Exemple #1
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);
    }
    public override GameObject Mutate(GameObject abilityObject, Vector3 location, Vector3 targetLocation)
    {
        if (noChain)
        {
            CreateAbilityObjectOnNewEnemtHit component = abilityObject.GetComponent <CreateAbilityObjectOnNewEnemtHit>();
            if (component)
            {
                component.active = false;
            }
        }

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

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

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

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

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

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

        return(abilityObject);
    }
Exemple #3
0
    public override GameObject Mutate(GameObject abilityObject, Vector3 location, Vector3 targetLocation)
    {
        if (addedLightningPerMana != 0 && mana)
        {
            float addedDamage = mana.currentMana * addedLightningPerMana;
            foreach (DamageStatsHolder holder in abilityObject.GetComponents <DamageStatsHolder>())
            {
                holder.addBaseDamage(DamageType.LIGHTNING, addedDamage);
            }
        }

        if (critChancePerMana != 0 && mana)
        {
            float addedCrit = mana.currentMana * critChancePerMana;
            foreach (DamageStatsHolder holder in abilityObject.GetComponents <DamageStatsHolder>())
            {
                holder.baseDamageStats.critChance += addedCrit;
            }
        }

        if (additionalManaOnHit != 0 || increasedManaOnHit != 0 || manaGainOnHitWhileOutOfMana != 0)
        {
            GiveCreatorManaOnHit component = abilityObject.GetComponent <GiveCreatorManaOnHit>();
            if (component)
            {
                component.manaOnHit += additionalManaOnHit;
                if (mana && mana.currentMana <= 0)
                {
                    component.manaOnHit += manaGainOnHitWhileOutOfMana;
                }
                component.manaOnHit *= 1 + increasedManaOnHit;
            }
        }

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

        if (increasedDamageWhileOutOfMana != 0 && mana && mana.currentMana <= 0)
        {
            foreach (DamageStatsHolder holder in abilityObject.GetComponents <DamageStatsHolder>())
            {
                holder.increaseAllDamage(increasedDamageWhileOutOfMana);
            }
        }

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

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

        if (removesCritMultiplier)
        {
            foreach (DamageStatsHolder holder in abilityObject.GetComponents <DamageStatsHolder>())
            {
                holder.baseDamageStats.noCritMultiplier = true;
            }
        }

        if (canTeleport)
        {
            abilityObject.GetComponent <StartsTowardsTarget>().active        = false;
            abilityObject.AddComponent <StartsAtTarget>().facesAwayFromStart = true;
        }

        if (chanceToKnockBack > 0)
        {
            float rand = Random.Range(0f, 1f);
            if (rand < chanceToKnockBack)
            {
                abilityObject.AddComponent <CreateAbilityObjectOnDeath>().abilityToInstantiate = AbilityIDList.getAbility(AbilityID.knockBack);
            }
        }

        if (tenacityDebuffOnHit != 0)
        {
            DebuffOnEnemyHit component = abilityObject.AddComponent <DebuffOnEnemyHit>();
            component.addDebuffToList(Tags.Properties.Tenacity, tenacityDebuffOnHit, 0, null, null, 4f);
        }

        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);
            }
        }


        return(abilityObject);
    }
    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 (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 (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 (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 (leaveDelayed)
        {
            CreateAbilityObjectOnDeath component = abilityObject.AddComponent <CreateAbilityObjectOnDeath>();
            component.abilityToInstantiate = Ability.getAbility(AbilityID.delayedShieldRushEnd);

            DelayedShieldRushEndMutator mutator = abilityObject.AddComponent <DelayedShieldRushEndMutator>();
            mutator.increasedDamage         = increasedDamage + delayIncreasedDamage;
            mutator.increasedRadius         = increasedRadius + delayIncreasedRadius;
            mutator.timeRotChance           = timeRotChance + delayTimeRotChance;
            mutator.increasesDamageTaken    = increasesDamageTaken + delayIncreasesDamageTaken;
            mutator.increasesDoTDamageTaken = increasesDoTDamageTaken + delayIncreasesDoTDamageTaken;
            mutator.increasedStunChance     = increasedStunChance + delayIncreasedStunChance;
            mutator.addedCritMultiplier     = addedCritMultiplier + delayAddedCritMultiplier;
            mutator.addedCritChance         = addedCritChance + delayAddedCritChance;
            mutator.leaveDelayed            = false;
            mutator.increasedDelayLength    = increasedDelayLength;
            mutator.addedVoidDamage         = addedVoidDamage;
        }

        return(abilityObject);
    }
Exemple #5
0
    public override GameObject Mutate(GameObject abilityObject, Vector3 location, Vector3 targetLocation)
    {
        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 (necrotic)
        {
            // replace vfx
            CreateOnDeath cod = abilityObject.GetComponent <CreateOnDeath>();
            if (cod && cod.objectsToCreateOnDeath != null && cod.objectsToCreateOnDeath.Count > 0)
            {
                cod.objectsToCreateOnDeath[0] = new CreateOnDeath.GameObjectHolder(PrefabList.getPrefab("NecroticBloodSplatterOnDeathVFX"));
            }

            // convert damage
            foreach (DamageStatsHolder damage in abilityObject.GetComponents <DamageStatsHolder>())
            {
                damage.convertAllDamageOfType(DamageType.PHYSICAL, DamageType.NECROTIC);
            }
        }

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

        if (armourReductionChance > 0 && Random.Range(0f, 1f) < armourReductionChance)
        {
            DebuffOnEnemyHit component = abilityObject.AddComponent <DebuffOnEnemyHit>();
            if (reducesDarkProtectionInstead)
            {
                if (armourReductionStacks)
                {
                    component.addDebuffToList(Tags.Properties.DarkProtection, armourReduction, 0f, null, null, 4f * (1 + increasedArmourDebuffDuration));
                }
                else
                {
                    component.addDebuffToList(Tags.Properties.DarkProtection, armourReduction, 0f, null, null, 4f * (1 + increasedArmourDebuffDuration), null, "blood splatter armour reduction");
                }
            }
            else
            {
                if (armourReductionStacks)
                {
                    component.addDebuffToList(Tags.Properties.Armour, armourReduction, 0f, null, null, 4f * (1 + increasedArmourDebuffDuration));
                }
                else
                {
                    component.addDebuffToList(Tags.Properties.Armour, armourReduction, 0f, null, null, 4f * (1 + increasedArmourDebuffDuration), null, "blood splatter armour reduction");
                }
            }
        }

        if (minionBuffs != null && minionBuffs.Count > 0)
        {
            string        buffName  = "blood splatter buff";
            BuffOnAllyHit component = abilityObject.AddComponent <BuffOnAllyHit>();
            component.onlyApplyToCreatorsMinions = true;
            for (int i = 0; i < minionBuffs.Count; i++)
            {
                string fullBuffName = buffName + minionBuffs[i].property;
                foreach (Tags.AbilityTags _tag in minionBuffs[i].tagList)
                {
                    fullBuffName += _tag;
                }
                component.addBuffToList(minionBuffs[i].property, minionBuffs[i].addedValue, minionBuffs[i].increasedValue, minionBuffs[i].moreValues,
                                        minionBuffs[i].quotientValues, 4f, minionBuffs[i].tagList, fullBuffName);
            }
        }


        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 (references && references.creator)
            {
                SummonTracker tracker = references.creator.GetComponent <SummonTracker>();
                if (tracker && tracker.summons != null)
                {
                    realIncreasedDamage += increasedDamagePerMinion * tracker.summons.Count;
                }
            }
        }


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

        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);
    }