﻿-- chunkname: @scripts/settings/buff/weapon_traits_buff_templates/weapon_traits_bespoke_shotpistol_shield_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 ConditionalFunctions = require("scripts/settings/buff/helper_functions/conditional_functions")
local FixedFrame = require("scripts/utilities/fixed_frame")
local stat_buffs = BuffSettings.stat_buffs
local templates = {}

table.make_unique(templates)

templates.weapon_trait_bespoke_shotpistol_shield_p1_hipfire_while_sprinting = table.clone(BaseWeaponTraitBuffTemplates.hipfire_while_sprinting)
templates.weapon_trait_bespoke_shotpistol_shield_p1_reload_speed_on_slide_parent = table.clone(BaseWeaponTraitBuffTemplates.reload_speed_on_close_kill_parent)
templates.weapon_trait_bespoke_shotpistol_shield_p1_reload_speed_on_slide_child = table.clone(BaseWeaponTraitBuffTemplates.reload_speed_on_close_kill_child)
templates.weapon_trait_bespoke_shotpistol_shield_p1_reload_speed_on_slide_parent.child_buff_template = "weapon_trait_bespoke_shotpistol_shield_p1_reload_speed_on_slide_child"
templates.weapon_trait_bespoke_shotpistol_shield_p1_suppression_on_close_kill = table.clone(BaseWeaponTraitBuffTemplates.suppression_on_close_kill)
templates.weapon_trait_bespoke_shotpistol_shield_p1_crit_chance_based_on_aim_time = table.clone(BaseWeaponTraitBuffTemplates.chance_based_on_aim_time)
templates.weapon_trait_bespoke_shotpistol_shield_p1_chained_weakspot_hits_increases_power_parent = table.clone(BaseWeaponTraitBuffTemplates.chained_weakspot_hits_increases_power_ranged_parent)
templates.weapon_trait_bespoke_shotpistol_shield_p1_chained_weakspot_hits_increases_power_parent.child_buff_template = "weapon_trait_bespoke_shotpistol_shield_p1_chained_weakspot_hits_increases_power_child"
templates.weapon_trait_bespoke_shotpistol_shield_p1_chained_weakspot_hits_increases_power_child = table.clone(BaseWeaponTraitBuffTemplates.chained_weakspot_hits_increases_power_child)
templates.weapon_trait_bespoke_shotpistol_shield_p1_chained_weakspot_hits_increases_power_child.conditional_stat_buffs = {
	[stat_buffs.ranged_power_level_modifier] = 0.05,
}
templates.weapon_trait_bespoke_shotpistol_shield_p1_crit_chance_based_on_ammo_left = table.clone(BaseWeaponTraitBuffTemplates.crit_chance_based_on_ammo_left)
templates.weapon_trait_bespoke_shotpistol_shield_p1_crit_chance_bonus_on_melee_kills = table.clone(BaseWeaponTraitBuffTemplates.crit_chance_bonus_on_melee_kills)
templates.weapon_trait_bespoke_shotpistol_shield_p1_toughness_on_elite_kills = table.clone(BaseWeaponTraitBuffTemplates.toughness_on_elite_kills)
templates.weapon_trait_bespoke_shotpistol_shield_p1_followup_shots_ranged_damage = table.clone(BaseWeaponTraitBuffTemplates.followup_shots_ranged_damage)
templates.weapon_trait_bespoke_shotpistol_shield_p1_rending_on_crit = table.clone(BaseWeaponTraitBuffTemplates.rending_on_crit)
templates.weapon_trait_bespoke_shotpistol_shield_p1_increases_power_while_aiming = table.clone(BaseWeaponTraitBuffTemplates.power_level_on_aim_time)
templates.weapon_trait_bespoke_shotpistol_shield_p1_increase_power_on_close_kill_parent = table.clone(BaseWeaponTraitBuffTemplates.increase_power_on_close_kill_parent)
templates.weapon_trait_bespoke_shotpistol_shield_p1_increase_power_on_close_kill_child = table.clone(BaseWeaponTraitBuffTemplates.increase_power_on_close_kill_child)
templates.weapon_trait_bespoke_shotpistol_shield_p1_increase_power_on_close_kill_parent.child_buff_template = "weapon_trait_bespoke_shotpistol_shield_p1_increase_power_on_close_kill_child"
templates.weapon_trait_bespoke_shotpistol_shield_p1_increase_close_damage_on_close_kill_parent = table.clone(BaseWeaponTraitBuffTemplates.increase_close_damage_on_close_kill_parent)
templates.weapon_trait_bespoke_shotpistol_shield_p1_increase_close_damage_on_close_kill_child = table.clone(BaseWeaponTraitBuffTemplates.increase_close_damage_on_close_kill_child)
templates.weapon_trait_bespoke_shotpistol_shield_p1_increase_close_damage_on_close_kill_parent.child_buff_template = "weapon_trait_bespoke_shotpistol_shield_p1_increase_close_damage_on_close_kill_child"
templates.weapon_trait_bespoke_shotpistol_shield_p1_power_bonus_on_hitting_single_enemy_with_all = table.clone(BaseWeaponTraitBuffTemplates.power_bonus_on_hitting_single_enemy_with_all)
templates.weapon_trait_bespoke_shotpistol_shield_p1_bleed_on_crit = table.clone(BaseWeaponTraitBuffTemplates.bleed_on_crit_pellets)
templates.weapon_trait_bespoke_shotpistol_shield_p1_crit_chance_on_hitting_multiple_with_one_shot_parent = table.clone(BaseWeaponTraitBuffTemplates.crit_chance_on_multiple_pellet_hit_parent)
templates.weapon_trait_bespoke_shotpistol_shield_p1_crit_chance_on_hitting_multiple_with_one_shot_parent.child_buff_template = "weapon_trait_bespoke_shotpistol_shield_p1_crit_chance_on_hitting_multiple_with_one_shot_child"
templates.weapon_trait_bespoke_shotpistol_shield_p1_crit_chance_on_hitting_multiple_with_one_shot_child = table.clone(BaseWeaponTraitBuffTemplates.crit_chance_on_multiple_pellet_hit_child)
templates.weapon_trait_bespoke_shotpistol_shield_p1_stagger_count_bonus_damage = table.clone(BaseWeaponTraitBuffTemplates.stagger_count_bonus_damage)
templates.weapon_trait_bespoke_shotpistol_shield_p1_cleave_on_crit = table.clone(BaseWeaponTraitBuffTemplates.infinite_cleave_on_crit)
templates.weapon_trait_bespoke_shotpistol_shield_p1_damage_bonus_vs_electrocuted = {
	class_name = "buff",
	hide_icon_in_hud = true,
	predicted = false,
	conditional_stat_buffs = {
		[stat_buffs.damage_vs_electrocuted] = 0.5,
	},
	conditional_stat_buffs_func = ConditionalFunctions.is_item_slot_wielded,
}

return templates
