UNPKG

borderlands2

Version:

Borderlands 2 weapon damage and DPS calculation library

169 lines 6.15 kB
"use strict"; 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 stat_type_1 = require("../../value_object/stat_type"); var type_1 = require("../../../weapon/value_object/type"); // Gunlust var LockedAndLoaded = /** @class */ (function (_super) { __extends(LockedAndLoaded, _super); function LockedAndLoaded() { var _this = _super !== null && _super.apply(this, arguments) || this; _this.name = 'Locked and Loaded'; _this.stats = [{ type: stat_type_1.StatType.FireRate, value: 0.05 }]; return _this; } return LockedAndLoaded; }(skill_1.Skill)); exports.LockedAndLoaded = LockedAndLoaded; var QuickDraw = /** @class */ (function (_super) { __extends(QuickDraw, _super); function QuickDraw() { var _this = _super !== null && _super.apply(this, arguments) || this; _this.name = 'Quick Draw'; _this.stats = [{ type: stat_type_1.StatType.CritHitDamage, value: 0.02 }]; return _this; } return QuickDraw; }(skill_1.Skill)); exports.QuickDraw = QuickDraw; var ImYourHuckleberry = /** @class */ (function (_super) { __extends(ImYourHuckleberry, _super); function ImYourHuckleberry() { var _this = _super !== null && _super.apply(this, arguments) || this; _this.name = 'I\'m Your Huckleberry'; _this.stats = [{ type: stat_type_1.StatType.GunDamage, value: 0.03 }, { type: stat_type_1.StatType.ReloadSpeed, value: 0.03 }]; return _this; } ImYourHuckleberry.prototype.getStat = function (statType, weapon, context) { if (weapon.type !== type_1.Type.Pistol) return 0; return _super.prototype.getStat.call(this, statType, weapon, context); }; return ImYourHuckleberry; }(skill_1.Skill)); exports.ImYourHuckleberry = ImYourHuckleberry; var AllINeedIsOne = /** @class */ (function (_super) { __extends(AllINeedIsOne, _super); function AllINeedIsOne() { var _this = _super !== null && _super.apply(this, arguments) || this; _this.name = 'All I Need Is One'; _this.stats = [{ type: stat_type_1.StatType.GunDamage, value: 0.08 }]; return _this; } return AllINeedIsOne; }(skill_1.Skill)); exports.AllINeedIsOne = AllINeedIsOne; var DivergentLikeness = /** @class */ (function (_super) { __extends(DivergentLikeness, _super); function DivergentLikeness() { var _this = _super !== null && _super.apply(this, arguments) || this; _this.name = 'Divergent Likeness'; _this.stats = [{ type: stat_type_1.StatType.GunDamage, value: 0.06 }]; return _this; } return DivergentLikeness; }(skill_1.Skill)); exports.DivergentLikeness = DivergentLikeness; var MoneyShot = /** @class */ (function (_super) { __extends(MoneyShot, _super); function MoneyShot() { var _this = _super !== null && _super.apply(this, arguments) || this; _this.name = 'Money Shot'; _this.stats = [{ type: stat_type_1.StatType.GunDamage, value: 0.08 }]; return _this; } MoneyShot.prototype.getStat = function (statType, weapon, context) { var stat = _super.prototype.getStat.call(this, statType, weapon, context) * weapon.magazineSize; return stat > 0.8 ? 0.8 : stat; }; return MoneyShot; }(skill_1.Skill)); exports.MoneyShot = MoneyShot; var LayWaste = /** @class */ (function (_super) { __extends(LayWaste, _super); function LayWaste() { var _this = _super !== null && _super.apply(this, arguments) || this; _this.name = 'Lay Waste'; _this.stats = [{ type: stat_type_1.StatType.FireRate, value: 0.08 }, { type: stat_type_1.StatType.CritHitDamage, value: 0.05 }]; return _this; } LayWaste.prototype.getStat = function (statType, weapon, context) { if (weapon.type !== type_1.Type.RocketLauncher) return 0; return _super.prototype.getStat.call(this, statType, weapon, context); }; return LayWaste; }(skill_1.Skill)); exports.LayWaste = LayWaste; var KeepItPipingHot = /** @class */ (function (_super) { __extends(KeepItPipingHot, _super); function KeepItPipingHot() { var _this = _super !== null && _super.apply(this, arguments) || this; _this.name = 'Keep It Piping Hot'; _this.stats = [{ type: stat_type_1.StatType.GunDamage, value: 0.05 }]; return _this; } return KeepItPipingHot; }(skill_1.Skill)); exports.KeepItPipingHot = KeepItPipingHot; // Rampage var Inconceivable = /** @class */ (function (_super) { __extends(Inconceivable, _super); function Inconceivable() { var _this = _super !== null && _super.apply(this, arguments) || this; _this.name = 'Inconceivable'; _this.stats = [{ type: stat_type_1.StatType.MagazineSize, value: 0.10 }]; return _this; // We need to know the health and shield of the player to know the % } return Inconceivable; }(skill_1.Skill)); exports.Inconceivable = Inconceivable; // Brawn //# sourceMappingURL=gunzerker.js.map