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class DruidArtifactLightningRod extends ArtifactLightningRod config(UT2004RPG); var config float CostPerHit; var config float HealthMultiplier; var config int MaxDamagePerHit; var config int MinDamagePerHit; state Activated { function Timer() { local Controller C, NextC; local int DamageDealt; local xEmitter HitEmitter; local int lCost; if(Instigator == None || Instigator.Controller == None) return; //must have a controller when active. (Otherwise they're probably ghosting) //need to be moving for it to do anything... so can't just sit somewhere and camp if (VSize(Instigator.Velocity) ~= 0) return; C = Level.ControllerList; while (C != None) { // get next controller here because C may be destroyed if it's a nonplayer and C.Pawn is killed NextC = C.NextController; //Is this just some sort of weird unreal script bug? Sometimes C is None if(C == None) { C = NextC; break; } if ( C.Pawn != None && C.Pawn != Instigator && C.Pawn.Health > 0 && !C.SameTeamAs(Instigator.Controller) && VSize(C.Pawn.Location - Instigator.Location) < TargetRadius && FastTrace(C.Pawn.Location, Instigator.Location) ) { //deviation from Mysterial's class to figure out the damage and adrenaline drain. DamageDealt = max(min(C.Pawn.HealthMax * HealthMultiplier, MaxDamagePerHit), MinDamagePerHit); lCost = DamageDealt * CostPerHit; if(lCost < 1) lCost = 1; if(lCost < Instigator.Controller.Adrenaline) { //Is this just some sort of weird unreal script bug? Sometimes C is None if(C == None) { C = NextC; break; } C.Pawn.TakeDamage(DamageDealt, Instigator, C.Pawn.Location, vect(0,0,0), class'DamTypeEnhLightningRod'); Instigator.Controller.Adrenaline -=lCost; //Is this just some sort of weird unreal script bug? Sometimes C is None if(C == None) { C = NextC; break; } HitEmitter = spawn(HitEmitterClass,,, Instigator.Location, rotator(C.Pawn.Location - Instigator.Location)); if (HitEmitter != None) HitEmitter.mSpawnVecA = C.Pawn.Location; } } C = NextC; } } function BeginState() { SetTimer(0.5, true); bActive = true; } function EndState() { SetTimer(0, false); bActive = false; } } defaultproperties { TargetRadius=2000.000000 //The actual damage per hit is calculated off the base health of the target MaxDamagePerHit=100 MinDamagePerHit=5 HitEmitterClass=Class'XEffects.LightningBolt' //deviation from Mysterial's class This is the slow drain when nothing is occurring. CostPerSec=1 //CostPerHit is the amount of adrenaline drained when you do a point of damage to a monster CostPerHit=0.150000 //HealthMultiplier is the percentage of life that will be taken from a single hit of the LR. HealthMultiplier=0.100000 PickupClass=Class'DruidArtifactLightningRodPickup' IconMaterial=Texture'UTRPGTextures.Icons.LightningIcon' ItemName="Lightning Rod" } |
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