1
0
KF2-Dev-Scripts/KFGame/Classes/KFPerk_Survivalist.uc

881 lines
29 KiB
Ucode
Raw Normal View History

2020-12-13 15:01:13 +00:00
//=============================================================================
// KFPerk_Survivalist
//=============================================================================
// The survivalist perk class
//=============================================================================
// Killing Floor 2
// Copyright (C) 2016 Tripwire Interactive LLC
// - Christian "schneidzekk" Schneider
//=============================================================================
class KFPerk_Survivalist extends KFPerk
native;
//`include(KFOnlineStats.uci)
/** Passives */
var private const PerkSkill WeaponDamage;
var private const PerkSkill DamageResistance;
var private const PerkSkill HeavyBodyArmor;
var private const PerkSkill ZedTimeReload;
/** Selectable skills */
enum ESurvivalistPerkSkills
{
ESurvivalist_TacticalReload,
ESurvivalist_HeavyWeaponsReload,
ESurvivalist_FieldMedic,
ESurvivalist_MeleeExpert,
ESurvivalist_AmmoVest,
ESurvivalist_BigPockets,
ESurvivalist_Shrapnel,
ESurvivalist_MakeThingsGoBoom,
ESurvivalist_MadMan,
ESurvivalist_IncapMaster
};
var const int SecondaryNearKillXPModifier[4];
var private const float InjectionPotencyModifier;
var private const float MeleeExpertAttackSpeedModifier;
var private const GameExplosion ShrapnelExplosionTemplate;
var private const float ShrapnelChance;
var private const float SnarePower;
var private const float MeleeExpertMovementSpeedModifier;
2020-12-13 15:09:05 +00:00
var private const float PassiveWeaponSwitchModifier;
2020-12-13 15:01:13 +00:00
var class<KFWeaponDefinition> HealingGrenadeWeaponDef;
var class<KFWeaponDefinition> MolotovGrenadeWeaponDef;
var private const array<class<KFWeaponDefinition> > PrimaryWeaponPaths;
var private const array<string> KnifeWeaponPaths;
var int StartingWeaponClassIndex;
var private const array<name> TacticalReloadAsReloadRateClassNames;
/** When MakeThingsGoBoom skill is selected the survivalist gets additional explosive resistance */
var private const float MakeThingsGoBoomExplosiveResistance;
/*********************************************************************************************
* @name Perk init and spawning
******************************************************************************************** */
/** On spawn, modify owning pawn based on perk selection */
function SetPlayerDefaults( Pawn PlayerPawn )
{
local float NewArmor;
super.SetPlayerDefaults( PlayerPawn );
if( OwnerPawn.Role == ROLE_Authority )
{
NewArmor = OwnerPawn.default.MaxArmor * GetPassiveValue( HeavyBodyArmor, CurrentLevel );
OwnerPawn.AddArmor( Round( NewArmor ) );
}
}
/**
* @brief(Server) Modify Instigator settings based on selected perk
*/
function ApplyWeightLimits()
{
local KFInventoryManager KFIM;
KFIM = KFInventoryManager(OwnerPawn.InvManager);
if( KFIM != none )
{
if( IsBigPocketsActive() )
{
`QALog( "Big Pockets Mod" @ GetPercentage(KFIM.MaxCarryBlocks, KFIM.default.MaxCarryBlocks + PerkSkills[ESurvivalist_BigPockets].StartingValue), bLogPerk );
KFIM.MaxCarryBlocks = KFIM.default.MaxCarryBlocks + GetSkillValue( PerkSkills[ESurvivalist_BigPockets] );
CheckForOverWeight( KFIM );
}
else
{
super.ApplyWeightLimits();
}
}
}
function bool ShouldGetAllTheXP()
{
return true;
}
/* Returns the primary weapon's class path for this perk */
simulated function string GetPrimaryWeaponClassPath()
{
StartingWeaponClassIndex = Rand(PrimaryWeaponPaths.length);
AutoBuyLoadOutPath.InsertItem(0,PrimaryWeaponPaths[StartingWeaponClassIndex]);
return PrimaryWeaponPaths[StartingWeaponClassIndex].default.WeaponClassPath;
}
function bool ShouldAutosellWeapon(class<KFWeaponDefinition> DefClass)
{
//Because survivalists get a random first weapon in their auto buy load out, if they ever swap
// to another valid on-perk T1 then attempt to autobuy, they could be left in situations where
// they sell the new valid T1, but don't have enough money to buy any other weapons. In this
// case, we shouldn't sell the weapon if it's also part of the primary weapons that they could
// start with in a valid match.
if (super.ShouldAutosellWeapon(DefClass))
{
return PrimaryWeaponPaths.Find(DefClass) == INDEX_NONE;
}
return false;
}
/*********************************************************************************************
* @name Passives
******************************************************************************************** */
/**
* @brief Modifies the damage dealt
*
* @param InDamage damage
* @param DamageCauser weapon or projectile (optional)
* @param MyKFPM the zed damaged (optional)
* @param DamageInstigator responsible controller (optional)
* @param class DamageType the damage type used (optional)
*/
simulated function ModifyDamageGiven( out int InDamage, optional Actor DamageCauser, optional KFPawn_Monster MyKFPM, optional KFPlayerController DamageInstigator, optional class<KFDamageType> DamageType, optional int HitZoneIdx )
{
local KFWeapon KFW;
local float TempDamage;
TempDamage = InDamage;
TempDamage += InDamage * GetPassiveValue( WeaponDamage, CurrentLevel );
if( DamageCauser != none )
{
KFW = GetWeaponFromDamageCauser( DamageCauser );
}
if( KFW != none )
{
if( KFW.IsMeleeWeapon() && IsMeleeExpertActive() )
{
TempDamage += InDamage * GetSkillValue( PerkSkills[ESurvivalist_MeleeExpert] );
}
}
`QALog( "Total Damage Given" @ DamageType @ KFW @ GetPercentage( InDamage, Round(TempDamage) ), bLogPerk );
InDamage = Round(TempDamage);
}
/**
* @brief Modifies the damage taken
*
* @param InDamage damage
* @param DamageType the damage type used (optional)
*/
function ModifyDamageTaken( out int InDamage, optional class<DamageType> DamageType, optional Controller InstigatedBy )
{
local float TempDamage;
if( InDamage <= 0 )
{
return;
}
TempDamage = InDamage;
TempDamage -= InDamage * GetPassiveValue( DamageResistance, CurrentLevel );
if (IsMakeThingsGoBoomActive())
{
// only for explosive damage
if (ClassIsChildOf(DamageType, class'KFDT_Explosive'))
{
TempDamage = FMax(TempDamage - InDamage * MakeThingsGoBoomExplosiveResistance, 0.0f);
}
}
`QALog( "Total DamageResistance" @ DamageType @ GetPercentage( InDamage, Round( TempDamage ) ) @ "Start/End" @ InDamage @ Round( TempDamage ), bLogPerk );
InDamage = Round( TempDamage );
}
/**
* @brief Some perk skills modify the melee attack speed
*
* @param InDuration delay in between attacks
*/
simulated function ModifyMeleeAttackSpeed( out float InDuration, KFWeapon KFW )
{
local float TempDuration;
if( KFW == none || !KFW.IsMeleeWeapon() )
{
return;
}
TempDuration = InDuration;
if( IsMeleeExpertActive() )
{
TempDuration -= TempDuration * static.GetMeleeExpertAttackSpeedModifier();
}
`QALog( "Total, Melee Attack Speed" @ GetPercentage( InDuration, TempDuration ) @ "Start/End" @ InDuration @ TempDuration, bLogPerk );
InDuration = TempDuration;
}
/**
* @brief Weapons and perk skills can affect the jog/sprint speed
*
* @param Speed jog/sprint speed
*/
simulated function ModifySpeed( out float Speed )
{
local float TempSpeed;
local KFWeapon KFW;
if( IsMeleeExpertActive() )
{
KFW = GetOwnerWeapon();
if( KFW != none && KFW.IsMeleeWeapon() )
{
TempSpeed = Speed + Speed * static.GetMeleeExpertMovementSpeedModifier();
Speed = TempSpeed;
}
}
}
simulated private static function float GetMeleeExpertMovementSpeedModifier()
{
return default.MeleeExpertMovementSpeedModifier;
}
simulated private static function float GetMeleeExpertAttackSpeedModifier()
{
return default.MeleeExpertAttackSpeedModifier;
}
simulated function bool HasHeavyArmor()
{
return true;
}
/**
