public KeenEdge() { WeaponType = WeaponType.Blade; SpellTypes.Add(typeof(Hone)); BaseDamageCritModifier = 0.4; // Adds 40% critpower buff during hone }
public Outrage() { WeaponType = WeaponType.Hammer; SpellTypes.Add(typeof(Seethe)); PrimaryGimmickGain = 38; // Using Seethe generating 38 Rage }
public Duality(IPlayer player, string args = null) { WeaponType = WeaponType.Chaos; SpellTypes.Add(typeof(TumultousWhisper)); // If TumultousWHisper causes us to exceed 8 paradoxes... We get a Doppleganger(); // See chaos weapon modeling. (Weapons.Chaos.Doppleganger) }
public EyeOfTheRuinStorm(IPlayer player, string args = null) { WeaponType = WeaponType.Chaos; SpellTypes.Add(typeof(Weapons.Chaos.Singularity)); BaseDamage = 1.68; // Singularity Base Damage increased to 4.35 }
public Passive3() { WeaponType = WeaponType.Hammer; SpellTypes.Add(typeof(Spell1)); BaseDamageModifier = 1; BaseDamageCritModifier = 2; }
public Flay() { WeaponType = WeaponType.Blood; SpellTypes.Add(typeof(Maleficium)); BaseDamage = 0.11; // TODO: Make sure it's 0.11 BaseDamage and not 0.11 BaseDamageModifier... ModelledInWeapon = true; }
public BloodFlow(IPlayer player, string args = null) { WeaponType = WeaponType.Blood; SpellTypes.Add(typeof(Rupture)); // If Corruption(Gimmick) is > 60 we do a dot, dealing 0.36*CP/sec for 6 seconds. // Causes next 4 blood attacks to deal additional 1.93 * CP extra. }
public Glaciate(IPlayer player, string args = null) { WeaponType = WeaponType.Elemental; SpellTypes.Add(typeof(IceBeam)); //Attacks against the target with Ice Beam debuff ( 5seconds) //Deal 0.5 * CP extra. }
public Superconductor(IPlayer player, string args = null) { WeaponType = WeaponType.Elemental; SpellTypes.Add(typeof(Mjolnir)); //Mjolnir can't miss. BaseDamageCritModifier = 0.32; }
public HardenedBlade() { WeaponType = WeaponType.Blade; SpellTypes.Add(typeof(SwallowCut)); ModelledInWeapon = true; // Has 30% chance to not consume a spirit blade attackcharge when used. }
public FocusedFire() { WeaponType = WeaponType.Pistol; SpellType = SpellType.Passive; BaseDamageModifier = 3.47; // If no matching chambers gain Double White, BaseDamage of Kill Blind increased to 3,47CP SpellTypes.Add(typeof(KillBlind)); }
// TODO: Test public BulletEcho() { WeaponType = WeaponType.Pistol; SpellTypes.Add(typeof(Ricochet)); BaseDamage = 0.32; PassiveBonusSpell = this; // When Ricochet expires Pistol attacks chain to nearby enemies 0,32CP damage 4s duration }
public PassiveBonusSpell() { WeaponType = WeaponType.Hammer; SpellTypes.Add(typeof(Spell1)); BaseDamage = 0.81; PassiveBonusSpell = this; // Critical Hits with Dual Shot deal an additional 0,81CP BaseDamage }
public ElementalForce(IPlayer player, string args = null) { WeaponType = WeaponType.Elemental; SpellTypes.Add(typeof(Overload)); //Heat reduction increased by 10 (so total -40) //Creates 0.42 * CP attack //Creates 0.14 * CP dot for 6 seconds }
public Obliterate() { WeaponType = WeaponType.Hammer; SpellTypes.Add(typeof(Demolish)); SpellTypes.Add(typeof(DemolishRage)); BaseDamageCritModifier = 0.35; // +35% Demolish BaseDamage on crit }
