Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 00090 00091 00092 00093 00094 00095 00096 00097 00098 00099 00100 00101 00102 00103 00104 00105 00106 00107 00108 00109 00110 00111 00112 00113 00114 00115 00116 00117 00118 00119 00120 00121 00122 00123 00124 00125 00126 00127 00128 00129 00130 00131 00132 00133 00134 00135 00136 00137 00138 00139 00140 00141 00142 00143 00144 00145 00146 00147 00148 00149 00150 00151 00152 00153 00154 00155 00156 00157 00158 00159 00160 00161 00162 00163 00164 00165 00166 00167 00168 00169 00170 00171 00172 00173 00174 00175 00176 00177 00178 00179 00180 |
class KFVetFieldMedic extends KFVeterancyTypes abstract; static function class<Grenade> GetNadeType(KFPlayerReplicationInfo KFPRI) { return class'MedicNade'; // Grenade detonations heal nearby teammates, and cause enemies to be poisoned return super.GetNadeType(KFPRI); } static function float GetSyringeChargeRate(KFPlayerReplicationInfo KFPRI) { if ( KFPRI.ClientVeteranSkillLevel == 0 ) { return 1.10; } else if ( KFPRI.ClientVeteranSkillLevel <= 4 ) { return 1.25 + (0.25 * float(KFPRI.ClientVeteranSkillLevel)); } else if ( KFPRI.ClientVeteranSkillLevel == 5 ) { return 2.50; // Recharges 150% faster } return 3.00; // Level 6 - Recharges 200% faster } static function float GetHealPotency(KFPlayerReplicationInfo KFPRI) { if ( KFPRI.ClientVeteranSkillLevel == 0 ) { return 1.10; } else if ( KFPRI.ClientVeteranSkillLevel <= 2 ) { return 1.25; } else if ( KFPRI.ClientVeteranSkillLevel <= 5 ) { return 1.5; } return 1.75; // Heals for 75% more } static function float GetMovementSpeedModifier(KFPlayerReplicationInfo KFPRI, KFGameReplicationInfo KFGRI) { // Medic movement speed reduced in Balance Round 2(limited to Suicidal and HoE in Round 7) if ( KFGRI.GameDiff >= 5.0 ) { if ( KFPRI.ClientVeteranSkillLevel <= 2 ) { return 1.0; } return 1.05 + (0.05 * float(KFPRI.ClientVeteranSkillLevel - 3)); // Moves up to 20% faster } if ( KFPRI.ClientVeteranSkillLevel <= 1 ) { return 1.0; } return 1.05 + (0.05 * float(KFPRI.ClientVeteranSkillLevel - 2)); // Moves up to 25% faster } static function int ReduceDamage(KFPlayerReplicationInfo KFPRI, KFPawn Injured, Pawn Instigator, int InDamage, class<DamageType> DmgType) { if ( class<DamTypeVomit>(DmgType) != none ) { // Medics don't damage themselves with the bile shooter if( Injured == Instigator ) { return 0; } if ( KFPRI.ClientVeteranSkillLevel == 0 ) { return float(InDamage) * 0.90; } else if ( KFPRI.ClientVeteranSkillLevel == 1 ) { return float(InDamage) * 0.75; } else if ( KFPRI.ClientVeteranSkillLevel <= 4 ) { return float(InDamage) * 0.50; } return float(InDamage) * 0.25; // 75% decrease in damage from Bloat's Bile } return InDamage; } static function float GetMagCapacityMod(KFPlayerReplicationInfo KFPRI, KFWeapon Other) { if ( (MP7MMedicGun(Other) != none || MP5MMedicGun(Other) != none || M7A3MMedicGun(Other) != none || KrissMMedicGun(Other) != none || BlowerThrower(Other) != none ) && KFPRI.ClientVeteranSkillLevel > 0 ) { return 1.0 + (0.20 * FMin(float(KFPRI.ClientVeteranSkillLevel), 5.0)); // 100% increase in Medic weapon ammo carry } return 1.0; } static function float GetAmmoPickupMod(KFPlayerReplicationInfo KFPRI, KFAmmunition Other) { if ( (MP7MAmmo(Other) != none || MP5MAmmo(Other) != none || M7A3MAmmo(Other) != none || KrissMAmmo(Other) != none || BlowerThrowerAmmo(Other) != none || CamoMP5MAmmo(Other) != none || NeonKrissMAmmo(Other) != none ) && KFPRI.ClientVeteranSkillLevel > 0 ) { return 1.0 + (0.20 * FMin(float(KFPRI.ClientVeteranSkillLevel), 5.0)); // 100% increase in Medic weapon ammo carry } return 1.0; } // Change the cost of particular items static function float GetCostScaling(KFPlayerReplicationInfo KFPRI, class<Pickup> Item) { if ( Item == class'Vest' ) { return 0.9 - (0.10 * float(KFPRI.ClientVeteranSkillLevel)); // Up to 70% discount on Body Armor } else if ( Item == class'MP7MPickup' || Item == class'MP5MPickup' || Item == class'M7A3MPickup' || Item == class'KrissMPickup' || Item == class'BlowerThrowerPickup' || Item == class'CamoMP5MPickup' || Item == class'NeonKrissMPickup' ) { return 0.9 - (0.10 * float(KFPRI.ClientVeteranSkillLevel)); // Up to 70% discount on Medic Weapons } return 1.0; } // Reduce damage when wearing Armor static function float GetBodyArmorDamageModifier(KFPlayerReplicationInfo KFPRI) { if ( KFPRI.ClientVeteranSkillLevel <= 5 ) { return 1.0 - (0.10 * float(KFPRI.ClientVeteranSkillLevel)); // Up to 50% improvement of Body Armor } return 0.25; // Level 6 - 75% Better Body Armor } // Give Extra Items as Default static function AddDefaultInventory(KFPlayerReplicationInfo KFPRI, Pawn P) { // If Level 5 or Higher, give them Body Armor if ( KFPRI.ClientVeteranSkillLevel >= 5 ) { P.ShieldStrength = 100; } // If Level 6, give them a Medic Gun if ( KFPRI.ClientVeteranSkillLevel == 6 ) { KFHumanPawn(P).CreateInventoryVeterancy("KFMod.MP7MMedicGun", default.StartingWeaponSellPriceLevel6); } } defaultproperties { PerkIndex=0 OnHUDIcon=Texture'KillingFloorHUD.Perks.Perk_Medic' OnHUDGoldIcon=Texture'KillingFloor2HUD.Perk_Icons.Perk_Medic_Gold' VeterancyName="Field Medic" Requirements(0)="Heal %x HP on your teammates" LevelEffects(0)="10% faster Syringe recharge|10% more potent healing|10% less damage from Bloat Bile|10% discount on Bio Weapons and Armor|Grenades heal teammates and hurt enemies" LevelEffects(1)="25% faster Syringe recharge|25% more potent healing|25% less damage from Bloat Bile|20% larger Bio Weapon clips|10% better Body Armor|20% discount on Bio Weapons and Armor|Grenades heal teammates and hurt enemies" LevelEffects(2)="50% faster Syringe recharge|25% more potent healing|50% less damage from Bloat Bile|5% faster movement speed|40% larger Bio Weapon clips|20% better Body Armor|30% discount on Bio Weapons and Armor|Grenades heal teammates and hurt enemies" LevelEffects(3)="75% faster Syringe recharge|50% more potent healing|50% less damage from Bloat Bile|10% faster movement speed|60% larger Bio Weapon clips|30% better Body Armor|40% discount on Bio Weapons and Armor|Grenades heal teammates and hurt enemies" LevelEffects(4)="100% faster Syringe recharge|50% more potent healing|50% less damage from Bloat Bile|15% faster movement speed|80% larger Bio Weapon clips|40% better Body Armor|50% discount on Bio Weapons and Armor|Grenades heal teammates and hurt enemies" LevelEffects(5)="150% faster Syringe recharge|50% more potent healing|75% less damage from Bloat Bile|20% faster movement speed|100% larger Bio Weapon clips|50% better Body Armor|60% discount on Bio Weapons and Armor|Grenades heal teammates and hurt enemies|Spawn with Body Armor" LevelEffects(6)="200% faster Syringe recharge|75% more potent healing|75% less damage from Bloat Bile|25% faster movement speed|100% larger Bio Weapon clips|75% better Body Armor|70% discount on Bio Weapons and Armor|Grenades heal teammates and hurt enemies|Spawn with Body Armor and Medic Gun" } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |