swwmgz_m/zscript/swwm_armor.zsc
Marisa Kirisame d6228cb42c Some extra things before I go to bed:
- Added Gravity Suppressor.
 - Adjusted Health Geodesic sizes.
 - Adjusted max amounts of nuggets (capped at 40 now).
 - Added secret combination to menu (nothing to find yet though, that will come later).
 - 6DOF movement when flying.
2020-02-04 02:43:39 +01:00

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// All the armor items go here
Class ArmorNugget : SWWMArmor
{
Default
{
Inventory.Icon "graphics/HUD/Icons/I_ArmorNugget.png";
Inventory.Amount 5;
Inventory.MaxAmount 200;
Inventory.InterHubAmount 200;
SWWMArmor.ArmorPriority 10;
SWWMArmor.DrainFactor .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 "$T_NUGGETA";
Stamina 1000;
Inventory.Icon "graphics/HUD/Icons/I_ArmorNugget.png";
Inventory.PickupMessage "$T_NUGGETA";
Inventory.MaxAmount 40;
Inventory.InterHubAmount 40;
Inventory.UseSound "misc/armor_pkup";
SWWMSpareArmor.GiveArmor "ArmorNugget";
+INVENTORY.ALWAYSPICKUP;
+COUNTITEM;
}
States
{
Spawn:
XZW1 # -1 NoDelay
{
frame = Random[Nugget](0,7);
}
Stop;
Dummy:
XZW1 ABCDEFGH -1;
Stop;
}
}
Class BlastSuit : SWWMArmor
{
Default
{
Inventory.Icon "graphics/HUD/Icons/I_BlastSuit.png";
Inventory.Amount 500;
Inventory.MaxAmount 500;
Inventory.InterHubAmount 500;
SWWMArmor.ArmorPriority 2;
SWWMArmor.DrainFactor 1.;
SWWMArmor.DrainMessage "$D_BLASTSUIT";
SWWMArmor.GiverArmor "BlastSuitItem";
}
override int HandleDamage( int damage, Name damageType, int flags )
{
double factor = .75;
if ( flags&DMG_EXPLOSION ) factor = 1.-(1.-factor)*.5;
return int(ceil(damage*factor));
}
}
Class BlastSuitItem : SWWMSpareArmor
{
override Inventory CreateCopy( Actor other )
{
// additional lore
SWWMLoreLibrary.Add(other.player,"BlastSuit");
return Super.CreateCopy(other);
}
Default
{
Tag "$T_BLASTSUIT";
Stamina 15000;
Inventory.Icon "graphics/HUD/Icons/I_BlastSuit.png";
Inventory.PickupMessage "$T_BLASTSUIT";
Inventory.UseSound "armor/blastsuit";
SWWMSpareArmor.GiveArmor "BlastSuit";
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
Class WarArmor : SWWMArmor
{
Default
{
Inventory.Icon "graphics/HUD/Icons/I_WarArmor.png";
Inventory.Amount 1000;
Inventory.MaxAmount 1000;
Inventory.InterHubAmount 1000;
SWWMArmor.ArmorPriority 6;
SWWMArmor.DrainFactor 1.0;
SWWMArmor.DrainMessage "$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 == 'Lightning') || (damageType == 'Wind') || (damageType == 'Water') ) factor = .9;
else factor = .8;
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 "$T_WARARMOR";
Stamina 50000;
Inventory.Icon "graphics/HUD/Icons/I_WarArmor.png";
Inventory.PickupMessage "$T_WARARMOR";
Inventory.UseSound "armor/wararmor";
SWWMSpareArmor.GiveArmor "WarArmor";
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}