From e270e4de2c2ada16c9a77f4210facfe9a583fc69 Mon Sep 17 00:00:00 2001 From: Marisa Kirisame Date: Sun, 8 May 2022 00:19:55 +0200 Subject: [PATCH] Swap slots of Ray-Khom and Mortal Rifle. --- FuturePlans.md | 6 +- README.md | 87 ++++++------- language.def_base | 30 +++-- language.def_lore | 8 +- language.es_base | 28 ++--- language.es_lore | 8 +- language.version | 4 +- lore/default/raykhom.txt | 8 +- lore/es/raykhom.txt | 8 +- readme.txt | 22 ++-- zscript/dlc1/swwm_ammoitems_dlc.zsc | 188 ++++++++++++---------------- zscript/dlc1/swwm_mister.zsc | 10 +- zscript/dlc1/swwm_thiccbolts.zsc | 14 +-- zscript/items/swwm_ammospawn.zsc | 9 +- 14 files changed, 192 insertions(+), 238 deletions(-) diff --git a/FuturePlans.md b/FuturePlans.md index 7fd5dcaf9..7d1231369 100644 --- a/FuturePlans.md +++ b/FuturePlans.md @@ -19,11 +19,11 @@ More weapons, because we need 'em. In addition, all the "easy to implement" mini - Gravely Roast *(Perform 50 bayonet combos with the Quadravol)* - [7] Sparkster x3 *(UnSX 2)* - A Fine Sparking *(Kill 30 enemies at once with a Sparkster Rifle combo shot)* - - [8] Mortal Rifle *(UnSX 2)* - - Railed Hard *(Shoot through 16 enemies with a single Mortal Rifle overpressure shot)* - - [9] Ray-Khom *(UnSX)* + - [8] Ray-Khom *(UnSX)* - The Most Silent Takedown *(Kill 30 enemies with the Ray-Khom primary without alerting them)* - John Romero's Curse *(Fry yourself by discharging an electric weapon in water)* + - [9] Mortal Rifle *(UnSX 2)* + - 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)* * ☐ **Minigames:** diff --git a/README.md b/README.md index 58caa3692..20097f0f3 100644 --- a/README.md +++ b/README.md @@ -368,7 +368,47 @@ The more directly explosive counterpart of the **XSB**. Personally baptized by * Same spawn conditions as the standard bullets. -### Mortal Rifle (slot 8) ~ Replaces Plasma Rifle, Hellstaff, Arc of Death +### Ray-Khom (slot 8) ~ Replaces Plasma Rifle, Hellstaff, Arc of Death +![](docimg/raykhom.png) + +So, you are about to witness a weapon of legend from the ancient **UnSX** arsenal. This is a very, VERY big gun you've got here. Naturally, it serves as a staple of the **Xekkian** armies, being the standard-issue sidearm *(yes, sidearm)* of many soldiers and mercenaries alike. ~~It's also the most silent way to eliminate **Manderley**.~~ + +**Primary fire:** Silent plasma grenade shot. Goes quite far, and blows up good. Your enemies won't even hear it coming. + +**Secondary fire:** Short-range arc lightning discharge. Stuns hard, with deadly potential on lesser targets. Make sure you're not standing in water when letting loose *(it's common sense)*. Also keep in mind that using this temporarily disables primary fire, as the weapon needs to fully recharge all capacitors. + +**Reload:** Ammo reloading. + +**Zoom:** Self-adjusting scope with trajectory prediction. Very handy stuff. + +By the way, those sharp claws aren't just for show, they hurt real bad when you use quick melee with this thing. + +### Ray-Khom Bolts ~ Replaces Cells, Runes +![](docimg/raybolt.png) + +40mm magnetized bolts with a plasma payload. They're basically just grenades, really. + +### 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)*. + +**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 *(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)*. + +### Candy Gun Bullets ~ Replaces Cells, Runes +![](docimg/candybullet.png) + +The ammo for this beast. Mags don't pop up on **Embiggeners**, and in Hexen only on the highest tier **Fabricators**. + +In the world, you may find either spare bullets or full mags. Each seven bullets picked up will be automatically converted to a full mag in your inventory. + +### Mortal Rifle (slot 9) ~ Replaces BFG9000, Firemace, Bloodscourge (stub) ![](docimg/mortalrifle.png) An experiment in creating the most definitive battle rifle for all armies across the universe. This thing came out of the **University of Nos-Kora**, so you can expect some things won't make a whole lot of sense with it. @@ -393,51 +433,6 @@ These 4.44x44.4mm, square-shaped telescoped rounds have a lot of *"fours"* in th 44.4mm grenades that burst into target-seeking micro-bombs. That sure is a thing, yes. They're more rare than the standard ammo, however. -### 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)*. - -**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 *(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)*. - -### Candy Gun Bullets ~ Replaces Cells, Runes -![](docimg/candybullet.png) - -The ammo for this beast. Mags don't pop up on **Embiggeners**, and in Hexen only on the highest tier **Fabricators**. - -In the world, you may find either spare bullets or full mags. Each seven bullets picked up will be automatically converted to a full mag in your inventory. - -### Ray-Khom (slot 9) ~ Replaces BFG9000, Firemace, Bloodscourge (stub) -![](docimg/raykhom.png) - -So, you are about to witness a weapon of legend from the ancient **UnSX** arsenal. This is a very, VERY big gun you've got here. Naturally, it serves as a staple of the **Xekkian** armies, being the standard-issue sidearm *(yes, sidearm)* of many soldiers and mercenaries alike. ~~It's also the most silent way to eliminate **Manderley**.