Implement damage accumulator for flak chunks (auto-gibs at specific threshold).

Rebalances to ammo amounts and spawns.
Rebalances to ripper speed and pulsegun beam damage.
More tweaks to UT movement.
This commit is contained in:
Marisa the Magician 2018-09-15 12:46:31 +02:00
commit cdfea51f31
5 changed files with 97 additions and 28 deletions

View file

@ -4,11 +4,11 @@ Class RipperAmmo : Ammo
{
Tag "Razor Blades";
Inventory.PickupMessage "You picked up Razor Blades.";
Inventory.Amount 25;
Inventory.MaxAmount 75;
Ammo.BackpackAmount 50;
Ammo.BackpackMaxAmount 150;
Ammo.DropAmount 10;
Inventory.Amount 10;
Inventory.MaxAmount 40;
Ammo.BackpackAmount 20;
Ammo.BackpackMaxAmount 80;
Ammo.DropAmount 5;
}
States
{
@ -58,7 +58,7 @@ Class Razor2 : Actor
Radius 2;
Height 2;
Speed 27;
DamageFunction (Random[Ripper](25,35)*((DamageType=='Decapitated')?3.5:1.0));
DamageFunction (Random[Ripper](20,25)*((DamageType=='Decapitated')?3:1.0));
DamageType 'Shredded';
Obituary "%k ripped a chunk of meat out of %o with the Ripper.";
BounceType "Doom";
@ -259,7 +259,7 @@ Class Ripper2 : UTWeapon
Weapon.AmmoUse 1;
Weapon.AmmoType2 "RipperAmmo";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 15;
Weapon.AmmoGive 10;
UTWeapon.DropAmmo 5;
}
action void A_RazorFire( bool alt = false )
@ -308,11 +308,11 @@ Class Ripper2 : UTWeapon
Loop;
Fire:
RZRF A 0 A_RazorFire();
RZRF ABDEGHIJKLMNO 1;
RZRF ABCDEFGHIJKLMNO 1;
Goto Idle;
AltFire:
RZRF A 0 A_RazorFire(true);
RZRF ABDEG 3;
RZRF ABCDEFG 3;
RZRF HIJKLMNO 1;
Goto Idle;
Deselect: