Remove pistol, shift rifle down to slot 2 making it the starter weapon instead.

This commit is contained in:
Marisa the Magician 2024-02-21 20:09:05 +01:00
parent 0e4b676e54
commit 2dde050f80
17 changed files with 44 additions and 145 deletions

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@ -30,7 +30,7 @@ As a civilian, **Saya** shouldn't be carrying any weapons, but who's going to st
The operation of all weapons is fairly simple: Primary fire shoots and reload... reloads. **Saya** managed to strike a special deal in the last second to have an autoloader in her hammerspace *(which is normally exclusive to military models)*, so don't worry, no manual mag management will be involved here either.
Of course, having a smaller hammerspace also means she can't go around carrying a lot of heavy ordnance, so her arsenal is more modest compared to **Demo**'s or **Ibuki**'s.
Of course, having a smaller hammerspace also means she can't go around carrying a lot of heavy ordnance, so her arsenal is more modest and relatively *"grounded"*.
As per usual, with any weapon out, there is a dedicated *"quick kick"* button, so you can showcase the mighty power of your bloodline on some poor saps *(aiming at center of gravity for a guaranteed stun)*.
@ -44,27 +44,19 @@ Raise up your fists to attack the opponent. It may not be very effective, usuall
Note: Taking the place of the **Chainsaw** are a pair of **Brass Knuckles**, which will permanently enhance your punching damage.
### Slot 2 - Akari Mag Pulsor *[Pistol]*
### Slot 2 - Siesta "Goldsmith" M1894 *[Pistol]*
*"Hey, it's for self-defense, you know..."*
A simple weapon that releases potent, disrupting electromagnetic pulses. The potency of the pulse can be increased by holding down the trigger for a longer time. The specific model that **Saya** uses can be loaded with 4mm bolts to further increase the lethality of its shots by actually having a solid payload. Up to 6 of them fit inside the internal magazine.
The weapon's internal battery can seemingly last forever, but its capacitors do take a little bit to recharge.
### Slot 3 - Siesta "Goldsmith" M1894 *[Shotgun]*
*"闇を切り裂く、OH DESIRE〜!"*
*"You have no idea how badly I wanted to use this."*
Chambered for .45LV, this *"relic"* has been in **Saya**'s private collection since the early days. She likes taking it to the range and attempting to cycle it *"the cool way"* while she pretends to shoot down *"goat servants"* or something. Well, now she can definitely shoot some goats with it, for sure.
Can hold 5 rounds plus one in the chamber. Fairly useful for stopping hell nobles in their tracks. Tapping the fire button again with precise timing after a shot will cause **Saya** to spin the gun instead of cycling it normally, for increased coolness.
#### .45LV Rounds *[Shells, Shell Box]*
#### .45LV Rounds *[Clip, Bullet Box]*
Will pop up either scattered around or in packs.
### Slot 3 - Siesta "Double Trouble" M2112 *[Super Shotgun]*
### Slot 3 - Siesta "Double Trouble" M2112 *[Shotgun]*
*"This thing is an abomination, and I love it."*

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@ -2,8 +2,6 @@
// tags, pickups
T_SAYAUNARMED = "Fists";
T_SAYAKNUCKS = "Brass Knuckles";
T_SAYAPISTOL = "Mag Pulsor";
I_SAYAPISTOL = "Akari \"Mag Pulsor\" Self-Defense Weapon";
T_SAYARIFLE = "Goldsmith";
I_SAYARIFLE = "Siesta \"Goldsmith\" Lever-Action Rifle";
T_SAYARIFLE = "Double Trouble";
@ -100,19 +98,12 @@ TT_SAYAUNARMED =
"Beat 'em up with your bare hands.\n"
"If you come across brass knuckles,\n"
"you can enhance your attack power.";
TT_SAYAPISTOL =
"\ca\"For self-defense, of course.\"\c-\n"
"\n"
"\ca4mm Shock Bolt\c-, 6 rounds.\n"
"Can still fire without ammo.\n"
"A simple zapper, which can be loaded\n"
"with 4mm bolts to be more lethal.";
TT_SAYARIFLE =
"\ca\"OH DESIRE~!\"\c-\n"
"\ca\"Oh, desire...\"\c-\n"
"\n"
"\ca.45 LV\c-, 5+1 rounds.\n"
"Sawed-off for extra coolness.\n"
"Very effective against goats.";
"Headshot bonus against goats.";
TT_SAYASSG =
"\ca\"Awful, yet very powerful.\"\c-\n"
"\n"
@ -150,16 +141,16 @@ TT_SAYAPOS =
"Requires disassembly to reload.\n"
"Just throw it in the trash, it sucks.";
// intermission tips
SAYA_NINTERTIP = "31";
SAYA_NINTERTIP = "3";
SAYA_INTERTIP = "Tip #%d:";
SAYA_INTERTIP1 = "You leave your items behind on death, so don't forget to retrieve them.";
SAYA_INTERTIP2 = "Alternating between guns and spellcasting can help conserve ammo.";
SAYA_INTERTIP3 = "Your mana regeneration speeds up the more you have, so try not to squander it.";
SAYA_INTERTIP4 = "Kick 'em where it hurts. Aiming at the center of gravity will temporarily stun enemies.";
SAYA_INTERTIP5 = "You can load 4mm bolts into the Mag Pulsor to turn a mere stun gun into a lethal weapon.";
SAYA_INTERTIP5 = "While you won't do much with your bare fists, acquiring some brass knuckles will make all the difference.";
SAYA_INTERTIP6 = "Hell nobles will take bonus damage from the Goldsmith, as long as you aim for the head.";
SAYA_INTERTIP7 = "While each shot from the Hyperion isn't very powerful, its stunning power is commendable.";
SAYA_INTERTIP8 = "The longer you hold the trigger, the more potentially deadly the Mag Pulsor becomes.";
SAYA_INTERTIP7 = "The Double Trouble may look like an abomination, but its ability to turn your enemies to paste is undeniable.";
SAYA_INTERTIP8 = "While each shot from the Hyperion isn't very powerful, its stunning power is commendable.";
SAYA_INTERTIP9 = "The Punisher may not have a wide damage radius, but direct hits HURT, A LOT.";
SAYA_INTERTIP10 = "The Nabikuni unloads a curtain of searing plasma in front of you. Graze this, motherfucker.";
SAYA_INTERTIP11 = "Kira's hammer has limited mana, but it can be recharged by finding other weapon spawns.";
@ -182,4 +173,3 @@ SAYA_INTERTIP27 = "Don't pay attention to the hollow words of naysayers on the I
SAYA_INTERTIP28 = "Saya is banned from spellcard duels. She just didn't want to play by the rules.";
SAYA_INTERTIP29 = "When in doubt, just throw everything you got at it.";
SAYA_INTERTIP30 = "You can press alt-fire at any time to flip off your enemies. They will NOT take it well.";
SAYA_INTERTIP31 = "The Double Trouble may look like an abomination, but its ability to turn your enemies to paste is undeniable.";

