Change Enforcer's skills for patch 0.2.70
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19 changed files with 303 additions and 115 deletions
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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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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"
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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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}
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class NiceSkillEnforcerDetermination extends NiceSkill
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abstract;
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var int healthBound;
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var float addedResist;
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defaultproperties
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{
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healthBound=50
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addedResist=0.500000
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SkillName="Determination"
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SkillEffects="Receive 50% less damage when your health falls below 50 mark."
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}
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32
sources/Perks/Enforcer/Skills/NiceSkillEnforcerStuporA.uc
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32
sources/Perks/Enforcer/Skills/NiceSkillEnforcerStuporA.uc
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class NiceSkillEnforcerStuporA 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 radius;
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var float painScore;
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function static SkillSelected(NicePlayerController nicePlayer){
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local NiceAbilityManager.NiceAbilityDescription stupor;
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if(nicePlayer == none) return;
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if(nicePlayer.abilityManager == none) return;
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stupor.ID = default.abilityID;
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stupor.icon = Texture'NicePackT.HudCounter.demo';
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stupor.cooldownLength = default.cooldown;
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stupor.canBeCancelled = false;
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nicePlayer.abilityManager.AddAbility(stupor);
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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="stupor"
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cooldown=30.000000
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radius=800.000000 // ~16 meters, I think
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painScore=600.0
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SkillName="Stupor"
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SkillEffects="Stun or flinch small zeds in 16 meter radius around you."
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}
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class NiceSkillEnforcerUnshakable extends NiceSkill
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abstract;
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var float skillResist;
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defaultproperties
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{
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skillResist=0.150000
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SkillName="Unshakable"
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SkillEffects="Your screen doesn't shake or blur, and you gain 15% resistance to all damage."
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}
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class NiceSkillEnforcerUnstoppable extends NiceSkill
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abstract;
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var float speedMult;
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defaultproperties
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{
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speedMult=0.750000
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SkillName="Unstoppable"
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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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}
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class NiceSkillEnforcerZEDBarrage extends NiceSkill
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abstract;
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defaultproperties
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{
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SkillName="Barrage"
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SkillEffects="Shoot without any recoil during zed-time."
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}
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class NiceSkillEnforcerZEDJuggernaut extends NiceSkill
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abstract;
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var float distance;
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defaultproperties
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{
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Distance=800.000000
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SkillName="Juggernaut"
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SkillEffects="You startle zeds around you upon entering zed-time."
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}
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9
sources/Perks/Enforcer/Skills/NiceSkillHeavyCoating.uc
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9
sources/Perks/Enforcer/Skills/NiceSkillHeavyCoating.uc
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class NiceSkillHeavyCoating 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"
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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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}
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class NiceSkillHeavyOverclocking extends NiceSkill
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abstract;
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var float fireSpeedMult;
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defaultproperties
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{
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fireSpeedMult=1.300000
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SkillName="Overclocking"
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SkillEffects="+30% fire speed with perked weapons."
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}
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9
sources/Perks/Enforcer/Skills/NiceSkillHeavySafeguard.uc
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9
sources/Perks/Enforcer/Skills/NiceSkillHeavySafeguard.uc
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class NiceSkillHeavySafeguard extends NiceSkill
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abstract;
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var float healingCost;
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defaultproperties
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{
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healingCost=0.250000
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SkillName="Safeguard"
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SkillEffects="Your armor no longer protects you, but it heals you when your health falls too low."
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}
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class NiceSkillHeavyStablePosition extends NiceSkill
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abstract;
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var float recoilDampeningBonus;
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function static SkillSelected(NicePlayerController nicePlayer){
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local NicePack niceMutator;
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super.SkillSelected(nicePlayer);
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niceMutator = class'NicePack'.static.Myself(nicePlayer.Level);
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if(niceMutator == none || niceMutator.Role == Role_AUTHORITY)
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return;
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niceMutator.AddCounter("npHMGStablePosition", Texture'NicePackT.HudCounter.stability', false, default.class);
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}
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function static SkillDeSelected(NicePlayerController nicePlayer){
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local NicePack niceMutator;
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super.SkillDeSelected(nicePlayer);
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niceMutator = class'NicePack'.static.Myself(nicePlayer.Level);
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if(niceMutator == none || niceMutator.Role == Role_AUTHORITY)
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return;
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niceMutator.RemoveCounter("npHMGStablePosition");
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}
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function static int UpdateCounterValue(string counterName, NicePlayerController nicePlayer){
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local NiceHumanPawn nicePawn;
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if(nicePlayer == none || counterName != "npHMGStablePosition")
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return 0;
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nicePawn = NiceHumanPawn(nicePlayer.pawn);
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if(nicePawn == none || nicePawn.stationaryTime <= 0.0)
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return 0;
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return Min(10, Ceil(2 * nicePawn.stationaryTime) - 1);
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}
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defaultproperties
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{
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recoilDampeningBonus=0.100000
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SkillName="Stable position"
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SkillEffects="Each half-second you're crouching and now moving - you gain 10% recoil dampening bonus."
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}
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