qzdoom/wadsrc/static/actors/hexen/clericholy.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

241 lines
4.1 KiB
Text

// Cleric Weapon Piece ------------------------------------------------------
ACTOR ClericWeaponPiece : WeaponPiece native
{
Inventory.PickupSound "misc/w_pkup"
Inventory.PickupMessage "$TXT_WRAITHVERGE_PIECE"
WeaponPiece.Weapon CWeapWraithverge
+FLOATBOB
}
// Cleric Weapon Piece 1 ----------------------------------------------------
ACTOR CWeaponPiece1 : ClericWeaponPiece 18
{
Game Hexen
SpawnID 33
WeaponPiece.Number 1
States
{
Spawn:
WCH1 A -1
Stop
}
}
// Cleric Weapon Piece 2 ----------------------------------------------------
ACTOR CWeaponPiece2 : ClericWeaponPiece 19
{
Game Hexen
SpawnID 34
WeaponPiece.Number 2
States
{
Spawn:
WCH2 A -1
Stop
}
}
// Cleric Weapon Piece 3 ----------------------------------------------------
ACTOR CWeaponPiece3 : ClericWeaponPiece 20
{
Game Hexen
SpawnID 35
WeaponPiece.Number 3
States
{
Spawn:
WCH3 A -1
Stop
}
}
// Wraithverge Drop ---------------------------------------------------------
ACTOR WraithvergeDrop
{
States
{
Spawn:
TNT1 A 1
TNT1 A 1 A_DropWeaponPieces("CWeaponPiece1", "CWeaponPiece2", "CWeaponPiece3")
Stop
}
}
// Cleric's Wraithverge (Holy Symbol?) --------------------------------------
ACTOR CWeapWraithverge : ClericWeapon native
{
Game Hexen
Health 3
Weapon.SelectionOrder 3000
+WEAPON.PRIMARY_USES_BOTH
+Inventory.NoAttenPickupSound
Weapon.AmmoUse1 18
Weapon.AmmoUse2 18
Weapon.AmmoGive1 20
Weapon.AmmoGive2 20
Weapon.KickBack 150
Weapon.AmmoType1 "Mana1"
Weapon.AmmoType2 "Mana2"
Inventory.PickupMessage "$TXT_WEAPON_C4"
Inventory.PickupSound "WeaponBuild"
action native A_CHolyAttack();
action native 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 -------------------------------------------------------------
ACTOR HolyMissile
{
Speed 30
Radius 15
Height 8
Damage 4
Projectile
-ACTIVATEIMPACT -ACTIVATEPCROSS
+EXTREMEDEATH
action native A_CHolyAttack2();
States
{
Spawn:
SPIR PPPP 3 Bright A_SpawnItemEx("HolyMissilePuff")
Death:
SPIR P 1 Bright A_CHolyAttack2
Stop
}
}
// Holy Missile Puff --------------------------------------------------------
ACTOR HolyMissilePuff
{
Radius 4
Height 8
+NOBLOCKMAP +NOGRAVITY +DROPOFF
+NOTELEPORT
RenderStyle "Translucent"
Alpha 0.4
States
{
Spawn:
SPIR QRSTU 3
Stop
}
}
// Holy Puff ----------------------------------------------------------------
ACTOR HolyPuff
{
+NOBLOCKMAP +NOGRAVITY
RenderStyle Translucent
Alpha 0.6
States
{
Spawn:
SPIR KLMNO 3
Stop
}
}
// Holy Spirit --------------------------------------------------------------
ACTOR HolySpirit native
{
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"
action native A_CHolySeek();
action native 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 ----------------------------------------------------------------
ACTOR HolyTail
{
Radius 1
Height 1
+NOBLOCKMAP +NOGRAVITY +DROPOFF +NOCLIP
+NOTELEPORT
RenderStyle Translucent
Alpha 0.6
action native A_CHolyTail();
States
{
Spawn:
SPIR C 1 A_CHolyTail
Loop
TailTrail:
SPIR D -1
Stop
}
}
// Holy Tail Trail ---------------------------------------------------------
ACTOR HolyTailTrail : HolyTail
{
States
{
Spawn:
Goto TailTrail
}
}