* @brief Modifies the reload speed for commando weapons
*
* @param ReloadDuration Length of the reload animation
* @param GiveAmmoTime Time after the weapon actually gets some ammo
*/
simulated function float GetReloadRateScale( KFWeapon KFW )
{
if( WorldInfo.TimeDilation < 1.f && IsZedTimeReloadAllowed() )
{
return 1.f - GetPassiveValue( ZedTimeReload, GetLevel() );
}
if (((IsTacticalReloadActive() && IsWeaponOnPerkLight(KFW)) ||
(IsHeavyReloadActive() && IsWeaponOnPerkHeavy(KFW)))
&& TacticalReloadAsReloadRateClassNames.Find(KFW.class.Name) != INDEX_NONE)
{
return 0.8f;
}
return 1.f;
}
/**
* @brief For modes that disable zed time skill tiers, also disable zed time reload
*/
simulated function bool IsZedTimeReloadAllowed()
{
return MyKFGRI != none ? (MyKFGRI.MaxPerkLevel == MyKFGRI.default.MaxPerkLevel) : false;
}
/**
* @brief Modifies the pawn's MaxArmor
*
* @param MaxArmor the maximum armor value
*/
function ModifyArmor( out byte MaxArmor )
{
local float TempArmor;
if( HasHeavyArmor() )
{
TempArmor = MaxArmor;
TempArmor += MaxArmor * GetPassiveValue( HeavyBodyArmor, CurrentLevel );
MaxArmor = Round( TempArmor );
}
}
2020-12-13 15:09:05 +00:00
/**
* @brief The passive skill of the survivalist modifies the weapon switch speed
*
* @param ModifiedSwitchTime Duration of putting down or equipping the weapon
*/
simulated function ModifyWeaponSwitchTime( out float ModifiedSwitchTime )
{
`QALog( "(Passive Weapon Switch) Increase:" @ GetPercentage( ModifiedSwitchTime, ModifiedSwitchTime * (1.f - static.GetPassiveWeaponSwitchModifier()) ), bLogPerk );
ModifiedSwitchTime *= 1.f - static.GetPassiveWeaponSwitchModifier();
}
simulated final static function float GetPassiveWeaponSwitchModifier()
{
return default.PassiveWeaponSwitchModifier;
}
2020-12-13 15:01:13 +00:00
/*********************************************************************************************
* @name Selectable skills functions
********************************************************************************************* */
/**
* @brief Should the tactical reload skill adjust the reload speed
*
* @param KFW weapon in use
* @return true/false
*/
simulated function bool GetUsingTactialReload( KFWeapon KFW )
{
return (((IsTacticalReloadActive() && IsWeaponOnPerkLight(KFW)) ||
(IsHeavyReloadActive() && IsWeaponOnPerkHeavy(KFW))) &&
TacticalReloadAsReloadRateClassNames.Find(KFW.class.Name) == INDEX_NONE);
}
simulated function bool IsWeaponOnPerkLight( KFWeapon KFW )
{
if( KFW != none )
{
return (class'KFPerk_Commando'.static.IsWeaponOnPerk( KFW,, class'KFPerk_Commando' ) ||
class'KFPerk_Gunslinger'.static.IsWeaponOnPerk( KFW,, class'KFPerk_Gunslinger' ) ||
class'KFPerk_SWAT'.static.IsWeaponOnPerk( KFW,, class'KFPerk_SWAT' ));
}
return false;
}
simulated function bool IsWeaponOnPerkHeavy( KFWeapon KFW )
{
if( KFW != none )
{
return (class'KFPerk_Demolitionist'.static.IsWeaponOnPerk( KFW,, class'KFPerk_Demolitionist' ) ||
class'KFPerk_Support'.static.IsWeaponOnPerk( KFW,, class'KFPerk_Support' ) ||
class'KFPerk_Sharpshooter'.static.IsWeaponOnPerk( KFW,, class'KFPerk_Sharpshooter' ) ||
KFW.IsA('KFPerk_Survivalist') ||
(KFW.IsHeavyWeapon() && IsWeaponOnPerk(KFW)) );
}
return false;
}
/**
* @brief Modifies how long one recharge cycle takes
*
* @param RechargeRate charging rate per sec
*/
simulated function ModifyHealerRechargeTime( out float RechargeRate )
{
if( IsFieldMedicActive() )
{
RechargeRate -= RechargeRate * GetSkillValue( PerkSkills[ESurvivalist_FieldMedic] );
