Kassildes Posted March 30, 2016 HERE'S decorate OF D'SPARIL WEAPON, WHAT TO WRITE TO: ONE NORMAL SHOT KILLED ONE IRON LICH !!! actor dsparilstaff : weapon 2016 { //$Category "weapon7" weapon.ammouse 5 weapon.ammogive 50 weapon.ammotype "blasterammo" inventory.pickupmessage "staff of d'sparil" obituary "%o was no match for %k" weapon.sisterweapon "dsparilstaffpowered" states { ready: DSPS A 1 A_WeaponReady loop select: DSPS A 1 A_Raise loop deselect: DSPS A 1 A_Lower loop fire: DSPS A 6 DSPS A 4 A_PlayWeaponSound("dsparil/attack") NULL A 0 A_GunFlash DSPS B 4 bright DSPS C 4 bright A_FireCustomMissile("sorcerer2fx1") DSPS B 4 bright DSPS A 4 A_ReFire goto ready flash: NULL A 4 A_Light1 NULL A 4 A_Light2 NULL A 4 A_Light1 Goto LightDone spawn: DSTF A -1 stop } } actor dsparilstaffpowered : dsparilstaff { weapon.ammouse 15 weapon.sisterweapon "dsparilstaff" +WEAPON.POWERED_UP states { fire: DSPS A 10 DSPS A 4 A_PlayWeaponSound("dsparil/attack") NULL A 0 A_GunFlash DSPS D 4 bright NULL A 0 A_FireCustomMissile("sorcerer2fx3",25) NULL A 0 A_FireCustomMissile("sorcerer2fx3",-25) DSPS E 4 bright DSPS D 4 bright DSPS A 4 bright A_ReFire goto ready flash: NULL A 4 A_Light1 NULL A 4 A_Light2 NULL A 4 A_Light1 Goto LightDone } } actor sorcerer2fx3 { radius 10 height 8 speed 20 damage 100 DamageFactor "Extreme", 100 +RANDOMIZE +NOGRAVITY Alpha 0.75 states { spawn: FX11 ABABABAB 5 bright goto summon summon: NULL A 0 A_SpawnItem("teleportfog",0,0,0,0) NULL A 0 A_SpawnItem("fwizard",0,0,0,0) stop Death: FX10 CDEFG 1 BRIGHT Stop } } actor fwizard : wizard { +FRIENDLY } I WANT TO KNOW HOW TO DECREASE ALSO THE RHYTHM OF SHOTS THAT WEAPON? 0 Share this post Link to post
scifista42 Posted March 30, 2016 The straightforward way to make the weapon stronger is to increase the value of "damage" in the code of its projectiles (sorcerer2fx1, sorcerer2fx3). To decrease the weapon's firing frequency, increase the duration of some tics in its Fire state. 0 Share this post Link to post
Kassildes Posted March 30, 2016 Nothing has changed: I wrote "200 damage" did not have any effect and even wrote in 1000 nothing has changed ... what to write in to decorate it to make "a mess". 0 Share this post Link to post
scifista42 Posted March 30, 2016 Apparently from the code, weapon "dsparilstaff" fires "sorcerer2fx1" projectiles, and weapon "dsparilstaffpowered" fires "sorcerer2fx3" projectiles. If you increased damage only of "sorcerer2fx3" and then used only the weapon "dsparilstaff", it's understandable that you couldn't observe any change. EDIT: If you want the damage to be high-enough to one-shot-kill an Iron Lich (whose health is 700), set the damage to (700) - putting the number between brackets will make the value non-randomized (otherwise the real damage of each hit would be calculated as this value multiplied by a random number between 1 and 8). 0 Share this post Link to post
Kassildes Posted March 31, 2016 could simulate the script for how to be? 0 Share this post Link to post
scifista42 Posted March 31, 2016 Define a new projectile, inheriting from sorcerer2fx1, with higher damage:actor sorcerer2fx1_strong : sorcerer2fx1 { damage (700) }Then change the parameter of A_FireCustomMissile in the definition of "dsparilstaff" to fire "sorcerer2fx1_strong" instead of "sorcerer2fx1":A_FireCustomMissile("sorcerer2fx1_strong")Possibly do the same in the definition of "dsparilstaffpowered". 0 Share this post Link to post
Kassildes Posted March 31, 2016 But it did not work! to run the game, the gun shoots "Disciple of D'Sparil" and not that "energy ball" of should blow stronger than the gun "phoenixstaff". also did "damage (700)" independent of exchange "sorcerer2fx1" by "sorcerer2fx1_strong". And also did nothing to with "maulotaurs". you have any suggestions friend? 0 Share this post Link to post
Kassildes Posted April 5, 2016 Thank you ... but did not work! The last attempt was the following: I want the gun d'sparil shoot and so explode, making the effect of the ball bfg9000 (doom weapon) in what would be the weapon that takes more health. As would be the right script to decorate? If possible, I wanted to write down the bfg9000 ball explosion script in sprite gun D'sparil: actor sorcerer2fx3 { radius 10 height 8 speed 20 damage 100 DamageFactor "Extreme", 100 +RANDOMIZE +NOGRAVITY Alpha 0.75 states { spawn: FX11 ABABABAB 5 bright goto summon summon: NULL A 0 A_SpawnItem("teleportfog",0,0,0,0) NULL A 0 A_SpawnItem("fwizard",0,0,0,0) stop Death: FX10 CDEFG 1 BRIGHT Stop } } actor fwizard : wizard { +FRIENDLY } 0 Share this post Link to post
scifista42 Posted April 5, 2016 I see "damage 100" in that code - if this is the projectile you wanted to make stronger, you should put "damage (700)" there. The BFG tracer logic would be performed if A_BFGSpray was called in the projectile's death animation. 0 Share this post Link to post