~~ - -**Primary fire:** Silent plasma grenade shot. Goes quite far, and blows up good. Your enemies won't even hear it coming. - -**Secondary fire:** Short-range arc lightning discharge. Stuns hard, with deadly potential on lesser targets. Make sure you're not standing in water when letting loose *(it's common sense)*. - -**Primary reload:** Ammo reloading. - -**Secondary reload:** Battery reloading. Yes, this is battery powered. It's a coilgun, after all. Note that for safety reasons the battery can't be removed unless it's almost depleted. - -By the way, those sharp claws aren't just for show, they hurt real bad when you use quick melee with this thing. - -### Ray-Khom Bolts ~ Replaces Cells, Runes -![](docimg/raybolt.png) - -40mm magnetized bolts with a plasma payload. They're basically just grenades, really. - -### Ray-Khom Battery ~ Replaces Cells, Runes -![](docimg/raybattery.png) - -You're gonna need spares of these if you plan on using the **Ray-Khom** for a very extended period of time. Too bad they're kind of rare. - ### Ynykron Artifact (slot 0) ~ Replaces BFG9000, Firemace, Wraithverge (arc) ![](docimg/ynykron.png) diff --git a/language.def_base b/language.def_base index bed93de1a..1f259ae51 100644 --- a/language.def_base +++ b/language.def_base @@ -35,8 +35,8 @@ T_QUADRAVOL = "Quadravol"; I_QUADRAVOL = "\"Quadravol\" Fireball Launcher"; T_NEWSPARKSTER = "Sparkster Rifle"; I_NEWSPARKSTER = "Series x3 Sparkster Rifle"; -T_MORTALRIFLE = "Mortal Rifle"; T_RAYKHOM = "Ray-Khom"; +T_MORTALRIFLE = "Mortal Rifle"; T_RAFANKOS = "Rafan-Kos"; T_REDSHELL = "Shell"; T_REDSHELLS = "Shells"; @@ -100,18 +100,16 @@ T_SPARKBCELL = "Kinylum Cell"; T_SPARKBCELLS = "Kinylum Cells"; T_SPARKRCELL = "Nokron Cell"; T_SPARKRCELLS = "Nokron Cells"; +T_RAYBOLT = "Ray-Khom Bolt"; +T_RAYBOLTS = "Ray-Khom Bolts"; +T_RAYAMMO = "Ray-Khom Magazine"; +T_RAYAMMOS = "Ray-Khom Magazines"; T_MRROUND = "Mortal Round"; T_MRROUNDS = "Mortal Rounds"; T_MRAMMO = "Mortal Magazine"; T_MRAMMOS = "Mortal Magazines"; T_MRGRENADE = "Mortal Grenade"; T_MRGRENADES = "Mortal Grenades"; -T_RAYBOLT = "Ray-Khom Bolt"; -T_RAYBOLTS = "Ray-Khom Bolts"; -T_RAYAMMO = "Ray-Khom Magazine"; -T_RAYAMMOS = "Ray-Khom Magazines"; -T_RAYBATTERY = "Ray-Khom Battery"; -T_RAYBATTERYS = "Ray-Khom Batteries"; T_ULTIMATEPOD = "Rafan-Kos Pod"; T_ULTIMATEPODS = "Rafan-Kos Pods"; T_ULTIMATEAMMO = "Rafan-Kos Magazine"; @@ -514,10 +512,10 @@ O_SHEENHMG = "%k drowned %o in bullets."; O_QUADRAVOL = "%k made delicious barbecue out of %o."; O_QUADRAVOL2 = "%o was gravely roasted by %k."; O_NEWSPARKSTER = "%o witnessed the might of %k's plasma artillery."; -O_MORTALRIFLE = "%k killed %o very dead."; -O_MORTALRIFLEALT = "%o caught a very deadly grenade from %k."; O_RAYKHOM = "%o received an express delivery of deadly plasma from %k."; O_RAYKHOM2 = "%o witnessed %k's UNLIMITED POWER."; +O_MORTALRIFLE = "%k killed %o very dead."; +O_MORTALRIFLEALT = "%o caught a very deadly grenade from %k."; O_RAFANKOS = "%o stood no chance against %k's ultimate weapon."; O_POUND = "%o was very impressed by %k's landing."; O_DASH = "%o was discombobulated by a very fast moving %k."; @@ -814,16 +812,16 @@ TT_NEWSPARKSTER = "\cfFire+Altfire:\c- Combined shot.\n" "\cfReload:\c- Load Kinylum.\n" "\cfZoom:\c- Load Nokron."; +TT_RAYKHOM = +"\cfFire:\c- Shoot weapon.\n" +"\cfAltfire:\c- Lightning attack.\n" +"\cfReload:\c- Reload weapon.\n" +"\cfZoom:\c- Use scope."; TT_MORTALRIFLE = "\cfFire:\c- Shoot weapon.\n" "\cfAltfire:\c- Shoot grenade.\n" "\cfZoom:\c- Cycle fire modes.\n" "\cfReload:\c- Reload weapon."; -TT_RAYKHOM = -"\cfFire:\c- Shoot weapon.\n" -"\cfAltfire:\c- Lightning attack.\n" -"\cfReload:\c- Reload weapon.\n" -"\cfZoom:\c- Reload battery."; TT_RAFANKOS = "\cfFire:\c- Single beam.\n" "\cfAltfire:\c- Multi beam.\n" @@ -982,8 +980,8 @@ SWWM_INTERTIP62 = "\"The Sheen HMG is such a delicious festival of dakka that th SWWM_INTERTIP63 = "Pressing fire immediately after hitting something with the Quadravol's blades will result in a boosted point-blank explosion that'll send whatever's at the other end of the gun flying."; SWWM_INTERTIP64 = "Holding down the triggers with the Sparkster Rifle will gradually increase firing potency upon release. Fortunately, there is no potential here for the weapon to blow up if you keep them held long enough, only badly designed human weaponry could be so haphazard."; SWWM_INTERTIP65 = "The Sparkster Rifle can fire both ammo types simultaneously, blending them together into a deadly combo projectile."; -SWWM_INTERTIP66 = "The Mortal Rifle (\"Mister\" for short) was devised as a potential \"standard\" battle rifle for