2021-01-17 21:55:45 +00:00
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Class Ext_TraitZED_SummonExt extends Ext_TraitZEDBase;
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2017-10-20 02:00:49 +00:00
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2020-11-28 20:04:55 +00:00
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static function ApplyEffectOn(KFPawn_Human Player, Ext_PerkBase Perk, byte Level, optional Ext_TraitDataStore Data)
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2017-10-20 02:00:49 +00:00
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{
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local int i;
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local byte MaxLevel;
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MaxLevel = 0;
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2020-11-28 20:12:58 +00:00
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for (i=0; i<Perk.PerkTraits.Length; ++i)
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if (Perk.PerkTraits[i].TraitType==Class'Ext_TraitZED_Summon')
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2017-10-20 02:00:49 +00:00
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{
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MaxLevel = Max(Perk.PerkTraits[i].CurrentLevel,1)-1;
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break;
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}
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2020-11-28 20:12:58 +00:00
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switch (Level)
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2017-10-20 02:00:49 +00:00
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{
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case 3:
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AddHelperType(MaxLevel*0.8,Player);
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case 1:
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AddHelperType(Rand(MaxLevel*0.4),Player);
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break;
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case 4:
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AddHelperType(MaxLevel*0.8,Player);
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case 2:
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AddHelperType(MaxLevel*0.8,Player);
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break;
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}
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2023-05-14 02:49:12 +00:00
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2017-10-20 02:00:49 +00:00
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// Make other traits refresh (apply HP/damage scalers).
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2020-11-28 20:12:58 +00:00
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for (i=0; i<Perk.PerkTraits.Length; ++i)
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if (Perk.PerkTraits[i].CurrentLevel>0 && Class<Ext_TraitZEDBase>(Perk.PerkTraits[i].TraitType)!=None && !Class<Ext_TraitZEDBase>(Perk.PerkTraits[i].TraitType).Default.bIsSummoner)
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2017-10-20 02:00:49 +00:00
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Perk.PerkTraits[i].TraitType.Static.ApplyEffectOn(Player,Perk,Level,Data);
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}
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2020-11-28 21:54:57 +00:00
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2020-11-28 20:04:55 +00:00
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static function CancelEffectOn(KFPawn_Human Player, Ext_PerkBase Perk, byte Level, optional Ext_TraitDataStore Data)
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2017-10-20 02:00:49 +00:00
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{
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local Ext_T_ZEDHelper H;
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foreach Player.ChildActors(class'Ext_T_ZEDHelper',H)
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2020-11-28 20:12:58 +00:00
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if (H.bIsExtra)
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2017-10-20 02:00:49 +00:00
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H.Destroy();
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}
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2020-11-28 21:54:57 +00:00
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2020-11-28 20:04:55 +00:00
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static final function AddHelperType(byte Lv, KFPawn_Human Player)
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2017-10-20 02:00:49 +00:00
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{
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local Ext_T_ZEDHelper H;
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2023-05-14 02:49:12 +00:00
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2017-10-20 02:00:49 +00:00
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H = Player.Spawn(class'Ext_T_ZEDHelper',Player);
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2020-11-28 20:12:58 +00:00
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if (H!=None)
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2017-10-20 02:00:49 +00:00
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{
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H.CurLevel = Lv;
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H.bIsExtra = true;
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}
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}
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defaultproperties
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{
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bIsSummoner=true
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NumLevels=4
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DefLevelCosts(0)=100
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DefLevelCosts(1)=40
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DefLevelCosts(2)=80
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DefLevelCosts(3)=50
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DefMinLevel=100
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}
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