swwmgz_m/zscript/items/swwm_armor.zsc

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3.9 KiB
Text

// All the armor items go here
Class ArmorNugget : SWWMArmor
{
Default
{
Inventory.Icon "graphics/HUD/Icons/I_ArmorNugget.png";
Inventory.Amount 1;
Inventory.MaxAmount 200;
Inventory.InterHubAmount 200;
SWWMArmor.ArmorPriority 3;
SWWMArmor.GiverArmor "ArmorNuggetItem";
}
override int HandleDamage( int damage, Name damageType, int flags )
{
double factor = amount*.01;
return int(ceil(damage*factor));
}
}
Class ArmorNuggetItem : SWWMSpareArmor
{
override Inventory CreateCopy( Actor other )
{
// additional lore
SWWMLoreLibrary.Add(other.player,"Nugget");
return Super.CreateCopy(other);
}
override void DoPickupSpecial( Actor toucher )
{
Super.DoPickupSpecial(toucher);
SWWMUtility.AchievementProgressInc("candy",1,toucher.player);
}
Default
{
//$Title Armor Nugget
//$Group Armor
//$Sprite graphics/HUD/Icons/I_ArmorNugget.png
//$Icon armour
Tag "$T_NUGGETA";
Stamina 400;
Inventory.Icon "graphics/HUD/Icons/I_ArmorNugget.png";
Inventory.PickupMessage "$T_NUGGETA";
Inventory.MaxAmount 20;
Inventory.InterHubAmount 20;
Inventory.UseSound "misc/armor_pkup";
SWWMSpareArmor.GiveArmor "ArmorNugget";
+INVENTORY.ALWAYSPICKUP;
Radius 4;
Height 22;
}
States
{
Spawn:
XZW1 # -1 NoDelay
{
frame = Random[Nugget](0,7);
}
Stop;
Dummy:
XZW1 ABCDEFGH -1;
Stop;
}
}
Class BlastSuit : SWWMArmor
{
Default
{
Inventory.Icon "graphics/HUD/Icons/I_BlastSuit.png";
Inventory.Amount 150;
Inventory.MaxAmount 150;
Inventory.InterHubAmount 150;
Inventory.RestrictedTo "Demolitionist";
SWWMArmor.ArmorPriority 4;
SWWMArmor.DrainMessage "$D_BLASTSUIT";
SWWMArmor.GiverArmor "BlastSuitItem";
}
override int HandleDamage( int damage, Name damageType, int flags )
{
double factor = .3;
if ( flags&DMG_EXPLOSION ) factor = 1.-(1.-factor)*.5;
return int(ceil(damage*factor));
}
}
Class BlastSuitItem : SWWMSpareArmor
{
override Inventory CreateCopy( Actor other )
{
// additional lore
SWWMLoreLibrary.Add(other.player,"BlastSuit");
return Super.CreateCopy(other);
}
Default
{
//$Title Blast Suit
//$Group Armor
//$Sprite graphics/HUD/Icons/I_BlastSuit.png
//$Icon armour
Tag "$T_BLASTSUIT";
Stamina 40000;
Inventory.Icon "graphics/HUD/Icons/I_BlastSuit.png";
Inventory.PickupMessage "$T_BLASTSUIT";
Inventory.UseSound "armor/blastsuit";
Inventory.RestrictedTo "Demolitionist";
SWWMSpareArmor.GiveArmor "BlastSuit";
Radius 12;
Height 30;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
Class WarArmor : SWWMArmor
{
Default
{
Inventory.Icon "graphics/HUD/Icons/I_WarArmor.png";
Inventory.Amount 250;
Inventory.MaxAmount 250;
Inventory.InterHubAmount 250;
Inventory.RestrictedTo "Demolitionist";
SWWMArmor.ArmorPriority 5;
SWWMArmor.DrainMessage "$D_WARARMOR";
SWWMArmor.GiverArmor "WarArmorItem";
}
override int HandleDamage( int damage, Name damageType, int flags )
{
double factor;
// should be enough "elemental" damage types I guess
if ( (damageType == 'Fire') || (damageType == 'Ice') || (damageType == 'Slime') || (damageType == 'Electric') || (damageType == 'Plasma') || (damageType == 'Radiation') || (damageType == 'Wind') || (damageType == 'Water') || (damageType == 'Corroded') || (damageType == 'Lava') ) factor = .8;
else factor = .5;
if ( flags&DMG_EXPLOSION ) factor = 1.-(1.-factor)*.7;
return int(ceil(damage*factor));
}
}
Class WarArmorItem : SWWMSpareArmor
{
override Inventory CreateCopy( Actor other )
{
// additional lore
SWWMLoreLibrary.Add(other.player,"WarArmor");
return Super.CreateCopy(other);
}
Default
{
//$Title War Armor
//$Group Armor
//$Sprite graphics/HUD/Icons/I_WarArmor.png
//$Icon armour
Tag "$T_WARARMOR";
Stamina 100000;
Inventory.Icon "graphics/HUD/Icons/I_WarArmor.png";
Inventory.PickupMessage "$T_WARARMOR";
Inventory.UseSound "armor/wararmor";
Inventory.RestrictedTo "Demolitionist";
SWWMSpareArmor.GiveArmor "WarArmor";
Radius 16;
Height 32;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}