gzdoom/wadsrc/decorate/hexen/scriptprojectiles.txt
Christoph Oelckers 605a9a7715 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- Removed the hopelessly outdated thingdef_doc.txt file from the repository.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

135 lines
1.9 KiB
Text

// Fire Ball ----------------------------------------------------------------
ACTOR FireBall
{
Game Hexen
SpawnID 10
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
{
Game Hexen
SpawnID 50
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
{
Game Hexen
SpawnID 51
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
{
Game Hexen
SpawnID 52
PoisonDamage 20
}
// Ripper Ball --------------------------------------------------------------
ACTOR RipperBall
{
Game Hexen
SpawnID 53
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
{
Game Hexen
SpawnID 64
Speed 6
Radius 6
Height 6
Damage 3
+NOBLOCKMAP +NOGRAVITY +DROPOFF +MISSILE
+NOTELEPORT
States
{
Spawn:
BLAD A -1
Stop
Death:
BLAD A 1
Stop
}
}