true;
            mutator.noVFX                     = true;
            mutator.dontAttach                = true;
            mutator.dontMoveToTarget          = true;
            mutator.moreDamageAgainstBleeding = nova_moreDamageAgainstBleeding;
        }

        if (returnHealthChance != 0 && returnHealthChance > (Random.Range(0f, 1f)))
        {
            CreateResourceReturnAbilityObjectOnEnemyHit component = abilityObject.AddComponent <CreateResourceReturnAbilityObjectOnEnemyHit>();
            component.abilityObject = Ability.getAbility(AbilityID.bloodReturn);
            component.health        = healthReturned;
            if (manaReturnChance != 0 && manaReturnChance > (Random.Range(0f, 1f)))
            {
                component.mana = manaReturned;
            }
        }

        if (increasedHealthCost != 0)
        {
            DamageCreatorOnCreation component = abilityObject.GetComponent <DamageCreatorOnCreation>();
            if (component)
            {
                component.flatDamage *= (1 + increasedHealthCost);
                component.percentCurrentHealthTaken *= (1 + increasedHealthCost);
            }
        }

        if (doesntPierce)
        {
            Comp <Pierce> .GetOrAdd(abilityObject).objectsToPierce = 0;

            abilityObject.AddComponent <DestroyOnFailingToPierceEnemy>();
        }

        if (endsAtTargetPoint)
        {
            if (!abilityObject.GetComponent <LocationDetector>())
            {
                abilityObject.AddComponent <LocationDetector>();
            }
            DestroyAfterDurationAfterReachingTargetLocation component = abilityObject.AddComponent <DestroyAfterDurationAfterReachingTargetLocation>();
            component.duration = 0f;
        }

        if (increasedDuration != 0)
        {
            DestroyAfterDuration dad = abilityObject.GetComponent <DestroyAfterDuration>();
            dad.duration *= 1 + increasedDuration;
        }

        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 (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 (chanceToBleed > 0)
        {
            ChanceToApplyStatusOnEnemyHit newComponent = abilityObject.AddComponent <ChanceToApplyStatusOnEnemyHit>();
            newComponent.statusEffect = StatusEffectList.getEffect(StatusEffectID.Bleed);
            newComponent.chance       = chanceToBleed;
        }

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

        if (increasedStunChance != 0)
        {
            foreach (DamageStatsHolder holder in abilityObject.GetComponents <DamageStatsHolder>())
            {
                holder.baseDamageStats.increasedStunChance += increasedStunChance;
            }
        }

        // increase damage based on the number of minions
        float realIncreasedDamage = increasedDamage;

        if (increasedDamagePerMinion != 0)
        {
            if (tracker && tracker.summons != null)
            {
                realIncreasedDamage += increasedDamagePerMinion * tracker.summons.Count;
            }
        }

        // more damage if you only have one minion
        if (increasedDamageWithOneMinion != 0)
        {
            if (tracker && tracker.numberOfMinions() == 1)
            {
                realIncreasedDamage += increasedDamageWithOneMinion;
            }
        }

        if (increasedDamageFromMinionDrain != 0 && tracker && tracker.summons != null && tracker.summons.Count > 0)
        {
            // choose a minion to drain
            BaseHealth minionHealth = tracker.summons[Random.Range(0, tracker.summons.Count - 1)].GetComponent <BaseHealth>();

            if (minionHealth)
            {
                // gain extra damage
                realIncreasedDamage += increasedDamageFromMinionDrain;
                // create a death vfx
                Instantiate(spiritEscapePrefab).transform.position = minionHealth.transform.position + spiritEscapeOffset;
                // kill the minion
                minionHealth.HealthDamage(minionHealth.currentHealth + 1);
            }
        }

        // increase damage
        if (realIncreasedDamage != 0 || moreDamage != 0)
        {
            foreach (DamageStatsHolder holder in abilityObject.GetComponents <DamageStatsHolder>())
            {
                holder.increaseAllDamage(realIncreasedDamage);
                if (moreDamage != 0)
                {
                    holder.increaseAllDamage(moreDamage);
                }
            }
        }

        if (damagesMinions)
        {
            DamageEnemyOnHit deoh = abilityObject.GetComponent <DamageEnemyOnHit>();
            if (deoh)
            {
                DamageCreatorMinionOnHit component = abilityObject.AddComponent <DamageCreatorMinionOnHit>();
                component.baseDamageStats = deoh.baseDamageStats;

                if (doesntPierce)
                {
                    abilityObject.GetComponent <DestroyOnFailingToPierceEnemy>().alsoDestroyOnFailingToPierceCreatorMinion();
                }
            }
        }

        return(abilityObject);
    }
Ejemplo n.º 9
0
    public override GameObject Mutate(GameObject abilityObject, Vector3 location, Vector3 targetLocation)
    {
        // return a channelled fireball object if this is channelled
        if (channelled)
        {
            Destroy(abilityObject);
            abilityObject = Instantiate(Ability.getAbility(AbilityID.channelledFireball).abilityPrefab, location, Quaternion.Euler(targetLocation - location));

            // change the mutator on the new abilityObject
            FireballMutator mut = Comp <FireballMutator> .GetOrAdd(abilityObject);

            mut.extraProjectiles             = extraProjectiles;
            mut.addExplosion                 = addExplosion;
            mut.chanceToCreateExplosionOnHit = chanceToCreateExplosionOnHit;
            mut.igniteChance                 = igniteChance;
            mut.targetsToPierce              = targetsToPierce;
            mut.reduceBaseDamageBy80Percent  = reduceBaseDamageBy80Percent;
            mut.increasedCastSpeed           = increasedCastSpeed;
            mut.chanceForDoubleDamage        = chanceForDoubleDamage;
            mut.fireAddedAsLightning         = fireAddedAsLightning;
            mut.increasedDamage              = increasedDamage;
            mut.moreDamageAgainstIgnited     = moreDamageAgainstIgnited;
            mut.moreDamageAgainstChilled     = moreDamageAgainstChilled;
            mut.homing            = homing;
            mut.freeWhenOutOfMana = freeWhenOutOfMana;
            mut.alwaysFree        = alwaysFree;
            mut.increasedSpeed    = increasedSpeed;
            mut.increasedDuration = increasedDuration;
            mut.inaccuracy        = inaccuracy;

            // some are always false
            mut.channelled     = false;
            mut.fireInSequence = false;

            // this will be the channelled fireball object
            mut.channelledFireballObject = true;

            // return the new ability object and do not change it further
            return(abilityObject);
        }

        // disable shared hit detector for channelling
        if (channelledFireballObject)
        {
            foreach (HitDetector detector in abilityObject.GetComponents <HitDetector>())
            {
                detector.cannotHaveSharedhitDetector = true;
            }
        }

        // add an explosion
        if (addExplosion)
        {
            abilityObject.AddComponent <CreateAbilityObjectOnDeath>().abilityToInstantiate = AbilityIDList.getAbility(AbilityID.fireballAoe);
        }

        // increase speed
        if (increasedSpeed != 0)
        {
            abilityObject.GetComponent <AbilityMover>().speed *= (1 + increasedSpeed);
        }

        // increase duration
        if (increasedDuration != 0)
        {
            abilityObject.GetComponent <DestroyAfterDuration>().duration *= (1 + increasedDuration);
        }

        // slightly randomise target location
        if (inaccuracy)
        {
            targetLocation += new Vector3(Random.Range(-1f, 1f), 0, Random.Range(-1f, 1f)) * 0.25f * Vector3.Distance(location, targetLocation);
        }

        // 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 (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 (fireAddedAsLightning > 0)
        {
            abilityObject.GetComponentInChildren <DisableOnStart>().active = false;
            foreach (DamageStatsHolder holder in abilityObject.GetComponents <DamageStatsHolder>())
            {
                holder.addBaseDamage(DamageType.LIGHTNING, holder.getBaseDamage(DamageType.FIRE) * fireAddedAsLightning);
            }
        }

