flak_m/zscript/armoritems.zsc
Marisa Kirisame 07915ea7c2 Added first person visual effects to all weapons.
Added "instant rocket" mode to RL, toggleable with reload button.
Various adjustments to offsets and scales.
Fixed a bug where other armors wouldn't absorb damage if at least one of them is depleted.
Reduced armor bonus pickup amount to 1, and made it absorb more damage the more you have, up to a 75% cap at max amount.
Tweaked vibration on the Chainsaw.
More particles for rockets and flak slugs.
Reduced delay for rocket launcher refire.
Fixed Pulse balls having no XY billboarding.
Tweaked Pulse bolt visual effects.
Reduced shake of Shock Rifle and Enhanced Shock Rifle to more bearable levels.
Fixed clipping on the Ripper after offsets were changed.
2018-06-11 18:25:09 +02:00

150 lines
3.1 KiB
Text

Class UTArmor : Armor
{
int absorb;
Property ArmorAbsorption : absorb;
Default
{
+INVENTORY.AUTOACTIVATE;
+INVENTORY.UNTOSSABLE;
+INVENTORY.KEEPDEPLETED;
}
override void AbsorbDamage( int damage, Name damageType, out int newdamage )
{
int saved;
if ( (amount > 0) && !DamageTypeDefinition.IgnoreArmor(damageType) )
{
saved = damage*absorb/100.;
if ( amount <= saved ) saved = amount;
newdamage -= saved;
amount -= saved;
damage = newdamage;
}
if ( damage > 0 ) newdamage = ApplyDamageFactors(GetClass(),damageType,damage,damage);
}
}
Class UTArmorBonus : UTArmor replaces ArmorBonus
{
override void AbsorbDamage( int damage, Name damageType, out int newdamage )
{
absorb = Clamp(amount*2,25,75);
Super.AbsorbDamage(damage,damageType,newdamage);
}
Default
{
Tag "Armor Bonus";
+COUNTITEM;
+INVENTORY.ALWAYSPICKUP;
Inventory.Amount 1;
Inventory.MaxAmount 50;
Inventory.InterHubAmount 50;
UTArmor.ArmorAbsorption 25;
Inventory.PickupMessage "You picked up an Armor Bonus.";
Inventory.PickupSound "misc/ut_shard";
Radius 4;
Height 12;
}
States
{
Spawn:
XANH A -1;
Stop;
}
}
Class UTThighPads : UTArmor replaces GreenArmor
{
Default
{
Tag "Thigh Pads";
Inventory.Amount 50;
Inventory.MaxAmount 50;
Inventory.InterHubAmount 50;
UTArmor.ArmorAbsorption 50;
Inventory.PickupMessage "You got the Thigh Pads.";
Inventory.PickupSound "misc/ut_armor";
}
States
{
Spawn:
THIG A -1;
Stop;
}
}
Class UTBodyArmor : UTArmor replaces BlueArmor
{
Default
{
Tag "Body Armor";
Inventory.Amount 100;
Inventory.MaxAmount 100;
Inventory.InterHubAmount 100;
UTArmor.ArmorAbsorption 75;
Inventory.PickupMessage "You got the Body Armor.";
Inventory.PickupSound "misc/ut_armor";
}
States
{
Spawn:
UARM A -1;
Stop;
}
}
Class UTShieldBelt : UTArmor replaces Megasphere
{
override void AbsorbDamage( int damage, Name damageType, out int newdamage )
{
if ( (amount > 0) && !DamageTypeDefinition.IgnoreArmor(damageType) )
{
Owner.A_PlaySound("belt/absorb",CHAN_7);
UTMainHandler.DoFlash(Owner,Color(80,255,224,0),5);
}
int oldamt = amount;
Super.AbsorbDamage(damage,damageType,newdamage);
if ( (oldamt > 0) && (amount <= 0) ) PrintPickupMessage(true,"The Shield Belt has depleted.");
}
override bool Use( bool pickup )
{
// removes thigh pads and body armor like in UT
Owner.TakeInventory("UTThighPads",50);
Owner.TakeInventory("UTBodyArmor",150);
return false;
}
override bool HandlePickup( Inventory item )
{
if ( (item is 'UTThighPads') || (item is 'UTBodyArmor') )
{
if ( amount < maxamount )
{
DepleteOrDestroy();
return Super.HandlePickup(item);
}
else return true;
}
return Super.HandlePickup(item);
}
Default
{
Tag "Shield Belt";
+COUNTITEM;
+INVENTORY.BIGPOWERUP;
Inventory.Amount 150;
Inventory.MaxAmount 150;
Inventory.InterHubAmount 150;
UTArmor.ArmorAbsorption 100;
Inventory.PickupMessage "You got the Shield Belt.";
Inventory.PickupSound "belt/pickup";
Inventory.RespawnTics 2100;
}
States
{
Spawn:
BELT A -1;
Stop;
}
}