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- class X2Effect_HiltImpaired extends X2Effect_Persistent;
- var int Bonus;
- function int GetAttackingDamageModifier(XComGameState_Effect EffectState, XComGameState_Unit Attacker, Damageable TargetDamageable, XComGameState_Ability AbilityState, const out EffectAppliedData AppliedData, const int CurrentDamage, optional XComGameState NewGameState)
- {
- local XComGameState_Unit TargetUnit;
- TargetUnit = XComGameState_Unit(TargetDamageable);
- if (
- AbilityState.IsMeleeAbility() &&
- TargetUnit != none &&
- 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'))
- )
- {
- return Bonus;
- }
- return 0;
- }
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