Some text updates. Added dev notes to unimplemented weapons so I don't forget.
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@ -10,6 +10,7 @@ DAMNUM_TYPECOLOR_CONCUSSION = "DamPurple";
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DAMNUM_TYPECOLOR_CRITICALCONCUSSION = "DamPurple";
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DAMNUM_TYPECOLOR_WALLBUST = "DamDarkRed";
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DAMNUM_TYPECOLOR_SHRAPNEL = "DamBrick";
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DAMNUM_TYPECOLOR_SYDON = "DamOrange";
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DAMNUM_TYPECOLOR_BIOSPARK = "DamYellow";
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DAMNUM_TYPECOLOR_KINYLUM = "DamCyan";
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DAMNUM_TYPECOLOR_NOKRON = "DamRed";
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@ -21,3 +22,4 @@ DAMNUM_TYPECOLOR_CANDY = "DamCream";
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DAMNUM_TYPECOLOR_MORTAL = "DamCyan";
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DAMNUM_TYPECOLOR_YNYKRON = "DamPurple";
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DAMNUM_TYPECOLOR_YNYKRONALT = "DamPurple";
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DAMNUM_TYPECOLOR_KABBADON = "DamGold";
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@ -3488,15 +3488,15 @@ SWWM_LORETXT_RAFANKOS =
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"\n"
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"Devised by a reportedly \"insane\" and \"derranged\" engineer at \cfNekuratek\c-'s Advanced Arms Division, this weapon's development was cut short of its initial ambitious plans. Citing that this engineer whose name won't be revealed \"played too many videogames\", he was stopped before he could add a whopping 15 different modes of operation to the weapon, rendering it extremely convoluted, costly and \"completely ridiculous\".\n"
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"\n"
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"The \cfRafan-Kos\c- project (\"Ultimate Weapon\" in Nukuribaku) would only be partially completed once chief engineer \cfZanaveth Nekuraku I\c- personally stepped in to ask for this \"inanity\" to cease. The end result seemed satisfactory enough despite complaints from its creator, and would be eventually commercialized.\n"
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"The \cfRafan-Kos\c- project (\"Ultimate Weapon\" in Nukuribaku) would only be partially completed once chief engineer \cfZanaveth Nekuraku I\c- personally stepped in to ask for this \"inanity\" to cease. The end result seemed satisfactory enough despite complaints from its creator, and would be eventually commercialized... For a short time.\n"
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"\n"
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"The weapon employs \cfKabbadon\c- as fuel, a common byproduct of \cfNokorokinylum\c- fusion, thus making it fairly easy to produce. However, the density and degree of purity required in the creation of a single fuel pod make its price escalate dramatically.\n"
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"\n"
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"\cfPrimary Fire:\c- Release a radiant blast of energy that punches its way through anything, sending sparks flying in all directions along its path and burning other nearby targets. The blast burns for up to five seconds before rapidly dissipating.\n"
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"\cfPrimary Fire:\c- Release a radiant blast of energy that punches its way through anything, sending sparks flying in all directions along its path and burning other nearby targets. The blast burns for up to ten seconds at full pod charge.\n"
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"\n"
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"\cfSecondary Fire:\c- Releases several scattered blasts in a wide cone, with similar destructive potential, but burning quicker, stronger, and dissipating more rapidly.\n"
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"\cfSecondary Fire:\c- Releases several scattered blasts in a wide cone, with only a fraction of the full destructive potential in each. The pod will drain twice as fast in this mode.\n"
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"\n"
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"\cfReload:\c- Loads in a new magazine, each holding four pods. The currently loaded pod must be fully discharged before a new one can be chambered in.\n"
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"\cfReload:\c- Loads in a new magazine, each holding four pods. The currently loaded pod must be fully discharged before a new one can be chambered in (spent pod ejection is automated).\n"
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"\n"
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"\cfTechniques:\c- Due to using a singular trigger at different pressures, alternating between both fire modes is completely seamless.\n"
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"\n"
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@ -3237,15 +3237,15 @@ SWWM_LORETXT_RAFANKOS =
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"\n"
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"Ideada por un supuestamente \"loco\" y \"desquiciado\" ingeniero de la División de Armas Avanzadas de \cfNekuratek\c-, el desarrollo de este arma se vio interrumpido mucho antes de alcanzar sus ambiciosos planes. Citando que este ingeniero cuyo nombre no será revelado \"jugó a demasiados videojuegos\", fue interrumpido antes de que llegara a implementar la friolera de 15 diferentes modos de operación del arma, haciéndola extremadamente complicada, costosa y \"completamente ridícula\".\n"
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"\n"
