예제 #1
0
    public override GameObject Mutate(GameObject abilityObject, Vector3 location, Vector3 targetLocation)
    {
        if (extraStats != null && extraStats.Count > 0)
        {
            BuffParent component = abilityObject.GetComponent <BuffParent>();
            if (component)
            {
                component.taggedStats.AddRange(extraStats);
            }
        }

        return(abilityObject);
    }
    public void Apply(GameObject hitObject)
    {
        GameObject        effect              = Instantiate(statusEffect.effectObject, hitObject.transform);
        StatusDamage      statusDamage        = effect.GetComponent <StatusDamage>();
        TaggedStatsHolder myTaggedStatsHolder = GetComponent <TaggedStatsHolder>();
        ProtectionClass   protection          = hitObject.GetComponent <ProtectionClass>();

        if (protection)
        {
            if (statusDamage && myTaggedStatsHolder)
            {
                TaggedStatsHolder taggedStatsHolder = effect.AddComponent <TaggedStatsHolder>();
                taggedStatsHolder.simpleStats.AddRange(myTaggedStatsHolder.simpleStats);
                taggedStatsHolder.taggedStats.AddRange(myTaggedStatsHolder.taggedStats);

                // apply DoT damage
                foreach (TaggedStatsHolder.TaggableStat taggableStat in taggedStatsHolder.taggedStats)
                {
                    if (taggableStat.tagList.Contains(Tags.AbilityTags.DoT))
                    {
                        taggableStat.tagList.Remove(Tags.AbilityTags.DoT);
                    }
                }
                // build damage stats if necessary
                foreach (DamageStatsHolder holder in effect.GetComponents <DamageStatsHolder>())
                {
                    holder.damageStats = DamageStats.buildDamageStats(holder, taggedStatsHolder);
                }
            }
            // add creation reference
            CreationReferences myReferences = GetComponent <CreationReferences>();
            if (myReferences)
            {
                CreationReferences references = effect.AddComponent <CreationReferences>();
                references.creator     = myReferences.creator;
                references.thisAbility = myReferences.thisAbility;
            }
            // add alignment
            AlignmentManager myAlignmentManager = GetComponent <AlignmentManager>();
            if (myAlignmentManager)
            {
                AlignmentManager alignmentManager = effect.AddComponent <AlignmentManager>();
                alignmentManager.alignment = myAlignmentManager.alignment;
            }
            // apply shock effect
            if (statusEffect.effectID == 13)
            {
                TaggedStatsHolder tsh = GetComponent <TaggedStatsHolder>();
                if (tsh)
                {
                    float      shockEffect = tsh.GetStatValue(Tags.Properties.IncreasedShockEffect);
                    BuffParent pb          = effect.GetComponent <BuffParent>();
                    if (shockEffect != 0 && pb)
                    {
                        foreach (TaggedStatsHolder.TaggableStat stat in pb.taggedStats)
                        {
                            stat.addedValue     *= (1 + shockEffect);
                            stat.increasedValue *= (1 + shockEffect);
                        }
                    }
                }
            }
            // apply
            protection.effectControl.AddEffect(effect, effect.GetComponent <StatusEffect>());
        }
    }
예제 #3
0
    public override GameObject Mutate(GameObject abilityObject, Vector3 location, Vector3 targetLocation)
    {
        // add additional duration
        if (additionalDuration != 0)
        {
            DestroyAfterDuration durationObject = abilityObject.GetComponent <DestroyAfterDuration>();
            if (durationObject != null)
            {
                durationObject.duration += additionalDuration;
            }
        }

        // add additional ward regen
        if (additionalWardRegen > 0)
        {
            BuffParent protectionObject = abilityObject.GetComponent <BuffParent>();
            if (protectionObject != null)
            {
                protectionObject.wardRegen += additionalWardRegen;
            }
        }

