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Drakten

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Jun 7th, 2020
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  1. class X2Effect_HiltImpaired extends X2Effect_Persistent;
  2.  
  3. var int Bonus;
  4.  
  5. function int GetAttackingDamageModifier(XComGameState_Effect EffectState, XComGameState_Unit Attacker, Damageable TargetDamageable, XComGameState_Ability AbilityState, const out EffectAppliedData AppliedData, const int CurrentDamage, optional XComGameState NewGameState)
  6. {
  7. local XComGameState_Unit TargetUnit;
  8.  
  9. TargetUnit = XComGameState_Unit(TargetDamageable);
  10.  
  11. if (
  12. AbilityState.IsMeleeAbility() &&
  13. TargetUnit != none &&
  14. AbilityState.SourceWeapon != EffectState.ApplyEffectParameters.ItemStateObjectRef && (UnitState.IsUnitAffectedByEffectName('Confused') || UnitState.IsUnitAffectedByEffectName('Disoriented') || UnitState.IsUnitAffectedByEffectName('Stunned') || UnitState.IsUnitAffectedByEffectName('RoboticStunned') || UnitState.IsUnitAffectedByEffectName('Bound') || UnitState.IsUnitAffectedByEffectName('Freeze') || UnitState.IsUnitAffectedByEffectName('Dazed') || UnitState.IsUnitAffectedByEffectName('Shattered') || UnitState.IsUnitAffectedByEffectName('Berserk') || UnitState.IsUnitAffectedByEffectName('BleedingOut') || UnitState.IsUnitAffectedByEffectName('Burning') || UnitState.IsUnitAffectedByEffectName('Acid') || UnitState.IsUnitAffectedByEffectName('Poisoned') || UnitState.IsUnitAffectedByEffectName('Unconscious') || UnitState.IsUnitAffectedByEffectName('Bleeding') || UnitState.IsUnitAffectedByEffectName('Obsessed') || UnitState.IsUnitAffectedByEffectName('Panicked'))
  15. )
  16. {
  17. return Bonus;
  18. }
  19. return 0;
  20. }
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