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Core.Object | +-- cRPG_classes.LimitBreakUtil
Constants Summary |
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Inherited Contants from Core.Object |
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MaxInt, Pi, RF_NotForClient, RF_NotForEdit, RF_NotForServer, RF_Public, RF_Standalone, RF_Transactional, RF_Transient |
Variables Summary | |
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int | abilityLvl |
float | breakLength |
float | damageFactor |
float | healthFactor |
float | hp15 |
float | hp50 |
float | hpCritical |
float | hpFull |
bool | isLimit |
int | limitLvl |
float | limitPoints |
float | lvlFactor |
int | maxLimitPoints |
int | minLimitPoints |
int | playerLvl |
float | playersLimitBreak |
float | pointFactor |
Inherited Variables from Core.Object |
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Class, Name, ObjectFlags, ObjectInternal[7], Outer |
Enumerations Summary |
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Inherited Enumerations from Core.Object |
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EAxis, ECamOrientation, EDetailMode, EDrawPivot, ESheerAxis |
Structures Summary |
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Inherited Structures from Core.Object |
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BoundingVolume, Box, Color, CompressedPosition, Coords, FloatBox, Guid, IntBox, InterpCurve, InterpCurvePoint, Matrix, Plane, Quat, Range, RangeVector, Rotator, Scale, TMultiMap, Vector |
Functions Summary | ||
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![]() | calcHealthFactor (float health, float superMaxHealth) | |
![]() | calcPoints (Pawn p, int Damage) |
Variables Detail |
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Length of lvl 1 limit break.
Higher lvls of limit break may add aditional time?
Percentage for adjusting amount of points based on damage.
not used by defaul
Calculated from pawns current (health, max health, matched to hpFull - hpCritical ranges).
Used with lvlFactor when player has 15% - 50% max Health.
Used with lvlFactor when player has 50% - 75% max Health.
Used with lvlFactor when player has less than 15% max Health.
Used with lvlFactor when player has 75% - max health.
true while players limitPoints == playersLimitBreak && countdown > 0
The players limit break lvl.
Current number of limit points the player has.
Percentage of pawn lvl for adjusting amount of points based on players current level.
Maximum number of limit points needed to reach a limit break.
Minimum number of limit points needed to reach a limit break.
The players level.
Number of points needed for pawns limit break to be reached.
Calculated from (lvlFactor, pawns level) & (pawns.Health, healthFactor) & (Damage)
Functions Detail |
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Calculates the healthFactor used in limitPoint calculation.
- @param health Injured.Health
- @param maxHealth Injured.SuperMaxHealth
Calculates the actuall limitPoints given to the pawn from recieving damage.
Defaultproperties |
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defaultproperties { limitPoints=0 breakLength=5 playersLimitBreak=800 lvlFactor=0.60 damageFactor=0.10 hpFull=0.15 hp50=0.50 hp15=0.75 hpCritical=1.00 minLimitPoints=100 maxLimitPoints=2000 } |
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