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class AbilityAdrenalineSurge extends RPGAbility abstract; static simulated function int Cost(RPGPlayerDataObject Data, int CurrentLevel) { if (Data.AdrenalineMax < 150 || Data.Attack < 50) return 0; else return Super.Cost(Data, CurrentLevel); } static function ScoreKill(Controller Killer, Controller Killed, bool bOwnedByKiller, int AbilityLevel) { if (!bOwnedByKiller) return; if (Killed.Level.Game.IsA('Invasion') && Killed.Pawn != None && Killed.Pawn.IsA('Monster')) { Killer.AwardAdrenaline(float(Killed.Pawn.GetPropertyText("ScoringValue")) * 0.5 * AbilityLevel); return; } if ( !(!Killed.Level.Game.bTeamGame || ((Killer != None) && (Killer != Killed) && (Killed != None) && (Killer.PlayerReplicationInfo != None) && (Killed.PlayerReplicationInfo != None) && (Killer.PlayerReplicationInfo.Team != Killed.PlayerReplicationInfo.Team))) ) return; //no bonus for team kills or suicides if (UnrealPlayer(Killer) != None && UnrealPlayer(Killer).MultiKillLevel > 0) Killer.AwardAdrenaline(Deathmatch(Killer.Level.Game).ADR_MajorKill * 0.5 * AbilityLevel); if (UnrealPawn(Killed.Pawn) != None && UnrealPawn(Killed.Pawn).spree > 4) Killer.AwardAdrenaline(Deathmatch(Killer.Level.Game).ADR_MajorKill * 0.5 * AbilityLevel); if ( Killer.PlayerReplicationInfo.Kills == 1 && TeamPlayerReplicationInfo(Killer.PlayerReplicationInfo) != None && TeamPlayerReplicationInfo(Killer.PlayerReplicationInfo).bFirstBlood ) Killer.AwardAdrenaline(Deathmatch(Killer.Level.Game).ADR_MajorKill * 0.5 * AbilityLevel); if (Killer.bIsPlayer && Killed.bIsPlayer) Killer.AwardAdrenaline(Deathmatch(Killer.Level.Game).ADR_Kill * 0.5 * AbilityLevel); } defaultproperties { AbilityName="Adrenal Surge" Description="For each level of this ability, you gain 50% more adrenaline from all kill related adrenaline bonuses. You must have a Damage Bonus of at least 50 and an Adrenaline Max stat at least 150 to purchase this ability. (Max Level: 2)" StartingCost=20 CostAddPerLevel=5 MaxLevel=2 } |
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