}
}
/**
* @brief Modifies how potent one healing shot is
*
* @param HealAmount health repaired
* @return true if Armament is active to repair armor if possible
*/
function bool ModifyHealAmount( out float HealAmount )
{
if( IsFieldMedicActive() )
{
HealAmount *= static.GetInjectionPotencyModifier();
}
return IsFieldMedicActive();
}
static private function float GetInjectionPotencyModifier()
{
return default.InjectionPotencyModifier;
}
/**
* @brief Modifies the max spare ammo
*
* @param KFW The weapon
* @param MaxSpareAmmo ammo amount
* @param TraderItem the weapon's associated trader item info
*/
simulated function ModifyMaxSpareAmmoAmount( KFWeapon KFW, out int MaxSpareAmmo, optional const out STraderItem TraderItem, optional bool bSecondary=false )
{
local bool bUsesAmmo;
local float TempMaxSpareAmmoAmount;
bUsesAmmo = (KFW == none) ? TraderItem.WeaponDef.static.UsesAmmo() : KFW.UsesAmmo();
if( IsAmmoVestActive() && bUsesAmmo )
{
TempMaxSpareAmmoAmount = MaxSpareAmmo;
TempMaxSpareAmmoAmount += MaxSpareAmmo * GetSkillValue( PerkSkills[ESurvivalist_AmmoVest] );
MaxSpareAmmo = Round( TempMaxSpareAmmoAmount );
}
}
/**
* @brief Checks if a zed could potentially explode later
*
* @param KFDT damage type used to deal damage
* @return if the zed could explode when dying
*/
function bool CouldBeZedShrapnel( class<KFDamageType> KFDT )
{
return IsZedShrapnelActive();
}
/**
* @brief The Zed shrapnel skill can spawn an explosion, this function delivers the template
*
* @return A game explosion template
*/
function GameExplosion GetExplosionTemplate()
{
return default.ShrapnelExplosionTemplate;
}
/**
* @brief Checks if a Zed should explode
*
* @return explode or not
*/
simulated function bool ShouldShrapnel()
{
return IsZedShrapnelActive() && fRand() <= default.ShrapnelChance;
}
simulated function float GetAoERadiusModifier()
{
return IsMakeThingsGoBoomActive() ? GetSkillValue( PerkSkills[ESurvivalist_MakeThingsGoBoom] ) : 1.f;
}
/**
* @brief Skills can modify the zed time time delation
*
* @param W used weapon
* @return time dilation modifier
*/
simulated function float GetZedTimeModifier( KFWeapon W )
{
local name StateName;
2021-06-02 20:06:18 +00:00
if( GetMadManActive() && (!W.IsMeleeWeapon() || KFWeap_MeleeBase(W).default.bHasToBeConsideredAsRangedWeaponForPerks || IsBlastBrawlers(W) ))
2020-12-13 15:01:13 +00:00
{
StateName = W.GetStateName();
`Warn(StateName);
2021-06-02 20:06:18 +00:00
// Blast Brawlers use a different state for shooting (combining melee + firing). Needs a special case for this
2021-09-02 21:46:08 +00:00
// FAMAS uses alt fire as common firing. Another special case added
if( ZedTimeModifyingStates.Find( StateName ) != INDEX_NONE ||
(StateName == 'MeleeChainAttacking' && IsBlastBrawlers(W)) ||
(StateName == 'FiringSecondaryState' && IsFAMAS(W)))
2020-12-13 15:01:13 +00:00
{
return GetSkillValue( PerkSkills[ESurvivalist_MadMan] );
}
}
return 0.f;
}
/**
* @brief Specific modifier for the Minigun Windup rotation
*
* @return time dilation modifier
*/
simulated function float GetZedTimeModifierForWindUp()
{
if( GetMadManActive() )
{
return GetSkillValue( PerkSkills[ESurvivalist_MadMan] );
}
return 0.f;
}
/**
* @brief Skills can can change the knock down power
* @return knock down power in %
*/
function float GetKnockdownPowerModifier( optional class<DamageType> DamageType, optional byte BodyPart, optional bool bIsSprinting=false )
{
if( GetIncapMasterActive() )