public Annihilate() { WeaponType = WeaponType.Hammer; SpellTypes.Add(typeof(EruptionRage)); BaseDamage = 7.12; // Damage increased to 12.72 * CombatPower Instead of 5.6 Base.. PrimaryGimmickCost = 50; // Total of 50 PrimaryGimmickGain = -7; }
public SalvageExpert() { WeaponType = WeaponType.Shotgun; SpellTypes.Add(typeof(ShellSalvage)); SecondaryGain = 5; // TODO: offer to reload the same type of shell // Always offer to reload the same type of shell. }
public Defilement() { WeaponType = WeaponType.Blood; SpellTypes.Add(typeof(Desecrate)); ModelledInWeapon = true; // Corrution gain during Desecrate is increased by 20% // If at max corruption we gain 16.5% blood ability damage. }
public PointBlankShot() { WeaponType = WeaponType.Shotgun; SpellTypes.Add(typeof(RagingShot)); BaseDamage = 0.58; // TODO: Test and implement range??? // Increase damage to 4.00 to targets within 3m }
public ExtendedMagazine() { WeaponType = WeaponType.Rifle; SpellTypes.Add(typeof(FullAuto)); ChannelTicks = 1; // TODO: Test // Increase number of hits to 5 from 4 }
public SlowBurn(IPlayer player, string args = null) { WeaponType = WeaponType.Rifle; SpellTypes.Add(typeof(IncendiaryGrenade)); DotDuration = 3; // TODO: Test // Increasing duration to 11s from 8s }
public UnerringAccuracy() { WeaponType = WeaponType.Rifle; SpellTypes.Add(typeof(RedMist)); BaseDamageCritModifier = 0.68; // Critical hits deal 68 % more damage // TODO: Test and add: Can no longer glance or evade }
public DeadlyDance() { // TODO: Test WeaponType = WeaponType.Pistol; SpellTypes.Add(typeof(BulletBallet)); BaseDamage = 0.32; PassiveBonusSpell = this; // Bullet Ballet: Additional 0,32 BaseDamage }
public FatalShot() { WeaponType = WeaponType.Pistol; SpellTypes.Add(typeof(DualShot)); BaseDamage = 0.81; BonusSpellOnlyOnCrit = true; PassiveBonusSpell = this; // Critical Hits with Dual Shot deal an additional 0,81CP BaseDamage }
public Shatter() { WeaponType = WeaponType.Hammer; SpellTypes.Add(typeof(RazorShards)); SpellTypes.Add(typeof(RazorShardsRage)); BaseDamageModifier = 0.15; // Razor Shards: 6% BaseDamage stacks 5 times on hit // TODO: Make it possible to apply onhit bonuses }
public LingeringCurse() { WeaponType = WeaponType.Blood; SpellTypes.Add(typeof(DreadSigil)); SpellType = SpellType.Dot; BaseDamage = 0.78; DotDuration = 5; PassiveBonusSpell = this; // TODO: Test // 0.78 CP per sec for 5 seconds DoT whenever DreadSigil is cast. }
public Desolate() { WeaponType = WeaponType.Blood; SpellTypes.Add(typeof(EldritchScourge)); BaseDamageModifier = 0.52; }
public Paroxysm(IPlayer player, string args = null) { WeaponType = WeaponType.Blood; SpellTypes.Add(typeof(RunicHex)); // When Runic Hex expires we do a shittier Runic Hex for 0.31 * CP for 4 (3+1) seconds }
public Convergence(IPlayer player, string args = null) { WeaponType = WeaponType.Blood; SpellTypes.Add(typeof(SanguineCoalescence)); // Causes next 4 blood attacks to deal additional 1.93 * CP extra. }
public Contaminate() { WeaponType = WeaponType.Blood; SpellTypes.Add(typeof(Reap)); BaseDamage = 0.31; // + 0.31 CP per sec to a total of 0.56 CP }