Trim excess ammo types. Some guns not reimplemented yet.

This commit is contained in:
Mari the Deer 2022-10-07 19:12:41 +02:00
commit 146531003e
153 changed files with 1901 additions and 7005 deletions

View file

@ -35,20 +35,21 @@ More weapons, because we need 'em. In addition, all the "easy to implement" mini
- ✓ Buttslam lines
* ☑ **Additional Collectibles:**
- ✓ Saya's Mug
* ☐ ***"Trimming the fat"*:**
- ✓ Remove all shell types except buckshot and golden shells
- ✓ Spreadgun loads golden shells with altfire, like in IA3
- ✓ Wallbuster tops up buckshot one cylinder at a time until stopped
- Remove all missile types except blazers, and rewrite the absolute mess of code the Hellblazer currently is
- Ammo types for Silver Bullet kept intact, but implement "alt reload" instead through altfire+reload combo
## 1.4 update *(Fine Refinements)*:
Re-animation of old FK models. Plus extra score incentives and achievements.
* **Re-animate all base models with IK *(important for consistency)***
* **Ammo type simplification:**
- Remove all shell types except buckshot and golden shells
- Spreadgun loads/unloads golden shells by tapping altfire, like in IA3
- Wallbuster tops up buckshot one cylinder at a time until reload is released
- Remove all missile types except blazers
- Zoom button becomes an inspect animation when idle, finally allowing the chamber to be visible
- Ammo types for Silver Bullet kept intact, but implement "alt reload" instead through altfire+reload combo
- Repurpose lead balls for a time bomb item
* **Additional Items:**
- Ballsy™ Bomb *(re-purposes lead ball)*
- Battle-Boi™ Deployable Sentry *(re-purposes saltshot)*
* **Additional Score Bonuses:**
- Double-Cheeked *(Buttslam kill, 1.5x)*
- Unseen *(Kill an enemy without a line of sight to yourself, +300)*
@ -80,8 +81,6 @@ Re-animation of old FK models. Plus extra score incentives and achievements.
- Gibs
- Hexen keys
- Hexen puzzle items
* **Bonus Item:**
- Battle-Boi™ Deployable Sentry
## 1.5 update *(The Final Stage)*:

View file

@ -57,111 +57,95 @@ DoomEdNums
29021 = "RedShell"
29022 = "RedShell2"
29023 = "RedShell4"
29024 = "GreenShell"
29025 = "GreenShell2"
29026 = "GreenShell4"
29027 = "BlueShell"
29028 = "BlueShell2"
29029 = "BlueShell4"
29030 = "PurpleShell"
29031 = "PurpleShell2"
29032 = "PurpleShell4"
29033 = "BlackShell"
29034 = "BlackShell2"
29035 = "BlackShell4"
29036 = "GoldShell"
29037 = "GoldShell2"
29038 = "GoldShell4"
29039 = "EvisceratorShell"
29040 = "EvisceratorShell2"
29041 = "EvisceratorShell3"
29042 = "EvisceratorSixPack"
29043 = "HellblazerMissiles"
29044 = "HellblazerMissiles2"
29045 = "HellblazerMissiles3"
29046 = "HellblazerMissileMag"
29047 = "HellblazerCrackshots"
29048 = "HellblazerCrackshots2"
29049 = "HellblazerCrackshotMag"
29050 = "HellblazerRavagers"
29051 = "HellblazerRavagerMag"
29052 = "HellblazerWarheads"
29053 = "HellblazerWarheadMag"
29054 = "SparkUnit"
29055 = "SparkUnit2"
29056 = "SilverBulletAmmo"
29057 = "SilverBulletAmmo2"
29058 = "SilverBullets"
29059 = "SilverBullets_2"
29060 = "SilverBullets_3"
29061 = "SilverBullets2"
29062 = "SilverBullets2_2"
29063 = "SilverBullets2_3"
29064 = "CandyGunAmmo"
29065 = "CandyGunBullets"
29066 = "CandyGunBullets2"
29067 = "CandyGunBullets3"
29068 = "YnykronAmmo"
29024 = "RedShell8"
29025 = "RedShell12"
29026 = "RedShell16"
29027 = "GoldShell"
29028 = "GoldShell2"
29029 = "GoldShell4"
29030 = "EvisceratorShell"
29031 = "EvisceratorShell2"
29032 = "EvisceratorShell3"
29033 = "EvisceratorSixPack"
29034 = "HellblazerMissiles"
29035 = "HellblazerMissiles2"
29036 = "HellblazerMissiles3"
29037 = "HellblazerMissileMag"
29038 = "SparkUnit"
29039 = "SparkUnit2"
29040 = "SilverBulletAmmo"
29041 = "SilverBulletAmmo2"
29042 = "SilverBullets"
29043 = "SilverBullets_2"
29044 = "SilverBullets_3"
29045 = "SilverBullets2"
29046 = "SilverBullets2_2"
29047 = "SilverBullets2_3"
29048 = "CandyGunAmmo"
29049 = "CandyGunBullets"
29050 = "CandyGunBullets2"
29051 = "CandyGunBullets3"
29052 = "YnykronAmmo"
// DLC Ammo
29069 = "SMW05Ammo"
29070 = "SMW05Ammo2"
29071 = "SMW05Ammo3"
29072 = "SMW05SmallAmmo"
29073 = "SMW05BigAmmo"
29074 = "SheenAmmo"
29075 = "SheenAmmo2"
29076 = "SheenAmmo3"
29077 = "SheenSmallAmmo"
29078 = "SheenBigAmmo"
29079 = "QuadravolAmmo"
29080 = "QuadravolAmmo2"
29081 = "QuadravolAmmo3"
29082 = "SparksterBAmmo"
29083 = "SparksterBAmmo2"
29084 = "SparksterBAmmo3"
29085 = "SparksterRAmmo"
29086 = "SparksterRAmmo2"
29087 = "SparksterRAmmo3"
29088 = "RayBolt"
29089 = "RayBolt2"
29090 = "RayBolt5"
29091 = "RayAmmo"
29092 = "MisterRound"
29093 = "MisterRound2"
29094 = "MisterRound3"
29095 = "MisterRound5"
29096 = "MisterAmmo"
29097 = "MisterGAmmo"
29098 = "UltimatePod"
29099 = "UltimateAmmo"
29053 = "SMW05Ammo"
29054 = "SMW05Ammo2"
29055 = "SMW05Ammo3"
29056 = "SMW05SmallAmmo"
29057 = "SMW05BigAmmo"
29058 = "SheenAmmo"
29059 = "SheenAmmo2"
29060 = "SheenAmmo3"
29061 = "SheenSmallAmmo"
29062 = "SheenBigAmmo"
29063 = "QuadravolAmmo"
29064 = "QuadravolAmmo2"
29065 = "QuadravolAmmo3"
29066 = "SparksterBAmmo"
29067 = "SparksterBAmmo2"
29068 = "SparksterBAmmo3"
29069 = "SparksterRAmmo"
29070 = "SparksterRAmmo2"
29071 = "SparksterRAmmo3"
29072 = "RayBolt"
29073 = "RayBolt2"
29074 = "RayBolt5"
29075 = "RayAmmo"
29076 = "MisterRound"
29077 = "MisterRound2"
29078 = "MisterRound3"
29079 = "MisterRound5"
29080 = "MisterAmmo"
29081 = "MisterGAmmo"
29082 = "UltimatePod"
29083 = "UltimateAmmo"
// For Hexen
29100 = "FabricatorTier1"
29101 = "FabricatorTier2"
29102 = "FabricatorTier3"
29103 = "FabricatorTier4"
29084 = "FabricatorTier1"
29085 = "FabricatorTier2"
29086 = "FabricatorTier3"
29087 = "FabricatorTier4"
// Backpack
29104 = "HammerspaceEmbiggener"
29088 = "HammerspaceEmbiggener"
// Health
29105 = "HealthNuggetItem"
29106 = "TetraHealthItem"
29107 = "CubeHealthItem"
29108 = "RefresherItem"
29089 = "HealthNuggetItem"
29090 = "TetraHealthItem"
29091 = "CubeHealthItem"
29092 = "RefresherItem"
// Armor
29109 = "ArmorNuggetItem"
29110 = "BlastSuitItem"
29111 = "WarArmorItem"
29093 = "ArmorNuggetItem"
29094 = "BlastSuitItem"
29095 = "WarArmorItem"
// Powerups
29112 = "GrilledCheeseSandwich"
29113 = "GhostArtifact"
29114 = "GravitySuppressor"
29115 = "FuckingInvinciball"
29116 = "Ragekit"
29117 = "SWWMLamp"
29118 = "EBarrier"
29119 = "Mykradvo"
29120 = "DivineSprite"
29121 = "AngerySigil"
}
29096 = "GrilledCheeseSandwich"
29097 = "GhostArtifact"
29098 = "GravitySuppressor"
29099 = "FuckingInvinciball"
29100 = "Ragekit"
29101 = "SWWMLamp"
29102 = "EBarrier"
29103 = "Mykradvo"
29104 = "DivineSprite"
29105 = "AngerySigil"
}
```
**Notes:**

View file

@ -133,24 +133,18 @@ Coming from the **Doom** modding side of things, this gun really packs a punch,
**Primary fire:** Fires, duh. Depending on the loaded ammo the effects may vary.
**Secondary fire:** On tap, switches ammo type for the next shot to be loaded. On hold, also tap primary fire to unload the current shell, but leave the gun empty.
**Secondary fire:** Switches to/from special golden shells *(if you've got any)*.
**Reload:** Unload the current shell and load a new one. Unspent shells are re-added to their respective ammo type pool (or dropped if you can't hold more).
**Reload:** Reloads the gun, obviously. Probably redundant considering this action is performed automatically.
The **Spreadgun** uses 6 gauge ammunition, apparently just for the sake of making it feel more powerful due to the increased recoil.
### 6ga shells ~ Replaces Clip / Shells, Wand Crystal / Ethereal Arrows
![](docimg/shells.png)
Available in the following types, with varying chances of appearing depending
on replaced item, may also come in bundles:
A potent dosage of #00 buckshot, ready to tear enemies to shreds, comes packed into each of these. Shells will pop up by themselves or in bunches of various sizes. They're perhaps one of the most common ammo types you may encounter.
- **Standard buckshot *(red)*:** Lots of tiny pellets ready to tear enemies to shreds. Most common.
- **Slug *(green)*:** Concentrated damage in a single, large projectile. Common.
- **Kinylum saltshot *(blue)*:** Highly volatile shards of **Kinylum** that leave behind a trail of burning plasma. Somewhat rare.
- ***"The ball"* *(purple)*:** A big lead ball, 'nuff said. Rare.
- **Telebrium flechette *(black)*:** A discharge of puncturing darts tipped with pure **Telebrium**, highly corrosive, effects may spread through emitted fumes. Very rare.
- **Golden shell *(self-explanatory color)*:** An extremely rare, but very valuable type. Fires a sabot packed with a very dense, high-grade **Explodium** charge, the shell also contains some gold glitter, but it's just for show. Clearly designed by someone completely insane, and definitely guaranteed to not fail catastrophically and blow up your gun, your hands, your arms, and the rest of your upper body. Unlike the others, this one is only available as a rare drop from powerful monsters *(over 1000HP)* and bosses. They may also appear in **Chanceboxes**.
Be on the lookout for a special kind of shell, **Spreadgun**-exclusive, that rarely drops from certain foes *(bosses and/or monsters with over 1000HP)*. We're talking about the **Golden shell**, shiny and sparkly. Loaded into your gun, this will fire a sabot packed with a very dense, high-grade **Explodium** charge, as well as some gold glitter *(which is just for show)*. Golden shells are clearly designed by someone completely insane, and definitely guaranteed to not fail catastrophically and blow up your gun, your hands, your arms, and the rest of your upper body.
### Puntzer Beta *(slot 3)* ~ Replaces Shotgun, Ethereal Crossbow, Serpent Staff
![](docimg/puntzerbeta.png)
@ -171,7 +165,7 @@ These 6.9mm ***(nice)*** corkscrew-shaped bullets have some fine drilling power,
### Wallbuster *(slot 4)* ~ Replaces SSG, Ethereal Crossbow, Frost Shards
![](docimg/wallbuster.png)
A ludicrously overkill weapon, courtesy of the always-overkill **Blackmann Arms**. Sporting a pentagonal array of 5-barrel cylinders, for a grand total of 25 barrels. Everything in front of you is pretty much dead. Cannot use flechettes or golden shells.
A ludicrously overkill weapon, courtesy of the always-overkill **Blackmann Arms**. Sporting a pentagonal array of 5-barrel cylinders, for a grand total of 25 barrels. Everything in front of you is pretty much dead.
**Primary fire:** Shoot one barrel at a time.
@ -179,13 +173,7 @@ A ludicrously overkill weapon, courtesy of the always-overkill **Blackmann Arms*
**Tertiary fire:** Fire all barrels at the same time, but this time REALLY watch out for the recoil.
**Reload:** Reload *(obviously)*. The process is very complicated so I'll explain it better as a list:
- A menu will open after the side lever is pulled. Here you can queue ammo to load up. Controls are displayed at all times.
- In single player, the game is paused when you're in the queueing process, so you can take your time, but in coop you better have someone to cover you while you micromanage this beast.
- While loading shells, you can cancel by holding the reload button.
- For a skilled combat robot like you, reloading this should be very fast. 10 seconds tops, for all 25 barrels.
- The Auto-reload function is not very smart, only use it when you have no time to think.
**Reload:** Reload *(obviously)*. You will top up the whole thing, one cylinder at a time, until you either run out of ammo or press reload again or any fire button.
Should you make use of its multi-fire functionality, you will soon learn why it bears the name of ***"Wallbuster"***.
@ -258,12 +246,7 @@ This thing is more explosive than it looks, so if you're reading this, Icarus, *
### Hellblazers ~ Replaces Rockets, Flame Orb
![](docimg/hellblazerammo.png)
Ammo for the **Hellblazer**, found either as single units or packs. There are four types:
- ***"Blazer"* missiles:** The standard ammunition, highly explosive.
- ***"Crackshot"* cluster bombs:** All sorts of little bits that fly around after the initial blast.
- ***"Ravager"* incendiary bombs:** Wide range, the flames will engulf pretty much everything around itself.
- ***"Slayer"* warheads:** Frickin' nukes, you better keep your distance, because they are ***STRONG***.
Ammo for the **Hellblazer**, found either as single units or packs. The **"Blazer"** 25mm micro-missile packs one hell of a punch with its highly explosive charge, with not just one mighty immediate blast, but also a short-lived lingering aura of big blazing hurt around itself too.
### Quadravol *(slot 6)* ~ Replaces Rocket Launcher, Phoenix Rod, Hammer of Retribution
![](docimg/quadravol.png)
@ -339,11 +322,11 @@ The definitive model of **Blackmann Arms**'s legendary **Silver Bullet** series.
**Primary fire:** Shoot the bullet. A second press chambers another round.
**Secondary fire:** On tap, picks the ammo for the next reload. On hold, also tap primary to manually cock *(in case you want to eject unfired rounds)*.
**Secondary fire:** Hold and combine with primary fire to manually cock *(in case you want to eject unfired rounds)*, or with reload to switch to alternate ammo *(if available)*.
**Tertiary fire:** Press and hold to enter scoped mode. Release to pick the desired zoom level *(can go up to 16x)*. Press again to exit scoped mode.
**Reload:** Reload *(what else is new)* or switch ammo types.
**Reload:** Reload *(what else is new)*. Note that if you only have alternate ammo available, you must use the combo with secondary fire.
This weapon is generally not recommended for human use outside of power armor. Good thing you're not a human, then. Still, the recoil compensator jet engines can potentially deal damage to yourself if you don't have any armor, so be careful.

View file

@ -7,7 +7,6 @@
# this is a bitfield, where abs(maxval) bits must be set
# hasformat: the TXT string has a %d in it to substitute for maxval
# gametype: the game this belongs to (any, doom, heretic, hexen, raven, etc.)
acid,1000,yes,any
allcoll,-1,no,any
#allinv,-1,yes,any
allitems,100,yes,nothexen
@ -18,7 +17,7 @@ anom,50,yes,any
anone,0,no,any
#ara,100,yes,any
#arse,-8,yes,any
balls,200,yes,any
#balls,200,yes,any
#ballself,0,no,any
barrel,1000,yes,doom
barrier,100,yes,doom
@ -32,7 +31,7 @@ bustin,200,yes,any
butts,1000,yes,any
candy,1000,yes,any
cliffyb,0,no,nothexen
clonk,0,no,any
#clonk,0,no,any
#combo,0,no,any
conga,20,yes,any
crush,0,no,any
@ -95,14 +94,11 @@ rail,44,yes,any
reflect,100,yes,any
refresh,500,yes,any
roast,200,yes,any
salt,0,no,any
sanic,800,yes,any
sekiro,0,no,any
#sentry,1000,yes,any
shame,0,no,any
shock,200,yes,any
slayer,50,yes,doom
slayer,20,yes,raven
slemg,500,yes,any
sneaky,20,yes,raven
sneeze,50,yes,any

View file

@ -20,7 +20,6 @@ nosave bool swwm_shaders = true; // use pp shaders for some effects
server bool swwm_revive = true; // allows the player to do an "emergency reboot" when dying
server int swwm_revivecooldown = 60; // cooldown after using a revive, in seconds (0: no limit)
nosave int swwm_interart = 1; // show art on intermissions (2: only fanart, 3: only official renders)
server bool swwm_balluse = true; // lead ball can "press" switches remotely
server bool swwm_blood = true; // custom blood/gibbing
server int swwm_maxblood = 200; // max blood effects at any time
server int swwm_maxgibs = 100; // max gibs at any time

Binary file not shown.

Before

Width:  |  Height:  |  Size: 26 KiB

After

Width:  |  Height:  |  Size: 25 KiB

Before After
Before After

Binary file not shown.

Before

Width:  |  Height:  |  Size: 3.3 KiB

After

Width:  |  Height:  |  Size: 952 B

Before After
Before After

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.5 KiB

After

Width:  |  Height:  |  Size: 1.5 KiB

Before After
Before After

Binary file not shown.

Before

Width:  |  Height:  |  Size: 5.6 KiB

After

Width:  |  Height:  |  Size: 3 KiB

Before After
Before After

Binary file not shown.

Before

Width:  |  Height:  |  Size: 5.6 KiB

After

Width:  |  Height:  |  Size: 3 KiB

Before After
Before After

Binary file not shown.

Before

Width:  |  Height:  |  Size: 9.4 KiB

After

Width:  |  Height:  |  Size: 4.4 KiB

Before After
Before After

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.3 KiB

After

Width:  |  Height:  |  Size: 1.2 KiB

Before After
Before After

Binary file not shown.

Before

Width:  |  Height:  |  Size: 20 KiB

After

Width:  |  Height:  |  Size: 20 KiB

Before After
Before After

Binary file not shown.

Before

Width:  |  Height:  |  Size: 20 KiB

After

Width:  |  Height:  |  Size: 8.2 KiB

Before After
Before After

Binary file not shown.

Before

Width:  |  Height:  |  Size: 26 KiB

After

Width:  |  Height:  |  Size: 10 KiB

Before After
Before After

Binary file not shown.

Before

Width:  |  Height:  |  Size: 9.9 KiB

After

Width:  |  Height:  |  Size: 1.7 KiB

Before After
Before After

Binary file not shown.

Before

Width:  |  Height:  |  Size: 19 KiB

After

Width:  |  Height:  |  Size: 7.8 KiB

Before After
Before After

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.7 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 2.5 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 2.2 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 152 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 196 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 147 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 188 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 151 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 188 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 129 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 120 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 129 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 119 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 135 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 134 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 110 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 120 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 101 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 135 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 110 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 199 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 877 KiB

After

Width:  |  Height:  |  Size: 875 KiB

Before After
Before After

View file

@ -38,14 +38,6 @@ T_MORTALRIFLE = "Mortal Rifle";
T_RAFANKOS = "Rafan-Kos";
T_REDSHELL = "Shell";
T_REDSHELLS = "Shells";
T_GREENSHELL = "Slug";
T_GREENSHELLS = "Slugs";
T_BLUESHELL = "Kinylum Saltshot Round";
T_BLUESHELLS = "Kinylum Saltshot Rounds";
T_BLACKSHELL = "Corrosive Round";
T_BLACKSHELLS = "Corrosive Rounds";
T_PURPLESHELL = "Lead Ball Round";
T_PURPLESHELLS = "Lead Ball Rounds";
T_GOLDSHELL = "Golden Shell";
T_GOLDSHELLS = "Golden Shells";
T_EVISHELL = "Eviscerator Shell";
@ -55,19 +47,7 @@ I_EVISHELLCLIP3 = "Eviscerator Trio Clip";
I_EVISHELLPAK = "Eviscerator 6-Pack";
T_HELLMISSILE = "Hellblazer Missile";
T_HELLMISSILES = "Hellblazer Missiles";
T_HELLMISSILE2 = "2 Hellblazer Missiles";
T_HELLMISSILE3 = "3 Hellblazer Missiles";
T_HELLMISSILEMAG = "Hellblazer Missile Mag";
T_HELLCLUSTER = "Hellblazer Crackshot";
T_HELLCLUSTERS = "Hellblazer Crackshots";
T_HELLCLUSTER2 = "2 Hellblazer Crackshots";
T_HELLCLUSTERMAG = "Hellblazer Crackshot Mag";
T_HELLBURNINATOR = "Hellblazer Ravager";
T_HELLBURNINATORS = "Hellblazer Ravagers";
T_HELLBURNINATORMAG = "Hellblazer Ravager Mag";
T_HELLNUKE = "Hellblazer Warhead";
T_HELLNUKES = "Hellblazer Warheads";
T_HELLNUKEMAG = "Hellblazer Warhead Mag";
T_SPARKUNIT = "Biospark Unit";
T_SPARKUNITS = "Biospark Units";
T_XSBMAG = "1.150 XSB Magazine";
@ -480,17 +460,9 @@ FN_ELITEZOMBIE_FUN3 = "Blondie Boy";
O_DEEPIMPACT = "%o was impacted deeply by %k.";
O_DEEPIMPACT_WEAK = "%k coughed in %o's general direction.";
O_EXPLODIUM = "%k inflicted severe knee explosions onto %o.";
O_SPREADGUN_RED = "%k gave %o a mouthful of shot.";
O_SPREADGUN_GREEN = "%o got slugged by %k.";
O_SPREADGUN_BLUE = "%k made %o very salty.";
O_SPREADGUN_BLACK = "%o received a very spiky treatment from %o.";
O_SPREADGUN_BLACK_DEBUFF = "%k turned %o into a corroded mess.";
O_SPREADGUN_PURPLE = "%o was conked by %k's lead ball.";
O_SPREADGUN = "%k gave %o a mouthful of shot.";
O_SPREADGUN_GOLD = "%o ate up %k's golden blast.";
O_WALLBUSTER_RED = "%k gave %o a mighty busting.";
O_WALLBUSTER_GREEN = "%k turned %o into a donut.";
O_WALLBUSTER_BLUE = "%k made %o REALLY salty.";
O_WALLBUSTER_PURPLE = "%k inflicted lead ball torture onto %o.";
O_WALLBUSTER = "%k gave %o a mighty busting.";
O_EVISCERATOR = "%o was eviscerated by %k.";
O_HELLBLAZER = "%k blasted %o into burning bits.";
O_SPARKSTER = "%o got sparked hard by %k.";
@ -529,6 +501,8 @@ O_MASHIRO4 = "%o mysteriously disappeared.";
O_MASHIRO5 = "%o angered the wrong moth.";
O_ENDLEVEL = "%o had a peculiar teleportation-related mishap.";
O_MYKRADVO = "%o couldn't hide from %k's vengeful wrath.";
O_LEADBALL = "%o was conked by %k's lead ball.";
O_SALTSHOT = "%k made %o very salty.";
// edited vanilla obituaries
OB_SUICIDE = "%o commited suikoden.";
OB_FALLING = "%o sprained everything.";
@ -736,9 +710,8 @@ TT_EXPLODIUM2 =
"\cfReload:\c- Reload weapon(s).";
TT_SPREADGUN =
"\cfFire:\c- Shoot weapon.\n"
"\cfAltfire:\c- Select ammo.\n"
"\cfReload:\c- Reload / switch ammo.\n"
"\cfAltfire+Fire:\c- Unload ammo.";
"\cfAltfire:\c- Reload special ammo.\n"
"\cfReload:\c- Reload weapon.";
TT_WALLBUSTER =
"\cfFire:\c- Shoot one barrel.\n"
"\cfAltfire:\c- Shoot one cylinder.\n"
@ -751,8 +724,7 @@ TT_EVISCERATOR =
TT_HELLBLAZER =
"\cfFire:\c- Load / shoot rockets.\n"
"\cfAltfire:\c- Load / shoot grenades.\n"
"\cfZoom:\c- Select ammo.\n"
"\cfReload:\c- Reload / switch ammo.\n"
"\cfReload:\c- Reload weapon.\n"
"\cx(More controls in library)\c-";
TT_SPARKSTER =
"\cfFire:\c- Orb shot.\n"
@ -761,10 +733,10 @@ TT_SPARKSTER =
"\cfReload:\c- Reload / double load.";
TT_SILVERBULLET =
"\cfFire:\c- Shoot weapon.\n"
"\cfAltfire:\c- Select ammo.\n"
"\cfZoom:\c- Use scope.\n"
"\cfReload:\c- Reload / switch ammo.\n"
"\cfAltfire+Fire:\c- Manual bolt cycle.";
"\cfReload:\c- Reload weapon.\n"
"\cfAltfire+Fire:\c- Manual bolt cycle.\n"
"\cfAltfire+Reload:\c- Reload special ammo.";
TT_CANDYGUN =
"\cfFire:\c- Shoot weapon.\n"
"\cfAltfire:\c- Throw magazine.\n"
@ -913,7 +885,7 @@ SWWM_NEWMISSION = "Mission briefing has been updated.";
SWWM_CHEEVO = "\cxAchievement unlocked: \cf%s\c-";
SWWM_CHEEVOREM = "\cx%s \cxunlocked an achievement: \cf%s\c-";
// intermission tips
SWWM_NINTERTIP = "210";
SWWM_NINTERTIP = "207";
SWWM_INTERTIP = "Tip #%d:";
SWWM_INTERTIP1 = "The Demolitionist is immune to drowning, poison and even fall damage (excluding instant kill pits).";
SWWM_INTERTIP2 = "The Explodium Gun's altfire has an explosive yield proportional to the bullets left in the mag.";
@ -941,7 +913,7 @@ SWWM_INTERTIP23 = "Did you know that Saya really hates the UAC?\n\nWhat? You alr
SWWM_INTERTIP24 = "You can dash into enemies to push them out of the way. Some smaller ones may die immediately from the impact and go flying.";
SWWM_INTERTIP25 = "If you do an air dash straight towards the ground, you might land with enough force to cause a shockwave, pushing away most enemies around you.";
SWWM_INTERTIP26 = "You can press switches and open doors by punching them. This can also be done with the Lead Ball ammunition from the Spreadgun, with the exception of exit switches.";
SWWM_INTERTIP27 = "The corrosive effects of the Spreadgun's Black Shells can stack, up to a lethal degree if you hit a target dead on. On top of that, nearby targets might also feel some extra pain from the toxic fumes that'll come out, and spread its effects even further beyond.";
SWWM_INTERTIP27 = "The Spreadgun may be unwieldy to use, but it compensates by being far more destructive than your typical shotgun.";
SWWM_INTERTIP28 = "The Demolitionist is too heavy to swim, and will sink quickly. Don't worry, though, the jet boosters work underwater too.";
SWWM_INTERTIP29 = "Love is the most powerful thing in the world. Don't hate those who are different. We all must stand together.";
SWWM_INTERTIP30 = "The Silver Bullet fires with such a force that its bullets leave shockwaves as they rip through the air (and enemies), dealing additional damage. It can also pierce through some walls.";
@ -951,7 +923,7 @@ SWWM_INTERTIP33 = "If you can line it up properly, dashing into enemies backward
SWWM_INTERTIP34 = "While under the effects of a Ragekit, your dashing damage will be amplified to such a level you can even cleanly tear through doors and other obstacles along the way.";
SWWM_INTERTIP35 = "We live in a world where many of us are discriminated for our very identity. This is a sad reality, and one that we never chose. Sadder is however the existence of those who hate us.";
SWWM_INTERTIP36 = "Demo-chan's favorite color is green.";
SWWM_INTERTIP37 = "Kinylum saltshot is potent enough to pierce through invulnerable enemies. This is also true of all weapons from slot 7 upwards.";
SWWM_INTERTIP37 = "All weapons from slot 7 upwards are capable of damaging otherwise invulnerable enemies.";
SWWM_INTERTIP38 = "Even if you're not interested in reading the lore, it is still useful to check the entries of weapons and other items to learn more about their usage. Of course, you can also simply experiment by yourself.";
SWWM_INTERTIP39 = "If you experience slowdowns when many sound effects are playing, it's recommended to disable HRTF in the OpenAL settings, if enabled.";
SWWM_INTERTIP40 = "Item Sense can help you detect items that would be otherwise hard to see among the chaos of an after-battle corpse pile. With an Omnisight, you can even see where items are through walls!";
@ -1021,9 +993,9 @@ SWWM_INTERTIP103 = "Grilled cheese sandwiches are actually pretty tasty, as the
SWWM_INTERTIP104 = "You can interact with collectible items from the Keychain tab of your Demolitionist Menu. You know, just in case you feel like playing around with them.";
SWWM_INTERTIP105 = "Moths like lamps.";
SWWM_INTERTIP106 = "No, covering yourself in oil won't allow you to fly when it rains.";
SWWM_INTERTIP107 = "Lead balls can deal random crits. Please don't hurt me, TF2 players.";
SWWM_INTERTIP107 = "\"I didn't know they put Shakespeare in comic books.\"\n — Demo Miyamoto";
SWWM_INTERTIP108 = "This mod may contain horny, in small amounts.";
SWWM_INTERTIP109 = "Did you know the Hellblazer can show its magazine state when placed in the world? It's not really a very important thing, but I'm proud of my obsessive attention to detail.";
SWWM_INTERTIP109 = "The Hellblazer's missiles don't just deal direct blast damage, but also release an expanding wave of scorching heat.";
SWWM_INTERTIP110 = "If you didn't know already, the mod can also be used with Heretic and Hexen. New things will be unlocked in each of them, as the overarching story of the mod progresses.";
SWWM_INTERTIP111 = "Ironic shitposting is still shitposting.";
SWWM_INTERTIP112 = "There are no buses in Gensokyo.";
@ -1098,14 +1070,14 @@ SWWM_INTERTIP180 = "Are you tired of death exits? Then you are in luck, for this
SWWM_INTERTIP181 = "Unlike the rapidly thrown quick grenades, the Explodium Gun's altfire will bounce on walls, allowing you to hit targets around corners.";
SWWM_INTERTIP182 = "The Sheen HMG sets the air on fire along each bullet's path, just from the sheer pressure of the cartridge used.";
SWWM_INTERTIP183 = "The rare golden shells allow you to cause extreme destruction in a large radius. Just be careful not to stand too close.";
SWWM_INTERTIP184 = "Be careful with your lead balls. They might ricochet back into your face and hurt real bad.";
SWWM_INTERTIP184 = "\"Life sometimes truly feels like a videogame.\"\n — Reubens C. Karnanaiahmani";
SWWM_INTERTIP185 = "Once you're set ablaze by the Quadravol, the quickest solution is to shake those flames off. Shame that your enemies aren't smart enough to know that.";
SWWM_INTERTIP186 = "Somehow, the Quadravol can be used underwater. One has to wonder what those fireballs are made of.";
SWWM_INTERTIP187 = "The Ray-Khom's alternate fire is lethal in contact with water. Do apply some common sense with this information.";
SWWM_INTERTIP188 = "The Rafan-Kos can prepare a delicious cyberdemon roast in a matter of seconds.";
SWWM_INTERTIP189 = "The Mortal Rifle allegedly uses \"mutating ammunition\", whatever the hell that's supposed to mean.";
SWWM_INTERTIP190 = "Hellblazer warheads will continuously toast things good as their shockwave expands. Get Redeemed, sucker.";
SWWM_INTERTIP191 = "Hellblazer ravagers are best used in enclosed spaces, it keeps all the scorching hot plasma nicely contained.";
SWWM_INTERTIP190 = "Demons tend to be very competitive, so friendly fire can easily turn them against each other.";
SWWM_INTERTIP191 = "The Wallbuster takes a while to fully load up, but once the deed's done, you've got a much faster firing shotgun in your hands.";
SWWM_INTERTIP192 = "The Demolitionist can directly interface with the Hellblazer to mark targets for seeking. This even works on grenades.";
SWWM_INTERTIP193 = "The Quadravol can be held with one hand. This has no tactical advantage, but you can do the cool spin and that's all that matters.";
SWWM_INTERTIP194 = "Xekkian weapons are very big, but so are the people who use them.";
@ -1122,9 +1094,6 @@ SWWM_INTERTIP204 = "Do not be afraid to experiment with different play styles. M
SWWM_INTERTIP205 = "The Sheen HMG features such intense recoil that given enough firing speed, it could be used to glide around when aiming straight down.";
SWWM_INTERTIP206 = "Rocket jumping with the Quadravol is perfectly safe. You can trust me on this, I am a helpful tip after all.";
SWWM_INTERTIP207 = "The Sheen HMG's three speed options allow for optimal balancing between ammo conservation and sheer damage output.";
SWWM_INTERTIP208 = "The Wallbuster is a weapon that requires some prior planning to maximize its usefulness. Make sure you've got it well loaded up before facing the enemy.";
SWWM_INTERTIP209 = "Demons tend to be very competitive, so friendly fire can easily turn them against each other.";
SWWM_INTERTIP210 = "\"Life sometimes truly feels like a videogame.\"\n — Reubens C. Karnanaiahmani";
// intermission fanart
SWWM_FANART = "Art: ";
SWWM_NFANART = "28";
@ -1157,8 +1126,6 @@ SWWM_FANART26 = "Marisa15.jpg";
SWWM_FANART27 = "Marisa16.jpg";
SWWM_FANART28 = "Marisa17.jpg";
// achievements
SWWM_ACHIEVEMENT_ACID_TAG = "Fizzy Goodness";
SWWM_ACHIEVEMENT_ACID_TXT = "Melt %s enemies with Telebrium Flechettes";
SWWM_ACHIEVEMENT_ALLCOLL_TAG = "The Full Set";
SWWM_ACHIEVEMENT_ALLCOLL_TXT = "Obtain all collectibles in a single save";
SWWM_ACHIEVEMENT_ALLITEMS_TAG = "Collector";
@ -1312,8 +1279,6 @@ SWWM_ACHIEVEMENT_REFRESH_TAG = "Stay Fresh";
SWWM_ACHIEVEMENT_REFRESH_TXT = "Use %s Refreshers";
SWWM_ACHIEVEMENT_ROAST_TAG = "Gravely Roast";
SWWM_ACHIEVEMENT_ROAST_TXT = "Perform %s bayonet combos with the Quadravol";
SWWM_ACHIEVEMENT_SALT_TAG = "Maximum Oversalt";
SWWM_ACHIEVEMENT_SALT_TXT = "Shoot 25 Saltshot rounds simultaneously";
SWWM_ACHIEVEMENT_SANIC_TAG = "CHILLI DOGS";
SWWM_ACHIEVEMENT_SANIC_TXT = "Reach a top speed of %s kph";
SWWM_ACHIEVEMENT_SEKIRO_TAG = "Hesitation is Defeat";
@ -1322,8 +1287,6 @@ SWWM_ACHIEVEMENT_SHAME_TAG = "Shameful";
SWWM_ACHIEVEMENT_SHAME_TXT = "Kill a boss solely by using the Deep Impact primary";
SWWM_ACHIEVEMENT_SHOCK_TAG = "Shockmaster";
SWWM_ACHIEVEMENT_SHOCK_TXT = "Perform %s Biospark combos";
SWWM_ACHIEVEMENT_SLAYER_TAG = "I am Become Death";
SWWM_ACHIEVEMENT_SLAYER_TXT = "Kill %s enemies with a single Slayer Warhead";
SWWM_ACHIEVEMENT_SLEMG_TAG = "The Sledge Method";
SWWM_ACHIEVEMENT_SLEMG_TXT = "Activate %s switches by punching them";
SWWM_ACHIEVEMENT_SNEAKY_TAG = "Sneaky Retreat";

View file

@ -1761,15 +1761,7 @@ SWWM_LORETXT_HELLBLAZER =
"\cxClassification:\c-\n"
"\cf Mini-Missile Launcher\c-\n"
"\n"
"The \cfHellblazer\c- is the third incarnation of the \cfHellfire Cannon\c-, one of the many weapons that \cfImanaki Corp\c- had constructed based on their experiments with harnessing what they called \cfArdent Energy\c-, a power source from the depths of \cfHell\c- itself. It is a direct improvement of the Mark 2 model, the \cfHellrazer\c-, sporting burst-fire capabilities and a simple drum magazine system for easier reloads. It also features many more types of ammunition this time:\n"
"\n"
"\cf\"Blazer\" grenades:\c- The standard ammunition. Highly explosive despite their small size, thanks to the highly condensed Ardent Energy contained within.\n"
"\n"
"\cf\"Crackshot\" cluster grenades:\c- These burst into smaller grenades which will spread on impact, bouncing around for a short time before detonating.\n"
"\n"
"\cf\"Ravager\" incendiary grenades:\c- Ravagers release a wave of unrefined Ardent Energy on detonation, covering a very wide area around themselves. Quite useful in tight spaces, where this scorching hot plasma won't dissipate as quickly, thoroughly roasting any targets within. For safety reasons this ammunition type cannot be employed in burst-fire.\n"
"\n"
"\cf\"Slayer\" warheads:\c- A returning favorite from the previous series. These miniature nukes contain within themselves highly enriched Ardent Energy that will cause total devastation in a large radius, bringing swift death to even the highest ranked demons in Hell's armies. Cannot operate in burst-fire mode either.\n"
"The \cfHellblazer\c- is the third incarnation of the \cfHellfire Cannon\c-, one of the many weapons that \cfImanaki Corp\c- had constructed based on their experiments with harnessing what they called \cfArdent Energy\c-, a power source from the depths of \cfHell\c- itself. It is a direct improvement of the Mark 2 model, the \cfHellrazer\c-, sporting burst-fire capabilities and a simple drum magazine system for easier reloads. As its ammunition, it employs 25mm \"Blazer\" grenades, highly explosive despite their small size, due to the materials contained within.\n"
"\n"
"The Hellblazer was discontinued following the destruction of the Imanaki Corp headquarters in 2009, but the \cfTach-Engine Technology Institute\c- had managed to reproduce this weapon following their demise. Replicated models do not actually employ this \"Ardent Energy\" however, so they are not as destructive as they were meant to be. Rather, they are powered by the highly volatile \cfNokron\c-, one of the two exotic elements involved in the process of Microfusion, as its potential for use in explosives is quite notable.\n"
"\n"
@ -1779,9 +1771,9 @@ SWWM_LORETXT_HELLBLAZER =
"\n"
"\cfSecondary Fire:\c- Lobs the loaded ammunition unarmed, as a bouncing grenade. Tap to fire one grenade, hold to preload up to 2 additional grenades (primary Fire cancels this process). Target seeking also affects grenades, as they will attempt to steer themselves towards the target on bounce.\n"
"\n"
"\cfTertiary Fire:\c- Cycles the ammo type for the next reload.\n"
"\cfTertiary Fire:\c- Does nothing unless the weapon is locked for fire (see above).\n"
"\n"
"\cfReloading:\c- During a reload, you may either refill the current mag (quite easy through the \cfHammerspace™\c- container), or swap it out for a different ammo type.\n"
"\cfReloading:\c- Refills the current magazine, quite easily through the \cfHammerspace™\c- container.\n"
"\n"
"\cfTechniques:\c- The grenades will automatically detonate on proximity to any hostile targets (unless explicitly seeking one), so you may still land the shot even if you merely grazed them. It is unclear how exactly they detect the targets, or know that they are hostile.\n"
"\n"
@ -3794,9 +3786,9 @@ SWWM_LORETXT_SILVERBULLET =
"\n"
"\cfPrimary Fire:\c- Shoot the bullet. Any small targets hit by it are pretty much turned to paste. A second press after firing will chamber another round.\n"
"\n"
"\cfSecondary Fire:\c- Tap to switch next reload between XSB and FCB ammunition, if available. Hold and then press primary fire to manually cock, allowing you to retrieve unfired rounds.\n"
"\cfSecondary Fire:\c- Hold and then press primary fire to manually cock, allowing you to retrieve unfired rounds. Hold and then press reload to reload, but using secondary ammunition if available.\n"
"\n"
"\cfReloading:\c- Reloads the weapon. Each magazine holds 5 rounds. An extra round can also be kept chambered.\n"