        // add additional elemental protection
        if (additionalElementalProtection != 0 || igniteChanceGranted != 0 || grantsColdDamage || grantsLightningDamage)
        {
            BuffParent protectionObject = abilityObject.GetComponent <BuffParent>();
            if (protectionObject != null)
            {
                if (additionalElementalProtection != 0)
                {
                    TaggedStatsHolder.TaggableStat stat = new TaggedStatsHolder.TaggableStat(Tags.Properties.FireProtection, new List <Tags.AbilityTags>());
                    stat.addedValue = additionalElementalProtection;
                    protectionObject.taggedStats.Add(stat);
                    TaggedStatsHolder.TaggableStat stat2 = new TaggedStatsHolder.TaggableStat(Tags.Properties.ColdProtection, new List <Tags.AbilityTags>());
                    stat2.addedValue = additionalElementalProtection;
                    protectionObject.taggedStats.Add(stat2);
                    TaggedStatsHolder.TaggableStat stat3 = new TaggedStatsHolder.TaggableStat(Tags.Properties.LightningProtection, new List <Tags.AbilityTags>());
                    stat3.addedValue = additionalElementalProtection;
                    protectionObject.taggedStats.Add(stat3);
                }
                if (igniteChanceGranted != 0)
                {
                    TaggedStatsHolder.TaggableStat stat = new TaggedStatsHolder.TaggableStat(Tags.Properties.IgniteChance, new List <Tags.AbilityTags>());
                    stat.addedValue = igniteChanceGranted;
                    protectionObject.taggedStats.Add(stat);
                }
                if (grantsColdDamage)
                {
                    List <Tags.AbilityTags> tagList = new List <Tags.AbilityTags>();
                    tagList.Add(Tags.AbilityTags.Cold);
                    TaggedStatsHolder.TaggableStat stat = new TaggedStatsHolder.TaggableStat(Tags.Properties.Damage, tagList);
                    stat.increasedValue = 0.4f;
                    protectionObject.taggedStats.Add(stat);
                }
                if (grantsLightningDamage)
                {
                    List <Tags.AbilityTags> tagList = new List <Tags.AbilityTags>();
                    tagList.Add(Tags.AbilityTags.Lightning);
                    TaggedStatsHolder.TaggableStat stat = new TaggedStatsHolder.TaggableStat(Tags.Properties.Damage, tagList);
                    stat.increasedValue = 0.4f;
                    protectionObject.taggedStats.Add(stat);
                }
            }
        }

        // allow casting on allies
        if (canCastOnAllies)
        {
            abilityObject.GetComponent <AttachToCreatorOnCreation>().runOnCreation = false;
            abilityObject.AddComponent <AttachToNearestAllyOnCreation>();
            abilityObject.AddComponent <StartsAtTarget>();
        }

        // set damage threshold
        if (abilityObject.GetComponent <RetaliateWhenParentHit>())
        {
            abilityObject.GetComponent <RetaliateWhenParentHit>().damageTakenTrigger = (int)damageThreshold;
        }

        // aoe damage
        if (aoeDamage != 0)
        {
            RepeatedlyDamageEnemiesWithinRadius repeatDamage = abilityObject.GetComponent <RepeatedlyDamageEnemiesWithinRadius>();
            if (repeatDamage == null)
            {
                repeatDamage = abilityObject.AddComponent <RepeatedlyDamageEnemiesWithinRadius>();
            }
            if (repeatDamage.baseDamageStats.damage == null)
            {
                repeatDamage.baseDamageStats.damage = new List <DamageStatsHolder.DamageTypesAndValues>();
            }
            repeatDamage.baseDamageStats.damage.Add(new DamageStatsHolder.DamageTypesAndValues(DamageType.FIRE, aoeDamage));
            repeatDamage.damageInterval = 0.33f;
            repeatDamage.radius         = aoeRadius;
            repeatDamage.baseDamageStats.addedDamageScaling = 0.17f;
            repeatDamage.tags.Add(Tags.AbilityTags.AoE);
            repeatDamage.tags.Add(Tags.AbilityTags.Spell);
            repeatDamage.tags.Add(Tags.AbilityTags.DoT);
            foreach (Transform child in abilityObject.transform)
            {
                if (child.name == "Circle")
                {
                    child.gameObject.SetActive(true);
                    child.transform.localScale = new Vector3(1.3f * aoeRadius / 3.5f, 1, 1.3f * aoeRadius / 3.5f);
                }
            }
        }

        // igniting
        if (ignitesInAoe)
        {
            CastAfterDuration cad = abilityObject.AddComponent <CastAfterDuration>();
            cad.ability = AbilityIDList.getAbility(AbilityID.invisibleIgniteNova);
            if (increasedIgniteFrequency != 0)
            {
                if (increasedIgniteFrequency >= 0.9f)
                {
                    increasedIgniteFrequency = 0.9f;
                }
                cad.interval /= (1 + increasedIgniteFrequency);
            }
        }

