﻿-- chunkname: @scripts/settings/buff/weapon_traits_buff_templates/weapon_traits_bespoke_combataxe_p1_buff_templates.lua

local BaseWeaponTraitBuffTemplates = require("scripts/settings/buff/weapon_traits_buff_templates/base_weapon_trait_buff_templates")
local BuffSettings = require("scripts/settings/buff/buff_settings")
local CheckProcFunctions = require("scripts/settings/buff/helper_functions/check_proc_functions")
local ConditionalFunctions = require("scripts/settings/buff/helper_functions/conditional_functions")
local stat_buffs = BuffSettings.stat_buffs
local proc_events = BuffSettings.proc_events
local templates = {}

table.make_unique(templates)

templates.weapon_trait_bespoke_combataxe_p1_increase_power_on_hit_parent = table.clone(BaseWeaponTraitBuffTemplates.increase_power_on_hit_parent)
templates.weapon_trait_bespoke_combataxe_p1_increase_power_on_hit_parent.child_buff_template = "weapon_trait_bespoke_combataxe_p1_increase_power_on_hit_child"
templates.weapon_trait_bespoke_combataxe_p1_increase_power_on_hit_child = table.clone(BaseWeaponTraitBuffTemplates.increase_power_on_hit_child)
templates.weapon_trait_bespoke_combataxe_p1_chained_hits_increases_power_parent = table.clone(BaseWeaponTraitBuffTemplates.chained_hits_increases_power_parent)
templates.weapon_trait_bespoke_combataxe_p1_chained_hits_increases_power_parent.child_buff_template = "weapon_trait_bespoke_combataxe_p1_chained_hits_increases_power_child"
templates.weapon_trait_bespoke_combataxe_p1_chained_hits_increases_power_child = table.clone(BaseWeaponTraitBuffTemplates.chained_hits_increases_power_child)
templates.weapon_trait_bespoke_combataxe_p1_chained_hits_increases_crit_chance_parent = table.clone(BaseWeaponTraitBuffTemplates.chained_hits_increases_crit_chance_parent)
templates.weapon_trait_bespoke_combataxe_p1_chained_hits_increases_crit_chance_parent.child_buff_template = "weapon_trait_bespoke_combataxe_p1_chained_hits_increases_crit_chance_child"
templates.weapon_trait_bespoke_combataxe_p1_chained_hits_increases_crit_chance_child = table.clone(BaseWeaponTraitBuffTemplates.chained_hits_increases_crit_chance_child)
templates.weapon_trait_bespoke_combataxe_p1_infinite_melee_cleave_on_weakspot_kill = table.clone(BaseWeaponTraitBuffTemplates.infinite_melee_cleave_on_weakspot_kill)
templates.weapon_trait_bespoke_combataxe_p1_windup_increases_power_parent = table.clone(BaseWeaponTraitBuffTemplates.windup_increases_power_parent)
templates.weapon_trait_bespoke_combataxe_p1_windup_increases_power_parent.child_buff_template = "weapon_trait_bespoke_combataxe_p1_windup_increases_power_child"
templates.weapon_trait_bespoke_combataxe_p1_windup_increases_power_child = table.clone(BaseWeaponTraitBuffTemplates.windup_increases_power_child)
templates.weapon_trait_bespoke_combataxe_p1_targets_receive_rending_debuff = table.clone(BaseWeaponTraitBuffTemplates.targets_receive_rending_debuff)
templates.weapon_trait_bespoke_combataxe_p1_stacking_rending_on_one_hit_kill_parent = {
	child_buff_template = "weapon_trait_bespoke_combataxe_p1_stacking_rending_on_one_hit_kill_child",
	child_duration = 8,
	class_name = "weapon_trait_parent_proc_buff",
	predicted = false,
	stacks_to_remove = 5,
	proc_events = {
		[proc_events.on_kill] = 1,
	},
	add_child_proc_events = {
		[proc_events.on_kill] = 1,
	},
	conditional_proc_func = ConditionalFunctions.is_item_slot_wielded,
	check_proc_func = CheckProcFunctions.all(CheckProcFunctions.on_item_match, CheckProcFunctions.on_one_hit_kill),
}
templates.weapon_trait_bespoke_combataxe_p1_stacking_rending_on_one_hit_kill_child = {
	class_name = "buff",
	hide_icon_in_hud = true,
	max_stacks = 5,
	predicted = false,
	stack_offset = -1,
	conditional_stat_buffs = {
		[stat_buffs.melee_finesse_modifier_bonus] = 0.1,
	},
	conditional_stat_buffs_func = ConditionalFunctions.is_item_slot_wielded,
}
templates.weapon_trait_bespoke_combataxe_p1_power_bonus_on_first_attack = table.clone(BaseWeaponTraitBuffTemplates.power_bonus_on_first_attack)
templates.weapon_trait_bespoke_combataxe_p1_power_bonus_scaled_on_stamina = table.clone(BaseWeaponTraitBuffTemplates.power_bonus_scaled_on_stamina)

return templates
