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).
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19 changed files with 102 additions and 46 deletions
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@ -31,9 +31,9 @@ Class MiniAmmo : Ammo
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Tag "Large Bullets";
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Inventory.PickupMessage "You picked up 50 bullets.";
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Inventory.Amount 50;
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Inventory.MaxAmount 199;
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Inventory.MaxAmount 200;
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Ammo.BackpackAmount 100;
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Ammo.BackpackMaxAmount 199;
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Ammo.BackpackMaxAmount 400;
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Ammo.DropAmount 20;
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}
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States
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@ -122,7 +122,7 @@ Class Minigun : UTWeapon
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LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
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if ( d.HitType == TRACE_HitActor )
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{
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int dmg = Random[Minigun](9,15); // fun fact: the Minigun is one of the few weapons that has actual RNG damage in UT (and it's exactly this damage)
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int dmg = Random[Minigun](12,18); // fun fact: the Minigun is one of the few weapons that has actual RNG damage in UT
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dmg = d.HitActor.DamageMobj(invoker,self,dmg,'shot');
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if ( d.HitActor.bNOBLOOD )
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{
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