Change Enforcer's skills for patch 0.2.70

This commit is contained in:
Anton Tarasenko 2020-04-21 13:52:35 +07:00
commit e7d1c539e8
19 changed files with 303 additions and 115 deletions

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@ -0,0 +1,17 @@
class NiceAvoidMarkerCarnage extends NiceAvoidMarker;
var float healthLevel;
function bool RelevantTo(Pawn P){
local NiceMonster niceZed;
niceZed = NiceMonster(P);
if (niceZed != none && niceZed.default.health <= healthLevel)
{
return true;
}
return false;
}
defaultproperties
{
lifespan = 2.5
}

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@ -0,0 +1,93 @@
//==============================================================================
// NicePack / NiceSharpshooterAbilitiesAdapter
//==============================================================================
// Temporary stand-in for future functionality.
// Use this class to catch events from sharpshooter players' abilities.
//==============================================================================
// 'Nice pack' source
// Do whatever the fuck you want with it
// Author: dkanus
// E-mail: dkanus@gmail.com
//==============================================================================
class NiceEnforcerAbilitiesAdapter extends NiceAbilitiesAdapter;
static function AbilityActivated( string abilityID,
NicePlayerController relatedPlayer){
local NiceHumanPawn nicePawn;
local NiceMonster victim;
if(relatedPlayer == none) return;
nicePawn = NiceHumanPawn(relatedPlayer.pawn);
if(nicePawn == none)
return;
if(abilityID == "fullcounter"){
nicePawn.remainingFCArmor = 100.0;
nicePawn.remainingFCTime = 1.0;
}
if(abilityID == "carnage"){
nicePawn.brutalCranageTimer = 10.0;
}
if(abilityID == class'NiceSkillEnforcerStuporA'.default.abilityID){
relatedPlayer.abilityManager.SetAbilityState(1, ASTATE_COOLDOWN);
foreach relatedPlayer.CollidingActors(class'NiceMonster', victim, class'NicePack.NiceSkillEnforcerStuporA'.default.radius, relatedPlayer.pawn.location)
{
if (victim == none) continue;
victim.DoRightPainReaction(class'NicePack.NiceSkillEnforcerStuporA'.default.painScore,
relatedPlayer.pawn, victim.location, Vect(0,0,0), none, 0.0,
KFPlayerReplicationInfo(relatedPlayer.PlayerReplicationInfo));
}
}
}/*
static function AbilityAdded( string abilityID,
NicePlayerController relatedPlayer){
local NiceHumanPawn nicePawn;
if(relatedPlayer == none) return;
nicePawn = NiceHumanPawn(relatedPlayer.pawn);
if(nicePawn == none)
return;
if(abilityID == "Calibration"){
nicePawn.currentCalibrationState = CALSTATE_FINISHED;
nicePawn.calibrationScore = 3;
}
}
static function AbilityRemoved( string abilityID,
NicePlayerController relatedPlayer){
local NiceHumanPawn nicePawn;
if(relatedPlayer == none) return;
nicePawn = NiceHumanPawn(relatedPlayer.pawn);
if(nicePawn == none)
return;
if(abilityID == "Calibration")
nicePawn.currentCalibrationState = CALSTATE_NOABILITY;
if(abilityID == class'NiceSkillSharpshooterGunslingerA'.default.abilityID){
nicePawn.gunslingerTimer = 0.0;
}
}
static function ModAbilityCooldown( string abilityID,
NicePlayerController relatedPlayer,
out float cooldown){
local NiceHumanPawn nicePawn;
if(relatedPlayer == none) return;
nicePawn = NiceHumanPawn(relatedPlayer.pawn);
if( abilityID != class'NiceSkillSharpshooterGunslingerA'.default.abilityID
&& abilityID != class'NiceSkillSharpshooterReaperA'.default.abilityID)
return;
switch(nicePawn.calibrationScore){
case 2:
cooldown *= 0.85;
break;
case 3:
cooldown *= 0.7;
break;
case 4:
cooldown *= 0.5;
break;
case 5:
cooldown *= 0.25;
break;
}
// Reduce calibration score
if(nicePawn.calibrationScore > 3)
nicePawn.calibrationScore -= 1;
}*/
defaultproperties
{
}