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@ -2,7 +2,6 @@
// tags, pickups
T_SAYAUNARMED = "Puños";
T_SAYAKNUCKS = "Puños Americanos";
I_SAYAPISTOL = "Arma de Defensa Personal Akari \"Mag Pulsor\"";
I_SAYARIFLE = "Rifle de Palanca Siesta \"Goldsmith\"";
I_SAYASSG = "Escopeta de Palanca Siesta \"Double Trouble\"";
I_SAYAGAUSS = "Rifle Gauss Akari \"Hyperion\"";
@ -77,19 +76,12 @@ TT_SAYAUNARMED =
"A hostias con tus propias manos.\n"
"Si encuentras un puño americano,\n"
"mejorarás tu potencial de daño.";
TT_SAYAPISTOL =
"\ca\"Para defensa personal, por supuesto.\"\c-\n"
"\n"
"\caProyectil de Choque de 4mm\c-, 6 balas.\n"
"No necesita munición para disparar.\n"
"Un simple aturdidor, el cual puede ser cargado\n"
"con proyectiles de 4mm para volverse más letal.";
TT_SAYARIFLE =
"\ca\"OH DESIRE~!\"\c-\n"
"\ca\"Oh, deseo...\"\c-\n"
"\n"
"\ca.45 LV\c-, 5+1 balas.\n"
"Recortada para molar más.\n"
"Muy efectiva contra cabras.";
"Bonificación contra cabezas de cabra.";
TT_SAYASSG =
"\ca\"Horroroso, pero muy poderoso.\"\c-\n"
"\n"
@ -132,10 +124,10 @@ SAYA_INTERTIP1 = "Dejas tus ítems atrás al morir, así que no te olvides de re
SAYA_INTERTIP2 = "Alternar entre armas y hechizos puede ayudar a conservar munición.";
SAYA_INTERTIP3 = "Tu regeneración de maná se acelera cuanto más tengas, así que intenta no malgastarlo.";
SAYA_INTERTIP4 = "Patéalos donde duele. Apuntar al centro de gravedad aturdirá enemigos temporalmente.";
SAYA_INTERTIP5 = "Puedes cargar pernos de 4mm en el Mag Pulsor para convertir un simple aturdidor en arma letal.";
SAYA_INTERTIP5 = "Mientras que no podrás hacer mucho con tus puños desnudos, obtener unos puños americanos mejorará mucho la situación.";
SAYA_INTERTIP6 = "Los nobles del Infierno reciben daño extra del Goldsmith, siempre que apuntes a la cabeza.";
SAYA_INTERTIP7 = "Aunque cada disparo del Hyperion no es muy potente, su potencia de aturdimiento es recomendable.";
SAYA_INTERTIP8 = "Cuanto más aguantes el gatillo, más potencialmente letal se vuelve el Mag Pulsor.";
SAYA_INTERTIP7 = "La Double Trouble puede parecer una abominación, pero su habilidad para hacer a tus enemigos papilla es innegable.";
SAYA_INTERTIP8 = "Aunque cada disparo del Hyperion no es muy potente, su potencia de aturdimiento es recomendable.";
SAYA_INTERTIP9 = "El Punisher puede no tener un radio de daño amplio, pero los golpes directos DUELEN, MUCHO.";
SAYA_INTERTIP10 = "El Nabikuni descarga una cortina de plasma ardiente delante de ti. Esquiva eso, capullo.";
SAYA_INTERTIP11 = "El martillo de Kira tiene maná limitado, pero se puede recargar en otros spawns de arma.";
@ -158,4 +150,3 @@ SAYA_INTERTIP27 = "No hagas caso a las palabras vacías de los charlatanes de In
SAYA_INTERTIP28 = "Saya no tiene permitido participar en duelos de hechizos. Simplemente no quería respetar las reglas del juego.";
SAYA_INTERTIP29 = "Ante la duda, tú sólo tira de todo lo que tengas.";
SAYA_INTERTIP30 = "Puedes pulsar fuego secundario en cualquier momento para hacerles una peineta a tus enemigos. NO se lo van a tomar bien.";
SAYA_INTERTIP31 = "La Double Trouble puede parecer una abominación, pero su habilidad para hacer a tus enemigos papilla es innegable.";

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@ -1,3 +1,3 @@
[default]
SAYA_MODVER="\cgRED-EYED RAMPAGE\c- \cw0.1a r140 \cu(Thu 18 Jan 13:29:23 CET 2024)\c-";
SAYA_SHORTVER="\cw0.1a r140 \cu(2024-01-18 13:29:23)\c-";
SAYA_MODVER="\cgRED-EYED RAMPAGE\c- \cw0.1a r141 \cu(Wed 21 Feb 20:09:05 CET 2024)\c-";
SAYA_SHORTVER="\cw0.1a r141 \cu(2024-02-21 20:09:05)\c-";

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@ -1,19 +1,5 @@
// Weapon pickup models
Model "SayaPistol"
{
Path "models/extra"
Model 0 "BaseCube.obj"
Skin 0 "CHIPTILR"
Scale 6 6 6
ZOffset 16
PitchOffset 30
CORRECTPIXELSTRETCH
FrameIndex XZW1 A 0 0
}
Model "SayaRifle"
{
Path "models/extra"

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@ -121,8 +121,6 @@ const SWWMMAXAMOUNT = 3;
// weapons
#include "zscript/weapons/saya_unarmed.zsc"
#include "zscript/weapons/saya_unarmed_fx.zsc"
#include "zscript/weapons/saya_pistol.zsc"
#include "zscript/weapons/saya_pistol_fx.zsc"
#include "zscript/weapons/saya_rifle.zsc"
#include "zscript/weapons/saya_rifle_fx.zsc"
#include "zscript/weapons/saya_ssg.zsc"