"\cfReloading:\c- Reloads the weapon. Each magazine holds 5 rounds. An extra round can also be kept chambered. Note that if you only have secondary ammunition available, you must use the combo with secondary fire.\n"
"\n"
"\cfZoom:\c- Custom-tailored adjustable telescopic sight, up to 16x. Equipped with a soft foam covering to protect the user's face during scoped fire.\n"
"\n"
@ -3850,36 +3842,22 @@ SWWM_LORETXT_SPREADGUN =
"\n"
"The \cfSpreadgun\c- is a simple single-shot shotgun with a rather unconventional reload mechanism. Unlike other weapons of the same fashion, the Spreadgun employs an odd variant of break action that \cfBlackmann Arms\c- has described as \"slide-action\", whereas rather than being hinged, the barrel slides horizontally at the press of two side buttons, with a small metal bit springing up and ejecting the loaded shell. After loading in another round, the user merely has to push the barrel back into its closed position. Some have doubts about the practicality of this operation, or its safety, but it's been guaranteed that the gun will not misfire no matter the force exerted to push the barrel back in.\n"
"\n"
"The weapon is chambered for rather sizable 6ga shells, and there's an exclusive assortment of ammunition types it can use, all handled by Blackmann Arms themselves. They are as follows:\n"
"The weapon is chambered for rather sizable 6ga shells. The ideal load that you'll find on the field are #00 buckshot rounds. Do note that the spread caused by the shortness of the barrel may make it difficult to reach distant targets, but at close range it should be very effective.\n"
"\n"
"\cfStandard Buckshot:\c- Red shells. Exactly what it says on the tin. The spread caused by the shortness of the barrel may make it difficult to reach distant targets, but at close range it should be very effective.\n"
"There is additionally an exclusive secondary load available, so-called \cfGolden Shells\c-, highly rare and expensive, with unmatched destructive power. Each round fires a sabot packing a high-grade, high-density \cfExplodium\c- charge, along with gold glitter (which is apparently just for show). Anything directly hit by it is guaranteed to be completely vaporized by the ensuing blast.\n"
"\n"
"\cfMetal Slug:\c- Green shells. Very potent slugs that have a decent accuracy, even at longer ranges. Due to their size and weight, they can potentially penetrate multiple small targets.\n"
"\n"
"\cfKinylum Saltshot:\c- Teal shells. Small chunks of Kinylum in its natural \"salt\" form. Once shot, they leave a trail of boiling hot plasma that remains in the air for a few moments before finally dissipating. In addition, the chunks will explode violently on contact with any surface, or once they \"destabilize\" (which unfortunately makes this type of ammunition ineffective at longer distances).\n"
"\n"
"\cfLead Ball:\c- Purple shells. Coming from \cfPlutoni Incorporated\c-, these rounds shoot out a heavy ball of pure hurt. Despite the fact it's made of lead, it tends to keep its shape no matter how hard it hits something (some wonder if it actually IS made of lead, or if it's something else entirely). Having come out of such a place, it's no surprise that they also have some rather odd effects. It appears that, on certain occasions, the balls may emit odd sounds on impact, which in addition cause some form of potent shockwave around itself, increasing its speed in the process. This odd happening is listed as \"Random Crits\" in the store page.\n"
"\n"
"\cfTelebrium Flechettes:\c- Black shells. Dozens of piercing projectiles tipped with pure Telebrium, an exotic element known for its potent corrosive effects when heated. Targets hit by these projectiles will experience a very painful discharge of corrosive toxins through their bodies (even non-organic ones), although the effects of this will dissipate in a couple seconds. Use of this ammunition is highly restricted, but you have been granted permission to use it against the invading forces.\n"
"\n"
"\cfGolden Shell:\c- Gold-plated shells with a heavy metal body. A highly rare and expensive type of ammunition, with unmatched destructive power. Each round fires a sabot packing a high-grade, high-density \cfExplodium\c- charge, along with gold glitter (which is apparently just for show). Anything directly hit by it is guaranteed to be completely vaporized by the ensuing blast.\n"
"\n"
"The wide range of compatible ammunition types makes the Spreadgun a rather versatile weapon, once you look past its tedious manual reloading. There are however plans to make a much more comfortable semi-automatic, recoil operated variant of this weapon, with prototypes already being tested.\n"
"The Spreadgun can be a versatile weapon, once you look past its tedious manual reloading. Still, there are plans to make a much more comfortable semi-automatic, recoil operated variant of this weapon, with prototypes already being tested.\n"
"\n"
"\cfPrimary Fire:\c- Shoot the loaded shell.\n"
"\n"
"\cfSecondary Fire:\c- Tap to select the next ammo type to be used on reload. Hold and then press primary fire to unload the current shell and leave the weapon empty.\n"
"\cfSecondary Fire:\c- Reloads with golden shells, if available. Note that if the currently loaded round was not spent, it will be returned to its ammo pool. Should there not be enough storage space for it, it will be dropped on the ground instead.\n"
"\n"
"\cfReloading:\c- Unload the current shell and load a new one. If the loaded shell was not spent, it will be returned to its ammo pool. Should there not be enough storage space for it, it will be dropped on the ground instead.\n"
"\cfReloading:\c- Reloads with standard ammunition, if available. Same rules apply here.\n"
"\n"
"\cxSaya's Notes:\c-\n"
"\cfYeah, this shit looks impractical af, and I don't know how no one has shot a hole through their hand reloading the damn thing. BUT, it does let you use all sorts of fun ammo. You've got the typical bread and butter of shells there, and then there's... Literal radioactive rock salt, that explodes, yeah, amazing. But then you look at what's right after that and... yeah.\c-\n"
"\cfYeah, this shit looks impractical af, and I don't know how no one has shot a hole through their hand reloading the damn thing. BUT it's powerful as all fuck, what with the absolute girth of that caliber and all.\c-\n"
"\n"
"\cfHermann-senpai redirected me to nerdboi for those black shells, because they were his idea. So, let me explain. Telebrium is... a war crime. Plain and simple. We can kind of get away with it, though, because it's just mindless beasts that you're throwing it at. Still makes me uneasy, but hey, we're not using it on people, unlike the actual cases where it WAS used on people (good god, the stories about that).\c-\n"
"\n"
"\cfAnyway, enough about crimes, let's talk about the purple bois. So these things are a serious crime, and THOSE TWO had to be involved of course. I'm pretty sure those things are NOT made of lead. This looks like that weird metal they work with, that I swear to fuck I can't even pronounce the name of. And it has... yes, RANDOM CRITS. Therein lies the crime, Demo-chan. Can't believe we've got that shit going on now. I absolutely lost it when I first saw it in action, and I'm sure you will, too.\c-\n"
"\n"
"\cfLastly there's those golden bois. We can't buy them ourselves, so nerdo made another of his nerdy deals and said that he might reward you every now and then with one for eliminating \"high level targets\" or something like that. Can't wait to see what that shit is like, a fucking... golden shower of pain.\c-\n"
"\cfAlso, there's the whole thing of those golden bois. We can't buy them ourselves, so nerdo made another of his nerdy deals and said that he might reward you every now and then with one for eliminating \"high level targets\" or something like that. Can't wait to see what that shit is like, a fucking... golden shower of pain.\c-\n"
"\n"
"\cf*cough*\c-\n"
"\n"
@ -4213,17 +4191,7 @@ SWWM_LORETXT_WALLBUSTER =
"\n"
"The internal mechanisms driving this weapon have such a degree of complexity that they've been described as \cf\"Kraut Deep Space Magic\"\c- by some. Only \cfHermann E. Ischer\c- himself knows every detail about their operation. With each twist of the main trigger, the topmost barrel is primed, and then its cylinder spins counter-clockwise, with the next round ready for shooting. On a complete rotation, or when the secondary trigger is used, the main body spins afterwards, switching to another cylinder.\n"
"\n"
"The Wallbuster is compatible with most types of 6ga shells distributed by Blackmann, although there are safety restrictions on some, namely flechettes and golden shells. This limits the range of ammunition usable to only these four types:\n"
"\n"
"\cfStandard Buckshot:\c- Red shells. Exactly what it says on the tin. Quite lethal at short range, and with some extra reach due to the length of the weapon's barrels.\n"
"\n"
"\cfMetal Slug:\c- Green shells. Very potent slugs that have a decent accuracy, even at longer ranges. Due to their size and weight, they can potentially penetrate multiple small targets.\n"
"\n"
"\cfKinylum Saltshot:\c- Teal shells. Small chunks of Kinylum in its natural \"salt\" form. Once shot, they leave a trail of boiling hot plasma that remains in the air for a few moments before finally dissipating. In addition, the chunks will explode violently on contact with any surface, or once they \"destabilize\" (which unfortunately makes this type of ammunition ineffective at longer distances).\n"
"\n"
"\cfLead Ball:\c- Purple shells. Coming from \cfPlutoni Incorporated\c-, these rounds shoot out a heavy ball of pure hurt. Despite the fact it's made of lead, it tends to keep its shape no matter how hard it hits something (some wonder if it actually IS made of lead, or if it's something else entirely). Having come out of such a place, it's no surprise that they also have some rather odd effects. It appears that, on certain occasions, the balls may emit odd sounds on impact, which in addition cause some form of potent shockwave around itself, increasing its speed in the process. This odd happening is listed as \"Random Crits\" in the store page.\n"
"\n"
"Despite this limitation, with just these four types one can make of the Wallbuster a quite mighty companion. Especially taking into account the semi-automatic nature of the weapon, allowing for a quick succession of shots or even shooting multiple shells simultaneously.\n"
"Taking into account the semi-automatic nature of the weapon, allowing for a quick succession of shots or even shooting multiple shells simultaneously, the Wallbuster is a quite mighty companion.\n"
"\n"
"\cfPrimary Fire:\c- Shoots the topmost barrel.\n"
"\n"
@ -4231,14 +4199,14 @@ SWWM_LORETXT_WALLBUSTER =
"\n"
"\cfTertiary Fire:\c- Shoots it all, if you really want to.\n"
"\n"
"\cfReloading:\c- Once the side lever is pulled down, the cylinders can be safely detached and reloaded individually. For reloading on the go, it's recommended to have a \cfMagnetic Utility Belt\c- or similar at hand, as it will make this operation easier. Speed loaders are available for purchase from the Blackmann Arms website, or from authorized distributors. Clever operators might also choose to carry spare pre-loaded cylinders.\n"
"\cfReloading:\c- Once the side lever is pulled down, the cylinders can be safely detached and reloaded individually. A rapid reload routine will execute that automatically makes you top up the gun as much as possible. You can cancel this at any moment by pressing reload again or either fire button.\n"
"\n"
"\cfTechniques:\c- True to its name, you can destroy all sorts of obstacles along the way, provided you're dealing enough damage relative to their size (requiring secondary or tertiary fire). This even includes locked doors, so you won't have to bother with key hunting anymore.\n"
"\n"
"\cxSaya's Notes:\c-\n"
"\cfOK so, this ballbusting hunk of metal. Yeah, now ain't that some good shit...\c-\n"
"\n"
"\cfDon't worry about reloading this taking a long-ass time, btw. DemolitionOS comes with a quick reload routine that'll make it much easier for you. The ammo will be queued up in your Hammerspace, and then all you have to do is hold out your hand above the barrels, and they'll get deployed right inside. Nifty, huh? Taro did most of the work on that, so yeah, you can thank him. PS: I don't recommend you to use the auto-reload function, it's a bit shoddily programmed and it's not very smart with how it picks ammo. I guess in an emergency it's OK since it's really fast, though.\c-\n"
"\cfDon't worry about reloading this taking a long-ass time, btw. DemolitionOS comes with a quick reload routine that'll make it nice and easy for you. The ammo will be queued up in your Hammerspace, and then all you have to do is hold out your hand above the barrels, and they'll get deployed right inside, takes around 10 seconds to top it up, more or less. Nifty, huh? Taro did most of the work on that, so yeah, you can thank him.\c-\n"
"\n"
"\cfOh and... y'know... this whole thing, that name and all, kinda makes me think of grandma a bit. I mean, if you change the first letter... Oh, do you hear those drums and that guitar? 'cause I sure do...\c-\n"
"\n"

View file

@ -57,7 +57,6 @@ SWWM_NONE = "None";
SWWM_INTERART = "Intermission Art";
SWWM_NORENDER = "Yes (Fanart Only)";
SWWM_NOFANART = "Yes (Renders Only)";
SWWM_BALLUSE = "Lead Balls can Activate Switches";
SWWM_BTITLE = "Balance Options";
SWWM_BLOOD = "Enable Custom Blood";
SWWM_FUZZ = "Enable Animated Menu BG";
@ -221,7 +220,6 @@ TOOLTIP_SWWM_SHADERS = "Use postprocess shaders for things like powerups and the
TOOLTIP_SWWM_REVIVE = "Allows the player to get back up after dying by pressing Fire. Has a configurable cooldown.";
TOOLTIP_SWWM_REVIVECOOLDOWN = "Time in seconds of downtime after using a reboot, where if you die again, you can't get back up. Set to 0 to allow unlimited reboots. Alternatively, you can also set it to only allow one reboot per map (enforced on expert difficulties).";
TOOLTIP_SWWM_INTERART = "If enabled, displays randomly selected fanart and official renders during intermissions. There are extra options to only show each category.";
TOOLTIP_SWWM_BALLUSE = "Lead Ball projectiles can remotely activate use switches (excluding exits). Potentially OP.";
TOOLTIP_SWWM_BLOOD = "Enable custom blood and gore effects, adapted from Soundless Mound. I'd honestly recommend Nashgore instead, it's better.";
TOOLTIP_SWWM_FUZZ = "Toggling this off is recommended if you're recording/streaming as this effect can harm video quality.";
TOOLTIP_SWWM_CBTALL = "Allows the Wallbuster and other weapons capable of map geometry destruction to break pretty much anything, not just doors and platforms. Note that this can break some maps, which is why this option is here.";
@ -534,19 +532,6 @@ SWWM_HELPTXT =
SWWM_GAMETAB = "Games";
SWWM_PICKGAME = "Choose a game";
SWWM_GAMETITLE_MADCATGAME = "Boot Test";
// Wallbuster menu
SWWM_BUSTERTITLE = "Wallbuster - Easy Reload Menu";
SWWM_BUSTERKEYS =
"\cfLeft, Right:\c- Select Ammo Type\n"
"\cfDown:\c- Add Ammo\n"
"\cfUp:\c- Remove Ammo\n"
"\cfPage Down:\c- Add 5 Ammo\n"
"\cfPage Up:\c- Remove 5 Ammo\n"
"\cfBackspace:\c- Clear Ammo\n"
"\cfEnter:\c- Initiate Reload\n"
"\cfEnter (if empty):\c- Auto Reload\n"
"\cfDelete:\c- Full Unload\n"
"\cfEsc:\c- Cancel Reload\n";
// Help menu
SWWM_HELP_STORY = "The Story So Far";
SWWM_HELP_STORYDOOM =

View file

@ -29,14 +29,6 @@ I_NEWSPARKSTER = "Rifle Sparkster Serie x3";
T_MORTALRIFLE = "Rifle Mortal";
T_REDSHELL = "Cartucho";
T_REDSHELLS = "Cartuchos";
T_GREENSHELL = "Slug";
T_GREENSHELLS = "Slugs";
T_BLUESHELL = "Cartucho de Sal de Kinylum";
T_BLUESHELLS = "Cartuchos de Sal de Kinylum";
T_BLACKSHELL = "Cartucho Corrosivo";
T_BLACKSHELLS = "Cartuchos Corrosivos";
T_PURPLESHELL = "Cartucho de Bola de Plomo";
T_PURPLESHELLS = "Cartuchos de Bola de Plomo";
T_GOLDSHELL = "Cartucho Dorado";
T_GOLDSHELLS = "Cartuchos Dorados";
T_EVISHELL = "Proyectil de Eviscerator";
@ -46,16 +38,6 @@ I_EVISHELLCLIP3 = "Clip en Trio para Eviscerator";
I_EVISHELLPAK = "Pack de Seis para Eviscerator";
T_HELLMISSILE = "Misil Hellblazer";
T_HELLMISSILES = "Misiles Hellblazer";
T_HELLMISSILEMAG = "Cargador de Misiles Hellblazer";
T_HELLCLUSTER = "Estallador Hellblazer";
T_HELLCLUSTERS = "Estalladores Hellblazer";
T_HELLCLUSTERMAG = "Cargador de Estalladores Hellblazer";
T_HELLBURNINATOR = "Ruinador Hellblazer";
T_HELLBURNINATORS = "Ruinadores Hellblazer";
T_HELLBURNINATORMAG = "Cargador de Ruinadores Hellblazer";
T_HELLNUKE = "Cabeza Nuclear Hellblazer";
T_HELLNUKES = "Cabezas Nucleares Hellblazer";
T_HELLNUKEMAG = "Cargador de Cabezas Nucleares Hellblazer";
T_SPARKUNIT = "Unidad Biospark";
T_SPARKUNITS = "Unidades Biospark";
T_XSBMAG = "Cargador 1.150 XSB";
@ -381,17 +363,9 @@ FN_ELITEZOMBIE_FUN3 = "Rubiales";
O_DEEPIMPACT = "%o fue impactad@[ao_esp] profundamente por %k.";
O_DEEPIMPACT_WEAK = "%k tosió en la dirección general de %o.";
O_EXPLODIUM = "%k infligió explosiones de rodilla severas a %o.";
O_SPREADGUN_RED = "%k le dio a %o un bocado de perdigones.";
O_SPREADGUN_GREEN = "%o fue sluggead@[ao_esp] por %k.";
O_SPREADGUN_BLUE = "%k puso a %o muy salad@[ao_esp].";
O_SPREADGUN_BLACK = "%o recibió un trato muy puntiagudo de %k.";
O_SPREADGUN_BLACK_DEBUFF = "%k dejó a %o hech@[ao_esp] un desastre corroído.";
O_SPREADGUN_PURPLE = "A %o le salió un chichón con la bola de plomo de %k.";
O_SPREADGUN = "%k le dio a %o un bocado de perdigones.";
O_SPREADGUN_GOLD = "%o se tragó la explosión dorada de %k.";
O_WALLBUSTER_RED = "%k ha destrozado a %o pero bien.";
O_WALLBUSTER_GREEN = "%k convirtió a %o en rosquilla.";
O_WALLBUSTER_BLUE = "%k puso a %o muy MUY salad@[ao_esp].";
O_WALLBUSTER_PURPLE = "%k infligió una tortura de bolas de plomo a %o.";
O_WALLBUSTER = "%k ha destrozado a %o pero bien.";
O_EVISCERATOR = "%o fue descuartizad@[ao_esp] por %k.";
O_HELLBLAZER = "%k reventó a %o en cachitos humeantes.";
O_SPARKSTER = "%o fue bien chispead@[ao_esp] por %k.";
@ -430,6 +404,8 @@ O_MASHIRO4 = "%o desapareció misteriosamente.";
O_MASHIRO5 = "%o enfureció a la polilla equivocada.";
O_ENDLEVEL = "%o tuvo un peculiar contratiempo relacionado con el teletransporte.";
O_MYKRADVO = "%o no pudo esconderse de la ira vengativa de %k.";
O_LEADBALL = "A %o le salió un chichón con la bola de plomo de %k.";
O_SALTSHOT = "%k puso a %o muy salad@[ao_esp].";
// edited vanilla obituaries
OB_SUICIDE = "%o se hizo un sudoku.";
OB_FALLING = "%o se partió las patas.";
@ -624,9 +600,8 @@ TT_EXPLODIUM2 =
"\cfRecarga:\c- Recargar arma(s).";
TT_SPREADGUN =
"\cfPrimario:\c- Disparar arma.\n"
"\cfSecundario:\c- Seleccionar munición.\n"
"\cfRecarga:\c- Recargar / cambiar munición.\n"
"\cfSecundario+Primario:\c- Descargar munición.";
"\cfSecundario:\c- Recargar munición especial.\n"
"\cfRecarga:\c- Recargar arma.";
TT_WALLBUSTER =
"\cfPrimario:\c- Disparar un cañón.\n"
"\cfSecundario:\c- Disparar un cilindro.\n"
@ -639,8 +614,7 @@ TT_EVISCERATOR =
TT_HELLBLAZER =
"\cfPrimario:\c- Cargar / disparar cohetes.\n"
"\cfSecundario:\c- Cargar / disparar granadas.\n"
"\cfZoom:\c- Seleccionar munición.\n"
"\cfRecarga:\c- Recargar / cambiar munición.\n"
"\cfRecarga:\c- Recargar arma.\n"
"\cx(Más controles en la biblioteca)\c-";
TT_SPARKSTER =
"\cfPrimario:\c- Disparo de orbe.\n"
@ -649,10 +623,10 @@ TT_SPARKSTER =
"\cfRecarga:\c- Recarga / doble carga.";
TT_SILVERBULLET =
"\cfPrimario:\c- Disparar arma.\n"
"\cfSecundario:\c- Seleccionar munición.\n"
"\cfZoom:\c- Usar mira.\n"
"\cfRecarga:\c- Recargar / cambiar munición.\n"
