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//----------------------------------------------------------- // AbilityLimitBreak <br /> // <br /> // RPG Ability "Limit break" <br /> // Ability that gives pawn a limit break upon // reaching x # of limit points. <br /> // <b>NOTE!!</b> <i>The limit points are set to 0 // each map they do not carry over from map to map. // <br /> // // Author: Continuum <br /> // //----------------------------------------------------------- class AbilityLimitBreak extends RPGAbility config(UT2004RPG) abstract; /** Returns a name for this ability <br /> <strike>Should</strike> <b>Must</b> be unique and sub-classes must override. */ static function string abilityName() { return "AbilityLimitBreak"; } /** While isLimit give pawn the limit break for pawns abilityLvl. */ static function ModifyPawn(Pawn p, int abilityLvl) { local float initialRate; local float timerStart; local float time; local LimitBreakUtil lbUtil; local LimitBreakInv lbInv; local Inventory inv; inv = p.FindInventoryType(class'LimitBreakInv'); /* if(inv.Class == lbInv.Class) { lbInv = inv; } */ lbUtil = lbInv.lbUtil; /* Bad spot for the following code... need a 2nd Inventory that actuall gives the pawn the ability (probably that inventory will contain the LimitBreakInv object) */ time=0.00; initialrate = p.TimerRate; p.SetTimer(0.99, true); timerStart = p.TimerCounter; //Do a limit break until timer runs out (5 seconds) while(time < (timerStart + lbUtil.breakLength)) { time = p.TimerCounter; } }//ModifyPawn() /** Award limit points on taking damage. <br /> Ignore if self-damage.<br /><br /> <b>Note</b><br /> <i>LimitBreakUtil stores and calculates a lot of the variables used in this ability.</i> */ static function HandleDamage(out int Damage, Pawn Injured, Pawn Instigator, out vector Momentum, class<DamageType> DamageType, bool bOwnedByInstigator, int AbilityLevel) { local int playerLvl; local LimitBreakUtil lbUtil; local LimitBreakInv lbInv; local int abilityLvl; playerLvl = 0; //quik escape process nothing more if(bOwnedByInstigator || Damage <= 0 || (Injured.Health - Damage) <= 0) return; //if the instigator is doing the damage, damage is nothing or pawn gets killed, ignore this. /* ok to proceed no self damage, damage has bean dealt, and pawn isn't killed by damage. Create local variables and add limitPoints <br /> need call super.HandlDamage() to inflict the damage? */ lbUtil.calcHealthFactor(Injured.Health, Injured.SuperHealthMax);//pass pawns health and max health to the limit break utility class lbUtil.calcPoints(Injured, Damage); lbInv.lbUtil = lbUtil; Injured.AddInventory(lbInv); abilityLvl = lbUtil.abilityLvl; //if limit break has been reached do the limit break by modifying the pawn. if(lbUtil.isLimit) { ModifyPawn(Injured, abilityLvl); } }//HandleDamage() /** Get the cost of purchasing LimitBreak for param CurrentLevel. <br /> <i>No specific class or lvl requirments implemented.</i> */ static simulated function int Cost(RPGPlayerDataObject Data, int CurrentLevel) { return super.Cost(Data, CurrentLevel); } DefaultProperties { AbilityName="Limit break" Description="Each map you start with 0 limit points as you play you are given limit points when | a.)You are awarded kill bonuses | b.)Are damaged by the enemy (calculated based on your current health & level)|Cost (per level): 7,14,21" StartingCost=7 CostAddPerLevel=7 MaxLevel=3 } |
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