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hardcore_gamer

How do I change the amount of damage custom weapons do?

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I assume the information is found somewhere in the decorate lump, right?

Basically, I have a custom weapon I got from Realm667 but I feel it is a bit weak so I want to up the damage a bit.

How do I do this? I took a look at the decorate but I don't know which parts controls the amount of damage the weapon causes.

Anyone?

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If it fires projectiles, the damage will be in the projectiles themselves.

If it is a hitscan or railgun weapon, the damage will be in the weapon attack codepointer.

It is also possible to have damage for several sources: for example, a rocket deals impact damage, but in addition its A_Explode codepointer makes it deal blast damage. The BFG 10K from Skulltag works a bit on the same principle, as it is a hitscan weapon but most of the damage comes from A_Explode calls from its puff.

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I can't really find the stuff you are talking about. Or perhaps I just can't see it.

This is the decorate for the weapon I am talking about :


actor DukeShotgun : weapon 6000
{
Weapon.SelectionOrder 1300
Weapon.AmmoUse 1
Weapon.AmmoGive 8
Weapon.AmmoType "Shell"
Inventory.PickupMessage "You got the shotgun! Lock and load!"
Obituary "%o was blown open by %k's shotgun."
Attacksound "DukeShotgun/Fire"
Decal "BulletChip"
States
{
Ready:
DNSG A 1 A_WeaponReady
Loop
Deselect:
DNSG A 1 A_Lower
Loop
Select:
DNSG A 1 A_Raise
Loop
Fire:
DNSG A 3
DNSG B 1 A_FireBullets (6, 4, 7, 5, "BulletPuff")
DNSG B 0 radius_quake(2, 2, 0, 1, 0)
DNSG B 0 A_GunFlash
DNSG CDEDCB 1 bright
DNSG A 3
DNSG FGH 1
DNSG I 2 A_PlaySound ("DukeShotgun/Pump")
DNSG JKLKJI 2
DNSG HGF 1
DNSG A 7 A_ReFire
Goto Ready
Flash:
TNT1 A 4 Bright A_Light1
TNT1 A 3 Bright A_Light2
Goto LightDone
Spawn:
DNSP A -1
Stop
}
}

Its a shotgun. Which parts control the damage dealt?

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