qzdoom-gpl/wadsrc/static/actors/hexen/magestaff.txt
Randy Heit a7e40b56f6 - Fixed: Player names and chat macros that end with incomplete \c escapes now
have those escapes stripped before printing so that they do not merge with
  subsequent text.
- Moved default weapon slot assignments into the player classes.
  Weapon.SlotNumber is now used solely for mods that want to add new weapons
  without completely redoing the player's arsenal. Restored some config-based
  weapon slot customization, though slots are no longer automatically saved
  to the config and section names have changed slightly. However, unlike
  before, config slots are now the definitive word on slot assignments and
  cannot be overridden by any other files loaded.
- Fixed: Several weapons were missing a game filter from their definitions.
- Removed storage of weapon slots in the config so that weapon slots can
  be setup in the weapons themselves. Slots are still configurable, since
  they need to be for KEYCONF to work; any changes simply won't be saved
  when you quit.
- Removed limit on weapon slot sizes.


SVN r1428 (trunk)
2009-02-20 00:53:25 +00:00

145 lines
2.7 KiB
Text

// Mage Weapon Piece --------------------------------------------------------
ACTOR MageWeaponPiece : WeaponPiece native
{
Inventory.PickupSound "misc/w_pkup"
Inventory.PickupMessage "$TXT_BLOODSCOURGE_PIECE"
WeaponPiece.Weapon MWeapBloodscourge
+FLOATBOB
}
// Mage Weapon Piece 1 ------------------------------------------------------
ACTOR MWeaponPiece1 : MageWeaponPiece 21
{
Game Hexen
SpawnID 37
WeaponPiece.Number 1
States
{
Spawn:
WMS1 A -1 Bright
Stop
}
}
// Mage Weapon Piece 2 ------------------------------------------------------
ACTOR MWeaponPiece2 : MageWeaponPiece 22
{
Game Hexen
SpawnID 38
WeaponPiece.Number 2
States
{
Spawn:
WMS2 A -1 Bright
Stop
}
}
// Mage Weapon Piece 3 ------------------------------------------------------
ACTOR MWeaponPiece3 : MageWeaponPiece 23
{
Game Hexen
SpawnID 39
WeaponPiece.Number 3
States
{
Spawn:
WMS3 A -1 Bright
Stop
}
}
// Bloodscourge Drop --------------------------------------------------------
ACTOR BloodscourgeDrop
{
States
{
Spawn:
TNT1 A 1
TNT1 A 1 A_DropWeaponPieces("MWeaponPiece1", "MWeaponPiece2", "MWeaponPiece3")
Stop
}
}
// The Mages's Staff (Bloodscourge) -----------------------------------------
ACTOR MWeapBloodscourge : MageWeapon native
{
Game Hexen
Health 3
Weapon.SelectionOrder 3100
Weapon.AmmoUse1 15
Weapon.AmmoUse2 15
Weapon.AmmoGive1 20
Weapon.AmmoGive2 20
Weapon.KickBack 150
Weapon.YAdjust 20
Weapon.AmmoType1 "Mana1"
Weapon.AmmoType2 "Mana2"
+WEAPON.PRIMARY_USES_BOTH
+Inventory.NoAttenPickupSound
Inventory.PickupMessage "$TXT_WEAPON_M4"
Inventory.PickupSound "WeaponBuild"
action native A_MStaffAttack();
action native A_MStaffPalette();
States
{
Spawn:
TNT1 A -1
Stop
Select:
MSTF A 1 A_Raise
Loop
Deselect:
MSTF A 1 A_Lower
Loop
Ready:
MSTF AAAAAABBBBBBCCCCCCDDDDDDEEEEEEFFFFF 1 A_WeaponReady
Loop
Fire:
MSTF G 4 Offset (0, 40)
MSTF H 4 Bright Offset (0, 48) A_MStaffAttack
MSTF H 2 Bright Offset (0, 48) A_MStaffPalette
MSTF II 2 Offset (0, 48) A_MStaffPalette
MSTF I 1 Offset (0, 40)
MSTF J 5 Offset (0, 36)
Goto Ready
}
}
// Mage Staff FX2 (Bloodscourge) --------------------------------------------
ACTOR MageStaffFX2 native
{
Speed 17
Height 8
Damage 4
DamageType "Fire"
Projectile
+SEEKERMISSILE
+EXTREMEDEATH
DeathSound "MageStaffExplode"
action native A_MStaffTrack();
States
{
Spawn:
MSP2 ABCD 2 Bright A_MStaffTrack
Loop
Death:
MSP2 E 4 Bright A_SetTranslucent(1,1)
MSP2 F 5 Bright A_Explode (80, 192, 0)
MSP2 GH 5 Bright
MSP2 I 4 Bright
Stop
}
}