public override GameObject Mutate(GameObject abilityObject, Vector3 location, Vector3 targetLocation) { // Leech on cast buff if (statBuffs) { statBuffs.addBuff(4f, Tags.Properties.PercentLifeLeech, 0, physLeechOnCast, null, null, physTag, "marrow shards phys leech on cast buff"); if (tracker && tracker.numberOfMinions() == 2) { statBuffs.addBuff(2f, Tags.Properties.CriticalChance, 0, critChanceOnCast, null, null, physTag, "marrow shards phys leech on cast buff"); } } if (createsSplintersAtEnd) { // nova trigger(s) CreateAbilityObjectOnDeath component = abilityObject.AddComponent <CreateAbilityObjectOnDeath>(); component.abilityToInstantiate = Ability.getAbility(AbilityID.boneNova); component.failsIfFailedAbility = true; component.offset = boneNovaOffset; component.aimingMethod = CreateAbilityObjectOnDeath.AimingMethod.TravelDirection; // nova mutator BoneNovaMutator mutator = abilityObject.AddComponent <BoneNovaMutator>(); mutator.increasedSpeed = nova_increasedSpeed; mutator.pierces = true; mutator.increasedDamage = nova_increasedDamage; mutator.increasedStunChance = nova_increasedStunChance; mutator.bleedChance = nova_bleedChance; mutator.addedCritChance = nova_addedCritChance; mutator.addedCritMultiplier = nova_addedCritMultiplier; mutator.cone = true; mutator.randomAngles = true; mutator.noVFX = true; mutator.dontAttach = true; mutator.dontMoveToTarget = true; mutator.moreDamageAgainstBleeding = nova_moreDamageAgainstBleeding; } if (returnHealthChance != 0 && returnHealthChance > (Random.Range(0f, 1f))) { CreateResourceReturnAbilityObjectOnEnemyHit component = abilityObject.AddComponent <CreateResourceReturnAbilityObjectOnEnemyHit>(); component.abilityObject = Ability.getAbility(AbilityID.bloodReturn); component.health = healthReturned; if (manaReturnChance != 0 && manaReturnChance > (Random.Range(0f, 1f))) { component.mana = manaReturned; } } if (increasedHealthCost != 0) { DamageCreatorOnCreation component = abilityObject.GetComponent <DamageCreatorOnCreation>(); if (component) { component.flatDamage *= (1 + increasedHealthCost); component.percentCurrentHealthTaken *= (1 + increasedHealthCost); } } if (doesntPierce) { Comp <Pierce> .GetOrAdd(abilityObject).objectsToPierce = 0; abilityObject.AddComponent <DestroyOnFailingToPierceEnemy>(); } if (endsAtTargetPoint) { if (!abilityObject.GetComponent <LocationDetector>()) { abilityObject.AddComponent <LocationDetector>(); } DestroyAfterDurationAfterReachingTargetLocation component = abilityObject.AddComponent <DestroyAfterDurationAfterReachingTargetLocation>(); component.duration = 0f; } if (increasedDuration != 0) { DestroyAfterDuration dad = abilityObject.GetComponent <DestroyAfterDuration>(); dad.duration *= 1 + increasedDuration; } 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 (moreDamageAgainstBleeding != 0) { // create the conditional DamageConditionalEffect conditionalEffect = new DamageConditionalEffect(); HasStatusEffectConditional conditional = new HasStatusEffectConditional(); conditional.statusEffect = StatusEffectID.Bleed; conditionalEffect.conditional = conditional; conditionalEffect.effect = new DamageEffectMoreDamage(moreDamageAgainstBleeding); // add the conditional to all damage stats holders foreach (DamageStatsHolder holder in abilityObject.GetComponents <DamageStatsHolder>()) { holder.baseDamageStats.conditionalEffects.Add(conditionalEffect); } } if (chanceToBleed > 0) { ChanceToApplyStatusOnEnemyHit newComponent = abilityObject.AddComponent <ChanceToApplyStatusOnEnemyHit>(); newComponent.statusEffect = StatusEffectList.getEffect(StatusEffectID.Bleed); newComponent.chance = chanceToBleed; } if (chanceToShredArmour > 0) { ChanceToApplyStatusOnEnemyHit newComponent = abilityObject.AddComponent <ChanceToApplyStatusOnEnemyHit>(); newComponent.statusEffect = StatusEffectList.getEffect(StatusEffectID.ArmourShred); newComponent.chance = chanceToShredArmour; } 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 (tracker && tracker.summons != null) { realIncreasedDamage += increasedDamagePerMinion * tracker.summons.Count; } } // more damage if you only have one minion if (increasedDamageWithOneMinion != 0) { if (tracker && tracker.numberOfMinions() == 1) { realIncreasedDamage += increasedDamageWithOneMinion; } } if (increasedDamageFromMinionDrain != 0 && tracker && tracker.summons != null && tracker.summons.Count > 0) { // choose a minion to drain BaseHealth minionHealth = tracker.summons[Random.Range(0, tracker.summons.Count - 1)].GetComponent <BaseHealth>(); if (minionHealth) { // gain extra damage realIncreasedDamage += increasedDamageFromMinionDrain; // create a death vfx Instantiate(spiritEscapePrefab).transform.position = minionHealth.transform.position + spiritEscapeOffset; // kill the minion minionHealth.HealthDamage(minionHealth.currentHealth + 1); } } // increase damage if (realIncreasedDamage != 0 || moreDamage != 0) { foreach (DamageStatsHolder holder in abilityObject.GetComponents <DamageStatsHolder>()) { holder.increaseAllDamage(realIncreasedDamage); if (moreDamage != 0) { holder.increaseAllDamage(moreDamage); } } } if (damagesMinions) { DamageEnemyOnHit deoh = abilityObject.GetComponent <DamageEnemyOnHit>(); if (deoh) { DamageCreatorMinionOnHit component = abilityObject.AddComponent <DamageCreatorMinionOnHit>(); component.baseDamageStats = deoh.baseDamageStats; if (doesntPierce) { abilityObject.GetComponent <DestroyOnFailingToPierceEnemy>().alsoDestroyOnFailingToPierceCreatorMinion(); } } } return(abilityObject); }
public override GameObject Mutate(GameObject abilityObject, Vector3 location, Vector3 targetLocation) { // DoT on cast buff if (statBuffs) { statBuffs.addBuff(4f, Tags.Properties.Damage, 0, increasedDotDamageOnCast, null, null, dotTag, "sacrifice dot on cast bug"); } if (boneNovaChance > 0 && (!mana || mana.currentMana > 0) && (boneNovaChance >= 1 || boneNovaChance > (Random.Range(0f, 1f)))) { // nova trigger CreateAbilityObjectOnDeath component = abilityObject.AddComponent <CreateAbilityObjectOnDeath>(); component.abilityToInstantiate = Ability.getAbility(AbilityID.boneNova); component.failsIfFailedAbility = true; component.offset = boneNovaOffset; // nova mutator BoneNovaMutator mutator = abilityObject.AddComponent <BoneNovaMutator>(); mutator.increasedSpeed = nova_increasedSpeed; mutator.pierces = nova_pierces; mutator.increasedDamage = nova_increasedDamage; mutator.increasedStunChance = nova_increasedStunChance; mutator.bleedChance = nova_bleedChance; mutator.addedCritChance = nova_addedCritChance; mutator.addedCritMultiplier = nova_addedCritMultiplier; mutator.cone = false; mutator.dontAttach = true; mutator.dontMoveToTarget = true; mutator.randomAngles = false; mutator.noVFX = true; mutator.moreDamageAgainstBleeding = nova_moreDamageAgainstBleeding; } if (bloodWraithChance > 0 && (bloodWraithChance >= 1 || bloodWraithChance > Random.Range(0f, 1f))) { // wraith trigger CreateAbilityObjectOnDeath component = abilityObject.AddComponent <CreateAbilityObjectOnDeath>(); component.abilityToInstantiate = Ability.getAbility(AbilityID.summonBloodWraith); component.failsIfFailedAbility = true; // wraith mutator BloodWraithMutator mutator = abilityObject.AddComponent <BloodWraithMutator>(); mutator.statList.AddRange(bloodWraithStats); mutator.increasedSize = increasedBloodWraithSize; } if (moreDamageAgainstBleeding != 0) { // create the conditional DamageConditionalEffect conditionalEffect = new DamageConditionalEffect(); HasStatusEffectConditional conditional = new HasStatusEffectConditional(); conditional.statusEffect = StatusEffectID.Bleed; conditionalEffect.conditional = conditional; conditionalEffect.effect = new DamageEffectMoreDamage(moreDamageAgainstBleeding); // add the conditional to all damage stats holders foreach (DamageStatsHolder holder in abilityObject.GetComponents <DamageStatsHolder>()) { holder.baseDamageStats.conditionalEffects.Add(conditionalEffect); } } // increase radius float totalIncreasedArea = increasedArea; if (increasedArea != 0 || increasedAreaWith3OrMoreMinions != 0) { // calculate total increased area if (increasedAreaWith3OrMoreMinions != 0 && tracker && tracker.summons != null && tracker.summons.Count >= 3) { totalIncreasedArea += increasedAreaWith3OrMoreMinions; } // calculate increased radius float increasedRadius = Mathf.Sqrt(totalIncreasedArea + 1) - 1;; // apply increased radius if (increasedRadius != 0) { foreach (CreateOnDeath cod in abilityObject.GetComponents <CreateOnDeath>()) { cod.increasedRadius = increasedRadius; cod.increasedHeight = increasedRadius; } foreach (SphereCollider col in abilityObject.GetComponents <SphereCollider>()) { col.radius *= (1 + increasedRadius); } foreach (CapsuleCollider col in abilityObject.GetComponents <CapsuleCollider>()) { col.radius *= (1 + increasedRadius); col.height *= (1 + increasedRadius); } } } if (chanceToIgnite > 0) { ChanceToApplyStatusOnEnemyHit newComponent = abilityObject.AddComponent <ChanceToApplyStatusOnEnemyHit>(); newComponent.statusEffect = StatusEffectList.getEffect(StatusEffectID.Ignite); newComponent.chance = chanceToIgnite; } if (addedFireDamage > 0) { foreach (DamageStatsHolder holder in abilityObject.GetComponents <DamageStatsHolder>()) { holder.addBaseDamage(DamageType.FIRE, addedFireDamage); } } 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 (tracker && tracker.summons != null) { realIncreasedDamage += increasedDamagePerMinion * tracker.summons.Count; } } // increased damage if the minion has more health if (increasedDamageIfDetonatedMinionHasMoreHealth != 0 && tracker) { // get the likely target Summoned targetMinion = tracker.getNearestMinion(targetLocation); if (targetMinion) { // check if it has more health BaseHealth minionHealth = targetMinion.getBaseHealth(); if (minionHealth && baseStats && baseStats.myHealth && minionHealth.currentHealth > baseStats.myHealth.currentHealth) { realIncreasedDamage += increasedDamageIfDetonatedMinionHasMoreHealth; } } } // more damage if you only have one minion if (increasedDamageWithOneMinion != 0) { if (tracker && tracker.numberOfMinions() == 1) { realIncreasedDamage += increasedDamageWithOneMinion; } } // increase damage if (realIncreasedDamage != 0) { foreach (DamageStatsHolder holder in abilityObject.GetComponents <DamageStatsHolder>()) { holder.increaseAllDamage(realIncreasedDamage); } } // chaining (mutator needs to be updated) if (chainsBetweenMinions) { CreateAbilityObjectOnNewAllyHit component = abilityObject.AddComponent <CreateAbilityObjectOnNewAllyHit>(); component.abilityToInstantiate = Ability.getAbility(AbilityID.sacrifice); component.onlyHitCreatorMinions = true; component.aimTowardsHit = true; SacrificeMutator mutator = abilityObject.AddComponent <SacrificeMutator>(); mutator.nova_increasedSpeed = nova_increasedSpeed; mutator.nova_pierces = nova_pierces; mutator.nova_increasedDamage = nova_increasedDamage; mutator.nova_increasedStunChance = nova_increasedStunChance; mutator.nova_bleedChance = nova_bleedChance; mutator.nova_addedCritChance = nova_addedCritChance; mutator.nova_addedCritMultiplier = nova_addedCritMultiplier; mutator.nova_moreDamageAgainstBleeding = nova_moreDamageAgainstBleeding; mutator.boneNovaChance = boneNovaChance; mutator.moreDamageAgainstBleeding = moreDamageAgainstBleeding; mutator.increasedStunChance = increasedStunChance; mutator.chanceToIgnite = chanceToIgnite; mutator.addedFireDamage = addedFireDamage; mutator.bloodWraithChance = bloodWraithChance; mutator.bloodWraithStats = new List <TaggedStatsHolder.TaggableStat>(); mutator.bloodWraithStats.AddRange(bloodWraithStats); mutator.increasedBloodWraithSize = increasedBloodWraithSize; mutator.chainsBetweenMinions = true; // snap shot the damage increase and area increase mutator.increasedDamage = realIncreasedDamage; mutator.increasedArea = totalIncreasedArea; } return(abilityObject); }