the X'Animen Coalition that \"even the Xekkians would consider powerful\". It seems to have succeeded in that aspect, considering how truly mortal it is, although it is not widely adopted... Yet."; -SWWM_INTERTIP67 = "Being primarily a coilgun, the Ray-Khom is almost entirely silent and perfect for stealthy kills. Do note though that the impact of the projectile itself will be very loud."; +SWWM_INTERTIP66 = "Being primarily a coilgun, the Ray-Khom is almost entirely silent and perfect for stealthy kills. Do note though that the impact of the projectile itself will be very loud."; +SWWM_INTERTIP67 = "The Mortal Rifle (\"Mister\" for short) was devised as a potential \"standard\" battle rifle for the X'Animen Coalition that \"even the Xekkians would consider powerful\". It seems to have succeeded in that aspect, considering how truly mortal it is, although it is not widely adopted... Yet."; SWWM_INTERTIP68 = "The Rafan-Kos is truly an Ultimate Weapon, as its name implies."; SWWM_INTERTIP69 = "Nice."; SWWM_INTERTIP70 = "Did you know that even with seat belts people die all the time in car crashes? I thought that was interesting."; diff --git a/language.def_lore b/language.def_lore index f8c232b48..25441f768 100644 --- a/language.def_lore +++ b/language.def_lore @@ -3214,15 +3214,15 @@ SWWM_LORETXT_RAYKHOM = "\n" "Ever since its creation by \cfProfessor Eushura Kmonn Jr.\c-, the \cfRay-Khom\c- has taken a permanent spot in every \cfXekkian\c- soldier's loadout. Reliable, efficient, needing little to no maintenance due to lacking any moving parts beyond its feeding mechanism. Ammunition is additionally quite easy to come by, at least locally, as exports carry with them heavy taxing.\n" "\n" -"The weapon is powered entirely by a compact quad-cell Korberon-Eneiebium battery pack, easy to replace when needed. Ammunition is fed from 20-round magazines. The ammunition itself, slim 40mm caseless magnetized bolts, fitted with a hyperdense Dyratin ignition charge, releasing potent discharges of ultra-high temperature plasma on impact, capable of melting quickly through anything short of high resonant Almasteel plating and causing strong, stinging burns to Xekkian skin (or severe corrosion of muscle and bone tissue to anything weaker).\n" +"The weapon is powered entirely by a compact quad-cell Korberon-Eneiebium battery pack, providing a plentiful supply of energy. Ammunition is fed from 20-round magazines. The ammunition itself, slim 40mm caseless magnetized bolts, fitted with a hyperdense Dyratin ignition charge, releasing potent discharges of ultra-high temperature plasma on impact, capable of melting quickly through anything short of high resonant Almasteel plating and causing strong, stinging burns to Xekkian skin (or severe corrosion of muscle and bone tissue to anything weaker).\n" "\n" "\cfPrimary Fire:\c- Steady shooting, quick and precise. Minimal recoil due to the electromagnetic operation, mostly quiet as the projectiles are shot ever so slightly below the speed of sound. Your enemies are guaranteed to not take notice of your attacks until it's too late.\n" "\n" -"\cfSecondary Fire:\c- Engages the concentrated pulse emitters along the weapon's blades, emitting a potent discharge of electricity in front of the user, temporarily stunning anything that stands too close. May cause death on weak targets. It is recommended to only use this sparingly, as it drains the battery quickly.\n" +"\cfSecondary Fire:\c- Engages the concentrated pulse emitters along the weapon's blades, emitting a potent discharge of electricity in front of the user, temporarily stunning anything that stands too close. May cause death on weak targets. Should be noted that this action mustn't be performed willy-nilly, as the capacitors require a long time to fully recharge, also temporarily disabling the main fire function.\n" "\n" -"\cfPrimary Reload:\c- Reloads the weapon.\n" +"\cfReload:\c- Reloads the weapon.\n" "\n" -"\cfSecondary Reload:\c- Swaps the battery. This action can only be performed once the charge is low enough, as it would be wasteful otherwise.\n" +"\cfZoom:\c- Use the scope for long distance shooting. Zoom level is automatically adjusted based on distance probes, and the reticle will furthermore simulate projectile trajectory on the fly, so you can know exactly where to aim.\n" "\n" "\cfTechniques:\c- Secondary fire increases in lethality if used on conductive liquids such as water. Just make sure to not be standing in it yourself.\n" "\n" diff --git a/language.es_base b/language.es_base index 6884a9e48..1641efca3 100644 --- a/language.es_base +++ b/language.es_base @@ -87,18 +87,16 @@ T_SPARKBAMMO = "Célula de Kinylum"; T_SPARKBAMMOS = "Células de Kinylum"; T_SPARKRAMMO = "Célula de Nokron"; T_SPARKRAMMOS = "Células de Nokron"; +T_RAYBOLT = "Proyectil de Ray-Khom"; +T_RAYBOLTS = "Proyectiles de Ray-Khom"; +T_RAYAMMO = "Cargador de Ray-Khom"; +T_RAYAMMOS = "Cargadores de Ray-Khom"; T_MRROUND = "Bala Mortal"; T_MRROUNDS = "Balas Mortales"; T_MRAMMO = "Cargador Mortal"; T_MRAMMOS = "Cargadores Mortales"; T_MRGRENADE = "Granada Mortal"; T_MRGRENADES = "Granadas Mortales"; -T_RAYBOLT = "Proyectil de Ray-Khom"; -T_RAYBOLTS = "Proyectiles de Ray-Khom"; -T_RAYAMMO = "Cargador de Ray-Khom"; -T_RAYAMMOS = "Cargadores de Ray-Khom"; -T_RAYBATTERY = "Batería de Ray-Khom"; -T_RAYBATTERYS = "Baterías de Ray-Khom"; T_ULTIMATEPOD = "Cápsula de Rafan-Kos"; T_ULTIMATEPODS = "Cápsulas de Rafan-Kos"; T_ULTIMATEAMMO = "Cargador de Rafan-Kos"; @@ -413,10 +411,10 @@ O_SHEENHMG = "%k ahogó a %o en balas."; O_QUADRAVOL = "%k hizo deliciosa barbacoa de %o."; O_QUADRAVOL2 = "%o fue ensartad@[ao_esp] por %k."; O_NEWSPARKSTER = "%o fue testigo del poder de la artillería de plasma de %k."; -O_MORTALRIFLE = "%k mató a %o bien muert@[ao_esp]."; -O_MORTALRIFLEALT = "%o atrapó una granada muy mortal de %k."; O_RAYKHOM = "%o recibió un envío exprés de plasma mortal de parte de %k."; O_RAYKHOM2 = "%o presenció el PODER ILIMITADO de %k."; +O_MORTALRIFLE = "%k mató a %o bien muert@[ao_esp]."; +O_MORTALRIFLEALT = "%o atrapó una granada muy mortal de %k."; O_RAFANKOS = "%o no pudo hacer nada contra el arma definitiva de %k."; O_POUND = "%o se llevó una gran impresión del aterrizaje de %k."; O_DASH = "%o fue descuajeringad@[ao_esp] a todo gas por %k."; @@ -700,16 +698,16 @@ TT_NEWSPARKSTER = "\cfPrimario+Secundario:\c- Disparo combinado.\n" "\cfRecarga:\c- Cargar Kinylum.\n" "\cfZoom:\c- Cargar Nokron."; +TT_RAYKHOM = +"\cfPrimario:\c- Disparar arma.\n" +"\cfSecundario:\c- Ataque de rayo.\n" +"\cfRecarga:\c- Recargar arma.\n" +"\cfZoom:\c- Usar mira."; TT_MORTALRIFLE = "\cfPrimario:\c- Disparar arma.\n" "\cfSecundario:\c- Disparar granada.\n" "\cfZoom:\c- Cambiar modo de disparo.\n" "\cfRecarga:\c- Recargar arma."; -TT_RAYKHOM = -"\cfPrimario:\c- Disparar arma.\n" -"\cfSecundario:\c- Ataque de rayo.\n" -"\cfRecarga:\c- Recargar arma.\n" -"\cfZoom:\c- Recargar batería."; TT_RAFANKOS = "\cfPrimario:\c- Haz singular.\n" "\cfSecundario:\c- Haz múltiple.\n" @@ -864,8 +862,8 @@ SWWM_INTERTIP62 = "\"La Ametralladora Sheen es tal festival delicioso de dakka q SWWM_INTERTIP63 = "Pulsando disparo inmediatamente después de golpear algo con las bayonetas del Quadravol resultará en una explosión aumentada a bocajarro que mandará a lo que sea que esté al otro lado volando."; SWWM_INTERTIP64 = "Mantener los gatillos del Rifle Sparkster pulsados incrementará gradualmente la potencia de disparo al soltarlos. Afortunadamente, no existe la posibilidad de que el arma explote si los mantienes demasiado tiempo, solo un arma mal diseñada por humanos podría ser tan disfuncional."; SWWM_INTERTIP65 = "El Rifle Sparkster puede disparar ambos tipos de munición simultáneamente, mezclando todo en un mortífero proyectil combinado."; -SWWM_INTERTIP66 = "El Rifle Mortal (\"Míster\" para los amigos) fue ideado como un posible rifle de batalla \"estándar\" para la Coalición X'Animen que \"incluso los Xekkian considerarían poderoso\". Parece que en ese aspecto ha sido un éxito, considerando lo verdaderamente mortal que es, aunque no tiene mucha adopción... Por ahora."; -SWWM_INTERTIP67 = "Siendo principalmente una pistola de bobina, la Ray-Khom es casi completamente silenciosa y perfecta para matar sigilosamente. Ten en cuenta sin embargo que el impacto del proyectil en sí será muy ruidoso."; +SWWM_INTERTIP66 = "Siendo principalmente una pistola de bobina, la Ray-Khom es casi completamente silenciosa y perfecta para matar sigilosamente. Ten en cuenta sin embargo que el impacto del proyectil en sí será muy ruidoso."; +SWWM_INTERTIP67 = "El Rifle Mortal (\"Míster\" para los amigos) fue ideado como un posible rifle de batalla \"estándar\" para la Coalición X'Animen que \"incluso los Xekkian considerarían poderoso\". Parece que en ese aspecto ha sido un éxito, considerando lo verdaderamente mortal que es, aunque no tiene mucha adopción... Por ahora."; SWWM_INTERTIP68 = "La Rafan-Kos es ciertamente un Arma Definitiva, como su nombre implica."; SWWM_INTERTIP70 = "¿Sabíais que incluso con cinturones de seguridad la gente muere todo el tiempo en accidentes de coche? Pensé que era interesante."; SWWM_INTERTIP71 = "\"En internet nadie puede escucharte ser sutil.\" — Linus Torvalds"; diff --git a/language.es_lore b/language.es_lore index c00aa910e..c7841f650 100644 --- a/language.es_lore +++ b/language.es_lore @@ -2979,15 +2979,15 @@ SWWM_LORETXT_RAYKHOM = "\n" "Desde su creación por el \cfProfesor Eushura Kmonn Jr.\c-, la \cfRay-Khom\c- se ha quedado con un puesto permanente en el equipamiento de cada soldado \cfXekkian\c-. Fiable, eficiente, necesitando casi ningún mantenimiento al carecer de partes móviles a excepción de su mecanismo de carga. La munición es adicionalmente muy fácil de conseguir, al menos localmente, ya que la exportación lleva consigo severos impuestos.