{
`QALog( "LimbShots knockdown, Hit" @ BodyPart @ GetSkillValue( PerkSkills[ESurvivalist_IncapMaster] ), bLogPerk );
//[FFERRANDO @ SABER3D] INCAP MASTER NOW ONLY MODIFIES STUN POWER
return 0;
//return GetSkillValue( PerkSkills[ESurvivalist_IncapMaster] );
}
return 0.f;
}
/**
* @brief skills and weapons can modify the stumbling power
* @return stumpling power modifier
*/
function float GetStumblePowerModifier( optional KFPawn KFP, optional class<KFDamageType> DamageType, optional out float CooldownModifier, optional byte BodyPart )
{
if( GetIncapMasterActive() )
{
`QALog( "CenterMass Stumble, Hit" @ BodyPart @ GetSkillValue( PerkSkills[ESurvivalist_IncapMaster] ), bLogPerk );
//[FFERRANDO @ SABER3D] INCAP MASTER NOW ONLY MODIFIES STUN POWER
return 0;
//return GetSkillValue( PerkSkills[ESurvivalist_IncapMaster] );
}
return 0.f;
}
/**
2021-03-02 11:56:51 +00:00
* @brief skills and weapons can guarantee a stun
* @return true/false
2020-12-13 15:01:13 +00:00
*/
2021-03-02 11:56:51 +00:00
function bool IsStunGuaranteed( optional class<DamageType> DamageType, optional byte HitZoneIdx )
2020-12-13 15:01:13 +00:00
{
if( GetIncapMasterActive() )
{
2021-03-02 11:56:51 +00:00
return true;
2020-12-13 15:01:13 +00:00
}
2021-03-02 11:56:51 +00:00
return false;
2020-12-13 15:01:13 +00:00
}
simulated function float GetSnarePowerModifier( optional class<DamageType> DamageType, optional byte HitZoneIdx )
{
if( GetIncapMasterActive() )
{
return default.SnarePower;
}
return 0.f;
}
/* Returns the grenade class for this perk */
simulated function class< KFProj_Grenade > GetGrenadeClass()
{
if( IsAmmoVestActive() )
{
return class<KFProj_Grenade>(DynamicLoadObject(HealingGrenadeWeaponDef.default.WeaponClassPath, class'Class'));
}
else if( IsBigPocketsActive() )
{
return class<KFProj_Grenade>(DynamicLoadObject(MolotovGrenadeWeaponDef.default.WeaponClassPath, class'Class'));
}
return GrenadeClass;
}
/**
* @brief Gets the small radius kill xp based on the difficulty
*
* @param Difficulty game difficulty
* @return XP
*/
static function int GetSmallRadiusKillXP( byte Difficulty )
{
return default.SecondaryNearKillXPModifier[Difficulty];
}
/**
* @brief can the perk earn small radius kill xp
* @return DT is on berserker perk
*/
function bool CanEarnSmallRadiusKillXP(class<DamageType> DT)
{
return class'KFPerk_Berserker'.static.IsDamageTypeOnPerk(class<KFDamageType>(DT)) ||
class'KFPerk_Berserker'.static.IsBackupDamageTypeOnPerk(DT);
}
/*********************************************************************************************
* @name Getters etc
********************************************************************************************* */
/**
* @brief Checks if tactical reload skill is active (client & server)
*
* @return true/false
*/
simulated private function bool IsTacticalReloadActive()
{
return PerkSkills[ESurvivalist_TacticalReload].bActive && IsPerkLevelAllowed(ESurvivalist_TacticalReload);
}
/**
* @brief Checks if the heavy weapons reload skill is active (client & server)
*
* @return true/false
*/
simulated private function bool IsHeavyReloadActive()
{
return PerkSkills[ESurvivalist_HeavyWeaponsReload].bActive && IsPerkLevelAllowed(ESurvivalist_HeavyWeaponsReload);
}
/**
* @brief Checks if Field Medic skill is active
*
* @return true/false
*/
simulated private function bool IsFieldMedicActive()
{
return PerkSkills[ESurvivalist_FieldMedic].bActive && IsPerkLevelAllowed(ESurvivalist_FieldMedic);
}
/**
