qzdoom/wadsrc/static/zscript/hexen/clericholy.txt
Christoph Oelckers 371712c53a - turned everything I could into non-action functions.
- fixed emission of the self pointer in FxVMFunctionCall. I did not realize that the self expression only sets up a register for the value, not pushing it onto the stack.
2016-10-22 17:49:08 +02:00

267 lines
4.2 KiB
Text

// Cleric Weapon Piece ------------------------------------------------------
class ClericWeaponPiece : WeaponPiece
{
Default
{
Inventory.PickupSound "misc/w_pkup";
Inventory.PickupMessage "$TXT_WRAITHVERGE_PIECE";
Inventory.ForbiddenTo "FighterPlayer", "MagePlayer";
WeaponPiece.Weapon "CWeapWraithverge";
+FLOATBOB
}
}
// Cleric Weapon Piece 1 ----------------------------------------------------
class CWeaponPiece1 : ClericWeaponPiece
{
Default
{
WeaponPiece.Number 1;
}
States
{
Spawn:
WCH1 A -1;
Stop;
}
}
// Cleric Weapon Piece 2 ----------------------------------------------------
class CWeaponPiece2 : ClericWeaponPiece
{
Default
{
WeaponPiece.Number 2;
}
States
{
Spawn:
WCH2 A -1;
Stop;
}
}
// Cleric Weapon Piece 3 ----------------------------------------------------
class CWeaponPiece3 : ClericWeaponPiece
{
Default
{
WeaponPiece.Number 3;
}
States
{
Spawn:
WCH3 A -1;
Stop;
}
}
// Wraithverge Drop ---------------------------------------------------------
class WraithvergeDrop : Actor
{
States
{
Spawn:
TNT1 A 1;
TNT1 A 1 A_DropWeaponPieces("CWeaponPiece1", "CWeaponPiece2", "CWeaponPiece3");
Stop;
}
}
// Cleric's Wraithverge (Holy Symbol?) --------------------------------------
class CWeapWraithverge : ClericWeapon native
{
Default
{
Health 3;
Weapon.SelectionOrder 3000;
+WEAPON.PRIMARY_USES_BOTH;
+Inventory.NoAttenPickupSound
Weapon.AmmoUse1 18;
Weapon.AmmoUse2 18;
Weapon.AmmoGive1 20;
Weapon.AmmoGive2 20;
Weapon.KickBack 150;
Weapon.AmmoType1 "Mana1";
Weapon.AmmoType2 "Mana2";
Inventory.PickupMessage "$TXT_WEAPON_C4";
Tag "$TAG_CWEAPWRAITHVERGE";
Inventory.PickupSound "WeaponBuild";
}
native void A_CHolyAttack();
native void A_CHolyPalette();
States
{
Spawn:
TNT1 A -1;
Stop;
Ready:
CHLY A 1 A_WeaponReady;
Loop;
Select:
CHLY A 1 A_Raise;
Loop;
Deselect:
CHLY A 1 A_Lower;
Loop;
Fire:
CHLY AB 1 Bright Offset (0, 40);
CHLY CD 2 Bright Offset (0, 43);
CHLY E 2 Bright Offset (0, 45);
CHLY F 6 Bright Offset (0, 48) A_CHolyAttack;
CHLY GG 2 Bright Offset (0, 40) A_CHolyPalette;
CHLY G 2 Offset (0, 36) A_CHolyPalette;
Goto Ready;
}
}
// Holy Missile -------------------------------------------------------------
class HolyMissile : Actor
{
Default
{
Speed 30;
Radius 15;
Height 8;
Damage 4;
Projectile;
-ACTIVATEIMPACT -ACTIVATEPCROSS
+EXTREMEDEATH
}
native void A_CHolyAttack2();
States
{
Spawn:
SPIR PPPP 3 Bright A_SpawnItemEx("HolyMissilePuff");
Death:
SPIR P 1 Bright A_CHolyAttack2;
Stop;
}
}
// Holy Missile Puff --------------------------------------------------------
class HolyMissilePuff : Actor
{
Default
{
Radius 4;
Height 8;
+NOBLOCKMAP +NOGRAVITY +DROPOFF
+NOTELEPORT
RenderStyle "Translucent";
Alpha 0.4;
}
States
{
Spawn:
SPIR QRSTU 3;
Stop;
}
}
// Holy Puff ----------------------------------------------------------------
class HolyPuff : Actor
{
Default
{
+NOBLOCKMAP +NOGRAVITY
RenderStyle "Translucent";
Alpha 0.6;
}
States
{
Spawn:
SPIR KLMNO 3;
Stop;
}
}
// Holy Spirit --------------------------------------------------------------
class HolySpirit : Actor native
{
Default
{
Health 105;
Speed 12;
Radius 10;
Height 6;
Damage 3;
Projectile;
+RIPPER +SEEKERMISSILE
+FOILINVUL +SKYEXPLODE +NOEXPLODEFLOOR +CANBLAST
+EXTREMEDEATH
RenderStyle "Translucent";
Alpha 0.4;
DeathSound "SpiritDie";
Obituary "$OB_MPCWEAPWRAITHVERGE";
}
native void A_CHolySeek();
native void A_CHolyCheckScream();
States
{
Spawn:
SPIR AAB 2 A_CHolySeek;
SPIR B 2 A_CHolyCheckScream;
Loop;
Death:
SPIR D 4;
SPIR E 4 A_Scream;
SPIR FGHI 4;
Stop;
}
}
// Holy Tail ----------------------------------------------------------------
class HolyTail : Actor
{
Default
{
Radius 1;
Height 1;
+NOBLOCKMAP +NOGRAVITY +DROPOFF +NOCLIP
+NOTELEPORT
RenderStyle "Translucent";
Alpha 0.6;
}
native void A_CHolyTail();
States
{
Spawn:
SPIR C 1 A_CHolyTail;
Loop;
TailTrail:
SPIR D -1;
Stop;
}
}
// Holy Tail Trail ---------------------------------------------------------
class HolyTailTrail : HolyTail
{
States
{
Spawn:
Goto TailTrail;
}
}