\n" "\n" -"El arma es potenciada en su totalidad por un compacto paquete de batería de cuatro celdas de Korberon-Eneiebium, fácil de reemplazar cuando se necesite. La munición viene en cargadores de 20. La munición en sí, proyectiles magnetizados sin casquillo de 40mm, incrustados de una carga de ignición hiperdensa de Dyratin, liberando potentes descargas de plasma ultracaliente, capaz de derretir rápidamente cualquier cosa a excepción de blindaje de Almacero de alta resonancia y causando potentes, urticantes quemaduras en piel Xekkian (o corrosión severa de tejido muscular y óseo en cualquier cosa más débil).\n" +"El arma es potenciada en su totalidad por un compacto paquete de batería de cuatro celdas de Korberon-Eneiebium, proporcionando un abundante suministro energético. La munición viene en cargadores de 20. La munición en sí, proyectiles magnetizados sin casquillo de 40mm, incrustados de una carga de ignición hiperdensa de Dyratin, liberando potentes descargas de plasma ultracaliente, capaz de derretir rápidamente cualquier cosa a excepción de blindaje de Almacero de alta resonancia y causando potentes, urticantes quemaduras en piel Xekkian (o corrosión severa de tejido muscular y óseo en cualquier cosa más débil).\n" "\n" "\cfFuego Primario:\c- Fuego continuo, rápido y preciso. Retroceso mínimo dada la operación electromagnética, mayormente silencioso ya que los proyectiles son disparados a una velocidad poco menor que la del sonido. Tus enemigos tienen la garantía de no enterarse de tu ataque hasta ser demasiado tarde.\n" "\n" -"\cfFuego Secundario:\c- Emplea los emisores de pulsos concentrados a lo largo de los filos del arma, emitiendo una potente descarga eléctrica delante del usuario, aturdiendo temporalmente todo lo que se acerque. Puede causar la muerte de objetivos débiles. Se recomienda usar con moderación, ya que consume rápidamente la batería.\n" +"\cfFuego Secundario:\c- Emplea los emisores de pulsos concentrados a lo largo de los filos del arma, emitiendo una potente descarga eléctrica delante del usuario, aturdiendo temporalmente todo lo que se acerque. Puede causar la muerte de objetivos débiles. Se ha de tener en cuenta que esta acción no se debe realizar así porque sí, ya que los condensadores requieren mucho tiempo para recargarse por completo, temporalmente desactivando también la función de fuego primario.\n" "\n" -"\cfRecarga Primaria:\c- Recarga el arma.\n" +"\cfRecarga:\c- Recarga el arma.\n" "\n" -"\cfRecarga Secundaria:\c- Cambia la batería. Esta acción solo puede hacerse en cuanto la carga sea lo suficientemente baja, ya que sería un derroche de otro modo.\n" +"\cfZoom:\c- Usa la mira para disparos a distancia. El nivel de aumento se ajusta automáticamente en base al sondeo de distancia, y la mira además simulará la trayectoria del proyectil sobre la marcha, para que puedas saber exactamente donde apuntar.\n" "\n" "\cfTécnicas:\c- El fuego secundario incrementa en letalidad al usarse en líquidos conductivos tales como el agua. Simplemente asegúrate de no estar en contacto con ella.\n" "\n" diff --git a/language.version b/language.version index a5c9ca95c..61903e493 100644 --- a/language.version +++ b/language.version @@ -1,3 +1,3 @@ [default] -SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r57 \cu(Sat 7 May 22:39:40 CEST 2022)\c-"; -SWWM_SHORTVER="\cw1.3pre r57 \cu(2022-05-07 22:39:40)\c-"; +SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r58 \cu(Sun 8 May 00:19:55 CEST 2022)\c-"; +SWWM_SHORTVER="\cw1.3pre r58 \cu(2022-05-08 00:19:55)\c-"; diff --git a/lore/default/raykhom.txt b/lore/default/raykhom.txt index 3a00416fa..6abb8955b 100644 --- a/lore/default/raykhom.txt +++ b/lore/default/raykhom.txt @@ -14,15 +14,15 @@ TXT Ever since its creation by **Professor Eushura Kmonn Jr.**, the **Ray-Khom** has taken a permanent spot in every **Xekkian** soldier's loadout. Reliable, efficient, needing little to no maintenance due to lacking any moving parts beyond its feeding mechanism. Ammunition is additionally quite easy to come by, at least locally, as exports carry with them heavy taxing. -The weapon is powered entirely by a compact quad-cell Korberon-Eneiebium battery pack, easy to replace when needed. Ammunition is fed from 20-round magazines. The ammunition itself, slim 40mm caseless magnetized bolts, fitted with a hyperdense Dyratin ignition charge, releasing potent discharges of ultra-high temperature plasma on impact, capable of melting quickly through anything short of high resonant Almasteel plating and causing strong, stinging burns to Xekkian skin (or severe corrosion of muscle and bone tissue to anything weaker). +The weapon is powered entirely by a compact quad-cell Korberon-Eneiebium battery pack, providing a plentiful supply of energy. Ammunition is fed from 20-round magazines. The ammunition itself, slim 40mm caseless magnetized bolts, fitted with a hyperdense Dyratin ignition charge, releasing potent discharges of ultra-high temperature plasma on impact, capable of melting quickly through anything short of high resonant Almasteel plating and causing strong, stinging burns to Xekkian skin (or severe corrosion of muscle and bone tissue to anything weaker). \cfPrimary Fire:\c- Steady shooting, quick and precise. Minimal recoil due to the electromagnetic operation, mostly quiet as the projectiles are shot ever so slightly below the speed of sound. Your enemies are guaranteed to not take notice of your attacks until it's too late. -\cfSecondary Fire:\c- Engages the concentrated pulse emitters along the weapon's blades, emitting a potent discharge of electricity in front of the user, temporarily stunning anything that stands too close. May cause death on weak targets. It is recommended to only use this sparingly, as it drains the battery quickly. +\cfSecondary Fire:\c- Engages the concentrated pulse emitters along the weapon's blades, emitting a potent discharge of electricity in front of the user, temporarily stunning anything that stands too close. May cause death on weak targets. Should be noted that this action mustn't be performed willy-nilly, as the capacitors require a long time to fully recharge, also temporarily disabling the main fire function. -\cfPrimary Reload:\c- Reloads the weapon. +\cfReload:\c- Reloads the weapon. -\cfSecondary Reload:\c- Swaps the battery. This action can only be performed once the charge is low enough, as it would be wasteful otherwise. +\cfZoom:\c- Use the scope for long distance shooting. Zoom level is automatically adjusted based on distance probes, and the reticle will furthermore simulate projectile trajectory on the fly, so you can know exactly where to aim. \cfTechniques:\c- Secondary fire increases in lethality if used on conductive liquids such as water. Just make sure to not be standing in it yourself. diff --git a/lore/es/raykhom.txt b/lore/es/raykhom.txt index 99c1ce728..48f8ae5d1 100644 --- a/lore/es/raykhom.txt +++ b/lore/es/raykhom.txt @@ -8,15 +8,15 @@ TXT Desde su creación por el **Profesor Eushura Kmonn Jr.**, la **Ray-Khom** se ha quedado con un puesto permanente en el equipamiento de cada soldado **Xekkian**. Fiable, eficiente, necesitando casi ningún mantenimiento al carecer de partes móviles a excepción de su mecanismo de carga. La munición es adicionalmente muy fácil de conseguir, al menos localmente, ya que la exportación lleva consigo severos impuestos. -El arma es potenciada en su totalidad por un compacto paquete de batería de cuatro celdas de Korberon-Eneiebium, fácil de reemplazar cuando se necesite. La munición viene en cargadores de 20. La munición en sí, proyectiles magnetizados sin casquillo de 40mm, incrustados de una carga de ignición hiperdensa de Dyratin, liberando potentes descargas de plasma ultracaliente, capaz de derretir rápidamente cualquier cosa a excepción de blindaje de Almacero de alta resonancia y causando potentes, urticantes quemaduras en piel Xekkian (o corrosión severa de tejido muscular y óseo en cualquier cosa más débil). +El arma es potenciada en su totalidad por un compacto paquete de batería de cuatro celdas de Korberon-Eneiebium, proporcionando un abundante suministro energético. La munición viene en cargadores de 20. La munición en sí, proyectiles magnetizados sin casquillo de 40mm, incrustados de una carga de ignición hiperdensa de Dyratin, liberando potentes descargas de plasma ultracaliente, capaz de derretir rápidamente cualquier cosa a excepción de blindaje de Almacero de alta resonancia y causando potentes, urticantes quemaduras en piel Xekkian (o corrosión severa de tejido muscular y óseo en cualquier cosa más débil). \cfFuego Primario:\c- Fuego continuo, rápido y preciso. Retroceso mínimo dada la operación electromagnética, mayormente silencioso ya que los proyectiles son disparados a una velocidad poco menor que la del sonido. Tus enemigos tienen la garantía de no enterarse de tu ataque hasta ser demasiado tarde. -\cfFuego Secundario:\c- Emplea los emisores de pulsos concentrados a lo largo de los filos del arma, emitiendo una potente descarga eléctrica delante del usuario, aturdiendo temporalmente todo lo que se acerque. Puede causar la muerte de objetivos débiles. Se recomienda usar con moderación, ya que consume rápidamente la batería. +\cfFuego Secundario:\c- Emplea los emisores de pulsos concentrados a lo largo de los filos del arma, emitiendo una potente descarga eléctrica delante del usuario, aturdiendo temporalmente todo lo que se acerque. Puede causar la muerte de objetivos débiles. Se ha de tener en cuenta que esta acción no se debe realizar así porque sí, ya que los condensadores requieren mucho tiempo para recargarse por completo, temporalmente desactivando también la función de fuego primario. -\cfRecarga Primaria:\c- Recarga el arma. +\cfRecarga:\c- Recarga el arma. -\cfRecarga Secundaria:\c- Cambia la batería. Esta acción solo puede hacerse en cuanto la carga sea lo suficientemente baja, ya que sería un derroche de otro modo. +\cfZoom:\c- Usa la mira para disparos a distancia. El nivel de aumento se ajusta automáticamente en base al sondeo de distancia, y la mira además simulará la trayectoria del proyectil sobre la marcha, para que puedas saber exactamente donde apuntar. \cfTécnicas:\c- El fuego secundario incrementa en letalidad al usarse en líquidos conductivos tales como el agua. Simplemente asegúrate de no estar en contacto con ella. diff --git a/readme.txt b/readme.txt index 3d5e4d597..60c8495f1 100644 --- a/readme.txt +++ b/readme.txt @@ -398,24 +398,24 @@ Secondary fire spews red plasma. Both buttons at once release a deadly purple plasma. Has two reloads, for each ammo type. -2.6.8. Mortal Rifle +2.6.8. Ray-Khom -Slot 8. Battle rifle. +Slot 8. GEP gun. +The most silent way to eliminate Manderley. +Primary fire lobs a silent plasma grenade. It goes far, and it blows up good. +Secondary fire zaps whatever's in front of you, don't use it underwater. +Tertiary fire is a zoom. And this zoom is smart, it even simulates where the +projectile will fall so you won't miss a shot. + +2.6.9. Mortal Rifle + +Slot 9. Battle rifle. A weird as all hell rifle that does everything. Primary fire does schumt. Secondary fire the grenade. Tertiary fire a switch of modes. Have fun. -2.6.9. Ray-Khom - -Slot 9. GEP gun. -The most silent way to eliminate Manderley. -Primary fire lobs a silent plasma grenade. It goes far, and it blows up good. -Secondary fire zaps whatever's in front of you, don't use it underwater. -This weapon has both a primary reload and secondary reload (zoom), as it's -powered by a removable battery. - 2.6.A. Rafan-Kos Slot 0. Ultimate weapon. diff --git a/zscript/dlc1/swwm_ammoitems_dlc.zsc b/zscript/dlc1/swwm_ammoitems_dlc.zsc index 8721f144f..9adeddcdf 100644 --- a/zscript/dlc1/swwm_ammoitems_dlc.zsc +++ b/zscript/dlc1/swwm_ammoitems_dlc.zsc @@ -310,6 +310,83 @@ Class SparksterRAmmo3 : SparksterRAmmo } } +Class RayBolt : MagAmmo +{ + Default + { + //$Title Ray-Khom Bolt + //$Group Ammo + //$Sprite graphics/HUD/Icons/A_RayBolt.png + //$Icon ammo + Tag "$T_RAYBOLT"; + MagAmmo.PickupTag "RAYBOLT"; + Inventory.Icon "graphics/HUD/Icons/A_RayBolt.png"; + MagAmmo.ParentAmmo "RayAmmo"; + MagAmmo.ClipSize 10; + Inventory.MaxAmount 15; + +FLOATBOB; + FloatBobStrength 0.25; + } + States + { + Spawn: + XZW1 A -1; + Stop; + } +} +Class RayBolt2 : RayBolt +{ + Default + { + //$Title 2x Ray-Khom Bolt + //$Group Ammo + //$Sprite graphics/HUD/Icons/A_RayBolt.png + //$Icon ammo + Inventory.Amount 2; + } +} +Class RayBolt5 : RayBolt +{ + Default + { + //$Title 5x Ray-Khom Bolt + //$Group Ammo + //$Sprite graphics/HUD/Icons/A_RayBolt.png + //$Icon ammo + Inventory.Amount 5; + } +} + +Class RayAmmo : SWWMAmmo +{ + Default + { + //$Title Ray-Khom Mag + //$Group Ammo + //$Sprite graphics/HUD/Icons/A_RayAmmo.png + //$Icon ammo + Tag "$T_RAYAMMO"; + SWWMAmmo.PickupTag "RAYAMMO"; + Stamina 90000; + Inventory.Icon "graphics/HUD/Icons/A_RayAmmo.png"; + Inventory.Amount 1; + Inventory.MaxAmount 3; + Ammo.BackpackAmount 0; + Ammo.BackpackMaxAmount 5; + Ammo.DropAmount 1; + SWWMAmmo.MagAmmoType "RayBolt"; + +FLOATBOB; + FloatBobStrength 0.25; + Accuracy 90; + } + States + { + Spawn: + XZW1 A -1; + Stop; + } +} + Class MisterRound : MagAmmo { Default @@ -389,7 +466,7 @@ Class MisterAmmo : SWWMAmmo //$Icon ammo Tag "$T_MRAMMO"; SWWMAmmo.PickupTag "MRAMMO"; - Stamina 120000; + Stamina 150000; Inventory.Icon "graphics/HUD/Icons/A_MRAmmo.png"; Inventory.Amount 1; Inventory.MaxAmount 2; @@ -419,7 +496,7 @@ Class MisterGAmmo : SWWMAmmo //$Icon ammo Tag "$T_MRGRENADE"; SWWMAmmo.PickupTag "MRGRENADE"; - Stamina 90000; + Stamina 120000; Inventory.Icon "graphics/HUD/Icons/A_MRGrenade.png"; Inventory.Amount 1; Inventory.MaxAmount 3; @@ -460,113 +537,6 @@ Class MisterGAmmo3 : MisterGAmmo } } -Class RayBolt : MagAmmo -{ - Default - { - //$Title Ray-Khom Bolt - //$Group Ammo - //$Sprite graphics/HUD/Icons/A_RayBolt.png - //$Icon ammo - Tag "$T_RAYBOLT"; - MagAmmo.PickupTag "RAYBOLT"; - Inventory.Icon "graphics/HUD/Icons/A_RayBolt.png"; - MagAmmo.ParentAmmo "RayAmmo"; - MagAmmo.ClipSize 10; - Inventory.MaxAmount 15; - +FLOATBOB; - FloatBobStrength 0.25; - } - States - { - Spawn: - XZW1 A -1; - Stop; - } -} -Class RayBolt2 : RayBolt -{ - Default - { - //$Title 2x Ray-Khom Bolt - //$Group Ammo - //$Sprite graphics/HUD/Icons/A_RayBolt.png - //$Icon ammo - Inventory.Amount 2; - } -} -Class RayBolt5 : RayBolt -{ - Default - { - //$Title 5x Ray-Khom Bolt - //$Group Ammo - //$Sprite graphics/HUD/Icons/A_RayBolt.png - //$Icon ammo - Inventory.Amount 5; - } -} - -Class RayAmmo : SWWMAmmo -{ - Default - { - //$Title Ray-Khom Mag - //$Group Ammo - //$Sprite graphics/HUD/Icons/A_RayAmmo.png - //$Icon ammo - Tag "$T_RAYAMMO"; - SWWMAmmo.PickupTag "RAYAMMO"; - Stamina 150000; - Inventory.Icon "graphics/HUD/Icons/A_RayAmmo.png"; - Inventory.Amount 1; - Inventory.MaxAmount 3; - Ammo.BackpackAmount 0; - Ammo.BackpackMaxAmount 5; - Ammo.DropAmount 1; - SWWMAmmo.MagAmmoType "RayBolt"; - +FLOATBOB; - FloatBobStrength 0.25; - Accuracy 90; - } - States - { - Spawn: - XZW1 A -1; - Stop; - } -} - -Class RayBattery : SWWMAmmo -{ - Default - { - //$Title Ray-Khom Battery - //$Group Ammo - //$Sprite graphics/HUD/Icons/A_RayBattery.png - //$Icon ammo - Tag "$T_RAYBATTERY"; - SWWMAmmo.PickupTag "RAYBATTERY"; - Stamina 320000; - Inventory.Icon "graphics/HUD/Icons/A_RayBattery.png"; - Inventory.Amount 1; - Inventory.MaxAmount 2; - Inventory.PickupFlash "SWWMPickupFlash"; - Ammo.BackpackAmount 0; - Ammo.BackpackMaxAmount 4; - Ammo.DropAmount 1; - +FLOATBOB; - FloatBobStrength 0.25; - Accuracy 90; - } - States - { - Spawn: - XZW1 A -1; - Stop; - } -} - Class UltimatePod : MagAmmo { Default diff --git a/zscript/dlc1/swwm_mister.zsc b/zscript/dlc1/swwm_mister.zsc index cf9e85920..e0222b9d5 100644 --- a/zscript/dlc1/swwm_mister.zsc +++ b/zscript/dlc1/swwm_mister.zsc @@ -1,5 +1,5 @@ // Plutoni Inc. Mortal Rifle (from UnSX 2) -// Slot 8, shared spawn with Silver Bullet JET +// Slot 9, spawns shared with Candygun Class MisterRifle : SWWMWeapon { @@ -21,18 +21,18 @@ Class MisterRifle : SWWMWeapon SWWMWeapon.Tooltip "$TT_MORTALRIFLE"; SWWMWeapon.GetLine "getmortalrifle"; Inventory.Icon "graphics/HUD/Icons/W_MortalRifle.png"; - Weapon.SlotNumber 8; + Weapon.SlotNumber 9; Weapon.SlotPriority 2.; - Weapon.SelectionOrder 850; + Weapon.SelectionOrder 750; Weapon.AmmoType1 "MisterAmmo"; Weapon.AmmoGive1 1; Weapon.AmmoType2 "MisterGAmmo"; Weapon.AmmoGive2 1; SWWMWeapon.DropAmmoType "MisterAmmo"; MisterRifle.ClipCount 30; - Stamina 500000; + Stamina 1600000; +SWWMWEAPON.NOFIRSTGIVE; - +WEAPON.EXPLOSIVE; + +WEAPON.BFG; } States { diff --git a/zscript/dlc1/swwm_thiccbolts.zsc b/zscript/dlc1/swwm_thiccbolts.zsc index 96ffe5f44..aa7d85a8b 100644 --- a/zscript/dlc1/swwm_thiccbolts.zsc +++ b/zscript/dlc1/swwm_thiccbolts.zsc @@ -1,5 +1,5 @@ // Kmonn Shunna Ray-Khom (from UnSX series) -// Slot 9, spawns shared with Candygun +// Slot 8, shared spawn with Silver Bullet JET Class RayKhom : SWWMWeapon { @@ -7,7 +7,6 @@ Class RayKhom : SWWMWeapon bool chambered; Property ClipCount : clipcount; - Property ClipCount2 : clipcount2; Default { @@ -21,21 +20,16 @@ Class RayKhom : SWWMWeapon SWWMWeapon.Tooltip "$TT_RAYKHOM"; SWWMWeapon.GetLine "getraykhom"; Inventory.Icon "graphics/HUD/Icons/W_RayKhom.png"; - Weapon.SlotNumber 9; + Weapon.SlotNumber 8; Weapon.SlotPriority 2.; - Weapon.SelectionOrder 750; + Weapon.SelectionOrder 850; Weapon.AmmoType1 "RayAmmo"; Weapon.AmmoGive1 1; - Weapon.AmmoType2 "RayBattery"; - Weapon.AmmoGive2 0; SWWMWeapon.DropAmmoType "RayAmmo"; RayKhom.ClipCount 20; - RayKhom.ClipCount2 500; - Stamina 1600000; + Stamina 500000; +SWWMWEAPON.NOFIRSTGIVE; - +WEAPON.PRIMARY_USES_BOTH; +WEAPON.EXPLOSIVE; - +WEAPON.BFG; } States { diff --git a/zscript/items/swwm_ammospawn.zsc b/zscript/items/swwm_ammospawn.zsc index ac1fb0a39..fa68d26fb 100644 --- a/zscript/items/swwm_ammospawn.zsc +++ b/zscript/items/swwm_ammospawn.zsc @@ -201,15 +201,14 @@ Class SWWMCellAmmoSmall : SWWMAmmoSpawner static Class PickAmmo( bool notondemand = false ) { - if ( !Random[Replacements](0,2) && (notondemand || SWWMUtility.ItemExists('RayKhom')) ) return 'RayBattery'; if ( !Random[Replacements](0,2) ) { if ( !Random[Replacements](0,3) ) { - if ( Random[Replacements](0,1) && (notondemand || SWWMUtility.ItemExists('RayKhom')) ) return 'RayBolt2'; + if ( !Random[Replacements](0,2) && (notondemand || SWWMUtility.ItemExists('MisterRifle')) ) return 'MisterGAmmo'; if ( notondemand || SWWMUtility.ItemExists('CandyGun') ) return 'CandyGunBullets'; } - if ( !Random[Replacements](0,2) && (notondemand || SWWMUtility.ItemExists('MisterRifle')) ) return 'MisterGAmmo'; + if ( Random[Replacements](0,1) && (notondemand || SWWMUtility.ItemExists('RayKhom')) ) return 'RayBolt2'; if ( notondemand || SWWMUtility.ItemExists('SilverBullet') ) return Random[Replacements](0,2)?'SilverBullets':'SilverBullets2'; } if ( Random[Replacements](0,1) && (notondemand || SWWMUtility.ItemExists('ModernSparkster')) ) return Random[Replacements](0,2)?'SparksterBAmmo':'SparksterRAmmo'; @@ -231,8 +230,8 @@ Class SWWMCellAmmoBig : SWWMAmmoSpawner } if ( Random[Replacements](0,1) ) { - if ( Random[Replacements](0,1) && (notondemand || SWWMUtility.ItemExists('MisterRifle')) ) return Random[Replacements](0,2)?'MisterRound5':'MisterAmmo'; - if ( notondemand || SWWMUtility.ItemExists('RayKhom') ) return Random[Replacements](0,2)?'RayBolt5':'RayAmmo'; + if ( Random[Replacements](0,1) && (notondemand || SWWMUtility.ItemExists('RayKhom')) ) return Random[Replacements](0,2)?'RayBolt5':'RayAmmo'; + if ( notondemand || SWWMUtility.ItemExists('MisterRifle') ) return Random[Replacements](0,2)?'MisterRound5':'MisterAmmo'; } if ( !Random[Replacements](0,2) && (notondemand || SWWMUtility.ItemExists('SilverBullet')) ) {