flak_m/zscript/ripper.zsc
Marisa Kirisame a5debcdbb2 Corrected Armor/Pads + Shield Belt pickup behavior.
Reduced Biorifle damage relative to sludge scale.
Increased Flak Cannon chunk damage and amount and primary fire speed.
Increased Impact Hammer damage and knockback to enemies.
Added rare spawn of redeemer ammo pickups for cell packs.
Reduced Pulsegun beam damage timer.
Increased Ripper primary fire speed.
2018-08-09 22:01:16 +02:00

321 lines
7.1 KiB
Text

Class RipperAmmo : Ammo
{
Default
{
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;
}
States
{
Spawn:
BHOP A -1;
Stop;
}
}
Class Razor2Trail : Actor
{
Default
{
RenderStyle "Add";
+NOGRAVITY;
+NOCLIP;
+DONTSPLASH;
+NOTELEPORT;
Radius 0.1;
Height 0;
}
override void Tick()
{
if ( !target || target.InStateSequence(target.CurState,target.ResolveState("Death")) )
{
Destroy();
return;
}
SetOrigin(target.pos,true);
A_SetAngle(target.angle,SPF_INTERPOLATE);
A_SetPitch(target.pitch,SPF_INTERPOLATE);
A_SetRoll(target.roll,SPF_INTERPOLATE);
alpha = target.vel.length()/target.speed;
}
States
{
Spawn:
RAZB A -1 Bright;
Stop;
}
}
Class Razor2 : Actor
{
Default
{
Radius 2;
Height 2;
Speed 40; // should be 26 but it looks way too slow
DamageFunction Random[Ripper](30,40);
DamageType 'Ripper';
Obituary "%k ripped a chunk of meat out of %o with the Ripper.";
BounceType "Doom";
ReactionTime 7;
BounceFactor 1.0;
WallBounceFactor 1.0;
PROJECTILE;
+USEBOUNCESTATE;
-BOUNCEAUTOOFF;
+SKYEXPLODE;
+CANBOUNCEWATER;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
let t = Spawn("Razor2Trail",pos);
t.target = self;
A_PlaySound("ripper/hum",CHAN_VOICE,1.0,true,3.0);
Vector3 dir = vel.unit();
A_SetAngle(atan2(dir.y,dir.x));
A_SetPitch(asin(-dir.z));
}
override int SpecialMissileHit( Actor victim )
{
if ( pos.z > victim.pos.z+victim.height*0.8 ) DamageType = 'Decapitated';
return -1;
}
override int DoSpecialDamage( Actor target, int damage, Name damagetype )
{
if ( pos.z > target.pos.z+target.height*0.8 ) damage *= 2;
if ( !target.bNOBLOOD )
{
target.SpawnBlood(pos,AngleTo(target),damage);
A_PlaySound("ripper/flesh");
A_AlertMonsters();
}
return damage;
}
action void A_RazorHit()
{
A_PlaySound("ripper/hit");
A_AlertMonsters();
A_SprayDecal("WallCrack",-20);
int numpt = Random[Ripper](5,10);
Vector3 x = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (-x+(FRandom[Ripper](-.8,.8),FRandom[Ripper](-.8,.8),FRandom[Ripper](-.8,.8))).unit()*FRandom[Ripper](0.1,1.2);
let s = Spawn("UTSmoke",pos);
s.vel = pvel;
s.SetShade(Color(1,1,1)*Random[Ripper](128,192));
}
numpt = Random[Ripper](4,12);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Ripper](-1,1),FRandom[Ripper](-1,1),FRandom[Ripper](-1,1)).unit()*FRandom[Ripper](2,8);
let s = Spawn("UTSpark",pos);
s.vel = pvel;
}
numpt = Random[Ripper](4,8);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Ripper](-1,1),FRandom[Ripper](-1,1),FRandom[Ripper](-1,1)).unit()*FRandom[Ripper](2,8);
let s = Spawn("UTChip",pos);
s.vel = pvel;
}
}
States
{
Spawn:
RAZB A -1;
Stop;
Bounce:
RAZB A 0
{
Vector3 dir = vel.unit();
A_SetAngle(atan2(dir.y,dir.x));
A_SetPitch(asin(-dir.z));
A_RazorHit();
A_CountDown();
}
Goto Spawn;
Death:
TNT1 A 0
{
angle += 180;
pitch *= -1;
A_RazorHit();
}
XDeath:
TNT1 A 1 A_StopSound(CHAN_VOICE);
Stop;
}
}
Class Razor2AltLight : DynamicLight
{
double lifetime;
Default
{
DynamicLight.Type "Point";
Args 255,240,224,90;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
