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class ClassAdrenalineMaster extends RPGClass config(UT2004RPG) abstract; static simulated function ModifyPawn(Pawn Other, int AbilityLevel) { local RPGStatsInv StatsInv; local int y; local int RegenLevel; local int RegenIndex; RegenIndex = -1; class'ClassWeaponsMaster'.static.ModifyPawn(other, AbilityLevel); //give them the health regen. StatsInv = RPGStatsInv(Other.FindInventoryType(class'RPGStatsInv')); if (StatsInv != None && StatsInv.DataObject != None && StatsInv.DataObject.Level <= default.MediumLevel) { for (y = 0; y < StatsInv.Data.Abilities.length; y++) { if (ClassIsChildOf(StatsInv.Data.Abilities[y], class'DruidAdrenalineRegen')) { RegenLevel = StatsInv.Data.AbilityLevels[y]; RegenIndex = y; } } if(StatsInv.DataObject.Level <= default.LowLevel) { if(RegenIndex >= 0) StatsInv.Data.Abilities[RegenIndex].static.ModifyPawn(Other, RegenLevel + 2); else class'DruidAdrenalineRegen'.static.ModifyPawn(Other, RegenLevel + 2); } else if(StatsInv.DataObject.Level <= default.MediumLevel) { if(RegenIndex >= 0) StatsInv.Data.Abilities[RegenIndex].static.ModifyPawn(Other, RegenLevel + 1); else class'DruidAdrenalineRegen'.static.ModifyPawn(Other, RegenLevel + 1); } } } defaultproperties { AbilityName="Class: Adrenaline Master" Description="This class is the prerequisite for all adrenaline related abilities.|You can not be more than one class at any time." } |
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