swwmgz_m/zmapinfo.txt
Marisa Kirisame faddb088c1 Hellblazer fully implemented.
Rebalanced Candygun.
Added vanilla boss healthbars + vanilla boss boosting (both optional).
Adjustments so the E1M8 exit and similar work fine with this mod.
Various language changes (mostly vanilla monster tags).
Doubled damage of Pusher altfire, so it matches the projectile's.
Adjusted minimum fall speed for stomping.
Other small fixed and adjustments.
2020-04-20 21:42:43 +02:00

205 lines
4.1 KiB
Text

GameInfo
{
AddEventHandlers = "SWWMCrashHandler", "SWWMBrutalHandler", "SWWMVanillaBossHandler", "SWWMHandler"
PlayerClasses = "Demolitionist"
StatusBarClass = "SWWMStatusBar"
BackpackType = "HammerspaceEmbiggener"
StatScreen_Single = "SWWMStatScreen_SP"
StatScreen_Coop = "SWWMStatScreen_Coop"
StatScreen_DM = "SWWMStatScreen_DM"
QuitSound = "misc/teleport"
QuitMessages = "$QUITMSG", "$QUITMSG1", "$QUITMSG2", "$QUITMSG3",
"$QUITMSG4", "$QUITMSG5", "$QUITMSG6", "$QUITMSG7",
"$QUITMSG8", "$QUITMSG9", "$QUITMSG10", "$QUITMSG11",
"$QUITMSG12", "$QUITMSG13", "$QUITMSG14"
ChatSound = "misc/chat"
IntermissionMusic = "music/DRAGONY.XM"
DefaultConversationMenuClass = "SWWMConversationMenu"
// precaching of frame-heavy objects
PrecacheClasses = "Demolitionist",
"DeepImpact",
"PusherWeapon",
"ExplodiumGun",
"Spreadgun",
"Wallbuster",
"Eviscerator",
"Hellblazer",
"Sparkster",
"SilverBullet",
"CandyGun",
"YnykronArtifact"
}
Map TITLEMAP "SWWM GZ - Title Map"
{
Music = ""
EventHandlers = "SWWMTitleStuff"
}
// edited Doom 2 cast to show the Demolitionist at the end
Intermission Doom2Cast
{
Cast
{
CastClass = "Zombieman"
CastName = "$CC_ZOMBIE"
AttackSound = "Missile", 1, "grunt/attack"
}
Cast
{
CastClass = "ShotgunGuy"
CastName = "$CC_SHOTGUN"
AttackSound = "Missile", 1, "shotguy/attack"
}
Cast
{
CastClass = "ChaingunGuy"
CastName = "$CC_HEAVY"
AttackSound = "Missile", 1, "chainguy/attack"
AttackSound = "Missile", 2, "chainguy/attack"
AttackSound = "Missile", 3, "chainguy/attack"
}
Cast
{
CastClass = "DoomImp"
CastName = "$CC_IMP"
AttackSound = "Missile", 2, "imp/attack"
}
Cast
{
CastClass = "Demon"
CastName = "$CC_DEMON"
AttackSound = "Melee", 1, "demon/melee"
}
Cast
{
CastClass = "LostSoul"
CastName = "$CC_LOST"
AttackSound = "Missile", 1, "skull/melee"
}
Cast
{
CastClass = "Cacodemon"
CastName = "$CC_CACO"
AttackSound = "Missile", 1, "caco/attack"
}
Cast
{
CastClass = "HellKnight"
CastName = "$CC_HELL"
AttackSound = "Missile", 1, "baron/attack"
}
Cast
{
CastClass = "BaronOfHell"
CastName = "$CC_BARON"
AttackSound = "Missile", 1, "baron/attack"
}
Cast
{
CastClass = "Arachnotron"
CastName = "$CC_ARACH"
AttackSound = "Missile", 1, "baby/attack"
}
Cast
{
CastClass = "PainElemental"
CastName = "$CC_PAIN"
AttackSound = "Missile", 2, "skull/melee"
}
Cast
{
CastClass = "Revenant"
CastName = "$CC_REVEN"
AttackSound = "Missile", 1, "skeleton/attack"
AttackSound = "Melee", 1, "skeleton/swing"
AttackSound = "Melee", 3, "skeleton/melee"
}
Cast
{
CastClass = "Fatso"
CastName = "$CC_MANCU"
AttackSound = "Missile", 1, "fatso/attack"
AttackSound = "Missile", 4, "fatso/attack"
AttackSound = "Missile", 7, "fatso/attack"
}
Cast
{
CastClass = "Archvile"
CastName = "$CC_ARCH"
AttackSound = "Missile", 1, "vile/start"
}
Cast
{
CastClass = "SpiderMastermind"
CastName = "$CC_SPIDER"
AttackSound = "Missile", 1, "spider/attack"
AttackSound = "Missile", 2, "spider/attack"
}
Cast
{
CastClass = "Cyberdemon"
CastName = "$CC_CYBER"
AttackSound = "Missile", 1, "weapons/rocklf"
AttackSound = "Missile", 3, "weapons/rocklf"
AttackSound = "Missile", 5, "weapons/rocklf"
}
Cast
{
CastClass = "CastDemolitionist"
CastName = "$CC_HERO"
AttackSound = "Missile", 0, "explodium/fire"
}
Link = Doom2Cast // restart cast call
}
// edited Hexen ending
// draws the three player classes unconditionally
// shifts the final text screen so it doesn't get cut off
Intermission Inter_Chess
{
Fader
{
Music = "Hall"
Background = "FINALE1"
Time = 2
FadeType = FadeIn
}
TextScreen
{
Background = "FINALE1"
TextSpeed = 3
Text = "$TXT_HEXEN_WIN1MSG"
Time = -250
}
TextScreen
{
Music = "Orb"
Background = "FINALE2"
TextSpeed = 3
Text = "$TXT_HEXEN_WIN2MSG"
Time = -250
}
Fader
{
Background = "FINALE2"
Time = 2
FadeType = FadeOut
}
Fader
{
Music = "Chess"
Background = "FINALE3"
Draw = "CHESSALL", 20, 0
Time = 2
FadeType = FadeIn
}
TextScreen
{
Background = "FINALE3"
Draw = "CHESSALL", 20, 0
TextSpeed = 3
Text = "$TXT_HEXEN_WIN3MSG"
Position = 0, 112
}
}