lifetime = 1.0;
}
override void Tick()
{
Super.Tick();
if ( globalfreeze || level.frozen ) return;
args[LIGHT_RED] = int(255*lifetime);
args[LIGHT_GREEN] = int(240*lifetime);
args[LIGHT_BLUE] = int(224*lifetime);
lifetime -= 0.05;
if ( lifetime <= 0 ) Destroy();
}
}
Class Razor2Alt : Razor2
{
Default
{
DamageFunction Random[Ripper](40,60);
DamageType 'RipperAltDealth';
BounceType "None";
ProjectileKickback 350;
-CANBOUNCEWATER;
+EXPLODEONWATER;
}
action void A_RazorExplode()
{
A_SetRenderStyle(1.0,STYLE_Add);
bFORCEXYBILLBOARD = true;
Scale *= 0.65;
A_StopSound(CHAN_VOICE);
A_PlaySound("ripper/althit");
Spawn("Razor2AltLight",pos);
A_AlertMonsters();
A_SprayDecal("RazorBlast",20);
A_Explode(Random[Ripper](30,50),120);
A_QuakeEx(3,3,3,10,0,180,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
int numpt = Random[Ripper](10,20);
Vector3 x = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (-x+(FRandom[Ripper](-.8,.8),FRandom[Ripper](-.8,.8),FRandom[Ripper](-.8,.8))).unit()*FRandom[Ripper](0.1,1.2);
let s = Spawn("UTSmoke",pos);
s.vel = pvel;
s.SetShade(Color(1,1,1)*Random[Ripper](128,192));
}
numpt = Random[Ripper](8,16);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Ripper](-1,1),FRandom[Ripper](-1,1),FRandom[Ripper](-1,1)).unit()*FRandom[Ripper](2,8);
let s = Spawn("UTSpark",pos);
s.vel = pvel;
}
numpt = Random[Ripper](8,12);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Ripper](-1,1),FRandom[Ripper](-1,1),FRandom[Ripper](-1,1)).unit()*FRandom[Ripper](2,8);
let s = Spawn("UTChip",pos);
s.vel = pvel;
}
}
override int DoSpecialDamage( Actor target, int damage, Name damagetype )
{
return damage;
}
override int SpecialMissileHit( Actor victim )
{
return -1;
}
States
{
Death:
XDeath:
TNT1 A 0 A_RazorExplode();
RIPX ABCDEFG 2 Bright;
Stop;
}
}
Class Ripper2 : UTWeapon
{
Default
{
Tag "Ripper";
Inventory.PickupMessage "You got the Ripper.";
Weapon.UpSound "ripper/select";
Weapon.SlotNumber 6;
Weapon.SelectionOrder 4;
Weapon.AmmoType "RipperAmmo";
Weapon.AmmoUse 1;
Weapon.AmmoType2 "RipperAmmo";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 15;
UTWeapon.DropAmmo 5;
}
action void A_RazorFire( bool alt = false )
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
if ( alt ) A_PlaySound("ripper/altfire",CHAN_WEAPON);
else A_PlaySound("ripper/fire",CHAN_WEAPON);
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(8,0,255,255),1);
A_AlertMonsters();
if ( alt ) A_QuakeEx(3,3,3,8,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
else A_QuakeEx(1,1,1,5,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.08);
Vector3 x, y, z;
[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+6.0*y-4.0*z;
Actor p;
if ( alt ) p = Spawn("Razor2Alt",origin);
else p = Spawn("Razor2",origin);
p.angle = angle;
p.pitch = BulletSlope();
p.vel = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*p.speed;
p.target = self;
}
States
{
Spawn:
RZRP A -1;
Stop;
RZRP B -1;
Stop;
Select:
RZRS A 1 A_Raise(int.max);
Wait;
Ready:
RZRS ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_WeaponReady(WRF_NOFIRE);
RZS2 ABCD 1 A_WeaponReady(WRF_NOFIRE);
Idle:
RZRI ABCDEFGHIJKLMNOPQRS 2
{
A_CheckReload();
A_WeaponReady();
}
Loop;
Fire:
RZRF A 0 A_RazorFire();
RZRF ABDEGHIJKLMNO 1;
Goto Idle;
AltFire:
RZRF A 0 A_RazorFire(true);
RZRF ABCDEFG 3;
RZRF HIJKLMNO 1;
Goto Idle;
Deselect:
RZRD ABCDEF 1;
RZRD F 1 A_Lower(int.max);
Wait;
}
}