swwmgz_m/zscript/items/swwm_armor.zsc
Marisa Kirisame b205527576 Mykradvo Artifact implemented.
Replace some electric damage types with plasma, as it should be expected.
2021-03-17 20:16:17 +01:00

172 lines
3.8 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 1;
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);
}
Default
{
Tag "$T_NUGGETA";
Stamina 300;
Inventory.Icon "graphics/HUD/Icons/I_ArmorNugget.png";
Inventory.PickupMessage "$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 ArmorNuggetBundleSpawn : Actor
{
override void PostBeginPlay()
{
if ( bCOUNTSECRET ) level.total_secrets--;
int bnd = Random[Bundle](2,3);
for ( int i=0; i<bnd; i++ )
{
let a = Spawn("ArmorNuggetItem",Vec3Angle(8,i*(360/bnd)));
a.special = special;
a.angle = i*(360/bnd);
for ( int j=0; j<5; j++ ) a.args[j] = args[j];
if ( bCOUNTSECRET )
{
a.bCOUNTSECRET = true;
level.total_secrets++;
}
}
Destroy();
}
}
Class BlastSuit : SWWMArmor
{
Default
{
Inventory.Icon "graphics/HUD/Icons/I_BlastSuit.png";
Inventory.Amount 150;
Inventory.MaxAmount 150;
Inventory.InterHubAmount 150;
SWWMArmor.ArmorPriority 2;
SWWMArmor.DrainMessage "$D_BLASTSUIT";
SWWMArmor.GiverArmor "BlastSuitItem";
}
override int HandleDamage( int damage, Name damageType, int flags )
{
double factor = .3;
if ( flags&DMG_EXPLOSION ) factor = 1.-(1.-factor)*.5;
return int(ceil(damage*factor));
}
}
Class BlastSuitItem : SWWMSpareArmor
{
override Inventory CreateCopy( Actor other )
{
// additional lore
SWWMLoreLibrary.Add(other.player,"BlastSuit");
return Super.CreateCopy(other);
}
Default
{
Tag "$T_BLASTSUIT";
Stamina 40000;
Inventory.Icon "graphics/HUD/Icons/I_BlastSuit.png";
Inventory.PickupMessage "$T_BLASTSUIT";
Inventory.UseSound "armor/blastsuit";
SWWMSpareArmor.GiveArmor "BlastSuit";
Radius 12;
Height 30;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
Class WarArmor : SWWMArmor
{
Default
{
Inventory.Icon "graphics/HUD/Icons/I_WarArmor.png";
Inventory.Amount 250;
Inventory.MaxAmount 250;
Inventory.InterHubAmount 250;
SWWMArmor.ArmorPriority 6;
SWWMArmor.DrainMessage "$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
{
Tag "$T_WARARMOR";
Stamina 100000;
Inventory.Icon "graphics/HUD/Icons/I_WarArmor.png";
Inventory.PickupMessage "$T_WARARMOR";
Inventory.UseSound "armor/wararmor";
SWWMSpareArmor.GiveArmor "WarArmor";
Radius 16;
Height 32;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}