I've been looking into the code for this for the hell of it. I think there are potentially two solutions (PC only most likely).
ZapCooldown base is 2 seconds from what I see. The Evolve_FrequencyBonus is listed as 0.5 and is also redefined in coalesced. In the logic for the evolutions, it looks like it is just adding 0.5 to 2 if you take that evolution, making ZapCooldown 2.5s.
public function SetupSpawnedDrone(SFXPawn_ProtectorDroneBase SpawnedDrone)
{
local SFXAI_Core DroneAI;
local SFXPowerCustomAction_CombatDroneZap Power;
super.SetupSpawnedDrone(SpawnedDrone);
Drone = SFXPawn_ProtectorDrone(SpawnedDrone);
if (!Drone)
{
return;
}
DroneAI = SFXAI_Core(Drone.Controller);
if (m_oTargetToAimAt != none && DroneAI != none)
{
DroneAI.ForcedTarget = m_oTargetToAimAt;
}
Power = SFXPowerCustomAction_CombatDroneZap(Drone.PowerManager.GetPowerByClass(Class'SFXGameContent.SFXPowerCustomAction_CombatDroneZap'));
if (Power)
{
if (IsEvolvedWithChoice(2))
{
Power.AddEvolvedRankBonus(Power.CooldownTime, Evolve_FrequencyBonus);
} if (IsEvolvedWithChoice(4))
{
Power.IncapacitateChance = Evolve_IncapacitateChance;
}
if (IsEvolvedWithChoice(5))
{
Power.NumCharges = Evolve_NumExtraTargets + 1;
}
Power.CooldownTime.BaseValue = ZapCooldown;
Power.ImpactRadius = ImpactRadius;
Power.Damage.BaseValue = DroneDamage.CurrentValue;
Power.DefaultDamageType = DefaultDamageType;
Power.RecalculateAllPowerInfo(false);
}
m_oPawn.SetTimer(EffectDuration.CurrentValue, false, 'DespawnDroneHelper', this);
return;
}
I think you might be able to get around this if you change value for the evolution in coalesced to -0.5. GUI might display something odd in the power screen, but it would make it attack more frequently.
Modifié par capn233, 11 octobre 2013 - 05:23 .