Readme / Plans update.

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Mari the Deer 2021-12-12 22:30:21 +01:00
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3 changed files with 88 additions and 90 deletions

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@ -4,21 +4,21 @@ This is just a bit of *"future planning"* for stuff that I ***might*** add later
I REALLY need to do this, it's starting to become very problematic to maintain the Demolitionist Menu as-is.
* **Demolitionist Menu Refactor:**
* **Demolitionist Menu Refactor:**
- Non 16:10 ratio support
- Smooth scrolling, better mouse input
- Much cleaner code, easier maintenance and extension
- Modular design, add-on tab support
* **Achievement CVar Compression:**
* **Achievement CVar Compression *(DONE)*:**
- Switch achievements to use a dictionary, rather than individual CVars
- Potentially more robust (maybe?)
- Harder to tamper with
- Can keep state in a local Dictionary object to avoid excess CVar access
* **Original English Voice Acting**
* **Original English Voice Acting *(DONE)***
## 1.3 update *(The Second Batch)*:
More weapons, because we need 'em.
More weapons, because we need 'em. In addition, all the "easy to implement" minigames, because the rest can wait until 1.5.
* **DLC Weaponset:**
- [1] Itamex Reinforced Hammer *(UnSX 5)*
@ -41,10 +41,16 @@ More weapons, because we need 'em.
- The Most Silent Takedown *(Kill 30 enemies with the Ray-Khom primary without alerting them)*
- [0] Grand Lance *(SWWM Iridium)*
- Penetrator *(Strike through 20 enemies in a row with a single Grand Lance secondary)*
* **Minigames:**
- Tetris
- Pong
- Snake
- Minesweeper
- Solitaire
## 1.4 update *(Arsenal Appendix)*:
A couple extra weapons, not enough for a full batch, but still worthy additions.
A couple extra weapons, not enough for a full batch, but still worthy additions. Plus extra score incentives and achievements.
* **DLC Weaponset 2:**
- [1] Hand of Divine *(Total Madness)*
@ -55,6 +61,27 @@ A couple extra weapons, not enough for a full batch, but still worthy additions.
- Railed Hard *(Shoot through 16 enemies with a single Mortal Rifle overpressure shot)*
- [0] Rafan-Kos *(UnSX 4)*
- Blasting Ropes *(Melt a grand total of 1000 enemies with the Rafan-Kos)*
* **Additional Score Bonuses:**
- Double-Cheeked *(Buttslam kill, 1.5x)*
- Mixup *(Different weapon between kills, +200, add +50 with each switch)*
- Unseen *(Kill an enemy without a line of sight to yourself, +300)*
- Aerial *(Kill an enemy while in mid-air, +500)*
- YEET *(Kill a non-flying enemy while it's in the air, AFTER you sent it flying, +1000)*
- OVERWRITE *(Telefrag an enemy, overrides OVERKILL bonus, 4x)*
- Biteback *(Kill an enemy within 3 seconds of it dealing damage to you, +700)*
- Revenge *(Kill the enemy that killed you within 30 seconds of reviving, 3x)*
- Longshot *(Kill an enemy from over 2000 map units away, +600, add +100 for each extra 1000 map units)*
- Redirect *(Kill an enemy with another enemy's projectile, +900)*
* **Additional Achievements:**
- Spicy Tennis *(Parry a thrown Explodium Mag)*
- Pachinko Code *(Find the Secret Menu)*
- Double Succ *(Merge two Ynykron singularities)*
- The Ultimate Combo *(Hit a Ynykron singularity with a Ynykron beam)*
- Master Sparked *(Kill a boss brain with the Rafan-kos)*
- Author Appeal *(Smooch a boss brain)*
- Power of Love *(Recover a total of 500 health by kissing the Kirin Plush)*
- Froggy Gang *(Summon the Froggy Chair)*
- Ribbit *(Kill 10 enemies with the Froggy Chair)*
## 1.5 update *(The Final Stage)*:
@ -67,9 +94,6 @@ All the hard stuff *(some of these aren't guaranteed)*.
- TewiShaded → SmallFont
- MiniwiShaded → SmallFont2
* **DLC Gameset:**
- Tetris
- Pong
- Snake
- **[Doom]** Demo Land Adventure *(platformer with shooty gameplay)*
- **[Heretic]** Interstellar Demolitionist *(a somewhat simple vertical SHMUP, kinda Touhou styled)*
- **[Hexen]** Demolition Quest *(a JRPG, kinda like early FF / BoF)*
@ -77,7 +101,6 @@ All the hard stuff *(some of these aren't guaranteed)*.
