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class AbilityLoadedMonsters extends RPGAbility config(UT2004RPG) abstract; struct MonsterConfig { Var String FriendlyName; var Class<Monster> Monster; var int Adrenaline; var int MonsterPoints; var int Level; }; var config Array<MonsterConfig> MonsterConfigs; static simulated function int Cost(RPGPlayerDataObject Data, int CurrentLevel) { local bool ok; local int x; for (x = 0; x < Data.Abilities.length; x++) if (Data.Abilities[x] == class'ClassMonsterMaster') ok = true; if(!ok) { if(CurrentLevel > 0) log("Warning:"@data.Name@"has"@default.class@"Level"@CurrentLevel@"but does not have an associated Class to allow them to purchase it"); return 0; } return super.Cost(Data, CurrentLevel); } static function ModifyPawn(Pawn Other, int AbilityLevel) { local int i; local LoadedInv LoadedInv; Local RPGArtifact Artifact; Local bool PreciseLevel; LoadedInv = LoadedInv(Other.FindInventoryType(class'LoadedInv')); if(LoadedInv != None) { if(LoadedInv.type != 'Monsters') { LoadedInv.Destroy(); } else if(LoadedInv.AbilityLevel != AbilityLevel) { LoadedInv.Destroy();//for when they buy a new level of this skill PreciseLevel = true; //only giving artifacts for this level. } else { return; } } LoadedInv = Other.spawn(class'LoadedInv'); if(LoadedInv == None) return; LoadedInv.type = 'Monsters'; LoadedInv.AbilityLevel = AbilityLevel; LoadedInv.GiveTo(Other); for(i = 0; i < Default.MonsterConfigs.length; i++) { if(Default.MonsterConfigs[i].Monster != None) //make sure the object is sane. { if(PreciseLevel && Default.MonsterConfigs[i].Level != AbilityLevel) //checkertrap for purchases during a game. continue; if(Default.MonsterConfigs[i].Level <= AbilityLevel) { Artifact = Other.spawn(class'DruidMonsterMasterArtifactMonsterSummon', Other,,, rot(0,0,0)); if(Artifact == None) continue; // wow. DruidMonsterMasterArtifactMonsterSummon(Artifact).Setup(Default.MonsterConfigs[i].FriendlyName, Default.MonsterConfigs[i].Monster, Default.MonsterConfigs[i].Adrenaline, Default.MonsterConfigs[i].MonsterPoints); Artifact.GiveTo(Other); } } } if(!PreciseLevel) { Artifact = Other.spawn(class'ArtifactKillAllPets', Other,,, rot(0,0,0)); Artifact.GiveTo(Other); Artifact = Other.spawn(class'ArtifactKillOnePet', Other,,, rot(0,0,0)); Artifact.GiveTo(Other); } // I'm guessing that NextItem is here to ensure players don't start with // no item selected. So the if should stop wierd artifact scrambles. if(Other.SelectedItem == None) Other.NextItem(); } defaultproperties { AbilityName="Loaded Monsters" Description="Learn new monsters to summon with Monster Points. At each level, you can summon a better monster. (Max Level: 15)|You must be a Monster Master to purchase this skill.|Cost (per level): 2,3,4,5,6,7,8,9,10,11,12,13,14,15,16" StartingCost=2 CostAddPerLevel=1 MaxLevel=15 //I assume you'll either use the provided config, or come up with your own. This one is provided as reference. MonsterConfigs(0)=(FriendlyName="Pupae",Monster=Class'SkaarjPack.SkaarjPupae',Adrenaline=15,MonsterPoints=1,Level=1) } |
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