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KF2-Dev-Scripts/KFGameContent/Classes/KFWeap_Edged_Zweihander.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFWeap_Edged_Zweihander
//=============================================================================
// A two-handed sword primarily of the Renaissance. It is a true two-handed
// sword because it requires two hands to wield, unlike other large swords
// that are wielded with two hands but can also be wielded with one.
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// - Andrew "Strago" Ladenberger
//=============================================================================
class KFWeap_Edged_Zweihander extends KFWeap_MeleeBase;
defaultproperties
{
// Zooming/Position
PlayerViewOffset=(X=2,Y=0,Z=0)
// Content
PackageKey="Zweihander"
FirstPersonMeshName="WEP_1P_Zweihander_MESH.Wep_1stP_Zweihander_Rig"
FirstPersonAnimSetNames(0)="WEP_1P_Zweihander_ANIM.Wep_1stP_Zweihander_Anim"
PickupMeshName="WEP_3P_Zweihander_MESH.Wep_Zweihander_Pickup"
AttachmentArchetypeName="WEP_Zweihander_ARCH.Wep_Zweihander_3P"
Begin Object Name=MeleeHelper_0
MaxHitRange=240 //330 //400
// Override automatic hitbox creation (advanced)
HitboxChain.Add((BoneOffset=(X=+3,Z=190)))
HitboxChain.Add((BoneOffset=(X=-3,Z=170)))
HitboxChain.Add((BoneOffset=(X=+3,Z=150)))
HitboxChain.Add((BoneOffset=(X=-3,Z=130)))
HitboxChain.Add((BoneOffset=(X=+3,Z=110)))
HitboxChain.Add((BoneOffset=(X=-3,Z=90)))
HitboxChain.Add((BoneOffset=(X=+3,Z=70)))
HitboxChain.Add((BoneOffset=(X=-3,Z=50)))
HitboxChain.Add((BoneOffset=(X=+3,Z=30)))
HitboxChain.Add((BoneOffset=(Z=10)))
WorldImpactEffects=KFImpactEffectInfo'FX_Impacts_ARCH.Bladed_melee_impact'
MeleeImpactCamShakeScale=0.04f //0.5
// modified combo sequences
ChainSequence_F=(DIR_ForwardRight, DIR_ForwardLeft, DIR_ForwardRight, DIR_ForwardLeft)
ChainSequence_B=(DIR_BackwardLeft, DIR_BackwardRight, DIR_BackwardLeft, DIR_ForwardRight, DIR_Left, DIR_Right, DIR_Left)
ChainSequence_L=(DIR_Right, DIR_Left, DIR_ForwardRight, DIR_ForwardLeft, DIR_Right, DIR_Left)
ChainSequence_R=(DIR_Left, DIR_Right, DIR_ForwardLeft, DIR_ForwardRight, DIR_Left, DIR_Right)
End Object
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Slashing_Zweihander'
InstantHitMomentum(DEFAULT_FIREMODE)=30000.f
InstantHitDamage(DEFAULT_FIREMODE)=85 //70
InstantHitDamageTypes(HEAVY_ATK_FIREMODE)=class'KFDT_Slashing_ZweihanderHeavy'
InstantHitMomentum(HEAVY_ATK_FIREMODE)=30000.f
InstantHitDamage(HEAVY_ATK_FIREMODE)=195 //200
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Piercing_ZweihanderStab'
InstantHitDamage(BASH_FIREMODE)=63
// Inventory
GroupPriority=75
InventorySize=7
WeaponSelectTexture=Texture2D'WEP_UI_Zweihander_TEX.UI_WeaponSelect_Zweihander'
AssociatedPerkClasses(0)=class'KFPerk_Berserker'
// Block Sounds
BlockSound=AkEvent'WW_WEP_Bullet_Impacts.Play_Block_MEL_Katana'
ParrySound=AkEvent'WW_WEP_Bullet_Impacts.Play_Parry_Metal'
ParryDamageMitigationPercent=0.4
BlockDamageMitigation=0.5
ParryStrength=5
// Weapon Upgrade stat boosts
//WeaponUpgrades[1]=(IncrementDamage=1.05f,IncrementWeight=1)
//WeaponUpgrades[2]=(IncrementDamage=1.1f,IncrementWeight=2)
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.05f), (Stat=EWUS_Damage1, Scale=1.05f), (Stat=EWUS_Damage2, Scale=1.05f), (Stat=EWUS_Weight, Add=1)))
WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.1f), (Stat=EWUS_Damage1, Scale=1.1f), (Stat=EWUS_Damage2, Scale=1.1f), (Stat=EWUS_Weight, Add=2)))
}