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Apr 13th, 2016
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  1. class X2StatusEffects_JFB extends X2StatusEffects config(GameCore);
  2.  
  3. static function X2Effect_Burning CreateBurningStatusEffect(int DamagePerTick, int DamageSpreadPerTick)
  4. {
  5. local X2Effect_Burning BurningEffect;
  6. local X2Condition_UnitProperty UnitPropCondition;
  7.  
  8. BurningEffect = new class'X2Effect_Burning';
  9. BurningEffect.EffectName = default.BurningName;
  10. BurningEffect.BuildPersistentEffect(default.BURNING_TURNS,,,,eGameRule_PlayerTurnBegin);
  11. BurningEffect.SetDisplayInfo(ePerkBuff_Penalty, default.BurningFriendlyName, default.BurningFriendlyDesc, "img:///UILibrary_PerkIcons.UIPerk_burn");
  12. BurningEffect.SetBurnDamage(DamagePerTick, DamageSpreadPerTick, 'Fire');
  13. BurningEffect.VisualizationFn = BurningVisualization;
  14. BurningEffect.EffectTickedVisualizationFn = BurningVisualizationTicked;
  15. BurningEffect.EffectRemovedVisualizationFn = BurningVisualizationRemoved;
  16. BurningEffect.bRemoveWhenTargetDies = true;
  17. BurningEffect.DamageTypes.AddItem('Fire');
  18. BurningEffect.DuplicateResponse = eDupe_Refresh;
  19. BurningEffect.ApplyChance = 10;
  20.  
  21. if (default.FireEnteredParticle_Name != "")
  22. {
  23. BurningEffect.VFXTemplateName = default.FireEnteredParticle_Name;
  24. BurningEffect.VFXSocket = default.FireEnteredSocket_Name;
  25. BurningEffect.VFXSocketsArrayName = default.FireEnteredSocketsArray_Name;
  26. }
  27.  
  28. UnitPropCondition = new class'X2Condition_UnitProperty';
  29. UnitPropCondition.ExcludeFriendlyToSource = false;
  30. BurningEffect.TargetConditions.AddItem(UnitPropCondition);
  31.  
  32. return BurningEffect;
  33. }
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