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class AbilityAdrenalineRegen extends RPGAbility abstract; static simulated function int Cost(RPGPlayerDataObject Data, int CurrentLevel) { if (Data.AdrenalineMax < 100 + 25 * (CurrentLevel + 1)) return 0; else return Super.Cost(Data, CurrentLevel); } static simulated function ModifyPawn(Pawn Other, int AbilityLevel) { local AdrenRegenInv R; local Inventory Inv; if (Other.Role != ROLE_Authority) return; //remove old one, if it exists //might happen if player levels up this ability while still alive Inv = Other.FindInventoryType(class'AdrenRegenInv'); if (Inv != None) Inv.Destroy(); R = Other.spawn(class'AdrenRegenInv', Other,,,rot(0,0,0)); R.RegenAmount = AbilityLevel; R.GiveTo(Other); } defaultproperties { AbilityName="Adrenal Drip" Description="Gives 1 adrenaline per 5 seconds per level. Does not give adrenaline while performing a combo or using an artifact. You must have spent 25 points in your Adrenaline Max stat for each level of this ability you want to purchase. (Max Level: 3)" StartingCost=20 CostAddPerLevel=5 MaxLevel=3 } |
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