Remove one (1) spellcard.
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12
keyconf.txt
12
keyconf.txt
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@ -5,10 +5,8 @@ addmenukey "$SAYA_RELOADFIRE" "+reload"
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addmenukey "$SAYA_MELEE" "+user1"
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addmenukey "$SAYA_EXTRAFIRE" "+user4"
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addmenukey "$SAYA_SPELLCAST" "+user3"
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addmenukey "$SAYA_SPELL1" "netevent sayaspellslot 0"
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addmenukey "$SAYA_SPELL2" "netevent sayaspellslot 1"
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addmenukey "$SAYA_SPELL3" "netevent sayaspellslot 2"
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addmenukey "$SAYA_SPELL4" "netevent sayaspellslot 3"
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addmenukey "$SAYA_SPELLPREV" "netevent sayaspellslot -2"
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addmenukey "$SAYA_SPELLNEXT" "netevent sayaspellslot -1"
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addmenukey "$SWWM_DODGE" "+user2"
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addmenukey "$SWWM_MINIMAPIN" "event swwmzoomin"
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addmenukey "$SWWM_MINIMAPOUT" "event swwmzoomout"
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@ -18,10 +16,8 @@ defaultbind "r" "+reload"
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defaultbind "f" "+user1"
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defaultbind "g" "+user4"
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defaultbind "v" "+user3"
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defaultbind "h" "netevent sayaspellslot 0"
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defaultbind "j" "netevent sayaspellslot 1"
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defaultbind "k" "netevent sayaspellslot 2"
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defaultbind "l" "netevent sayaspellslot 3"
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defaultbind "n" "netevent sayaspellslot -2"
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defaultbind "m" "netevent sayaspellslot -1"
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defaultbind "alt" "+user2"
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defaultbind "kp+" "event swwmzoomin"
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defaultbind "kp-" "event swwmzoomout"
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@ -16,9 +16,8 @@ T_SAYAHAMMER = "Furious Warhammer";
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T_SAYAPOS = "Jackhammer";
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I_SAYAPOS = "Ninnacht \"Jackhammer\" Revolver Shotgun";
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T_SAYASPELLCARD1 = "Reviled Sign";
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T_SAYASPELLCARD2 = "Retribution Sign";
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T_SAYASPELLCARD3 = "Rude Sign";
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T_SAYASPELLCARD4 = "Radiant Sign";
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T_SAYASPELLCARD2 = "Rude Sign";
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T_SAYASPELLCARD3 = "Radiant Sign";
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T_SAYARIFLEAMMO = ".45 LV Round";
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T_SAYARIFLEAMMOS = ".45 LV Rounds";
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T_SAYAGAUSSAMMO = "Hyperion Mag";
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@ -7,10 +7,8 @@ SAYA_RELOADFIRE = "Reload";
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SAYA_MELEE = "Quick Kick";
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SAYA_SPELLCAST = "Cast Spell";
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SAYA_EXTRAFIRE = "Grenade";
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SAYA_SPELL1 = "Spellcard Slot 1";
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SAYA_SPELL2 = "Spellcard Slot 2";
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SAYA_SPELL3 = "Spellcard Slot 3";
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SAYA_SPELL4 = "Spellcard Slot 4";
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SAYA_SPELLPREV = "Previous Spell";
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SAYA_SPELLNEXT = "Next Spell";
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// skills
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SAYA_SKEASY="\cdEasy Mode\c-";
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SAYA_SKNORMAL="\ciNormal Mode\c-";
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@ -73,7 +71,7 @@ SAYA_HELP_PAGE6 = "Saya's Arsenal (Part 4: Spellcards)";
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SAYA_HELP_PAGE6_TXT =
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"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"
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"\n"
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"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"
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"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"
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"\n"
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"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.";
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SAYA_HELP_PAGE7 = "Additional Tips";
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@ -10,9 +10,8 @@ I_SAYAPLASMA = "Rifle de Plasma Nekuratek \"Nabikuni\"";
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T_SAYAHAMMER = "Martillo de Guerra Furioso";
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I_SAYAPOS = "Escopeta Revólver Ninnacht \"Jackhammer\"";
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T_SAYASPELLCARD1 = "Signo de Injuria";
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T_SAYASPELLCARD2 = "Signo de Retribución";
