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SE_Ranger.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
namespace ValheimLegends
{
public class SE_Ranger : SE_Stats
{
public static Sprite AbilityIcon;
public static GameObject GO_SEFX;
[Header("SE_VL_Ranger")]
public static float m_baseTTL = 2f;
private float m_timer = 0f;
public float hitCount = 0f;
private float m_interval = 1f;
private int maxHitCount = 5;
public SE_Ranger()
{
base.name = "SE_VL_Ranger";
m_icon = AbilityIcon;
m_tooltip = "Ranger";
m_name = "Ranger";
m_ttl = m_baseTTL;
}
//public override void ModifySpeed(ref float speed)
//{
// if(hitCount > 0)
// {
// speed *= 2f;
// }
// base.ModifySpeed(ref speed);
//}
public override void OnDamaged(HitData hit, Character attacker)
{
hit.m_damage.m_poison *= .75f * VL_GlobalConfigs.c_rangerBonusPoisonResistance;
base.OnDamaged(hit, attacker);
}
public override void ModifyRunStaminaDrain(float baseDrain, ref float drain)
{
drain *= .75f * VL_GlobalConfigs.c_rangerBonusRunCost;
base.ModifyRunStaminaDrain(baseDrain, ref drain);
}
public override void UpdateStatusEffect(float dt)
{
m_timer -= dt;
if (m_timer <= 0f)
{
m_timer = m_interval;
hitCount--;
hitCount = Mathf.Clamp(hitCount, 0, maxHitCount);
}
m_ttl = hitCount;
m_time = 0;
base.UpdateStatusEffect(dt);
}
public override bool IsDone()
{
return ValheimLegends.vl_player.vl_class != ValheimLegends.PlayerClass.Ranger;
}
public override bool CanAdd(Character character)
{
return character.IsPlayer() && ValheimLegends.vl_player.vl_class == ValheimLegends.PlayerClass.Ranger;
}
}
}