        // mutating fireball
        if (fireballIgniteChance != 0 || fireballPierces || increasedFireballDamage != 0)
        {
            FireballMutator fireballMutator = abilityObject.AddComponent <FireballMutator>();
            fireballMutator.increasedDamage = increasedFireballDamage;
            fireballMutator.igniteChance    = fireballIgniteChance;
            if (fireballPierces)
            {
                fireballMutator.targetsToPierce += 1000;
            }
        }

        return(abilityObject);
    }
예제 #4
0
    public override GameObject Mutate(GameObject abilityObject, Vector3 location, Vector3 targetLocation)
    {
        BuffParent buffObject = abilityObject.GetComponent <BuffParent>();

        // add additional duration
        if (additionalDuration != 0)
        {
            DestroyAfterDuration durationObject = abilityObject.GetComponent <DestroyAfterDuration>();
            if (durationObject != null)
            {
                durationObject.duration += additionalDuration;
            }
        }

        // add additional block chance
        if (additionalBlockChance > 0)
        {
            TaggedStatsHolder.TaggableStat stat = new TaggedStatsHolder.TaggableStat(Tags.Properties.BlockChance, new List <Tags.AbilityTags>());
            stat.addedValue = additionalBlockChance;
            buffObject.taggedStats.Add(stat);
        }

        // add additional block protections
        if (additionalBlockElementalProtection != 0)
        {
            TaggedStatsHolder.TaggableStat stat = new TaggedStatsHolder.TaggableStat(Tags.Properties.BlockFireProtection, new List <Tags.AbilityTags>());
            stat.addedValue = additionalBlockElementalProtection;
            buffObject.taggedStats.Add(stat);
            TaggedStatsHolder.TaggableStat stat2 = new TaggedStatsHolder.TaggableStat(Tags.Properties.BlockColdProtection, new List <Tags.AbilityTags>());
            stat2.addedValue = additionalBlockElementalProtection;
            buffObject.taggedStats.Add(stat2);
            TaggedStatsHolder.TaggableStat stat3 = new TaggedStatsHolder.TaggableStat(Tags.Properties.BlockLightningProtection, new List <Tags.AbilityTags>());
            stat3.addedValue = additionalBlockElementalProtection;
            buffObject.taggedStats.Add(stat3);
        }

        // add additional block armour
        if (additionalBlockArmour != 0)
        {
            TaggedStatsHolder.TaggableStat stat = new TaggedStatsHolder.TaggableStat(Tags.Properties.BlockArmor, new List <Tags.AbilityTags>());
            stat.addedValue = additionalBlockArmour;
            buffObject.taggedStats.Add(stat);
        }

        // add additional armour
        if (additionalArmour != 0)
        {
            TaggedStatsHolder.TaggableStat stat = new TaggedStatsHolder.TaggableStat(Tags.Properties.Armour, new List <Tags.AbilityTags>());
            stat.addedValue = additionalArmour;
            buffObject.taggedStats.Add(stat);
        }

        // allow casting on allies
        if (canCastOnAllies)
        {
            abilityObject.GetComponent <AttachToCreatorOnCreation>().runOnCreation = false;
            abilityObject.AddComponent <AttachToNearestAllyOnCreation>();
            abilityObject.AddComponent <StartsAtTarget>();
        }

        //adds ward gain on block
        if (wardOnBlock > 0)
        {
            List <Tags.AbilityTags> onBlock = new List <Tags.AbilityTags> ();
            onBlock.Add(Tags.AbilityTags.Block);
            TaggedStatsHolder.TaggableStat stat = new TaggedStatsHolder.TaggableStat(Tags.Properties.WardGain, onBlock);
            stat.addedValue = wardOnBlock;
            buffObject.taggedStats.Add(stat);
        }

        // ensure that reduced mana penalty is not greater than 1
        float newReducedManaPenalty = reducedManaPenalty;

        if (newReducedManaPenalty > 1)
        {
            newReducedManaPenalty = 1;
        }
        // reduced mana penalties
        if (reducedManaPenalty != 0)
        {
            // reduce the "less" penalty intrinsic to the skill
            TaggedStatsHolder.TaggableStat stat = new TaggedStatsHolder.TaggableStat(Tags.Properties.ManaDrain, new List <Tags.AbilityTags>());
            // reducing a 20% less penalty by 40% is the same as adding a 10% more multiplier
            stat.moreValues.Add(-newReducedManaPenalty);
            buffObject.taggedStats.Add(stat);
        }

        // add reduced mana regen (after being altered by reduced mana penalties)
        if (extraManaDrain != 0)
        {
            TaggedStatsHolder.TaggableStat stat = new TaggedStatsHolder.TaggableStat(Tags.Properties.ManaDrain, new List <Tags.AbilityTags>());
            stat.addedValue = extraManaDrain;
            buffObject.taggedStats.Add(stat);
        }