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

        if (moreDamageAgainstChilled != 0)
        {
            // create the conditional
            DamageConditionalEffect    conditionalEffect = new DamageConditionalEffect();
            HasStatusEffectConditional conditional       = new HasStatusEffectConditional();
            conditional.statusEffect      = StatusEffectID.Chill;
            conditionalEffect.conditional = conditional;
            conditionalEffect.effect      = new DamageEffectMoreDamage(moreDamageAgainstChilled);
            // 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 10
0
    public override GameObject Mutate(GameObject abilityObject, Vector3 location, Vector3 targetLocation)
    {
        if (chanceToBleed > 0)
        {
            ChanceToApplyStatusOnEnemyHit chanceTo = abilityObject.AddComponent <ChanceToApplyStatusOnEnemyHit>();
            chanceTo.chance       = chanceToBleed;
            chanceTo.statusEffect = StatusEffectList.getEffect(StatusEffectID.Bleed);
        }

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

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

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

        if (poisonSpitChance > 0)
        {
            float rand = Random.Range(0f, 1f);
            if (rand < poisonSpitChance)
            {
                if (!usingAbility)
                {
                    usingAbility = GetComponent <UsingAbility>();
                }
                if (usingAbility)
                {
                    usingAbility.UseAbility(AbilityIDList.getAbility(AbilityID.poisonSpit), targetLocation + new Vector3(0, -1.1f, 0), false, false);
                }
            }
        }

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

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

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

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

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

        if (dodgeRatingOnAttack != 0 || poisonDamageOnAttack != 0 || dotDamageOnAttack != 0)
        {
            StatBuffs statBuffs = GetComponent <StatBuffs>();
            if (statBuffs == null)
            {
                statBuffs = gameObject.AddComponent <StatBuffs>();
            }
            if (dodgeRatingOnAttack != 0)
            {
                statBuffs.addBuff(4f, Tags.Properties.DodgeRating, dodgeRatingOnAttack, 0, null, null);
            }
            if (poisonDamageOnAttack != 0)
            {
                List <Tags.AbilityTags> tagList = new List <Tags.AbilityTags>();
                tagList.Add(Tags.AbilityTags.Poison);
                statBuffs.addBuff(4f, Tags.Properties.Damage, 0, poisonDamageOnAttack, null, null, tagList);
            }
            if (dotDamageOnAttack != 0)
            {
                List <Tags.AbilityTags> tagList = new List <Tags.AbilityTags>();
                tagList.Add(Tags.AbilityTags.DoT);
                statBuffs.addBuff(4f, Tags.Properties.Damage, 0, dotDamageOnAttack, null, null, tagList);
            }
        }


        return(abilityObject);
    }
Ejemplo n.º 11
0
    public override GameObject Mutate(GameObject abilityObject, Vector3 location, Vector3 targetLocation)
    {
        if (addedCritMultiplier != 0)
        {
            foreach (DamageStatsHolder damage in abilityObject.GetComponents <DamageStatsHolder>())
            {
                damage.baseDamageStats.critMultiplier += addedCritMultiplier;
            }
        }

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

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

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

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

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

        return(abilityObject);
    }
Ejemplo n.º 12
0
    public override GameObject Mutate(GameObject abilityObject, Vector3 location, Vector3 targetLocation)
    {
        if (addedVoidDamage > 0)
        {
            foreach (DamageStatsHolder holder in abilityObject.GetComponents <DamageStatsHolder>())
            {
                holder.addBaseDamage(DamageType.VOID, addedVoidDamage);
            }
        }

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

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

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

        if (chanceToAttachSparkCharge > 0)
        {
            ChanceToCreateAbilityObjectOnNewEnemyHit newComponent = abilityObject.AddComponent <ChanceToCreateAbilityObjectOnNewEnemyHit>();
            newComponent.spawnAtHit           = true;
            newComponent.chance               = chanceToAttachSparkCharge;
            newComponent.abilityToInstantiate = AbilityIDList.getAbility(AbilityID.sparkCharge);
        }