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@ -46,7 +46,7 @@ static function float AddExtraAmmoFor(KFPlayerReplicationInfo KFPRI, Class<Ammun
local float bonusNades;
// Default bonus
bonusNades = 2;
if(AmmoType == class'NicePack.NiceCryoNade' || AmmoType == class'NicePack.NiceNailNade')
if(AmmoType == class'FragAmmo')
return 1.0 + 0.2 * bonusNades;
return 1.0;
}
@ -56,11 +56,11 @@ static function int ReduceDamage(KFPlayerReplicationInfo KFPRI, KFPawn Injured,
InDamage *= (1 - class'NiceSkillEnforcerDetermination'.default.addedResist);
if(HasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillEnforcerUnshakable'))
InDamage *= (1 - class'NiceSkillEnforcerUnshakable'.default.skillResist);
if(HasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillHeavyCoating') && Injured.ShieldStrength > 0){
if(HasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillEnforcerCoating') && Injured.ShieldStrength > 0){
if( class<KFWeaponDamageType>(DmgType) != none
&& ((class<KFWeaponDamageType>(DmgType).default.bDealBurningDamage && KFMonster(Instigator) != none)
|| DmgType == class'NiceZombieTeslaHusk'.default.MyDamageType) )
InDamage *= (1 - class'NiceSkillHeavyCoating'.default.huskResist);
InDamage *= (1 - class'NiceSkillEnforcerCoating'.default.huskResist);
}
return InDamage;
}
@ -123,16 +123,32 @@ static function float SlowingModifier(KFPlayerReplicationInfo KFPRI){
static function string GetCustomLevelInfo(byte Level){
return default.CustomLevelInfo;
}
static function SetupAbilities(KFPlayerReplicationInfo KFPRI){
local NicePlayerController nicePlayer;
local NiceAbilityManager.NiceAbilityDescription fullcounter;
if(KFPRI != none)
nicePlayer = NicePlayerController(KFPRI.Owner);
if(nicePlayer == none || nicePlayer.abilityManager == none)
return;
fullcounter.ID = "fullcounter";
fullcounter.icon = Texture'NicePackT.HudCounter.fullCounter';
fullcounter.cooldownLength = 30.0;
fullcounter.canBeCancelled = false;
nicePlayer.abilityManager.AddAbility(fullcounter);
}
defaultproperties
{
bNewTypePerk=True
SkillGroupA(0)=Class'NicePack.NiceSkillEnforcerUnstoppable'
SkillGroupA(1)=Class'NicePack.NiceSkillEnforcerBombard'
SkillGroupA(2)=Class'NicePack.NiceSkillEnforcerFullCounter'
SkillGroupA(2)=Class'NicePack.NiceSkillEnforcerCoating'
SkillGroupA(3)=Class'NicePack.NiceSkillEnforcerStuporA'
SkillGroupA(4)=Class'NicePack.NiceSkillEnforcerZEDBarrage'
SkillGroupB(0)=Class'NicePack.NiceSkillEnforcerUnshakable'
SkillGroupB(1)=Class'NicePack.NiceSkillEnforcerMultitasker'
SkillGroupB(2)=Class'NicePack.NiceSkillEnforcerDetermination'
SkillGroupB(3)=Class'NicePack.NiceSkillEnforcerBrutalCarnageA'
SkillGroupB(4)=Class'NicePack.NiceSkillEnforcerZEDJuggernaut'
progressArray0(0)=100
progressArray0(1)=1000

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@ -0,0 +1,30 @@
class NiceSkillEnforcerBrutalCarnageA extends NiceSkill
abstract;
var string abilityID;
var float coolDown;
var float avoidRadius;
function static SkillSelected(NicePlayerController nicePlayer){
local NiceAbilityManager.NiceAbilityDescription carnage;
if(nicePlayer == none) return;
if(nicePlayer.abilityManager == none) return;
carnage.ID = default.abilityID;
carnage.icon = Texture'NicePackT.HudCounter.demo';
carnage.cooldownLength = default.cooldown;
carnage.canBeCancelled = false;
nicePlayer.abilityManager.AddAbility(carnage);
}
function static SkillDeSelected(NicePlayerController nicePlayer){
if(nicePlayer == none) return;
if(nicePlayer.abilityManager == none) return;
nicePlayer.abilityManager.RemoveAbility(default.abilityID);
}
defaultproperties
{
abilityID="carnage"
cooldown=60.000000
avoidRadius=600.0
SkillName="Brutal carnage"
SkillEffects="Every zed killed withing next 10 seconds will cause other zeds to fear the killspot for 2.5 seconds."
}

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@ -0,0 +1,9 @@
class NiceSkillEnforcerCoating extends NiceSkill
abstract;
var float huskResist;
defaultproperties
{
huskResist=1.000000
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."
}

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@ -0,0 +1,11 @@
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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@ -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."
}

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@ -0,0 +1,9 @@
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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@ -0,0 +1,9 @@
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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@ -0,0 +1,7 @@
class NiceSkillEnforcerZEDBarrage extends NiceSkill
abstract;
defaultproperties
{
SkillName="Barrage"
SkillEffects="Shoot without any recoil during zed-time."
}

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@ -0,0 +1,9 @@
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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@ -0,0 +1,9 @@
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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@ -0,0 +1,9 @@
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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@ -0,0 +1,9 @@
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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@ -0,0 +1,34 @@
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."
}