swwmgz_m/lore/default/candygun.txt
Marisa Kirisame eb2ee7b29f Push to master all the current WIP stuff in 0.9.11b:
- Reduce number of collectibles (some might come back in the future).
 - Merge both DLC weaponsets into one, removing redundant weapons.
 - Readjust prices of some items.
 - Initial work on collectibles (currently Frispy Corn is done).
 - Added bigfont for main menu, based on Source Han Sans.
 - Reduced default HUD margin to 10.
 - Added blob shadows.
 - Added precise crosshair drawing.
 - Tweaked decals, imported more stuff from UT.
 - Swapped the Ynykron impact decal for something better.
 - Fixes to slope alignment code.
 - Implemented headpats for MBF Helper Dogs and Cacodemons.
 - Implemented partial HDoom support, with love and headpats.
 - Fix various string functions breaking on unicode.
 - Added cracktro-style text scroll to Titlemap.
 - Fixed handling of healthbars for friendly monsters.
 - Workaround for maps that use the old author name hack (" - by: " separator).
 - Fixed Silver Bullet not autoswitching on first pickup.
 - Fixed misalignment of Silver Bullet zoomed aim.
 - Silver Bullet is unchambered on first pickup, consistent with Candygun.
 - Adjusted collision sizes of all items across the board.
 - Implemented "Use To Pickup" to work around any issues introduced by the previous change.
 - Swapped CHANF_LOOPING for CHANF_LOOP in many cases, this was a typo.
 - Tweaked Biospark arc lengths, for balance and higher performance.
 - Fix misaligned fire offsets of some weapons (most noticeable on Wallbuster).
 - Prettified the loading disclaimers for BD and HDoom.
 - Add pickup flash to all items.
 - Add custom key models for Doom and Heretic.
 - Fix blown kisses giving you "need key" messages.
 - Fix worn armor and embiggeners not being removed on scripted inventory resets.
 - Remove all references to the no longer planned Radio.
 - Workaround for gzdoom devbuild quirk where MenuSound changed its argument type.
 - Added timezone to fake clock.
 - Fix some times and dates in said clock.
 - SWWM blood now also hits ceilings.
 - Added default properties to DLC ammo and weapon stubs.
 - Lore entries for collectibles and dlc weapons (incomplete).
 - Massive amount of typo fixes across the board.
2020-10-20 11:37:14 +02:00

26 lines
2.2 KiB
Text

TAG
Candy Gun
TAB
Item
REL
ExplodiumGun;Munch;Explodium;Saya
TXT
\cxDesignation\c-
\cf "Taste the Sweetness" Candy Gun\c-
\cxManufacturer:\c-
\cf Munch Innovations\c-
\cxClassification:\c-
\cf Overcharged Sidearm\c-
A highly boosted variant of the standard **Explodium Gun**. Its magenta tint comes from its various parts having been "enriched" with a mixture of **Explodium**, strawberry flavored hard caramel and pop rocks, including the ammunition itself. Somehow, this odd combination has resulted in the weapon's typical explosive yield to become a deadly fireworks show with each shot. Not only that, but the fact that the weapon itself also contains Explodium makes it, on its own, quite dangerous for the user, should they accidentally hit it against something, therefore the gun is quite unpopular among the public, making its price skyrocket.
\cfPrimary Fire:\c- Single shots of explosive sweetness. A direct hit should be lethal on most targets, but if they somehow don't drop dead from that, the additional crackles and pops might do the deed, or spread the damage to nearby targets, too.
\cfSecondary Fire:\c- Perform an "explosive reload", just like with a standard Explodium Gun. Note that unlike its weaker counterpart, the yield is much more extreme. It is best practice to always have one spare magazine at the ready for the reload, so you aren't left with an unusable weapon should your throw miss the target.
\cfCombo Fire:\c- During the first moments of preparing an explosive reload, you can opt to, instead, leave the magazine in the gun, armed and ready, then throw the whole weapon as a grenade, for the ultimate destruction. As always, make sure you have a fully loaded spare around, or you'll be left with nothing. Due to this disposable nature, you're allowed to carry up to 4 spares in your inventory. Use them well.
\cxSaya's Notes:\c-
\cfI don't get it, really don't. How is it that mixing that exploding shit with candy does this? Oh, whatever, I still love every second of it, but the pretty fireworks make me really nostalgic, for some reason...\c-
\cfYou know, one of these days I should take you to see the ones they throw where I live, once you're done saving the world, that is. Think of it as a little gift, for being a good robutt and all.\c-