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- static function X2AbilityTemplate CoatingBscAbility()
- {
- local X2AbilityTemplate Template;
- local X2AbilityToHitCalc_StandardMelee StandardMelee;
- local X2Effect_ApplyWeaponDamage WeaponDamageEffect;
- local X2Condition_UnitProperty AdjacencyCondition;
- local X2Effect_Persistent BleedingEffect;
- `CREATE_X2ABILITY_TEMPLATE(Template, 'CoatingBscAbility');
- Template.AbilitySourceName = 'eAbilitySource_Item';
- Template.eAbilityIconBehaviorHUD = EAbilityIconBehavior_NeverShow;
- Template.bUniqueSource = true;
- Template.bDisplayInUITooltip = false;
- Template.bDisplayInUITacticalText = false;
- Template.bDontDisplayInAbilitySummary = true;
- Template.Hostility = eHostility_Neutral;
- StandardMelee = new class'X2AbilityToHitCalc_StandardMelee';
- Template.AbilityToHitCalc = StandardMelee;
- Template.AbilityTargetStyle = default.SimpleSingleMeleeTarget;
- Template.AbilityTriggers.AddItem(default.PlayerInputTrigger);
- Template.AbilityTargetConditions.AddItem(default.LivingHostileTargetProperty);
- Template.AbilityTargetConditions.AddItem(default.MeleeVisibilityCondition);
- AdjacencyCondition = new class'X2Condition_UnitProperty';
- AdjacencyCondition.RequireWithinRange = true;
- AdjacencyCondition.WithinRange = 144;
- Template.AbilityTargetConditions.AddItem(AdjacencyCondition);
- Template.AbilityShooterConditions.AddItem(default.LivingShooterProperty);
- SkipExclusions.AddItem(class'X2AbilityTemplateManager'.default.DisorientedName);
- Template.AddShooterEffectExclusions(SkipExclusions);
- // Damage Effect
- WeaponDamageEffect = new class'X2Effect_ApplyWeaponDamage';
- Template.AddTargetEffect(WeaponDamageEffect);
- Template.bAllowBonusWeaponEffects = true;
- BleedingEffect = class'X2StatusEffects'.static.CreateBleedingStatusEffect(default.BLEEDING_NUM_TURNS, default.BLEEDING_TICK_DMG);
- BleedingEffect.ApplyChance = default.BLEEDING_CHANCE_PERCENT;
- BleedingEffect.bEffectForcesBleedout = false;
- Template.AddTargetEffect(BleedingEffect);
- BleedingEffect = class'X2StatusEffects'.static.CreateBleedingStatusEffect(10, 2);
- BleedingEffect.ApplyChance = 100;
- BleedingEffect.bEffectForcesBleedout = false;
- Template.AddTargetEffect(BleedingEffect);
- return Template;
- }
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