// Token: 0x06000025 RID: 37 RVA: 0x00003C6C File Offset: 0x00001E6C public static float AmpDamage(Character character, float damage, DamageType.Types type) { DamageList damageList = new DamageList(type, damage); character.Stats.GetAmplifiedDamage(null, ref damageList); return(damageList.TotalDamage); }
static SL_EnchantmentRecipe CreateDamageEnchantment(int id, string name, DamageType.Types type) { return(new SL_EnchantmentRecipe { EnchantmentID = id + TsarPlus.ENCHANTMENT_OFFSET + TsarPlus.ID_OFFSET, Name = name, CompatibleEquipment = new SL_EnchantmentRecipe.EquipmentData() { RequiredTag = "Item" }, FlatDamageAdded = new SL_Damage[] { new SL_Damage() { Damage = 5, Type = type }, }, DamageResistanceBonus = new SL_Damage[0], DamageModifierBonus = new SL_Damage[0], StatModifications = new SL_EnchantmentRecipe.StatModification[0], AddedDamages = new SL_EnchantmentRecipe.AdditionalDamage[0], Effects = new SL_EffectTransform[0], PillarDatas = new SL_EnchantmentRecipe.PillarData[0], Areas = new AreaManager.AreaEnum[0], WeatherConditions = new SL_EnchantmentRecipe.WeatherCondition[0], Temperature = new TemperatureSteps[0], TimeOfDay = new UnityEngine.Vector2[0] }); }
public static void AddWeaponDamage(Item item, DamageType.Types weaponDamageType, float damageAmount) { WeaponStats weaponStatComponent = item.GetComponent <WeaponStats>(); DamageType damageType = new DamageType(weaponDamageType, damageAmount); weaponStatComponent.BaseDamage.Add(damageType); AddAttackStepDamageType(weaponStatComponent.Attacks, damageAmount, weaponDamageType); }
public float GetDamageMultiplier(DamageType.Types type) { float multiplier = 1.0f; if (MainWeapon.DamageBonus != null) { multiplier += MainWeapon.DamageBonus[(int)type]; } if (!MainWeapon.TwoHanded && Offhand.DamageBonus != null) { multiplier += Offhand.DamageBonus[(int)type]; } if (Helmet.DamageBonus != null) { multiplier += Helmet.DamageBonus[(int)type]; } if (Chest.DamageBonus != null) { multiplier += Chest.DamageBonus[(int)type]; } if (Boots.DamageBonus != null) { multiplier += Boots.DamageBonus[(int)type]; } if (Backpack.DamageBonus != null) { multiplier += Backpack.DamageBonus[(int)type]; } if (Statuses != null) { foreach (var status in Statuses) { multiplier += status.DamageBonus[(int)type] + status.AllDamageBonus; } } if (Passives != null) { foreach (var passive in Passives) { multiplier += passive.DamageBonus[(int)type] + passive.AllDamageBonus; } } return(multiplier); }
public override void SerializeEffect <T>(T effect) { base.SerializeEffect(effect); var weaponDamage = effect as WeaponDamage; ForceOnlyLeftHand = weaponDamage.ForceOnlyLeftHand; OverrideType = weaponDamage.OverrideDType; Damage_Multiplier = weaponDamage.WeaponDamageMult; Damage_Multiplier_Kback = weaponDamage.WeaponDamageMultKBack; Damage_Multiplier_Kdown = weaponDamage.WeaponDamageMultKDown; Impact_Multiplier = weaponDamage.WeaponKnockbackMult; Impact_Multiplier_Kback = weaponDamage.WeaponKnockbackMultKBack; Impact_Multiplier_Kdown = weaponDamage.WeaponKnockbackMultKDown; }
// Token: 0x06000040 RID: 64 RVA: 0x00004884 File Offset: 0x00002A84 public static float AmpDamage(Character character, float damage, DamageType.Types type) { bool flag = type == DamageType.Types.Count; float result; if (flag) { result = damage; } else { DamageList damageList = new DamageList(type, damage); character.Stats.GetAmplifiedDamage(null, ref damageList); result = damageList.TotalDamage; } return(result); }
