borderlands2
Version:
Borderlands 2 weapon damage and DPS calculation library
169 lines • 6.15 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 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