Exemple #1
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 public KeenEdge()
 {
     WeaponType = WeaponType.Blade;
     SpellTypes.Add(typeof(Hone));
     BaseDamageCritModifier = 0.4;
     // Adds 40% critpower buff during hone
 }
Exemple #2
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 public Outrage()
 {
     WeaponType = WeaponType.Hammer;
     SpellTypes.Add(typeof(Seethe));
     PrimaryGimmickGain = 38;
     // Using Seethe generating 38 Rage
 }
Exemple #3
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 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)
 }
Exemple #4
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 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
 }
Exemple #5
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 public Passive3()
 {
     WeaponType = WeaponType.Hammer;
     SpellTypes.Add(typeof(Spell1));
     BaseDamageModifier     = 1;
     BaseDamageCritModifier = 2;
 }
Exemple #6
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 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;
 }
Exemple #7
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 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.
 }
Exemple #8
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 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.
 }
Exemple #9
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 public Superconductor(IPlayer player, string args = null)
 {
     WeaponType = WeaponType.Elemental;
     SpellTypes.Add(typeof(Mjolnir));
     //Mjolnir can't miss.
     BaseDamageCritModifier = 0.32;
 }
Exemple #10
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 public HardenedBlade()
 {
     WeaponType = WeaponType.Blade;
     SpellTypes.Add(typeof(SwallowCut));
     ModelledInWeapon = true;
     // Has 30% chance to not consume a spirit blade attackcharge when used.
 }
Exemple #11
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 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));
 }
Exemple #12
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 // 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
 }
Exemple #13
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 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
 }
Exemple #14
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 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
 }
Exemple #15
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 public Obliterate()
 {
     WeaponType = WeaponType.Hammer;
     SpellTypes.Add(typeof(Demolish));
     SpellTypes.Add(typeof(DemolishRage));
     BaseDamageCritModifier = 0.35;
     // +35% Demolish BaseDamage on crit
 }
Exemple #16
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 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;
 }
Exemple #17
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 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.
 }
Exemple #18
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 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.
 }
Exemple #19
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 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
 }
Exemple #20
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 public ExtendedMagazine()
 {
     WeaponType = WeaponType.Rifle;
     SpellTypes.Add(typeof(FullAuto));
     ChannelTicks = 1;
     // TODO: Test
     // Increase number of hits to 5 from 4
 }
Exemple #21
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 public SlowBurn(IPlayer player, string args = null)
 {
     WeaponType = WeaponType.Rifle;
     SpellTypes.Add(typeof(IncendiaryGrenade));
     DotDuration = 3;
     // TODO: Test
     // Increasing duration to 11s from 8s
 }
Exemple #22
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 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
 }
Exemple #23
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 public DeadlyDance()
 {
     // TODO: Test
     WeaponType = WeaponType.Pistol;
     SpellTypes.Add(typeof(BulletBallet));
     BaseDamage        = 0.32;
     PassiveBonusSpell = this;
     // Bullet Ballet: Additional 0,32 BaseDamage
 }
Exemple #24
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 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
 }
Exemple #25
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 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
 }
Exemple #26
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        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.
        }
Exemple #27
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 public Desolate()
 {
     WeaponType = WeaponType.Blood;
     SpellTypes.Add(typeof(EldritchScourge));
     BaseDamageModifier = 0.52;
 }
Exemple #28
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 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
 }
Exemple #29
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 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.
 }
Exemple #30
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 public Contaminate()
 {
     WeaponType = WeaponType.Blood;
     SpellTypes.Add(typeof(Reap));
     BaseDamage = 0.31; // + 0.31 CP per sec to a total of 0.56 CP
 }