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@ -26,17 +26,7 @@ extend Class SWWMHandler
if ( e.Replacee is 'Chainsaw' ) e.Replacement = SWWMUtility.PickSayaSlot1();
else if ( e.Replacee is 'Fist' ) e.Replacement = 'SayaUnarmed';
else if ( e.Replacee is 'Pistol' ) e.Replacement = SWWMUtility.PickSayaSlot2();
else if ( e.Replacee is 'Shotgun' )
{
if ( SWWMUtility.IsDoomOne() && SWWMUtility.ItemExists('SayaRifle') )
{
if ( SWWMUtility.ItemExists('SayaSSG') && Random[Replacements](0,1) )
e.Replacement = SWWMUtility.PickSayaSlot3();
else e.Replacement = SWWMUtility.PickSayaSlot3S();
}
else e.Replacement = SWWMUtility.PickSayaSlot3();
}
else if ( e.Replacee is 'SuperShotgun' ) e.Replacement = SWWMUtility.PickSayaSlot3S();
else if ( (e.Replacee is 'Shotgun') || (e.Replacee is 'SuperShotgun') ) e.Replacement = SWWMUtility.PickSayaSlot3();
else if ( e.Replacee is 'Chaingun' ) e.Replacement = SWWMUtility.PickSayaSlot4();
else if ( e.Replacee is 'RocketLauncher' ) e.Replacement = SWWMUtility.PickSayaSlot5();
else if ( e.Replacee is 'PlasmaRifle' ) e.Replacement = SWWMUtility.PickSayaSlot6();

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@ -13,30 +13,6 @@ Class SayaMana : SWWMAmmo
}
}
Class SayaKiraMana : SWWMAmmo
{
Default
{
Inventory.MaxAmount 120;
+INVENTORY.UNDROPPABLE;
+INVENTORY.UNTOSSABLE;
+INVENTORY.QUIET;
}
}
// pistol charge, it's also just there
Class SayaPistolAmmo : SWWMAmmo
{
Default
{
Inventory.MaxAmount 100;
+INVENTORY.UNDROPPABLE;
+INVENTORY.UNTOSSABLE;
+INVENTORY.UNCLEARABLE;
+INVENTORY.QUIET;
}
}
Class SayaRifleAmmo : SWWMAmmo
{
Default
@ -283,6 +259,17 @@ Class SayaPlasmaRound : MagAmmo
}
}
Class SayaKiraMana : SWWMAmmo
{
Default
{
Inventory.MaxAmount 120;
+INVENTORY.UNDROPPABLE;
+INVENTORY.UNTOSSABLE;
+INVENTORY.QUIET;
}
}
Class SayaBombAmmo : SWWMAmmo
{
Default

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@ -4,32 +4,32 @@ Class SayaBulletAmmoSmall : SWWMAmmoSpawner
{
override Class<Actor> PickAmmo( bool enemydrop )
{
return Random[Replacements](0,2)?'SayaGaussRound_5':'SayaGaussRound_10';
if ( Random[Replacements](0,1) && SWWMUtility.ItemExists('SayaGauss',ownedonly:enemydrop) )
return Random[Replacements](0,2)?'SayaGaussRound_5':'SayaGaussRound_10';
return Random[Replacements](0,2)?'SayaRifleAmmo':'SayaRifleAmmo_2';
}
}
Class SayaBulletAmmoBig : SWWMAmmoSpawner
{
override Class<Actor> PickAmmo( bool enemydrop )
{
return Random[Replacements](0,2)?'SayaGaussRound_20':'SayaGaussAmmo';
if ( Random[Replacements](0,1) && SWWMUtility.ItemExists('SayaGauss',ownedonly:enemydrop) )
return Random[Replacements](0,2)?'SayaGaussRound_20':'SayaGaussAmmo';
return Random[Replacements](0,2)?'SayaRifleAmmo_3':'SayaRifleAmmo_5';
}
}
Class SayaShellAmmoSmall : SWWMAmmoSpawner
{
override Class<Actor> PickAmmo( bool enemydrop )
{
if ( !Random[Replacements](0,2) && SWWMUtility.ItemExists('SayaSSG',ownedonly:enemydrop) )
return Random[Replacements](0,1)?'SayaSSGAmmo':'SayaSSGAmmo_2';
return Random[Replacements](0,2)?'SayaRifleAmmo':'SayaRifleAmmo_2';
return Random[Replacements](0,1)?'SayaSSGAmmo':'SayaSSGAmmo_2';
}
}
Class SayaShellAmmoBig : SWWMAmmoSpawner
{
override Class<Actor> PickAmmo( bool enemydrop )
{
if ( !Random[Replacements](0,2) && SWWMUtility.ItemExists('SayaSSG',ownedonly:enemydrop) )
return 'SayaSSGAmmo_4';
return Random[Replacements](0,2)?'SayaRifleAmmo_3':'SayaRifleAmmo_5';
return 'SayaSSGAmmo_4';
}
}
Class SayaRocketAmmoSmall : SWWMAmmoSpawner

