borderlands2
Version:
Borderlands 2 weapon damage and DPS calculation library
163 lines • 5.88 kB
JavaScript
;
var __extends = (this && this.__extends) || (function () {
var extendStatics = function (d, b) {
extendStatics = Object.setPrototypeOf ||
({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
return extendStatics(d, b);
};
return function (d, b) {
extendStatics(d, b);
function __() { this.constructor = d; }
d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
};
})();
Object.defineProperty(exports, "__esModule", { value: true });
var skill_1 = require("../skill");
var value_object_1 = require("../../value_object");
var effect_1 = require("../../../effect");
var FastHands = /** @class */ (function (_super) {
__extends(FastHands, _super);
function FastHands() {
var _this = _super !== null && _super.apply(this, arguments) || this;
_this.name = 'Fast Hands';
_this.stats = [{
type: value_object_1.StatType.ReloadSpeed,
value: 0.05
}];
return _this;
}
return FastHands;
}(skill_1.Skill));
exports.FastHands = FastHands;
var Fearless = /** @class */ (function (_super) {
__extends(Fearless, _super);
function Fearless() {
var _this = _super !== null && _super.apply(this, arguments) || this;
_this.name = 'Fearless';
_this.stats = [{
type: value_object_1.StatType.FireRate,
value: 0.05
}, {
type: value_object_1.StatType.GunDamage,
value: 0.03
}];
_this.effectType = effect_1.EffectType.ShieldDepleted;
return _this;
}
return Fearless;
}(skill_1.Skill));
exports.Fearless = Fearless;
var Ambush = /** @class */ (function (_super) {
__extends(Ambush, _super);
function Ambush() {
var _this = _super !== null && _super.apply(this, arguments) || this;
_this.name = 'Ambush';
// Assuming this is gun damage
_this.stats = [{
type: value_object_1.StatType.GunDamage,
value: 0.04
}];
_this.effectType = effect_1.EffectType.Ambush;
return _this;
}
return Ambush;
}(skill_1.Skill));
exports.Ambush = Ambush;
var RisingSh0t = /** @class */ (function (_super) {
__extends(RisingSh0t, _super);
function RisingSh0t() {
var _this = _super !== null && _super.apply(this, arguments) || this;
_this.name = 'Rising Sh0t';
// Note: procs occur on the primary projectile, so the buff affects the
// splash damage on the intial shot meaning this calculator won't be super
// accurate for Maliwan bonus damage or torgue explosive weapons
// If we wanted this to be super accurate we could have damage calculations
// identify if they are secondary projectiles which stacking skills like
// this one know how to...aas
_this.stats = [{
type: value_object_1.StatType.GunDamage,
value: 0.02
}];
_this.effectType = effect_1.EffectType.RisingSh0t;
return _this;
}
return RisingSh0t;
}(skill_1.Skill));
exports.RisingSh0t = RisingSh0t;
var DeathMark = /** @class */ (function (_super) {
__extends(DeathMark, _super);
function DeathMark() {
var _this = _super !== null && _super.apply(this, arguments) || this;
_this.name = 'Death Mark';
_this.stats = [{
type: value_object_1.StatType.GunDamage,
value: 0.8
}];
_this.effectType = effect_1.EffectType.DeathMark;
return _this;
}
return DeathMark;
}(skill_1.Skill));
exports.DeathMark = DeathMark;
var Innervate = /** @class */ (function (_super) {
__extends(Innervate, _super);
function Innervate() {
var _this = _super !== null && _super.apply(this, arguments) || this;
_this.name = 'Innervate';
_this.stats = [{
type: value_object_1.StatType.GunDamage,
value: 0.02
}];
_this.effectType = effect_1.EffectType.ActionSkill;
return _this;
}
return Innervate;
}(skill_1.Skill));
exports.Innervate = Innervate;
var HeadSh0t = /** @class */ (function (_super) {
__extends(HeadSh0t, _super);
function HeadSh0t() {
var _this = _super !== null && _super.apply(this, arguments) || this;
_this.name = 'Head Sh0t';
_this.stats = [{
type: value_object_1.StatType.CritHitDamage,
value: 0.04
}];
return _this;
}
return HeadSh0t;
}(skill_1.Skill));
exports.HeadSh0t = HeadSh0t;
var Vel0city = /** @class */ (function (_super) {
__extends(Vel0city, _super);
function Vel0city() {
var _this = _super !== null && _super.apply(this, arguments) || this;
_this.name = 'Vel0city';
_this.stats = [{
type: value_object_1.StatType.CritHitDamage,
value: 0.03
}, {
type: value_object_1.StatType.GunDamage,
value: 0.02
}];
return _this;
}
return Vel0city;
}(skill_1.Skill));
exports.Vel0city = Vel0city;
var OneSh0tOneKill = /** @class */ (function (_super) {
__extends(OneSh0tOneKill, _super);
function OneSh0tOneKill() {
var _this = _super !== null && _super.apply(this, arguments) || this;
_this.name = 'One Sh0t One Kill';
_this.stats = [{
type: value_object_1.StatType.FirstShotGunDamage,
value: 0.12
}];
return _this;
}
return OneSh0tOneKill;
}(skill_1.Skill));
exports.OneSh0tOneKill = OneSh0tOneKill;
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