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T_SAYASPELLCARD3 = "Signo de Rudeza";
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T_SAYASPELLCARD4 = "Signo de Brillantez";
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T_SAYASPELLCARD2 = "Signo de Rudeza";
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T_SAYASPELLCARD3 = "Signo de Brillantez";
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T_SAYARIFLEAMMO = "Bala de .45 LV";
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T_SAYARIFLEAMMOS = "Balas de .45 LV";
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T_SAYAGAUSSAMMO = "Cargador de Hyperion";
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@ -7,10 +7,8 @@ SAYA_RELOADFIRE = "Recargar";
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SAYA_MELEE = "Patada Rápida";
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SAYA_SPELLCAST = "Invocar Hechizo";
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SAYA_EXTRAFIRE = "Granada";
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SAYA_SPELL1 = "Ranura de Hechizo 1";
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SAYA_SPELL2 = "Ranura de Hechizo 2";
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SAYA_SPELL3 = "Ranura de Hechizo 3";
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SAYA_SPELL4 = "Ranura de Hechizo 4";
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SAYA_SPELLPREV = "Hechizo Anterior";
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SAYA_SPELLNEXT = "Hechizo Siguiente";
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// skills
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SAYA_SKEASY="\cdModo Fácil\c-";
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SAYA_SKNORMAL="\ciModo Normal\c-";
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@ -69,7 +67,7 @@ SAYA_HELP_PAGE6 = "Arsenal de Saya (Parte 4: Hechizos)";
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SAYA_HELP_PAGE6_TXT =
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"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"
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"\n"
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"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"
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"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"
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"\n"
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"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.";
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SAYA_HELP_PAGE7 = "Consejos Adicionales";
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@ -1,3 +1,3 @@
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[default]
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SAYA_MODVER="\cgRED-EYED RAMPAGE\c- \cw0.1a r105 \cu(Thu 24 Nov 20:43:57 CET 2022)\c-";
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SAYA_SHORTVER="\cw0.1a r105 \cu(2022-11-24 20:43:57)\c-";
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SAYA_MODVER="\cgRED-EYED RAMPAGE\c- \cw0.1a r106 \cu(Thu 24 Nov 21:02:46 CET 2022)\c-";
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SAYA_SHORTVER="\cw0.1a r106 \cu(2022-11-24 21:02:46)\c-";
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@ -115,8 +115,6 @@ const SWWMMAXAMOUNT = 3;
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#include "zscript/weapons/saya_trash_fx.zsc"
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#include "zscript/weapons/saya_reviled.zsc"
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#include "zscript/weapons/saya_reviled_fx.zsc"
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#include "zscript/weapons/saya_retribution.zsc"
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#include "zscript/weapons/saya_retribution_fx.zsc"
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#include "zscript/weapons/saya_rude.zsc"
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#include "zscript/weapons/saya_rude_fx.zsc"
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#include "zscript/weapons/saya_radiant.zsc"
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@ -20,12 +20,12 @@ extend Class SWWMHandler
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}
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else if ( e.Name ~== "sayaspellslot" )
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{
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if ( (e.Args[0] < -2) || (e.Args[0] > 3) ) return;
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if ( (e.Args[0] < -2) || (e.Args[0] > 2) ) return;
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let saya = SayaPlayer(players[e.player].mo);
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if ( saya )
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{
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if ( e.Args[0] == -2 ) saya.SpellSel = (saya.SpellSel>0)?(saya.SpellSel-1):3;
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else if ( e.Args[0] == -1 ) saya.SpellSel = (saya.SpellSel+1)%4;
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if ( e.Args[0] == -2 ) saya.SpellSel = (saya.SpellSel>0)?(saya.SpellSel-1):2;
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else if ( e.Args[0] == -1 ) saya.SpellSel = (saya.SpellSel+1)%3;
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else saya.SpellSel = e.Args[0];
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if ( e.player == consoleplayer )
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spellchangetic = gametic+1;
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@ -2,7 +2,7 @@
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Class SayaStatusBar : SWWMStatusBar
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{
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TextureID StatusTex[3], StatusIcon[6], InvTex, WeaponTex, MeleeTex, AmmoBar[3], GenTex, SpellTex, SpellIcon[4], SpellBar[3];
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TextureID StatusTex[3], StatusIcon[6], InvTex, WeaponTex, MeleeTex, AmmoBar[3], GenTex, SpellTex, SpellIcon[3], SpellBar[3];
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int AmmoFlash[7]; // flash when new ammo is received
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int AmmoOldAmounts[7]; // to detect when to flash
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int StatusFlash[3]; // flash when healing or gaining armor
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@ -128,7 +128,6 @@ Class SayaStatusBar : SWWMStatusBar
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SpellIcon[0] = TexMan.CheckForTexture("graphics/HUD/SpellcardSel1.png");
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SpellIcon[1] = TexMan.CheckForTexture("graphics/HUD/SpellcardSel2.png");
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SpellIcon[2] = TexMan.CheckForTexture("graphics/HUD/SpellcardSel3.png");
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SpellIcon[3] = TexMan.CheckForTexture("graphics/HUD/SpellcardSel4.png");
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SpellBar[0] = TexMan.CheckForTexture("graphics/HUD/SpellcardBar.png");
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SpellBar[1] = TexMan.CheckForTexture("graphics/HUD/SpellcardBarFlash.png");
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SpellBar[2] = TexMan.CheckForTexture("graphics/HUD/SpellcardBarLag.png");
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@ -351,7 +350,7 @@ Class SayaStatusBar : SWWMStatusBar
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}
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// and the spell stuff
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xx = ss.x-(margin+24);
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yy = ss.y-(margin+56);
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yy = ss.y-(margin+55);
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Screen.DrawTexture(SpellTex,false,xx,yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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double mh = clamp(AmmoInter[0].GetValue(fractic),0,100)/2.;
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int selslot = -1;
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@ -359,13 +358,13 @@ Class SayaStatusBar : SWWMStatusBar
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double lmh = clamp(LagInter.GetValue(fractic),0,100)/2.;
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if ( lmh > mh )
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{
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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));
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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);
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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));
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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);
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}
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if ( mh )
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{
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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));
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Screen.DrawTexture(SpellBar[0],false,xx+16,yy+53-mh,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_DestHeightF,mh);
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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));
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Screen.DrawTexture(SpellBar[0],false,xx+16,yy+52-mh,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_DestHeightF,mh);
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int f = AmmoFlash[0];
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if ( f && (gametic < f) )
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{
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@ -373,7 +372,7 @@ Class SayaStatusBar : SWWMStatusBar
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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);
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}
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}
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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);
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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);
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}
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override int DrawStatus()
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@ -44,4 +44,13 @@ Class SayaPlayer : SWWMPlayer
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if ( (item is 'Weapon') && level.maptime )
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A_StartSound("*weaponlaugh",CHAN_VOICE);
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}
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override Weapon PickWeapon( int slot, bool checkammo )
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{
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if ( slot == 8 ) EventHandler.SendNetworkEvent("sayaspellslot",0);
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else if ( slot == 9 ) EventHandler.SendNetworkEvent("sayaspellslot",1);
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else if ( slot == 0 ) EventHandler.SendNetworkEvent("sayaspellslot",2);
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else return Super.PickWeapon(slot,checkammo);
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return player.ReadyWeapon;
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}
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}
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@ -1,5 +0,0 @@
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// RETRIBUTION SIGN
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extend Class SayaUnarmed
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{
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}
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