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

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

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


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

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

        return(abilityObject);
    }
Ejemplo n.º 13
0
    public override GameObject Mutate(GameObject abilityObject, Vector3 location, Vector3 targetLocation)
    {
        VoidRiftMutator voidRiftMutator = Comp <VoidRiftMutator> .GetOrAdd(abilityObject);

        voidRiftMutator.increasedDamage          = voidRift_increasedDamage;
        voidRiftMutator.increasedRadius          = voidRift_increasedRadius;
        voidRiftMutator.timeRotChance            = voidRift_timeRotChance;
        voidRiftMutator.increasesDamageTaken     = voidRift_increasesDamageTaken;
        voidRiftMutator.increasesDoTDamageTaken  = voidRift_increasesDoTDamageTaken;
        voidRiftMutator.increasedStunChance      = voidRift_increasedStunChance;
        voidRiftMutator.moreDamageAgainstStunned = voidRift_moreDamageAgainstStunned;

        if (addedVoidDamage > 0)
        {
            foreach (DamageStatsHolder holder in abilityObject.GetComponents <DamageStatsHolder>())
            {
                holder.addBaseDamage(DamageType.VOID, addedVoidDamage);
            }
        }

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

        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 (timeRotChance > 0)
        {
            ChanceToApplyStatusOnEnemyHit newComponent = abilityObject.AddComponent <ChanceToApplyStatusOnEnemyHit>();
            newComponent.statusEffect = StatusEffectList.getEffect(StatusEffectID.TimeRot);
            newComponent.chance       = timeRotChance;
        }

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

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

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

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


        return(abilityObject);
    }
Ejemplo n.º 14
0
    public override GameObject Mutate(GameObject abilityObject, Vector3 location, Vector3 targetLocation)
    {
        // DoT on cast buff
        if (statBuffs)
        {
            statBuffs.addBuff(4f, Tags.Properties.Damage, 0, increasedDotDamageOnCast, null, null, dotTag, "sacrifice dot on cast bug");
        }

        if (boneNovaChance > 0 && (!mana || mana.currentMana > 0) && (boneNovaChance >= 1 || boneNovaChance > (Random.Range(0f, 1f))))
        {
            // nova trigger
            CreateAbilityObjectOnDeath component = abilityObject.AddComponent <CreateAbilityObjectOnDeath>();
            component.abilityToInstantiate = Ability.getAbility(AbilityID.boneNova);
            component.failsIfFailedAbility = true;
            component.offset = boneNovaOffset;

            // nova mutator
            BoneNovaMutator mutator = abilityObject.AddComponent <BoneNovaMutator>();
            mutator.increasedSpeed      = nova_increasedSpeed;
            mutator.pierces             = nova_pierces;
            mutator.increasedDamage     = nova_increasedDamage;
            mutator.increasedStunChance = nova_increasedStunChance;
            mutator.bleedChance         = nova_bleedChance;
            mutator.addedCritChance     = nova_addedCritChance;
            mutator.addedCritMultiplier = nova_addedCritMultiplier;
            mutator.cone                      = false;
            mutator.dontAttach                = true;
            mutator.dontMoveToTarget          = true;
            mutator.randomAngles              = false;
            mutator.noVFX                     = true;
            mutator.moreDamageAgainstBleeding = nova_moreDamageAgainstBleeding;
        }

        if (bloodWraithChance > 0 && (bloodWraithChance >= 1 || bloodWraithChance > Random.Range(0f, 1f)))
        {
            // wraith trigger
            CreateAbilityObjectOnDeath component = abilityObject.AddComponent <CreateAbilityObjectOnDeath>();
            component.abilityToInstantiate = Ability.getAbility(AbilityID.summonBloodWraith);
            component.failsIfFailedAbility = true;

            // wraith mutator
            BloodWraithMutator mutator = abilityObject.AddComponent <BloodWraithMutator>();
            mutator.statList.AddRange(bloodWraithStats);
            mutator.increasedSize = increasedBloodWraithSize;
        }

