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//Regeneration ability class AbilityRegen extends RPGAbility abstract; static simulated function int Cost(RPGPlayerDataObject Data, int CurrentLevel) { if (Data.HealthBonus < 30 * (CurrentLevel + 1)) return 0; else return Super.Cost(Data, CurrentLevel); } static simulated function ModifyPawn(Pawn Other, int AbilityLevel) { local RegenInv 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'RegenInv'); if (Inv != None) Inv.Destroy(); R = Other.spawn(class'RegenInv', Other,,,rot(0,0,0)); R.RegenAmount = AbilityLevel; R.GiveTo(Other); } defaultproperties { AbilityName="Regeneration" Description="Heals 1 health per second per level. Does not heal past starting health amount. You must have a Health Bonus stat equal to 30 times the ability level you wish to have before you can purchase it. (Max Level: 5)" StartingCost=15 CostAddPerLevel=5 MaxLevel=5 } |
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