swwmgz_m/zscript/swwm_powerup.zsc
Marisa Kirisame 0fa6207cb6 Some more progress here:
- Added all armor and health items.
 - Added Grilled Cheese Sandwich and Ghost Artifact.
 - Started work on Chanceboxes, just need to finish adding the drop lists.
 - Fixed Ammo division.
 - Reduced backpack amounts of some ammo types.
 - Added inventory box/bar to HUD, plus armor and powerup display.
 - Fix jumps still alerting monsters even if not boosting.
 - Added "future plans" document.
2020-02-03 22:16:06 +01:00

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Text

// Powerups go here
Class GrilledCheeseSandwich : Inventory
{
override Inventory CreateCopy( Actor other )
{
// additional lore
SWWMLoreLibrary.Add(other.player,"GCSandwich");
return Super.CreateCopy(other);
}
private void DoTheThing()
{
SWWMHandler.DoFlash(Owner,Color(64,255,255,64),10);
Owner.A_QuakeEx(9,9,9,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:1.);
Owner.A_StartSound(UseSound,CHAN_ITEM);
Owner.GiveBody(1000,1000);
let n = Owner.FindInventory("ArmorNugget");
if ( !n ) Owner.GiveInventory("ArmorNugget",GetDefaultByType("ArmorNugget").MaxAmount);
else n.Amount = n.MaxAmount;
let b = Owner.FindInventory("BlastSuit");
if ( !b ) Owner.GiveInventory("BlastSuit",GetDefaultByType("BlastSuit").MaxAmount);
else b.Amount = b.MaxAmount;
let w = Owner.FindInventory("WarArmor");
if ( !w ) Owner.GiveInventory("WarArmor",GetDefaultByType("WarArmor").MaxAmount);
else w.Amount = w.MaxAmount;
SWWMLoreLibrary.Add(Owner.player,"Nugget");
SWWMLoreLibrary.Add(Owner.player,"BlastSuit");
SWWMLoreLibrary.Add(Owner.player,"WarArmor");
}
override bool Use( bool pickup )
{
if ( pickup && !deathmatch ) return false;
if ( Owner.Health >= 1000 ) return false;
DoTheThing();
return true;
}
override void ModifyDamage( int damage, Name damageType, out int newdamage, bool passive, Actor inflictor, Actor source, int flags )
{
if ( passive && (Owner.Health-damage <= 0) )
{
newdamage = 0;
DoTheThing();
if ( Amount <= 0 ) DepleteOrDestroy();
}
}
Default
{
Tag "$T_SANDWICH";
Inventory.Icon "graphics/HUD/Icons/I_Sandwich.png";
Inventory.PickupSound "misc/p_pkup";
Inventory.UseSound "powerup/sandwich";
Inventory.PickupMessage "$T_SANDWICH";
Inventory.MaxAmount 5;
Inventory.InterHubAmount 5;
+INVENTORY.ALWAYSPICKUP;
+INVENTORY.AUTOACTIVATE;
+INVENTORY.INVBAR;
+COUNTITEM;
+INVENTORY.BIGPOWERUP;
+FLOATBOB;
FloatBobStrength 0.25;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
Class GhostSnd : Actor
{
Default
{
+NOBLOCKMAP;
+NOGRAVITY;
}
override void Tick()
{
Super.Tick();
if ( !target || !master )
{
Destroy();
return;
}
SetOrigin(target.pos,true);
if ( players[consoleplayer].Camera == target )
{
A_SoundVolume(CHAN_VOICE,0.);
A_SoundVolume(CHAN_7,.4);
}
else
{
A_SoundVolume(CHAN_VOICE,.1);
A_SoundVolume(CHAN_7,0.);
}
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
A_StartSound("powerup/ghostact",CHAN_VOICE,CHANF_LOOPING,.1,1.5);
A_StartSound("powerup/ghostact",CHAN_7,CHANF_LOOPING,.4,ATTN_NONE);
}
override void OnDestroy()
{
Super.OnDestroy();
A_StopSound(CHAN_VOICE);
A_StopSound(CHAN_7);
}
}
Class GhostPower : PowerInvisibility
{
Actor snd;
Default
{
Inventory.Icon "graphics/HUD/Icons/I_Ghost.png";
Powerup.Duration -60;
Powerup.Strength 100;
Powerup.Mode "Translucent";
Powerup.Color "F0E0FF", 0.1;
}
override void InitEffect()
{
Super.InitEffect();
if ( !Owner ) return;
Owner.bNOTARGET = true;
}
override void EndEffect()
{
Super.EndEffect();
if ( !Owner ) return;
Owner.bNOTARGET = false;
Owner.A_StartSound("powerup/ghostend",CHAN_ITEM);
if ( (EffectTics <= 0) && Owner && Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_GHOSTARTI"));
}
override void DoEffect()
{
Super.DoEffect();
if ( !Owner ) return;
if ( !snd ) snd = Spawn("GhostSnd",Owner.pos);
snd.target = Owner;
snd.master = self;
}
override void AlterWeaponSprite( VisStyle vis, in out int changed )
{
// leave weapons alone
vis.RenderStyle = STYLE_Normal;
vis.Alpha = 1.f;
changed = 1;
}
}
Class GhostArtifactX : Actor
{
Default
{
RenderStyle "Add";
+NOGRAVITY;
+NOCLIP;
+DONTSPLASH;
Radius 0.1;
Height 0;
+FLOATBOB;
FloatBobStrength 0.25;
}
override void Tick()
{
Super.Tick();
if ( !target )
{
Destroy();
return;
}
Warp(target,flags:WARPF_COPYINTERPOLATION|WARPF_NOCHECKPOSITION);
bInvisible = target.bInvisible||!target.InStateSequence(target.CurState,target.FindState("Spawn"));
}
States
{
Spawn:
XZW1 A -1 Bright;
Stop;
}
}
Class GhostArtifact : Inventory
{
Default
{
Tag "$T_GHOSTARTI";
Inventory.Icon "graphics/HUD/Icons/I_Ghost.png";
Inventory.PickupSound "misc/p_pkup";
Inventory.UseSound "powerup/ghost";
Inventory.PickupMessage "$T_GHOSTARTI";
Inventory.MaxAmount 5;
Inventory.InterHubAmount 5;
+INVENTORY.ALWAYSPICKUP;
+INVENTORY.AUTOACTIVATE;
+INVENTORY.INVBAR;
+COUNTITEM;
+INVENTORY.BIGPOWERUP;
+FLOATBOB;
FloatBobStrength 0.25;
}
override bool Use( bool pickup )
{
if ( pickup && !deathmatch ) return false;
A_StartSound(UseSound,CHAN_ITEM);
let g = GhostPower(Owner.FindInventory("GhostPower"));
if ( g ) g.EffectTics = g.default.EffectTics;
else Owner.GiveInventory("GhostPower",1);
return true;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
tracer = Spawn("GhostArtifactX",pos);
tracer.angle = angle;
tracer.target = self;
tracer.FloatBobPhase = FloatBobPhase;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}