- converted the Chex Quest actors, completing the DECORATE conversion.

This commit is contained in:
Christoph Oelckers 2016-10-18 23:22:41 +02:00
parent 5643831ccc
commit f6b3cdc23d
15 changed files with 638 additions and 458 deletions

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@ -1,77 +0,0 @@
// Renaming and changing messages
// Mini Zorch -----------------------------------------------------------------
actor MiniZorchRecharge : Clip
{
inventory.pickupmessage "$GOTZORCHRECHARGE"
}
actor MiniZorchPack : Clip
{
Inventory.PickupMessage "$GOTMINIZORCHPACK"
Inventory.Amount 50
States
{
Spawn:
AMMO A -1
Stop
}
}
// Large Zorch ----------------------------------------------------------------
actor LargeZorchRecharge : Shell
{
inventory.pickupmessage "$GOTLARGEZORCHERRECHARGE"
}
actor LargeZorchPack : Shell
{
Inventory.PickupMessage "$GOTLARGEZORCHERPACK"
Inventory.Amount 20
States
{
Spawn:
SBOX A -1
Stop
}
}
// Zorch Propulsor ------------------------------------------------------------
actor PropulsorZorch : RocketAmmo
{
inventory.pickupmessage "$GOTPROPULSORRECHARGE"
}
actor PropulsorZorchPack : RocketAmmo
{
Inventory.PickupMessage "$GOTPROPULSORPACK"
Inventory.Amount 5
States
{
Spawn:
BROK A -1
Stop
}
}
// Phasing Zorch --------------------------------------------------------------
actor PhasingZorch : Cell
{
inventory.pickupmessage "$GOTPHASINGZORCHERRECHARGE"
}
actor PhasingZorchPack : Cell
{
Inventory.PickupMessage "$GOTPHASINGZORCHERPACK"
Inventory.Amount 100
States
{
Spawn:
CELP A -1
Stop
}
}

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@ -1,120 +0,0 @@
// Doom items renamed with height changes
// Civilians ------------------------------------------------------------------
actor ChexCivilian1 : GreenTorch
{
height 54
}
actor ChexCivilian2 : ShortGreenTorch
{
height 54
}
actor ChexCivilian3 : ShortRedTorch
{
height 48
}
// Landing Zone ---------------------------------------------------------------
actor ChexLandingLight : Column
{
height 35
}
actor ChexSpaceship : TechPillar
{
height 52
}
// Trees and Plants -----------------------------------------------------------
actor ChexAppleTree : Stalagtite
{
height 92
}
actor ChexBananaTree : BigTree
{
height 108
}
actor ChexOrangeTree : TorchTree
{
height 92
}
actor ChexSubmergedPlant : ShortGreenColumn
{
height 42
}
actor ChexTallFlower : HeadsOnAStick
{
height 25
}
actor ChexTallFlower2 : DeadStick
{
height 25
}
// Slime Fountain -------------------------------------------------------------
actor ChexSlimeFountain : BlueTorch
{
height 48
States
{
Spawn:
TBLU ABCD 4
Loop
}
}
// Cavern Decorations ---------------------------------------------------------
actor ChexCavernColumn : TallRedColumn
{
height 128
}
actor ChexCavernStalagmite : TallGreenColumn
{
height 60
}
// Misc. Props ----------------------------------------------------------------
actor ChexChemicalBurner : EvilEye
{
height 25
}
actor ChexChemicalFlask : Candlestick
{
renderstyle translucent
alpha 0.75
}
actor ChexFlagOnPole : SkullColumn
{
height 128
}
actor ChexGasTank : Candelabra
{
height 36
}
actor ChexLightColumn : ShortBlueTorch
{
height 86
}
actor ChexMineCart : ShortRedColumn
{
height 30
}