* @brief Checks if Melee Expert skill is active
*
* @return true/false
*/
simulated private function bool IsMeleeExpertActive()
{
return PerkSkills[ESurvivalist_MeleeExpert].bActive && IsPerkLevelAllowed(ESurvivalist_MeleeExpert);
}
/**
* @brief Checks if Big Pockets skill is active
*
* @return true/false
*/
simulated private function bool IsAmmoVestActive()
{
return PerkSkills[ESurvivalist_AmmoVest].bActive && IsPerkLevelAllowed(ESurvivalist_AmmoVest);
}
/**
* @brief Checks if Big Pockets skill is active
*
* @return true/false
*/
simulated private function bool IsBigPocketsActive()
{
return PerkSkills[ESurvivalist_BigPockets].bActive && IsPerkLevelAllowed(ESurvivalist_BigPockets);
}
/**
* @brief Checks if Big Pockets skill is active
*
* @return true/false
*/
simulated private function bool IsZedShrapnelActive()
{
return PerkSkills[ESurvivalist_Shrapnel].bActive && IsPerkLevelAllowed(ESurvivalist_Shrapnel);
}
/**
* @brief Checks if Big Pockets skill is active
*
* @return true/false
*/
simulated private function bool IsMakeThingsGoBoomActive()
{
return PerkSkills[ESurvivalist_MakeThingsGoBoom].bActive && IsPerkLevelAllowed(ESurvivalist_MakeThingsGoBoom);
}
/**
* @brief Checks if the Madman skill is active and if we are in zed time
*
* @return true/false
*/
simulated function bool GetMadManActive()
{
return IsMadManActive() && WorldInfo.TimeDilation < 1.f;
}
/**
* @brief Checks if Big Pockets skill is active
*
* @return true/false
*/
simulated private function bool IsMadManActive()
{
return PerkSkills[ESurvivalist_MadMan].bActive && IsPerkLevelAllowed(ESurvivalist_MadMan);
}
/**
* @brief Checks if the Incap Master skill is active and if we are in zed time
*
* @return true/false
*/
simulated function bool GetIncapMasterActive()
{
return IsIncapMasterActive() && WorldInfo.TimeDilation < 1.f;
}
/**
* @brief Checks if Incap Master skill is active
*
* @return true/false
*/
simulated private function bool IsIncapMasterActive()
{
return PerkSkills[ESurvivalist_IncapMaster].bActive && IsPerkLevelAllowed(ESurvivalist_IncapMaster);
}
/*********************************************************************************************
* @name Hud/UI/Stats/Exp
********************************************************************************************* */
/**
* @brief how much XP is earned by a clot kill depending on the game's difficulty
*
* @param Difficulty current game difficulty
* @return XP earned
*/
simulated static function int GetClotKillXP( byte Difficulty )
{
return default.SecondaryXPModifier[Difficulty];
}
simulated static function GetPassiveStrings( out array<string> PassiveValues, out array<string> Increments, byte Level )
{
PassiveValues[0] = Left( string(GetPassiveValue( default.WeaponDamage, Level ) * 100 ), InStr(string(GetPassiveValue( default.WeaponDamage, Level ) * 100 ), ".") + 2 ) $ "%";
PassiveValues[1] = Round( GetPassiveValue( default.DamageResistance, Level ) * 100 ) $ "%";
PassiveValues[2] = Round( GetPassiveValue( default.HeavyBodyArmor, Level ) * 100 ) $ "%";
PassiveValues[3] = Round( GetPassiveValue( default.ZedTimeReload, Level ) * 100 ) $ "%";
2020-12-13 15:09:05 +00:00
PassiveValues[4] = "";
2020-12-13 15:01:13 +00:00
Increments[0] = "[" @ Left( string( default.WeaponDamage.Increment * 100 ), InStr(string(default.WeaponDamage.Increment * 100), ".") + 2 ) $ "% /" @ default.LevelString @ "]";