"\cfSecundario+Primario:\c- Accionar perno manualmente.";
"\cfRecarga:\c- Recargar arma.\n"
"\cfSecundario+Primario:\c- Accionar perno manualmente.\n"
"\cfSecundario+Recarga:\c- Recargar munición especial.";
TT_CANDYGUN =
"\cfPrimario:\c- Disparar arma.\n"
"\cfSecundario:\c- Lanzar cargador.\n"
@ -825,7 +799,7 @@ SWWM_INTERTIP23 = "¿Sabías que Saya realmente odia la UAC?\n\n¿Que? ¿Ya sab
SWWM_INTERTIP24 = "Puedes embestir contra enemigos para empujarlos fuera de tu camino. Los más débiles puede que mueran inmediatamente por el impacto y salgan volando.";
SWWM_INTERTIP25 = "Si haces una embestida en el aire apuntando directamente al suelo, puede que aterrices con la fuerza suficiente para causar una onda de choque, apartando a la mayoría de enemigos a tu alrededor.";
SWWM_INTERTIP26 = "Puedes activar objetos y abrir puertas a puñetazos. Esto también se puede hacer con la munición de Bola de Plomo del Trabuco, a excepción de los botones de salida.";
SWWM_INTERTIP27 = "Los efectos corrosivos de los Cartuchos Negros del Trabuco pueden acoplarse, hasta un grado letal si alcanzas un objetivo de lleno. Además de eso, otros objetivos cercanos puede que también noten cierto dolor extra de los humos nocivos que se desprenderán, y dispersen sus efectos incluso más allá.";
SWWM_INTERTIP27 = "El Trabuco puede ser complicado de usar, per compensa al ser mucho más destructivo que una escopeta típica.";
SWWM_INTERTIP28 = "La Demolicionista pesa demasiado para nadar y se hundirá rápidamente. Pero no te preocupes, los jets propulsores también funcionan bajo el agua.";
SWWM_INTERTIP29 = "El amor es lo más poderoso que existe en el mundo. No odies a los que son diferentes. Todos debemos permanecer unidos.";
SWWM_INTERTIP30 = "El Silver Bullet dispara con una fuerza tal que sus balas liberan ondas de choque al atravesar el aire (y los enemigos), causando daño adicional. También puede atravesar algunas paredes.";
@ -835,7 +809,7 @@ SWWM_INTERTIP33 = "Si puedes alinearte correctamente, embestir hacia atrás har
SWWM_INTERTIP34 = "Bajo los efectos de un Ragekit, tu daño al embestir será amplificado hasta un nivel tal que puedes incluso atravesar limpiamente puertas y otros obstáculos por el camino.";
SWWM_INTERTIP35 = "Vivimos en un mundo en el que muchos somos discriminados por nuestra propia identidad. Es una triste realidad, y algo que no hemos elegido. Más triste es sin embargo la existencia de aquellos que nos odian.";
SWWM_INTERTIP36 = "El color favorito de Demo-chan es el verde.";
SWWM_INTERTIP37 = "Los perdigones de sal de Kinylum son suficientemente potentes como para atravesar la invulnerabilidad de algunos enemigos. Esto es también cierto para todas las armas del puesto 7 en adelante.";
SWWM_INTERTIP37 = "Todas las armas del puesto 7 en adelante son capaces de dañar enemigos normalmente invulnerables.";
SWWM_INTERTIP38 = "Aunque no te interese leer el lore, sigue siendo útil comprobar las entradas de armas y otros ítems para aprender más sobre su uso. Por supuesto, también puedes simplemente experimentar por tu cuenta.";
SWWM_INTERTIP39 = "Si notas bajones cuando hay muchos efectos de sonido activos, se recomienda desactivar el HRTF en las opciones de OpenAL, si está activado.";
SWWM_INTERTIP40 = "El Sensor de Ítems puede ayudar a detectar ítems que de otro modo serían difíciles de ver entre el caos de pilas de cuerpos tras una batalla. ¡Con una Omnivisión, puedes incluso ver donde hay ítems a través de las paredes!";
@ -902,9 +876,9 @@ SWWM_INTERTIP103 = "Los sándwiches de queso a la plancha están realmente bueno
SWWM_INTERTIP104 = "Puedes interactuar con ítems coleccionables desde la pestaña Llavero de tu Menú de Demolicionista. Ya sabes, por si te apetece jugar un poco con ellos.";
SWWM_INTERTIP105 = "A las polillas les gustan las lámparas.";
SWWM_INTERTIP106 = "No, cubrirte de aceite no te permitirá volar cuando llueve.";
SWWM_INTERTIP107 = "Las bolas de plomo pueden hacer críticos random. Por favor no me hagáis daño, jugadores de TF2.";
SWWM_INTERTIP107 = "\"No sabía que hubieran metido a Shakespeare en los comics.\"\n — Demo Miyamoto";
SWWM_INTERTIP108 = "Este mod puede contener horny, en pequeñas cantidades.";
SWWM_INTERTIP109 = "¿Sabías que el Hellblazer puede mostrar el estado de su cargador cuando está colocado en el mundo? No es algo realmente muy importante, pero me enorgullezco de mi obsesiva atención al detalle.";
SWWM_INTERTIP109 = "Los misiles del Hellblazer no solo causan daño directo al explotar, si no que también liberan una onda expansiva de calor abrasador.";
SWWM_INTERTIP110 = "Si no lo sabías ya, el mod puede ser usado también con Heretic y Hexen. Cosas nuevas serán desbloqueadas en cada uno, a medida que progresa la historia principal del mod.";
SWWM_INTERTIP111 = "El shitposting irónico sigue siendo shitposting.";
SWWM_INTERTIP112 = "No hay autobuses en Gensokyo.";
@ -979,14 +953,14 @@ SWWM_INTERTIP180 = "¿Te hartan las salidas de muerte? Entonces estás de suerte
SWWM_INTERTIP181 = "A diferencia de las granadas rápidas, el fuego secundario de la Pistola de Explodium rebota en las paredes, permitiéndote alcanzar objetivos a la vuelta de la esquina.";
SWWM_INTERTIP182 = "La Ametralladora Sheen incendia el aire al paso de cada bala, solo con la altísima presión de la munición que usa.";
SWWM_INTERTIP183 = "Los poco comunes cartuchos dorados te permiten causar destrucción extrema en un radio amplio. Eso sí, ten cuidado de no estar demasiado cerca.";
SWWM_INTERTIP184 = "Ten cuidado con tus bolas de plomo. Podrían rebotar y darte en la cara y eso duele mucho.";
SWWM_INTERTIP184 = "\"La vida a veces parece ciertamente ser como un videojuego.\"\n — Reubens C. Karnanaiahmani";
SWWM_INTERTIP185 = "Una vez incendiado por la Quadravol, la solución más rápida es sacudirse fuera las llamas. Una pena que tus enemigos no sean tan listos como para saber eso.";
SWWM_INTERTIP186 = "De alguna forma, la Quadravol puede usarse bajo el agua. Uno solo puede preguntarse de qué están hechas esas bolas de fuego.";
SWWM_INTERTIP187 = "El fuego alternativo de la Ray-Khom es letal en contacto con el agua. Intenta aplicar el sentido común con esta información.";
SWWM_INTERTIP188 = "La Rafan-Kos puede preparar un delicioso asado de ciberdemonio en cuestión de segundos.";
SWWM_INTERTIP189 = "El Rifle Mortal supuestamente usa \"munición mutante\", sea lo que sea que signifique eso.";
SWWM_INTERTIP190 = "Las cabezas nucleares de Hellblazer tuestan todo muy bien a medida que crece su onda expansiva. Toma Redención, capullo.";
SWWM_INTERTIP191 = "Los ruinadores de Hellblazer son más efectivos en espacios cerrados, ya que esto mantiene bien contenido todo el plasma ardiente.";
SWWM_INTERTIP190 = "Los demonios suelen ser muy competitivos, así que el fuego amigo puede volverlos fácilmente los unos contra los otros.";
SWWM_INTERTIP191 = "La Wallbuster tarda un poco en recargarse completamente, pero una vez quede todo hecho, tendrás una escopeta mucho más rápida en tus manos.";
SWWM_INTERTIP192 = "La Demolicionista puede interactuar directamente con el Hellblazer para marcar objetivos de búsqueda. Esto funciona hasta con las granadas.";
SWWM_INTERTIP193 = "La Quadravol se puede usar con una sola mano. Esto no ofrece ninguna ventaja táctica, pero puedes voltearla lo cual mola mucho, y eso es lo que importa.";
SWWM_INTERTIP194 = "Las armas Xekkian son muy grandes, pero también lo es la gente que las usa.";
@ -1003,14 +977,9 @@ SWWM_INTERTIP204 = "No tengas miedo de experimentar con estilos de juego diferen
SWWM_INTERTIP205 = "La Ametralladora Sheen tiene un retroceso tan intenso que dada suficiente velocidad de disparo, se puede usar para planear mientras se dispara hacia abajo.";
SWWM_INTERTIP206 = "El salto de cohete con la Quadravol es perfectamente seguro. Puedes confiar en mi, soy un consejo útil al fin y al cabo.";
SWWM_INTERTIP207 = "Las tres opciones de velocidad de la Ametralladora Sheen permiten un balance óptimo entre conservar munición y pura potencia de daño.";
SWWM_INTERTIP208 = "La Wallbuster es un arma que requiere de cierta planificación previa para maximizar su utilidad. Asegúrate de que la hayas cargado bien antes de enfrentarte al enemigo.";
SWWM_INTERTIP209 = "Los demonios suelen ser muy competitivos, así que el fuego amigo puede volverlos fácilmente los unos contra los otros.";
SWWM_INTERTIP210 = "\"La vida a veces parece ciertamente ser como un videojuego.\"\n — Reubens C. Karnanaiahmani";
// intermission fanart
SWWM_FANART = "Arte: ";
// achievements
SWWM_ACHIEVEMENT_ACID_TAG = "La Buena Efervescencia";
SWWM_ACHIEVEMENT_ACID_TXT = "Derrite %s enemigos con Flechettes de Telebrium";
SWWM_ACHIEVEMENT_ALLCOLL_TAG = "El Set Completo";
SWWM_ACHIEVEMENT_ALLCOLL_TXT = "Obtén todos los coleccionables en una sola partida";
SWWM_ACHIEVEMENT_ALLITEMS_TAG = "Recolector";
@ -1159,8 +1128,6 @@ SWWM_ACHIEVEMENT_REFRESH_TAG = "Siempre Fresco";
SWWM_ACHIEVEMENT_REFRESH_TXT = "Usa %s Refrescadores";
SWWM_ACHIEVEMENT_ROAST_TAG = "Ensarta en los Fuegos del Hades";
SWWM_ACHIEVEMENT_ROAST_TXT = "Realiza %s combos de bayoneta con la Quadravol";
SWWM_ACHIEVEMENT_SALT_TAG = "Sobresalado Máximo";
SWWM_ACHIEVEMENT_SALT_TXT = "Dispara 25 cartuchos de sal al mismo tiempo";
SWWM_ACHIEVEMENT_SANIC_TAG = "PERRITOS DE CHILE";
SWWM_ACHIEVEMENT_SANIC_TXT = "Alcanza una velocidad punta de %s km/h";
SWWM_ACHIEVEMENT_SEKIRO_TAG = "Dudar es Fracasar";
@ -1168,8 +1135,6 @@ SWWM_ACHIEVEMENT_SEKIRO_TXT = "Muere y reinicia dos veces en el mismo mapa";
SWWM_ACHIEVEMENT_SHAME_TAG = "Vergonzoso";
SWWM_ACHIEVEMENT_SHAME_TXT = "Mata un boss usando solo el modo primario de la Deep Impact";
SWWM_ACHIEVEMENT_SHOCK_TXT = "Realiza %s combos de Biospark";
SWWM_ACHIEVEMENT_SLAYER_TAG = "Me he Convertido en Muerte";
SWWM_ACHIEVEMENT_SLAYER_TXT = "Mata %s enemigos con una sola Cabeza Nuclear Slayer";
SWWM_ACHIEVEMENT_SLEMG_TAG = "El Método Sledge";
SWWM_ACHIEVEMENT_SLEMG_TXT = "Activa %s interruptores a puñetazos";
SWWM_ACHIEVEMENT_SNEAKY_TAG = "Retiro Furtivo";

View file

@ -1644,15 +1644,7 @@ SWWM_LORETXT_HELLBLAZER =
"\cxClasificación:\c-\n"
"\cf Lanzador de Minimisiles\c-\n"
"\n"
"El \cfHellblazer\c- es la tercera encarnación del \cfCañón de Fuego Infernal\c-, una de las muchas armas que \cfImanaki Corp\c- había construido basándose en sus experimentos explotando lo que llamaron \cfEnergía Ardiente\c-, una fuente de poder de las profundidades del mismo \cfInfierno\c-. Es una mejora directa del modelo Mark 2, el \cfHellrazer\c-, poseyendo capacidades de fuego en ráfaga y un simple sistema de cargador en barril para facilitar recargas. También posee más tipos de munición esta vez:\n"
"\n"
"\cfGranadas \"Blazer\":\c- La munición estándar. Altamente explosivas a pesar de su diminuto tamaño, gracias a la Energía Ardiente superconcentrada que contienen.\n"
"\n"
"\cfGranadas en clúster \"Crackshot\":\c- Éstas explotan en granadas más pequeñas que se dispersan en el impacto, rebotando durante un tiempo antes de detonar.\n"
"\n"
"\cfGranadas incendiarias \"Ravager\":\c- Las Ravagers liberan una onda de Energía Ardiente sin refinar cuando detonan, cubriendo una zona amplia a su alrededor. Muy útiles en espacios cerrados, donde su plasma abrasador no se disipará tan fácilmente, tostando a conciencia todos los objetivos encontrados. Por razones de seguridad este tipo de munición no se puede usar en ráfaga.\n"
"\n"
"\cfCabezas nucleares \"Slayer\":\c- Un favorito de la anterior serie. Estas bombas nucleares en miniatura contienen en su interior Energía Ardiente altamente enriquecida que causará una devastación total en un radio masivo, causando la muerte segura de incluso los demonios de mayor rango en los ejércitos del Infierno. Tampoco pueden usarse en ráfaga.\n"
"El \cfHellblazer\c- es la tercera encarnación del \cfCañón de Fuego Infernal\c-, una de las muchas armas que \cfImanaki Corp\c- había construido basándose en sus experimentos explotando lo que llamaron \cfEnergía Ardiente\c-, una fuente de poder de las profundidades del mismo \cfInfierno\c-. Es una mejora directa del modelo Mark 2, el \cfHellrazer\c-, poseyendo capacidades de fuego en ráfaga y un simple sistema de cargador en barril para facilitar recargas. Como munición, emplea granadas de 25mm \"Blazer\", altamente explosivas a pesar de su diminuto tamaño, debido a los materiales que contiene.\n"
"\n"
"El Hellblazer fue descontinuado tras la destrucción de las oficinas de Imanaki Corp en 2009, pero el \cfInstituto Tecnológico Tach-Engine\c- ha conseguido reproducir el arma tras su caída. Sin embargo, los modelos replicados no emplean esta \"Energía Ardiente\", así que no son tan destructivos como debían ser. En su lugar, usan el altamente volátil \cfNokron\c-, uno de los dos elementos exóticos empleados en el proceso de Microfusión, ya que su potencial para el uso en explosivos es bastante notable.\n"
"\n"
@ -1662,9 +1654,9 @@ SWWM_LORETXT_HELLBLAZER =
"\n"
"\cfFuego Secundario:\c- Lanza la munición cargada sin armar, como una granada. Pulsa para disparar una granada, mantén para precargar 2 granadas adicionales (el fuego primario cancela este proceso). La búsqueda de objetivos también afecta a las granadas, ya que intentarán guiarse hacia el objetivo con cada rebote.\n"
"\n"
"\cfFuego Terciario:\c- Alterna entre las municiones a usar en la próxima recarga.\n"
"\cfFuego Terciario:\c- No hace nada a menos que el arma esté bloqueada para el tiro (ver arriba).\n"
"\n"
"\cfRecarga:\c- Durante una recarga, puedes o bien rellenar el cargador actual (fácil a través del contenedor de \cfHammerspace™\c-), o cambiarlo por otro tipo de munición.\n"
"\cfRecarga:\c- Rellena el cargador actual, bastante fácil a través del contenedor de \cfHammerspace™\c-.\n"
"\n"
"\cfTécnicas:\c- Las granadas detonan automáticamente en proximidad a objetivos hostiles, así que todavía puedes alcanzar ese disparo aunque solo los hayas rozado. No está muy claro como detectan los objetivos, o como saben que son hostiles.\n"
"\n"
@ -3530,9 +3522,9 @@ SWWM_LORETXT_SILVERBULLET =
"\n"
"\cfFuego Primario:\c- Dispara la bala. Cualquier objetivo alcanzado por ella queda hecho papilla. Un segundo pulsado tras disparar cargará otra bala.\n"
"\n"
"\cfFuego Secundario:\c- Pulsa para alternar entre balas XSB y FCB para la siguiente recarga, si están disponibles. Mantén y luego pulsa fuego primario para accionar el perno manualmente, permitiéndote recuperar balas sin usar.\n"
"\cfFuego Secundario:\c- Mantén y luego pulsa fuego primario para accionar el perno manualmente, permitiéndote recuperar balas sin usar. Mantén y luego pulsa recarga para recargar, pero usando munición secundaria si está disponible.\n"
"\n"
"\cfRecarga:\c- Recarga el arma. Cada cargador tiene 5 balas. Se puede mantener también una bala extra en la recámara.\n"
"\cfRecarga:\c- Recarga el arma. Cada cargador tiene 5 balas. Se puede mantener también una bala extra en la recámara. Ten en cuenta que si solo tienes munición secundaria, deberás usar la combinación de fuego secundario.\n"
"\n"
"\cfZoom:\c- Mira telescópica hecha a medida, hasta 16 aumentos. Equipada con una cubierta de espuma suave para proteger la cara del usuario durante el disparo con mira.\n"
"\n"
@ -3582,36 +3574,22 @@ SWWM_LORETXT_SPREADGUN =
"\n"
"El \cfTrabuco\c- es una simple escopeta de un disparo con un mecanismo de recarga poco convencional. A diferencia de otras armas del mismo tipo, el Trabuco emplea una variante extraña del cañón basculante que \cfBlackmann Arms\c- ha descrito como \"cañón deslizante\", por la cual en lugar de usar una bisagra, el cañón se desliza horizontalmente al pulsar dos botones laterales, con una pequeña pieza metálica saltando y eyectando el cartucho cargado. Tras cargar el siguiente cartucho, el usuario simplemente tiene que empujar el cañón a su posición inicial. Algunos tienen dudas sobre la factibilidad de esta operación, o de su seguridad, pero han garantizado que el arma no disparará accidentalmente no importa la fuerza ejercida empujando de vuelta el cañón.\n"
"\n"
"El arma emplea el ciertamente grande calibre 6, y hay un surtido exclusivo de munición que puede usar, todo manejado por Blackmann. Siendo estos:\n"
"El arma emplea el ciertamente grande calibre 6. La carga ideal que encontrarás en el campo son cartuchos de perdigones #00. Ten en cuenta que la dispersión causada por la poca longitud del cañón puede que dificulte alcanzar objetivos lejanos, pero a un rango más corto debería ser más efectivo.\n"
"\n"
"\cfPerdigones Estándar:\c- Cartuchos rojos. Exactamente lo que pone. La dispersión causada por la poca longitud del cañón puede que dificulte alcanzar objetivos lejanos, pero a un rango más corto debería ser más efectivo.\n"
"También hay adicionalmente una carga secundaria exclusive, los llamados \cfCartuchos Dorados\c-, caros y muy poco comunes, con un poder destructor sin par. Cada cartucho dispara un proyectil que contiene una carga de \cfExplodium\c- de alta densidad y pureza, junto con brillantina dorada (que es aparentemente solo para quedar bonito). Se garantiza que cualquier cosa que reciba un impacto directo será vaporizada completamente por la explosión resultante.\n"
"\n"
"\cfSlug Metálico:\c- Cartuchos verdes. Slugs muy potentes con una puntería decente, incluso en distancias largas. Dado su tamaño y peso, tienen el potencial de penetrar varios objetivos pequeños.\n"
"\n"
"\cfSal de Kinylum:\c- Cartuchos cian. Pequeños trozos de Kinylum en su forma natural de \"sal\". Ya disparados, dejan un rastro de plasma ardiente que permanece en el aire durante unos momentos hasta disiparse. Adicionalmente, los trozos explotarán violentamente en contacto con cualquier superficie, o una vez se \"desestabilicen\" (lo cual desafortunadamente hace que este tipo de munición pierda efectividad a larga distancia).\n"
"\n"
"\cfBola de Plomo:\c- Cartuchos violetas. Viniendo de \cfPlutoni Incorporated\c-, estos cartuchos disparan una bola pesada de dolor puro. A pesar del hecho de que son de plomo, tiende a mantener la forma da igual la fuerza de impacto contra algo (algunos dudan de que realmente sean de plomo, siendo más bien de cualquier otro material). Habiendo salido de tal lugar, no es sorprendente que tengan efectos extraños. Al parecer, en ciertas ocasiones, las bolas pueden emitir sonidos extraños al impactar, los cuales adicionalmente provocan potentes ondas de choque, incrementando su velocidad en el proceso. Este suceso extraño está listado como \"Golpes Críticos Aleatorios\" en la página de la tienda.\n"
"\n"
"\cfDardos de Telebrium:\c- Cartuchos negros. Docenas de proyectiles penetrantes cargados de Telebrium puro, un elemento exótico conocido por sus potentes efectos corrosivos al ser calentado. Los objetivos alcanzados por estos proyectiles experimentarán una muy dolorosa descarga de toxinas corrosivas por sus cuerpos (incluso los no orgánicos), aunque estos efectos se despejarán en cuestión de segundos. El uso de esta munición está altamente restringido, pero has obtenido permiso para usarla contra las fuerzas invasoras.\n"
"\n"
"\cfCartucho Dorado:\c- Cartuchos cubiertos de oro con un fuerte cuerpo metálico. Un tipo de munición caro y muy poco común, con un poder destructor sin par. Cada cartucho dispara un proyectil que contiene una carga de \cfExplodium\c- de alta densidad y pureza, junto con brillantina dorada (que es aparentemente solo para quedar bonito). Se garantiza que cualquier cosa que reciba un impacto directo será vaporizada completamente por la explosión resultante.\n"
"\n"
"El amplio rango de munición compatible hace del Trabuco un arma bastante versátil, una vez acostumbrado a su tediosa recarga manual. Hay sin embargo planes para crear una variante semiautomática más cómoda de usar, con prototipos ya probándose.\n"
"El Trabuco puede ser un arma bastante versátil, una vez acostumbrado a su tediosa recarga manual. Aun así, hay planes para crear una variante semiautomática más cómoda de usar, con prototipos ya probándose.\n"
"\n"
"\cfFuego Primario:\c- Dispara el cartucho cargado.\n"
"\n"
"\cfFuego Secundario:\c- Pulsa para elegir el tipo de munición a usar en la siguiente recarga. Mantén y luego pulsa fuego primario para retirar el cartucho actual y dejar el arma vacía.\n"
"\cfFuego Secundario:\c- Recarga con cartuchos dorados, si están disponibles. Ten en cuenta que si el cartucho cargado no fue usado, se devolverá a su pila de munición. Si no queda suficiente espacio para almacenarlo, se dejará caer en el suelo.\n"
"\n"
"\cfRecarga:\c- Retira el cartucho actual y carga uno nuevo. Si el cartucho cargado no fue gastado, se devolverá a su pila de munición. Si no queda suficiente espacio para almacenarlo, se dejará caer en el suelo.\n"
"\cfRecarga:\c- Recarga con munición estándar, si está disponible. Las mismas reglas se aplican.\n"
"\n"
"\cxNotas de Saya:\c-\n"
"\cfSí, la mierda esta es jodidamente poco práctica, y no sé como es que nadie se ha reventado la mano recargando la cosa esta. PERO, te deja usar toda clase de munición divertida. Tienes lo típico y normal de cada escopeta por ahí, y luego hay... Literalmente piedras de sal radioactiva, que explotan, pues sí, mola. Pero luego ves lo que hay justo después y es que... ya.\c-\n"
"\cfSí, la mierda esta es jodidamente poco práctica, y no sé como es que nadie se ha reventado la mano recargando la cosa esta. PERO es jodidamente potente, sobre todo con lo tremendamente tocho que es el calibre que usa y tal.\n"
"\n"
"\cfHermann-senpai me pasó al friki por lo de los cartuchos negros, porque fueron idea suya. A ver, deja que explique. El Telebrium es... un crimen de guerra. Así de simple. Pero casi que podemos salirnos de rositas, porque lo estamos usando contra bestias desquiciadas. Me sigue sentando un poco mal, pero a ver, no lo estamos usando contra personas, a diferencia de los casos en los que REALMENTE se usó contra personas (joder, las historias sobre ese tema).\c-\n"
"\n"
"\cfEn fin, basta de hablar de crímenes, hablemos ahora de los cartuchos violetas esos. Pues resulta que en serio son un crimen, y ESOS DOS por supuesto están involucrados. Estoy segura de que esas cosas NO están hechas de plomo. Parece más ese metal raro con el que trabajan, que es que puto juro que no puedo ni pronunciar el nombre. Y tiene... sí, CRÍTICOS RANDOM. He aquí el crimen, Demo-chan. No puedo creerme que mierdas así existan ahora. Es que se me fue la olla la primera vez que lo vi en acción, y estoy segura de que a ti te pasará lo mismo.\c-\n"
"\n"
"\cfFinamente están las cosas doradas esas. No podemos comprarlas, así que el friki hizo otro de sus frikitratos y dijo que te recompensaría de vez en cuando por eliminar \"objetivos de alto nivel\" o algo así. Que ganas tengo de ver como es eso, una puta... lluvia dorada de dolor.\c-\n"
"\cfY también, está el tema de las cosas doradas esas. No podemos comprarlas, así que el friki hizo otro de sus frikitratos y dijo que te recompensaría de vez en cuando por eliminar \"objetivos de alto nivel\" o algo así. Que ganas tengo de ver como es eso, una puta... lluvia dorada de dolor.\c-\n"
"\n"
"\cf*tose*\c-\n"
"\n"
@ -3924,17 +3902,7 @@ SWWM_LORETXT_WALLBUSTER =
"\n"
"Los mecanismos internos que empujan el funcionamiento de este arma tienen tal grado de complejidad que han sido descritos por algunos como \cfIngeniería Loca Alemana\c-. Solamente el propio \cfHermann E. Ischer\c- conoce todos los detalles de su operación. Con cada accionamiento del gatillo principal, el cañón superior es disparado, y luego su tambor gira a contrarreloj, con el siguiente cartucho listo para dispararse. Con una rotación completa, o cuando se usa el gatillo secundario, el cuerpo principal gira después, alternando a otro tambor.\n"
"\n"
"La Wallbuster es compatible con la mayor parte de cartuchos de calibre 6, aunque hay restricciones de seguridad para algunas, específicamente los cartuchos de flechette y dorados. Esto limita el rango de munición utilizable a sólo estos cuatro tipos:\n"
"\n"
"\cfPerdigones Estándar:\c- Cartuchos rojos. Exactamente lo que pone. Bastante letal a corto rango, y con cierto alcance extra dada la longitud de los cañones del arma.\n"
"\n"
"\cfSlug Metálico:\c- Cartuchos verdes. Slugs muy potentes con una puntería decente, incluso en distancias largas. Dado su tamaño y peso, tienen el potencial de penetrar varios objetivos pequeños.\n"
"\n"
"\cfSal de Kinylum:\c- Cartuchos cian. Pequeños trozos de Kinylum en su forma natural de \"sal\". Ya disparados, dejan un rastro de plasma ardiente que permanece en el aire durante unos momentos hasta disiparse. Adicionalmente, los trozos explotarán violentamente en contacto con cualquier superficie, o una vez se \"desestabilicen\" (lo cual desafortunadamente hace que este tipo de munición pierda efectividad a larga distancia).\n"
"\n"
"\cfBola de Plomo:\c- Cartuchos violetas. Viniendo de \cfPlutoni Incorporated\c-, estos cartuchos disparan una bola pesada de dolor puro. A pesar del hecho de que son de plomo, tiende a mantener la forma da igual la fuerza de impacto contra algo (algunos dudan de que realmente sean de plomo, siendo más bien de cualquier otro material). Habiendo salido de tal lugar, no es sorprendente que tengan efectos extraños. Al parecer, en ciertas ocasiones, las bolas pueden emitir sonidos extraños al impactar, los cuales adicionalmente provocan potentes ondas de choque, incrementando su velocidad en el proceso. Este suceso extraño está listado como \"Golpes Críticos Aleatorios\" en la página de la tienda.\n"
"\n"
"A pesar de esta limitación, con solo estos cuatro tipos uno puede hacer de la Wallbuster una potente compañera. Especialmente teniendo en cuenta la naturaleza semi-automática del arma, permitiendo una rápida sucesión de disparos o incluso disparar varios cartuchos de forma simultánea.\n"
"Teniendo en cuenta la naturaleza semi-automática del arma, permitiendo una rápida sucesión de disparos o incluso disparar varios cartuchos de forma simultánea, la Wallbuster es una muy poderosa compañera.\n"
"\n"
"\cfFuego Primario:\c- Dispara el cañón superior.\n"
"\n"
@ -3942,14 +3910,14 @@ SWWM_LORETXT_WALLBUSTER =
"\n"
"\cfFuego Terciario:\c- Lo dispara todo, si realmente quieres.\n"
"\n"
"\cfRecarga:\c- Una vez se tira de la palanca lateral, los tambores pueden ser retirados y recargados individualmente. Para recargar por el camino, se recomienda tener un \cfCinturón Magnético Útil\c- o similar, ya que facilitará esta operación. Hay recargadores rápidos disponibles para comprar desde la página web de Blackmann Arms, o de distribuidores autorizados. Los operadores astutos también optarían por llevar encima tambores pre-cargados de repuesto.\n"
"\cfRecarga:\c- Una vez se tira de la palanca lateral, los tambores pueden ser retirados y recargados individualmente. Una rutina de recarga rápida se ejecutará y te hará llenar automáticamente lo máximo posible del arma. Pueded cancelar esto en cualquier momento pulsando el boton de recarga otra vez o cualquier boton de fuego.\n"
"\n"
"\cfTécnicas:\c- Tal y como su nombre indica, puedes destruir toda clase de obstáculos por el camino, siempre y cuando causes suficiente daño relativo a su tamaño (requiriendo fuego secundario o terciario). Esto incluye hasta puertas bloqueadas, por lo que nunca más necesitarás buscar llaves.\n"
"\n"
"\cxNotas de Saya:\c-\n"
"\cfOK a ver, la puta masa de metal rompecojones esta. Sí, esto sí que es la puta repera...\c-\n"
"\n"
"\cfNo te preocupes por tardar un huevo en recargarla, por cierto. DemolitionOS viene con una rutina de recarga rápida que te lo pondrá más fácil. La munición se pone ahí en cola desde el Hammerspace, y luego todo lo que tienes que hacer es poner la mano encima de los cañones, y ya se mete todo ahí. Mola, ¿verdad? Taro hizo la mayor parte del chollo, así que eso, le puedes dar las gracias. Por cierto, no te recomiendo usar la función de recarga automática, está un poco programada de forma chapucera y no es muy inteligente en cuanto a elegir munición. Aunque claro, supongo que en una emergencia sería útil, ya que funciona muy rápido.\c-\n"
"\cfNo te preocupes por tardar un huevo en recargarla, por cierto. DemolitionOS viene con una rutina de recarga rápida que te lo pondrá más fácil. La munición se pone ahí en cola desde el Hammerspace, y luego todo lo que tienes que hacer es poner la mano encima de los cañones, y ya se mete todo ahí, lleva unos 10 segundos llenarlo todo, más o menos. Mola, ¿verdad? Taro hizo la mayor parte del chollo, así que eso, le puedes dar las gracias.\c-\n"
"\n"
"\cfOh ya... sabes... la cosa esta, con el nombre y todo, casi que me recuerda a la abuela un poco. A ver, si cambias la primera letra... Oh, ¿puedes oír la batería y la guitarra? Porque yo sí...\c-\n"
"\n"

View file

@ -56,7 +56,6 @@ SWWM_NONE = "Ninguno";
SWWM_INTERART = "Arte de Intermisión";
SWWM_NORENDER = "Sí (Sólo Fanart)";
SWWM_NOFANART = "Sí (Sólo Renders)";
SWWM_BALLUSE = "Las Bolas de Plomo Activan Botones";
SWWM_BTITLE = "Opciones de Balance";
SWWM_BLOOD = "Habilitar Sangre Personalizada";
SWWM_FUZZ = "Habilitar Fondo Animado de Menú";
@ -219,7 +218,6 @@ TOOLTIP_SWWM_SHADERS = "Usa shaders de postprocesado para cosas como potenciador
TOOLTIP_SWWM_REVIVE = "Permite al jugador volver a levantarse tras morir pulsando Fuego. Tiene un cooldown configurable.";
TOOLTIP_SWWM_REVIVECOOLDOWN = "Tiempo en segundos tras reiniciar, durante el cual si mueres otra vez, no puedes volver a levantarte. Pon a 0 para permitir reinicios ilimitados. Alternativamente, puedes elegir que solo se permita un reinicio por mapa (forzado en dificultades expertas).";
TOOLTIP_SWWM_INTERART = "Si está activado, muestra fanart y renders oficiales aleatorios durante intermisiones. Hay opciones extra para mostrar sólo una categoría.";
TOOLTIP_SWWM_BALLUSE = "Los proyectiles de Bola de Plomo pueden activar botones utilizables remotamente (excluyendo salidas). Potencialmente roto.";
TOOLTIP_SWWM_BLOOD = "Activa efectos de sangre y vísceras personalizados, adaptados de Soundless Mound. Sinceramente, recomendaría usar Nashgore, es mejor.";
TOOLTIP_SWWM_FUZZ = "Desactivar esto es recomendado si estás grabando o haciendo streaming, ya que este effecto puede dañar la calidad del vídeo.";
TOOLTIP_SWWM_CBTALL = "Permite a la Wallbuster y otras armas capaces de reventar geometría del mapa destruír casi cualquier cosa, no solo puertas y plataformas. Ten en cuenta que esto puede romper algunos mapas, razón de que haya esta opción.";

View file

@ -1,3 +1,3 @@
[default]
SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r544 \cu(Fri 7 Oct 00:55:20 CEST 2022)\c-";
SWWM_SHORTVER="\cw1.3pre r544 \cu(2022-10-07 00:55:20)\c-";
SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r545 \cu(Fri 7 Oct 19:12:41 CEST 2022)\c-";
SWWM_SHORTVER="\cw1.3pre r545 \cu(2022-10-07 19:12:41)\c-";

View file

@ -13,15 +13,7 @@ TXT
\cxClassification:\c-
\cf Mini-Missile Launcher\c-
The **Hellblazer** is the third incarnation of the **Hellfire Cannon**, one of the many weapons that **Imanaki Corp** had constructed based on their experiments with harnessing what they called **Ardent Energy**, a power source from the depths of **Hell** itself. It is a direct improvement of the Mark 2 model, the **Hellrazer**, sporting burst-fire capabilities and a simple drum magazine system for easier reloads. It also features many more types of ammunition this time:
\cf"Blazer" grenades:\c- The standard ammunition. Highly explosive despite their small size, thanks to the highly condensed Ardent Energy contained within.
\cf"Crackshot" cluster grenades:\c- These burst into smaller grenades which will spread on impact, bouncing around for a short time before detonating.
\cf"Ravager" incendiary grenades:\c- Ravagers release a wave of unrefined Ardent Energy on detonation, covering a very wide area around themselves. Quite useful in tight spaces, where this scorching hot plasma won't dissipate as quickly, thoroughly roasting any targets within. For safety reasons this ammunition type cannot be employed in burst-fire.
\cf"Slayer" warheads:\c- A returning favorite from the previous series. These miniature nukes contain within themselves highly enriched Ardent Energy that will cause total devastation in a large radius, bringing swift death to even the highest ranked demons in Hell's armies. Cannot operate in burst-fire mode either.
The **Hellblazer** is the third incarnation of the **Hellfire Cannon**, one of the many weapons that **Imanaki Corp** had constructed based on their experiments with harnessing what they called **Ardent Energy**, a power source from the depths of **Hell** itself. It is a direct improvement of the Mark 2 model, the **Hellrazer**, sporting burst-fire capabilities and a simple drum magazine system for easier reloads. As its ammunition, it employs 25mm "Blazer" grenades, highly explosive despite their small size, due to the materials contained within.
The Hellblazer was discontinued following the destruction of the Imanaki Corp headquarters in 2009, but the **Tach-Engine Technology Institute** had managed to reproduce this weapon following their demise. Replicated models do not actually employ this "Ardent Energy" however, so they are not as destructive as they were meant to be. Rather, they are powered by the highly volatile **Nokron**, one of the two exotic elements involved in the process of Microfusion, as its potential for use in explosives is quite notable.
@ -31,9 +23,9 @@ Unlike its predecessor, which relied on simple proximity detection, this model c
\cfSecondary Fire:\c- Lobs the loaded ammunition unarmed, as a bouncing grenade. Tap to fire one grenade, hold to preload up to 2 additional grenades (primary Fire cancels this process). Target seeking also affects grenades, as they will attempt to steer themselves towards the target on bounce.
\cfTertiary Fire:\c- Cycles the ammo type for the next reload.
\cfTertiary Fire:\c- Does nothing unless the weapon is locked for fire (see above).
\cfReloading:\c- During a reload, you may either refill the current mag (quite easy through the **Hammerspace™** container), or swap it out for a different ammo type.
\cfReloading:\c- Refills the current magazine, quite easily through the **Hammerspace™** container.
\cfTechniques:\c- The grenades will automatically detonate on proximity to any hostile targets (unless explicitly seeking one), so you may still land the shot even if you merely grazed them. It is unclear how exactly they detect the targets, or know that they are hostile.

View file

@ -23,9 +23,9 @@ In order to compensate for its massive recoil, the weapon redirects a part of th
\cfPrimary Fire:\c- Shoot the bullet. Any small targets hit by it are pretty much turned to paste. A second press after firing will chamber another round.
\cfSecondary Fire:\c- Tap to switch next reload between XSB and FCB ammunition, if available. Hold and then press primary fire to manually cock, allowing you to retrieve unfired rounds.
\cfSecondary Fire:\c- Hold and then press primary fire to manually cock, allowing you to retrieve unfired rounds. Hold and then press reload to reload, but using secondary ammunition if available.
\cfReloading:\c- Reloads the weapon. Each magazine holds 5 rounds. An extra round can also be kept chambered.
\cfReloading:\c- Reloads the weapon. Each magazine holds 5 rounds. An extra round can also be kept chambered. Note that if you only have secondary ammunition available, you must use the combo with secondary fire.
\cfZoom:\c- Custom-tailored adjustable telescopic sight, up to 16x. Equipped with a soft foam covering to protect the user's face during scoped fire.

View file

@ -14,36 +14,22 @@ TXT
The **Spreadgun** is a simple single-shot shotgun with a rather unconventional reload mechanism. Unlike other weapons of the same fashion, the Spreadgun employs an odd variant of break action that **Blackmann Arms** has described as "slide-action", whereas rather than being hinged, the barrel slides horizontally at the press of two side buttons, with a small metal bit springing up and ejecting the loaded shell. After loading in another round, the user merely has to push the barrel back into its closed position. Some have doubts about the practicality of this operation, or its safety, but it's been guaranteed that the gun will not misfire no matter the force exerted to push the barrel back in.
The weapon is chambered for rather sizable 6ga shells, and there's an exclusive assortment of ammunition types it can use, all handled by Blackmann Arms themselves. They are as follows:
The weapon is chambered for rather sizable 6ga shells. The ideal load that you'll find on the field are #00 buckshot rounds. Do note that the spread caused by the shortness of the barrel may make it difficult to reach distant targets, but at close range it should be very effective.
\cfStandard Buckshot:\c- Red shells. Exactly what it says on the tin. The spread caused by the shortness of the barrel may make it difficult to reach distant targets, but at close range it should be very effective.
There is additionally an exclusive secondary load available, so-called \cfGolden Shells\c-, highly rare and expensive, with unmatched destructive power. Each round fires a sabot packing a high-grade, high-density **Explodium** charge, along with gold glitter (which is apparently just for show). Anything directly hit by it is guaranteed to be completely vaporized by the ensuing blast.
\cfMetal Slug:\c- Green shells. Very potent slugs that have a decent accuracy, even at longer ranges. Due to their size and weight, they can potentially penetrate multiple small targets.
\cfKinylum Saltshot:\c- Teal shells. Small chunks of Kinylum in its natural "salt" form. Once shot, they leave a trail of boiling hot plasma that remains in the air for a few moments before finally dissipating. In addition, the chunks will explode violently on contact with any surface, or once they "destabilize" (which unfortunately makes this type of ammunition ineffective at longer distances).
\cfLead Ball:\c- Purple shells. Coming from **Plutoni Incorporated**, these rounds shoot out a heavy ball of pure hurt. Despite the fact it's made of lead, it tends to keep its shape no matter how hard it hits something (some wonder if it actually IS made of lead, or if it's something else entirely). Having come out of such a place, it's no surprise that they also have some rather odd effects. It appears that, on certain occasions, the balls may emit odd sounds on impact, which in addition cause some form of potent shockwave around itself, increasing its speed in the process. This odd happening is listed as "Random Crits" in the store page.
\cfTelebrium Flechettes:\c- Black shells. Dozens of piercing projectiles tipped with pure Telebrium, an exotic element known for its potent corrosive effects when heated. Targets hit by these projectiles will experience a very painful discharge of corrosive toxins through their bodies (even non-organic ones), although the effects of this will dissipate in a couple seconds. Use of this ammunition is highly restricted, but you have been granted permission to use it against the invading forces.
