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Class Ext _TraitZED _Summon extends Ext _TraitZEDBase
abstract ;
struct FZEDTypes
{
var ( ) array < class < KFPawn _Monster > > Zeds ;
} ;
var ( ) array < FZEDTypes > DefZedTypes ;
var config array < string > ZedTypes ;
var config float ZedRespawnTime ;
var config int FinalLevelPrestige ;
static function string GetPerkDescription ( )
{
local string S ;
S = Super . GetPerkDescription ( ) ;
if ( Default . FinalLevelPrestige > 0 )
S $ = "|Level 6 requires prestige level: #{FF4000}" $Default . FinalLevelPrestige ;
return S ;
}
static function CheckConfig ( )
{
local byte i , j ;
if ( Default . ZedTypes . Length == 0 )
{
Default . ZedTypes . Length = Default . DefZedTypes . Length ;
for ( i = 0 ; i < Default . ZedTypes . Length ; ++ i )
{
for ( j = 0 ; j < Default . DefZedTypes [ i ] . Zeds . Length ; ++ j )
{
if ( j == 0 )
Default . ZedTypes [ i ] = PathName ( Default . DefZedTypes [ i ] . Zeds [ j ] ) ;
else Default . ZedTypes [ i ] $ = "," $PathName ( Default . DefZedTypes [ i ] . Zeds [ j ] ) ;
}
}
Default . ZedRespawnTime = 60. f ;
Default . FinalLevelPrestige = 3 ;
StaticSaveConfig ( ) ;
}
else if ( Default . ZedTypes . Length == 5 ) // Upgrade config from old version.
{
Default . ZedTypes . Length = Default . DefZedTypes . Length ;
for ( i = 5 ; i < Default . ZedTypes . Length ; ++ i )
{
for ( j = 0 ; j < Default . DefZedTypes [ i ] . Zeds . Length ; ++ j )
{
if ( j == 0 )
Default . ZedTypes [ i ] = PathName ( Default . DefZedTypes [ i ] . Zeds [ j ] ) ;
else Default . ZedTypes [ i ] $ = "," $PathName ( Default . DefZedTypes [ i ] . Zeds [ j ] ) ;
}
}
if ( Default . LevelCosts . Length == 5 )
Default . LevelCosts . AddItem ( Default . DefLevelCosts [ 5 ] ) ;
Default . FinalLevelPrestige = 3 ;
StaticSaveConfig ( ) ;
}
if ( Default . ZedRespawnTime == 0 )
{
Default . ZedRespawnTime = 60. f ;
StaticSaveConfig ( ) ;
}
Super . CheckConfig ( ) ;
class 'Ext_T_ZEDHelper' . Static . LoadMonsterList ( ) ;
}
static function bool MeetsRequirements ( byte Lvl , Ext _PerkBase Perk )
{
local int i ;
// First check level.
if ( Perk . CurrentLevel < Default . MinLevel || ( Lvl >= 5 && Perk . CurrentPrestige < Default . FinalLevelPrestige ) )
return false ;
// Then check base trait.
if ( Lvl == 0 && Default . BaseTrait != None )
{
i = Perk . PerkStats . Find ( 'StatType' , 'Damage' ) ;
if ( i >= 0 )
return ( Perk . PerkStats [ i ] . CurrentValue >= 30 ) ;
}
return true ;
}
static function ApplyEffectOn ( KFPawn _Human Player , Ext _PerkBase Perk , byte Level , optional Ext _TraitDataStore Data )
{
local Ext _T _ZEDHelper H ;
local int i ;
H = Player . Spawn ( class 'Ext_T_ZEDHelper' , Player ) ;
if ( H != None )
H . CurLevel = Level - 1 ;
// Make other traits refresh (apply HP/damage scalers).
for ( i = 0 ; i < Perk . PerkTraits . Length ; ++ i )
if ( Perk . PerkTraits [ i ] . CurrentLevel > 0 && Class < Ext _TraitZEDBase > ( Perk . PerkTraits [ i ] . TraitType ) != None && ! Class < Ext _TraitZEDBase > ( Perk . PerkTraits [ i ] . TraitType ) . Default . bIsSummoner )
Perk . PerkTraits [ i ] . TraitType . Static . ApplyEffectOn ( Player , Perk , Level , Data ) ;
}
static function CancelEffectOn ( KFPawn _Human Player , Ext _PerkBase Perk , byte Level , optional Ext _TraitDataStore Data )
{
local Ext _T _ZEDHelper H ;
foreach Player . ChildActors ( class 'Ext_T_ZEDHelper' , H )
if ( ! H . bIsExtra )
H . Destroy ( ) ;
}
// Replication for final level prestige.
static function string GetRepData ( )
{
local string S ;
S = Super . GetRepData ( ) ;
S $ = IntToStr ( Default . FinalLevelPrestige ) ;
return S ;
}
static function string ClientSetRepData ( string S )
{
S = Super . ClientSetRepData ( S ) ;
Default . FinalLevelPrestige = StrToInt ( S ) ;
return S ;
}
static function string GetValue ( name PropName , int ElementIndex )
{
switch ( PropName )
{
case 'ZedTypes' :
return ( ElementIndex == - 1 ? string ( Default . ZedTypes . Length ) : Default . ZedTypes [ ElementIndex ] ) ;
case 'ZedRespawnTime' :
return string ( Default . ZedRespawnTime ) ;
case 'FinalLevelPrestige' :
return string ( Default . FinalLevelPrestige ) ;
default :
return Super . GetValue ( PropName , ElementIndex ) ;
}
}
static function ApplyValue ( name PropName , int ElementIndex , string Value )
{
switch ( PropName )
{
case 'ZedTypes' :
if ( Value != "#DELETE" && ElementIndex < Default . ZedTypes . Length )
Default . ZedTypes [ ElementIndex ] = Value ;
break ;
case 'ZedRespawnTime' :
Default . ZedRespawnTime = float ( Value ) ;
break ;
case 'FinalLevelPrestige' :
Default . FinalLevelPrestige = int ( Value ) ;
break ;
default :
Super . ApplyValue ( PropName , ElementIndex , Value ) ;
return ;
}
StaticSaveConfig ( ) ;
}
defaultproperties
{
bIsSummoner = true
NumLevels = 6
TraitName = "Monster Tongue"
Description = "With this trait you will spawn yourself a helper zed, the higher level of this trait you have, the better zed will spawn.||-REQUIREMENT: Damage bonus trait needs to have at least 30 points!"
DefLevelCosts ( 0 ) = 20
DefLevelCosts ( 1 ) = 10
DefLevelCosts ( 2 ) = 10
DefLevelCosts ( 3 ) = 20
DefLevelCosts ( 4 ) = 30
DefLevelCosts ( 5 ) = 100
DefMinLevel = 20
DefZedTypes . Add ( ( Zeds = ( Class 'KFPawn_ZedClot_Alpha' , Class 'KFPawn_ZedClot_Slasher' , Class 'KFPawn_ZedClot_Cyst' , Class 'KFPawn_ZedCrawler' ) ) )
DefZedTypes . Add ( ( Zeds = ( Class 'KFPawn_ZedClot_Slasher' , Class 'KFPawn_ZedGorefast' , Class 'KFPawn_ZedStalker' ) ) )
DefZedTypes . Add ( ( Zeds = ( Class 'KFPawn_ZedBloat' , Class 'KFPawn_ZedStalker' , Class 'KFPawn_ZedGorefast' ) ) )
DefZedTypes . Add ( ( Zeds = ( Class 'KFPawn_ZedHusk' , Class 'KFPawn_ZedSirenX' , Class 'KFPawn_ZedScrake' ) ) )
DefZedTypes . Add ( ( Zeds = ( Class 'KFPawn_ZedSirenX' , Class 'KFPawn_ZedFleshpound' , Class 'KFPawn_ZedScrake' ) ) )
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DefZedTypes . Add ( ( Zeds = ( Class 'ExtPawn_ZedHans_Pet' ) ) )
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WebConfigs . Add ( ( PropType = 2 , PropName = "ZedTypes" , UIName = "Zed Types" , UIDesc = "Type of zeds each level can spawn (separate types with a comma)" , NumElements = - 1 ) )
WebConfigs . Add ( ( PropType = 0 , PropName = "ZedRespawnTime" , UIName = "Zed RespawnTime" , UIDesc = "Time in seconds it takes for zeds to respawn" ) )
WebConfigs . Add ( ( PropType = 0 , PropName = "FinalLevelPrestige" , UIName = "Final Level Prestige" , UIDesc = "Prestige level required for this perks final level" ) )
}