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@ -1,59 +0,0 @@
// General Pickups ============================================================
// Health ---------------------------------------------------------------------
actor GlassOfWater : HealthBonus
{
inventory.pickupmessage "$GOTWATER"
}
actor BowlOfFruit : Stimpack
{
inventory.pickupmessage "$GOTFRUIT"
}
actor BowlOfVegetables : Medikit
{
inventory.pickupmessage "$GOTVEGETABLES"
health.lowmessage 25, "$GOTVEGETABLESNEED"
}
actor SuperchargeBreakfast : Soulsphere
{
inventory.pickupmessage "$GOTBREAKFAST"
}
// Armor ----------------------------------------------------------------------
actor SlimeRepellent : ArmorBonus
{
inventory.pickupmessage "$GOTREPELLENT"
}
actor ChexArmor : GreenArmor
{
inventory.pickupmessage "$GOTCHEXARMOR"
}
actor SuperChexArmor : BlueArmor
{
inventory.pickupmessage "$GOTSUPERCHEXARMOR"
}
// Powerups ===================================================================
actor ComputerAreaMap : Allmap
{
inventory.pickupmessage "$GOTCHEXMAP"
}
actor SlimeProofSuit : RadSuit
{
inventory.pickupmessage "$GOTSLIMESUIT"
}
actor Zorchpack : Backpack
{
inventory.pickupmessage "$GOTZORCHPACK"
}

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@ -1,16 +0,0 @@
// These are merely renames of the Doom cards
actor ChexBlueCard : BlueCard
{
inventory.pickupmessage "$GOTCBLUEKEY"
}
actor ChexYellowCard : YellowCard
{
inventory.pickupmessage "$GOTCYELLOWKEY"
}
actor ChexRedCard : RedCard
{
inventory.pickupmessage "$GOTCREDKEY"
}

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@ -1,29 +0,0 @@
// Chex Warrior
actor ChexPlayer : DoomPlayer
{
player.displayname "Chex Warrior"
player.crouchsprite ""
player.colorrange 192, 207 //Not perfect, but its better than everyone being blue.
player.startitem "MiniZorcher"
player.startitem "Bootspoon"
player.startitem "MiniZorchRecharge", 50
player.damagescreencolor "60 b0 58"
player.WeaponSlot 1, Bootspoon, SuperBootspork
player.WeaponSlot 2, MiniZorcher
player.WeaponSlot 3, LargeZorcher, SuperLargeZorcher
player.WeaponSlot 4, RapidZorcher
player.WeaponSlot 5, ZorchPropulsor
player.WeaponSlot 6, PhasingZorcher
player.WeaponSlot 7, LAZDevice
Player.Colorset 0, "Light Blue", 0xC0, 0xCF, 0xC2
Player.Colorset 1, "Green", 0x70, 0x7F, 0x72
Player.Colorset 2, "Gray", 0x60, 0x6F, 0x62
Player.Colorset 3, "Brown", 0x40, 0x4F, 0x42
Player.Colorset 4, "Red", 0x20, 0x2F, 0x22
Player.Colorset 5, "Light Gray", 0x58, 0x67, 0x5A
Player.Colorset 6, "Light Brown", 0x38, 0x47, 0x3A
Player.Colorset 7, "Light Red", 0xB0, 0xBF, 0xB2
}