public void ReInitaliseWeapons(Item item, JSONArray itemMods) { Debug.Log("Reinit Armour Item " + item.Name); if (item != null) { Debug.Log("Reinit Armour Item " + item.Name); EquipmentStats itemEquipStats = item.GetComponent <EquipmentStats>(); foreach (var thisModification in itemMods) { var modifyVar = thisModification.Value["mod_var"]; var modifyValue = thisModification.Value["mod_value"]; var modifyVarType = (WeaponModType)Enum.Parse(typeof(WeaponModType), thisModification.Value["mod_value_type"], true); Debug.Log(modifyVarType); switch (modifyVarType) { case WeaponModType.DAMAGE: DamageType.Types type = (DamageType.Types)Enum.Parse(typeof(DamageType.Types), thisModification.Value["mod_var"], true); WeaponHelper.AddWeaponDamage(item, type, modifyValue); break; case WeaponModType.IMPACT: WeaponHelper.UpdateImpact(item, modifyValue); break; case WeaponModType.DURABILITY: WeaponHelper.UpdateDurability(item, modifyValue); break; case WeaponModType.SPEED: WeaponHelper.UpdateAttackSpeed(item, modifyValue); break; case WeaponModType.REACH: WeaponHelper.UpdateAttackReach(item, modifyValue); break; } } } }
public ImbueModel(ImbueEffectPreset preset) { Name = preset.Name.Trim(); PresetID = preset.PresetID; DamageMultiplier = 0f; OverrideType = DamageType.Types.Count; BonusDamage = new DamageList(); AttackSpeedModifier = 0; if (preset.PresetID == 209) { AttackSpeedModifier = 0.2f; } else { if (preset.GetComponentInChildren <WeaponDamage>() is WeaponDamage weaponDamage) { OverrideType = weaponDamage.OverrideDType; DamageMultiplier = weaponDamage.WeaponDamageMult - 1; BonusDamage = new DamageList(weaponDamage.Damages); } } }
public static Color GetDmgColor(DamageType.Types dtype) { Color color; switch (dtype) { case DamageType.Types.Physical: color = Global.WHITE_GRAY; break; case DamageType.Types.Ethereal: color = Color.magenta; break; case DamageType.Types.Decay: color = Global.LIGHT_GREEN; break; case DamageType.Types.Electric: color = Color.yellow; break; case DamageType.Types.Frost: color = Global.BLUE; break; case DamageType.Types.Fire: color = lightRed; break; case DamageType.Types.Raw: default: color = Color.white; break; } return(color); }
public static void Postfix(CharacterEquipment __instance, ref float __result, ref DamageType.Types _type) { Character character = At.GetValue(typeof(CharacterEquipment), __instance, "m_character") as Character; bool flag = character != null; if (flag) { bool flag2 = (SkillRequirements.CanAddProtectionToPhysicalResistance(character) && _type == DamageType.Types.Physical) || SkillRequirements.CanAddProtectionToAnyDamageResistance(character); if (flag2) { __result += __instance.GetEquipmentDamageProtection(DamageType.Types.Physical); } } }
public ElementVanillaStat(SafeField <EquipmentStats, float[]> info, DamageType.Types type, String id, int place, VanillaStat.Type stattype) : base(id, place, stattype) { this.info = info; this.type = type; }
// Token: 0x06000021 RID: 33 RVA: 0x00003AD0 File Offset: 0x00001CD0 public static void StaticActivate(Effect instance, Character _affectedCharacter, object[] _infos, float _range, float _restoredHealth, DamageType.Types _amplificationType, bool _canRevive) { List <Character> list = new List <Character>(); CharacterManager.Instance.FindCharactersInRange(_affectedCharacter.CenterPosition, _range, ref list); list = (from c in list where c.Faction == _affectedCharacter.Faction select c).ToList <Character>(); float quantity = HealingAoE.AmpHealing(_affectedCharacter, _restoredHealth, _amplificationType); foreach (Character character in list) { bool flag = character.IsDead && _canRevive; if (flag) { HealingAoE.Revive(character); } bool flag2 = !character.IsDead || _canRevive; if (flag2) { character.Stats.AffectHealth(quantity); } } }
public ElelWepDmgPrefix(DamageType.Types type, string name) { this.type = type; this.name = name; }
internal void SetUIDamageType(DamageType.Types type) => m_typeDropdown.value = (int)type;
