Change Enforcer's skills for patch 0.2.70
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@ -102,11 +102,25 @@ event Tick(float DeltaTime){
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}
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function Killed(Controller Killer, Controller Killed, Pawn KilledPawn, class<DamageType> dmgType){
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local GameRules rules;
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local NicePlayerController nicePlayer;
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local NiceAvoidMarkerCarnage AvoidArea;
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local ScrnGameRules scrnRules;
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local KFSteamStatsAndAchievements StatsAndAchievements;
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Super.Killed(Killer, Killed, KilledPawn, dmgType);
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if(PlayerController(Killer) != none){
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nicePlayer = NicePlayerController(killer);
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if(NiceMonster(KilledPawn) != none && Killed != Killer){
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// Brutal carnage
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if (nicePlayer != none && killer.pawn != none && nicePlayer.abilityManager != none && nicePlayer.abilityManager.IsAbilityActive("carnage"))
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{
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AvoidArea = Spawn(class'NiceAvoidMarkerCarnage', killer.pawn);
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AvoidArea.SetLocation(KilledPawn.location);
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AvoidArea.healthLevel = killedPawn.default.health;
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AvoidArea.SetCollisionSize( class'NicePack.NiceSkillEnforcerBrutalCarnageA'.default.avoidRadius,
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class'NicePack.NiceSkillEnforcerBrutalCarnageA'.default.avoidRadius);
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AvoidArea.StartleBots();
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}
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// Rest
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StatsAndAchievements = KFSteamStatsAndAchievements(PlayerController(Killer).SteamStatsAndAchievements);
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if(StatsAndAchievements != none){
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if(KilledPawn.IsA('NiceZombieStalker') || KilledPawn.IsA('MeanZombieStalker')){
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@ -44,6 +44,9 @@ struct InvincExtentions{
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};
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var array<InvincExtentions> zedInvExtList;
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var int headshotStack;
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var float remainingFCArmor;
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var float remainingFCTime;
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var float brutalCranageTimer;
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replication{
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reliable if(Role == ROLE_Authority)
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headshotStack, hmgShieldLevel, forcedZedTimeCountDown, maniacTimeout, invincibilityTimer, safeMeleeMisses, ffScale,
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@ -225,6 +228,31 @@ simulated function Tick(float deltaTime){
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local NicePlayerController nicePlayer;
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nicePlayer = NicePlayerController(Controller);
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if(Role == Role_AUTHORITY){
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// Brutal carnage
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if (brutalCranageTimer > 0)
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{
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brutalCranageTimer -= deltaTime;
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if (brutalCranageTimer <= 0)
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{
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if(nicePlayer != none && nicePlayer.abilityManager != none)
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{
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nicePlayer.abilityManager.SetAbilityState(1, ASTATE_COOLDOWN);
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}
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}
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}
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// Full counter remainingFCTime
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if (remainingFCTime > 0)
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{
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remainingFCTime -= deltaTime;
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if (remainingFCTime <= 0)
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{
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remainingFCArmor = 0;
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if(nicePlayer != none && nicePlayer.abilityManager != none)
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{
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nicePlayer.abilityManager.SetAbilityState(0, ASTATE_COOLDOWN);
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}
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}
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}
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// Calibration
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if( currentCalibrationState == CALSTATE_ACTIVE
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&& calibrationRemainingTime > 0.0){
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@ -663,10 +691,10 @@ simulated function ModifyVelocity(float DeltaTime, vector OldVelocity){
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MovementMod *= TraderSpeedBoost;
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if(Health < HealthMax && medicAdrenaliteTime > 0){