- Layers of White *(Summon the White Lady)*
- Fluffy Moth *(Pet the White Lady 50 times)*
- Ara Ara *(Have the White Lady kill a total of 100 enemies)*
* ***(Maybe)* Replace all hitscan with *"light projectiles"***
* **Additional gestures + gesture menu**
- Clap
- The Bird
@ -98,27 +121,6 @@ Things that I'm unsure when will be added *(or if they can be added)*.
* **Customized cluster text stuff if that ever gets scriptified**
* **Official Sunder support *(when the WAD is complete)***
* **Additional Achievements?:**
- Spicy Tennis *(Parry a thrown Explodium Mag)*
- Pachinko Code *(Find the Secret Menu)*
- Double Succ *(Merge two Ynykron singularities)*
- The Ultimate Combo *(Hit a Ynykron singularity with a Ynykron beam)*
- Master Sparked *(Kill a boss brain with the Rafan-kos)*
- Author Appeal *(Smooch a boss brain)*
- Power of Love *(Recover a total of 500 health by kissing the Kirin Plush)*
- Froggy Gang *(Summon the Froggy Chair)*
- Ribbit *(Kill 10 enemies with the Froggy Chair)*
* **Additional Score Bonuses?:**
- Double-Cheeked *(Buttslam kill, 1.5x)*
- Mixup *(Different weapon between kills, +200, add +50 with each switch)*
- Unseen *(Kill an enemy without a line of sight to yourself, +300)*
- Aerial *(Kill an enemy while in mid-air, +500)*
- YEET *(Kill a non-flying enemy while it's in the air, AFTER you sent it flying, +1000)*
- OVERWRITE *(Telefrag an enemy, overrides OVERKILL bonus, 4x)*
- Biteback *(Kill an enemy within 3 seconds of it dealing damage to you, +700)*
- Revenge *(Kill the enemy that killed you within 30 seconds of reviving, 3x)*
- Longshot *(Kill an enemy from over 2000 map units away, +600, add +100 for each extra 1000 map units)*
- Redirect *(Kill an enemy with another enemy's projectile, +900)*
## Other Projects

112
README.md
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@ -21,9 +21,9 @@ The UI design and color schemes of the mod may be problematic to people with col
The characters and stories featured in this mod are part of my own personal lore. Any similarities to real world individuals or events are entirely coincidental or, in some cases, loosely referential.
The mod's overarching story and themes often tackle topics of world politics, economy, human rights and others. No work of fiction is free of politics, especially those that reflect the author's own beliefs. If you feel discomfort from political views opposite to your own, this may not be for you (especially if you're right-leaning/conservative).
The mod's overarching story and themes often tackle topics of world politics, economy, human rights and others. No work of fiction is free of politics, especially those that reflect the author's own beliefs. If you feel discomfort from political views opposite to your own, this may not be for you *(especially if you're right-leaning/conservative)*.
The mod contains certain sexual undertones (or overtones in the story itself). Some parts could be considered explicit in nature, so please take this with a grain of salt. You've been warned: The mod *IS* horny (and so am I, as its author).
The mod contains certain sexual undertones *(or overtones in the story itself)*. Some parts could be considered explicit in nature, so please take this with a grain of salt. You've been warned: The mod *IS* horny *(and so am I, as its author)*.
This mod is not compatible with **Brutal Doom** for obvious reasons. If you want to combine both, use the "Monsters Only" version of it, but do note that some glitches may still happen.
@ -36,19 +36,19 @@ You are an **Akari Labs Demolitionist Bot**, one of the very first units, fresh
Additional features:
- **Glowing color tags:** Located around various parts of your body, allows quick and easy differentiation between multiple units (color not directly configurable due to *engine limitations™*).
- **Glowing color tags:** Located around various parts of your body, allows quick and easy differentiation between multiple units *(color not directly configurable due to Engine Limitations™, but you can load external patches)*.
- **Lucky Collar:** A little something that your creator gives to all of her creations. Reduces incoming damage by 75% when you're below 25% health. Plus an additional 50% reduction to any damage from your own weapons.
