Example #1
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);
    }
Example #2
0
    public override GameObject Mutate(GameObject abilityObject, Vector3 location, Vector3 targetLocation)
    {
        // add additional duration
        if (additionalDuration != 0)
        {
            DestroyAfterDuration durationObject = abilityObject.GetComponent <DestroyAfterDuration>();
            if (durationObject != null)
            {
                durationObject.duration += additionalDuration;
            }
        }

        // add additional ward regen
        if (additionalWardRegen > 0)
        {
            BuffParent protectionObject = abilityObject.GetComponent <BuffParent>();
            if (protectionObject != null)
            {
                protectionObject.wardRegen += additionalWardRegen;
            }
        }

        // add additional elemental protection
        if (additionalElementalProtection != 0 || igniteChanceGranted != 0 || grantsColdDamage || grantsLightningDamage)
        {
            BuffParent protectionObject = abilityObject.GetComponent <BuffParent>();
            if (protectionObject != null)
            {
                if (additionalElementalProtection != 0)
                {
                    TaggedStatsHolder.TaggableStat stat = new TaggedStatsHolder.TaggableStat(Tags.Properties.FireProtection, new List <Tags.AbilityTags>());
                    stat.addedValue = additionalElementalProtection;
                    protectionObject.taggedStats.Add(stat);
                    TaggedStatsHolder.TaggableStat stat2 = new TaggedStatsHolder.TaggableStat(Tags.Properties.ColdProtection, new List <Tags.AbilityTags>());
                    stat2.addedValue = additionalElementalProtection;
                    protectionObject.taggedStats.Add(stat2);
                    TaggedStatsHolder.TaggableStat stat3 = new TaggedStatsHolder.TaggableStat(Tags.Properties.LightningProtection, new List <Tags.AbilityTags>());
                    stat3.addedValue = additionalElementalProtection;
                    protectionObject.taggedStats.Add(stat3);
                }
                if (igniteChanceGranted != 0)
                {
                    TaggedStatsHolder.TaggableStat stat = new TaggedStatsHolder.TaggableStat(Tags.Properties.IgniteChance, new List <Tags.AbilityTags>());
                    stat.addedValue = igniteChanceGranted;
                    protectionObject.taggedStats.Add(stat);
                }
                if (grantsColdDamage)
                {
                    List <Tags.AbilityTags> tagList = new List <Tags.AbilityTags>();
                    tagList.Add(Tags.AbilityTags.Cold);
                    TaggedStatsHolder.TaggableStat stat = new TaggedStatsHolder.TaggableStat(Tags.Properties.Damage, tagList);
                    stat.increasedValue = 0.4f;
                    protectionObject.taggedStats.Add(stat);
                }
                if (grantsLightningDamage)
                {
                    List <Tags.AbilityTags> tagList = new List <Tags.AbilityTags>();
                    tagList.Add(Tags.AbilityTags.Lightning);
                    TaggedStatsHolder.TaggableStat stat = new TaggedStatsHolder.TaggableStat(Tags.Properties.Damage, tagList);
                    stat.increasedValue = 0.4f;
                    protectionObject.taggedStats.Add(stat);
                }
            }
        }

        // allow casting on allies
        if (canCastOnAllies)
        {
            abilityObject.GetComponent <AttachToCreatorOnCreation>().runOnCreation = false;
            abilityObject.AddComponent <AttachToNearestAllyOnCreation>();
            abilityObject.AddComponent <StartsAtTarget>();
        }

        // set damage threshold
        if (abilityObject.GetComponent <RetaliateWhenParentHit>())
        {
            abilityObject.GetComponent <RetaliateWhenParentHit>().damageTakenTrigger = (int)damageThreshold;
        }

        // aoe damage
        if (aoeDamage != 0)
        {
            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.baseDamageStats.damage.Add(new DamageStatsHolder.DamageTypesAndValues(DamageType.FIRE, aoeDamage));
            repeatDamage.damageInterval = 0.33f;
            repeatDamage.radius         = aoeRadius;
            repeatDamage.baseDamageStats.addedDamageScaling = 0.17f;
            repeatDamage.tags.Add(Tags.AbilityTags.AoE);
            repeatDamage.tags.Add(Tags.AbilityTags.Spell);
            repeatDamage.tags.Add(Tags.AbilityTags.DoT);
            foreach (Transform child in abilityObject.transform)
            {
                if (child.name == "Circle")
                {
                    child.gameObject.SetActive(true);
                    child.transform.localScale = new Vector3(1.3f * aoeRadius / 3.5f, 1, 1.3f * aoeRadius / 3.5f);
                }
            }
        }

        // igniting
        if (ignitesInAoe)
        {
            CastAfterDuration cad = abilityObject.AddComponent <CastAfterDuration>();
            cad.ability = AbilityIDList.getAbility(AbilityID.invisibleIgniteNova);
            if (increasedIgniteFrequency != 0)
            {
                if (increasedIgniteFrequency >= 0.9f)
                {
                    increasedIgniteFrequency = 0.9f;
                }
                cad.interval /= (1 + increasedIgniteFrequency);
            }
        }

        // mutating fireball
        if (fireballIgniteChance != 0 || fireballPierces || increasedFireballDamage != 0)
        {
            FireballMutator fireballMutator = abilityObject.AddComponent <FireballMutator>();
            fireballMutator.increasedDamage = increasedFireballDamage;
            fireballMutator.igniteChance    = fireballIgniteChance;
            if (fireballPierces)
            {
                fireballMutator.targetsToPierce += 1000;
            }
        }

        return(abilityObject);
    }