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// Calulate boos from adrenaline
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adrSpeedBonus = Health * (1 - class'NiceSkillMedicAdrenalineShot'.default.speedBoost) +
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(100 * class'NiceSkillMedicAdrenalineShot'.default.speedBoost - class'NiceSkillMedicAdrenalineShot'.default.minHealth);
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adrSpeedBonus /= (100 - class'NiceSkillMedicAdrenalineShot'.default.minHealth);
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adrSpeedBonus = FMin(adrSpeedBonus, class'NiceSkillMedicAdrenalineShot'.default.speedBoost);
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adrSpeedBonus = Health * (1 - class'NiceSkillCommandoAdrenalineShot'.default.speedBoost) +
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(100 * class'NiceSkillCommandoAdrenalineShot'.default.speedBoost - class'NiceSkillCommandoAdrenalineShot'.default.minHealth);
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adrSpeedBonus /= (100 - class'NiceSkillCommandoAdrenalineShot'.default.minHealth);
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adrSpeedBonus = FMin(adrSpeedBonus, class'NiceSkillCommandoAdrenalineShot'.default.speedBoost);
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adrSpeedBonus = FMax(adrSpeedBonus, 1.0);
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MovementMod *= adrSpeedBonus;
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}
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@ -690,6 +718,7 @@ function getFreeJacket(){
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}
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}
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simulated function TakeDamage(int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> damageType, optional int HitIndex){
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local float FCArmorAbsorb;
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local int needArmor;
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local int healAmount;
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local float healPotency;
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@ -708,35 +737,33 @@ simulated function TakeDamage(int Damage, Pawn InstigatedBy, Vector Hitlocation,
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}
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// Adrenaline damage decrease
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if(medicAdrenaliteTime > 0){
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adrResistance = Health * (1 - class'NiceSkillMedicAdrenalineShot'.default.resistBoost) +
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(100 * class'NiceSkillMedicAdrenalineShot'.default.resistBoost - class'NiceSkillMedicAdrenalineShot'.default.minHealth);
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adrResistance /= (100 - class'NiceSkillMedicAdrenalineShot'.default.minHealth);
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adrResistance = FMin(adrResistance, class'NiceSkillMedicAdrenalineShot'.default.resistBoost);
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adrResistance = Health * (1 - class'NiceSkillCommandoAdrenalineShot'.default.resistBoost) +
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(100 * class'NiceSkillCommandoAdrenalineShot'.default.resistBoost - class'NiceSkillCommandoAdrenalineShot'.default.minHealth);
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adrResistance /= (100 - class'NiceSkillCommandoAdrenalineShot'.default.minHealth);
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adrResistance = FMin(adrResistance, class'NiceSkillCommandoAdrenalineShot'.default.resistBoost);
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adrResistance = FMax(adrResistance, 1.0);
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Damage *= adrResistance;
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}
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if(nicePlayer != none && nicePlayer.IsZedTimeActive()
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&& class'NiceVeterancyTypes'.static.HasSkill(nicePlayer, class'NiceSkillZerkZEDUnbreakable'))
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return;
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if(hmgShieldLevel > 0 && class'NiceVeterancyTypes'.static.HasSkill(nicePlayer, class'NiceSkillEnforcerFullCounter')){
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if(Damage < 20 && InstigatedBy.default.HealthMax < 1500){
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Damage *= class'NiceSkillEnforcerFullCounter'.default.damageReduction;
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hmgShieldLevel --;
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}
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else{
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if(hmgShieldLevel == class'NiceSkillEnforcerFullCounter'.default.layersAmount)
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Damage *= class'NiceSkillEnforcerFullCounter'.default.damageReduction * float(hmgShieldLevel) /
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float(class'NiceSkillEnforcerFullCounter'.default.layersAmount);
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hmgShieldLevel = 0;
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}
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}
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lastHMGShieldUpdateTime = Level.TimeSeconds;
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if(damageType != none && class<NiceDamTypeDrug>(damageType) == none){
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bOldArmorStops = damageType.default.bArmorStops;
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if(class'NiceVeterancyTypes'.static.HasSkill(nicePlayer, class'NiceSkillHeavyCoating'))
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if(class'NiceVeterancyTypes'.static.HasSkill(nicePlayer, class'NiceSkillEnforcerCoating'))
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damageType.default.bArmorStops = true;
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}