- **High-Resonant Almasteel Plating:** Your chassis is built from one of the hardest alloys known across the universe. Thus, your body is practically indestructible, but not impervious to damage. All splash damage is reduced by 80%, and you only take half damage from crushers (and may cause them to break, permanently).
- **High-Resonant Almasteel Plating:** Your chassis is built from one of the hardest alloys known across the universe. Thus, your body is practically indestructible, but not impervious to damage. All splash damage is reduced by 80%, and you only take half damage from crushers *(and may cause them to break, permanently)*.
- **User Menu:** With the press of a button, open a dedicated menu to see all your stats in detail, info on carried items and weapons, check out a grand library of information on things you come across, and access the store for buying extra items with your score points.
- **Magnetic Utility Belt:** Holds important equipment tightly, and is also the secret to how you can reload some weapons so damn fast.
- **Keychain:** A lil' something to bring some extra good luck charms with you.
- **Pocket Hammerspace™ containers:** These will store and deploy items on demand, along with keeping hold of any keys you find. The capacity for ammo storage can be increased by finding **Hammerspace™ Embiggener** modules.
- **Forx JetBurst™ Impulsors:** Can be used for quick dashes in any direction, or even for short bursts of flight.
- **Impact Absorption Boots:** Will negate any and all fall damage, and also allow extra boosts of speed to chained jumps (i.e.: bunnyhopping).
- **Impact Absorption Boots:** Will negate any and all fall damage, and also allow extra boosts of speed to chained jumps *(i.e.: bunnyhopping)*.
- **Targetting Array:** Tracks nearby foes and provides basic information on their health. Compatible with **Omnisight™** mapping modules for tracking key items and nearby exits. Can also highlight nearby pickups by holding a dedicated button.
- **Akari Labs CuteEmotion™ Display:** Equipped onto your visor to show a wide range of predefined facial expressions in order to convey simple emotions to others.
- **Akari Labs LoudBoi™ Voicebox:** Allows you to 🇪 🇲 🇮 🇹. Easily moddable to allow alternate voicepack add-ons. Note that the default voice is in Japanese, but subtitles will be provided when needed.
- **On-demand Item Obtainers:** AKA "hands". You can pick up the mod's items from a distance by pressing Use (this is mainly a workaround for any quirks that might come from them having modified collision).
- **Akari Labs LoudBoi™ Voicebox:** Allows you to ****. Easily moddable to allow alternate voicepack add-ons *(If someone were to make them)*. Your usual voice is quite robotty, due to a built-in filter.
- **On-demand Item Obtainers:** AKA "hands". You can pick up the mod's items from a distance by pressing Use *(this is mainly a workaround for any quirks that might come from them having modified collision)*.
**Note:** Since you're a robutt you pretty much can swim indefinitely and are also immune to poison.
@ -63,7 +63,7 @@ All weapons also have a quick melee attack using the **Weapon State 1** button,
If a weapon has no actions on either the reload or zoom buttons, it may be replaced with some special idle action, such as spinning or fiddling around with it.
For now, the following are all weapons planned for the first release. More will be added afterwards, in a future update (oh boy).
For now, the following are all weapons available. More will be added afterwards, in future updates *(oh boy)*.
### Deep Impact (slot 1) ~ Replaces Fist, Staff, Hexen starting weapons
![](docimg/deepimpact.png)
@ -147,7 +147,7 @@ A ludicrously overkill weapon, courtesy of the always-overkill **Blackmann Arms*
- 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.
People like to nickname it the ***"Ballbuster"***. You'll see why.
Should you make use of its multi-fire functionality, you will soon learn why it bears the name of ***"Wallbuster"***.
### Eviscerator (slot 5) ~ Replaces Chaingun, Dragon Claw, Quietus (hilt)
![](docimg/eviscerator.png)
@ -158,14 +158,14 @@ The pleasure of shrapnel spamming. Make hot steaming pain rain upon your enemies
**Secondary fire:** Launch the entire shell. Hot lead will be deployed wherever it hits.
**Tertiary fire (Zoom):** Toggle between wide spread (default) and tight spread for primary. Apart from that, also affects the effective range of the secondary fire, allowing you to lob these bombs farther away.
**Tertiary fire (Zoom):** Toggle between wide spread *(default)* and tight spread for primary. With a tighter spread, chunks will be closer together and reach higher speeds, but bounce more erratically. In addition, lobbed shells will also go much farther.
