private void PostProcessBeamTick(BeamController beam, SpeculativeRigidbody spec, float tickRate) { GameActor gameActor = spec.gameActor; if (!gameActor) { return; } PlayerController player = this.Owner; if (player.CurrentGun.PickupObjectId == 40) { beam.projectile.baseData.damage *= 1.003f; } BulletStatusEffectItem frostbullets = PickupObjectDatabase.GetById(278).GetComponent <BulletStatusEffectItem>(); GameActorFreezeEffect frostfreeze = frostbullets.FreezeModifierEffect; if (player.CurrentGun.PickupObjectId == 464) { if (UnityEngine.Random.value < BraveMathCollege.SliceProbability(1f, tickRate)) { gameActor.ApplyEffect(frostfreeze, 0.015f, null); } } }
private void PostProcessBeam(BeamController beam, SpeculativeRigidbody hitRigidBody, float tickrate) { float procChance = 0.12f; GameActor gameActor = hitRigidBody.gameActor; if (!gameActor) { return; } if (UnityEngine.Random.value < BraveMathCollege.SliceProbability(procChance, tickrate)) { ApplyLockdown.ApplyDirectLockdown(hitRigidBody.gameActor, 4, Color.grey, Color.grey, EffectResistanceType.None, "Lockdown", true, false); } }
public void PostProcessBeamTick(BeamController beam, SpeculativeRigidbody hitRigidbody, float tickRate) { GameActor gameActor = hitRigidbody.gameActor; if (!gameActor) { return; } if (UnityEngine.Random.value < BraveMathCollege.SliceProbability(this.chanceFromBeamPerSecond, tickRate)) { if (this.AppliesFire) { gameActor.ApplyEffect(this.FireModifierEffect, 1f, null); } } }
private void PostProcessBeam(BeamController beam, SpeculativeRigidbody hitRigidBody, float tickrate) { float procChance = 0.12f; beam.AdjustPlayerBeamTint(ExtendedColours.plaguePurple, 1, 0f); GameActor gameActor = hitRigidBody.gameActor; if (!gameActor) { return; } if (UnityEngine.Random.value < BraveMathCollege.SliceProbability(procChance, tickrate)) { hitRigidBody.gameActor.ApplyEffect(StaticStatusEffects.StandardPlagueEffect); } }
private void PostProcessBeam(BeamController beam, SpeculativeRigidbody hitRigidBody, float tickrate) { float procChance = 0.09f; beam.AdjustPlayerBeamTint(ExtendedColours.vibrantOrange, 1, 0f); GameActor gameActor = hitRigidBody.gameActor; if (!gameActor) { return; } if (UnityEngine.Random.value < BraveMathCollege.SliceProbability(procChance, tickrate)) { hitRigidBody.gameActor.ApplyEffect(StatusEffectHelper.GenerateSizeEffect(10, new Vector2(0.4f, 0.4f))); } }
// Token: 0x060002BF RID: 703 RVA: 0x00016484 File Offset: 0x00014684 public void PostProcessBeamTick(BeamController beam, SpeculativeRigidbody hitRigidbody, float tickRate) { GameActor gameActor = hitRigidbody.gameActor; bool flag = !gameActor; if (!flag) { bool flag2 = UnityEngine.Random.value < BraveMathCollege.SliceProbability(this.chanceFromBeamPerSecond, tickRate); if (flag2) { bool appliesCharm = this.AppliesCharm; if (appliesCharm) { gameActor.ApplyEffect(this.CharmModifierEffect, 1f, null); } } } }
private void PostProcessBeam(BeamController beam, SpeculativeRigidbody enemy, float tickrate) { float procChance = 0.25f; GameActor gameActor = enemy.gameActor; if (!gameActor) { return; } if (UnityEngine.Random.value < BraveMathCollege.SliceProbability(procChance, tickrate)) { if (enemy && enemy.gameActor && enemy.healthHaver) { float chance = 1; if (enemy.healthHaver.IsBoss) { chance = 0.33f; } enemy.gameActor.DeleteOwnedBullets(chance); } } }