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); }
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); }
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); }