        // add ward retention
        if (additionalWardRetention != 0)
        {
            TaggedStatsHolder.TaggableStat stat = new TaggedStatsHolder.TaggableStat(Tags.Properties.WardRetention, new List <Tags.AbilityTags>());
            stat.addedValue = additionalWardRetention;
            buffObject.taggedStats.Add(stat);
        }

        // ice nova
        if (castsFrostNova)
        {
            CastAfterDuration cad = abilityObject.AddComponent <CastAfterDuration>();
            cad.limitCasts = false;
            cad.interval   = 3f / (1 + increasedFrostNovaFrequency);
            cad.ability    = AbilityIDList.getAbility(AbilityID.frostNova);

            FrostNovaMutator novaMutator = abilityObject.AddComponent <FrostNovaMutator>();
            novaMutator.increasedDamage     = novaDamage;
            novaMutator.addedCritChance     = novaCritChance;
            novaMutator.addedCritMultiplier = novaCritMulti;
        }

        // add additional ward regen
        if (additionalWardRegen > 0)
        {
            BuffParent protectionObject = abilityObject.GetComponent <BuffParent>();
            if (protectionObject != null)
            {
                protectionObject.wardRegen += additionalWardRegen;
            }
        }

        return(abilityObject);
    }
예제 #5
0
    public override GameObject Mutate(GameObject abilityObject, Vector3 location, Vector3 targetLocation)
    {
        float newAddedVoidDamage = addedVoidDamage;

        if (addedVoidReducedByAttackSpeed != 0)
        {
            float voidDamageToAdd = addedVoidReducedByAttackSpeed;
            if (baseStats)
            {
                List <Tags.AbilityTags> tagList = new List <Tags.AbilityTags>();
                tagList.Add(Tags.AbilityTags.Melee);
                float increasedAttackSpeed = baseStats.GetStatValue(Tags.Properties.AttackSpeed, tagList) - 1;
                voidDamageToAdd *= (1 - increasedAttackSpeed);
            }
            if (voidDamageToAdd > 0)
            {
                newAddedVoidDamage += voidDamageToAdd;
            }
        }


        ShieldRushEndMutator mutator = abilityObject.AddComponent <ShieldRushEndMutator>();

        mutator.increasedDamage         = increasedDamage;
        mutator.increasedRadius         = increasedRadius;
        mutator.timeRotChance           = timeRotChance;
        mutator.increasesDamageTaken    = increasesDamageTaken;
        mutator.increasesDoTDamageTaken = increasesDoTDamageTaken;
        mutator.increasedStunChance     = increasedStunChance;
        mutator.addedCritMultiplier     = addedCritMultiplier;
        mutator.addedCritChance         = addedCritChance;
        mutator.leaveDelayed            = leaveDelayed;
        mutator.increasedDelayLength    = increasedDelayLength;

        mutator.delayIncreasedDamage         = delayIncreasedDamage;
        mutator.delayIncreasedRadius         = delayIncreasedRadius;
        mutator.delayTimeRotChance           = delayTimeRotChance;
        mutator.delayIncreasesDamageTaken    = delayIncreasesDamageTaken;
        mutator.delayIncreasesDoTDamageTaken = delayIncreasesDoTDamageTaken;
        mutator.delayIncreasedStunChance     = delayIncreasedStunChance;
        mutator.delayAddedCritMultiplier     = delayAddedCritMultiplier;
        mutator.delayAddedCritChance         = delayAddedCritChance;

        mutator.addedVoidDamage = newAddedVoidDamage + additionalAoEAddedVoidDamage;

        if (newAddedVoidDamage > 0)
        {
            foreach (DamageStatsHolder holder in abilityObject.GetComponents <DamageStatsHolder>())
            {
                holder.addBaseDamage(DamageType.VOID, addedVoidDamage);
            }
        }

        if (moreTravelDamageAgainstFullHealth != 0)
        {
            // create the conditional
            DamageConditionalEffect conditionalEffect = new DamageConditionalEffect();
            conditionalEffect.conditional = new FullHealthConditional();
            conditionalEffect.effect      = new DamageEffectMoreDamage(moreTravelDamageAgainstFullHealth);
            // add the conditional to all damage stats holders
            foreach (DamageStatsHolder holder in abilityObject.GetComponents <DamageStatsHolder>())
            {
                holder.baseDamageStats.conditionalEffects.Add(conditionalEffect);
            }
        }

