qzdoom/wadsrc/static/zscript/hexen/fighterplayer.txt
2016-10-17 23:27:34 +02:00

133 lines
2.6 KiB
Text

// The fighter --------------------------------------------------------------
class FighterPlayer : PlayerPawn
{
Default
{
Health 100;
PainChance 255;
Radius 16;
Height 64;
Speed 1;
+NOSKIN
+NODAMAGETHRUST
+PLAYERPAWN.NOTHRUSTWHENINVUL
PainSound "PlayerFighterPain";
RadiusDamageFactor 0.25;
Player.JumpZ 9;
Player.Viewheight 48;
Player.SpawnClass "Fighter";
Player.DisplayName "Fighter";
Player.SoundClass "fighter";
Player.ScoreIcon "FITEFACE";
Player.HealRadiusType "Armor";
Player.Hexenarmor 15, 25, 20, 15, 5;
Player.StartItem "FWeapFist";
Player.ForwardMove 1.08, 1.2;
Player.SideMove 1.125, 1.475;
Player.Portrait "P_FWALK1";
Player.WeaponSlot 1, "FWeapFist";
Player.WeaponSlot 2, "FWeapAxe";
Player.WeaponSlot 3, "FWeapHammer";
Player.WeaponSlot 4, "FWeapQuietus";
Player.ColorRange 246, 254;
Player.Colorset 0, "Gold", 246, 254, 253;
Player.ColorsetFile 1, "Red", "TRANTBL0", 0xAC;
Player.ColorsetFile 2, "Blue", "TRANTBL1", 0x9D;
Player.ColorsetFile 3, "Dull Green", "TRANTBL2", 0x3E;
Player.ColorsetFile 4, "Green", "TRANTBL3", 0xC8;
Player.ColorsetFile 5, "Gray", "TRANTBL4", 0x2D;
Player.ColorsetFile 6, "Brown", "TRANTBL5", 0x6F;
Player.ColorsetFile 7, "Purple", "TRANTBL6", 0xEE;
}
States
{
Spawn:
PLAY A -1;
Stop;
See:
PLAY ABCD 4;
Loop;
Missile:
Melee:
PLAY EF 8;
Goto Spawn;
Pain:
PLAY G 4;
PLAY G 4 A_Pain;
Goto Spawn;
Death:
PLAY H 6;
PLAY I 6 A_PlayerScream;
PLAY JK 6;
PLAY L 6 A_NoBlocking;
PLAY M 6;
PLAY N -1;
Stop;
XDeath:
PLAY O 5 A_PlayerScream;
PLAY P 5 A_SkullPop("BloodyFighterSkull");
PLAY R 5 A_NoBlocking;
PLAY STUV 5;
PLAY W -1;
Stop;
Ice:
PLAY X 5 A_FreezeDeath;
PLAY X 1 A_FreezeDeathChunks;
Wait;
Burn:
FDTH A 5 BRIGHT A_PlaySound("*burndeath");
FDTH B 4 BRIGHT;
FDTH G 5 BRIGHT;
FDTH H 4 BRIGHT A_PlayerScream;
FDTH I 5 BRIGHT;
FDTH J 4 BRIGHT;
FDTH K 5 BRIGHT;
FDTH L 4 BRIGHT;
FDTH M 5 BRIGHT;
FDTH N 4 BRIGHT;
FDTH O 5 BRIGHT;
FDTH P 4 BRIGHT;
FDTH Q 5 BRIGHT;
FDTH R 4 BRIGHT;
FDTH S 5 BRIGHT A_NoBlocking;
FDTH T 4 BRIGHT;
FDTH U 5 BRIGHT;
FDTH V 4 BRIGHT;
ACLO E 35 A_CheckPlayerDone;
Wait;
ACLO E 8;
Stop;
}
}
// The fighter's bloody skull --------------------------------------------------------------
class BloodyFighterSkull : PlayerChunk
{
Default
{
Radius 4;
Height 4;
Gravity 0.125;
+NOBLOCKMAP
+DROPOFF
+CANNOTPUSH
+SKYEXPLODE
+NOBLOCKMONST
+NOSKIN
}
States
{
Spawn:
BSKL A 0;
BSKL ABCDFGH 5 A_CheckFloor("Hit");
Goto Spawn+1;
Hit:
BSKL I 16 A_CheckPlayerDone;
Wait;
}
}