Text File
===========================================================================
Archive Maintainer : n/a
Update to : n/a
Advanced engine needed : (G)ZDoom, Skulltag
Primary purpose : Single+Coop play / No levels included
===========================================================================
Title : We All Have to Die
Filename : WAHD.WAD
Release date : 07-18-12
Author : DeumReaper
Email Address : deumreaper@yahoo.com
Other Files By Author : n/a
Misc. Author Info : n/a
Description : A Hexen gameplay mod inspired by the arcade
classic "Gauntlet." Includes health
degeneration, raised health limit, and unlimited
mana.
Additional Credits to : Raven, id Software, ZDoom wiki
===========================================================================
* What is included *
New levels : None
Sounds : No
Music : No
Graphics : No
Dehacked/BEX Patch : No
Demos : No
Other : DECORATE, SBARINFO, and ACS script
Other files required : n/a
* Play Information *
Game : HEXEN
Map # : n/a
Single Player : Designed for
Cooperative 2-4 Player : Designed for
Deathmatch 2-4 Player : No
Other game styles : Skulltag multiplayer
Difficulty Settings : Not implemented
* Construction *
Base : New from scratch
Build Time : 20 days
Editor(s) used : Doom Builder 2, XWE
Known Bugs : n/a
May Not Run With : ZDaemon
Tested With : ZDoom 2.5.0, 2.6.0; GZDoom 1.5.06; Skulltag 98d
* Copyright / Permissions *
Authors MAY use the contents of this file as a base for
modification or reuse. Permissions have been obtained from original
authors for any of their resources modified or included in this file.
You MAY distribute this file, provided you include this text file, with
no modifications. You may distribute this file in any electronic
format (BBS, Diskette, CD, etc) as long as you include this file
intact. I have received permission from the original authors of any
modified or included content in this file to allow further distribution.
* Where to get the file that this text file describes *
The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors
Web sites: n/a
FTP sites: n/a
Gameplay changes:
-Every 40 tics (about 1.14 seconds) the player's health is reduced by 1.
While the players health is yellow (above 25) there is no pain flash
and sound, and the Icon of the Defender powerup does not prevent this
damage. However, when the player's health reaches red (below 26) the
player takes 1 normal damage, and the Icon powerup does prevent this
damage while it is activated.
-The player's max health is increased to 999.
-Quartz Flasks automatically gives 25 health when picked up, and the
Mystic Urns automatically gives 100 health when picked up. If the
player's health is at 999 at the time of pickup, these powerups will
not be picked up until the health is lower. They do not go into the
player's inventory at all.
-Every weapon for each class besides the starting weapon do not use
any mana when firing. If a player picks up a weapon that does not
belong to the player's current class, or one that the player has
already acquired, then that weapon will be picked up anyways, with no
other effect.
-A custom SBARINFO lump that modifys the default status bar. This
replaces the mana bars with a grey background.
-All of the pickup items that involve mana (Blue/Green/Combined Mana
and the Krater of Might) have been removed from the map.
Credits:
-Raven Software for developing Hexen
-id Software for developing the Doom engine
-ZDoom wiki for providing the resources and knowledge in ZDoom's
DECORATE, ACS, and SBARINFO scripting systems.
ACS Script (Uncompiled Code):
#library "wahdlib"
#include "zcommon.acs"
//Sets max health to 999
script 799 ENTER
{
SetActorProperty(0, APROP_SpawnHealth, 999);
}
//Player has health degeneration
script 800 ENTER
{
//If Health is 26 or above only current health number is
//decreasing
//Icon of the Defender does not prevent degeneration
while(GetActorProperty (0, APROP_Health) >= 26)
{
int php = GetActorProperty (0, APROP_Health);
SetActorProperty(0, APROP_Health, php-1);
Delay (40);
}
//If Health is 25 or below and the status bar health numbers
//are red, player takes 1 damage constantly
//Icon of the Defender prevents degeneration while activated
while(GetActorProperty (0, APROP_Health) <= 26)
{
Thing_Damage(0,1,0);
Delay (40);
}
Delay (40);
Restart;
}