swwmgz_m/zscript/dlc/swwm_blueballs.zsc
Marisa the Magician 80db58b0d0 Bump zscript ver to 4.14.1, plus a whole lot of stuff.
- Try to get rid of all implicit casts from string to name, color or class.
 - Use FindClass where needed.
 - Used a map in a case where a dictionary was unneeded.
 - Use new bounce flags where needed.
 - Replace Legacy of Rust weapons/ammo.
2025-03-13 14:50:58 +01:00

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// Tach-Engine & Nekuratek Sparkster x3 (from UnSX 2)
// Slot 7, spawns shared with Biospark Carbine
/*
dev notes:
- the general idea for primary fire is a projectile akin to the asmd
ball, just with far more splash damage, closer to a rocket in damage
perhaps
- the altfire will be a single projectile at first, which will quickly
explode forwards into a cloud of nokron (akin to the old hellblazer
ravagers), the cloud will have some conical spread to it, but not
a lot
- the combo fire is going to be more or less identical to that of the
UT99 incarnation of the weapon, complete with the tail of rotating
rings (though initially accidental, it has a very charming look)
- obviously, as it is a nokorokinylum projectile, it will also have
the lingering beams as well like in the plasma blast
- charge level is based on how long each trigger is held, up to a
certain cap, and it only really affects damage scaling as well as
splash radius
*/
Class ModernSparkster : SWWMWeapon
{
int clipcount, clipcount2;
int chargelevel, chargelevel2;
Property ClipCount : clipcount;
Property ClipCount2 : clipcount2;
Default
{
Tag "$T_NEWSPARKSTER";
Inventory.PickupMessage "$I_NEWSPARKSTER";
Obituary "$O_NEWSPARKSTER";
SWWMWeapon.Tooltip "$TT_NEWSPARKSTER";
SWWMWeapon.GetLine "getnewsparkster";
Weapon.SlotNumber 7;
Weapon.SlotPriority 2.;
Weapon.SelectionOrder 550;
Weapon.AmmoType1 'SparksterBAmmo';
Weapon.AmmoGive1 1;
Weapon.AmmoType2 'SparksterRAmmo';
Weapon.AmmoGive2 1;
SWWMWeapon.DropAmmoType 'SWWMCellAmmoSmall';
ModernSparkster.ClipCount 4;
ModernSparkster.ClipCount2 4;
Stamina 220000;
+SWWMWEAPON.NOFIRSTGIVE;
+SWWMWEAPON.HASSCRTEX;
+WEAPON.EXPLOSIVE;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}