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 NiceSkillSharpshooterArdour extends NiceSkill
abstract;
var float headshotKillReduction[5];
var float justHeadshotReduction;
defaultproperties
{
justHeadshotReduction=0.250000
headshotKillReduction(0)=0.5f
headshotKillReduction(1)=1.0f
headshotKillReduction(2)=1.25f
headshotKillReduction(3)=1.5f
headshotKillReduction(4)=2.0f
SkillName="Ardour"
SkillEffects="Head-shotting enemies reduces your cooldowns."
}

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class NiceSkillSharpshooterDieAlready extends NiceSkill
abstract;
var float bleedOutTime[5];
defaultproperties
{
BleedOutTime(0)=2.0f
BleedOutTime(1)=1.5f
BleedOutTime(2)=1.25f
BleedOutTime(3)=1.0f
BleedOutTime(4)=0.25f
SkillName="Die already"
SkillEffects="All zeds decapitated by you drop faster."
}

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class NiceSkillSharpshooterGunslingerA extends NiceSkillAbility
abstract;
var string abilityID;
var float cooldown, duration;
var float reloadMult, movementMult, fireRateMult;
function static SkillSelected(NicePlayerController nicePlayer){
local NiceAbilityManager.NiceAbilityDescription reaper;
if(nicePlayer == none) return;
if(nicePlayer.abilityManager == none) return;
reaper.ID = default.abilityID;
reaper.icon = Texture'NicePackT.HudCounter.playful';
reaper.cooldownLength = default.cooldown;
reaper.canBeCancelled = false;
nicePlayer.abilityManager.AddAbility(reaper);
}
function static SkillDeSelected(NicePlayerController nicePlayer){
if(nicePlayer == none) return;
if(nicePlayer.abilityManager == none) return;
nicePlayer.abilityManager.RemoveAbility(default.abilityID);
}
defaultproperties
{
abilityID="Gunslinger"
cooldown=80.000000
Duration=15.000000
reloadMult=1.500000
movementMult=1.2500000
fireRateMult=1.300000
SkillName="Gunslinger"
SkillEffects="Reload, fire and move faster. All with no recoil."
}

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class NiceSkillSharpshooterHardWork extends NiceSkill
abstract;
var float zoomBonus;
var float zoomSpeedBonus;
var float reloadBonus;
var float fireRateBonus;
var float recoilMult;
defaultproperties
{
zoomBonus=0.750000
zoomSpeedBonus=0.500000
ReloadBonus=0.500000
fireRateBonus=0.300000
recoilMult=0.500000
SkillName="Hard work"
SkillEffects="Reload up to 50% faster, shoot up to 30% faster and recoil only for half as much. Additionally, you can switch to/from iron sights twice as fast and zoom 25% further while crouched."
}

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class NiceSkillSharpshooterKillConfirmed extends NiceSkill
abstract;
var float damageBonus;
var float stackDelay;
var int maxStacks;
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("npSharpConfirmed", Texture'NicePackT.HudCounter.zedHeadStreak', 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("npSharpConfirmed");
}
function static int UpdateCounterValue(string counterName, NicePlayerController nicePlayer){
local NiceHumanPawn nicePawn;
local NiceWeapon niceWeap;
local NiceFire niceF;
local float lockOnTickRate;
local int lockonTicks;
if(nicePlayer == none || counterName != "npSharpConfirmed")
return 0;
nicePawn = NiceHumanPawn(nicePlayer.pawn);
if(nicePawn != none)
niceWeap = NiceWeapon(nicePawn.weapon);
if(niceWeap != none)
niceF = niceWeap.GetMainFire();
if(niceF == none)
return 0;
lockOnTickRate = class'NiceSkillSharpshooterKillConfirmed'.default.stackDelay;
lockonTicks = Ceil(niceF.fireState.lockon.time / lockOnTickRate) - 1;
lockonTicks = Min(class'NiceSkillSharpshooterKillConfirmed'.default.maxStacks, lockonTicks);
lockonTicks = Max(lockonTicks, 0);
return lockonTicks;
}
defaultproperties
{
damageBonus=1.000000
stackDelay=1.000000
maxStacks=1
SkillName="Kill confirmed"
SkillEffects="Aiming at zed's head for a second doubles the damage of the shot."
}

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class NiceSkillSharpshooterReaperA extends NiceSkill
abstract;
var string abilityID;
var float cooldown;
function static SkillSelected(NicePlayerController nicePlayer){
local NiceAbilityManager.NiceAbilityDescription reaper;
if(nicePlayer == none) return;
if(nicePlayer.abilityManager == none) return;
reaper.ID = default.abilityID;
reaper.icon = Texture'NicePackT.HudCounter.t4th';
reaper.cooldownLength = default.cooldown;
reaper.canBeCancelled = true;
nicePlayer.abilityManager.AddAbility(reaper);
}
function static SkillDeSelected(NicePlayerController nicePlayer){
if(nicePlayer == none) return;
if(nicePlayer.abilityManager == none) return;
nicePlayer.abilityManager.RemoveAbility(default.abilityID);
}
defaultproperties
{
abilityID="Reaper"
cooldown=24.000000
SkillName="Reaper"
SkillEffects="If it would take 2 head-shot to kill the zed, - it'll die from one."
}

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class NiceSkillSharpshooterStability extends NiceSkill
abstract;
defaultproperties
{ SkillName="Stability" SkillEffects="Have zero recoil while shooting in ironsights with perked weapons."
}

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class NiceSkillSharpshooterSurgical extends NiceSkill
abstract;
var float penDmgReduction;
defaultproperties
{
PenDmgReduction=0.900000
SkillName="Surgical precision"
SkillEffects="While you're aiming down sights your bullets and projectiles gain additional head penetration with only 10% damage loss."
}

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class NiceSkillSharpshooterTalent extends NiceSkill
abstract;
defaultproperties
{
SkillName="Talent"
SkillEffects="You gain additional up to 30% headshot damage bonus."
}

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class NiceSkillSharpshooterZEDAdrenaline extends NiceSkill
abstract;
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("npGunsAdrenaline", Texture'NicePackT.HudCounter.variant', 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("npGunsAdrenaline");
}
function static int UpdateCounterValue(string counterName, NicePlayerController nicePlayer){
local NicePack niceMutator;
if(nicePlayer == none || counterName != "npGunsAdrenaline" || !nicePlayer.IsZedTimeActive()) return 0;
if(nicePlayer.bJunkieExtFailed) return 0;
if(nicePlayer.Pawn != none) niceMutator = class'NicePack'.static.Myself(nicePlayer.Pawn.Level);
if(niceMutator == none) return 0;
return niceMutator.junkieNextGoal - niceMutator.junkieDoneHeadshots;
}
defaultproperties
{ SkillName="Adrenaline junkie" SkillEffects="Prolong zed-time by making head-shots. Each consecutive extension requires 1 more head-shot than a previous one. Body-shotting removes your ability to prolong zed-time."
}

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class NiceSkillSharpshooterZEDHundredGauntlets extends NiceSkill
abstract;
defaultproperties
{ SkillName="Hundred Gauntlets" SkillEffects="You don't waste ammo during zed-time."
}

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class NiceSkillSharpshooterZEDOverkill extends NiceSkill
abstract;
var float damageBonus;
defaultproperties
{ damageBonus=2.250000 SkillName="Overkill" SkillEffects="Deal 225% head-shot damage during zed-time."
}

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class NiceSkillSharpshooterZEDRailgun extends NiceSkill
abstract;
defaultproperties
{ SkillName="Railgun" SkillEffects="Your bullets pass through everything without losing damage during zed-time."
}