Advertisement
Guest User

Untitled

a guest
Dec 27th, 2018
104
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
  1. simulated protected function OnEffectAdded(const out EffectAppliedData ApplyEffectParameters, XComGameState_BaseObject kNewTargetState, XComGameState NewGameState, XComGameState_Effect NewEffectState)
  2. {
  3.     local CustomX2WeaponTemplate ItemTemplate;
  4.     local XComGameState_Ability AbilityState;
  5.    
  6.     local int idx;
  7.     local StatChange Change;
  8.  
  9.     AbilityState = XComGameState_Ability(NewGameState.GetGameStateForObjectID(ApplyEffectParameters.AbilityStateObjectRef.ObjectID));
  10.  
  11.     ItemTemplate = CustomX2WeaponTemplate(AbilityState.GetSourceWeapon().GetMyTemplate());
  12.  
  13.     NewEffectState.StatChanges = ItemTemplate.StatChanges;
  14.    
  15.     // optional for cycle
  16.     for (idx = 0; idx < NewEffectState.StatChanges.Length; ++idx)
  17.     {
  18.         Change = NewEffectState.StatChanges[ idx ];
  19.  
  20.         if (`SecondWaveEnabled('BetaStrike') && (Change.StatType == eStat_HP) && (Change.ModOp == MODOP_Addition))
  21.         {
  22.             NewEffectState.StatChanges[ idx ].StatAmount *= class'X2StrategyGameRulesetDataStructures'.default.SecondWaveBetaStrikeHealthMod;
  23.         }
  24.     }
  25.    
  26.     super.OnEffectAdded(ApplyEffectParameters, kNewTargetState, NewGameState, NewEffectState);
  27. }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement