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); }
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); }