        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);
            }
        }

        // increase radius
        float totalIncreasedArea = increasedArea;

        if (increasedArea != 0 || increasedAreaWith3OrMoreMinions != 0)
        {
            // calculate total increased area
            if (increasedAreaWith3OrMoreMinions != 0 && tracker && tracker.summons != null && tracker.summons.Count >= 3)
            {
                totalIncreasedArea += increasedAreaWith3OrMoreMinions;
            }

            // calculate increased radius
            float increasedRadius = Mathf.Sqrt(totalIncreasedArea + 1) - 1;;

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



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

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

        if (increasedStunChance != 0)
        {
            foreach (DamageStatsHolder holder in abilityObject.GetComponents <DamageStatsHolder>())
            {
                holder.baseDamageStats.increasedStunChance += increasedStunChance;
            }
        }

        // increase damage based on the number of minions
        float realIncreasedDamage = increasedDamage;

        if (increasedDamagePerMinion != 0)
        {
            if (tracker && tracker.summons != null)
            {
                realIncreasedDamage += increasedDamagePerMinion * tracker.summons.Count;
            }
        }

        // increased damage if the minion has more health
        if (increasedDamageIfDetonatedMinionHasMoreHealth != 0 && tracker)
        {
            // get the likely target
            Summoned targetMinion = tracker.getNearestMinion(targetLocation);
            if (targetMinion)
            {
                // check if it has more health
                BaseHealth minionHealth = targetMinion.getBaseHealth();
                if (minionHealth && baseStats && baseStats.myHealth && minionHealth.currentHealth > baseStats.myHealth.currentHealth)
                {
                    realIncreasedDamage += increasedDamageIfDetonatedMinionHasMoreHealth;
                }
            }
        }

        // more damage if you only have one minion
        if (increasedDamageWithOneMinion != 0)
        {
            if (tracker && tracker.numberOfMinions() == 1)
            {
                realIncreasedDamage += increasedDamageWithOneMinion;
            }
        }

        // increase damage
        if (realIncreasedDamage != 0)
        {
            foreach (DamageStatsHolder holder in abilityObject.GetComponents <DamageStatsHolder>())
            {
                holder.increaseAllDamage(realIncreasedDamage);
            }
        }

        // chaining (mutator needs to be updated)
        if (chainsBetweenMinions)
        {
            CreateAbilityObjectOnNewAllyHit component = abilityObject.AddComponent <CreateAbilityObjectOnNewAllyHit>();
            component.abilityToInstantiate  = Ability.getAbility(AbilityID.sacrifice);
            component.onlyHitCreatorMinions = true;
            component.aimTowardsHit         = true;

            SacrificeMutator mutator = abilityObject.AddComponent <SacrificeMutator>();
            mutator.nova_increasedSpeed            = nova_increasedSpeed;
            mutator.nova_pierces                   = nova_pierces;
            mutator.nova_increasedDamage           = nova_increasedDamage;
            mutator.nova_increasedStunChance       = nova_increasedStunChance;
            mutator.nova_bleedChance               = nova_bleedChance;
            mutator.nova_addedCritChance           = nova_addedCritChance;
            mutator.nova_addedCritMultiplier       = nova_addedCritMultiplier;
            mutator.nova_moreDamageAgainstBleeding = nova_moreDamageAgainstBleeding;

            mutator.boneNovaChance = boneNovaChance;

            mutator.moreDamageAgainstBleeding = moreDamageAgainstBleeding;

            mutator.increasedStunChance = increasedStunChance;

            mutator.chanceToIgnite  = chanceToIgnite;
            mutator.addedFireDamage = addedFireDamage;

            mutator.bloodWraithChance = bloodWraithChance;
            mutator.bloodWraithStats  = new List <TaggedStatsHolder.TaggableStat>();
            mutator.bloodWraithStats.AddRange(bloodWraithStats);
            mutator.increasedBloodWraithSize = increasedBloodWraithSize;

            mutator.chainsBetweenMinions = true;

            // snap shot the damage increase and area increase
            mutator.increasedDamage = realIncreasedDamage;
            mutator.increasedArea   = totalIncreasedArea;
        }

        return(abilityObject);
    }
Ejemplo n.º 15
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 16
0
    public override GameObject Mutate(GameObject abilityObject, Vector3 location, Vector3 targetLocation)
    {
        if (increasedDamage != 0)
        {
            foreach (DamageStatsHolder holder in abilityObject.GetComponents <DamageStatsHolder>())
            {
                holder.increaseAllDamage(increasedDamage);
            }
        }

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

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

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

        if (increasesDamageTaken > 0 || increasesDoTDamageTaken > 0)
        {
            DebuffOnEnemyHit doeh = abilityObject.AddComponent <DebuffOnEnemyHit>();
            if (increasesDamageTaken > 0)
            {
                doeh.addDebuffToList(Tags.Properties.DamageTaken, 0f, -increasesDamageTaken, new List <float>(), new List <float>(), 4f);
            }
            if (increasesDoTDamageTaken > 0)
            {
                List <Tags.AbilityTags> tagList = new List <Tags.AbilityTags>();
                tagList.Add(Tags.AbilityTags.DoT);
                doeh.addDebuffToList(Tags.Properties.DamageTaken, 0f, -increasesDoTDamageTaken, new List <float>(), new List <float>(), 4f, tagList);
            }
        }

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

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

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

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

        return(abilityObject);
    }
Ejemplo n.º 17
0
    public override GameObject Mutate(GameObject abilityObject, Vector3 location, Vector3 targetLocation)
    {
        // add chance to create ice vortex
        if (chanceToCreateIceVortex > 0)
        {
            float rand = Random.Range(0f, 1f);
            if (rand < chanceToCreateIceVortex)
            {
                float rand2 = Random.Range(0f, 1f);
                if (rand2 < chanceForSuperIceVortex)
                {
                    abilityObject.AddComponent <CreateAbilityObjectOnDeath>().abilityToInstantiate = AbilityIDList.getAbility(AbilityID.superIceVortex);
                }
                else
                {
                    abilityObject.AddComponent <CreateAbilityObjectOnDeath>().abilityToInstantiate = AbilityIDList.getAbility(AbilityID.iceVortex);
                }
            }
        }

        // add chance to chill
        if (chillChance > 0)
        {
            ChanceToApplyStatusOnEnemyHit chanceTo = abilityObject.AddComponent <ChanceToApplyStatusOnEnemyHit>();
            chanceTo.chance       = chillChance;
            chanceTo.statusEffect = StatusEffectList.getEffect(StatusEffectID.Chill);
        }

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

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

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

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


        return(abilityObject);
    }
Ejemplo n.º 18
0
    public override GameObject Mutate(GameObject abilityObject, Vector3 location, Vector3 targetLocation)
    {
        float newAddedVoidDamage = addedVoidDamage;

        if (addedVoidReducedByAttackSpeed != 0)
        {
            float voidDamageToAdd = addedVoidReducedByAttackSpeed;
            if (baseStats)
            {
                List <Tags.AbilityTags> tagList = new List <Tags.AbilityTags>();
                tagList.Add(Tags.AbilityTags.Melee);
                float increasedAttackSpeed = baseStats.GetStatValue(Tags.Properties.AttackSpeed, tagList) - 1;
                voidDamageToAdd *= (1 - increasedAttackSpeed);
            }
            if (voidDamageToAdd > 0)
            {
                newAddedVoidDamage += voidDamageToAdd;
            }
        }


