diff --git a/TODO.md b/TODO.md deleted file mode 100644 index 563372c63..000000000 --- a/TODO.md +++ /dev/null @@ -1,21 +0,0 @@ -**Extra things after release:** - - - DLC weaponset - - Additional collectibles not added due to time constraints - - Additional achievements - - "White Lady" rare Lämp spawn - - More intermission art (shamefully e-begging on Twitter as usual orz) - - Extra localizations (including Japanese) - - Mod trailer video (doubt I'd be able to, I might ask someone instead) - - Rewrite the entire Demolitionist Menu code from the ground up to be more easily extensible and adapt to any window size - - Figure out what needs to be changed in player code to not desync in mp with prediction enabled - - Hexen key and puzzle item models? - - DLC itemset - - DLC gameset - -**Very extra things for the future:** - - - Modeled Monster/Decoration replacers for all IWADs done in the style of the mod (will be very time consuming) - - Another DLC weaponset - - Official DM map pack - - Official IWAD diff --git a/language.def_base b/language.def_base index 5b34b73ab..4f05a4cf7 100644 --- a/language.def_base +++ b/language.def_base @@ -1234,7 +1234,7 @@ SWWM_ACHIEVEMENT_CUM_TXT = "Melt a grand total of %d enemies with the Rafan-Kos" SWWM_ACHIEVEMENT_DAB_TAG = "HAHA DAB"; SWWM_ACHIEVEMENT_DAB_TXT = "Gib %d enemies with the Itamex Hammer"; SWWM_ACHIEVEMENT_DAKKA_TAG = "Dakka"; -SWWM_ACHIEVEMENT_DAKKA_TXT = "Fire the Sheen HMG for one minute straight"; +SWWM_ACHIEVEMENT_DAKKA_TXT = "Hold altfire with the Sheen HMG for one minute straight"; SWWM_ACHIEVEMENT_DEADEYE_TAG = "Deadeye"; SWWM_ACHIEVEMENT_DEADEYE_TXT = "Land %d consecutive Explodium Gun shots without missing"; SWWM_ACHIEVEMENT_DEVA_TAG = "Deva Station"; diff --git a/language.def_lore b/language.def_lore index acf1dafde..a9c3687aa 100644 --- a/language.def_lore +++ b/language.def_lore @@ -365,7 +365,7 @@ SWWM_LORETXT_BLACKFIREIGNITER = "\n" "\cfSecondary Fire:\c- Concentrated bursts that form spears of supercooled air which can impale small targets, or tear right through them.\n" "\n" -"\cfReloading:\c- Attach a canister to replenish the weapon's internal dark mana reserves. The canister will remain locked in until it's been emptied, otherwise residual energy could escape it and bring harm to the user. If there is an empty canister attached, a second reload action will detach it. Fresh canisters can still be used even if the tank is full, and they will act as an extra \"buffer\" of mana until depleted.\n" +"\cfReloading:\c- Attach up to two canisters to replenish the weapon's internal dark mana reserves. Each canister will remain locked in until it's been emptied, otherwise residual energy could escape and bring harm to the user. If there is an empty canister attached, the reload action will detach it first. Fresh canisters can still be used even if the tank is full, and they will act as an extra \"buffer\" of mana until depleted.\n" "\n" "\cxSaya's Notes:\c-\n" "\cfSo yeah, Misa-Misa has other toys besides that one bigass gun. Pretty cool that she gets requests and whatnot, lil' cinnamon roll's quite popular there, heheheh...\c-\n" @@ -1650,16 +1650,14 @@ SWWM_LORETXT_HEAVYMAHSHEENGUN = "\n" "While generally meant for mounted use, on-the-go operation is possible, provided the user is equipped with silver-rated power armor at minimum in order to handle its heavy recoil.\n" "\n" -"\cfPrimary Fire:\c- 1050 RPM operation. Sustained fire in this mode is theoretically endless, as the heat produced can be efficiently nullified by the internal cooling systems, it is therefore the recommended mode for most situations.\n" +"\cfPrimary Fire:\c- 700 RPM operation. Sustained fire in this mode is theoretically endless, as the heat produced can be efficiently nullified by the internal cooling systems, it is therefore the recommended mode for most situations.\n" "\n" -"\cfSecondary Fire:\c- 2100 RPM operation. Twice the amount of bullet, but with far more heat. Sustained fire in this mode may trigger the weapon's safety lock should the rising heat bring the weapon too close to non-operational temperature.\n" +"\cfSecondary Fire:\c- 1050 RPM operation. Much faster spin, with moderate heat buildup. It's still possible to keep firing in this mode for about a minute or so from a cold start. If you need to deliver more pain and have the ammunition to spare, choose this.\n" "\n" -"\cfTertiary Fire:\c- Toggles automated spin, to reduce downtime between bursts. Do note, however, that while this is active, the noise will alert enemies.\n" +"\cfTertiary Fire:\c- 2100 RPM operation. Extremely fast, with the highest heat potential. Sustained fire in this mode may quickly trigger the weapon's safety lock should the rising heat get too close to non-operational temperature. If you want things dead fast and don't care about running out of ammo in a matter of seconds, do pick this.\n" "\n" "\cfReloading:\c- There is absolutely no need whatsoever to reload this weapon, as it feeds directly off Hammerspace, requiring only a large supply of ammunition. Hammerspace containers will automatically link all necessary rounds for tethered feeding.\n" "\n" -"\cfTechniques:\c- Both triggers can be held simultaneously, allowing for a hybrid two-shot mode, with three times the bullet barrage. The heat output of this mode is quite high, however, so it is not well recommended for extended use.\n" -"\n" "\cxSaya's Notes:\c-\n" "\cfHEAVY MAH-SHEEN GUN!!!\c-\n" "\n" @@ -2483,9 +2481,9 @@ SWWM_LORETXT_MODERNSPARKSTER = "\n" "\cfSecondary Fire:\c- Hold to charge a glob of Nokron plasma, release to let it out into the world. While more immediately destructive than the primary ammunition, this one is less stable, and tends to come out as a searing blast, rather than a projectile.\n" "\n" -"\cfPrimary Reload:\c- Load in a Kinylum cell. Up to 3 can be held in reserve.\n" +"\cfPrimary Reload:\c- Load in a Kinylum cell. Up to 4 can be loaded in.\n" "\n" -"\cfSecondary Reload:\c- Load in a Nokron cell. Same reserve capacity.\n" +"\cfSecondary Reload:\c- Load in a Nokron cell. Same capacity.