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@ -1,124 +0,0 @@
// Same as Doom weapons, but the obituaries are removed.
actor Bootspoon : Fist
{
obituary "$OB_MPSPOON"
Tag "$TAG_SPOON"
}
actor SuperBootspork : Chainsaw
{
obituary "$OB_MPBOOTSPORK"
Inventory.PickupMessage "$GOTSUPERBOOTSPORK"
Tag "$TAG_SPORK"
}
actor MiniZorcher : Pistol
{
obituary "$OB_MPZORCH"
inventory.pickupmessage "$GOTMINIZORCHER"
Tag "$TAG_MINIZORCHER"
states
{
Spawn:
MINZ A -1
stop
}
}
actor LargeZorcher : Shotgun
{
obituary "$OB_MPZORCH"
inventory.pickupmessage "$GOTLARGEZORCHER"
Tag "$TAG_LARGEZORCHER"
}
actor SuperLargeZorcher : SuperShotgun
{
obituary "$OB_MPMEGAZORCH"
inventory.pickupmessage "$GOTSUPERLARGEZORCHER"
Tag "$TAG_SUPERLARGEZORCHER"
}
actor RapidZorcher : Chaingun
{
obituary "$OB_MPRAPIDZORCH"
inventory.pickupmessage "$GOTRAPIDZORCHER"
Tag "$TAG_RAPIDZORCHER"
}
actor ZorchPropulsor : RocketLauncher
{
obituary ""
inventory.pickupmessage "$GOTZORCHPROPULSOR"
Tag "$TAG_ZORCHPROPULSOR"
States
{
Fire:
MISG B 8 A_GunFlash
MISG B 12 A_FireCustomMissile("PropulsorMissile")
MISG B 0 A_ReFire
Goto Ready
}
}
actor PropulsorMissile : Rocket
{
-ROCKETTRAIL
-DEHEXPLOSION
RenderStyle Translucent
Obituary "$OB_MPPROPULSOR"
Alpha 0.75
}
actor PhasingZorcher : PlasmaRifle
{
obituary ""
inventory.pickupmessage "$GOTPHASINGZORCHER"
Tag "$TAG_PHASINGZORCHER"
states
{
Fire:
PLSG A 0 A_GunFlash
PLSG A 3 A_FireCustomMissile("PhaseZorchMissile")
PLSG B 20 A_ReFire
Goto Ready
Flash:
PLSF A 0 A_Jump(128, "Flash2")
PLSF A 3 Bright A_Light1
Goto LightDone
Flash2:
PLSF B 3 Bright A_Light1
Goto LightDone
}
}
actor PhaseZorchMissile : PlasmaBall
{
RenderStyle Translucent
Obituary "$OB_MPPHASEZORCH"
Alpha 0.75
}
actor LAZDevice : BFG9000
{
obituary ""
inventory.pickupmessage "$GOTLAZDEVICE"
Tag "$TAG_LAZDEVICE"
states
{
Fire:
BFGG A 20 A_BFGsound
BFGG B 10 A_GunFlash
BFGG B 10 A_FireCustomMissile("LAZBall")
BFGG B 20 A_ReFire
Goto Ready
}
}
actor LAZBall : BFGBall
{
RenderStyle Translucent
Obituary "$OB_MPLAZ_BOOM"
Alpha 0.75
}

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@ -1,8 +0,0 @@
#include "actors/chex/chexmonsters.txt"
#include "actors/chex/chexkeys.txt"
#include "actors/chex/chexammo.txt"
#include "actors/chex/chexweapons.txt"
#include "actors/chex/chexitems.txt"
#include "actors/chex/chexdecorations.txt"
#include "actors/chex/chexplayer.txt"

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@ -169,3 +169,11 @@ zscript/strife/thingstoblowup.txt
zscript/strife/templar.txt zscript/strife/templar.txt
zscript/strife/zombie.txt zscript/strife/zombie.txt
zscript/strife/sigil.txt zscript/strife/sigil.txt
zscript/chex/chexmonsters.txt
zscript/chex/chexkeys.txt
zscript/chex/chexammo.txt
zscript/chex/chexweapons.txt
zscript/chex/chexitems.txt
zscript/chex/chexdecorations.txt
zscript/chex/chexplayer.txt

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@ -0,0 +1,101 @@
// Renaming and changing messages
// Mini Zorch -----------------------------------------------------------------
class MiniZorchRecharge : Clip
{
Default
{
inventory.pickupmessage "$GOTZORCHRECHARGE";
}
}
class MiniZorchPack : Clip
{
Default
{
Inventory.PickupMessage "$GOTMINIZORCHPACK";
Inventory.Amount 50;
}
States
{
Spawn:
AMMO A -1;
Stop;
}
}
// Large Zorch ----------------------------------------------------------------
class LargeZorchRecharge : Shell
{
Default
{
inventory.pickupmessage "$GOTLARGEZORCHERRECHARGE";
}
}
class LargeZorchPack : Shell
{
Default
{
Inventory.PickupMessage "$GOTLARGEZORCHERPACK";
Inventory.Amount 20;
}
States
{
Spawn:
SBOX A -1;
Stop;
}
}
// Zorch Propulsor ------------------------------------------------------------
class PropulsorZorch : RocketAmmo
{
Default
{
inventory.pickupmessage "$GOTPROPULSORRECHARGE";
}
}
class PropulsorZorchPack : RocketAmmo
{
Default
{
Inventory.PickupMessage "$GOTPROPULSORPACK";
Inventory.Amount 5;
}
States
{
Spawn:
BROK A -1;
Stop;
}
}
// Phasing Zorch --------------------------------------------------------------
class PhasingZorch : Cell
{
Default
{
inventory.pickupmessage "$GOTPHASINGZORCHERRECHARGE";
}
}
class PhasingZorchPack : Cell
{
Default
{
Inventory.PickupMessage "$GOTPHASINGZORCHERPACK";
Inventory.Amount 100;
}
States
{
Spawn:
CELP A -1;
Stop;
}
}

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@ -0,0 +1,180 @@
// Doom items renamed with height changes
// Civilians ------------------------------------------------------------------
class ChexCivilian1 : GreenTorch
{
Default
{
height 54;
}
}
class ChexCivilian2 : ShortGreenTorch
{
Default
{
height 54;
}
}
class ChexCivilian3 : ShortRedTorch
{
Default
{
height 48;
}
}
// Landing Zone ---------------------------------------------------------------
class ChexLandingLight : Column
{
Default
{
height 35;
}
}
class ChexSpaceship : TechPillar
{
Default
{
height 52;
}
}
// Trees and Plants -----------------------------------------------------------
class ChexAppleTree : Stalagtite
{
Default
{
height 92;
}
}
class ChexBananaTree : BigTree
{
Default
{
height 108;
}
}
class ChexOrangeTree : TorchTree
{
Default
{
height 92;
}
}
class ChexSubmergedPlant : ShortGreenColumn
{
Default
{
height 42;
}
}
class ChexTallFlower : HeadsOnAStick
{
Default
{
height 25;
}
}
class ChexTallFlower2 : DeadStick
{
Default
{
height 25;
}
}
// Slime Fountain -------------------------------------------------------------
class ChexSlimeFountain : BlueTorch
{
Default
{
height 48;
}
States
{
Spawn:
TBLU ABCD 4;
Loop;
}
}
// Cavern Decorations ---------------------------------------------------------
class ChexCavernColumn : TallRedColumn
{
Default
{
height 128;
}
}
class ChexCavernStalagmite : TallGreenColumn
{
Default
{
height 60;
}
}
// Misc. Props ----------------------------------------------------------------
class ChexChemicalBurner : EvilEye
{
Default
{
height 25;
}
}
class ChexChemicalFlask : Candlestick
{
Default
{
RenderStyle "Translucent";
alpha 0.75;
}
}
class ChexFlagOnPole : SkullColumn
{
Default
{
height 128;
}
}
class ChexGasTank : Candelabra
{
Default
{
height 36;
}
}
class ChexLightColumn : ShortBlueTorch
{
Default
{
height 86;
}
}
class ChexMineCart : ShortRedColumn
{
Default
{
height 30;
}
}

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@ -0,0 +1,89 @@
// General Pickups ============================================================
// Health ---------------------------------------------------------------------
class GlassOfWater : HealthBonus
{
Default
{
inventory.pickupmessage "$GOTWATER";
}
}
class BowlOfFruit : Stimpack
{
Default
{
inventory.pickupmessage "$GOTFRUIT";
}
}
class BowlOfVegetables : Medikit
{
Default
{
inventory.pickupmessage "$GOTVEGETABLES";
health.lowmessage 25, "$GOTVEGETABLESNEED";
}
}
class SuperchargeBreakfast : Soulsphere
{
Default
{
inventory.pickupmessage "$GOTBREAKFAST";
}
}
// Armor ----------------------------------------------------------------------
class SlimeRepellent : ArmorBonus
{
Default
{
inventory.pickupmessage "$GOTREPELLENT";
}
}
class ChexArmor : GreenArmor
{
Default
{
inventory.pickupmessage "$GOTCHEXARMOR";
}
}
class SuperChexArmor : BlueArmor
{
Default
{
inventory.pickupmessage "$GOTSUPERCHEXARMOR";
}
}
// Powerups ===================================================================
class ComputerAreaMap : Allmap
{
Default
{
inventory.pickupmessage "$GOTCHEXMAP";
}
}
class SlimeProofSuit : RadSuit
{
Default
{
inventory.pickupmessage "$GOTSLIMESUIT";
}
}
class Zorchpack : Backpack
{
Default
{
inventory.pickupmessage "$GOTZORCHPACK";
}
}

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@ -0,0 +1,25 @@
// These are merely renames of the Doom cards
class ChexBlueCard : BlueCard
{
Default
{
inventory.pickupmessage "$GOTCBLUEKEY";
}
}
class ChexYellowCard : YellowCard
{
Default
{
inventory.pickupmessage "$GOTCYELLOWKEY";
}
}
class ChexRedCard : RedCard
{
Default
{
inventory.pickupmessage "$GOTCREDKEY";
}
}

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@ -5,16 +5,19 @@
// //
//=========================================================================== //===========================================================================
actor FlemoidusCommonus : ZombieMan class FlemoidusCommonus : ZombieMan
{ {
DropItem "" Default
Obituary "$OB_COMMONUS" {
DropItem "";
Obituary "$OB_COMMONUS";
}
States States
{ {
Missile: Missile:
stop Stop;
Melee: Melee:
goto Super::Missile goto Super::Missile;
} }
} }
@ -24,16 +27,19 @@ actor FlemoidusCommonus : ZombieMan
// //
//=========================================================================== //===========================================================================
actor FlemoidusBipedicus : ShotgunGuy class FlemoidusBipedicus : ShotgunGuy
{ {
DropItem "" Default
Obituary "$OB_BIPEDICUS" {
DropItem "";
Obituary "$OB_BIPEDICUS";
}
States States
{ {
Missile: Missile:
stop Stop;
Melee: Melee:
goto Super::Missile goto Super::Missile;
} }
} }
@ -43,10 +49,13 @@ actor FlemoidusBipedicus : ShotgunGuy
// //
//=========================================================================== //===========================================================================
actor ArmoredFlemoidusBipedicus : DoomImp class ArmoredFlemoidusBipedicus : DoomImp
{ {
Obituary "$OB_BIPEDICUS2" Default
HitObituary "$OB_BIPEDICUS2" {
Obituary "$OB_BIPEDICUS2";
HitObituary "$OB_BIPEDICUS2";
}
} }
//=========================================================================== //===========================================================================
@ -55,9 +64,12 @@ actor ArmoredFlemoidusBipedicus : DoomImp
// //
//=========================================================================== //===========================================================================
actor FlemoidusCycloptisCommonus : Demon class FlemoidusCycloptisCommonus : Demon
{ {
Obituary "$OB_CYCLOPTIS" Default
{
Obituary "$OB_CYCLOPTIS";
}
} }
//=========================================================================== //===========================================================================
@ -66,24 +78,30 @@ actor FlemoidusCycloptisCommonus : Demon
// //
//=========================================================================== //===========================================================================
actor Flembrane : BaronOfHell class Flembrane : BaronOfHell
{ {
radius 44 Default
height 100 {
speed 0 radius 44;
Obituary "$OB_FLEMBRANE" height 100;
speed 0;
Obituary "$OB_FLEMBRANE";
}
States States
{ {
Missile: Missile:
BOSS EF 3 A_FaceTarget BOSS EF 3 A_FaceTarget;
BOSS G 0 A_BruisAttack BOSS G 0 A_BruisAttack;
goto See goto See;
} }
} }
//=========================================================================== //===========================================================================
actor ChexSoul : LostSoul class ChexSoul : LostSoul
{ {
height 0 Default
{
height 0;
}
} }

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@ -0,0 +1,32 @@
// Chex Warrior
class ChexPlayer : DoomPlayer
{
Default
{
player.displayname "Chex Warrior";
player.crouchsprite "";
player.colorrange 192, 207; //Not perfect, but its better than everyone being blue.
player.startitem "MiniZorcher";
player.startitem "Bootspoon";
player.startitem "MiniZorchRecharge", 50;
player.damagescreencolor "60 b0 58";
player.WeaponSlot 1, "Bootspoon", "SuperBootspork";
player.WeaponSlot 2, "MiniZorcher";
player.WeaponSlot 3, "LargeZorcher", "SuperLargeZorcher";
player.WeaponSlot 4, "RapidZorcher";
player.WeaponSlot 5, "ZorchPropulsor";
player.WeaponSlot 6, "PhasingZorcher";
player.WeaponSlot 7, "LAZDevice";
Player.Colorset 0, "Light Blue", 0xC0, 0xCF, 0xC2;
Player.Colorset 1, "Green", 0x70, 0x7F, 0x72;
Player.Colorset 2, "Gray", 0x60, 0x6F, 0x62;
Player.Colorset 3, "Brown", 0x40, 0x4F, 0x42;
Player.Colorset 4, "Red", 0x20, 0x2F, 0x22;
Player.Colorset 5, "Light Gray", 0x58, 0x67, 0x5A;
Player.Colorset 6, "Light Brown", 0x38, 0x47, 0x3A;
Player.Colorset 7, "Light Red", 0xB0, 0xBF, 0xB2;
}
}

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@ -0,0 +1,160 @@
// Same as Doom weapons, but the obituaries are removed.
class Bootspoon : Fist
{
Default
{
obituary "$OB_MPSPOON";
Tag "$TAG_SPOON";
}
}
class SuperBootspork : Chainsaw
{
Default
{
obituary "$OB_MPBOOTSPORK";
Inventory.PickupMessage "$GOTSUPERBOOTSPORK";
Tag "$TAG_SPORK";
}
}
class MiniZorcher : Pistol
{
Default
{
obituary "$OB_MPZORCH";
inventory.pickupmessage "$GOTMINIZORCHER";
Tag "$TAG_MINIZORCHER";
}
States
{
Spawn:
MINZ A -1;
Stop;
}
}
class LargeZorcher : Shotgun
{
Default
{
obituary "$OB_MPZORCH";
inventory.pickupmessage "$GOTLARGEZORCHER";
Tag "$TAG_LARGEZORCHER";
}
}
class SuperLargeZorcher : SuperShotgun
{
Default
{
obituary "$OB_MPMEGAZORCH";
inventory.pickupmessage "$GOTSUPERLARGEZORCHER";
Tag "$TAG_SUPERLARGEZORCHER";
}
}
class RapidZorcher : Chaingun
{
Default
{
obituary "$OB_MPRAPIDZORCH";
inventory.pickupmessage "$GOTRAPIDZORCHER";
Tag "$TAG_RAPIDZORCHER";
}
}
class ZorchPropulsor : RocketLauncher
{
Default
{
obituary "";
inventory.pickupmessage "$GOTZORCHPROPULSOR";
Tag "$TAG_ZORCHPROPULSOR";
}
States
{
Fire:
MISG B 8 A_GunFlash;
MISG B 12 A_FireCustomMissile("PropulsorMissile");
MISG B 0 A_ReFire;
Goto Ready;
}
}
class PropulsorMissile : Rocket
{
Default
{
-ROCKETTRAIL
-DEHEXPLOSION
RenderStyle "Translucent";
Obituary "$OB_MPPROPULSOR";
Alpha 0.75;
}
}
class PhasingZorcher : PlasmaRifle
{
Default
{
obituary "";
inventory.pickupmessage "$GOTPHASINGZORCHER";
Tag "$TAG_PHASINGZORCHER";
}
States
{
Fire:
PLSG A 0 A_GunFlash;
PLSG A 3 A_FireCustomMissile("PhaseZorchMissile");
PLSG B 20 A_ReFire;
Goto Ready;
Flash:
PLSF A 0 A_Jump(128, "Flash2");
PLSF A 3 Bright A_Light1;
Goto LightDone;
Flash2:
PLSF B 3 Bright A_Light1;
Goto LightDone;
}
}
class PhaseZorchMissile : PlasmaBall
{
Default
{
RenderStyle "Translucent";
Obituary "$OB_MPPHASEZORCH";
Alpha 0.75;
}
}
class LAZDevice : BFG9000
{
Default
{
obituary "";
inventory.pickupmessage "$GOTLAZDEVICE";
Tag "$TAG_LAZDEVICE";
}
States
{
Fire:
BFGG A 20 A_BFGsound;
BFGG B 10 A_GunFlash;
BFGG B 10 A_FireCustomMissile("LAZBall");
BFGG B 20 A_ReFire;
Goto Ready;
}
}
class LAZBall : BFGBall
{
Default
{
RenderStyle "Translucent";
Obituary "$OB_MPLAZ_BOOM";
Alpha 0.75;
}
}