stinger_m/menudef.txt
Marisa Kirisame da224bcfae Beta 2. Changes are as follows:
- Corrected selection order of all weapons.
- Rewrote flaky reloading code. Should be more robust now.
- [flak_m] manually triggered player animations no longer happen while dead.
- Protomag whip damage changed to 15, instead of same damage as Doom fist. This matches the Unreal 0.83 default melee damage.
- Adjusted dual-wielded weapons to try and prevent spin/reload from triggering right when the second gun is brought up.
- Razorclaw no longer stunlocks and can gib.
- Razorclaw damages increased (5/20 → 6/30).
- Dispersion Pistol alt splash damage radius reduced (120 → 80);
- Fixed Dispersion Pistol switching out instead of releasing when out of ammo.
- Dispersion Pistol will only autoselect if it has at least 10 ammo.
- Increased Fireblaster alt projectile damage (50 → 60).
- Fireblaster no longer forces an autoswitch when trying to altfire with less than 30 ammo.
- Increased Autocannon ammo capacity (30/50 → 32/64) and pickup ammo (20 → 32).
- Increased Autocannon hit damage (150 → 300) and explosion radius (50 → 120).
- Adjusted Impaler bolt damage formula (2*amplifiermult**3 → 10*amplifiermult**1.5).
- Impaler bolt seek range now affected by Amplifier.
- Reduced Impaler base explosion radius (120 → 80).
- Impaler altfire drain also affected by Amplifier too.
- Removed the ability to put out fire by moving very fast. This was a dumb idea as it would make fast monsters harder to burn.
- Increased Quadshot per-trace damage to fixed value (Random(4,8) → 11). This matches the 0.83 damage value for it.
- Doubled the damage boost of Razorjack charging.
- Fix Stinger altfire only firing 4 shoots. Was supposed to fire 5 with the first being always accurate.
- Adjusted Stunner damage and charge range so it matches Unreal Bible values (0-6/1-6 → 0-5/1-20).
- Reduced Stunner ammo consumption for a full charge (20 → 10).
- Stunner now also flagged as a "wimpy weapon".
- Reduced Eightball splash damage radius (200/200 → 120/140).
- Dispersion Pistol and Stunner always have at least 1 ammo after each shot.
- Added option to disable Impaler beam self-damage.
2019-09-27 22:59:53 +02:00

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Text

OptionValue "IntroTypeMenu"
{
0, "$STING_UNREAL98"
1, "$STING_UNREAL97"
2, "$STING_UNREAL96"
3, "$STING_UNREAL95"
}
OptionMenu "UnrealOptionMenu"
{
Title "$STING_MTITLE"
Option "$STING_INTRO", "stinger_introtype", "IntroTypeMenu"
Command "$FLAK_APPLY", "event refreshmenu"
StaticText " "
StaticText "$STING_HOPTS", "Gold"
HudType " "
StaticText " "
StaticText " "
StaticText " "
StaticText " "
Slider "$STING_HUDMODE", "stinger_hudmode", 0, 5, 1, 0
Option "$STING_TRANSEXT", "sting_transext", "YesNo"
StaticText " "
StaticText "$STING_POPTS", "Gold"
Option "$STING_TELEHAND", "sting_telegun", "YesNo"
Option "$STING_FLARES", "sting_flares", "YesNo"
Command "$FLAK_APPLY", "netevent refreshtrans"
Option "$STING_STINGER", "sting_stinger", "YesNo"
Option "$STING_STINGERB", "sting_stingerb", "YesNo"
Option "$STING_RIFLE", "sting_rifle", "YesNo"
Option "$STING_RIFLEL", "sting_riflel", "YesNo"
Option "$STING_RAZOR", "sting_razor", "YesNo"
Option "$STING_EHOLD", "sting_ehold", "YesNo"
Option "$STING_BHOLD", "sting_bhold", "YesNo"
StaticText " "
StaticText "$STING_DOPTS", "Gold"
Option "$STING_AUTODUAL", "sting_automags", "YesNo"
Option "$STING_PROTODUAL", "sting_protomags", "YesNo"
StaticText " "
StaticText "$STING_UOPTS", "Gold"
Option "$STING_DPISTOL", "sting_dpistol", "YesNo"
Option "$STING_PSHIELD", "sting_pshield", "YesNo"
Option "$STING_NOPSTART", "sting_nopstart", "YesNo"
Option "$STING_OLSMP", "sting_olsmp", "YesNo"
Option "$STING_MSENTRY", "sting_msentry", "YesNo"
Option "$STING_DUBIOUS", "sting_dubious", "YesNo"
StaticText " "
StaticText "$STING_QOPTS", "Gold"
Option "$STING_AUTOSCUBA", "sting_autoscuba", "YesNo"
Option "$STING_RAZORAIM", "sting_razoraim", "YesNo"
Option "$STING_BIOSPLASH", "sting_biosplash", "YesNo"
Option "$STING_FLAMETSPREAD", "sting_flametspread", "YesNo"
Option "$STING_IMPSELF", "sting_impself", "YesNo"
}
AddOptionMenu "OptionsMenu"
{
StaticText " "
Submenu "$STING_MTITLE", "UnrealOptionMenu"
Submenu "$STING_MCREDS", "UnrealCreditsMenu"
}
OptionMenu "UnrealCreditsMenu"
{
Title "$STING_MCREDS"
StaticText "$STING_CDR", "Gold"
StaticText " "
StaticText "$STING_CLEAD", "White"
StaticText "Marisa Kirisame"
StaticText " "
StaticText "$STING_CASSETS", "White"
StaticText "Epic Games, id Software, Bethesda Softworks"
StaticText " "
StaticText "$STING_CPATRON", "White"
StaticText "Aisamai, Alexa Jones-Gonzales, Jonas Höglund,"
StaticText "Zard1084, Jonathan Nemo, NekoMithos, 3d0xp0xy"
StaticText " "
StaticText "$STING_CTHANK", "White"
StaticText "KynikossDragonn, Raffine52, The Cutting Room Floor"
StaticText " "
StaticText "$STING_CUNR", "Gold"
StaticText " "
StaticText "$STING_CTOP"
StaticText " "
StaticText "$STING_CGDES", "White"
StaticText "James Schmalz, Cliff Bleszinski"
StaticText " "
StaticText "$STING_CLEVEL", "White"
StaticText "Cliff Bleszinski, T. Elliot Cannon,"
StaticText "Pancho Eekels, Jeremy War,"
StaticText "Cedric Fiorentino, Shane Caudle"
StaticText " "
StaticText "$STING_CANIM", "White"
StaticText "Dave Carter"
StaticText " "
StaticText "$STING_CART", "White"
StaticText "James Schmalz, Mike Leatham, Artur Bialas"
StaticText " "
StaticText "$STING_CPROG", "White"
StaticText "Tim Sweeney, Steven Polge, Erik de Neve,"
StaticText "James Schmalz, Carlo Vogelsang, Nick Michon"
StaticText " "
StaticText "$STING_CMUS", "White"
StaticText "Alexander Brandon, Michiel van den Bos"
StaticText " "
StaticText "$STING_CSND", "White"
StaticText "Dave Ewing"
StaticText " "
StaticText "$STING_CGT", "White"
StaticText "Jason Schreiber"
StaticText " "
StaticText "$STING_CBIZ", "White"
StaticText "Mark Rein, Nigel Kent, Craig Lafferty"
StaticText " "
}
ListMenu "MainMenu"
{
Class "UnrealListMenu"
LineSpacing 40
Position 0, 0
UnrealTextItem "$MNU_NEWGAME", "n", "PlayerclassMenu"
UnrealTextItem "$MNU_OPTIONS", "o", "OptionsMenu"
UnrealTextItem "$MNU_LOADGAME", "l", "LoadGameMenu"
UnrealTextItem "$MNU_SAVEGAME", "s", "SaveGameMenu"
IfOption(ReadThis)
{
UnrealTextItem "$MNU_INFO", "i", "ReadThisMenu"
}
UnrealTextItem "$MNU_QUITGAME", "q", "QuitMenu"
}
ListMenu "MainMenuTextOnly"
{
Class "UnrealListMenu"
LineSpacing 40
Position 0, 0
UnrealTextItem "$MNU_NEWGAME", "n", "PlayerclassMenu"
UnrealTextItem "$MNU_OPTIONS", "o", "OptionsMenu"
UnrealTextItem "$MNU_LOADGAME", "l", "LoadGameMenu"
UnrealTextItem "$MNU_SAVEGAME", "s", "SaveGameMenu"
IfOption(ReadThis)
{
UnrealTextItem "$MNU_INFO", "i", "ReadThisMenu"
}
UnrealTextItem "$MNU_QUITGAME", "q", "QuitMenu"
}