Remove one (1) spellcard.

This commit is contained in:
Marisa the Magician 2022-11-24 21:02:46 +01:00
parent 44b3b80bd0
commit 6e9d86361d
14 changed files with 35 additions and 44 deletions

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@ -5,10 +5,8 @@ addmenukey "$SAYA_RELOADFIRE" "+reload"
addmenukey "$SAYA_MELEE" "+user1"
addmenukey "$SAYA_EXTRAFIRE" "+user4"
addmenukey "$SAYA_SPELLCAST" "+user3"
addmenukey "$SAYA_SPELL1" "netevent sayaspellslot 0"
addmenukey "$SAYA_SPELL2" "netevent sayaspellslot 1"
addmenukey "$SAYA_SPELL3" "netevent sayaspellslot 2"
addmenukey "$SAYA_SPELL4" "netevent sayaspellslot 3"
addmenukey "$SAYA_SPELLPREV" "netevent sayaspellslot -2"
addmenukey "$SAYA_SPELLNEXT" "netevent sayaspellslot -1"
addmenukey "$SWWM_DODGE" "+user2"
addmenukey "$SWWM_MINIMAPIN" "event swwmzoomin"
addmenukey "$SWWM_MINIMAPOUT" "event swwmzoomout"
@ -18,10 +16,8 @@ defaultbind "r" "+reload"
defaultbind "f" "+user1"
defaultbind "g" "+user4"
defaultbind "v" "+user3"
defaultbind "h" "netevent sayaspellslot 0"
defaultbind "j" "netevent sayaspellslot 1"
defaultbind "k" "netevent sayaspellslot 2"
defaultbind "l" "netevent sayaspellslot 3"
defaultbind "n" "netevent sayaspellslot -2"
defaultbind "m" "netevent sayaspellslot -1"
defaultbind "alt" "+user2"
defaultbind "kp+" "event swwmzoomin"
defaultbind "kp-" "event swwmzoomout"

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@ -16,9 +16,8 @@ T_SAYAHAMMER = "Furious Warhammer";
T_SAYAPOS = "Jackhammer";
I_SAYAPOS = "Ninnacht \"Jackhammer\" Revolver Shotgun";
T_SAYASPELLCARD1 = "Reviled Sign";
T_SAYASPELLCARD2 = "Retribution Sign";
T_SAYASPELLCARD3 = "Rude Sign";
T_SAYASPELLCARD4 = "Radiant Sign";
T_SAYASPELLCARD2 = "Rude Sign";
T_SAYASPELLCARD3 = "Radiant Sign";
T_SAYARIFLEAMMO = ".45 LV Round";
T_SAYARIFLEAMMOS = ".45 LV Rounds";
T_SAYAGAUSSAMMO = "Hyperion Mag";

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@ -7,10 +7,8 @@ SAYA_RELOADFIRE = "Reload";
SAYA_MELEE = "Quick Kick";
SAYA_SPELLCAST = "Cast Spell";
SAYA_EXTRAFIRE = "Grenade";
SAYA_SPELL1 = "Spellcard Slot 1";
SAYA_SPELL2 = "Spellcard Slot 2";
SAYA_SPELL3 = "Spellcard Slot 3";
SAYA_SPELL4 = "Spellcard Slot 4";
SAYA_SPELLPREV = "Previous Spell";
SAYA_SPELLNEXT = "Next Spell";
// skills
SAYA_SKEASY="\cdEasy Mode\c-";
SAYA_SKNORMAL="\ciNormal Mode\c-";
@ -73,7 +71,7 @@ SAYA_HELP_PAGE6 = "Saya's Arsenal (Part 4: Spellcards)";
SAYA_HELP_PAGE6_TXT =
"As someone who has spent many holidays in \caGensokyo\c-, \caSaya\c- is no stranger to spellcard duels... Which she's banned from. Some of her own custom crafted spells are apparently too ludicrous, it seems.\n"
"\n"
"For this adventure, she's picked four of her best ones to make use of. Each spellcard can be selected through a dedicated key, and then cast at any moment with any weapon out.\n"
"For this adventure, she's picked three of her best ones to make use of. Each spellcard can be selected using the slot 8, 9 and 0 keys, then cast with any weapon out through a dedicated button.\n"
"\n"
"All of these use the same ammunition: your own mana pool. Mana is just a natural energy, absorbed from the environment, so it recovers on its own. There are other ways to replenish it much faster, of course.";
SAYA_HELP_PAGE7 = "Additional Tips";

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@ -10,9 +10,8 @@ I_SAYAPLASMA = "Rifle de Plasma Nekuratek \"Nabikuni\"";
T_SAYAHAMMER = "Martillo de Guerra Furioso";
I_SAYAPOS = "Escopeta Revólver Ninnacht \"Jackhammer\"";
T_SAYASPELLCARD1 = "Signo de Injuria";
T_SAYASPELLCARD2 = "Signo de Retribución";
T_SAYASPELLCARD3 = "Signo de Rudeza";
T_SAYASPELLCARD4 = "Signo de Brillantez";
T_SAYASPELLCARD2 = "Signo de Rudeza";
T_SAYASPELLCARD3 = "Signo de Brillantez";
T_SAYARIFLEAMMO = "Bala de .45 LV";
T_SAYARIFLEAMMOS = "Balas de .45 LV";
T_SAYAGAUSSAMMO = "Cargador de Hyperion";

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@ -7,10 +7,8 @@ SAYA_RELOADFIRE = "Recargar";
SAYA_MELEE = "Patada Rápida";
SAYA_SPELLCAST = "Invocar Hechizo";
SAYA_EXTRAFIRE = "Granada";
SAYA_SPELL1 = "Ranura de Hechizo 1";
SAYA_SPELL2 = "Ranura de Hechizo 2";
SAYA_SPELL3 = "Ranura de Hechizo 3";
SAYA_SPELL4 = "Ranura de Hechizo 4";
SAYA_SPELLPREV = "Hechizo Anterior";
SAYA_SPELLNEXT = "Hechizo Siguiente";
// skills
SAYA_SKEASY="\cdModo Fácil\c-";
SAYA_SKNORMAL="\ciModo Normal\c-";
@ -69,7 +67,7 @@ SAYA_HELP_PAGE6 = "Arsenal de Saya (Parte 4: Hechizos)";
SAYA_HELP_PAGE6_TXT =
"Siendo alguien que ha tenido muchas vacaciones en \caGensokyo\c-, \caSaya\c- está acostumbrada a los duelos de hechizos... De los cuales ha sido expulsada. Algunos de sus hechizos personalizados son aparentemente excesivos, según parece.\n"
"\n"
"Para esta aventura, ha elegido cuatro de sus mejores para usar. Cada hechizo puede seleccionarse por medio de una tecla dedicada, y luego ser invocado en cualquier momento con cualquier otra arma.\n"
"Para esta aventura, ha elegido tres de sus mejores para usar. Cada hechizo puede seleccionarse por medio de las teclas de ranura de arma 8, 9 y 0, siendo luego invocado con cualquier otra arma usando un botón dedicado.\n"
"\n"
"Todos ellos usan la misma munición: tu propia reserva de maná. El maná es simplemente energía natural, absorbida del entorno, así que se recupera por su cuenta. Hay otras formas de recargar más rápidamente, por supuesto.";
SAYA_HELP_PAGE7 = "Consejos Adicionales";

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@ -1,3 +1,3 @@
[default]
SAYA_MODVER="\cgRED-EYED RAMPAGE\c- \cw0.1a r105 \cu(Thu 24 Nov 20:43:57 CET 2022)\c-";
SAYA_SHORTVER="\cw0.1a r105 \cu(2022-11-24 20:43:57)\c-";
SAYA_MODVER="\cgRED-EYED RAMPAGE\c- \cw0.1a r106 \cu(Thu 24 Nov 21:02:46 CET 2022)\c-";
SAYA_SHORTVER="\cw0.1a r106 \cu(2022-11-24 21:02:46)\c-";

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@ -115,8 +115,6 @@ const SWWMMAXAMOUNT = 3;
#include "zscript/weapons/saya_trash_fx.zsc"
#include "zscript/weapons/saya_reviled.zsc"
#include "zscript/weapons/saya_reviled_fx.zsc"
#include "zscript/weapons/saya_retribution.zsc"
#include "zscript/weapons/saya_retribution_fx.zsc"
#include "zscript/weapons/saya_rude.zsc"
#include "zscript/weapons/saya_rude_fx.zsc"
#include "zscript/weapons/saya_radiant.zsc"

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@ -20,12 +20,12 @@ extend Class SWWMHandler
}
else if ( e.Name ~== "sayaspellslot" )
{
if ( (e.Args[0] < -2) || (e.Args[0] > 3) ) return;
if ( (e.Args[0] < -2) || (e.Args[0] > 2) ) return;
let saya = SayaPlayer(players[e.player].mo);
if ( saya )
{
if ( e.Args[0] == -2 ) saya.SpellSel = (saya.SpellSel>0)?(saya.SpellSel-1):3;
else if ( e.Args[0] == -1 ) saya.SpellSel = (saya.SpellSel+1)%4;
if ( e.Args[0] == -2 ) saya.SpellSel = (saya.SpellSel>0)?(saya.SpellSel-1):2;
else if ( e.Args[0] == -1 ) saya.SpellSel = (saya.SpellSel+1)%3;
else saya.SpellSel = e.Args[0];
if ( e.player == consoleplayer )
spellchangetic = gametic+1;

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@ -2,7 +2,7 @@
Class SayaStatusBar : SWWMStatusBar
{
TextureID StatusTex[3], StatusIcon[6], InvTex, WeaponTex, MeleeTex, AmmoBar[3], GenTex, SpellTex, SpellIcon[4], SpellBar[3];
TextureID StatusTex[3], StatusIcon[6], InvTex, WeaponTex, MeleeTex, AmmoBar[3], GenTex, SpellTex, SpellIcon[3], SpellBar[3];
int AmmoFlash[7]; // flash when new ammo is received
int AmmoOldAmounts[7]; // to detect when to flash
int StatusFlash[3]; // flash when healing or gaining armor
@ -128,7 +128,6 @@ Class SayaStatusBar : SWWMStatusBar
SpellIcon[0] = TexMan.CheckForTexture("graphics/HUD/SpellcardSel1.png");
SpellIcon[1] = TexMan.CheckForTexture("graphics/HUD/SpellcardSel2.png");
SpellIcon[2] = TexMan.CheckForTexture("graphics/HUD/SpellcardSel3.png");
SpellIcon[3] = TexMan.CheckForTexture("graphics/HUD/SpellcardSel4.png");
SpellBar[0] = TexMan.CheckForTexture("graphics/HUD/SpellcardBar.png");
SpellBar[1] = TexMan.CheckForTexture("graphics/HUD/SpellcardBarFlash.png");
SpellBar[2] = TexMan.CheckForTexture("graphics/HUD/SpellcardBarLag.png");
@ -351,7 +350,7 @@ Class SayaStatusBar : SWWMStatusBar
}
// and the spell stuff
xx = ss.x-(margin+24);
yy = ss.y-(margin+56);
yy = ss.y-(margin+55);
Screen.DrawTexture(SpellTex,false,xx,yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
double mh = clamp(AmmoInter[0].GetValue(fractic),0,100)/2.;
int selslot = -1;
@ -359,13 +358,13 @@ Class SayaStatusBar : SWWMStatusBar
double lmh = clamp(LagInter.GetValue(fractic),0,100)/2.;
if ( lmh > mh )
{
Screen.DrawTexture(SpellBar[2],false,xx+17,yy+54-lmh,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_DestHeightF,lmh-mh,DTA_ColorOverlay,Color(255,0,0,0));
Screen.DrawTexture(SpellBar[2],false,xx+16,yy+53-lmh,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_DestHeightF,lmh-mh);
Screen.DrawTexture(SpellBar[2],false,xx+17,yy+53-lmh,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_DestHeightF,lmh-mh,DTA_ColorOverlay,Color(255,0,0,0));
Screen.DrawTexture(SpellBar[2],false,xx+16,yy+52-lmh,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_DestHeightF,lmh-mh);
}
if ( mh )
{
Screen.DrawTexture(SpellBar[0],false,xx+17,yy+54-mh,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_DestHeightF,mh,DTA_ColorOverlay,Color(255,0,0,0));
Screen.DrawTexture(SpellBar[0],false,xx+16,yy+53-mh,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_DestHeightF,mh);
Screen.DrawTexture(SpellBar[0],false,xx+17,yy+53-mh,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_DestHeightF,mh,DTA_ColorOverlay,Color(255,0,0,0));
Screen.DrawTexture(SpellBar[0],false,xx+16,yy+52-mh,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_DestHeightF,mh);
int f = AmmoFlash[0];
if ( f && (gametic < f) )
{
@ -373,7 +372,7 @@ Class SayaStatusBar : SWWMStatusBar
Screen.DrawTexture(SpellBar[1],false,xx+16,yy+53-mh,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_DestHeightF,mh,DTA_Alpha,alph,DTA_LegacyRenderStyle,STYLE_Add);
}
}
if ( selslot != -1 ) Screen.DrawTexture(SpellIcon[selslot],false,xx+2,(yy+44)-14*selslot,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
if ( selslot != -1 ) Screen.DrawTexture(SpellIcon[selslot],false,xx+2,(yy+43)-14*selslot,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
}
override int DrawStatus()

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@ -44,4 +44,13 @@ Class SayaPlayer : SWWMPlayer
if ( (item is 'Weapon') && level.maptime )
A_StartSound("*weaponlaugh",CHAN_VOICE);
}
override Weapon PickWeapon( int slot, bool checkammo )
{
if ( slot == 8 ) EventHandler.SendNetworkEvent("sayaspellslot",0);
else if ( slot == 9 ) EventHandler.SendNetworkEvent("sayaspellslot",1);
else if ( slot == 0 ) EventHandler.SendNetworkEvent("sayaspellslot",2);
else return Super.PickWeapon(slot,checkammo);
return player.ReadyWeapon;
}
}

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@ -1,5 +0,0 @@
// RETRIBUTION SIGN
extend Class SayaUnarmed
{
}