Increments[1] = "[" @ Left( string( default.DamageResistance.Increment * 100 ), InStr(string(default.DamageResistance.Increment * 100), ".") + 2 ) $ "% /" @ default.LevelString @ "]";
Increments[2] = "[" @ Left( string( default.HeavyBodyArmor.Increment * 100 ), InStr(string(default.HeavyBodyArmor.Increment * 100), ".") + 2 ) $ "% /" @ default.LevelString @ "]";
Increments[3] = "[" @ Left( string( default.ZedTimeReload.Increment * 100 ), InStr(string(default.ZedTimeReload.Increment * 100), ".") + 2 ) $ "% /" @ default.LevelString @ "]";
2020-12-13 15:09:05 +00:00
Increments[4] = "";
2020-12-13 15:01:13 +00:00
}
simulated function string GetGrenadeImagePath()
{
if( IsAmmoVestActive() )
{
return default.HealingGrenadeWeaponDef.Static.GetImagePath();
}
else if( IsBigPocketsActive() )
{
return default.MolotovGrenadeWeaponDef.Static.GetImagePath();
}
return default.GrenadeWeaponDef.Static.GetImagePath();
}
simulated function class<KFWeaponDefinition> GetGrenadeWeaponDef()
{
if( IsAmmoVestActive() )
{
return default.HealingGrenadeWeaponDef;
}
else if( IsBigPocketsActive() )
{
return default.MolotovGrenadeWeaponDef;
}
return default.GrenadeWeaponDef;
}
DefaultProperties
{
StartingWeaponClassIndex=Index_None
PerkIcon=Texture2D'UI_PerkIcons_TEX.UI_PerkIcon_Survivalist'
PrimaryWeaponDef=class'KFWeapDef_Random'
KnifeWeaponDef=class'KFweapDef_Knife_Survivalist'
GrenadeWeaponDef=class'KFWeapDef_Grenade_Commando'
HealingGrenadeWeaponDef=class'KFWeapDef_Grenade_Medic'
MolotovGrenadeWeaponDef=class'KFWeapDef_Grenade_Firebug'
ProgressStatID=STATID_Surv_Progress
PerkBuildStatID=STATID_Surv_Build
WeaponDamage=(Name="Weapon Damage",Increment=0.006f,Rank=0,StartingValue=0.f,MaxValue=0.15f)
DamageResistance=(Name="Damage Resistance",Increment=0.01,Rank=0,StartingValue=0.f,MaxValue=0.25)
HeavyBodyArmor=(Name="Heavy Body Armor",Increment=0.01,Rank=0,StartingValue=0.f,MaxValue=0.25)
ZedTimeReload=(Name="Zed Time Reload",Increment=0.03f,Rank=0,StartingValue=0.f,MaxValue=0.75f)
2020-12-13 15:09:05 +00:00
PassiveWeaponSwitchModifier=0.35f
2020-12-13 15:01:13 +00:00
PerkSkills(ESurvivalist_TacticalReload)=(Name="TacticalReload",IconPath="UI_PerkTalent_TEX.Survivalist.UI_Talents_Survivalist_TacticalReload", Increment=0.f,Rank=0,StartingValue=0.25,MaxValue=0.25)
PerkSkills(ESurvivalist_HeavyWeaponsReload)=(Name="HeavyWeaponsReload",IconPath="UI_PerkTalent_TEX.Survivalist.UI_Talents_Survivalist_HeavyWeapons", Increment=0.f,Rank=0,StartingValue=2.5f,MaxValue=2.5f)
PerkSkills(ESurvivalist_FieldMedic)=(Name="FieldMedic",IconPath="UI_PerkTalent_TEX.Survivalist.UI_Talents_Survivalist_FieldMedic", Increment=0.f,Rank=0,StartingValue=0.5f,MaxValue=0.5f)
PerkSkills(ESurvivalist_MeleeExpert)=(Name="MeleeExpert",IconPath="UI_PerkTalent_TEX.Survivalist.UI_Talents_Survivalist_MeleeExpert", Increment=0.f,Rank=0,StartingValue=0.75f,MaxValue=0.75f) //0.5f
PerkSkills(ESurvivalist_AmmoVest)=(Name="AmmoVest",IconPath="UI_PerkTalent_TEX.Survivalist.UI_Talents_Survivalist_AmmoVest", Increment=0.f,Rank=0,StartingValue=0.15f,MaxValue=0.15f)
PerkSkills(ESurvivalist_BigPockets)=(Name="BigPockets",IconPath="UI_PerkTalent_TEX.Survivalist.UI_Talents_Survivalist_BigPockets", Increment=0.f,Rank=0,StartingValue=5.f,MaxValue=5.f)
PerkSkills(ESurvivalist_Shrapnel)=(Name="ZedShrapnel",IconPath="UI_PerkTalent_TEX.Survivalist.UI_Talents_Survivalist_Shrapnel", Increment=0.f,Rank=0,StartingValue=2.f,MaxValue=2.f)
PerkSkills(ESurvivalist_MakeThingsGoBoom)=(Name="MakeThingsGoBoom",IconPath="UI_PerkTalent_TEX.Survivalist.UI_Talents_Survivalist_Boom", Increment=0.f,Rank=0,StartingValue=1.4f,MaxValue=1.4f)
