swwmgz_m/zscript/dlc2/swwm_ammoitems_dlc2.zsc
Marisa Kirisame cdd65f11a3 Safety Tether implemented.
VIP items cannot be bought.
VIP items have a special color in the inventory/store.
Boost Devastation Sigil sounds.
Fix Teleport() calls using A_Teleport() flags (oops).
Give cheat tweaks.
2021-09-04 21:18:37 +02:00

306 lines
5.7 KiB
Text

// All DLC weapon ammo pickups
Class SparksterBAmmo : Ammo
{
Mixin SWWMAmmo;
Mixin SWWMOverlapPickupSound;
Mixin SWWMUseToPickup;
Mixin SWWMRespawn;
Default
{
//$Title Sparkster Blue Ammo
//$Group Ammo
//$Sprite graphics/HUD/Icons/A_SparkBAmmo.png
//$Icon ammo
Tag "$T_SPARKBAMMO";
Inventory.PickupMessage "$T_SPARKBAMMO";
Stamina 16000;
Inventory.Icon "graphics/HUD/Icons/A_SparkBAmmo.png";
Inventory.Amount 1;
Inventory.MaxAmount 8;
Ammo.BackpackAmount 1;
Ammo.BackpackMaxAmount 24;
Ammo.DropAmount 1;
+FLOATBOB;
FloatBobStrength 0.25;
Accuracy 70;
}
override void ModifyDropAmount( int dropamount )
{
Super.ModifyDropAmount(dropamount);
Amount = min(Amount,1);
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
Class SparksterRAmmo : Ammo
{
Mixin SWWMAmmo;
Mixin SWWMOverlapPickupSound;
Mixin SWWMUseToPickup;
Mixin SWWMRespawn;
Default
{
//$Title Sparkster Red Ammo
//$Group Ammo
//$Sprite graphics/HUD/Icons/A_SparkRAmmo.png
//$Icon ammo
Tag "$T_SPARKRAMMO";
Inventory.PickupMessage "$T_SPARKRAMMO";
Stamina 18000;
Inventory.Icon "graphics/HUD/Icons/A_SparkRAmmo.png";
Inventory.Amount 1;
Inventory.MaxAmount 8;
Ammo.BackpackAmount 1;
Ammo.BackpackMaxAmount 24;
Ammo.DropAmount 1;
+FLOATBOB;
FloatBobStrength 0.25;
Accuracy 75;
}
override void ModifyDropAmount( int dropamount )
{
Super.ModifyDropAmount(dropamount);
Amount = min(Amount,1);
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
Class SparksterAmmoBundleSpawn : SWWMAmmoSpawner
{
override void SpawnAmmo()
{
int bnd = Random[Bundle](2,3);
for ( int i=0; i<bnd; i++ )
{
let a = Spawn(Random[Bundle](0,2)?"SparksterBAmmo":"SparksterRAmmo",Vec3Angle(6,i*(360/bnd)));
a.angle = i*(360/bnd);
SWWMUtility.TransferItemProp(self,a,true);
}
}
}
Class SparksterBigAmmoBundleSpawn : SWWMAmmoSpawner
{
override void SpawnAmmo()
{
int bnd = Random[Bundle](3,6);
for ( int i=0; i<bnd; i++ )
{
let a = Spawn(Random[Bundle](0,2)?"SparksterBAmmo":"SparksterRAmmo",Vec3Angle(8,i*(360/bnd)));
a.angle = i*(360/bnd);
SWWMUtility.TransferItemProp(self,a,true);
}
let a = Spawn(Random[Bundle](0,2)?"SparksterBAmmo":"SparksterRAmmo",pos);
a.angle = angle;
SWWMUtility.TransferItemProp(self,a,true);
}
}
Class MisterRound : MagAmmo
{
Default
{
//$Title Mortal Rifle Round
//$Group Ammo
//$Sprite graphics/HUD/Icons/A_MRRound.png
//$Icon ammo
Tag "$T_MRROUND";
Inventory.PickupMessage "$T_MRROUND";
Inventory.Icon "graphics/HUD/Icons/A_MRRound.png";
MagAmmo.ParentAmmo "MisterAmmo";
MagAmmo.ClipSize 30;
Inventory.MaxAmount 40;
+FLOATBOB;
FloatBobStrength 0.25;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