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lastExplosionDistance = 0.0; // hack, but scrn fucks with usotherwise
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if (remainingFCArmor > 0 && remainingFCTime > 0)
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{
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FCArmorAbsorb = FMin(Damage, remainingFCArmor);
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Damage -= FCArmorAbsorb;
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remainingFCArmor -= FCArmorAbsorb;
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if(remainingFCArmor <= 0 && nicePlayer != none && nicePlayer.abilityManager != none)
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{
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nicePlayer.abilityManager.SetAbilityState(0, ASTATE_COOLDOWN);
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}
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}
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super.TakeDamage(Damage, InstigatedBy, hitLocation, Momentum, damageType, HitIndex);
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// Commando's zed time
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if( forcedZedTimeCountDown <= 0.0
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@ -783,11 +810,6 @@ function Timer(){
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}
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SetAmmoStatus();
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ApplyWeaponFlashlight(true);
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// Regenerate HMG's full counter shield
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if(hmgShieldLevel < class'NiceSkillEnforcerFullCounter'.default.layersAmount && Level.TimeSeconds - lastHMGShieldUpdateTime > class'NiceSkillEnforcerFullCounter'.default.coolDown){
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lastHMGShieldUpdateTime = Level.TimeSeconds;
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hmgShieldLevel ++;
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}
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}
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simulated function Fire(optional float F){
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local bool bRecManualReload;
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@ -186,6 +186,7 @@ simulated function PostBeginPlay(){
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class'NicePack.NiceSCARMK17Pickup'.default.VariantClasses[class'NicePack.NiceSCARMK17Pickup'.default.VariantClasses.length] = class'NicePack.SkinCamoSCARMK17Pickup';
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// Abilities
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class'NiceAbilityManager'.default.events.static.AddAdapter(class'NiceSharpshooterAbilitiesAdapter', level);
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class'NiceAbilityManager'.default.events.static.AddAdapter(class'NiceEnforcerAbilitiesAdapter', level);
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SetTimer(0.25, true);
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if(Role < ROLE_Authority)
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return;
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@ -761,9 +762,6 @@ function WaveStart(){
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nicePawn.getFreeJacket();
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nicePawn.bReactiveArmorUsed = false;
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}
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// Update HMG's 'Full counter' level
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if(nicePawn != none)
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nicePawn.hmgShieldLevel = class'NiceSkillEnforcerFullCounter'.default.layersAmount;
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}
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}
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if(KFGameType(Level.Game).WaveNum == KFGameType(Level.Game).FinalWave && !bAppliedPlayersMult){
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17
sources/Perks/Enforcer/NiceAvoidMarkerCarnage.uc
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17
sources/Perks/Enforcer/NiceAvoidMarkerCarnage.uc
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@ -0,0 +1,17 @@
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class NiceAvoidMarkerCarnage extends NiceAvoidMarker;
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var float healthLevel;
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function bool RelevantTo(Pawn P){
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local NiceMonster niceZed;
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niceZed = NiceMonster(P);
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if (niceZed != none && niceZed.default.health <= healthLevel)
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{
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return true;
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}
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return false;
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}
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defaultproperties
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{
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lifespan = 2.5
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}
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93
sources/Perks/Enforcer/NiceEnforcerAbilitiesAdapter.uc
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93
sources/Perks/Enforcer/NiceEnforcerAbilitiesAdapter.uc
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@ -0,0 +1,93 @@
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//==============================================================================
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// NicePack / NiceSharpshooterAbilitiesAdapter
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//==============================================================================
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// Temporary stand-in for future functionality.
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// Use this class to catch events from sharpshooter players' abilities.