PerkSkills(ESurvivalist_MadMan)=(Name="MadMan",IconPath="UI_PerkTalent_TEX.Survivalist.UI_Talents_Survivalist_Madman", Increment=0.f,Rank=0,StartingValue=0.5f,MaxValue=0.5f)
PerkSkills(ESurvivalist_IncapMaster)=(Name="IncapMaster",IconPath="UI_PerkTalent_TEX.Survivalist.UI_Talents_Survivalist_IncapMaster", Increment=0.f,Rank=0,StartingValue=5000.0f,MaxValue=5000.0f)
SecondaryXPModifier(0)=2
SecondaryXPModifier(1)=3
SecondaryXPModifier(2)=4
SecondaryXPModifier(3)=7
SecondaryNearKillXPModifier(0)=6
SecondaryNearKillXPModifier(1)=8
SecondaryNearKillXPModifier(2)=10
SecondaryNearKillXPModifier(3)=14
InjectionPotencyModifier=1.3f
MeleeExpertAttackSpeedModifier=0.2f
ShrapnelChance=0.3f
SnarePower=20
MeleeExpertMovementSpeedModifier=0.25
Begin Object Class=KFGameExplosion Name=ExploTemplate0
Damage=50 //231 //120
DamageRadius=250 //840 //600
DamageFalloffExponent=1
DamageDelay=0.f
MyDamageType=class'KFDT_Explosive_Shrapnel'
// Damage Effects
//KnockDownStrength=0
FractureMeshRadius=200.0
FracturePartVel=500.0
ExplosionEffects=KFImpactEffectInfo'FX_Explosions_ARCH.FX_Combustion_Explosion'
ExplosionSound=AkEvent'WW_WEP_EXP_Grenade_Frag.Play_WEP_EXP_Grenade_Frag_Explosion'
// Camera Shake
CamShake=CameraShake'FX_CameraShake_Arch.Misc_Explosions.Light_Explosion_Rumble'
CamShakeInnerRadius=450
CamShakeOuterRadius=900
CamShakeFalloff=1.f
bOrientCameraShakeTowardsEpicenter=true
End Object
ShrapnelExplosionTemplate=ExploTemplate0
ZedTimeModifyingStates(0)="WeaponFiring"
ZedTimeModifyingStates(1)="WeaponBurstFiring"
ZedTimeModifyingStates(2)="WeaponSingleFiring"
ZedTimeModifyingStates(3)="WeaponSingleFireAndReload"
ZedTimeModifyingStates(4)="SprayingFire"
ZedTimeModifyingStates(5)="WeaponAltFiring"
ZedTimeModifyingStates(6)="HuskCannonCharge"
ZedTimeModifyingStates(7)="CompoundBowCharge"
ZedTimeModifyingStates(8)="BlunderbussDeployAndDetonate"
ZedTimeModifyingStates(9)="WeaponWindingUp"
ZedTimeModifyingStates(10)="MineReconstructorCharge"
2021-03-02 11:56:51 +00:00
ZedTimeModifyingStates(11)="WeaponSonicGunSingleFiring"
ZedTimeModifyingStates(12)="WeaponSonicGunCharging"
2020-12-13 15:01:13 +00:00
PrimaryWeaponPaths(0)=class'KFWeapDef_AR15'
PrimaryWeaponPaths(1)=class'KFWeapDef_MB500'
PrimaryWeaponPaths(2)=class'KFWeapDef_Crovel'
PrimaryWeaponPaths(3)=class'KFWeapDef_HX25'
PrimaryWeaponPaths(4)=class'KFWeapDef_MedicPistol'
PrimaryWeaponPaths(5)=class'KFWeapDef_CaulkBurn'
PrimaryWeaponPaths(6)=class'KFWeapDef_Remington1858Dual'
PrimaryWeaponPaths(7)=class'KFWeapDef_Winchester1894'
PrimaryWeaponPaths(8)=class'KFWeapDef_MP7'
AutoBuyLoadOutPath=(class'KFWeapDef_DragonsBreath', class'KFWeapDef_FreezeThrower', class'KFWeapDef_MedicRifle', class'KFWeapDef_LazerCutter')
// Prestige Rewards
PrestigeRewardItemIconPaths[0]="WEP_SkinSet_Prestige01_Item_TEX.knives.SurvivalistKnife_PrestigePrecious_Mint_large"
PrestigeRewardItemIconPaths[1]="WEP_SkinSet_Prestige02_Item_TEX.tier01.FreezeThrower_PrestigePrecious_Mint_large"
PrestigeRewardItemIconPaths[2]="WEP_skinset_prestige03_itemtex.tier02.TommyGun_PrestigePrecious_Mint_large"
PrestigeRewardItemIconPaths[3]="wep_skinset_prestige04_itemtex.tier03.VLAD-1000Nailgun_PrestigePrecious_Mint_large"
PrestigeRewardItemIconPaths[4]="WEP_SkinSet_Prestige05_Item_TEX.tier04.Killerwatt_PrestigePrecious_Mint_large"
TacticalReloadAsReloadRateClassNames(0)="KFWeap_GrenadeLauncher_M32"
MakeThingsGoBoomExplosiveResistance=0.4f
}