Class MisterRoundBundleSpawn : SWWMAmmoSpawner
{
override void SpawnAmmo()
{
int bnd = Random[Bundle](5,10);
for ( int i=0; i<bnd; i++ )
{
let a = Spawn("MisterRound",Vec3Angle(6,i*(360/bnd)));
a.angle = i*(360/bnd);
SWWMUtility.TransferItemProp(self,a,true);
}
}
}
Class MisterAmmo : Ammo
{
Mixin SWWMAmmo;
Mixin SWWMOverlapPickupSound;
Mixin SWWMUseToPickup;
Mixin SWWMRespawn;
Default
{
//$Title Mortal Rifle Mag
//$Group Ammo
//$Sprite graphics/HUD/Icons/A_MRAmmo.png
//$Icon ammo
Tag "$T_MRAMMO";
Inventory.PickupMessage "$T_MRAMMO";
Stamina 120000;
Inventory.Icon "graphics/HUD/Icons/A_MRAmmo.png";
Inventory.Amount 1;
Inventory.MaxAmount 2;
Ammo.BackpackAmount 0;
Ammo.BackpackMaxAmount 6;
Ammo.DropAmount 1;
+FLOATBOB;
FloatBobStrength 0.25;
Accuracy 90;
}
override void ModifyDropAmount( int dropamount )
{
Super.ModifyDropAmount(dropamount);
Amount = min(Amount,1);
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
Class MisterGAmmo : Ammo
{
Mixin SWWMShellAmmo;
Mixin SWWMAmmo;
Mixin SWWMOverlapPickupSound;
Mixin SWWMUseToPickup;
Mixin SWWMRespawn;
Default
{
//$Title Mortal Rifle Grenade
//$Group Ammo
//$Sprite graphics/HUD/Icons/A_MRGrenade.png
//$Icon ammo
Tag "$T_MRGRENADE";
Stamina 90000;
Inventory.Icon "graphics/HUD/Icons/A_MRGrenade.png";
Inventory.Amount 1;
Inventory.MaxAmount 3;
Ammo.BackpackAmount 0;
Ammo.BackpackMaxAmount 9;
Ammo.DropAmount 1;
+FLOATBOB;
FloatBobStrength 0.25;
Accuracy 90;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
Class MisterGAmmo2 : MisterGAmmo
{
Default
{
//$Title 2x Mortal Rifle Grenades
//$Group Ammo
//$Sprite graphics/HUD/Icons/A_MRGrenade.png
//$Icon ammo
Inventory.Amount 2;
}
}
Class MisterGAmmo3 : MisterGAmmo
{
Default
{
//$Title 3x Mortal Rifle Grenades
//$Group Ammo
//$Sprite graphics/HUD/Icons/A_MRGrenade.png
//$Icon ammo
Inventory.Amount 3;
}
}
Class UltimatePod : MagAmmo
{
Default
{
//$Title Ultimate Pod
//$Group Ammo
//$Sprite graphics/HUD/Icons/A_UltimatePod.png
//$Icon ammo
Tag "$T_ULTIMATEPOD";
Inventory.PickupMessage "$T_ULTIMATEPOD";
Inventory.Icon "graphics/HUD/Icons/A_UltimatePod.png";
MagAmmo.ParentAmmo "UltimateAmmo";
MagAmmo.ClipSize 4;
Inventory.MaxAmount 6;
+FLOATBOB;
FloatBobStrength 0.25;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
Class UltimateAmmo : Ammo
{
Mixin SWWMAmmo;
Mixin SWWMOverlapPickupSound;
Mixin SWWMUseToPickup;
Mixin SWWMRespawn;
Default
{
//$Title Ultimate Mag
//$Group Ammo
//$Sprite graphics/HUD/Icons/A_UltimateAmmo.png
//$Icon ammo
Tag "$T_ULTIMATEAMMO";
Inventory.PickupMessage "$T_ULTIMATEAMMO";
Stamina -2000000;
Inventory.Icon "graphics/HUD/Icons/A_UltimateAmmo.png";
Inventory.Amount 1;
Inventory.MaxAmount 1;
Ammo.BackpackAmount 0;
Ammo.BackpackMaxAmount 5;
Ammo.DropAmount 1;
+FLOATBOB;
FloatBobStrength 0.25;
}
override void ModifyDropAmount( int dropamount )
{
Super.ModifyDropAmount(dropamount);
Amount = min(Amount,1);
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}