\cfGolden Shell:\c- Gold-plated shells with a heavy metal body. A highly rare and expensive type of ammunition, with unmatched destructive power. Each round fires a sabot packing a high-grade, high-density **Explodium** charge, along with gold glitter (which is apparently just for show). Anything directly hit by it is guaranteed to be completely vaporized by the ensuing blast.
The wide range of compatible ammunition types makes the Spreadgun a rather versatile weapon, once you look past its tedious manual reloading. There are however plans to make a much more comfortable semi-automatic, recoil operated variant of this weapon, with prototypes already being tested.
The Spreadgun can be a versatile weapon, once you look past its tedious manual reloading. Still, there are plans to make a much more comfortable semi-automatic, recoil operated variant of this weapon, with prototypes already being tested.
\cfPrimary Fire:\c- Shoot the loaded shell.
\cfSecondary Fire:\c- Tap to select the next ammo type to be used on reload. Hold and then press primary fire to unload the current shell and leave the weapon empty.
\cfSecondary Fire:\c- Reloads with golden shells, if available. Note that if the currently loaded round was not spent, it will be returned to its ammo pool. Should there not be enough storage space for it, it will be dropped on the ground instead.
\cfReloading:\c- Unload the current shell and load a new one. If the loaded shell was not spent, it will be returned to its ammo pool. Should there not be enough storage space for it, it will be dropped on the ground instead.
\cfReloading:\c- Reloads with standard ammunition, if available. Same rules apply here.
\cxSaya's Notes:\c-
\cfYeah, this shit looks impractical af, and I don't know how no one has shot a hole through their hand reloading the damn thing. BUT, it does let you use all sorts of fun ammo. You've got the typical bread and butter of shells there, and then there's... Literal radioactive rock salt, that explodes, yeah, amazing. But then you look at what's right after that and... yeah.\c-
\cfYeah, this shit looks impractical af, and I don't know how no one has shot a hole through their hand reloading the damn thing. BUT it's powerful as all fuck, what with the absolute girth of that caliber and all.\c-
\cfHermann-senpai redirected me to nerdboi for those black shells, because they were his idea. So, let me explain. Telebrium is... a war crime. Plain and simple. We can kind of get away with it, though, because it's just mindless beasts that you're throwing it at. Still makes me uneasy, but hey, we're not using it on people, unlike the actual cases where it WAS used on people (good god, the stories about that).\c-
\cfAnyway, enough about crimes, let's talk about the purple bois. So these things are a serious crime, and THOSE TWO had to be involved of course. I'm pretty sure those things are NOT made of lead. This looks like that weird metal they work with, that I swear to fuck I can't even pronounce the name of. And it has... yes, RANDOM CRITS. Therein lies the crime, Demo-chan. Can't believe we've got that shit going on now. I absolutely lost it when I first saw it in action, and I'm sure you will, too.\c-
\cfLastly there's those golden bois. We can't buy them ourselves, so nerdo made another of his nerdy deals and said that he might reward you every now and then with one for eliminating "high level targets" or something like that. Can't wait to see what that shit is like, a fucking... golden shower of pain.\c-
\cfAlso, there's the whole thing of those golden bois. We can't buy them ourselves, so nerdo made another of his nerdy deals and said that he might reward you every now and then with one for eliminating "high level targets" or something like that. Can't wait to see what that shit is like, a fucking... golden shower of pain.\c-
\cf*cough*\c-

View file

@ -17,17 +17,7 @@ The **Wallbuster** is a beefy beast of a shotgun, sporting a total of 25 barrels
The internal mechanisms driving this weapon have such a degree of complexity that they've been described as **"Kraut Deep Space Magic"** by some. Only **Hermann E. Ischer** himself knows every detail about their operation. With each twist of the main trigger, the topmost barrel is primed, and then its cylinder spins counter-clockwise, with the next round ready for shooting. On a complete rotation, or when the secondary trigger is used, the main body spins afterwards, switching to another cylinder.
The Wallbuster is compatible with most types of 6ga shells distributed by Blackmann, although there are safety restrictions on some, namely flechettes and golden shells. This limits the range of ammunition usable to only these four types:
\cfStandard Buckshot:\c- Red shells. Exactly what it says on the tin. Quite lethal at short range, and with some extra reach due to the length of the weapon's barrels.
\cfMetal Slug:\c- Green shells. Very potent slugs that have a decent accuracy, even at longer ranges. Due to their size and weight, they can potentially penetrate multiple small targets.
\cfKinylum Saltshot:\c- Teal shells. Small chunks of Kinylum in its natural "salt" form. Once shot, they leave a trail of boiling hot plasma that remains in the air for a few moments before finally dissipating. In addition, the chunks will explode violently on contact with any surface, or once they "destabilize" (which unfortunately makes this type of ammunition ineffective at longer distances).
\cfLead Ball:\c- Purple shells. Coming from **Plutoni Incorporated**, these rounds shoot out a heavy ball of pure hurt. Despite the fact it's made of lead, it tends to keep its shape no matter how hard it hits something (some wonder if it actually IS made of lead, or if it's something else entirely). Having come out of such a place, it's no surprise that they also have some rather odd effects. It appears that, on certain occasions, the balls may emit odd sounds on impact, which in addition cause some form of potent shockwave around itself, increasing its speed in the process. This odd happening is listed as "Random Crits" in the store page.
Despite this limitation, with just these four types one can make of the Wallbuster a quite mighty companion. Especially taking into account the semi-automatic nature of the weapon, allowing for a quick succession of shots or even shooting multiple shells simultaneously.
Taking into account the semi-automatic nature of the weapon, allowing for a quick succession of shots or even shooting multiple shells simultaneously, the Wallbuster is a quite mighty companion.
\cfPrimary Fire:\c- Shoots the topmost barrel.
@ -35,14 +25,14 @@ Despite this limitation, with just these four types one can make of the Wallbust
\cfTertiary Fire:\c- Shoots it all, if you really want to.
\cfReloading:\c- Once the side lever is pulled down, the cylinders can be safely detached and reloaded individually. For reloading on the go, it's recommended to have a **Magnetic Utility Belt** or similar at hand, as it will make this operation easier. Speed loaders are available for purchase from the Blackmann Arms website, or from authorized distributors. Clever operators might also choose to carry spare pre-loaded cylinders.
\cfReloading:\c- Once the side lever is pulled down, the cylinders can be safely detached and reloaded individually. A rapid reload routine will execute that automatically makes you top up the gun as much as possible. You can cancel this at any moment by pressing reload again or either fire button.
\cfTechniques:\c- True to its name, you can destroy all sorts of obstacles along the way, provided you're dealing enough damage relative to their size (requiring secondary or tertiary fire). This even includes locked doors, so you won't have to bother with key hunting anymore.
\cxSaya's Notes:\c-
\cfOK so, this ballbusting hunk of metal. Yeah, now ain't that some good shit...\c-
\cfDon't worry about reloading this taking a long-ass time, btw. DemolitionOS comes with a quick reload routine that'll make it much easier for you. The ammo will be queued up in your Hammerspace, and then all you have to do is hold out your hand above the barrels, and they'll get deployed right inside. Nifty, huh? Taro did most of the work on that, so yeah, you can thank him. PS: I don't recommend you to use the auto-reload function, it's a bit shoddily programmed and it's not very smart with how it picks ammo. I guess in an emergency it's OK since it's really fast, though.\c-
\cfDon't worry about reloading this taking a long-ass time, btw. DemolitionOS comes with a quick reload routine that'll make it nice and easy for you. The ammo will be queued up in your Hammerspace, and then all you have to do is hold out your hand above the barrels, and they'll get deployed right inside, takes around 10 seconds to top it up, more or less. Nifty, huh? Taro did most of the work on that, so yeah, you can thank him.\c-
\cfOh and... y'know... this whole thing, that name and all, kinda makes me think of grandma a bit. I mean, if you change the first letter... Oh, do you hear those drums and that guitar? 'cause I sure do...\c-

View file

@ -7,15 +7,7 @@ TXT
\cxClasificación:\c-
\cf Lanzador de Minimisiles\c-
El **Hellblazer** es la tercera encarnación del **Cañón de Fuego Infernal**, una de las muchas armas que **Imanaki Corp** había construido basándose en sus experimentos explotando lo que llamaron **Energía Ardiente**, una fuente de poder de las profundidades del mismo **Infierno**. Es una mejora directa del modelo Mark 2, el **Hellrazer**, poseyendo capacidades de fuego en ráfaga y un simple sistema de cargador en barril para facilitar recargas. También posee más tipos de munición esta vez:
\cfGranadas "Blazer":\c- La munición estándar. Altamente explosivas a pesar de su diminuto tamaño, gracias a la Energía Ardiente superconcentrada que contienen.
\cfGranadas en clúster "Crackshot":\c- Éstas explotan en granadas más pequeñas que se dispersan en el impacto, rebotando durante un tiempo antes de detonar.
\cfGranadas incendiarias "Ravager":\c- Las Ravagers liberan una onda de Energía Ardiente sin refinar cuando detonan, cubriendo una zona amplia a su alrededor. Muy útiles en espacios cerrados, donde su plasma abrasador no se disipará tan fácilmente, tostando a conciencia todos los objetivos encontrados. Por razones de seguridad este tipo de munición no se puede usar en ráfaga.
\cfCabezas nucleares "Slayer":\c- Un favorito de la anterior serie. Estas bombas nucleares en miniatura contienen en su interior Energía Ardiente altamente enriquecida que causará una devastación total en un radio masivo, causando la muerte segura de incluso los demonios de mayor rango en los ejércitos del Infierno. Tampoco pueden usarse en ráfaga.
El **Hellblazer** es la tercera encarnación del **Cañón de Fuego Infernal**, una de las muchas armas que **Imanaki Corp** había construido basándose en sus experimentos explotando lo que llamaron **Energía Ardiente**, una fuente de poder de las profundidades del mismo **Infierno**. Es una mejora directa del modelo Mark 2, el **Hellrazer**, poseyendo capacidades de fuego en ráfaga y un simple sistema de cargador en barril para facilitar recargas. Como munición, emplea granadas de 25mm "Blazer", altamente explosivas a pesar de su diminuto tamaño, debido a los materiales que contiene.
El Hellblazer fue descontinuado tras la destrucción de las oficinas de Imanaki Corp en 2009, pero el **Instituto Tecnológico Tach-Engine** ha conseguido reproducir el arma tras su caída. Sin embargo, los modelos replicados no emplean esta "Energía Ardiente", así que no son tan destructivos como debían ser. En su lugar, usan el altamente volátil **Nokron**, uno de los dos elementos exóticos empleados en el proceso de Microfusión, ya que su potencial para el uso en explosivos es bastante notable.
@ -25,9 +17,9 @@ A diferencia de su predecesor, el cual se basaba en simple detección de proximi
\cfFuego Secundario:\c- Lanza la munición cargada sin armar, como una granada. Pulsa para disparar una granada, mantén para precargar 2 granadas adicionales (el fuego primario cancela este proceso). La búsqueda de objetivos también afecta a las granadas, ya que intentarán guiarse hacia el objetivo con cada rebote.
\cfFuego Terciario:\c- Alterna entre las municiones a usar en la próxima recarga.
\cfFuego Terciario:\c- No hace nada a menos que el arma esté bloqueada para el tiro (ver arriba).
\cfRecarga:\c- Durante una recarga, puedes o bien rellenar el cargador actual (fácil a través del contenedor de **Hammerspace™**), o cambiarlo por otro tipo de munición.
\cfRecarga:\c- Rellena el cargador actual, bastante fácil a través del contenedor de **Hammerspace™**.
\cfTécnicas:\c- Las granadas detonan automáticamente en proximidad a objetivos hostiles, así que todavía puedes alcanzar ese disparo aunque solo los hayas rozado. No está muy claro como detectan los objetivos, o como saben que son hostiles.

View file

@ -17,9 +17,9 @@ Para poder compensar su masivo retroceso, el arma redirige una parte de los gase
\cfFuego Primario:\c- Dispara la bala. Cualquier objetivo alcanzado por ella queda hecho papilla. Un segundo pulsado tras disparar cargará otra bala.
\cfFuego Secundario:\c- Pulsa para alternar entre balas XSB y FCB para la siguiente recarga, si están disponibles. Mantén y luego pulsa fuego primario para accionar el perno manualmente, permitiéndote recuperar balas sin usar.
\cfFuego Secundario:\c- Mantén y luego pulsa fuego primario para accionar el perno manualmente, permitiéndote recuperar balas sin usar. Mantén y luego pulsa recarga para recargar, pero usando munición secundaria si está disponible.
\cfRecarga:\c- Recarga el arma. Cada cargador tiene 5 balas. Se puede mantener también una bala extra en la recámara.
\cfRecarga:\c- Recarga el arma. Cada cargador tiene 5 balas. Se puede mantener también una bala extra en la recámara. Ten en cuenta que si solo tienes munición secundaria, deberás usar la combinación de fuego secundario.
\cfZoom:\c- Mira telescópica hecha a medida, hasta 16 aumentos. Equipada con una cubierta de espuma suave para proteger la cara del usuario durante el disparo con mira.

View file

@ -10,36 +10,22 @@ TXT
El **Trabuco** es una simple escopeta de un disparo con un mecanismo de recarga poco convencional. A diferencia de otras armas del mismo tipo, el Trabuco emplea una variante extraña del cañón basculante que **Blackmann Arms** ha descrito como "cañón deslizante", por la cual en lugar de usar una bisagra, el cañón se desliza horizontalmente al pulsar dos botones laterales, con una pequeña pieza metálica saltando y eyectando el cartucho cargado. Tras cargar el siguiente cartucho, el usuario simplemente tiene que empujar el cañón a su posición inicial. Algunos tienen dudas sobre la factibilidad de esta operación, o de su seguridad, pero han garantizado que el arma no disparará accidentalmente no importa la fuerza ejercida empujando de vuelta el cañón.
El arma emplea el ciertamente grande calibre 6, y hay un surtido exclusivo de munición que puede usar, todo manejado por Blackmann. Siendo estos:
El arma emplea el ciertamente grande calibre 6. La carga ideal que encontrarás en el campo son cartuchos de perdigones #00. Ten en cuenta que la dispersión causada por la poca longitud del cañón puede que dificulte alcanzar objetivos lejanos, pero a un rango más corto debería ser más efectivo.
\cfPerdigones Estándar:\c- Cartuchos rojos. Exactamente lo que pone. La dispersión causada por la poca longitud del cañón puede que dificulte alcanzar objetivos lejanos, pero a un rango más corto debería ser más efectivo.
También hay adicionalmente una carga secundaria exclusive, los llamados \cfCartuchos Dorados\c-, caros y muy poco comunes, con un poder destructor sin par. Cada cartucho dispara un proyectil que contiene una carga de **Explodium** de alta densidad y pureza, junto con brillantina dorada (que es aparentemente solo para quedar bonito). Se garantiza que cualquier cosa que reciba un impacto directo será vaporizada completamente por la explosión resultante.
\cfSlug Metálico:\c- Cartuchos verdes. Slugs muy potentes con una puntería decente, incluso en distancias largas. Dado su tamaño y peso, tienen el potencial de penetrar varios objetivos pequeños.
\cfSal de Kinylum:\c- Cartuchos cian. Pequeños trozos de Kinylum en su forma natural de "sal". Ya disparados, dejan un rastro de plasma ardiente que permanece en el aire durante unos momentos hasta disiparse. Adicionalmente, los trozos explotarán violentamente en contacto con cualquier superficie, o una vez se "desestabilicen" (lo cual desafortunadamente hace que este tipo de munición pierda efectividad a larga distancia).
\cfBola de Plomo:\c- Cartuchos violetas. Viniendo de **Plutoni Incorporated**, estos cartuchos disparan una bola pesada de dolor puro. A pesar del hecho de que son de plomo, tiende a mantener la forma da igual la fuerza de impacto contra algo (algunos dudan de que realmente sean de plomo, siendo más bien de cualquier otro material). Habiendo salido de tal lugar, no es sorprendente que tengan efectos extraños. Al parecer, en ciertas ocasiones, las bolas pueden emitir sonidos extraños al impactar, los cuales adicionalmente provocan potentes ondas de choque, incrementando su velocidad en el proceso. Este suceso extraño está listado como "Golpes Críticos Aleatorios" en la página de la tienda.
\cfDardos de Telebrium:\c- Cartuchos negros. Docenas de proyectiles penetrantes cargados de Telebrium puro, un elemento exótico conocido por sus potentes efectos corrosivos al ser calentado. Los objetivos alcanzados por estos proyectiles experimentarán una muy dolorosa descarga de toxinas corrosivas por sus cuerpos (incluso los no orgánicos), aunque estos efectos se despejarán en cuestión de segundos. El uso de esta munición está altamente restringido, pero has obtenido permiso para usarla contra las fuerzas invasoras.
\cfCartucho Dorado:\c- Cartuchos cubiertos de oro con un fuerte cuerpo metálico. Un tipo de munición caro y muy poco común, con un poder destructor sin par. Cada cartucho dispara un proyectil que contiene una carga de **Explodium** de alta densidad y pureza, junto con brillantina dorada (que es aparentemente solo para quedar bonito). Se garantiza que cualquier cosa que reciba un impacto directo será vaporizada completamente por la explosión resultante.
El amplio rango de munición compatible hace del Trabuco un arma bastante versátil, una vez acostumbrado a su tediosa recarga manual. Hay sin embargo planes para crear una variante semiautomática más cómoda de usar, con prototipos ya probándose.
El Trabuco puede ser un arma bastante versátil, una vez acostumbrado a su tediosa recarga manual. Aun así, hay planes para crear una variante semiautomática más cómoda de usar, con prototipos ya probándose.
\cfFuego Primario:\c- Dispara el cartucho cargado.
\cfFuego Secundario:\c- Pulsa para elegir el tipo de munición a usar en la siguiente recarga. Mantén y luego pulsa fuego primario para retirar el cartucho actual y dejar el arma vacía.
\cfFuego Secundario:\c- Recarga con cartuchos dorados, si están disponibles. Ten en cuenta que si el cartucho cargado no fue usado, se devolverá a su pila de munición. Si no queda suficiente espacio para almacenarlo, se dejará caer en el suelo.
\cfRecarga:\c- Retira el cartucho actual y carga uno nuevo. Si el cartucho cargado no fue gastado, se devolverá a su pila de munición. Si no queda suficiente espacio para almacenarlo, se dejará caer en el suelo.
\cfRecarga:\c- Recarga con munición estándar, si está disponible. Las mismas reglas se aplican.
\cxNotas de Saya:\c-
\cfSí, la mierda esta es jodidamente poco práctica, y no sé como es que nadie se ha reventado la mano recargando la cosa esta. PERO, te deja usar toda clase de munición divertida. Tienes lo típico y normal de cada escopeta por ahí, y luego hay... Literalmente piedras de sal radioactiva, que explotan, pues sí, mola. Pero luego ves lo que hay justo después y es que... ya.\c-
\cfSí, la mierda esta es jodidamente poco práctica, y no sé como es que nadie se ha reventado la mano recargando la cosa esta. PERO es jodidamente potente, sobre todo con lo tremendamente tocho que es el calibre que usa y tal.
\cfHermann-senpai me pasó al friki por lo de los cartuchos negros, porque fueron idea suya. A ver, deja que explique. El Telebrium es... un crimen de guerra. Así de simple. Pero casi que podemos salirnos de rositas, porque lo estamos usando contra bestias desquiciadas. Me sigue sentando un poco mal, pero a ver, no lo estamos usando contra personas, a diferencia de los casos en los que REALMENTE se usó contra personas (joder, las historias sobre ese tema).\c-
\cfEn fin, basta de hablar de crímenes, hablemos ahora de los cartuchos violetas esos. Pues resulta que en serio son un crimen, y ESOS DOS por supuesto están involucrados. Estoy segura de que esas cosas NO están hechas de plomo. Parece más ese metal raro con el que trabajan, que es que puto juro que no puedo ni pronunciar el nombre. Y tiene... sí, CRÍTICOS RANDOM. He aquí el crimen, Demo-chan. No puedo creerme que mierdas así existan ahora. Es que se me fue la olla la primera vez que lo vi en acción, y estoy segura de que a ti te pasará lo mismo.\c-
\cfFinamente están las cosas doradas esas. No podemos comprarlas, así que el friki hizo otro de sus frikitratos y dijo que te recompensaría de vez en cuando por eliminar "objetivos de alto nivel" o algo así. Que ganas tengo de ver como es eso, una puta... lluvia dorada de dolor.\c-
\cfY también, está el tema de las cosas doradas esas. No podemos comprarlas, así que el friki hizo otro de sus frikitratos y dijo que te recompensaría de vez en cuando por eliminar "objetivos de alto nivel" o algo así. Que ganas tengo de ver como es eso, una puta... lluvia dorada de dolor.\c-
\cf*tose*\c-

View file

@ -11,17 +11,7 @@ La **Wallbuster** es una escopeta bestial, teniendo un total de 25 cañones divi
Los mecanismos internos que empujan el funcionamiento de este arma tienen tal grado de complejidad que han sido descritos por algunos como **Ingeniería Loca Alemana**. Solamente el propio **Hermann E. Ischer** conoce todos los detalles de su operación. Con cada accionamiento del gatillo principal, el cañón superior es disparado, y luego su tambor gira a contrarreloj, con el siguiente cartucho listo para dispararse. Con una rotación completa, o cuando se usa el gatillo secundario, el cuerpo principal gira después, alternando a otro tambor.