\n" "\n" "\cfTechniques:\c- Projectile charge can be held indefinitely, as the weapon will vent regularly to stabilize the weapon's peak ignition potency. This could allow one to simply charge from cover and pop out to release the shot when needed. Additionally, the possibility to press both triggers at once is also documented, which allows for a potent release of Nokorokinylum plasma, comparable to a miniature nuke in destructive potential. It is not recommended to perform a combined attack unless the target is far away enough so as to not endanger the user.\n" "\n" @@ -3115,11 +3113,11 @@ SWWM_LORETXT_QUADRAVOL = "\n" "\cfPrimary Fire:\c- Single, large fireball shot. Very minor drift, so its effective range is quite long. Ignites nearby targets on impact.\n" "\n" -"\cfSecondary Fire:\c- Scatter shot of lesser fireballs. Increased drift and lower effective range, but very useful against multiple targets.\n" +"\cfSecondary Fire:\c- Pumps additional fuel, increasing the strength of your shots, but also their drift, making them less accurate. Excess overcharge will result in a wildly inaccurate misfire, but even this has its uses. Forcibly pumping in the middle of primary fire engages slamfire, allowing you to shoot rapid low-charge bursts.\n" "\n" -"\cfTertiary Fire:\c- Pumps additional fuel, increasing the strength of your shots, but also their drift, making them less accurate. Excess overcharge will result in a wildly inaccurate misfire, but even this has its uses. Forcibly pumping in the middle of primary or secondary fire engages slamfire, allowing you to shoot rapid low-charge bursts.\n" +"\cfTertiary Fire:\c- Toggles a scatter shot mode for primary. Several smaller fireballs (number relative to charge), with increased drift and lower effective range, but very useful against multiple targets.\n" "\n" -"\cfReloading:\c- Each fuel box allows for ten shots (less if boosted), after which it must be reloaded. The weapon firmly locks the box in place until it's fully depleted, however.\n" +"\cfReloading:\c- Insert up to five fuel cells into the weapon's tube magazine. Each cell is immediately ejected once it's been emptied into the weapon's internal \"crucible\", so you can hold additional ammo while keeping your charge.\n" "\n" "\cfTechniques:\c- The weapon has a certain \"extra effective\" special move should you be close enough to your target. Plunging the four bayonets into an enemy and immediately pulling the trigger afterwards will result in a potent point blank explosion that will send them flying, covered in flames.\n" "\n" diff --git a/language.es_base b/language.es_base index 8ec417517..2fbdb5fd3 100644 --- a/language.es_base +++ b/language.es_base @@ -1087,7 +1087,7 @@ SWWM_ACHIEVEMENT_CYBULLY_TXT = "Mata a un Ciberdemonio con su propio cohete"; SWWM_ACHIEVEMENT_CUM_TAG = "Soltando Todo el Chorro"; SWWM_ACHIEVEMENT_CUM_TXT = "Melt a grand total of %d enemies with the Rafan-Kos"; SWWM_ACHIEVEMENT_DAB_TXT = "Revienta %d enemigos con el Mazo Itamex"; -SWWM_ACHIEVEMENT_DAKKA_TXT = "Dispara la Ametralladora Sheen durante un minuto entero"; +SWWM_ACHIEVEMENT_DAKKA_TXT = "Mantén el fuego secundario de la Ametralladora Sheen durante un minuto entero"; SWWM_ACHIEVEMENT_DEADEYE_TAG = "En el Blanco"; SWWM_ACHIEVEMENT_DEADEYE_TXT = "Realiza %d disparos consecutivos con la Pistola de Explodium sin fallar"; SWWM_ACHIEVEMENT_DEVA_TXT = "Usa %d Marcas de Devastación"; diff --git a/language.es_lore b/language.es_lore index 008896d03..54b08dfeb 100644 --- a/language.es_lore +++ b/language.es_lore @@ -343,7 +343,7 @@ SWWM_LORETXT_BLACKFIREIGNITER = "\n" "\cfFuego Secundario:\c- Estallidos concentrados que forman lanzas de aire supercongelado las cuales empalarán objetivos pequeños, o simplemente los atravesarán.\n" "\n" -"\cfRecarga:\c- Acopla un frasco para rellenar la reserva interna de maná oscuro del arma. El frasco permanecerá enganchado hasta que se haya vaciado, ya que de otro modo podría escapar energía residual y causar daño al usuario. Si hay un frasco vacío acoplado, una segunda acción de recarga lo desacoplará. Los frascos pueden ser usados aun si el depósito está lleno, y actuarán como un \"búfer\" extra de maná hasta vaciarse.\n" +"\cfRecarga:\c- Acopla hasta dos frascos para rellenar la reserva interna de maná oscuro del arma. Cada frasco permanecerá enganchado hasta que se haya vaciado, ya que de otro modo podría escapar energía residual y causar daño al usuario. Si hay un frasco vacío acoplado, la acción de recarga lo desacoplará primero. Los frascos pueden ser usados aun si el depósito está lleno, y actuarán como un \"búfer\" extra de maná hasta vaciarse.\n" "\n" "\cxNotas de Saya:\c-\n" "\cfO sea, que Misa-Misa tiene otros juguetes aparte del trasto enorme ese. Mola que le hagan encargos y tal, el rollito de canela es muy popular por ahí, jejeje...\c-\n" @@ -1529,16 +1529,14 @@ SWWM_LORETXT_HEAVYMAHSHEENGUN = "\n" "Aunque generalmente ideada para el uso montado, la operación al paso es posible, siempre y cuando el usuario tenga una servoarmadura de grado plata como mínimo para manejar el potente retroceso.\n" "\n" -"\cfFuego Primario:\c- Operación a 1050 RPM. El fuego prolongado en este modo es en teoría infinito, ya que el calor producido puede ser anulado eficientemente por los sistemas de refrigeración internos, es entonces el modo recomendado para la mayoría de situaciones.\n" +"\cfFuego Primario:\c- Operación a 700 RPM. El fuego prolongado en este modo es en teoría infinito, ya que el calor producido puede ser anulado eficientemente por los sistemas de refrigeración internos, es entonces el modo recomendado para la mayoría de situaciones.\n" "\n" -"\cfFuego Secundario:\c- Operación a 2100 RPM. El doble de balas, pero con mucho más calor. El fuego prolongado en este modo puede activar el bloqueo de seguridad del arma si el aumento de temperatura acerca el arma a niveles no operacionales.\n" +"\cfFuego Secundario:\c- Operación a 1050 RPM. Mayor velocidad, con calentamiento moderado. Aun es posible el fuego continuado en este modo, durante al menos un minuto aproximadamente desde un inicio en frío. Si necesitas repartir más dolor y tienes munición de sobra, usa esto.\n" "\n" -"\cfFuego Terciario:\c- Alterna la rotación automática, para reducir el tiempo de espera entre ráfagas. Ten en cuenta, sin embargo, que mientras esto esté activo, el ruido alertará a los enemigos.\n" +"\cfFuego Terciario:\c- Operación a 2100 RPM. Extremadamente rápido, con el mayor potencial de calor. El fuego prolongado en este modo puede activar rápidamente el bloqueo de seguridad del arma si el aumento de temperatura se acerca a niveles no operacionales. Si tienes prisa por matar y no te importa quedarte sin munición en pocos segundos, entonces elige esto.\n" "\n" "\cfRecarga:\c- No se necesita absolutamente recargar el arma, ya que se alimenta directamente desde Hammerspace, requiriendo solo un gran suministro de munición. Los contenedores de Hammerspace automáticamente conectarán todas las rondas necesarias para la alimentación enlazada.\n" "\n" -"\cfTécnicas:\c- Ambos gatillos pueden ser usados simultáneamente, permitiendo un modo híbrido de doble disparo, con tres veces la cantidad de balas. La liberación de calor de este modo es muy alta, sin embargo, así que no es recomendable el uso extendido.\n" -"\n" "\cxNotas de Saya:\c-\n" "\cfHEAVY MAH-SHEEN GUN!!!\c-\n" "\n" @@ -2298,9 +2296,9 @@ SWWM_LORETXT_MODERNSPARKSTER = "\n" "\cfFuego Secundario:\c- Mantén para cargar una masa de plasma de Nokron, suelta para liberarla en el mundo. Aunque es inmediatamente más destructiva que la munición primaria, esta es menos estable, y tiende a salir como un estallido candente, en lugar de un proyectil.\n" "\n" -"\cfRecarga Primaria:\c- Carga una célula de Kinylum. Se pueden tener hasta 3 en reserva.\n" +"\cfRecarga Primaria:\c- Carga una célula de Kinylum. Hasta 4 se pueden cargar.\n" "\n" -"\cfRecarga Secundaria:\c- Carga una célula de Nokron. Misma capacidad de reserva.\n" +"\cfRecarga Secundaria:\c- Carga una célula de Nokron. Misma capacidad.\n" "\n" "\cfTécnicas:\c- La carga de proyectil puede mantenerse de forma indefinida, ya que el arma se ventilará regularmente para estabilizar la potencia pico de ignición del arma. Esto puede permitir que uno simplemente cargue desde cobertura y salga para soltar el disparo cuando sea necesario. Adicionalmente, la posibilidad de pulsar ambos gatillos a la vez también está documentada, lo cual permite una potente descarga de plasma de Nokorokinylum, comparable a una pequeña bomba nuclear en potencial destructor. No se recomienda realizar un ataque combinado a menos que el objetivo esté lo suficientemente lejos para no poner en peligro al usuario.\n" "\n" @@ -2871,11 +2869,11 @@ SWWM_LORETXT_QUADRAVOL = "\n" "\cfFuego Primario:\c- Disparo de gran bola de fuego. Desvío mucho menor, por lo que su rango efectivo es muy largo. Incendia objetivos cercanos al impactar.\n" "\n" -"\cfFuego Secundario:\c- Disparo disperso de bolas de fuego menores. Desvío incrementado y rango efectivo menor, pero muy útil contra múltiples objetivos.\n" +"\cfFuego Secundario:\c- Bombea combustible adicional, incrementando la potencia de tus disparos, pero también su desvío, haciéndolos menos precisos. La sobrecarga excesiva puede resultar en una imprecisa descarga accidental, pero incluso esto tiene sus usos. Forzar el bombeo mientras se usa el fuego primario realizará disparos en cadena rápidos de baja potencia.\n" "\n" -"\cfFuego Terciario:\c- Bombea combustible adicional, incrementando la potencia de tus disparos, pero también su desvío, haciéndolos menos precisos. La sobrecarga excesiva puede resultar en una imprecisa descarga accidental, pero incluso esto tiene sus usos. Forzar el bombeo mientras se usa el fuego primario o secundario realizará disparos en cadena rápidos de baja potencia.\n" +"\cfFuego Terciario:\c- Alterna el fuego primario a un modo de dispersión. Varias bolas de fuego menores (número relativo a la carga), con un desvío incrementado y rango efectivo menor, pero muy útil contra múltiples objetivos.\n" "\n" -"\cfRecarga:\c- Cada caja de combustible permite diez disparos (menos si potenciados), tras lo cual debe ser recargada. El arma mantiene la caja acoplada firmemente hasta que está completamente vacía, sin embargo.\n" +"\cfRecarga:\c- Inserta hasta cinco células de combustible en el tubo del arma. Cada célula es expulsada inmediatamente tras ser vaciada en el \"crisol\" interno del arma, así que puedes almacenar munición adicional mientras mantienes la carga.\n" "\n" "\cfTécnicas:\c- El arma tiene un cierto movimiento especial \"extra efectivo\" si te encuentras a poca distancia de tu objetivo. Hundiendo las cuatro bayonetas en el enemigo e inmediatamente después apretando el gatillo resultará en una potente explosión a bocajarro que lo enviará volando, cubierto en llamas.\n" "\n" diff --git a/language.version b/language.version index 887f8856a..8bdbf1f10 100644 --- a/language.version +++ b/language.version @@ -1,3 +1,3 @@ [default] -SWWM_MODVER="\chSWWM \czGZ\c- \cw1.1pre r19 \cu(Tue 14 Sep 22:44:14 CEST 2021)\c-"; -SWWM_SHORTVER="\cw1.1pre r19 \cu(2021-09-14 22:44:14)\c-"; +SWWM_MODVER="\chSWWM \czGZ\c- \cw1.1pre r20 \cu(Wed 15 Sep 00:17:08 CEST 2021)\c-"; +SWWM_SHORTVER="\cw1.1pre r20 \cu(2021-09-15 00:17:08)\c-"; diff --git a/lore/default/blackfireigniter.txt b/lore/default/blackfireigniter.txt index 921a3632c..060bf482f 100644 --- a/lore/default/blackfireigniter.txt +++ b/lore/default/blackfireigniter.txt @@ -23,7 +23,7 @@ The Igniter is the perfect blend of magic and technology, weaponized. At your fi \cfSecondary Fire:\c- Concentrated bursts that form spears of supercooled air which can impale small targets, or tear right through them. -\cfReloading:\c- Attach a canister to replenish the weapon's internal dark mana reserves. The canister will remain locked in until it's been emptied, otherwise residual energy could escape it and bring harm to the user. If there is an empty canister attached, a second reload action will detach it. Fresh canisters can still be used even if the tank is full, and they will act as an extra "buffer" of mana until depleted. +\cfReloading:\c- Attach up to two canisters to replenish the weapon's internal dark mana reserves. Each canister will remain locked in until it's been emptied, otherwise residual energy could escape and bring harm to the user. If there is an empty canister attached, the reload action will detach it first. Fresh canisters can still be used even if the tank is full, and they will act as an extra "buffer" of mana until depleted. \cxSaya's Notes:\c- \cfSo yeah, Misa-Misa has other toys besides that one bigass gun. Pretty cool that she gets requests and whatnot, lil' cinnamon roll's quite popular there, heheheh...\c- diff --git a/lore/default/heavymahsheengun.txt b/lore/default/heavymahsheengun.txt index 7057350cd..6cee88ee8 100644 --- a/lore/default/heavymahsheengun.txt +++ b/lore/default/heavymahsheengun.txt @@ -18,16 +18,14 @@ The ammunition employed by this weapon are AP rounds of 14.5x114mm caliber. Unli While generally meant for mounted use, on-the-go operation is possible, provided the user is equipped with silver-rated power armor at minimum in order to handle its heavy recoil. -\cfPrimary Fire:\c- 1050 RPM operation. Sustained fire in this mode is theoretically endless, as the heat produced can be efficiently nullified by the internal cooling systems, it is therefore the recommended mode for most situations. +\cfPrimary Fire:\c- 700 RPM operation. Sustained fire in this mode is theoretically endless, as the heat produced can be efficiently nullified by the internal cooling systems, it is therefore the recommended mode for most situations. -\cfSecondary Fire:\c- 2100 RPM operation. Twice the amount of bullet, but with far more heat. Sustained fire in this mode may trigger the weapon's safety lock should the rising heat bring the weapon too close to non-operational temperature. +\cfSecondary Fire:\c- 1050 RPM operation. Much faster spin, with moderate heat buildup. It's still possible to keep firing in this mode for about a minute or so from a cold start. If you need to deliver more pain and have the ammunition to spare, choose this. -\cfTertiary Fire:\c- Toggles automated spin, to reduce downtime between bursts. Do note, however, that while this is active, the noise will alert enemies. +\cfTertiary Fire:\c- 2100 RPM operation. Extremely fast, with the highest heat potential. Sustained fire in this mode may quickly trigger the weapon's safety lock should the rising heat get too close to non-operational temperature. If you want things dead fast and don't care about running out of ammo in a matter of seconds, do pick this. \cfReloading:\c- There is absolutely no need whatsoever to reload this weapon, as it feeds directly off Hammerspace, requiring only a large supply of ammunition. Hammerspace containers will automatically link all necessary rounds for tethered feeding. -\cfTechniques:\c- Both triggers can be held simultaneously, allowing for a hybrid two-shot mode, with three times the bullet barrage. The heat output of this mode is quite high, however, so it is not well recommended for extended use. - \cxSaya's Notes:\c- \cfHEAVY MAH-SHEEN GUN!!!\c- diff --git a/lore/default/modernsparkster.txt b/lore/default/modernsparkster.txt index 94be7572f..612981c77 100644 --- a/lore/default/modernsparkster.txt +++ b/lore/default/modernsparkster.txt @@ -21,9 +21,9 @@ Then, a breakthrough came: Why try to copy something that can't ever be truly un \cfSecondary Fire:\c- Hold to charge a glob of Nokron plasma, release to let it out into the world. While more immediately destructive than the primary ammunition, this one is less stable, and tends to come out as a searing blast, rather than a projectile. -\cfPrimary Reload:\c- Load in a Kinylum cell. Up to 3 can be held in reserve. +\cfPrimary Reload:\c- Load in a Kinylum cell. Up to 4 can be loaded in. -\cfSecondary Reload:\c- Load in a Nokron cell. Same reserve capacity. +\cfSecondary Reload:\c- Load in a Nokron cell. Same capacity. \cfTechniques:\c- Projectile charge can be held indefinitely, as the weapon will vent regularly to stabilize the weapon's peak ignition potency. This could allow one to simply charge from cover and pop out to release the shot when needed. Additionally, the possibility to press both triggers at once is also documented, which allows for a potent release of Nokorokinylum plasma, comparable to a miniature nuke in destructive potential. It is not recommended to perform a combined attack unless the target is far away enough so as to not endanger the user. diff --git a/lore/default/quadravol.txt b/lore/default/quadravol.txt index 1ea881127..93d8e1343 100644 --- a/lore/default/quadravol.txt +++ b/lore/default/quadravol.txt @@ -24,11 +24,11 @@ The Ardent Cross was the name of the general's sword which, when imbued with mag \cfPrimary Fire:\c- Single, large fireball shot. Very minor drift, so its effective range is quite long. Ignites nearby targets on impact. -\cfSecondary Fire:\c- Scatter shot of lesser fireballs. Increased drift and lower effective range, but very useful against multiple targets. +\cfSecondary Fire:\c- Pumps additional fuel, increasing the strength of your shots, but also their drift, making them less accurate. Excess overcharge will result in a wildly inaccurate misfire, but even this has its uses. Forcibly pumping in the middle of primary fire engages slamfire, allowing you to shoot rapid low-charge bursts. -\cfTertiary Fire:\c- Pumps additional fuel, increasing the strength of your shots, but also their drift, making them less accurate. Excess overcharge will result in a wildly inaccurate misfire, but even this has its uses. Forcibly pumping in the middle of primary or secondary fire engages slamfire, allowing you to shoot rapid low-charge bursts. +\cfTertiary Fire:\c- Toggles a scatter shot mode for primary. Several smaller fireballs (number relative to charge), with increased drift and lower effective range, but very useful against multiple targets. -\cfReloading:\c- Each fuel box allows for ten shots (less if boosted), after which it must be reloaded. The weapon firmly locks the box in place until it's fully depleted, however. +\cfReloading:\c- Insert up to five fuel cells into the weapon's tube magazine. Each cell is immediately ejected once it's been emptied into the weapon's internal "crucible", so you can hold additional ammo while keeping your charge. \cfTechniques:\c- The weapon has a certain "extra effective" special move should you be close enough to your target. Plunging the four bayonets into an enemy and immediately pulling the trigger afterwards will result in a potent point blank explosion that will send them flying, covered in flames. diff --git a/lore/es/blackfireigniter.txt b/lore/es/blackfireigniter.txt index 8b7b28f41..705eca422 100644 --- a/lore/es/blackfireigniter.txt +++ b/lore/es/blackfireigniter.txt @@ -19,7 +19,7 @@ El Encendedor es la mezcla perfecta de magia y tecnología, hecha arma. Tienes a \cfFuego Secundario:\c- Estallidos concentrados que forman lanzas de aire supercongelado las cuales empalarán objetivos pequeños, o simplemente los atravesarán. -\cfRecarga:\c- Acopla un frasco para rellenar la reserva interna de maná oscuro del arma. El frasco permanecerá enganchado hasta que se haya vaciado, ya que de otro modo podría escapar energía residual y causar daño al usuario. Si hay un frasco vacío acoplado, una segunda acción de recarga lo desacoplará. Los frascos pueden ser usados aun si el depósito está lleno, y actuarán como un "búfer" extra de maná hasta vaciarse. +\cfRecarga:\c- Acopla hasta dos frascos para rellenar la reserva interna de maná oscuro del arma. Cada frasco permanecerá enganchado hasta que se haya vaciado, ya que de otro modo podría escapar energía residual y causar daño al usuario. Si hay un frasco vacío acoplado, la acción de recarga lo desacoplará primero. Los frascos pueden ser usados aun si el depósito está lleno, y actuarán como un "búfer" extra de maná hasta vaciarse. \cxNotas de Saya:\c- \cfO sea, que Misa-Misa tiene otros juguetes aparte del trasto enorme ese. Mola que le hagan encargos y tal, el rollito de canela es muy popular por ahí, jejeje...\c- diff --git a/lore/es/heavymahsheengun.txt b/lore/es/heavymahsheengun.txt index b1118037d..bbf193574 100644 --- a/lore/es/heavymahsheengun.txt +++ b/lore/es/heavymahsheengun.txt @@ -14,16 +14,14 @@ La munición empleada por este arma son balas anti-armadura del calibre 14.5x114 Aunque generalmente ideada para el uso montado, la operación al paso es posible, siempre y cuando el usuario tenga una servoarmadura de grado plata como mínimo para manejar el potente retroceso. -\cfFuego Primario:\c- Operación a 1050 RPM. El fuego prolongado en este modo es en teoría infinito, ya que el calor producido puede ser anulado eficientemente por los sistemas de refrigeración internos, es entonces el modo recomendado para la mayoría de situaciones. +\cfFuego Primario:\c- Operación a 700 RPM. El fuego prolongado en este modo es en teoría infinito, ya que el calor producido puede ser anulado eficientemente por los sistemas de refrigeración internos, es entonces el modo recomendado para la mayoría de situaciones. -\cfFuego Secundario:\c- Operación a 2100 RPM. El doble de balas, pero con mucho más calor. El fuego prolongado en este modo puede activar el bloqueo de seguridad del arma si el aumento de temperatura acerca el arma a niveles no operacionales. +\cfFuego Secundario:\c- Operación a 1050 RPM. Mayor velocidad, con calentamiento moderado. Aun es posible el fuego continuado en este modo, durante al menos un minuto aproximadamente desde un inicio en frío. Si necesitas repartir más dolor y tienes munición de sobra, usa esto. -\cfFuego Terciario:\c- Alterna la rotación automática, para reducir el tiempo de espera entre ráfagas. Ten en cuenta, sin embargo, que mientras esto esté activo, el ruido alertará a los enemigos. +\cfFuego Terciario:\c- Operación a 2100 RPM. Extremadamente rápido, con el mayor potencial de calor. El fuego prolongado en este modo puede activar rápidamente el bloqueo de seguridad del arma si el aumento de temperatura se acerca a niveles no operacionales. Si tienes prisa por matar y no te importa quedarte sin munición en pocos segundos, entonces elige esto. \cfRecarga:\c- No se necesita absolutamente recargar el arma, ya que se alimenta directamente desde Hammerspace, requiriendo solo un gran suministro de munición. Los contenedores de Hammerspace automáticamente conectarán todas las rondas necesarias para la alimentación enlazada. -\cfTécnicas:\c- Ambos gatillos pueden ser usados simultáneamente, permitiendo un modo híbrido de doble disparo, con tres veces la cantidad de balas. La liberación de calor de este modo es muy alta, sin embargo, así que no es recomendable el uso extendido. - \cxNotas de Saya:\c- \cfHEAVY MAH-SHEEN GUN!!!\c- diff --git a/lore/es/modernsparkster.txt b/lore/es/modernsparkster.txt index 66f541efb..20990bb85 100644 --- a/lore/es/modernsparkster.txt +++ b/lore/es/modernsparkster.txt @@ -17,9 +17,9 @@ Entonces, un descubrimiento llegó: ¿Por qué intentar copiar algo que jamás p \cfFuego Secundario:\c- Mantén para cargar una masa de plasma de Nokron, suelta para liberarla en el mundo. Aunque es inmediatamente más destructiva que la munición primaria, esta es menos estable, y tiende a salir como un estallido candente, en lugar de un proyectil. -\cfRecarga Primaria:\c- Carga una célula de Kinylum. Se pueden tener hasta 3 en reserva. +\cfRecarga Primaria:\c- Carga una célula de Kinylum. Hasta 4 se pueden cargar. -\cfRecarga Secundaria:\c- Carga una célula de Nokron. Misma capacidad de reserva. +\cfRecarga Secundaria:\c- Carga una célula de Nokron. Misma capacidad. \cfTécnicas:\c- La carga de proyectil puede mantenerse de forma indefinida, ya que el arma se ventilará regularmente para estabilizar la potencia pico de ignición del arma. Esto puede permitir que uno simplemente cargue desde cobertura y salga para soltar el disparo cuando sea necesario. Adicionalmente, la posibilidad de pulsar ambos gatillos a la vez también está documentada, lo cual permite una potente descarga de plasma de Nokorokinylum, comparable a una pequeña bomba nuclear en potencial destructor. No se recomienda realizar un ataque combinado a menos que el objetivo esté lo suficientemente lejos para no poner en peligro al usuario. diff --git a/lore/es/quadravol.txt b/lore/es/quadravol.txt index 11540d01f..930b87f12 100644 --- a/lore/es/quadravol.txt +++ b/lore/es/quadravol.txt @@ -18,11 +18,11 @@ La Cruz Ardiente era el nombre de la espada del general la cual, al ser imbuida \cfFuego Primario:\c- Disparo de gran bola de fuego. Desvío mucho menor, por lo que su rango efectivo es muy largo. Incendia objetivos cercanos al impactar. -\cfFuego Secundario:\c- Disparo disperso de bolas de fuego menores. Desvío incrementado y rango efectivo menor, pero muy útil contra múltiples objetivos. +\cfFuego Secundario:\c- Bombea combustible adicional, incrementando la potencia de tus disparos, pero también su desvío, haciéndolos menos precisos. La sobrecarga excesiva puede resultar en una imprecisa descarga accidental, pero incluso esto tiene sus usos. Forzar el bombeo mientras se usa el fuego primario realizará disparos en cadena rápidos de baja potencia. -\cfFuego Terciario:\c- Bombea combustible adicional, incrementando la potencia de tus disparos, pero también su desvío, haciéndolos menos precisos. La sobrecarga excesiva puede resultar en una imprecisa descarga accidental, pero incluso esto tiene sus usos. Forzar el bombeo mientras se usa el fuego primario o secundario realizará disparos en cadena rápidos de baja potencia. +\cfFuego Terciario:\c- Alterna el fuego primario a un modo de dispersión. Varias bolas de fuego menores (número relativo a la carga), con un desvío incrementado y rango efectivo menor, pero muy útil contra múltiples objetivos. -\cfRecarga:\c- Cada caja de combustible permite diez disparos (menos si potenciados), tras lo cual debe ser recargada. El arma mantiene la caja acoplada firmemente hasta que está completamente vacía, sin embargo. +\cfRecarga:\c- Inserta hasta cinco células de combustible en el tubo del arma. Cada célula es expulsada inmediatamente tras ser vaciada en el "crisol" interno del arma, así que puedes almacenar munición adicional mientras mantienes la carga. \cfTécnicas:\c- El arma tiene un cierto movimiento especial "extra efectivo" si te encuentras a poca distancia de tu objetivo. Hundiendo las cuatro bayonetas en el enemigo e inmediatamente después apretando el gatillo resultará en una potente explosión a bocajarro que lo enviará volando, cubierto en llamas. diff --git a/modeldef.dlcammo b/modeldef.dlcammo index 9d7c82637..ecd31cfc0 100644 --- a/modeldef.dlcammo +++ b/modeldef.dlcammo @@ -169,6 +169,19 @@ Model "QuadravolAmmo2" FrameIndex XZW1 A 0 0 } +Model "QuadravolAmmo3" +{ + Path "models/extra" + + Model 0 "BaseCube_d.3d" + Skin 0 "CHIPTILE" + Scale 0.025 0.025 0.025 + ZOffset 16 + PitchOffset 30 + ROTATING + + FrameIndex XZW1 A 0 0 +} Model "DarkCanister" { diff --git a/zscript/dlc1/swwm_ammoitems_dlc.zsc b/zscript/dlc1/swwm_ammoitems_dlc.zsc index 3ca507d0a..818f9b62b 100644 --- a/zscript/dlc1/swwm_ammoitems_dlc.zsc +++ b/zscript/dlc1/swwm_ammoitems_dlc.zsc @@ -14,8 +14,8 @@ Class SMW05Ammo : SWWMAmmo Inventory.Icon "graphics/HUD/Icons/A_SMW05Ammo.png"; Inventory.Amount 1; Inventory.MaxAmount 60; - Ammo.BackpackAmount 3; - Ammo.BackpackMaxAmount 150; + Ammo.BackpackAmount 6; + Ammo.BackpackMaxAmount 90; Ammo.DropAmount 3; +FLOATBOB; FloatBobStrength 0.25; @@ -32,7 +32,7 @@ Class SMW05Ammo2 : SMW05Ammo { Default { - //$Title 1x SMW.05 Bullets + //$Title 2x SMW.05 Bullets //$Group Ammo //$Sprite graphics/HUD/Icons/A_SMW05Ammo.png //$Icon ammo @@ -43,7 +43,7 @@ Class SMW05Ammo3 : SMW05Ammo { Default { - //$Title 1x SMW.05 Bullets + //$Title 3x SMW.05 Bullets //$Group Ammo //$Sprite graphics/HUD/Icons/A_SMW05Ammo.png //$Icon ammo @@ -65,11 +65,11 @@ Class SMW05BigAmmo : SMW05Ammo { Default { - //$Title 30x SMW.05 Bullets + //$Title 20x SMW.05 Bullets //$Group Ammo //$Sprite graphics/HUD/Icons/A_SMW05Ammo.png //$Icon ammo - Inventory.Amount 30; + Inventory.Amount 20; } } @@ -86,8 +86,8 @@ Class SheenAmmo : SWWMAmmo Stamina 400; Inventory.Icon "graphics/HUD/Icons/A_SheenAmmo.png"; Inventory.Amount 1; - Inventory.MaxAmount 600; - Ammo.BackpackAmount 50; + Inventory.MaxAmount 300; + Ammo.BackpackAmount 60; Ammo.BackpackMaxAmount 1200; Ammo.DropAmount 3; +FLOATBOB; @@ -170,9 +170,9 @@ Class QuadravolAmmo : SWWMAmmo Stamina 10000; Inventory.Icon "graphics/HUD/Icons/A_QuadAmmo.png"; Inventory.Amount 1; - Inventory.MaxAmount 4; - Ammo.BackpackAmount 1; - Ammo.BackpackMaxAmount 12; + Inventory.MaxAmount 5; + Ammo.BackpackAmount 2; + Ammo.BackpackMaxAmount 15; Ammo.DropAmount 1; +FLOATBOB; FloatBobStrength 0.25; @@ -196,6 +196,17 @@ Class QuadravolAmmo2 : QuadravolAmmo Inventory.Amount 2; } } +Class QuadravolAmmo3 : QuadravolAmmo +{ + Default + { + //$Title 3x Quadravol Ammo + //$Group Ammo + //$Sprite graphics/HUD/Icons/A_QuadAmmo.png + //$Icon ammo + Inventory.Amount 3; + } +} Class DarkCanister : SWWMAmmo { @@ -210,9 +221,9 @@ Class DarkCanister : SWWMAmmo Stamina 20000; Inventory.Icon "graphics/HUD/Icons/A_DarkAmmo.png"; Inventory.Amount 1; - Inventory.MaxAmount 3; + Inventory.MaxAmount 6; Ammo.BackpackAmount 1; - Ammo.BackpackMaxAmount 6; + Ammo.BackpackMaxAmount 12; Ammo.DropAmount 1; +FLOATBOB; FloatBobStrength 0.25; @@ -326,9 +337,9 @@ Class RayAmmo : SWWMAmmo Stamina 150000; Inventory.Icon "graphics/HUD/Icons/A_RayAmmo.png"; Inventory.Amount 1; - Inventory.MaxAmount 5; + Inventory.MaxAmount 3; Ammo.BackpackAmount 0; - Ammo.BackpackMaxAmount 9; + Ammo.BackpackMaxAmount 5; Ammo.DropAmount 1; SWWMAmmo.MagAmmoType "RayBolt"; +FLOATBOB; @@ -413,7 +424,7 @@ Class GrandAmmo : SWWMAmmo Inventory.Amount 1; Inventory.MaxAmount 1; Ammo.BackpackAmount 0; - Ammo.BackpackMaxAmount 4; + Ammo.BackpackMaxAmount 3; Ammo.DropAmount 1; SWWMAmmo.MagAmmoType "GrandSpear"; +FLOATBOB; diff --git a/zscript/dlc1/swwm_blackfire.zsc b/zscript/dlc1/swwm_blackfire.zsc index 43bb8d7fe..1b1b24ff7 100644 --- a/zscript/dlc1/swwm_blackfire.zsc +++ b/zscript/dlc1/swwm_blackfire.zsc @@ -4,8 +4,8 @@ Class BlackfireIgniter : SWWMWeapon { int clipcount; - bool hasaux; - int auxclipcount; + bool