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- static function X2AbilityTemplate AddAggressorAbility()
- {
- local X2AbilityTemplate Template;
- local X2Effect_ToHitModifier Effect;
- local X2Effect_HuntersInstinctDamage DamageModifier;
- local X2Condition_FlankedTarget FlankedCondition;
- `CREATE_X2ABILITY_TEMPLATE(Template, 'Aggressor');
- Template.AbilitySourceName = 'eAbilitySource_Perk';
- Template.eAbilityIconBehaviorHUD = eAbilityIconBehavior_NeverShow;
- Template.Hostility = eHostility_Neutral;
- Template.IconImage = "img:///UILibrary_PerkIcons.UIPerk_shadowstrike";
- Template.AbilityToHitCalc = default.DeadEye;
- Template.AbilityTargetStyle = default.SelfTarget;
- Template.AbilityTriggers.AddItem(default.UnitPostBeginPlayTrigger);
- Effect = new class'X2Effect_ToHitModifier';
- Effect.EffectName = 'Aggressor';
- Effect.DuplicateResponse = eDupe_Ignore;
- Effect.BuildPersistentEffect(1, true, false);
- Effect.SetDisplayInfo(ePerkBuff_Passive, Template.LocFriendlyName, Template.GetMyLongDescription(), Template.IconImage,,,Template.AbilitySourceName);
- Effect.AddEffectHitModifier(eHit_Success, default.AGGRESSOR_HIT, Template.LocFriendlyName);//, /*StandardAim*/, true, true, true, false);
- Effect.AddEffectHitModifier(eHit_Crit, default.AGGRESSOR_CRIT, Template.LocFriendlyName);//, /*StandardAim*/, true, true, true, false);
- FlankedCondition = new class'X2Condition_FlankedTarget';
- Effect.ToHitConditions.AddItem(FlankedCondition);
- Template.AddTargetEffect(Effect);
- DamageModifier = new class'X2Effect_AggressorDamage';
- DamageModifier.BonusDamage = 10;
- DamageModifier.BuildPersistentEffect(1, true, true, true);
- DamageModifier.SetDisplayInfo(ePerkBuff_Passive, Template.LocFriendlyName, Template.GetMyLongDescription(), Template.IconImage, true,,Template.AbilitySourceName);
- Template.AddTargetEffect(DamageModifier);
- Template.BuildNewGameStateFn = TypicalAbility_BuildGameState;
- // NOTE: No visualization on purpose!
- Template.bCrossClassEligible = true;
- return Template;
- }
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