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Drakten

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Jun 4th, 2020
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  1. static function X2AbilityTemplate CoatingBscAbility()
  2. {
  3. local X2AbilityTemplate Template;
  4. local X2AbilityToHitCalc_StandardMelee StandardMelee;
  5. local X2Effect_ApplyWeaponDamage WeaponDamageEffect;
  6. local X2Condition_UnitProperty AdjacencyCondition;
  7. local X2Effect_Persistent BleedingEffect;
  8.  
  9.  
  10. `CREATE_X2ABILITY_TEMPLATE(Template, 'CoatingBscAbility');
  11.  
  12. Template.AbilitySourceName = 'eAbilitySource_Item';
  13. Template.eAbilityIconBehaviorHUD = EAbilityIconBehavior_NeverShow;
  14. Template.bUniqueSource = true;
  15.  
  16. Template.bDisplayInUITooltip = false;
  17. Template.bDisplayInUITacticalText = false;
  18. Template.bDontDisplayInAbilitySummary = true;
  19. Template.Hostility = eHostility_Neutral;
  20.  
  21. StandardMelee = new class'X2AbilityToHitCalc_StandardMelee';
  22. Template.AbilityToHitCalc = StandardMelee;
  23.  
  24. Template.AbilityTargetStyle = default.SimpleSingleMeleeTarget;
  25. Template.AbilityTriggers.AddItem(default.PlayerInputTrigger);
  26.  
  27. Template.AbilityTargetConditions.AddItem(default.LivingHostileTargetProperty);
  28. Template.AbilityTargetConditions.AddItem(default.MeleeVisibilityCondition);
  29. AdjacencyCondition = new class'X2Condition_UnitProperty';
  30. AdjacencyCondition.RequireWithinRange = true;
  31. AdjacencyCondition.WithinRange = 144;
  32. Template.AbilityTargetConditions.AddItem(AdjacencyCondition);
  33.  
  34. Template.AbilityShooterConditions.AddItem(default.LivingShooterProperty);
  35. SkipExclusions.AddItem(class'X2AbilityTemplateManager'.default.DisorientedName);
  36. Template.AddShooterEffectExclusions(SkipExclusions);
  37.  
  38. // Damage Effect
  39. WeaponDamageEffect = new class'X2Effect_ApplyWeaponDamage';
  40. Template.AddTargetEffect(WeaponDamageEffect);
  41. Template.bAllowBonusWeaponEffects = true;
  42.  
  43. BleedingEffect = class'X2StatusEffects'.static.CreateBleedingStatusEffect(default.BLEEDING_NUM_TURNS, default.BLEEDING_TICK_DMG);
  44. BleedingEffect.ApplyChance = default.BLEEDING_CHANCE_PERCENT;
  45. BleedingEffect.bEffectForcesBleedout = false;
  46. Template.AddTargetEffect(BleedingEffect);
  47.  
  48. BleedingEffect = class'X2StatusEffects'.static.CreateBleedingStatusEffect(10, 2);
  49. BleedingEffect.ApplyChance = 100;
  50. BleedingEffect.bEffectForcesBleedout = false;
  51. Template.AddTargetEffect(BleedingEffect);
  52.  
  53. return Template;
  54. }
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