hasaux[2]; + int auxclipcount[2]; Property ClipCount : clipcount; diff --git a/zscript/dlc1/swwm_notashotgun.zsc b/zscript/dlc1/swwm_notashotgun.zsc index d93302c14..e94173287 100644 --- a/zscript/dlc1/swwm_notashotgun.zsc +++ b/zscript/dlc1/swwm_notashotgun.zsc @@ -24,7 +24,7 @@ Class Quadravol : SWWMWeapon Weapon.AmmoType1 "QuadravolAmmo"; Weapon.AmmoGive1 1; SWWMWeapon.DropAmmoType "QuadravolAmmo"; - Quadravol.ClipCount 10; + Quadravol.ClipCount 5; Stamina 80000; +SWWMWEAPON.NOFIRSTGIVE; +WEAPON.EXPLOSIVE; diff --git a/zscript/dlc2/swwm_ammoitems_dlc2.zsc b/zscript/dlc2/swwm_ammoitems_dlc2.zsc index 08c20b16e..816bea33c 100644 --- a/zscript/dlc2/swwm_ammoitems_dlc2.zsc +++ b/zscript/dlc2/swwm_ammoitems_dlc2.zsc @@ -13,9 +13,9 @@ Class SparksterBAmmo : SWWMAmmo Stamina 16000; Inventory.Icon "graphics/HUD/Icons/A_SparkBAmmo.png"; Inventory.Amount 1; - Inventory.MaxAmount 8; - Ammo.BackpackAmount 1; - Ammo.BackpackMaxAmount 24; + Inventory.MaxAmount 6; + Ammo.BackpackAmount 2; + Ammo.BackpackMaxAmount 16; Ammo.DropAmount 1; +FLOATBOB; FloatBobStrength 0.25; @@ -64,9 +64,9 @@ Class SparksterRAmmo : SWWMAmmo Stamina 18000; Inventory.Icon "graphics/HUD/Icons/A_SparkRAmmo.png"; Inventory.Amount 1; - Inventory.MaxAmount 8; - Ammo.BackpackAmount 1; - Ammo.BackpackMaxAmount 24; + Inventory.MaxAmount 6; + Ammo.BackpackAmount 2; + Ammo.BackpackMaxAmount 16; Ammo.DropAmount 1; +FLOATBOB; FloatBobStrength 0.25; @@ -216,7 +216,7 @@ Class MisterGAmmo : SWWMAmmo Inventory.Amount 1; Inventory.MaxAmount 3; Ammo.BackpackAmount 0; - Ammo.BackpackMaxAmount 9; + Ammo.BackpackMaxAmount 6; Ammo.DropAmount 1; +FLOATBOB; FloatBobStrength 0.25; @@ -292,7 +292,7 @@ Class UltimateAmmo : SWWMAmmo Inventory.Amount 1; Inventory.MaxAmount 1; Ammo.BackpackAmount 0; - Ammo.BackpackMaxAmount 5; + Ammo.BackpackMaxAmount 3; Ammo.DropAmount 1; SWWMAmmo.MagAmmoType "UltimatePod"; +FLOATBOB; diff --git a/zscript/dlc2/swwm_blueballs.zsc b/zscript/dlc2/swwm_blueballs.zsc index b681d7ea2..885190f8d 100644 --- a/zscript/dlc2/swwm_blueballs.zsc +++ b/zscript/dlc2/swwm_blueballs.zsc @@ -4,7 +4,6 @@ Class ModernSparkster : SWWMWeapon { int clipcount, clipcount2; - bool chambered, chambered2; Property ClipCount : clipcount; Property ClipCount2 : clipcount2; @@ -27,8 +26,8 @@ Class ModernSparkster : SWWMWeapon Weapon.AmmoType2 "SparksterRAmmo"; Weapon.AmmoGive2 1; SWWMWeapon.DropAmmoType "RocketAmmo"; - ModernSparkster.ClipCount 3; - ModernSparkster.ClipCount2 3; + ModernSparkster.ClipCount 4; + ModernSparkster.ClipCount2 4; Stamina 160000; +SWWMWEAPON.NOFIRSTGIVE; } diff --git a/zscript/handler/swwm_handler_replacements.zsc b/zscript/handler/swwm_handler_replacements.zsc index 185af326c..91f5f9c10 100644 --- a/zscript/handler/swwm_handler_replacements.zsc +++ b/zscript/handler/swwm_handler_replacements.zsc @@ -658,7 +658,11 @@ extend Class SWWMHandler if ( swwm_ondemandammo ) e.Replacement = 'SWWMClipAmmoBig'; else e.Replacement = SWWMClipAmmoBig.PickAmmo(true); } - else if ( (e.Replacee is 'Clip') || (e.Replacee is 'GoldWandAmmo') ) e.Replacement = 'SWWMNothing'; + else if ( (e.Replacee is 'Clip') || (e.Replacee is 'GoldWandAmmo') ) + { + if ( swwm_ondemandammo ) e.Replacement = 'SWWMClipAmmoSmall'; + else e.Replacement = SWWMClipAmmoSmall.PickAmmo(true); + } else if ( e.Replacee is 'BlasterHefty' ) { if ( swwm_ondemandammo ) e.Replacement = 'SWWMBlastAmmoBig'; @@ -699,7 +703,7 @@ extend Class SWWMHandler || (e.Replacee is 'MWeaponPiece2') || (e.Replacee is 'MWeaponPiece3') ) e.Replacement = 'HammerspaceEmbiggener'; else if ( e.Replacee is 'ArmorBonus' ) e.Replacement = 'ArmorNuggetItem'; else if ( e.Replacee is 'HealthBonus' ) e.Replacement = 'HealthNuggetItem'; - else if ( (e.Replacee is 'ArtiTimeBomb') || (e.Replacee is 'ArtiBlastRadius') || (e.Replacee is 'ArtiPoisonBag') || (e.Replacee is 'ArtiHealingRadius') ) e.Replacement = (nugflip=!nugflip)?'HealthNuggetBundleSpawn':'ArmorNuggetBundleSpawn'; + else if ( (e.Replacee is 'ArtiTimeBomb') || (e.Replacee is 'ArtiBlastRadius') || (e.Replacee is 'ArtiPoisonBag') || (e.Replacee is 'ArtiHealingRadius') ) e.Replacement = (nugflip=!nugflip)?'HealthNugget':'ArmorNugget'; else if ( (e.Replacee is 'Stimpack') || (e.Replacee is 'CrystalVial') ) e.Replacement = 'TetraHealthItem'; else if ( (e.Replacee is 'Medikit') || (e.Replacee is 'ArtiHealth') ) e.Replacement = 'CubeHealthItem'; else if ( (e.Replacee is 'Soulsphere') || (e.Replacee is 'ArtiSuperHealth') ) e.Replacement = 'RefresherItem'; diff --git a/zscript/items/swwm_ammoitems.zsc b/zscript/items/swwm_ammoitems.zsc index 64c05d43c..5b14fb9b5 100644 --- a/zscript/items/swwm_ammoitems.zsc +++ b/zscript/items/swwm_ammoitems.zsc @@ -16,8 +16,8 @@ Class RedShell : SWWMAmmo Inventory.Icon "graphics/HUD/Icons/A_ShellsNormal.png"; Inventory.Amount 1; Inventory.MaxAmount 30; - Ammo.BackpackAmount 2; - Ammo.BackpackMaxAmount 80; + Ammo.BackpackAmount 3; + Ammo.BackpackMaxAmount 50; Ammo.DropAmount 1; +FLOATBOB; FloatBobStrength 0.25; @@ -72,7 +72,7 @@ Class GreenShell : SWWMAmmo Inventory.Amount 1; Inventory.MaxAmount 25; Ammo.BackpackAmount 2; - Ammo.BackpackMaxAmount 60; + Ammo.BackpackMaxAmount 45; Ammo.DropAmount 1; +FLOATBOB; FloatBobStrength 0.25; @@ -181,7 +181,7 @@ Class BlueShell : SWWMAmmo Inventory.Amount 1; Inventory.MaxAmount 15; Ammo.BackpackAmount 1; - Ammo.BackpackMaxAmount 40; + Ammo.BackpackMaxAmount 35; Ammo.DropAmount 1; +FLOATBOB; FloatBobStrength 0.25; @@ -234,9 +234,9 @@ Class BlackShell : SWWMAmmo Stamina 4000; Inventory.Icon "graphics/HUD/Icons/A_ShellsFuck.png"; Inventory.Amount 1; - Inventory.MaxAmount 10; + Inventory.MaxAmount 5; Ammo.BackpackAmount 0; - Ammo.BackpackMaxAmount 20; + Ammo.BackpackMaxAmount 25; Ammo.DropAmount 1; +FLOATBOB; FloatBobStrength 0.25; @@ -291,7 +291,7 @@ Class PurpleShell : SWWMAmmo Inventory.Amount 1; Inventory.MaxAmount 20; Ammo.BackpackAmount 1; - Ammo.BackpackMaxAmount 60; + Ammo.BackpackMaxAmount 40; Ammo.DropAmount 1; +FLOATBOB; FloatBobStrength 0.25; @@ -445,8 +445,8 @@ Class EvisceratorShell : SWWMAmmo Inventory.Icon "graphics/HUD/Icons/A_Eviscerator.png"; Inventory.Amount 