swwmgz_m/zscript/swwm_armor.zsc
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

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Text

// 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.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;
+COUNTITEM;
Radius 6;
Height 20;
}
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 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 == 'Wind') || (damageType == 'Water') ) 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;
}
}