Only the trading functions are left, the store just got added. The other weapons will follow eventually.
146 lines
No EOL
3.2 KiB
Text
146 lines
No EOL
3.2 KiB
Text
// All the armor items go here
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Class ArmorNugget : SWWMArmor
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{
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Default
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{
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Inventory.Icon "graphics/HUD/Icons/I_ArmorNugget.png";
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Inventory.Amount 5;
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Inventory.MaxAmount 200;
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Inventory.InterHubAmount 200;
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SWWMArmor.ArmorPriority 10;
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SWWMArmor.GiverArmor "ArmorNuggetItem";
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}
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override int HandleDamage( int damage, Name damageType, int flags )
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{
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double factor = amount*.01;
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return int(ceil(damage*factor));
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}
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}
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Class ArmorNuggetItem : SWWMSpareArmor
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{
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override Inventory CreateCopy( Actor other )
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{
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// additional lore
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SWWMLoreLibrary.Add(other.player,"Nugget");
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return Super.CreateCopy(other);
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}
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Default
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{
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Tag "$T_NUGGETA";
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Stamina 1000;
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Inventory.Icon "graphics/HUD/Icons/I_ArmorNugget.png";
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Inventory.PickupMessage "$T_NUGGETA";
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Inventory.MaxAmount 100;
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Inventory.InterHubAmount 100;
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Inventory.UseSound "misc/armor_pkup";
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SWWMSpareArmor.GiveArmor "ArmorNugget";
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+INVENTORY.ALWAYSPICKUP;
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+COUNTITEM;
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}
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States
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{
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Spawn:
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XZW1 # -1 NoDelay
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{
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frame = Random[Nugget](0,7);
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}
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Stop;
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Dummy:
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XZW1 ABCDEFGH -1;
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Stop;
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}
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}
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Class BlastSuit : SWWMArmor
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{
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Default
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{
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Inventory.Icon "graphics/HUD/Icons/I_BlastSuit.png";
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Inventory.Amount 200;
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Inventory.MaxAmount 200;
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Inventory.InterHubAmount 200;
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SWWMArmor.ArmorPriority 2;
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SWWMArmor.DrainMessage "$D_BLASTSUIT";
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SWWMArmor.GiverArmor "BlastSuitItem";
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}
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override int HandleDamage( int damage, Name damageType, int flags )
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{
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double factor = .75;
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if ( flags&DMG_EXPLOSION ) factor = 1.-(1.-factor)*.5;
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return int(ceil(damage*factor));
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}
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}
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Class BlastSuitItem : SWWMSpareArmor
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{
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override Inventory CreateCopy( Actor other )
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{
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// additional lore
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SWWMLoreLibrary.Add(other.player,"BlastSuit");
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return Super.CreateCopy(other);
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}
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Default
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{
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Tag "$T_BLASTSUIT";
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Stamina 40000;
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Inventory.Icon "graphics/HUD/Icons/I_BlastSuit.png";
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Inventory.PickupMessage "$T_BLASTSUIT";
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Inventory.UseSound "armor/blastsuit";
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SWWMSpareArmor.GiveArmor "BlastSuit";
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}
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States
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{
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Spawn:
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XZW1 A -1;
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Stop;
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}
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}
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Class WarArmor : SWWMArmor
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{
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Default
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{
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Inventory.Icon "graphics/HUD/Icons/I_WarArmor.png";
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Inventory.Amount 600;
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Inventory.MaxAmount 600;
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Inventory.InterHubAmount 600;
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SWWMArmor.ArmorPriority 6;
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SWWMArmor.DrainMessage "$D_WARARMOR";
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SWWMArmor.GiverArmor "WarArmorItem";
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}
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override int HandleDamage( int damage, Name damageType, int flags )
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{
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double factor;
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// should be enough "elemental" damage types I guess
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if ( (damageType == 'Fire') || (damageType == 'Ice') || (damageType == 'Slime') || (damageType == 'Lightning') || (damageType == 'Wind') || (damageType == 'Water') ) factor = .9;
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else factor = .8;
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if ( flags&DMG_EXPLOSION ) factor = 1.-(1.-factor)*.7;
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return int(ceil(damage*factor));
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}
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}
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Class WarArmorItem : SWWMSpareArmor
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{
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override Inventory CreateCopy( Actor other )
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{
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// additional lore
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SWWMLoreLibrary.Add(other.player,"WarArmor");
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return Super.CreateCopy(other);
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}
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Default
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{
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Tag "$T_WARARMOR";
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Stamina 100000;
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Inventory.Icon "graphics/HUD/Icons/I_WarArmor.png";
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Inventory.PickupMessage "$T_WARARMOR";
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Inventory.UseSound "armor/wararmor";
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SWWMSpareArmor.GiveArmor "WarArmor";
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}
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States
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{
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Spawn:
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XZW1 A -1;
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Stop;
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}
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} |