        if (forwardVoidBeam)
        {
            CreateAbilityObjectOnStart component = abilityObject.AddComponent <CreateAbilityObjectOnStart>();
            component.abilityToInstantiate  = Ability.getAbility(AbilityID.forwardVoidBeam);
            component.aimingMethod          = CreateAbilityObjectOnStart.AimingMethod.TargetDirection;
            component.createAtStartLocation = true;
        }

        if (backwardsVoidBeam)
        {
            CreateAbilityObjectOnDeath component = abilityObject.AddComponent <CreateAbilityObjectOnDeath>();
            component.abilityToInstantiate = Ability.getAbility(AbilityID.backwardsVoidBeam);
            component.aimingMethod         = CreateAbilityObjectOnDeath.AimingMethod.TravelDirection;
        }

        if (returnToStart)
        {
            ReturnCasterToOlderPosition component = abilityObject.AddComponent <ReturnCasterToOlderPosition>();
            component.increasePositionAgeWithAge = true;
            component.positionAge = 0f;
            component.restoreMana = restoreMana;
            component.additionalAgeForManaRestoration = 0.35f;
            component.whenToMoveCaster = ReturnCasterToOlderPosition.StartOrEnd.End;
        }

        if (percentCurrentHealthLostOnCast != 0 && health)
        {
            health.HealthDamage(health.currentHealth * percentCurrentHealthLostOnCast);
        }

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

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

        if (statsWhileTravelling != null && statsWhileTravelling.Count > 0)
        {
            BuffParent bp = abilityObject.GetComponent <BuffParent>();
            if (!bp)
            {
                bp = abilityObject.AddComponent <BuffParent>();
            }

            List <TaggedStatsHolder.TaggableStat> stats = new List <TaggedStatsHolder.TaggableStat>();

            foreach (TaggedStatsHolder.TaggableStat stat in statsWhileTravelling)
            {
                TaggedStatsHolder.TaggableStat newStat = new TaggedStatsHolder.TaggableStat(stat);
                stats.Add(newStat);
            }

            bp.taggedStats.AddRange(stats);
        }


        if (increasedRadius > 0)
        {
            foreach (CreateOnDeath cod in abilityObject.GetComponents <CreateOnDeath>())
            {
                cod.increasedRadius = increasedRadius;
                cod.increasedHeight = increasedRadius;
            }
        }

        return(abilityObject);
    }
예제 #6
0
    public override GameObject Mutate(GameObject abilityObject, Vector3 location, Vector3 targetLocation)
    {
        // add additional duration
        if (increasedDuration != 0)
        {
            DestroyAfterDuration durationObject = abilityObject.GetComponent <DestroyAfterDuration>();
            if (durationObject != null)
            {
                durationObject.duration *= (1 + increasedDuration);
            }
        }

        // set damage threshold
        if (additionalRetaliations != 0)
        {
            RetaliateWhenParentHit retaliator = abilityObject.GetComponent <RetaliateWhenParentHit>();
            if (retaliator)
            {
                retaliator.retaliationsRemaining += additionalRetaliations;
            }
        }

        // add dark blade retaliation
        if (darkBladeRetaliationChance > 0)
        {
            if (Random.Range(0f, 1f) < darkBladeRetaliationChance)
            {
                RetaliateWhenParentHit retaliator = abilityObject.AddComponent <RetaliateWhenParentHit>();
                retaliator.limitRetaliations           = true;
                retaliator.onlyCountHitDamage          = true;
                retaliator.ability                     = Ability.getAbility(AbilityID.darkBlade);
                retaliator.damageTakenTrigger          = 1;
                retaliator.destroyAfterLastRetaliation = false;
                retaliator.sourceOfAbility             = RetaliateWhenParentHit.SourceOfAbilityObjectConstructor.Parent;
                retaliator.retaliationsRemaining       = 1;
            }
        }

        // stats while prepped
        if (statsWhilePrepped != null && statsWhilePrepped.Count > 0)
        {
            BuffParent bp = abilityObject.GetComponent <BuffParent>();
            if (!bp)
            {
                bp = abilityObject.AddComponent <BuffParent>();
            }

