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- // This is an Unreal Script
- class X2Effect_BlastPadding extends X2Effect_PersistentStatChange config (LW_ScalingDefensivePerks);
- var config int CERAMIC_PLATING_HP;
- var config int ALLOY_PLATING_HP;
- var config int CARAPACE_PLATING_HP;
- var config int CHITIN_PLATING_HP;
- var XComGameState_Unit TargetUnit;
- simulated function AddPersistentStatChange(ECharStatType StatType, float StatAmount, optional EStatModOp InModOp=MODOP_Addition )
- {
- local StatChange NewChange;
- local int BonusAmount;
- local array<XComGameState_Item> Items;
- local XComGameState_Item Item;
- local XComGameState_Item Plating;
- Items = TargetUnit.GetAllInventoryItems();
- foreach Items(Item)
- {
- if(Item.GetMyTemplate().ItemCat == 'plating'){
- Plating = Item;
- }
- }
- switch(Plating.GetMyTemplateName()){
- case 'CeramicPlating':
- BonusAmount = 2;
- break;
- case 'AlloyPlating':
- BonusAmount = 3;
- break;
- case 'ChitinPlating':
- BonusAmount = 4;
- break;
- case 'CarapacePlating':
- BonusAmount = 5;
- break;
- default:
- }
- if(BonusAmount < StatAmount){
- BonusAmount = StatAmount;
- }
- NewChange.StatType = StatType;
- NewChange.StatAmount = BonusAmount;
- NewChange.ModOp = InModOp;
- m_aStatChanges.AddItem(NewChange);
- }
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