Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 |
class AbilityGhost extends RPGAbility abstract; static simulated function int Cost(RPGPlayerDataObject Data, int CurrentLevel) { local int x; if (Data.HealthBonus < 200 || Data.Defense < 100) return 0; for (x = 0; x < Data.Abilities.length; x++) if (Data.Abilities[x] == class'AbilityUltima') return 0; return Super.Cost(Data, CurrentLevel); } static function bool PreventDeath(Pawn Killed, Controller Killer, class<DamageType> DamageType, vector HitLocation, int AbilityLevel, bool bAlreadyPrevented) { local GhostInv Inv; local Vehicle V; if (Killed.Location.Z < Killed.Region.Zone.KillZ || Killed.PhysicsVolume.IsA('ConvoyPhysicsVolume')) return false; //spacefighters destroy all their inventory on possess, so if we do anything here it will never die //because our marker will get destroyed afterward if ( Killed.IsA('ASVehicle_SpaceFighter') || (Killed.DrivenVehicle != None && Killed.DrivenVehicle.IsA('ASVehicle_SpaceFighter')) ) return false; //this ability doesn't work with SVehicles or any kind of turret (can't change their physics) if (Killed.bStationary || Killed.IsA('SVehicle')) { //but maybe we can save the driver! V = Vehicle(Killed); if (V != None && !V.bRemoteControlled && !V.bEjectDriver && V.Driver != None) V.Driver.Died(Killer, DamageType, HitLocation); return false; } Inv = GhostInv(Killed.FindInventoryType(class'GhostInv')); if (Inv != None) return false; //ability won't work if pawn is still attached to the vehicle if (Killed.DrivenVehicle != None) { Killed.Health = 1; //so vehicle will properly kick pawn out Killed.DrivenVehicle.KDriverLeave(true); } Inv = Killed.spawn(class'GhostInv', Killed,,, rot(0,0,0)); Inv.OwnerAbilityLevel = AbilityLevel; Inv.GiveTo(Killed); return true; } static function bool PreventSever(Pawn Killed, name boneName, int Damage, class<DamageType> DamageType, int AbilityLevel) { local GhostInv Inv; Inv = GhostInv(Killed.FindInventoryType(class'GhostInv')); if (Inv != None) return false; return true; } defaultproperties { AbilityName="Ghost" Description="The first time each spawn that you take damage that would kill you, instead of dying you will become non-corporeal and move to a new location, where you will continue your life. At level 1 you will move slowly as a ghost and return with a health of 1. At level 2 you will move somewhat more quickly and will return with 100 health. At level 3 you will move fastest and will return with your normal starting health. You need to have at least 200 Health Bonus and 100 Damage Reduction to purchase this ability. You can't have both Ghost and Ultima at the same time. (Max Level: 3)" StartingCost=25 CostAddPerLevel=10 MaxLevel=3 } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |