//============================================================================= // KFPawn_ZedFleshpoundMini //============================================================================= // Mini variant of the flesh pound. Smaller and less health. //============================================================================= // Killing Floor 2 // Copyright (C) 2017 Tripwire Interactive LLC // - Dan Weiss //============================================================================= class KFPawn_ZedFleshpoundMini extends KFPawn_ZedFleshpound; defaultproperties { LocalizationKey=KFPawn_ZedFleshpoundMini MonsterArchPath="ZED_ARCH.ZED_FleshpoundMini_Archetype" DifficultySettings=class'KFDifficulty_FleshpoundMini' ZedBumpDamageScale = 0.25f Health=750 Mass=100 RageBumpDamageType = class'KFGameContent.KFDT_MediumZedBump' GroundSpeed=450.f //260 SprintSpeed=650.f //600 //700 DoshValue=75 //200 //25 //50 // Stats XPValues(0)=17 XPValues(1)=22 XPValues(2)=30 XPValues(3)=34 Begin Object Name=MeleeHelper_0 BaseDamage=49.f MaxHitRange=250.f MomentumTransfer=55000.f MyDamageType=class'KFDT_Bludgeon_Fleshpound' End Object DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Submachinegun', DamageScale=(0.62))) DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_AssaultRifle', DamageScale=(0.62))) DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Shotgun', DamageScale=(0.75))) //0.75 DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Handgun', DamageScale=(0.75))) DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Rifle', DamageScale=(0.75))) DamageTypeModifiers.Add((DamageType=class'KFDT_Slashing', DamageScale=(0.62))) //0.3 DamageTypeModifiers.Add((DamageType=class'KFDT_Bludgeon', DamageScale=(0.62))) //0.4 DamageTypeModifiers.Add((DamageType=class'KFDT_Fire', DamageScale=(0.37))) DamageTypeModifiers.Add((DamageType=class'KFDT_Microwave', DamageScale=(1.0))) //0.5 DamageTypeModifiers.Add((DamageType=class'KFDT_Explosive', DamageScale=(1.0))) DamageTypeModifiers.Add((DamageType=class'KFDT_Piercing', DamageScale=(0.75))) DamageTypeModifiers.Add((DamageType=class'KFDT_Toxic', DamageScale=(0.31))) //DamageTypeModifiers.Add((DamageType=class'KFDamageType', DamageScale=(0.5))) // All others //special case DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_MicrowaveRifle', DamageScale=(0.8))) DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_HRGTeslauncher', DamageScale=(0.5))) DamageTypeModifiers.Add((DamageType=class'KFDT_Fire_HRGTeslauncherDoT', DamageScale=(0.5))) // for reference: Vulnerability=(default, head, legs, arms, special) IncapSettings(AF_Stun)= (Vulnerability=(0.5, 0.55, 0.5, 0.0, 0.55), Cooldown=10.0, Duration=1.55) //1.2 IncapSettings(AF_Knockdown)=(Vulnerability=(0.25, 0.25, 0.5, 0.25, 0.4), Cooldown=10.0) //leg 0.25 IncapSettings(AF_Stumble)= (Vulnerability=(0.37, 0.46, 0.46, 0.15, 0.75), Cooldown=3.5) IncapSettings(AF_GunHit)= (Vulnerability=(0.0, 0.0, 0.0, 0.0, 0.5), Cooldown=1.7) IncapSettings(AF_MeleeHit)= (Vulnerability=(1.0), Cooldown=1.2) IncapSettings(AF_Poison)= (Vulnerability=(0.15), Cooldown=20.5, Duration=5.0) IncapSettings(AF_Microwave)=(Vulnerability=(0.55), Cooldown=17.0, Duration=2.5) IncapSettings(AF_FirePanic)=(Vulnerability=(0.45), Cooldown=10.0, Duration=3.5) IncapSettings(AF_EMP)= (Vulnerability=(0.95), Cooldown=10.0, Duration=2.2) IncapSettings(AF_Freeze)= (Vulnerability=(0.95), Cooldown=10.5, Duration=1.0) IncapSettings(AF_Snare)= (Vulnerability=(1.0, 2.0, 1.0, 1.0, 2.0), Cooldown=8.5, Duration=5.0) IncapSettings(AF_Bleed)= (Vulnerability=(0.75)) }