1; Inventory.MaxAmount 20; - Ammo.BackpackAmount 1; - Ammo.BackpackMaxAmount 60; + Ammo.BackpackAmount 3; + Ammo.BackpackMaxAmount 50; Ammo.DropAmount 1; +FLOATBOB; +SWWMAMMO.USEPICKUPMSG; @@ -526,9 +526,9 @@ Class HellblazerMissiles : SWWMAmmo Stamina 8000; Inventory.Icon "graphics/HUD/Icons/A_HellblazerMissile.png"; Inventory.Amount 1; - Inventory.MaxAmount 24; - Ammo.BackpackAmount 1; - Ammo.BackpackMaxAmount 48; + Inventory.MaxAmount 18; + Ammo.BackpackAmount 2; + Ammo.BackpackMaxAmount 36; Ammo.DropAmount 1; +FLOATBOB; FloatBobStrength 0.25; @@ -599,7 +599,7 @@ Class HellblazerCrackshots : SWWMAmmo Stamina 15000; Inventory.Icon "graphics/HUD/Icons/A_HellblazerCrackshot.png"; Inventory.Amount 1; - Inventory.MaxAmount 15; + Inventory.MaxAmount 12; Ammo.BackpackAmount 1; Ammo.BackpackMaxAmount 30; Ammo.DropAmount 1; @@ -656,7 +656,7 @@ Class HellblazerRavagers : SWWMAmmo Stamina 25000; Inventory.Icon "graphics/HUD/Icons/A_HellblazerRavager.png"; Inventory.Amount 1; - Inventory.MaxAmount 9; + Inventory.MaxAmount 6; Ammo.BackpackAmount 0; Ammo.BackpackMaxAmount 18; Ammo.DropAmount 1; @@ -702,7 +702,7 @@ Class HellblazerWarheads : SWWMAmmo Stamina 40000; Inventory.Icon "graphics/HUD/Icons/A_HellblazerWarhead.png"; Inventory.Amount 1; - Inventory.MaxAmount 4; + Inventory.MaxAmount 2; Ammo.BackpackAmount 0; Ammo.BackpackMaxAmount 8; Ammo.DropAmount 1; @@ -752,9 +752,9 @@ Class SparkUnit : SWWMAmmo Stamina 50000; Inventory.Icon "graphics/HUD/Icons/A_Sparkster.png"; Inventory.Amount 1; - Inventory.MaxAmount 10; + Inventory.MaxAmount 8; Ammo.BackpackAmount 1; - Ammo.BackpackMaxAmount 30; + Ammo.BackpackMaxAmount 24; Ammo.DropAmount 1; +FLOATBOB; FloatBobStrength 0.25; @@ -801,7 +801,7 @@ Class SilverBulletAmmo : SWWMAmmo Inventory.Amount 1; Inventory.MaxAmount 3; Ammo.BackpackAmount 0; - Ammo.BackpackMaxAmount 8; + Ammo.BackpackMaxAmount 6; Ammo.DropAmount 1; SWWMAmmo.MagAmmoType "SilverBullets"; +FLOATBOB; @@ -972,9 +972,9 @@ Class CandyGunAmmo : SWWMAmmo Stamina 100000; Inventory.Icon "graphics/HUD/Icons/A_CandyGun.png"; Inventory.Amount 1; - Inventory.MaxAmount 2; + Inventory.MaxAmount 1; Ammo.BackpackAmount 0; - Ammo.BackpackMaxAmount 6; + Ammo.BackpackMaxAmount 4; Ammo.DropAmount 1; SWWMAmmo.MagAmmoType "CandyGunBullets"; +FLOATBOB; diff --git a/zscript/items/swwm_ammospawn.zsc b/zscript/items/swwm_ammospawn.zsc index 1117796a0..723bc6812 100644 --- a/zscript/items/swwm_ammospawn.zsc +++ b/zscript/items/swwm_ammospawn.zsc @@ -18,7 +18,7 @@ Class SWWMShellAmmoSmall : SWWMAmmoSpawner { /*if ( Random[Replacements](0,1) && (notondemand || SWWMUtility.ItemExists('PuntzerBeta') || SWWMUtility.ItemExists('PuntzerGamma')) ) return Random[Replacements](0,2)?'SMW05SmallAmmo':'SMW05Ammo3';*/ - switch( Random[Replacements](0,8) ) + switch( Random[Replacements](0,9) ) { case 0: case 1: @@ -32,7 +32,7 @@ Class SWWMShellAmmoSmall : SWWMAmmoSpawner case 7: return 'PurpleShell'; } - // case 8 + // case 8-9 return 'BlueShell'; } } @@ -42,44 +42,54 @@ Class SWWMShellAmmoBig : SWWMAmmoSpawner static Class PickAmmo( bool notondemand = false ) { - // shell types (sorted by rarity) - static const Class redpool[] = {'RedShell','RedShell2'}; - static const Class greenpool[] = {'GreenShell','GreenShell2'}; - static const Class purplepool[] = {'PurpleShell','PurpleShell2'}; - static const Class bluepool[] = {'BlueShell','BlueShell2'}; /*if ( Random[Replacements](0,1) && (notondemand || SWWMUtility.ItemExists('PuntzerBeta') || SWWMUtility.ItemExists('PuntzerGamma')) ) return Random[Replacements](0,2)?'SMW05SmallAmmo':'SMW05BigAmmo';*/ - switch( Random[Replacements](0,20) ) + switch( Random[Replacements](0,17) ) { case 0: case 1: case 2: case 3: + return 'RedShell'; case 4: - return redpool[Random[Replacements](0,1)]; case 5: case 6: case 7: + return 'GreenShell'; case 8: case 9: - return greenpool[Random[Replacements](0,1)]; case 10: + return 'PurpleShell'; case 11: case 12: case 13: - return purplepool[Random[Replacements](0,1)]; + return 'BlueShell'; case 14: case 15: - case 16: - return bluepool[Random[Replacements](0,1)]; - case 17: - case 18: return 'WhiteShell'; } - // case 19-20 + // case 16-17 return 'BlackShell'; } } +Class SWWMClipAmmoSmall : SWWMAmmoSpawner +{ + Mixin SWWMOndemandAmmoSpawner; + + static Class PickAmmo( bool notondemand = false ) + { + if ( !Random[Replacements](0,4) ) + { + /*if ( Random[Replacements](0,1) && (notondemand || SWWMUtility.ItemExists('HeavyMahsheenGun')) ) + return Random[Replacements](0,2)?'SheenAmmo3':'SheenTinyAmmo';*/ + if ( notondemand || SWWMUtility.ItemExists('Eviscerator') ) + return 'EvisceratorShell'; + } + /*if ( Random[Replacements](0,1) && (notondemand || SWWMUtility.ItemExists('PuntzerBeta') || SWWMUtility.ItemExists('PuntzerGamma')) ) + return Random[Replacements](0,2)?'SMW05Ammo':'SMW05Ammo2';*/ + return Random[Replacements](0,1)?'RedShell':'GreenShell'; + } +} Class SWWMClipAmmoBig : SWWMAmmoSpawner { Mixin SWWMOndemandAmmoSpawner; @@ -136,7 +146,7 @@ Class SWWMRocketAmmoBig : SWWMAmmoSpawner return Random[Replacements](0,2)?'SparksterRAmmo2':'SparksterRAmmo3'; }*/ /*if ( Random[Replacements](0,1) && (notondemand || SWWMUtility.ItemExists('Quadravol')) ) - return Random[Replacements](0,2)?'QuadravolAmmo':'QuadravolAmmo2';*/ + return Random[Replacements](0,4)?'QuadravolAmmo2':'QuadravolAmmo3';*/ switch ( Random[Replacements](0,11) ) { case 0: @@ -144,7 +154,7 @@ Class SWWMRocketAmmoBig : SWWMAmmoSpawner case 2: case 3: case 4: - return Random[Replacements](0,4)?'HellblazerMissiles':Random[Replacements](0,2)?'HellblazerMissiles2':'HellblazerMissiles3'; + return Random[Replacements](0,4)?'HellblazerMissiles':'HellblazerMissiles2'; case 5: case 6: case 7: diff --git a/zscript/items/swwm_armor.zsc b/zscript/items/swwm_armor.zsc index 4119cd720..d06b5f1ca 100644 --- a/zscript/items/swwm_armor.zsc +++ b/zscript/items/swwm_armor.zsc @@ -63,28 +63,6 @@ Class ArmorNuggetItem : SWWMSpareArmor Stop; } } -Class ArmorNuggetBundleSpawn : Actor -{ - override void PostBeginPlay() - { - if ( bCOUNTSECRET ) level.total_secrets--; - int bnd = Random[Bundle](2,3); - for ( int i=0; i