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class AbilityCounterShove extends RPGAbility abstract; static simulated function int Cost(RPGPlayerDataObject Data, int CurrentLevel) { if (Data.Defense < 50) return 0; else return Super.Cost(Data, CurrentLevel); } static function HandleDamage(int Damage, Pawn Injured, Pawn Instigator, out vector Momentum, class<DamageType> DamageType, bool bOwnedByInstigator, int AbilityLevel) { local float MomentumMod; if (bOwnedByInstigator || DamageType == class'DamTypeRetaliation' || Injured == Instigator || Instigator == None) return; //negative values to reverse direction if (AbilityLevel < 5) MomentumMod = - (0.25 * AbilityLevel); else MomentumMod = -1.50; Instigator.TakeDamage(0, Injured, Instigator.Location, (Momentum * Injured.Mass) * MomentumMod, class'DamTypeRetaliation'); } defaultproperties { AbilityName="CounterShove" Description="Whenever you are damaged by another player, 25% of the momentum per level (or 150% at level 5) is also done to the player who hurt you. Will not CounterShove a CounterShove. You must have a Damage Reduction of at least 50 to purchase this ability. (Max Level: 5)" StartingCost=15 CostAddPerLevel=0 MaxLevel=5 } |
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