Rebalanced things across the board, buffing relatively weak weapons.

Double capacity with backpack for all ammo (except Redeemer, it just gets one extra).
Made Enhanced Shock Rifle ammo drain over time (1 unit per second).
Uncapped health and armor numbers in the HUD.
Fixed Jump Boots not persisting between levels.
Increased duration of invisibility.
Made translocator toggleable (currently requires manually selecting "apply changes" under the menu option).
This commit is contained in:
Marisa the Magician 2018-06-03 16:04:00 +02:00
commit 6c096e1b0f
19 changed files with 102 additions and 46 deletions

View file

@ -26,7 +26,7 @@ Class BioAmmo : Ammo
Inventory.Amount 25;
Inventory.MaxAmount 100;
Ammo.BackpackAmount 50;
Ammo.BackpackMaxAmount 100;
Ammo.BackpackMaxAmount 200;
Ammo.DropAmount 10;
}
States
@ -329,7 +329,7 @@ Class BioGel : Actor
s.args[3] *= Scale.x;
invoker.deadtimer = -1;
if ( invoker.atline ) invoker.atline.RemoteActivate(target,invoker.atside,SPAC_Impact,pos);
A_Explode(Random[GES](15,25)*Scale.x,Min(150,Scale.x*25));
A_Explode(Random[GES](20,40)*Scale.x,Min(150,Scale.x*25));
A_PlaySound("ges/explode",CHAN_VOICE);
int numpt = Min(300,Scale.x*30)+Random[GES](-10,10);
for ( int i=0; i<numpt; i++ )
@ -344,7 +344,7 @@ Class BioGel : Actor
{
Obituary "%o drank a glass of %k's dripping green load.";
DamageType 'Slime';
DamageFunction Random[GES](20,30)*Scale.x;
DamageFunction Random[GES](20,40)*Scale.x;
RenderStyle "Add";
Radius 3;
Height 3;