gzdoom-gles/wadsrc/static/actors/hexen/scriptprojectiles.txt

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May 6, 2006 (Changes by Graf Zahl) - Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE. - Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the string table. - Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST. There is no need to keep two flags around with virtually the same meaning. - Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency. It looks much better now than the cheap code pointer based blinking it used before. - Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages to the string table. - Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the string table. - Moved the messages for killing spectres to the string table. - Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get the messages it prints from the string table instead of the quest item's tag string. May 5, 2006 (Changes by Graf Zahl) - Removed the hopelessly outdated thingdef_doc.txt file from the repository. - Converted a_peasant.cpp and a_ratbuddy.cpp to DECORATE. - Fixed: C_DoKey didn't treat an empty string as 'no binding' when checking for valid double bindings. - Converted a_merchants.cpp to DECORATE. - Added MF5_NODAMAGE flag to generalize the behavior of Strife's merchants which can be shot but take no damage from getting hurt. - Converted a_beggars.cpp to DECORATE. - Added an Inventory.GiveQuest property. This makes it possible to define all of Strife's original items that also give a quest item in DECORATE but it is also useful to define items like the ones in Day of the Acolyte without ugly workarounds. - Added a Tag property and Strife teaser conversation IDs to DECORATE so now it is possible to define many of Strife's items. - Added a FastSpeed property to DECORATE so that projectiles can finally be assigned a higher speed for fast mode. - Added a ACS_LockedExecuteDoor special. It is basically the same as the existing ACS_LockedExecute but it uses the 'door' message instead of 'remote'. This cannot be integrated into ACS_LockedExecute because all its arguments are already in use. - Added a fully customizable A_CustomMeleeAttack function for DECORATE. SVN r83 (trunk)
2006-05-07 00:27:22 +00:00
// Fire Ball ----------------------------------------------------------------
ACTOR FireBall
{
Speed 2
Radius 8
Height 8
Damage 4
DamageType Fire
+NOBLOCKMAP +NOGRAVITY +DROPOFF +MISSILE
+NOTELEPORT
RenderStyle Add
DeathSound "Fireball"
States
{
Spawn:
FBL1 AB 4 Bright
Loop
Death:
XPL1 ABCDEF 4 Bright
Stop
}
}
// Arrow --------------------------------------------------------------------
ACTOR Arrow
{
Speed 6
Radius 8
Height 4
Damage 4
+NOBLOCKMAP +NOGRAVITY +DROPOFF +MISSILE
+NOTELEPORT
States
{
Spawn:
ARRW A -1
Stop
Death:
ARRW A 1
Stop
}
}
// Dart ---------------------------------------------------------------------
ACTOR Dart
{
Speed 6
Radius 8
Height 4
Damage 2
+NOBLOCKMAP +NOGRAVITY +DROPOFF +MISSILE
+NOTELEPORT
States
{
Spawn:
DART A -1
Stop
Death:
DART A 1
Stop
}
}
// Poison Dart --------------------------------------------------------------
ACTOR PoisonDart : Dart
{
PoisonDamage 20
}
// Ripper Ball --------------------------------------------------------------
ACTOR RipperBall
{
Speed 6
Radius 8
Damage 2
+NOBLOCKMAP +NOGRAVITY +DROPOFF +MISSILE
+NOTELEPORT +RIPPER
States
{
Spawn:
RIPP ABC 3
Loop
Death:
CFCF Q 4 Bright
CFCF R 3 Bright
CFCF S 4 Bright
CFCF T 3 Bright
CFCF U 4 Bright
CFCF V 3 Bright
CFCF W 4 Bright
CFCF X 3 Bright
CFCF Y 4 Bright
CFCF Z 3 Bright
Stop
}
}
// Projectile Blade ---------------------------------------------------------
ACTOR ProjectileBlade
{
Speed 6
Radius 6
Height 6
Damage 3
+NOBLOCKMAP +NOGRAVITY +DROPOFF +MISSILE
+NOTELEPORT
States
{
Spawn:
BLAD A -1
Stop
Death:
BLAD A 1
Stop
}
}