First commit

This commit is contained in:
Anton Tarasenko 2020-02-16 19:53:59 +07:00
commit 5b48414900
263 changed files with 24830 additions and 0 deletions

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class NiceSkillEnforcerDetermination extends NiceSkill
abstract;
var int healthBound;
var float addedResist;
defaultproperties
{ healthBound=50 addedResist=0.500000 SkillName="Determination" SkillEffects="Receive 50% less damage when your health falls below 50 mark."
}

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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."
}

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class NiceSkillEnforcerUnshakable extends NiceSkill
abstract;
var float skillResist;
defaultproperties
{ skillResist=0.150000 SkillName="Unshakable" SkillEffects="Your screen doesn't shake or blur, and you gain 15% resistance to all damage."
}

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class NiceSkillEnforcerUnstoppable extends NiceSkill
abstract;
var float speedMult;
defaultproperties
{ speedMult=0.750000 SkillName="Unstoppable" SkillEffects="Your speed doesn't decrease from additional weight, low health, poison or siren's pull, but you also receive -25% speed penalty."
}

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class NiceSkillEnforcerZEDBarrage extends NiceSkill
abstract;
defaultproperties
{ SkillName="Barrage" SkillEffects="Shoot without any recoil during zed-time."
}

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class NiceSkillEnforcerZEDJuggernaut extends NiceSkill
abstract;
var float distance;
defaultproperties
{ Distance=800.000000 SkillName="Juggernaut" SkillEffects="You startle zeds around you upon entering zed-time."
}

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class NiceSkillHeavyCoating extends NiceSkill
abstract;
var float huskResist;
defaultproperties
{ huskResist=1.000000 SkillName="Coating" SkillEffects="You get immunity from fire and electricity for as long as you wear armor, and your armor can absorb damage from every source."
}

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class NiceSkillHeavyOverclocking extends NiceSkill
abstract;
var float fireSpeedMult;
defaultproperties
{ fireSpeedMult=1.300000 SkillName="Overclocking" SkillEffects="+30% fire speed with perked weapons."
}

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class NiceSkillHeavySafeguard extends NiceSkill
abstract;
var float healingCost;
defaultproperties
{ healingCost=0.250000 SkillName="Safeguard" SkillEffects="Your armor no longer protects you, but it heals you when your health falls too low."
}

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class NiceSkillHeavyStablePosition extends NiceSkill
abstract;
var float recoilDampeningBonus;
function static SkillSelected(NicePlayerController nicePlayer){
local NicePack niceMutator;
super.SkillSelected(nicePlayer);
niceMutator = class'NicePack'.static.Myself(nicePlayer.Level);
if(niceMutator == none || niceMutator.Role == Role_AUTHORITY) return;
niceMutator.AddCounter("npHMGStablePosition", Texture'NicePackT.HudCounter.stability', false, 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("npHMGStablePosition");
}
function static int UpdateCounterValue(string counterName, NicePlayerController nicePlayer){
local NiceHumanPawn nicePawn;
if(nicePlayer == none || counterName != "npHMGStablePosition") return 0;
nicePawn = NiceHumanPawn(nicePlayer.pawn);
if(nicePawn == none || nicePawn.stationaryTime <= 0.0) return 0;
return Min(10, Ceil(2 * nicePawn.stationaryTime) - 1);
}
defaultproperties
{ recoilDampeningBonus=0.100000 SkillName="Stable position" SkillEffects="Each half-second you're crouching and now moving - you gain 10% recoil dampening bonus."
}