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Kassildes

WANT THE GUN D'SPARIL BECOMES MORE STRONG, WHAT WRITING IN decorate?

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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?

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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.

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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".

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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).

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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".

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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?

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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
}

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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.

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