        ShieldRushEndMutator mutator = abilityObject.AddComponent <ShieldRushEndMutator>();

        mutator.increasedDamage         = increasedDamage;
        mutator.increasedRadius         = increasedRadius;
        mutator.timeRotChance           = timeRotChance;
        mutator.increasesDamageTaken    = increasesDamageTaken;
        mutator.increasesDoTDamageTaken = increasesDoTDamageTaken;
        mutator.increasedStunChance     = increasedStunChance;
        mutator.addedCritMultiplier     = addedCritMultiplier;
        mutator.addedCritChance         = addedCritChance;
        mutator.leaveDelayed            = leaveDelayed;
        mutator.increasedDelayLength    = increasedDelayLength;

        mutator.delayIncreasedDamage         = delayIncreasedDamage;
        mutator.delayIncreasedRadius         = delayIncreasedRadius;
        mutator.delayTimeRotChance           = delayTimeRotChance;
        mutator.delayIncreasesDamageTaken    = delayIncreasesDamageTaken;
        mutator.delayIncreasesDoTDamageTaken = delayIncreasesDoTDamageTaken;
        mutator.delayIncreasedStunChance     = delayIncreasedStunChance;
        mutator.delayAddedCritMultiplier     = delayAddedCritMultiplier;
        mutator.delayAddedCritChance         = delayAddedCritChance;

        mutator.addedVoidDamage = newAddedVoidDamage + additionalAoEAddedVoidDamage;

        if (newAddedVoidDamage > 0)
        {
            foreach (DamageStatsHolder holder in abilityObject.GetComponents <DamageStatsHolder>())
            {
                holder.addBaseDamage(DamageType.VOID, addedVoidDamage);
            }
        }

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

        if (forwardVoidBeam)
        {
            CreateAbilityObjectOnStart component = abilityObject.AddComponent <CreateAbilityObjectOnStart>();
            component.abilityToInstantiate  = Ability.getAbility(AbilityID.forwardVoidBeam);
            component.aimingMethod          = CreateAbilityObjectOnStart.AimingMethod.TargetDirection;
            component.createAtStartLocation = true;
        }

        if (backwardsVoidBeam)
        {
            CreateAbilityObjectOnDeath component = abilityObject.AddComponent <CreateAbilityObjectOnDeath>();
            component.abilityToInstantiate = Ability.getAbility(AbilityID.backwardsVoidBeam);
            component.aimingMethod         = CreateAbilityObjectOnDeath.AimingMethod.TravelDirection;
        }

        if (returnToStart)
        {
            ReturnCasterToOlderPosition component = abilityObject.AddComponent <ReturnCasterToOlderPosition>();
            component.increasePositionAgeWithAge = true;
            component.positionAge = 0f;
            component.restoreMana = restoreMana;
            component.additionalAgeForManaRestoration = 0.35f;
            component.whenToMoveCaster = ReturnCasterToOlderPosition.StartOrEnd.End;
        }

        if (percentCurrentHealthLostOnCast != 0 && health)
        {
            health.HealthDamage(health.currentHealth * percentCurrentHealthLostOnCast);
        }

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

        if (increasedTravelStunChance != 0)
        {
            foreach (DamageStatsHolder holder in abilityObject.GetComponents <DamageStatsHolder>())
            {
                holder.baseDamageStats.increasedStunChance += increasedStunChance;
            }
        }

        if (statsWhileTravelling != null && statsWhileTravelling.Count > 0)
        {
            BuffParent bp = abilityObject.GetComponent <BuffParent>();
            if (!bp)
            {
                bp = abilityObject.AddComponent <BuffParent>();
            }

            List <TaggedStatsHolder.TaggableStat> stats = new List <TaggedStatsHolder.TaggableStat>();

            foreach (TaggedStatsHolder.TaggableStat stat in statsWhileTravelling)
            {
                TaggedStatsHolder.TaggableStat newStat = new TaggedStatsHolder.TaggableStat(stat);
                stats.Add(newStat);
            }

            bp.taggedStats.AddRange(stats);
        }


        if (increasedRadius > 0)
        {
            foreach (CreateOnDeath cod in abilityObject.GetComponents <CreateOnDeath>())
            {
                cod.increasedRadius = increasedRadius;
                cod.increasedHeight = increasedRadius;
            }
        }

        return(abilityObject);
    }