La Wallbuster es compatible con la mayor parte de cartuchos de calibre 6, aunque hay restricciones de seguridad para algunas, específicamente los cartuchos de flechette y dorados. Esto limita el rango de munición utilizable a sólo estos cuatro tipos:
\cfPerdigones Estándar:\c- Cartuchos rojos. Exactamente lo que pone. Bastante letal a corto rango, y con cierto alcance extra dada la longitud de los cañones del arma.
\cfSlug Metálico:\c- Cartuchos verdes. Slugs muy potentes con una puntería decente, incluso en distancias largas. Dado su tamaño y peso, tienen el potencial de penetrar varios objetivos pequeños.
\cfSal de Kinylum:\c- Cartuchos cian. Pequeños trozos de Kinylum en su forma natural de "sal". Ya disparados, dejan un rastro de plasma ardiente que permanece en el aire durante unos momentos hasta disiparse. Adicionalmente, los trozos explotarán violentamente en contacto con cualquier superficie, o una vez se "desestabilicen" (lo cual desafortunadamente hace que este tipo de munición pierda efectividad a larga distancia).
\cfBola de Plomo:\c- Cartuchos violetas. Viniendo de **Plutoni Incorporated**, estos cartuchos disparan una bola pesada de dolor puro. A pesar del hecho de que son de plomo, tiende a mantener la forma da igual la fuerza de impacto contra algo (algunos dudan de que realmente sean de plomo, siendo más bien de cualquier otro material). Habiendo salido de tal lugar, no es sorprendente que tengan efectos extraños. Al parecer, en ciertas ocasiones, las bolas pueden emitir sonidos extraños al impactar, los cuales adicionalmente provocan potentes ondas de choque, incrementando su velocidad en el proceso. Este suceso extraño está listado como "Golpes Críticos Aleatorios" en la página de la tienda.
A pesar de esta limitación, con solo estos cuatro tipos uno puede hacer de la Wallbuster una potente compañera. Especialmente teniendo en cuenta la naturaleza semi-automática del arma, permitiendo una rápida sucesión de disparos o incluso disparar varios cartuchos de forma simultánea.
Teniendo en cuenta la naturaleza semi-automática del arma, permitiendo una rápida sucesión de disparos o incluso disparar varios cartuchos de forma simultánea, la Wallbuster es una muy poderosa compañera.
\cfFuego Primario:\c- Dispara el cañón superior.
@ -29,14 +19,14 @@ A pesar de esta limitación, con solo estos cuatro tipos uno puede hacer de la W
\cfFuego Terciario:\c- Lo dispara todo, si realmente quieres.
\cfRecarga:\c- Una vez se tira de la palanca lateral, los tambores pueden ser retirados y recargados individualmente. Para recargar por el camino, se recomienda tener un **Cinturón Magnético Útil** o similar, ya que facilitará esta operación. Hay recargadores rápidos disponibles para comprar desde la página web de Blackmann Arms, o de distribuidores autorizados. Los operadores astutos también optarían por llevar encima tambores pre-cargados de repuesto.
\cfRecarga:\c- Una vez se tira de la palanca lateral, los tambores pueden ser retirados y recargados individualmente. Una rutina de recarga rápida se ejecutará y te hará llenar automáticamente lo máximo posible del arma. Pueded cancelar esto en cualquier momento pulsando el boton de recarga otra vez o cualquier boton de fuego.
\cfTécnicas:\c- Tal y como su nombre indica, puedes destruir toda clase de obstáculos por el camino, siempre y cuando causes suficiente daño relativo a su tamaño (requiriendo fuego secundario o terciario). Esto incluye hasta puertas bloqueadas, por lo que nunca más necesitarás buscar llaves.
\cxNotas de Saya:\c-
\cfOK a ver, la puta masa de metal rompecojones esta. Sí, esto sí que es la puta repera...\c-
\cfNo te preocupes por tardar un huevo en recargarla, por cierto. DemolitionOS viene con una rutina de recarga rápida que te lo pondrá más fácil. La munición se pone ahí en cola desde el Hammerspace, y luego todo lo que tienes que hacer es poner la mano encima de los cañones, y ya se mete todo ahí. Mola, ¿verdad? Taro hizo la mayor parte del chollo, así que eso, le puedes dar las gracias. Por cierto, no te recomiendo usar la función de recarga automática, está un poco programada de forma chapucera y no es muy inteligente en cuanto a elegir munición. Aunque claro, supongo que en una emergencia sería útil, ya que funciona muy rápido.\c-
\cfNo te preocupes por tardar un huevo en recargarla, por cierto. DemolitionOS viene con una rutina de recarga rápida que te lo pondrá más fácil. La munición se pone ahí en cola desde el Hammerspace, y luego todo lo que tienes que hacer es poner la mano encima de los cañones, y ya se mete todo ahí, lleva unos 10 segundos llenarlo todo, más o menos. Mola, ¿verdad? Taro hizo la mayor parte del chollo, así que eso, le puedes dar las gracias.\c-
\cfOh ya... sabes... la cosa esta, con el nombre y todo, casi que me recuerda a la abuela un poco. A ver, si cambias la primera letra... Oh, ¿puedes oír la batería y la guitarra? Porque yo sí...\c-

View file

@ -35,151 +35,39 @@ Model "RedShell4"
FrameIndex XZW1 A 0 0
}
Model "GreenShell"
Model "RedShell8"
{
Path "models"
Model 0 "ShellAmmo_One_d.3d"
Skin 0 "Shell_Slug.png"
Scale 0.024 0.024 0.024
PitchOffset 30
ZOffset 16
ROTATING
FrameIndex XZW1 A 0 0
}
Model "GreenShell2"
{
Path "models"
Model 0 "ShellAmmo_Two_d.3d"
Skin 0 "Shell_Slug.png"
Model 0 "ShellAmmo_Eight_d.3d"
SurfaceSkin 0 0 "Shell_Normal.png"
SurfaceSkin 0 1 "envmap/silverenv.png"
Scale 0.024 0.024 0.024
ZOffset 16
ROTATING
FrameIndex XZW1 A 0 0
}
Model "GreenShell4"
Model "RedShell12"
{
Path "models"
Model 0 "ShellAmmo_Four_d.3d"
Skin 0 "Shell_Slug.png"
Model 0 "ShellAmmo_Twelve_d.3d"
SurfaceSkin 0 0 "Shell_Normal.png"
SurfaceSkin 0 1 "envmap/silverenv.png"
Scale 0.024 0.024 0.024
ZOffset 16
ROTATING
FrameIndex XZW1 A 0 0
}
Model "BlueShell"
Model "RedShell16"
{
Path "models"
Model 0 "ShellAmmo_One_d.3d"
Skin 0 "Shell_Kinylum.png"
Scale 0.024 0.024 0.024
PitchOffset 30
ZOffset 16
ROTATING
FrameIndex XZW1 A 0 0
}
Model "BlueShell2"
{
Path "models"
Model 0 "ShellAmmo_Two_d.3d"
Skin 0 "Shell_Kinylum.png"
Scale 0.024 0.024 0.024
ZOffset 16
ROTATING
FrameIndex XZW1 A 0 0
}
Model "BlueShell4"
{
Path "models"
Model 0 "ShellAmmo_Four_d.3d"
Skin 0 "Shell_Kinylum.png"
Scale 0.024 0.024 0.024
ZOffset 16
ROTATING
FrameIndex XZW1 A 0 0
}
Model "BlackShell"
{
Path "models"
Model 0 "ShellAmmo_One_d.3d"
Skin 0 "Shell_Fuck.png"
Scale 0.024 0.024 0.024
PitchOffset 30
ZOffset 16
ROTATING
FrameIndex XZW1 A 0 0
}
Model "BlackShell2"
{
Path "models"
Model 0 "ShellAmmo_Two_d.3d"
Skin 0 "Shell_Fuck.png"
Scale 0.024 0.024 0.024
ZOffset 16
ROTATING
FrameIndex XZW1 A 0 0
}
Model "BlackShell4"
{
Path "models"
Model 0 "ShellAmmo_Four_d.3d"
Skin 0 "Shell_Fuck.png"
Scale 0.024 0.024 0.024
ZOffset 16
ROTATING
FrameIndex XZW1 A 0 0
}
Model "PurpleShell"
{
Path "models"
Model 0 "ShellAmmo_One_d.3d"
Skin 0 "Shell_Ball.png"
Scale 0.024 0.024 0.024
PitchOffset 30
ZOffset 16
ROTATING
FrameIndex XZW1 A 0 0
}
Model "PurpleShell2"
{
Path "models"
Model 0 "ShellAmmo_Two_d.3d"
Skin 0 "Shell_Ball.png"
Scale 0.024 0.024 0.024
ZOffset 16
ROTATING
FrameIndex XZW1 A 0 0
}
Model "PurpleShell4"
{
Path "models"
Model 0 "ShellAmmo_Four_d.3d"
Skin 0 "Shell_Ball.png"
Model 0 "ShellAmmo_Sixteen_d.3d"
SurfaceSkin 0 0 "Shell_Normal.png"
SurfaceSkin 0 1 "envmap/silverenv.png"
Scale 0.024 0.024 0.024
ZOffset 16
ROTATING
@ -330,102 +218,6 @@ Model "HellblazerMissileMag"
FrameIndex XZW1 A 0 0
}
Model "HellblazerCrackshots"
{
Path "models"
Model 0 "HellblazerProj_d.3d"
Skin 0 "HellblazerMissile_Cluster.png"
Scale 0.16 0.16 0.16
PitchOffset 45
ZOffset 16
ROTATING
FrameIndex XZW1 A 0 0
}
Model "HellblazerCrackshots2"
{
Path "models"
Model 0 "HellblazerDuo_d.3d"
Skin 0 "HellblazerMissile_Cluster.png"
Scale 0.16 0.16 0.16
ZOffset 16
ROTATING
FrameIndex XZW1 A 0 0
}
Model "HellblazerCrackshotMag"
{
Path "models"
Model 0 "HellblazerAmmo_Three_d.3d"
SurfaceSkin 0 0 "HellblazerAmmo_Cluster.png"
SurfaceSkin 0 1 "HellblazerMissile_Cluster.png"
Scale 0.16 0.16 0.16
PitchOffset -45
ZOffset 16
ROTATING
FrameIndex XZW1 A 0 0
}
Model "HellblazerRavagers"
{
Path "models"
Model 0 "HellblazerProj_d.3d"
Skin 0 "HellblazerMissile_Fire.png"
Scale 0.16 0.16 0.16
PitchOffset 45
ZOffset 16
ROTATING
FrameIndex XZW1 A 0 0
}
Model "HellblazerRavagerMag"
{
Path "models"
Model 0 "HellblazerAmmo_Three_d.3d"
SurfaceSkin 0 0 "HellblazerAmmo_Fire.png"
SurfaceSkin 0 1 "HellblazerMissile_Fire.png"
Scale 0.16 0.16 0.16
PitchOffset -45
ZOffset 16
ROTATING
FrameIndex XZW1 A 0 0
}
Model "HellblazerWarheads"
{
Path "models"
Model 0 "HellblazerProj_d.3d"
Skin 0 "HellblazerMissile_Nuke.png"
Scale 0.16 0.16 0.16
PitchOffset 45
ZOffset 16
ROTATING
FrameIndex XZW1 A 0 0
}
Model "HellblazerWarheadMag"
{
Path "models"
Model 0 "HellblazerAmmo_Two_d.3d"
SurfaceSkin 0 0 "HellblazerAmmo_Nuke.png"
SurfaceSkin 0 1 "HellblazerMissile_Nuke.png"
Scale 0.16 0.16 0.16
PitchOffset -45
ZOffset 16
ROTATING
FrameIndex XZW1 A 0 0
}
Model "SparkUnit"
{
Path "models"

View file

@ -297,18 +297,6 @@ Model "DualExplodiumGun"
FrameIndex XZWM F 3 377
FrameIndex XZWM G 3 378
FrameIndex XZWM H 3 379
// Lower
FrameIndex XZWN F 3 297
FrameIndex XZWN G 3 298
FrameIndex XZWN H 3 299
FrameIndex XZWN I 3 300
FrameIndex XZWN J 3 301 // Raise
FrameIndex XZWN K 3 302
FrameIndex XZWN L 3 303
FrameIndex XZWN M 3 304
FrameIndex XZWN N 3 305
FrameIndex XZWN O 3 306
FrameIndex XZWN P 3 307
}
Model "DualExplodiumGun"
@ -517,19 +505,6 @@ Model "DualExplodiumGun"
FrameIndex XZWK B 1 377
FrameIndex XZWK C 1 378
FrameIndex XZWK D 1 379
SurfaceSkin 1 3 "ExplodiumGun.png"
// Lower
FrameIndex XZWM U 1 297
FrameIndex XZWM V 1 298
FrameIndex XZWM W 1 299
FrameIndex XZWM X 1 300
FrameIndex XZWM Y 1 301 // Raise
FrameIndex XZWM Z 1 302
FrameIndex XZWN A 1 303
FrameIndex XZWN B 1 304
FrameIndex XZWN C 1 305
FrameIndex XZWN D 1 306
FrameIndex XZWN E 1 307
}
Model "SWWMDualWeaponGiver"

View file

@ -21,87 +21,6 @@ Model "HellblazerMissile2"
FrameIndex XZW1 A 0 0
}
Model "HellblazerCrackshot"
{
Path "models"
Model 0 "HellblazerProj_d.3d"
Skin 0 "HellblazerMissile_Cluster.png"
Scale 0.1 0.1 0.1
USEACTORPITCH
FrameIndex XZW1 A 0 0
}
Model "HellblazerCrackshot2"
{
Path "models"
Model 0 "HellblazerProj_d.3d"
Skin 0 "HellblazerMissile_Cluster.png"
Scale 0.1 0.1 0.1
USEACTORPITCH
USEACTORROLL
FrameIndex XZW1 A 0 0
}
Model "HellblazerClusterMini"
{
Path "models"
Model 0 "HellblazerProj_d.3d"
Skin 0 "HellblazerMissile_Cluster.png"
Scale 0.05 0.05 0.05
USEACTORPITCH
USEACTORROLL
FrameIndex XZW1 A 0 0
}
Model "HellblazerRavager"
{
Path "models"
Model 0 "HellblazerProj_d.3d"
Skin 0 "HellblazerMissile_Fire.png"
Scale 0.1 0.1 0.1
USEACTORPITCH
FrameIndex XZW1 A 0 0
}
Model "HellblazerRavager2"
{
Path "models"
Model 0 "HellblazerProj_d.3d"
Skin 0 "HellblazerMissile_Fire.png"
Scale 0.1 0.1 0.1
USEACTORPITCH
USEACTORROLL
FrameIndex XZW1 A 0 0
}
Model "HellblazerWarhead"
{
Path "models"
Model 0 "HellblazerProj_d.3d"
Skin 0 "HellblazerMissile_Nuke.png"
Scale 0.1 0.1 0.1
USEACTORPITCH
FrameIndex XZW1 A 0 0
}
Model "HellblazerWarhead2"
{
Path "models"
Model 0 "HellblazerProj_d.3d"
Skin 0 "HellblazerMissile_Nuke.png"
Scale 0.1 0.1 0.1
USEACTORPITCH
USEACTORROLL
FrameIndex XZW1 A 0 0
}
Model "Hellblazer"
{
@ -120,24 +39,6 @@ Model "Hellblazer"
SurfaceSkin 0 4 "HellblazerAmmo.png"
SurfaceSkin 0 5 "HellblazerAmmo.png"
FrameIndex XZW1 A 0 0
// Crackshots
SurfaceSkin 0 2 "HellblazerAmmo_Cluster.png"
SurfaceSkin 0 3 ""
SurfaceSkin 0 4 "HellblazerAmmo_Cluster.png"
SurfaceSkin 0 5 ""
FrameIndex XZW1 B 0 0
// Ravagers
SurfaceSkin 0 2 "HellblazerAmmo_Fire.png"
SurfaceSkin 0 3 ""
SurfaceSkin 0 4 "HellblazerAmmo_Fire.png"
SurfaceSkin 0 5 ""
FrameIndex XZW1 C 0 0
// Warheads
SurfaceSkin 0 2 "HellblazerAmmo_Nuke.png"
SurfaceSkin 0 3 ""
SurfaceSkin 0 4 ""
SurfaceSkin 0 5 "HellblazerAmmo_Nuke.png"
FrameIndex XZW1 D 0 0
}
// individual missiles for pickup model
@ -169,33 +70,6 @@ Model "HellblazerXSub"
SurfaceSkin 0 10 ""
SurfaceSkin 0 11 "HellblazerMissile.png"
FrameIndex XZW1 F 0 0
SurfaceSkin 0 11 ""
// Crackshots
SurfaceSkin 0 6 "HellblazerMissile_Cluster.png"
FrameIndex XZW2 A 0 0
SurfaceSkin 0 6 ""
SurfaceSkin 0 8 "HellblazerMissile_Cluster.png"
FrameIndex XZW2 B 0 0
SurfaceSkin 0 8 ""
SurfaceSkin 0 10 "HellblazerMissile_Cluster.png"
FrameIndex XZW2 C 0 0
SurfaceSkin 0 10 ""
// Ravagers
SurfaceSkin 0 6 "HellblazerMissile_Fire.png"
FrameIndex XZW3 A 0 0
SurfaceSkin 0 6 ""
SurfaceSkin 0 8 "HellblazerMissile_Fire.png"
FrameIndex XZW3 B 0 0
SurfaceSkin 0 8 ""
SurfaceSkin 0 10 "HellblazerMissile_Fire.png"
FrameIndex XZW3 C 0 0
SurfaceSkin 0 10 ""
// Warheads
SurfaceSkin 0 6 "HellblazerMissile_Nuke.png"
FrameIndex XZW4 A 0 0
SurfaceSkin 0 6 ""
SurfaceSkin 0 9 "HellblazerMissile_Nuke.png"
FrameIndex XZW4 B 0 0
}
Model "HellblazerX"
{
@ -213,7 +87,7 @@ Model "HellblazerX"
}
// translucent part
Model "Hellblazer"
/*Model "Hellblazer"
{
Path "models"
@ -383,9 +257,9 @@ Model "Hellblazer"
FrameIndex XZWR G 2 155
FrameIndex XZWR H 2 156
FrameIndex XZWR I 2 157
}
}*/
Model "Hellblazer"
/*Model "Hellblazer"
{
Path "models"
@ -977,4 +851,4 @@ Model "Hellblazer"
FrameIndex XZWR L 1 155
FrameIndex XZWR M 1 156
FrameIndex XZWR N 1 157
}
}*/

View file

@ -242,6 +242,72 @@ Model "MykradvoSmallNullTendril"
FrameIndex XZW1 M 0 12
}
Model "SaltBeam"
{
Path "models/extra"
Model 0 "WarpBeam2_d.3d"
Scale 0.125 0.125 0.125
Offset 16 0 0
DONTCULLBACKFACES
USEACTORPITCH
USEACTORROLL
// starter
Skin 0 "SaltBeamS.png"
// base
FrameIndex XZW1 A 0 0
// low deviation
FrameIndex XZW1 B 0 1
FrameIndex XZW1 C 0 2
FrameIndex XZW1 D 0 3
FrameIndex XZW1 E 0 4
// mid deviation
FrameIndex XZW1 F 0 5
FrameIndex XZW1 G 0 6
FrameIndex XZW1 H 0 7
FrameIndex XZW1 I 0 8
// high deviation
FrameIndex XZW1 J 0 9
FrameIndex XZW1 K 0 10
FrameIndex XZW1 L 0 11
FrameIndex XZW1 M 0 12
// other
Skin 0 "SaltBeam.png"
// base
FrameIndex XZW2 A 0 0
// low deviation
FrameIndex XZW2 B 0 1
FrameIndex XZW2 C 0 2
FrameIndex XZW2 D 0 3
FrameIndex XZW2 E 0 4
// mid deviation
FrameIndex XZW2 F 0 5
FrameIndex XZW2 G 0 6
FrameIndex XZW2 H 0 7
FrameIndex XZW2 I 0 8
// high deviation
FrameIndex XZW2 J 0 9
FrameIndex XZW2 K 0 10
FrameIndex XZW2 L 0 11
FrameIndex XZW2 M 0 12
}
Model "TheBall"
{
Path "models"
Model 0 "extra/BaseSphere_d.3d"
Skin 0 "envmap/leadenv.png"
Scale 0.006 0.006 0.006
ZOffset 1
FrameIndex XZW1 A 0 0
}
Model "SWWMShadow"
{
Path "models/extra"

File diff suppressed because it is too large Load diff

View file

@ -78,168 +78,9 @@ Model "Wallbuster"
FrameIndex XZWW X 3 0
Offset 0.726079 -60 -23.3369
FrameIndex XZWW Y 3 0
// Slug
Scale 0.08 0.08 0.08
Skin 3 "ShotgMuz.png"
Offset 12 -60 -11
FrameIndex XZWX A 3 0
Offset 14.8532 -60 -13.0729
FrameIndex XZWX B 3 0
Offset 13.7634 -60 -16.4271
FrameIndex XZWX C 3 0
Offset 10.2366 -60 -16.4271
FrameIndex XZWX D 3 0
Offset 9.14683 -60 -13.0729
FrameIndex XZWX E 3 0
Offset 24.3637 -60 -19.9828
FrameIndex XZWX F 3 0
Offset 23.2739 -60 -23.3369
FrameIndex XZWX G 3 0