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//==============================================================================
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// 'Nice pack' source
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// Do whatever the fuck you want with it
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// Author: dkanus
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// E-mail: dkanus@gmail.com
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//==============================================================================
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class NiceEnforcerAbilitiesAdapter extends NiceAbilitiesAdapter;
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static function AbilityActivated( string abilityID,
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NicePlayerController relatedPlayer){
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local NiceHumanPawn nicePawn;
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local NiceMonster victim;
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if(relatedPlayer == none) return;
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nicePawn = NiceHumanPawn(relatedPlayer.pawn);
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if(nicePawn == none)
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return;
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if(abilityID == "fullcounter"){
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nicePawn.remainingFCArmor = 100.0;
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nicePawn.remainingFCTime = 1.0;
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}
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if(abilityID == "carnage"){
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nicePawn.brutalCranageTimer = 10.0;
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}
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if(abilityID == class'NiceSkillEnforcerStuporA'.default.abilityID){
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relatedPlayer.abilityManager.SetAbilityState(1, ASTATE_COOLDOWN);
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foreach relatedPlayer.CollidingActors(class'NiceMonster', victim, class'NicePack.NiceSkillEnforcerStuporA'.default.radius, relatedPlayer.pawn.location)
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{
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if (victim == none) continue;
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victim.DoRightPainReaction(class'NicePack.NiceSkillEnforcerStuporA'.default.painScore,
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relatedPlayer.pawn, victim.location, Vect(0,0,0), none, 0.0,
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KFPlayerReplicationInfo(relatedPlayer.PlayerReplicationInfo));
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}
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}
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}/*
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static function AbilityAdded( string abilityID,
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NicePlayerController relatedPlayer){
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local NiceHumanPawn nicePawn;
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if(relatedPlayer == none) return;
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nicePawn = NiceHumanPawn(relatedPlayer.pawn);
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if(nicePawn == none)
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return;
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if(abilityID == "Calibration"){
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nicePawn.currentCalibrationState = CALSTATE_FINISHED;
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nicePawn.calibrationScore = 3;
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}
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}
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static function AbilityRemoved( string abilityID,
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NicePlayerController relatedPlayer){
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local NiceHumanPawn nicePawn;
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if(relatedPlayer == none) return;
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nicePawn = NiceHumanPawn(relatedPlayer.pawn);
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if(nicePawn == none)
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return;
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if(abilityID == "Calibration")
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nicePawn.currentCalibrationState = CALSTATE_NOABILITY;
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if(abilityID == class'NiceSkillSharpshooterGunslingerA'.default.abilityID){
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nicePawn.gunslingerTimer = 0.0;
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}
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}
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static function ModAbilityCooldown( string abilityID,
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NicePlayerController relatedPlayer,
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out float cooldown){
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local NiceHumanPawn nicePawn;
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if(relatedPlayer == none) return;
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nicePawn = NiceHumanPawn(relatedPlayer.pawn);
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if( abilityID != class'NiceSkillSharpshooterGunslingerA'.default.abilityID
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&& abilityID != class'NiceSkillSharpshooterReaperA'.default.abilityID)
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return;
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switch(nicePawn.calibrationScore){
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case 2:
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cooldown *= 0.85;
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break;
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case 3:
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cooldown *= 0.7;
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break;
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case 4:
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cooldown *= 0.5;
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break;
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case 5:
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cooldown *= 0.25;
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break;
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}
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// Reduce calibration score
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if(nicePawn.calibrationScore > 3)
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nicePawn.calibrationScore -= 1;
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}*/
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defaultproperties
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{
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}
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@ -46,7 +46,7 @@ static function float AddExtraAmmoFor(KFPlayerReplicationInfo KFPRI, Class<Ammun
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local float bonusNades;
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// Default bonus
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bonusNades = 2;
