Advertisement
Guest User

Untitled

a guest
Apr 24th, 2017
51
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 1.99 KB | None | 0 0
  1. static function X2AbilityTemplate AddAggressorAbility()
  2. {
  3. local X2AbilityTemplate Template;
  4. local X2Effect_ToHitModifier Effect;
  5. local X2Effect_HuntersInstinctDamage DamageModifier;
  6. local X2Condition_FlankedTarget FlankedCondition;
  7.  
  8. `CREATE_X2ABILITY_TEMPLATE(Template, 'Aggressor');
  9.  
  10. Template.AbilitySourceName = 'eAbilitySource_Perk';
  11. Template.eAbilityIconBehaviorHUD = eAbilityIconBehavior_NeverShow;
  12. Template.Hostility = eHostility_Neutral;
  13. Template.IconImage = "img:///UILibrary_PerkIcons.UIPerk_shadowstrike";
  14.  
  15. Template.AbilityToHitCalc = default.DeadEye;
  16. Template.AbilityTargetStyle = default.SelfTarget;
  17. Template.AbilityTriggers.AddItem(default.UnitPostBeginPlayTrigger);
  18.  
  19. Effect = new class'X2Effect_ToHitModifier';
  20. Effect.EffectName = 'Aggressor';
  21. Effect.DuplicateResponse = eDupe_Ignore;
  22. Effect.BuildPersistentEffect(1, true, false);
  23. Effect.SetDisplayInfo(ePerkBuff_Passive, Template.LocFriendlyName, Template.GetMyLongDescription(), Template.IconImage,,,Template.AbilitySourceName);
  24. Effect.AddEffectHitModifier(eHit_Success, default.AGGRESSOR_HIT, Template.LocFriendlyName);//, /*StandardAim*/, true, true, true, false);
  25. Effect.AddEffectHitModifier(eHit_Crit, default.AGGRESSOR_CRIT, Template.LocFriendlyName);//, /*StandardAim*/, true, true, true, false);
  26. FlankedCondition = new class'X2Condition_FlankedTarget';
  27. Effect.ToHitConditions.AddItem(FlankedCondition);
  28. Template.AddTargetEffect(Effect);
  29.  
  30. DamageModifier = new class'X2Effect_AggressorDamage';
  31. DamageModifier.BonusDamage = 10;
  32. DamageModifier.BuildPersistentEffect(1, true, true, true);
  33. DamageModifier.SetDisplayInfo(ePerkBuff_Passive, Template.LocFriendlyName, Template.GetMyLongDescription(), Template.IconImage, true,,Template.AbilitySourceName);
  34. Template.AddTargetEffect(DamageModifier);
  35.  
  36. Template.BuildNewGameStateFn = TypicalAbility_BuildGameState;
  37. // NOTE: No visualization on purpose!
  38.  
  39.  
  40. Template.bCrossClassEligible = true;
  41.  
  42. return Template;
  43. }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement