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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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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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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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 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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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."
}