static bool Prefix(ItemDetailsDisplay __instance) { int _index = 0; if ((bool)(UnityEngine.Object)__instance.m_lastItem && __instance.m_lastItem.IsEnchanted && __instance.m_lastItem is Equipment lastItem) { for (int i = 0; i < lastItem.ActiveEnchantments.Count; ++i) { Enchantment activeEnchantment = lastItem.ActiveEnchantments[i]; if (lastItem is Weapon weapon && (activeEnchantment.PresetID == 3 || activeEnchantment.PresetID == 4)) { int num1; switch (weapon.Type) { case Weapon.WeaponType.Dagger_OH: num1 = VampiricTransmutationTable.DAGGER_THIRST_THRESHOLD; break; case Weapon.WeaponType.Bow: num1 = VampiricTransmutationTable.BOW_THIRST_THRESHOLD; break; default: num1 = VampiricTransmutationTable.DEFAULT_THIRST_THRESHOLD; break; } float num2 = (float)weapon.DamageDealtTracking / (float)num1; if ((double)num2 >= 0.0 && (double)num2 < 0.330000013113022) { __instance.GetEnchantmentRow(_index).SetInfo(LocalizationManager.Instance.GetLoc("Vampiric_01"), ""); ++_index; } else if ((double)num2 >= 0.330000013113022 && (double)num2 < 0.660000026226044) { __instance.GetEnchantmentRow(_index).SetInfo(LocalizationManager.Instance.GetLoc("Vampiric_02"), ""); ++_index; } else if ((double)num2 >= 0.660000026226044 && (double)num2 < 1.0) { __instance.GetEnchantmentRow(_index).SetInfo(LocalizationManager.Instance.GetLoc("Vampiric_03"), ""); ++_index; } else if ((double)num2 >= 1.0) { __instance.GetEnchantmentRow(_index).SetInfo(LocalizationManager.Instance.GetLoc("Vampiric_04"), ""); ++_index; } if (MenuManager.Instance.DisplayDebugInfo) { __instance.GetEnchantmentRow(_index).SetInfo("DEBUG Damage", (float)weapon.DamageDealtTracking); ++_index; } } DamageList _damages1 = new DamageList(); for (int index = 0; index < activeEnchantment.Effects.Length; ++index) { if (activeEnchantment.Effects[index] is AddStatusEffectBuildUp effect) { string loc = LocalizationManager.Instance.GetLoc("EnchantmentDescription_InflictStatus", string.Empty); __instance.GetEnchantmentRow(_index).SetInfo(loc, effect.Status.StatusName); ++_index; } else if (activeEnchantment.Effects[index] is AffectStatusEffectBuildUpResistance effect1) { string loc = LocalizationManager.Instance.GetLoc("EnchantmentDescription_StatusResist", effect1.StatusEffect.StatusName); __instance.GetEnchantmentRow(_index).SetInfo(loc, effect1.Value.ToString() + "%"); ++_index; } else if (activeEnchantment.Effects[index] is ShootEnchantmentBlast effect2 && lastItem is Weapon weapon1) { DamageType.Types overrideDtype = effect2.BaseBlast.GetComponentInChildren <WeaponDamage>().OverrideDType; float _damage = weapon1.GetDisplayedDamage().TotalDamage *effect2.DamageMultiplier; _damages1.Add(new DamageType(overrideDtype, _damage)); } } if (_damages1.Count > 0) { __instance.GetEnchantmentRow(_index).SetInfo(LocalizationManager.Instance.GetLoc("EnchantmentDescription_Blast"), _damages1); ++_index; } DamageList _damages2 = new DamageList(); if (lastItem is Weapon weapon2) { _damages2 = weapon2.GetEnchantmentDamageBonuses(); } if (_damages2.Count > 0) { __instance.GetEnchantmentRow(_index).SetInfo(LocalizationManager.Instance.GetLoc("ItemStat_Damage"), _damages2); ++_index; } if (activeEnchantment.DamageModifier.Count != 0) { __instance.GetEnchantmentRow(_index).SetInfo(LocalizationManager.Instance.GetLoc("ItemStat_DamageModifier"), activeEnchantment.DamageModifier, _displayPercent: true); ++_index; } if (activeEnchantment.ElementalResistances.Count != 0) { __instance.GetEnchantmentRow(_index).SetInfo(LocalizationManager.Instance.GetLoc("ItemStat_DamageResistance"), activeEnchantment.ElementalResistances); ++_index; } if ((double)activeEnchantment.GlobalStatusResistance != 0.0) { __instance.GetEnchantmentRow(_index).SetInfo(LocalizationManager.Instance.GetLoc("ItemStat_StatusResist"), activeEnchantment.GlobalStatusResistance); ++_index; } if ((double)activeEnchantment.ManaAbsorbRatio != 0.0) { string loc = LocalizationManager.Instance.GetLoc("EnchantmentDescription_Absorb", activeEnchantment.ManaAbsorbRatio.ToString(), LocalizationManager.Instance.GetLoc("CharacterStat_Mana")); __instance.GetEnchantmentRow(_index).SetInfo(loc, ""); ++_index; } if ((double)activeEnchantment.HealthAbsorbRatio != 0.0) { string loc = LocalizationManager.Instance.GetLoc("EnchantmentDescription_Absorb", activeEnchantment.HealthAbsorbRatio.ToString(), LocalizationManager.Instance.GetLoc("CharacterStat_Health")); __instance.GetEnchantmentRow(_index).SetInfo(loc, ""); ++_index; } if ((double)activeEnchantment.StaminaAbsorbRatio != 0.0) { string loc = LocalizationManager.Instance.GetLoc("EnchantmentDescription_Absorb", activeEnchantment.StaminaAbsorbRatio.ToString(), LocalizationManager.Instance.GetLoc("CharacterStat_Stamina")); __instance.GetEnchantmentRow(_index).SetInfo(loc, ""); ++_index; } for (int index = 0; index < activeEnchantment.StatModifications.Count; ++index) { float num = activeEnchantment.StatModifications[index].Value; if (activeEnchantment.StatModifications[index].Name == Enchantment.Stat.CooldownReduction) { num = -num; } string _dataValue = ((double)num > 0.0 ? "+" : "") + num.ToString(); if (activeEnchantment.StatModifications[index].Type == Enchantment.StatModification.BonusType.Modifier) { _dataValue += "%"; } switch (activeEnchantment.StatModifications[index].Name) { case Enchantment.Stat.Weight: __instance.GetEnchantmentRow(_index).SetInfo(LocalizationManager.Instance.GetLoc("ItemStat_Weight"), _dataValue); ++_index; break; case Enchantment.Stat.Durability: __instance.GetEnchantmentRow(_index).SetInfo(LocalizationManager.Instance.GetLoc("ItemStat_Durability"), _dataValue); ++_index; break; case Enchantment.Stat.ManaCostReduction: __instance.GetEnchantmentRow(_index).SetInfo(LocalizationManager.Instance.GetLoc("ItemStat_ManaCost"), _dataValue.Replace("+", "-")); ++_index; break; case Enchantment.Stat.StaminaCostReduction: __instance.GetEnchantmentRow(_index).SetInfo(LocalizationManager.Instance.GetLoc("ItemStat_StaminaCost"), _dataValue.Replace("+", "-")); ++_index; break; case Enchantment.Stat.CooldownReduction: __instance.GetEnchantmentRow(_index).SetInfo(LocalizationManager.Instance.GetLoc("ItemStat_CooldownReduction"), _dataValue); ++_index; break; case Enchantment.Stat.MovementSpeed: __instance.GetEnchantmentRow(_index).SetInfo(LocalizationManager.Instance.GetLoc("ItemStat_MovementPenalty"), _dataValue); ++_index; break; case Enchantment.Stat.AttackSpeed: __instance.GetEnchantmentRow(_index).SetInfo(LocalizationManager.Instance.GetLoc("ItemStat_AttackSpeed"), _dataValue); ++_index; break; case Enchantment.Stat.Impact: __instance.GetEnchantmentRow(_index).SetInfo(LocalizationManager.Instance.GetLoc("ItemStat_Impact"), _dataValue); ++_index; break; case Enchantment.Stat.StabilityRegen: __instance.GetEnchantmentRow(_index).SetInfo(LocalizationManager.Instance.GetLoc("CharacterStat_StabilityRegen"), _dataValue); ++_index; break; case Enchantment.Stat.HealthRegen: __instance.GetEnchantmentRow(_index).SetInfo(LocalizationManager.Instance.GetLoc("CharacterStat_HealthRegen"), _dataValue); ++_index; break; case Enchantment.Stat.ManaRegen: __instance.GetEnchantmentRow(_index).SetInfo(LocalizationManager.Instance.GetLoc("CharacterStat_ManaRegen"), _dataValue); ++_index; break; case Enchantment.Stat.Protection: __instance.GetEnchantmentRow(_index).SetInfo(LocalizationManager.Instance.GetLoc("CharacterStat_Defense_Protection"), _dataValue); ++_index; break; case Enchantment.Stat.CorruptionResistance: __instance.GetEnchantmentRow(_index).SetInfo(LocalizationManager.Instance.GetLoc("ItemStat_CorruptionResistance"), _dataValue); ++_index; break; case Enchantment.Stat.FoodDepletionRate: __instance.GetEnchantmentRow(_index).SetInfo(LocalizationManager.Instance.GetLoc("CharacterStat_FoodEfficiency"), _dataValue); ++_index; break; case Enchantment.Stat.DrinkDepletionRate: __instance.GetEnchantmentRow(_index).SetInfo(LocalizationManager.Instance.GetLoc("CharacterStat_DrinkEfficiency"), _dataValue); ++_index; break; case Enchantment.Stat.SleepDepletionRate: __instance.GetEnchantmentRow(_index).SetInfo(LocalizationManager.Instance.GetLoc("CharacterStat_SleepEfficiency"), _dataValue); ++_index; break; case Enchantment.Stat.PouchCapacity: __instance.GetEnchantmentRow(_index).SetInfo(LocalizationManager.Instance.GetLoc("ItemStat_PouchCapacity"), _dataValue); ++_index; break; case Enchantment.Stat.ImpactResistance: __instance.GetEnchantmentRow(_index).SetInfo(LocalizationManager.Instance.GetLoc("CharacterStat_Defense_ImpactResistance"), _dataValue); ++_index; break; case Enchantment.Stat.HeatProtection: __instance.GetEnchantmentRow(_index).SetInfo(LocalizationManager.Instance.GetLoc("ItemStat_HeatProtection"), _dataValue); ++_index; break; case Enchantment.Stat.ColdProtection: __instance.GetEnchantmentRow(_index).SetInfo(LocalizationManager.Instance.GetLoc("ItemStat_ColdProtection"), _dataValue); ++_index; break; case Enchantment.Stat.Barrier: __instance.GetEnchantmentRow(_index).SetInfo(LocalizationManager.Instance.GetLoc("ItemStat_Barrier"), _dataValue); ++_index; break; } } if (activeEnchantment.Indestructible) { __instance.GetEnchantmentRow(_index).SetInfo(LocalizationManager.Instance.GetLoc("EnchantmentDescription_Indestructible"), ""); ++_index; } } } for (int index = _index; index < __instance.m_enchantmentDetailRows.Count; ++index) { if (__instance.m_enchantmentDetailRows[index].IsDisplayed) { __instance.m_enchantmentDetailRows[index].Hide(); } } return(false); }
public static void UpdateAttackStepDamage(WeaponStats.AttackData[] attackData, float damageValue, DamageType.Types damageType) { Debug.Log("Udapting Attack Step Damage for each step. (" + damageType.ToString() + ")"); var damageTypeAsInt = (int)damageType; //iterate each attack step in attack data for (int i = 0; i < attackData.Length; i++) { //Only update the damage for the given type var currentAttackStep = attackData[i]; var oldValue = currentAttackStep.Damage[damageTypeAsInt]; var newValue = oldValue + damageValue; Debug.Log("From " + oldValue + " To " + newValue); currentAttackStep.Damage[damageTypeAsInt] = newValue; } }
public static void AddAttackStepDamageType(WeaponStats.AttackData[] attackData, float damageValue, DamageType.Types damageType) { Debug.Log("Setting Attack Step Damage for each step."); Debug.Log("To " + damageValue); var damageTypeAsInt = (int)damageType; //iterate each attack step in attack data for (int i = 0; i < attackData.Length; i++) { //Only update the damage for the given type var currentAttackStep = attackData[i]; currentAttackStep.Damage.Add(damageValue); } }
public static IEnumerable <EquipmentModel> GetDamageBonusEquipment(SlotID equipType, DamageType.Types dmgType) { if (!s_cachedDmgBonusLists.ContainsKey(equipType)) { List <EquipmentModel> fullList = null; switch (equipType) { case SlotID.LeftHand: fullList = OffhandModels; break; case SlotID.Helmet: fullList = HelmetModels; break; case SlotID.Chest: fullList = ChestModels; break; case SlotID.Foot: fullList = BootsModels; break; case SlotID.Back: fullList = BackpackModels; break; } s_cachedDmgBonusLists.Add(equipType, new Dictionary <DamageType.Types, List <EquipmentModel> >()); foreach (var opt in fullList) { if (HasAnyDamageBonus(opt, out List <DamageType.Types> typeList)) { foreach (var type in typeList) { if (!s_cachedDmgBonusLists[equipType].ContainsKey(type)) { s_cachedDmgBonusLists[equipType].Add(type, new List <EquipmentModel>()); } s_cachedDmgBonusLists[equipType][type].Add(opt); } } } } if (!s_cachedDmgBonusLists[equipType].ContainsKey(dmgType)) { return(Enumerable.Empty <EquipmentModel>()); } return(s_cachedDmgBonusLists[equipType][dmgType]); }
public WeaponVanillaStat(DamageType.Types type, String id, int place, VanillaStat.Type stattype) : base(id, place, stattype) { this.type = type; }
public void Init(DamageType.Types type) { this.Type = type; }
public OfEleDmgRare(DamageType.Types type, string name) { this.type = type; this.name = name; }
// Token: 0x06000020 RID: 32 RVA: 0x00002A90 File Offset: 0x00000C90 public static ImbueEffectPreset MakeImbuePreset(int imbueID, string name, string description, string iconFileName, int visualEffectID, float flatDamage, float scalingDamage, DamageType.Types damageType, string statusEffect, Skill skill, int chanceToContract = 0, int buildUp = 0) { Dictionary <int, EffectPreset> dictionary = (Dictionary <int, EffectPreset>)At.GetValue(typeof(ResourcesPrefabManager), null, "EFFECTPRESET_PREFABS"); bool flag = !dictionary.ContainsKey(imbueID); ImbueEffectPreset result; if (flag) { GameObject gameObject = new GameObject(imbueID.ToString() + "_" + name.Replace(" ", "")); gameObject.SetActive(true); UnityEngine.Object.DontDestroyOnLoad(gameObject); ImbueEffectPreset imbueEffectPreset = gameObject.AddComponent <ImbueEffectPreset>(); imbueEffectPreset.name = imbueID.ToString() + "_" + name.Replace(" ", ""); At.SetValue <int>(imbueID, typeof(EffectPreset), imbueEffectPreset, "m_StatusEffectID"); At.SetValue <string>(name, typeof(ImbueEffectPreset), imbueEffectPreset, "m_imbueNameKey"); At.SetValue <string>(description, typeof(ImbueEffectPreset), imbueEffectPreset, "m_imbueDescKey"); imbueEffectPreset.ImbueStatusIcon = ((ImbueEffectPreset)dictionary[visualEffectID]).ImbueStatusIcon; imbueEffectPreset.ImbueFX = ((ImbueEffectPreset)dictionary[visualEffectID]).ImbueFX; TinyEffectManager.SetNameAndDesc(imbueEffectPreset, name, description); dictionary.Add(imbueID, imbueEffectPreset); GameObject gameObject2 = new GameObject("Effects"); gameObject2.SetActive(true); UnityEngine.Object.DontDestroyOnLoad(gameObject2); gameObject2.transform.SetParent(imbueEffectPreset.transform); bool flag2 = statusEffect != null && chanceToContract > 0; if (flag2) { TinyEffectManager.AddStatusEffectChance(imbueEffectPreset, chanceToContract, statusEffect); } bool flag3 = statusEffect != null && buildUp > 0; if (flag3) { TinyEffectManager.AddStatusEffectBuildUp(imbueEffectPreset, (float)buildUp, statusEffect); } bool flag4 = scalingDamage > 0f || flatDamage > 0f; if (flag4) { TinyEffectManager.AddWeaponDamage(imbueEffectPreset, flatDamage, scalingDamage, damageType); } bool flag5 = skill != null; if (flag5) { skill.GetComponentInChildren <ImbueWeapon>().ImbuedEffect = imbueEffectPreset; } result = imbueEffectPreset; } else { result = null; } return(result); }
// Token: 0x0600001F RID: 31 RVA: 0x00002A30 File Offset: 0x00000C30 public static WeaponDamage AddWeaponDamage(ImbueEffectPreset effect, float baseDamage, float damageScaling, DamageType.Types damageType) { WeaponDamage weaponDamage = effect.transform.Find("Effects").gameObject.AddComponent <WeaponDamage>(); weaponDamage.WeaponDamageMult = 1f + damageScaling; weaponDamage.OverrideDType = damageType; weaponDamage.Damages = new DamageType[] { new DamageType(damageType, baseDamage) }; weaponDamage.OverrideEffectCategory = EffectSynchronizer.EffectCategories.Hit; return(weaponDamage); }
public EleEssencePrefix(DamageType.Types type, string name) { this.type = type; this.name = name; }