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@ -21,8 +21,8 @@ Class SayaPlayer : SWWMPlayer
Height 47;
Mass 50;
Player.DisplayName "$T_SAYA";
Player.StartItem "SayaPistol";
Player.StartItem "SayaPistolAmmo", 100;
Player.StartItem "SayaRifle";
Player.StartItem "SayaRifleAmmo", 5;
Player.StartItem "SayaUnarmed";
Player.StartItem "SayaMana", 100;
Player.StartItem "SayaInternalArmor";

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@ -43,16 +43,11 @@ extend Class SWWMUtility
return 'SayaBombAmmo';
}
static Class<Inventory> PickSayaSlot2()
{
if ( !ItemExists('SayaPistol') ) return 'SayaPistol';
return 'SayaGaussRound_5';
}
static Class<Inventory> PickSayaSlot3()
{
if ( !ItemExists('SayaRifle') ) return 'SayaRifle';
return 'SayaRifleAmmo_5';
}
static Class<Inventory> PickSayaSlot3S()
static Class<Inventory> PickSayaSlot3()
{
if ( !ItemExists('SayaSSG') ) return 'SayaSSG';
return 'SayaSSGAmmo_4';

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@ -1,30 +0,0 @@
// mag pulsor
Class SayaPistol : SWWMWeapon
{
int clipcount;
Property ClipCount : clipcount;
Default
{
Tag "$T_SAYAPISTOL";
Inventory.PickupMessage "$I_SAYAPISTOL";
SWWMWeapon.Tooltip "$TT_SAYAPISTOL";
Weapon.SlotNumber 2;
Weapon.SlotPriority 1.;
Weapon.SelectionOrder 500;
Weapon.AmmoType1 "SayaPistolAmmo";
Weapon.AmmoGive1 100;
SWWMWeapon.DropAmmoType "Clip";
SayaPistol.ClipCount 5;
+WEAPON.WIMPY_WEAPON;
+WEAPON.AMMO_OPTIONAL;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}

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@ -12,12 +12,12 @@ Class SayaRifle : SWWMWeapon
Tag "$T_SAYARIFLE";
Inventory.PickupMessage "$I_SAYARIFLE";
SWWMWeapon.Tooltip "$TT_SAYARIFLE";
Weapon.SlotNumber 3;
Weapon.SlotNumber 2;
Weapon.SlotPriority 1.;
Weapon.SelectionOrder 400;
Weapon.AmmoType1 "SayaRifleAmmo";
Weapon.AmmoGive1 5;
SWWMWeapon.DropAmmoType "Shell";
SWWMWeapon.DropAmmoType "Clip";
SayaRifle.ClipCount 5;
+SWWMWEAPON.NOFIRSTGIVE;
}

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@ -13,7 +13,7 @@ Class SayaSSG : SWWMWeapon
Inventory.PickupMessage "$I_SAYASSG";
SWWMWeapon.Tooltip "$TT_SAYASSG";
Weapon.SlotNumber 3;
Weapon.SlotPriority 2.;
Weapon.SlotPriority 1.;
Weapon.SelectionOrder 300;
Weapon.AmmoType1 "SayaSSGAmmo";
Weapon.AmmoGive1 5;