// The Cleric's Serpent Staff ----------------------------------------------- class CWeapStaff : ClericWeapon { Default { Weapon.SelectionOrder 1600; Weapon.AmmoUse1 1; Weapon.AmmoGive1 25; Weapon.KickBack 150; Weapon.YAdjust 10; Weapon.AmmoType1 "Mana1"; Inventory.PickupMessage "$TXT_WEAPON_C2"; Obituary "$OB_MPCWEAPSTAFFM"; Tag "$TAG_CWEAPSTAFF"; } States { Spawn: WCSS A -1; Stop; Select: CSSF C 1 A_Raise; Loop; Deselect: CSSF B 3; CSSF C 4; CSSF C 1 A_Lower; Wait; Ready: CSSF C 4; CSSF B 3 A_CStaffInitBlink; CSSF AAAAAAA 1 A_WeaponReady; CSSF A 1 A_CStaffCheckBlink; Goto Ready + 2; Fire: CSSF A 1 Offset (0, 45) A_CStaffCheck; CSSF J 1 Offset (0, 50) A_CStaffAttack; CSSF J 2 Offset (0, 50); CSSF J 2 Offset (0, 45); CSSF A 2 Offset (0, 40); CSSF A 2 Offset (0, 36); Goto Ready + 2; Blink: CSSF BBBCCCCCBBB 1 A_WeaponReady; Goto Ready + 2; Drain: CSSF K 10 Offset (0, 36); Goto Ready + 2; } //============================================================================ // // A_CStaffCheck // //============================================================================ action void A_CStaffCheck() { FTranslatedLineTarget t; if (player == null) { return; } Weapon weapon = player.ReadyWeapon; int damage = random[StaffCheck](20, 35); int max = player.mo.GetMaxHealth(); for (int i = 0; i < 3; i++) { for (int j = 1; j >= -1; j -= 2) { double ang = angle + j*i*(45. / 16); double slope = AimLineAttack(ang, 1.5 * DEFMELEERANGE, t, 0., ALF_CHECK3D); if (t.linetarget) { LineAttack(ang, 1.5 * DEFMELEERANGE, slope, damage, 'Melee', "CStaffPuff", false, t); if (t.linetarget != null) { angle = t.angleFromSource; if (((t.linetarget.player && (!t.linetarget.IsTeammate(self) || level.teamdamage != 0)) || t.linetarget.bIsMonster) && (!t.linetarget.bDormant && !t.linetarget.bInvulnerable)) { int newLife = player.health + (damage >> 3); newLife = newLife > max ? max : newLife; if (newLife > player.health) { health = player.health = newLife; } if (weapon != null) { State newstate = weapon.FindState("Drain"); if (newstate != null) player.SetPsprite(PSP_WEAPON, newstate); } } if (weapon != null) { weapon.DepleteAmmo(weapon.bAltFire, false); } } return; } } } } //============================================================================ // // A_CStaffAttack // //============================================================================ action void A_CStaffAttack() { if (player == null) { return; } Weapon weapon = player.ReadyWeapon; if (weapon != null) { if (!weapon.DepleteAmmo (weapon.bAltFire)) return; } Actor mo = SpawnPlayerMissile ("CStaffMissile", angle - 3.0); if (mo) { mo.WeaveIndexXY = 32; } mo = SpawnPlayerMissile ("CStaffMissile", angle + 3.0); if (mo) { mo.WeaveIndexXY = 0; } A_StartSound ("ClericCStaffFire", CHAN_WEAPON); } //============================================================================ // // A_CStaffInitBlink // //============================================================================ action void A_CStaffInitBlink() { weaponspecial = (random[CStaffBlink]() >> 1) + 20; } //============================================================================ // // A_CStaffCheckBlink // //============================================================================ action void A_CStaffCheckBlink() { if (player && player.ReadyWeapon) { if (!--weaponspecial) { player.SetPsprite(PSP_WEAPON, player.ReadyWeapon.FindState ("Blink")); weaponspecial = (random[CStaffBlink]() + 50) >> 2; } else { A_WeaponReady(); } } } } // Serpent Staff Missile ---------------------------------------------------- class CStaffMissile : Actor { Default { Speed 22; Radius 12; Height 10; Damage 5; RenderStyle "Add"; Projectile; DeathSound "ClericCStaffExplode"; Obituary "$OB_MPCWEAPSTAFFR"; } States { Spawn: CSSF DDEE 1 Bright A_CStaffMissileSlither; Loop; Death: CSSF FG 4 Bright; CSSF HI 3 Bright; Stop; } override int DoSpecialDamage (Actor target, int damage, Name damagetype) { // Cleric Serpent Staff does poison damage if (target.player) { target.player.PoisonPlayer (self, self.target, 20); damage >>= 1; } return damage; } } extend class Actor { //============================================================================ // // A_CStaffMissileSlither // //============================================================================ void A_CStaffMissileSlither() { A_Weave(3, 0, 1., 0.); } } // Serpent Staff Puff ------------------------------------------------------- class CStaffPuff : Actor { Default { +NOBLOCKMAP +NOGRAVITY +PUFFONACTORS RenderStyle "Translucent"; Alpha 0.6; SeeSound "ClericCStaffHitThing"; } States { Spawn: FHFX STUVW 4; Stop; } }