Offset 19.7472 -60 -23.3369
FrameIndex XZWX H 3 0
Offset 18.6574 -60 -19.9828
FrameIndex XZWX I 3 0
Offset 21.5106 -60 -17.9098
FrameIndex XZWX J 3 0
Offset 19.6412 -60 -34.5172
FrameIndex XZWX K 3 0
Offset 16.1145 -60 -34.5172
FrameIndex XZWX L 3 0
Offset 15.0247 -60 -31.1631
FrameIndex XZWX M 3 0
Offset 17.8779 -60 -29.0902
FrameIndex XZWX N 3 0
Offset 20.731 -60 -31.1631
FrameIndex XZWX O 3 0
Offset 4.35879 -60 -34.5172
FrameIndex XZWX P 3 0
Offset 3.26898 -60 -31.1631
FrameIndex XZWX Q 3 0
Offset 6.12215 -60 -29.0902
FrameIndex XZWX R 3 0
Offset 8.97532 -60 -31.1631
FrameIndex XZWX S 3 0
Offset 7.8855 -60 -34.5172
FrameIndex XZWX T 3 0
Offset -0.363735 -60 -19.9828
FrameIndex XZWX U 3 0
Offset 2.48943 -60 -17.9098
FrameIndex XZWX V 3 0
Offset 5.3426 -60 -19.9828
FrameIndex XZWX W 3 0
Offset 4.25279 -60 -23.3369
FrameIndex XZWX X 3 0
Offset 0.726079 -60 -23.3369
FrameIndex XZWX Y 3 0
// Kinylum
Scale 0.13 0.13 0.13
Skin 3 "ShotgMuzSalt.png"
Offset 12 -60 -11
FrameIndex XZWY A 3 0
Offset 14.8532 -60 -13.0729
FrameIndex XZWY B 3 0
Offset 13.7634 -60 -16.4271
FrameIndex XZWY C 3 0
Offset 10.2366 -60 -16.4271
FrameIndex XZWY D 3 0
Offset 9.14683 -60 -13.0729
FrameIndex XZWY E 3 0
Offset 24.3637 -60 -19.9828
FrameIndex XZWY F 3 0
Offset 23.2739 -60 -23.3369
FrameIndex XZWY G 3 0
Offset 19.7472 -60 -23.3369
FrameIndex XZWY H 3 0
Offset 18.6574 -60 -19.9828
FrameIndex XZWY I 3 0
Offset 21.5106 -60 -17.9098
FrameIndex XZWY J 3 0
Offset 19.6412 -60 -34.5172
FrameIndex XZWY K 3 0
Offset 16.1145 -60 -34.5172
FrameIndex XZWY L 3 0
Offset 15.0247 -60 -31.1631
FrameIndex XZWY M 3 0
Offset 17.8779 -60 -29.0902
FrameIndex XZWY N 3 0
Offset 20.731 -60 -31.1631
FrameIndex XZWY O 3 0
Offset 4.35879 -60 -34.5172
FrameIndex XZWY P 3 0
Offset 3.26898 -60 -31.1631
FrameIndex XZWY Q 3 0
Offset 6.12215 -60 -29.0902
FrameIndex XZWY R 3 0
Offset 8.97532 -60 -31.1631
FrameIndex XZWY S 3 0
Offset 7.8855 -60 -34.5172
FrameIndex XZWY T 3 0
Offset -0.363735 -60 -19.9828
FrameIndex XZWY U 3 0
Offset 2.48943 -60 -17.9098
FrameIndex XZWY V 3 0
Offset 5.3426 -60 -19.9828
FrameIndex XZWY W 3 0
Offset 4.25279 -60 -23.3369
FrameIndex XZWY X 3 0
Offset 0.726079 -60 -23.3369
FrameIndex XZWY Y 3 0
// Ball
Scale 0.06 0.06 0.06
Skin 3 "ShotgMuz.png"
Offset 12 -60 -11
FrameIndex XZWZ A 3 0
Offset 14.8532 -60 -13.0729
FrameIndex XZWZ B 3 0
Offset 13.7634 -60 -16.4271
FrameIndex XZWZ C 3 0
Offset 10.2366 -60 -16.4271
FrameIndex XZWZ D 3 0
Offset 9.14683 -60 -13.0729
FrameIndex XZWZ E 3 0
Offset 24.3637 -60 -19.9828
FrameIndex XZWZ F 3 0
Offset 23.2739 -60 -23.3369
FrameIndex XZWZ G 3 0
Offset 19.7472 -60 -23.3369
FrameIndex XZWZ H 3 0
Offset 18.6574 -60 -19.9828
FrameIndex XZWZ I 3 0
Offset 21.5106 -60 -17.9098
FrameIndex XZWZ J 3 0
Offset 19.6412 -60 -34.5172
FrameIndex XZWZ K 3 0
Offset 16.1145 -60 -34.5172
FrameIndex XZWZ L 3 0
Offset 15.0247 -60 -31.1631
FrameIndex XZWZ M 3 0
Offset 17.8779 -60 -29.0902
FrameIndex XZWZ N 3 0
Offset 20.731 -60 -31.1631
FrameIndex XZWZ O 3 0
Offset 4.35879 -60 -34.5172
FrameIndex XZWZ P 3 0
Offset 3.26898 -60 -31.1631
FrameIndex XZWZ Q 3 0
Offset 6.12215 -60 -29.0902
FrameIndex XZWZ R 3 0
Offset 8.97532 -60 -31.1631
FrameIndex XZWZ S 3 0
Offset 7.8855 -60 -34.5172
FrameIndex XZWZ T 3 0
Offset -0.363735 -60 -19.9828
FrameIndex XZWZ U 3 0
Offset 2.48943 -60 -17.9098
FrameIndex XZWZ V 3 0
Offset 5.3426 -60 -19.9828
FrameIndex XZWZ W 3 0
Offset 4.25279 -60 -23.3369
FrameIndex XZWZ X 3 0
Offset 0.726079 -60 -23.3369
FrameIndex XZWZ Y 3 0
}
Model "Wallbuster"
/*Model "Wallbuster"
{
// shells
Path "models"
@ -466,7 +307,7 @@ Model "Wallbuster"
FrameIndex XZWH G 2 98
FrameIndex XZWH H 2 99
FrameIndex XZWH I 2 100
}
}*/
Model "Wallbuster"
{

Binary file not shown.

Before

Width:  |  Height:  |  Size: 2.4 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 8.1 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 8.2 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 8.3 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 7.9 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 8 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 8 KiB

BIN
models/ShellAmmo_Eight_a.3d Normal file

Binary file not shown.

BIN
models/ShellAmmo_Eight_d.3d Normal file

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Before

Width:  |  Height:  |  Size: 2.3 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 2.5 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.8 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.8 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 2.3 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 2.6 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.9 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 2.3 KiB

View file

@ -132,9 +132,7 @@ You can have two of them, by the way.
Slot 3. Shotgun.
Coming from Instant Action 3, of all places, here's this thing.
Primary fire fires (duh).
Secondary fire switches the ammo type for next reload on tap. Holding it and
tapping the fire button will unload whatever ammo you have inside, in case you
want to use it on the other shotgun weapon.
Secondary fire switches to golden shells (if you've got any).
Reload does what you'd expect it to do.
This thing may be unwieldy, but boy does it let you use some fun ammo types.
@ -145,7 +143,8 @@ A slight readjustment of a weapon from Total Destruction (cancelled).
Primary fire fires one barrel.
Secondary fire fires five barrels.
Tertiary fire fires all barrels.
Reload opens the reload menu. The instructions provided are self-explanatory.
Reload will start topping up the gun with shells, one cylinder at a time, until
you press it again or any fire button.
Shooting multiple barrels may allow you to bust doors, bars, and other
structures, quite handy.
@ -167,8 +166,7 @@ long-awaited Mk3 model of this marriage between demonic and human technology.
Primary fire shoots the rocket. You can hold it to preload a couple more for a
burst attack. Tapping the opposite button while doing so will stop the preload.
Secondary fire launches it as a bouncing grenade. Same deal.
Tertiary fire cycles ammo types for next reload. But if you're holding in some
rockets, it will instead select targets for seeking.
Tertiary fire, when holding in some rockets, will select targets for seeking.
Reload does what you'd expect. But when holding rockets, it clears any selected
seek targets. That's pretty much all.
@ -187,9 +185,9 @@ at the price of some slight unstability (you might hurt yourself with it).
Slot 8. Sniper rifle.
The big and bulky brother of that unwieldy thing from Ultra Suite.
Primary fire (you guessed it) shoots.
Secondary fire cycles ammo types for reload on tap. On hold, tap primary fire
to manually cycle the bolt, should you need to.
Reload does what you'd expect.
Secondary fire allows for special actions when held. Combine with primary fire
to manually cycle the bolt, and with reload to reload secondary ammo (if any).
Reload does what you'd expect (as long as you have primary ammo).
Tertiary fire is a zoom. Hold to keep increasing the zoom factor, up to 16x.
Crouching with this weapon braces it and disengages the recoil compensator,
which can definitely cause some self-hurt from how hot the jet gas can get.

View file

@ -96,6 +96,13 @@ misc/waterexit sounds/general/surfaceb.ogg
misc/slimeexit sounds/general/GoopE1.ogg
misc/lavaexit sounds/general/LavaE1.ogg
misc/slughit1 sounds/general/slughit1.ogg
misc/slughit2 sounds/general/slughit2.ogg
$random misc/slughit { misc/slughit1 misc/slughit2 }
misc/slughitf1 sounds/general/slughitf1.ogg
misc/slughitf2 sounds/general/slughitf2.ogg
$random misc/slughitf { misc/slughitf1 misc/slughitgf2 }
misc/ricochet1 sounds/general/ric1.ogg
misc/ricochet2 sounds/general/ric2.ogg
misc/ricochet3 sounds/general/ric3.ogg

View file

@ -101,3 +101,32 @@ chancebox/explode1 sounds/items/lootexpl1.ogg
chancebox/explode2 sounds/items/lootexpl2.ogg
chancebox/explode3 sounds/items/lootexpl3.ogg
$random chancebox/explode { chancebox/explode1 chancebox/explode2 chancebox/explode3 }
// TBD 1.4 (Ballsy Bomb)
leadball/fire1 sounds/items/leadballfire1.ogg
leadball/fire2 sounds/items/leadballfire2.ogg
$random leadball/fire { leadball/fire1 leadball/fire2 }
$limit leadball/fire 16
leadball/hit1 sounds/items/leadball1.ogg
leadball/hit2 sounds/items/leadball2.ogg
leadball/hit3 sounds/items/leadball3.ogg
$random leadball/hit { leadball/hit1 leadball/hit2 leadball/hit3 }
leadball/hitf1 sounds/items/leadballf1.ogg
leadball/hitf2 sounds/items/leadballf2.ogg
leadball/hitf3 sounds/items/leadballf3.ogg
$random leadball/hitf { leadball/hitf1 leadball/hitf2 leadball/hitf3 }
leadball/fly sounds/items/leadballfly.ogg
// TBD 1.4 (Battle-Boi Sentry)
saltshot/hit1 sounds/items/salthit1.ogg
saltshot/hit2 sounds/items/salthit2.ogg
saltshot/hit3 sounds/items/salthit3.ogg
saltshot/hit4 sounds/items/salthit4.ogg
$random saltshot/hit { saltshot/hit1 saltshot/hit2 saltshot/hit3 saltshot/hit4 }
$limit saltshot/hit 32
saltshot/trail1 sounds/items/salttrail1.ogg
saltshot/trail2 sounds/items/salttrail2.ogg
saltshot/trail3 sounds/items/salttrail3.ogg
saltshot/trail4 sounds/items/salttrail4.ogg
$random saltshot/trail { saltshot/trail1 saltshot/trail2 saltshot/trail3 saltshot/trail4 }
$limit saltshot/trail 32

View file

@ -63,21 +63,6 @@ spreadgun/redfire1 sounds/spreadgun/spread_redfire1.ogg
spreadgun/redfire2 sounds/spreadgun/spread_redfire2.ogg
$random spreadgun/redfire { spreadgun/redfire1 spreadgun/redfire2 }
$limit spreadgun/redfire 16
spreadgun/greenfire1 sounds/spreadgun/spread_greenfire1.ogg
spreadgun/greenfire2 sounds/spreadgun/spread_greenfire2.ogg
$random spreadgun/greenfire { spreadgun/greenfire1 spreadgun/greenfire2 }
$limit spreadgun/greenfire 16
spreadgun/bluefire1 sounds/spreadgun/spread_bluefire1.ogg
spreadgun/bluefire2 sounds/spreadgun/spread_bluefire2.ogg
$random spreadgun/bluefire { spreadgun/bluefire1 spreadgun/bluefire2 }
$limit spreadgun/bluefire 16
spreadgun/blackfire1 sounds/spreadgun/spread_blackfire1.ogg
spreadgun/blackfire2 sounds/spreadgun/spread_blackfire2.ogg
$random spreadgun/blackfire { spreadgun/blackfire1 spreadgun/blackfire2 }
spreadgun/purplefire1 sounds/spreadgun/spread_purplefire1.ogg
spreadgun/purplefire2 sounds/spreadgun/spread_purplefire2.ogg
$random spreadgun/purplefire { spreadgun/purplefire1 spreadgun/purplefire2 }
$limit spreadgun/purplefire 16
spreadgun/goldfire1 sounds/spreadgun/spread_goldfire1.ogg
spreadgun/goldfire2 sounds/spreadgun/spread_goldfire2.ogg
$random spreadgun/goldfire { spreadgun/goldfire1 spreadgun/goldfire2 }
@ -111,38 +96,6 @@ spreadgun/pelletf5 sounds/spreadgun/spread_pelletf5.ogg
spreadgun/pelletf6 sounds/spreadgun/spread_pelletf6.ogg
$random spreadgun/pelletf { spreadgun/pelletf1 spreadgun/pelletf2 spreadgun/pelletf3 spreadgun/pelletf4 spreadgun/pelletf5 spreadgun/pelletf6 }
$limit spreadgun/pelletf 32
spreadgun/slug1 sounds/spreadgun/spread_slug1.ogg
spreadgun/slug2 sounds/spreadgun/spread_slug2.ogg
$random spreadgun/slug { spreadgun/slug1 spreadgun/slug2 }
spreadgun/slugf1 sounds/spreadgun/spread_slugf1.ogg
spreadgun/slugf2 sounds/spreadgun/spread_slugf2.ogg
$random spreadgun/slugf { spreadgun/slugf1 spreadgun/slugf2 }
spreadgun/corrode sounds/spreadgun/spread_poison.ogg
spreadgun/corrodepuff1 sounds/spreadgun/spread_poisonpuff1.ogg
spreadgun/corrodepuff2 sounds/spreadgun/spread_poisonpuff2.ogg
$random spreadgun/corrodepuff { spreadgun/corrodepuff1 spreadgun/corrodepuff2 }
$limit spreadgun/corrodepuff 32
spreadgun/ball1 sounds/spreadgun/spread_ball1.ogg
spreadgun/ball2 sounds/spreadgun/spread_ball2.ogg
spreadgun/ball3 sounds/spreadgun/spread_ball3.ogg
$random spreadgun/ball { spreadgun/ball1 spreadgun/ball2 spreadgun/ball3 }
spreadgun/ballf1 sounds/spreadgun/spread_ballf1.ogg
spreadgun/ballf2 sounds/spreadgun/spread_ballf2.ogg
spreadgun/ballf3 sounds/spreadgun/spread_ballf3.ogg
$random spreadgun/ballf { spreadgun/ballf1 spreadgun/ballf2 spreadgun/ballf3 }
spreadgun/ballfly sounds/spreadgun/spread_ballfly.ogg
spreadgun/salt1 sounds/spreadgun/spread_salt1.ogg
spreadgun/salt2 sounds/spreadgun/spread_salt2.ogg
spreadgun/salt3 sounds/spreadgun/spread_salt3.ogg
spreadgun/salt4 sounds/spreadgun/spread_salt4.ogg
$random spreadgun/salt { spreadgun/salt1 spreadgun/salt2 spreadgun/salt3 spreadgun/salt4 }
$limit spreadgun/salt 32
spreadgun/salttrail1 sounds/spreadgun/spread_bluetrail1.ogg
spreadgun/salttrail2 sounds/spreadgun/spread_bluetrail2.ogg
spreadgun/salttrail3 sounds/spreadgun/spread_bluetrail3.ogg
spreadgun/salttrail4 sounds/spreadgun/spread_bluetrail4.ogg
$random spreadgun/salttrail { spreadgun/salttrail1 spreadgun/salttrail2 spreadgun/salttrail3 spreadgun/salttrail4 }
$limit spreadgun/salttrail 32
spreadgun/goldexpl1 sounds/spreadgun/spread_goldexp1.ogg
spreadgun/goldexpl2 sounds/spreadgun/spread_goldexp2.ogg
$random spreadgun/goldexpl { spreadgun/goldexpl1 spreadgun/goldexpl2 }
@ -232,30 +185,11 @@ hellblazer/open sounds/hellblazer/blaze_open.ogg
hellblazer/magout sounds/hellblazer/blaze_magout.ogg
hellblazer/magin sounds/hellblazer/blaze_magin.ogg
hellblazer/close sounds/hellblazer/blaze_close.ogg
hellblazer/hitm1 sounds/hellblazer/blaze_hitm1.ogg
hellblazer/hitm2 sounds/hellblazer/blaze_hitm2.ogg
hellblazer/hitm3 sounds/hellblazer/blaze_hitm3.ogg
$random hellblazer/hitm { hellblazer/hitm1 hellblazer/hitm2 hellblazer/hitm3 }
$limit hellblazer/hitm 32
hellblazer/hitc1 sounds/hellblazer/blaze_hitc1.ogg
hellblazer/hitc2 sounds/hellblazer/blaze_hitc2.ogg
hellblazer/hitc3 sounds/hellblazer/blaze_hitc3.ogg
$random hellblazer/hitc { hellblazer/hitc1 hellblazer/hitc2 hellblazer/hitc3 }
$limit hellblazer/hitc 32
hellblazer/hitcs1 sounds/hellblazer/blaze_hitcs1.ogg
hellblazer/hitcs2 sounds/hellblazer/blaze_hitcs2.ogg
hellblazer/hitcs3 sounds/hellblazer/blaze_hitcs3.ogg
$random hellblazer/hitcs { hellblazer/hitcs1 hellblazer/hitcs2 hellblazer/hitcs3 }
$limit hellblazer/hitcs 32
hellblazer/hitr1 sounds/hellblazer/blaze_hitr1.ogg
hellblazer/hitr2 sounds/hellblazer/blaze_hitr2.ogg
hellblazer/hitr3 sounds/hellblazer/blaze_hitr3.ogg
$random hellblazer/hitr { hellblazer/hitr1 hellblazer/hitr2 hellblazer/hitr3 }
$limit hellblazer/hitr 32
hellblazer/hitw1 sounds/hellblazer/blaze_hitw1.ogg
hellblazer/hitw2 sounds/hellblazer/blaze_hitw2.ogg
$random hellblazer/hitw { hellblazer/hitw1 hellblazer/hitw2 }
$limit hellblazer/hitw 32
hellblazer/hit1 sounds/hellblazer/blaze_hit1.ogg
hellblazer/hit2 sounds/hellblazer/blaze_hit2.ogg
hellblazer/hit3 sounds/hellblazer/blaze_hit3.ogg
$random hellblazer/hit { hellblazer/hit1 hellblazer/hit2 hellblazer/hit3 }
$limit hellblazer/hit 16
hellblazer/bounce sounds/hellblazer/blaze_bounce.ogg
hellblazer/fly sounds/hellblazer/blaze_fly.ogg
hellblazer/preload sounds/hellblazer/blaze_preload.ogg

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Some files were not shown because too many files have changed in this diff Show more