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if(AmmoType == class'NicePack.NiceCryoNade' || AmmoType == class'NicePack.NiceNailNade')
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if(AmmoType == class'FragAmmo')
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return 1.0 + 0.2 * bonusNades;
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return 1.0;
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}
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@ -56,11 +56,11 @@ static function int ReduceDamage(KFPlayerReplicationInfo KFPRI, KFPawn Injured,
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InDamage *= (1 - class'NiceSkillEnforcerDetermination'.default.addedResist);
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if(HasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillEnforcerUnshakable'))
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InDamage *= (1 - class'NiceSkillEnforcerUnshakable'.default.skillResist);
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if(HasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillHeavyCoating') && Injured.ShieldStrength > 0){
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if(HasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillEnforcerCoating') && Injured.ShieldStrength > 0){
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if( class<KFWeaponDamageType>(DmgType) != none
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&& ((class<KFWeaponDamageType>(DmgType).default.bDealBurningDamage && KFMonster(Instigator) != none)
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|| DmgType == class'NiceZombieTeslaHusk'.default.MyDamageType) )
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InDamage *= (1 - class'NiceSkillHeavyCoating'.default.huskResist);
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InDamage *= (1 - class'NiceSkillEnforcerCoating'.default.huskResist);
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}
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return InDamage;
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}
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@ -123,16 +123,32 @@ static function float SlowingModifier(KFPlayerReplicationInfo KFPRI){
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static function string GetCustomLevelInfo(byte Level){
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return default.CustomLevelInfo;
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}
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static function SetupAbilities(KFPlayerReplicationInfo KFPRI){
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local NicePlayerController nicePlayer;
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local NiceAbilityManager.NiceAbilityDescription fullcounter;
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if(KFPRI != none)
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nicePlayer = NicePlayerController(KFPRI.Owner);
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if(nicePlayer == none || nicePlayer.abilityManager == none)
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return;
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fullcounter.ID = "fullcounter";
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fullcounter.icon = Texture'NicePackT.HudCounter.fullCounter';
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fullcounter.cooldownLength = 30.0;
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fullcounter.canBeCancelled = false;
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nicePlayer.abilityManager.AddAbility(fullcounter);
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}
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defaultproperties
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{
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bNewTypePerk=True
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SkillGroupA(0)=Class'NicePack.NiceSkillEnforcerUnstoppable'
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SkillGroupA(1)=Class'NicePack.NiceSkillEnforcerBombard'
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SkillGroupA(2)=Class'NicePack.NiceSkillEnforcerFullCounter'
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SkillGroupA(2)=Class'NicePack.NiceSkillEnforcerCoating'
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SkillGroupA(3)=Class'NicePack.NiceSkillEnforcerStuporA'
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SkillGroupA(4)=Class'NicePack.NiceSkillEnforcerZEDBarrage'
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SkillGroupB(0)=Class'NicePack.NiceSkillEnforcerUnshakable'
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SkillGroupB(1)=Class'NicePack.NiceSkillEnforcerMultitasker'
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SkillGroupB(2)=Class'NicePack.NiceSkillEnforcerDetermination'
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SkillGroupB(3)=Class'NicePack.NiceSkillEnforcerBrutalCarnageA'
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SkillGroupB(4)=Class'NicePack.NiceSkillEnforcerZEDJuggernaut'
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progressArray0(0)=100
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progressArray0(1)=1000
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@ -0,0 +1,30 @@
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class NiceSkillEnforcerBrutalCarnageA extends NiceSkill
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abstract;
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var string abilityID;
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var float coolDown;
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var float avoidRadius;
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function static SkillSelected(NicePlayerController nicePlayer){
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local NiceAbilityManager.NiceAbilityDescription carnage;
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if(nicePlayer == none) return;
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if(nicePlayer.abilityManager == none) return;
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carnage.ID = default.abilityID;
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carnage.icon = Texture'NicePackT.HudCounter.demo';
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carnage.cooldownLength = default.cooldown;
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carnage.canBeCancelled = false;
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nicePlayer.abilityManager.AddAbility(carnage);
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}
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function static SkillDeSelected(NicePlayerController nicePlayer){
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if(nicePlayer == none) return;
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if(nicePlayer.abilityManager == none) return;
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nicePlayer.abilityManager.RemoveAbility(default.abilityID);
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}
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defaultproperties
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{
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abilityID="carnage"
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cooldown=60.000000
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avoidRadius=600.0
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SkillName="Brutal carnage"
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SkillEffects="Every zed killed withing next 10 seconds will cause other zeds to fear the killspot for 2.5 seconds."
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}
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@ -0,0 +1,9 @@
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class NiceSkillEnforcerCoating extends NiceSkill
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abstract;
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var float huskResist;
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defaultproperties
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{
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huskResist=1.000000
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SkillName="Coating"
|
||||
SkillEffects="You get resistance against fire damage when you wear armor. Strength of resistance is proportional to the amount of armor, up to a full immunity."
|
||||
}
|
32
sources/Perks/Enforcer/Skills/NiceSkillEnforcerStuporA.uc
Normal file
32
sources/Perks/Enforcer/Skills/NiceSkillEnforcerStuporA.uc
Normal file
@ -0,0 +1,32 @@
|
||||
class NiceSkillEnforcerStuporA extends NiceSkill
|
||||
abstract;
|
||||
var string abilityID;
|
||||
var float coolDown;
|
||||
var float radius;
|
||||
var float painScore;
|
||||
|
||||
function static SkillSelected(NicePlayerController nicePlayer){
|
||||
local NiceAbilityManager.NiceAbilityDescription stupor;
|
||||
if(nicePlayer == none) return;
|
||||
if(nicePlayer.abilityManager == none) return;
|
||||
stupor.ID = default.abilityID;
|
||||
stupor.icon = Texture'NicePackT.HudCounter.demo';
|
||||
stupor.cooldownLength = default.cooldown;
|
||||
stupor.canBeCancelled = false;
|
||||
nicePlayer.abilityManager.AddAbility(stupor);
|
||||
}
|
||||
function static SkillDeSelected(NicePlayerController nicePlayer){
|
||||
if(nicePlayer == none) return;
|
||||
if(nicePlayer.abilityManager == none) return;
|
||||
nicePlayer.abilityManager.RemoveAbility(default.abilityID);
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
abilityID="stupor"
|
||||
cooldown=30.000000
|
||||
radius=800.000000 // ~16 meters, I think
|
||||
painScore=600.0
|
||||
SkillName="Stupor"
|
||||
SkillEffects="Stun or flinch small zeds in 16 meter radius around you."
|
||||
}
|
@ -1,43 +0,0 @@
|
||||
class NiceSkillEnforcerFullCounter extends NiceSkill
|
||||
abstract;
|
||||
var int layersAmount;
|
||||
var float coolDown;
|
||||
var float damageReduction;
|
||||
var float damageReductionWeak;
|
||||
function static SkillSelected(NicePlayerController nicePlayer){
|
||||
local NicePack niceMutator;
|
||||
local NiceHumanPawn nicePawn;
|
||||
super.SkillSelected(nicePlayer);
|
||||
niceMutator = class'NicePack'.static.Myself(nicePlayer.Level);
|
||||
if(nicePlayer != none)
|
||||
nicePawn = NiceHumanPawn(nicePlayer.pawn);
|
||||
if(nicePawn != none)
|
||||
nicePawn.hmgShieldLevel = default.layersAmount;
|
||||
if(niceMutator == none || niceMutator.Role == Role_AUTHORITY)
|
||||
return;
|
||||
niceMutator.AddCounter("npHMGFullCounter", Texture'NicePackT.HudCounter.fullCounter', true, default.class);
|
||||
}
|
||||
function static SkillDeSelected(NicePlayerController nicePlayer){
|
||||
local NicePack niceMutator;
|
||||
super.SkillDeSelected(nicePlayer);
|
||||
niceMutator = class'NicePack'.static.Myself(nicePlayer.Level);
|
||||
if(niceMutator == none || niceMutator.Role == Role_AUTHORITY)
|
||||
return;
|
||||
niceMutator.RemoveCounter("npHMGFullCounter");
|
||||
}
|
||||
function static int UpdateCounterValue(string counterName, NicePlayerController nicePlayer){
|
||||
local NiceHumanPawn nicePawn;
|
||||
if(nicePlayer == none || counterName != "npHMGFullCounter")
|
||||
return 0;
|
||||
nicePawn = NiceHumanPawn(nicePlayer.pawn);
|
||||
if(nicePawn == none)
|
||||
return 0;
|
||||
return nicePawn.hmgShieldLevel;
|
||||
}
|
||||
defaultproperties
|
||||
{
|
||||
layersAmount=5
|
||||
cooldown=15.000000
|
||||
SkillName="Full counter"
|
||||
SkillEffects="Gives you 5 protection layers, each of which can block a weak hit. One layer restores 15 seconds after you've been hit. Can't withstand strong attacks or attacks of huge enough zeds."
|
||||
}
|
Loading…
Reference in New Issue
Block a user