This weapon made the **Unreal Engine** cry, so **GZDoom** may suffer a lot too.
### Eviscerator shells ~ Replaces Ammo Box, Claw Orb
![](docimg/evisceratorammo.png)
Little bundles of fun (in hot lead form) found either as single units (sometimes bunched up) or six-packs. There is no explanation for why they have an **owo** face scribbled on.
Little bundles of fun (in hot lead form) found either as single units *(sometimes bunched up)* or six-packs. There is no explanation for why they have an **OwO** face scribbled on.
### Hellblazer (slot 6) ~ Replaces Rocket Launcher, Phoenix Rod, Hammer of Retribution
![](docimg/hellblazer.png)
@ -176,7 +176,7 @@ Another signature weapon of the **SWWM** series. This time in its third and far
**Secondary fire:** Lob the rocket as a grenade that will bounce around. Hold to load up to 2 additional grenades, then release for burst fire. You can tap the primary fire button at any time to cancel the preload and go straight to holding.
**Tertiary fire (Zoom):** Change the ammo type, there are four options (see ammo section below). While holding rockets, tap to select seek targets.
**Tertiary fire (Zoom):** Change the ammo type, there are four options *(see ammo section below)*. While holding rockets, tap to select seek targets.
**Reload:** Obviously does what you'd expect. If you're holding rockets and have targets locked on, tap to clear.
@ -215,19 +215,19 @@ Ammunition for the Biospark Carbine. They contain a lot of energy, despite the s
### Silver Bullet JET (slot 8) ~ Replaces Plasma Rifle, Hellstaff, Arc of Death
![](docimg/silverbullet.png)
The definitive model of **Blackmann Arms**'s legendary **Silver Bullet** series. A lighter (43kg), lower caliber (1.150) variant of the former 1.350 **BEHEMOTH** model, discontinued due to being seen as too impractical.
The definitive model of **Blackmann Arms**'s legendary **Silver Bullet** series. A lighter *(43kg)*, lower caliber *(1.150)* variant of the former 1.350 **BEHEMOTH** model, discontinued due to being seen as too impractical *(it was full auto, no, really)*.
**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:** 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)*.
**Reload:** Reload (what else is new) or switch ammo types.
**Reload:** Reload *(what else is new)* or switch ammo types.
**Zoom:** 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.
**Zoom:** 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.
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.
Note that going prone (crouching) will automatically disable the recoil compensators, increasing the potential damage of the bullets, but also reducing your mobility.
Note that going prone *(crouching)* will automatically disable the recoil compensators, increasing the potential damage of the bullets, but also reducing your mobility.
### 1.150 XSB Bullets ~ Replaces Cells, Runes
![](docimg/xsbbullet.png)
@ -246,15 +246,15 @@ Same spawn conditions as the standard bullets.
### Candy Gun (slot 9) ~ Replaces BFG9000, Firemace, Bloodscourge (stub)
![](docimg/candygun.png)
Coming from an old unreleased weapon mini-mod, the **Candy Gun** is like an **Explodium Gun** on steroids (or more specifically, on strawberry candy and pop rocks).
Coming from an old unreleased weapon mini-mod, the **Candy Gun** is like an **Explodium Gun** on steroids *(or more specifically, on strawberry candy and pop rocks)*.
**Primary fire:** Explosive candy bullets. The blasts are a tasty treat of pain.
**Secondary fire:** Like its weaker counterpart, the mag is armed and yeeted with extreme prejudice.
**Secondary fire:** Like its weaker counterpart, the mag is armed and yeeted with extreme prejudice *(you cannot perform this action if you have no more ammo left)*.
**Reload:** Does what you'd expect.
Holding secondary fire and primary fire (in that order) will throw the weapon itself, armed and ready to explode if it hits anyone or anything. The blast area for this is pretty ridiculous. You can hold spare guns, by the way (up to four).
Holding secondary fire and primary fire *(in that order)* will throw the weapon itself, armed and ready to explode if it hits anyone or anything. The blast area for this is pretty ridiculous. You can hold spare guns, by the way *(up to four)*.
### Candy Gun Bullets ~ Replaces Cells, Runes
![](docimg/candybullet.png)
@ -274,9 +274,9 @@ Popularly known as the ***"Death Cannon"***. One of the four ultimate weapons co
**Reload:** If charging, cancel the charge. Ammo will not be wasted, but it will have to vent for a while longer than after firing normally. If the ammo was spent, reloads as usual.
Unlike its previous incarnation in **SWWM Platinum**, this one doesn't have such an obscene pre-fire delay, so it's much easier to land a shot (not to mention also being far more lethal, thanks to the added chain reaction effect).
Unlike its previous incarnation in **SWWM Platinum**, this one doesn't have such an obscene pre-fire delay, so it's much easier to land a shot *(not to mention also being far more lethal, thanks to the added chain reaction effect)*.
Due to its rarity, you can't buy it from the store, so you gotta find one (and only one) in the field.
Due to its rarity, you can't buy it from the store, so you gotta find one *(and only one)* in the field.
### Crystal Box ~ Replaces Cell Pack, Greater Rune
![](docimg/ynykronammo.png)
@ -290,9 +290,9 @@ These spawn VERY rarely and, like the weapon that uses them, you can't buy them
Of course, one cannot go without little helpers along their journey.
Healing items restore health (duh), armor items do exactly what you'd expect, and then there's all the various powerups that grant you useful abilities.
Healing items restore health *(duh)*, armor items do exactly what you'd expect, and then there's all the various powerups that grant you useful abilities.
All of these can be carried in your inventory indefinitely before use, except in deathmatch, where they're activated immediately. Healing items are automatically used whenever possible (with the lowest tier healing items taking priority). Armor is immediately carried if you don't have any of that type on you, or if your existing armor drains and you have a spare. Most powerups can be toggled, unless specified otherwise.
All of these can be carried in your inventory indefinitely before use, except in deathmatch, where they're activated immediately. Healing items are automatically used whenever possible *(with the lowest tier healing items taking priority)*. Armor is immediately carried if you don't have any of that type on you, or if your existing armor drains and you have a spare. Most powerups can be toggled, unless specified otherwise.
### Health Nugget ~ Replaces Health Bonus, Timebomb of the Ancients, Disc of Repulsion, Flechette, Mystic Ambit Incant
![](docimg/nuggethealth.png)
@ -312,12 +312,12 @@ All of these can be carried in your inventory indefinitely before use, except in
### Refresher ~ Replaces Soulsphere, Mystic Urn
![](docimg/refresher.png)
This artifact provides a +100 health boost plus a regeneration effect that heals +10 every 5 seconds, for up to 50 seconds, thus it doubles as a powerup. Its overhealing effects cap at 500 points (including the regen). Once its effects wear out, however, your excess health will gradually settle towards the typical 200 point cap. Unlike other health items, the **Refresher** auto-activates only if you're about to die. This usually prevents such a grim outcome... unless the damage is too high to counter.
This artifact provides a +100 health boost plus a regeneration effect that heals +10 every 5 seconds, for up to 50 seconds, thus it doubles as a powerup. Its overhealing effects cap at 500 points *(including the regen)*. Once its effects wear out, however, your excess health will gradually settle towards the typical 200 point cap. Unlike other health items, the **Refresher** auto-activates only if you're about to die. This usually prevents such a grim outcome... unless the damage is too high to counter.
### Armor Nugget ~ Replaces Armor Bonus, Timebomb of the Ancients, Disc of Repulsion, Flechette, Mystic Ambit Incant
![](docimg/nuggetarmor.png)
Cumulative armor items that can increase resistance to all damage by as much as you can find. Each nugget adds 1% to the total. Above 100%, damage gets turned into additional health (up to the standard 100% cap). The upper cap for these is 200%. Comes in bundles when replacing things other than armor bonuses.
Cumulative armor items that can increase resistance to all damage by as much as you can find. Each nugget adds 1% to the total. Above 100%, damage gets turned into additional health *(up to the standard 100% cap)*. The upper cap for these is 200%. Comes in bundles when replacing things other than armor bonuses.
### Blast Suit ~ Replaces Green Armor, Silver Shield, Platinum Helm, Amulet of Warding
![](docimg/blastsuit.png)
@ -331,23 +331,23 @@ Can handle a total of 150 damage points before breaking.
Decent armor, protects very well against all damage. Reduction factors are as follows:
* 80% reduction for elemental (fire, ice, electric, etc.)
* 80% reduction for elemental *(fire, ice, electric, etc.)*
* 50% reduction to everything else
* 70% reduction for all splash damage (multiplicative on top of the other two)
* 70% reduction for all splash damage *(multiplicative on top of the other two)*
Can eat up a total of 250 damage points before breaking.
### Grilled Cheese Sandwich ~ Replaces Megasphere, Morph Ovum, Dragonskin Bracers
![](docimg/sandwich.png)
The ultimate meal. Grants a full 1000 health and magically gives you a full stack of **Armor Nuggets**, a **Blast Suit** and a **War Armor**. In addition it prevents you from dying at all when it activates automatically (this wondrous artifact can even save you from the destruction of the **Ynykron Artifact**). Keep in mind that this overhealing above 500 points fades away much quicker than the **Refresher**'s, and you can't use another sandwich again until the overheal fades.
The ultimate meal. Grants a full 1000 health and magically gives you a full stack of **Armor Nuggets**, a **Blast Suit** and a **War Armor**. In addition it prevents you from dying at all when it activates automatically *(this wondrous artifact can even save you from the destruction of the **Ynykron Artifact**)*. Keep in mind that this overhealing above 500 points fades away much quicker than the **Refresher**'s, and you can't use another sandwich again until the overheal fades.
### Ghost Artifact ~ Replaces Blur Sphere, Shadowsphere
![](docimg/ghost.png)
Actual 100% invisibility, a relic from the old **UnSX** days.
This powerup is capable of turning you absolutely invisible. However, it does not prevent you from making noise, so it's best to use it to sneak past certain encounters, or prepare surprise attacks.
This powerup is capable of turning you absolutely invisible. However, it does not prevent you from making noise, so it's best to use it to sneak past certain encounters, or prepare surprise attacks. Enemies will be very confused and try to attack where they last heard you, until they eventually take notice that you're not there.
Lasts 60 seconds once activated.
@ -384,7 +384,7 @@ You're fucking invincible for a total of 20 seconds.
### Hammerspace Embiggener ~ Replaces Backpack, Bag of Holding, Dragonskin Bracers
![](docimg/embiggener.png)
Each of these you pick up increases your ammo capacity (not necessarily doubling it), stacking up to 8 times. They also give you some extra ammo, like a vanilla backpack would (though not for all weapons).
Each of these you pick up increases your ammo capacity *(not necessarily doubling it)*, stacking up to 8 times. They also give you some extra ammo, like a vanilla backpack would *(though not for all weapons)*.
In some special cases you may find "Bulk" versions. These generally only pop up if the mapper decided to spawn several overlapping backpacks in one spot, as they result from all of those items merging together.
@ -393,7 +393,7 @@ Note: In multiplayer, these can be traded between players, but do note that the
### Universal Ammo Fabricator ~ Replaces Mana / Krater of Might
![](docimg/fabricator.png)
Separated into four tiers, they work pretty much like the ammo cubes in **Doom Tournament**, except they try to *"balance"* the total ammo given. The max tier fabricator is the only one capable of producing ammo for all weapons (excluding the **Ynykron Artifact**). Due to some unspecified reasons, they cannot be held in your inventory.
Separated into four tiers, they work pretty much like the ammo cubes in **Doom Tournament**, except they try to *"balance"* the total ammo given. The max tier fabricator is the only one capable of producing ammo for all weapons *(excluding the **Ynykron Artifact**)*. Due to some unspecified reasons, they cannot be held in your inventory, something to do with their nature conflicting with **Hammerspace**.
### Lamp ~ Replaces Lite-Amp, Torch
![](docimg/lamp.png)
@ -434,7 +434,7 @@ Same conditions as the other two. Make sure you find the perfect chance to unlea
## The Collectibles
![](docimg/chancebox.png)
Every now and then you will find these strange ***"Lucky Chance Boxes"*** in secret areas, which you can open by pressing Use. In Hexen, they will also replace Dark Servants, Banishment Devices and Porkalators (as the game generally doesn't have secret areas).
Every now and then you will find these strange ***"Lucky Chance Boxes"*** in secret areas, which you can open by pressing Use. In Hexen, they will also replace Dark Servants, Banishment Devices and Porkalators *(as the game generally doesn't have secret areas)*.
While some will drop very useful goodies, others may provide you instead with a randomly selected item from a pool of various *"collectibles"*. On pickup, these will give you a nice extra score based on their estimated market price. Some of these collectibles will only appear when you play specific IWADs (or those that go chronologically after them, e.g.: Heretic collectibles appearing in Hexen).