            List <TaggedStatsHolder.TaggableStat> stats = new List <TaggedStatsHolder.TaggableStat>();

            foreach (TaggedStatsHolder.TaggableStat stat in statsWhilePrepped)
            {
                TaggedStatsHolder.TaggableStat newStat = new TaggedStatsHolder.TaggableStat(stat);
                stats.Add(newStat);
            }

            bp.taggedStats.AddRange(stats);
        }


        return(abilityObject);
    }
예제 #7
0
    public override GameObject Mutate(GameObject abilityObject, Vector3 location, Vector3 targetLocation)
    {
        float newIncreasedRadius = increasedRadius;

        if (increasedRadiusWhileNotUsingAShield > 0)
        {
            if (!weaponInfoHolder)
            {
                weaponInfoHolder = GetComponent <WeaponInfoHolder>();
            }
            if (weaponInfoHolder && !weaponInfoHolder.hasShield)
            {
                newIncreasedRadius = increasedRadiusWhileNotUsingAShield;
            }
        }

        TempestHitMutator hitMutator = abilityObject.AddComponent <TempestHitMutator>();

        hitMutator.addedCritMultiplier         = addedCritMultiplier;
        hitMutator.addedCritChance             = addedCritChance;
        hitMutator.increasedDamage             = increasedDamage;
        hitMutator.timeRotChance               = timeRotChance;
        hitMutator.moreDamageAgainstFullHealth = moreDamageAgainstFullHealth;
        hitMutator.increasedRadius             = newIncreasedRadius;
        hitMutator.igniteChance    = igniteChance;
        hitMutator.addedVoidDamage = addedVoidDamage;
        hitMutator.moreDamageAgainstTimeRotting = moreDamageAgainstTimeRotting;


        if (increasedDamageWhileNotUsingAShield > 0)
        {
            if (!weaponInfoHolder)
            {
                weaponInfoHolder = GetComponent <WeaponInfoHolder>();
            }
            if (weaponInfoHolder && !weaponInfoHolder.hasShield)
            {
                hitMutator.increasedDamage += increasedDamageWhileNotUsingAShield;
            }
        }

        if (newIncreasedRadius != 0)
        {
            foreach (Transform child in abilityObject.transform)
            {
                child.localScale = new Vector3(child.localScale.x * (1 + newIncreasedRadius), child.localScale.y, child.localScale.z * (1 + newIncreasedRadius));
            }
        }

        if (statsWhileSpinning != null && statsWhileSpinning.Count > 0)
        {
            BuffParent bp = abilityObject.GetComponent <BuffParent>();
            if (!bp)
            {
                bp = abilityObject.AddComponent <BuffParent>();
            }

            List <TaggedStatsHolder.TaggableStat> stats = new List <TaggedStatsHolder.TaggableStat>();

            foreach (TaggedStatsHolder.TaggableStat stat in statsWhileSpinning)
            {
                TaggedStatsHolder.TaggableStat newStat = new TaggedStatsHolder.TaggableStat(stat);
                stats.Add(newStat);
            }

            if (!weaponInfoHolder)
            {
                weaponInfoHolder = GetComponent <WeaponInfoHolder>();
            }
            if (weaponInfoHolder && !weaponInfoHolder.hasShield)
            {
                foreach (TaggedStatsHolder.TaggableStat stat in statsWhileSpinningIfNotUsingAShield)
                {
                    TaggedStatsHolder.TaggableStat newStat = new TaggedStatsHolder.TaggableStat(stat);
                    stats.Add(newStat);
                }
            }

            bp.taggedStats.AddRange(stats);
        }

        if (castsAbyssalOrb)
        {
            CastAfterDuration cad = abilityObject.AddComponent <CastAfterDuration>();
            cad.ability      = Ability.getAbility(AbilityID.abyssalOrb);
            cad.interval     = 1f / (1f + increasedAbyssalOrbFrequence);
            cad.randomAiming = true;
        }

        if (pulls)
        {
            RepeatedlyPullEnemiesWithinRadius component = abilityObject.AddComponent <RepeatedlyPullEnemiesWithinRadius>();
            component.radius             = 5f * (1 + increasedPullRadius);
            component.distanceMultiplier = 0.98f;
            if (strongerPull)
            {
                component.distanceMultiplier = 0.96f;
            }
            component.interval = 0.02f;

            //CastAfterDuration cad = abilityObject.AddComponent<CastAfterDuration>();
            //cad.ability = Ability.getAbility(AbilityID.bigPull);
            //cad.interval = 0.5f;
            //cad.age = Random.Range(0.1f, 0.9f);
            //BigPullMutator mut = abilityObject.AddComponent<BigPullMutator>();
            //mut.increasedRadius = increasedPullRadius;
        }

        return(abilityObject);
    }