Revert Deep Impact to need a full charge for altfire. It is more balanced this way.
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3 changed files with 3 additions and 4 deletions
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@ -193,7 +193,7 @@ SWWM_LORETXT_DEEPIMPACT =
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"\n"
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"Primary Fire: Quick puffs of compressed air. Pushes away enemies and projectiles, while also dealing some damage.\n"
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"\n"
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"Secondary Fire: Compresses all the air into a single highly destructive shot. This \"air bullet\" is capable of penetrating multiple targets, digging a hole staight through their bodies. The potential damage depends on how much air there was in the tank.\n"
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"Secondary Fire: Compresses all the air into a single highly destructive shot. This \"air bullet\" is capable of penetrating multiple targets, digging a hole staight through their bodies. Requires a full air tank.\n"
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"\n"
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"Reloading: The lever on the side must be pulled several times in order to refill the internal air tank. Once at full capacity, a smart mechanism will lock the lever to avoid accidental overfilling.\n"
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"\n"
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@ -159,7 +159,7 @@ SWWM_LORETXT_DEEPIMPACT =
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"\n"
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"Fuego Primario: Rápidos soplos de aire comprimido. Empujan enemigos y proyectiles, al mismo tiempo que causan algo de daño.\n"
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"\n"
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"Fuego Secundario: Comprime todo el aire en un único disparo áltamente destructivo. Esta \"bala de aire\" es capaz de atravesar múltiples objetivos, abriendo una brecha directamente a través de sus cuerpos. El potencial de daño depende de la cantidad de aire que había en el tanque.\n"
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"Fuego Secundario: Comprime todo el aire en un único disparo áltamente destructivo. Esta \"bala de aire\" es capaz de atravesar múltiples objetivos, abriendo una brecha directamente a través de sus cuerpos. Requiere un tanque de aire completamente lleno.\n"
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"\n"
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"Recarga: Se debe tirar de la palanca en el lateral para rellenar el tanque de aire interno. Ya en su capacidad máxima, un mecanismo inteligente bloqueará la palanca para evitar la sobrecarga accidental.\n"
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"\n"
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@ -427,8 +427,7 @@ Class DeepImpact : SWWMWeapon
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XZW2 STUA 3;
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Goto Ready;
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AltFire:
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XZW2 A 0 A_JumpIf(invoker.ClipCount<=0,"DryFire");
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XZW2 A 0 A_JumpIf(invoker.ClipCount<=3,"Fire");
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XZW2 A 0 A_JumpIf(invoker.ClipCount<100,"Reload");
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XZW2 A 0 A_BeginCharge();
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XZW2 A 1 A_ChargeUp();
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Wait;
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