@ -456,7 +456,7 @@ A copy of Saya's famous sci-fi novel about interdimensional travel. Saya has fre
### Meidobot - Love Signals
![](docimg/lovesignals.png)
Debut album of Maidbot Miyamoto. Very cute and romantic J-Pop. Yes, it's a CD, and yes, some people still have CD drives out there. The album is considered a declaration of love to Saya, although it should be noted that this predates Maidbot gaining sentience (not that it makes much of a difference, as her feelings for Saya turned out to be very real).
Debut album of Maidbot Miyamoto. Very cute and romantic J-Pop. Yes, it's a CD, and yes, some people still have CD drives out there. The album is considered a declaration of love to Saya, although it should be noted that this predates Maidbot gaining sentience *(not that it makes much of a difference, as her feelings for Saya turned out to be very real)*.
### Perfectly Generic Cube
![](docimg/generic.png)
@ -505,53 +505,49 @@ Pretty simplistic so it doesn't get in the way of the action. Some things may be
### Top left corner
Message display. Can be configured to show different numbers of messages depending on whether the chat prompt is open. Chat messages take much longer to expire than others, so there's less of a chance to miss them, as they might pop back up when the less important ones expire. A full chat history can be read at any time in the **Demolitionist Menu** (if there were any actual messages). Repeated messages are compressed with a multiplier suffix.
Message display. Can be configured to show different numbers of messages depending on whether the chat prompt is open. Chat messages take much longer to expire than others, so there's less of a chance to miss them, as they might pop back up when the less important ones expire. A full chat history can be read at any time in the **Demolitionist Menu** *(if there were any actual messages)*. Repeated messages are compressed with a multiplier suffix.
### Top right corner
Current score.
The scoring system is pretty straightforward. Each enemy you kill will give you points according to 5% of its base health, rounded up to the nearest multiple of 10 and capped to 1000, plus some bonuses (in order of application):
The scoring system is pretty straightforward. Each enemy you kill will give you points according to 5% of its base health, rounded up to the nearest multiple of 10 and capped to 1000, plus some extra bonuses for feats such as multikills *(within 5 seconds of each other)*, gibbing enemies, killing bosses, and much more!
* +500 if the enemy was killed with the **Deep Impact** primary (humiliation).
* +300 if the enemy was killed with your butt while dashing (no, seriously).
* +600 if the enemy was killed with a blown kiss (oh my~).
* +200 if the enemy was killed with a parried projectile (+200 more if it was a perfect parry).
* x2 for an overkill (enemy was gibbed or received twice its base health in damage).
* x1.5 for each combo level, up to x8 in steps of x0.5. Kills are considered combos if multiple enemies are killed within 5 seconds of each other.
* +100 for killing an enemy without having taken damage since last spawn, with extra +10 boosts for consecutive kills (extra boosts taper off after 10x).
* +2000 if the enemy killed is a boss.
* +1000 if you've killed the last enemy in the map.
You are also given score for finding secrets and counted items, +100 for each secret, +1000 if it's the final one and +10 for each item or +500 if it's the final one. In addition, +5000 will be given to all players if the level is fully cleared *(100% kills/items/secrets)*.
You are also given +100 points for each secret found, +1000 if it's the final secret. Countable items give +10 points each or +500 if it's the final item. In addition, +5000 will be given to all players if the level is fully cleared (100% kills/items/secrets).
Score can be used to buy items on the in-game store *(or gained from selling them)*, and it is preserved between hubs, but pistol starts will reset it *(configurable, like most things)*.
Score can be used to buy items on the in-game store (or gained from selling them), and it is preserved between hubs, but pistol starts will reset it.
Right below your score box, a toggleable minimap will be shown. It works mostly like the radar did in **SWWM Z**, but has the added benefit of also showing map geometry *(an absolute nightmare to code)*. Has its own custom color scheme, but it can also be set to inherit these from GZDoom's own automap settings, or various vanilla presets.
In **Doom** and **Heretic**, collected keys will be displayed below the score box.
In addition, you may also see the stats for the level *(as well as its name if the automap is active)*, and below, any collected keys.
When the **Automap** is open, the map name and stats will also be shown here.
### Center
Optionally, a minimap can be shown below the score box too. This works mostly like the radar did in **SWWM Z**, but it has the added benefit of also showing map geometry. Has its own configurable color scheme, but it can also be set to inherit these from GZDoom's own custom automap settings, or various vanilla presets.
Your crosshair, of course. This mod features a physically projected crosshair that's pointing exactly where your current weapon will *(usually)* hit whenever you fire. If a weapon fires from multiple barrels, more crosshairs will of course appear for each of them.
It's likely that somewhere in this general area you'll see, on occasion when playing supported maps, some dialogue boxes with characters *(usually **Saya**)* letting you know their thoughts on your progress in the mission, and what lies ahead. Do note that these communications are entirely voice-to-text and one-way.
Oh, and also, when bringing up a certain weapon for the first time, you will see a tooltip detailing its basic controls. If you feel this gets in the way, you can disable it, of course.
### Bottom left corner
Your health and fuel, along with an inventory box, and all active armors and powerups (with their respective durability/duration).
Your health and fuel, along with an inventory box, and all active armors and powerups *(with their respective durability/duration)*.
### Bottom border
Voice acting subtitles and pickup messages. Repeated pickups will have a multiplier suffix added. Total messages shown are also configurable. Achievement popups might also show here sporadically (yup, the mod has those).
Voice acting subtitles and pickup messages. Repeated pickups will have a multiplier suffix added. Total messages shown are also configurable. Achievement popups might also show here sporadically *(yup, the mod has those)*.
### Bottom right corner
The weapon slots. Above them, the currently equipped weapon's stats (i.e.: ammo(s) and such).
The weapon slots. Above them, the currently equipped weapon's stats *(i.e.: ammo(s) and such)*.
### Targeter
### Targeting Array
Because in the middle of the chaos that is this mod you might have a hard time trying to figure out where everything is in between explosions and massive smoke clouds, a targetter has been implemented, which will show the following:
Because in the middle of the chaos that is this mod you might have a hard time trying to figure out where everything is in between explosions and massive smoke clouds, a targeting array has been implemented, which will show the following:
- **Players and monsters:** Draws an identification label and a health bar. The bar can display overhealing, and also indicate when someone is invulnerable. When they take damage or get healed, numbers (either red or green) will pop up around them. The targetter only picks up enemies in your direct line of sight, gradually fading once you lose sight of them, and can only display up to 40 individual bars (configurable), giving priority first to players, then the nearest enemies. The **Omnisight** increases the time out-of-sight targets remain marked.
- **Keys and map exits:** If you've picked up an **Omnisight**, key items and any exit lines will be marked and labeled, along with a little distance indicator in map units. Note that this doesn't work for script-triggered exits.
- **Highlighted items:** Holding the ***"Item Sense"*** button will mark and label nearby items, in case they're hard to see among countless piles of corpses or dim lighting. If you have an **Omnisight**, items that are out of view (e.g.: behind walls) will be marked too.
- **Players and monsters:** Draws an identification label and a health bar. The bar can display overhealing, and also indicate when someone is invulnerable. When they take damage or get healed, numbers *(either red or green)* will pop up around them. Only enemies in your direct line of sight are picked up, gradually fading once you lose sight of them, and only up to 40 individual bars can be displayed at a time *(configurable)*, giving priority first to players, then the nearest enemies. The **Omnisight** increases the time out-of-sight targets remain marked.
- **Keys and map exits:** If you've picked up an **Omnisight**, key items and any exit lines will be marked and labeled, along with a little distance indicator in map units. Note that this doesn't work for script-triggered exits *(the exit line detection is also kind of wonky with the way some of them are laid out, so you might see duplicate markers and whatnot)*.
- **Highlighted items:** Holding the ***"Item Sense"*** button will mark and label nearby items, in case they're hard to see among countless piles of corpses or dim lighting. If you have an **Omnisight**, items that are out of view *(e.g.: behind walls)* will be marked too.
These components are toggleable.

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[default]
SWWM_MODVER="\chSWWM \czGZ\c- \cw1.2pre r76 \cu(Sun 12 Dec 22:29:54 CET 2021)\c-";
SWWM_SHORTVER="\cw1.2pre r76 \cu(2021-12-12 22:29:54)\c-";
SWWM_MODVER="\chSWWM \czGZ\c- \cw1.2pre r77 \cu(Sun 12 Dec 22:30:21 CET 2021)\c-";
SWWM_SHORTVER="\cw1.2pre r77 \cu(2021-12-12 22:30:21)\c-";