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"El proyecto \cfRafan-Kos\c- (\"Arma Definitiva\" en Nukuribaku) solo sería completado en parte una vez el jefe de ingeniería \cfZanaveth Nekuraku I\c- se plantara personalmente para pedir que cesara tal \"inanidad\". El resultado final pareció satisfactorio a pesar de las quejas de su creador, y sería finalmente comercializado.\n"
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"El proyecto \cfRafan-Kos\c- (\"Arma Definitiva\" en Nukuribaku) solo sería completado en parte una vez el jefe de ingeniería \cfZanaveth Nekuraku I\c- se plantara personalmente para pedir que cesara tal \"inanidad\". El resultado final pareció satisfactorio a pesar de las quejas de su creador, y sería finalmente comercializado... Durante poco tiempo.\n"
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"\n"
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"El arma emplea \cfKabbadon\c- como combustible, un subproducto común de la fusión de \cfNokorokinylum\c-, haciéndolo así fácil de fabricar. Sin embargo, dada la densidad y pureza requeridas en la creación de una sola cápsula de combustible hacen que su precio escale dramáticamente.\n"
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"\n"
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"\cfFuego Primario:\c- Libera un radiante estallido de energía que se abre paso a través de todo, soltando chispas en todas direcciones a su paso y quemando objetivos cercanos. El estallido arde durante un máximo de cinco segundos antes de disiparse rápidamente.\n"
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"\cfFuego Primario:\c- Libera un radiante estallido de energía que se abre paso a través de todo, soltando chispas en todas direcciones a su paso y quemando objetivos cercanos. El estallido arde durante un máximo de diez segundos con una cápsula cargada del todo.\n"
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"\n"
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"\cfFuego Secundario:\c- Libera varios estallidos dispersos en un cono amplio, con un potencial destructivo similar, pero ardiendo más rápido, con mayor intensidad, y disipándose mucho antes.\n"
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"\cfFuego Secundario:\c- Libera varios estallidos dispersos en un cono amplio, con una fracción del potencial destructivo total en cada uno. La cápsula se consumirá el doble de rápido en este modo.\n"
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"\n"
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"\cfRecarga:\c- Coloca un nuevo cargador, cada uno almacenando cuatro cápsulas. La cápsula cargada debe gastarse completamente antes de poder insertar una nueva en la recámara.\n"
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"\cfRecarga:\c- Coloca un nuevo cargador, cada uno almacenando cuatro cápsulas. La cápsula cargada debe gastarse completamente antes de poder insertar una nueva en la recámara (la eyección de la cápsula usada es automática).\n"
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"\n"
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"\cfTécnicas:\c- Al usar un solo gatillo con diferentes grados de presión, la acción de alternar entre ambos modos de disparo es completamente fluida.\n"
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"\n"
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@ -1,7 +0,0 @@
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[enu default]
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DEFPNAME = "the one they call \cfDemolitionist\c-";
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BOSSDLG2 = "DO YOU KNOW, MACHINE, WHAT YOU HAVE DONE? THE BARRIERS YOU HAVE DESTROYED WERE NOT OF MY CREATION.";
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BEATDLG2 = "Well... if it isn't the little robot that's been \"exploding knees\" among Hell's forces.";
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BEATDLG14 = "Here! I'm feeling generous tonight. I know it's not very modern like what you tend to carry around, but it'll do.";
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BEATDLG22 = "Not ever in my thousand years as a witch have I seen someone like you! What sort of killer machine are you!?";
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BEATDLG27 = "\cgNO SMALL BOMBS WERE USED IN THE ROKKENJIMA MURDERS\c-";
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@ -1,3 +1,3 @@
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[default]
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r996 \cu(Thu 2 Nov 20:12:19 CET 2023)\c-";
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SWWM_SHORTVER="\cw1.3pre r996 \cu(2023-11-02 20:12:19)\c-";
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r997 \cu(Sun 5 Nov 11:08:43 CET 2023)\c-";
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SWWM_SHORTVER="\cw1.3pre r997 \cu(2023-11-05 11:08:43)\c-";
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@ -14,15 +14,15 @@ TXT
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Devised by a reportedly "insane" and "derranged" engineer at **Nekuratek**'s Advanced Arms Division, this weapon's development was cut short of its initial ambitious plans. Citing that this engineer whose name won't be revealed "played too many videogames", he was stopped before he could add a whopping 15 different modes of operation to the weapon, rendering it extremely convoluted, costly and "completely ridiculous".
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The **Rafan-Kos** project ("Ultimate Weapon" in Nukuribaku) would only be partially completed once chief engineer **Zanaveth Nekuraku I** personally stepped in to ask for this "inanity" to cease. The end result seemed satisfactory enough despite complaints from its creator, and would be eventually commercialized.
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The **Rafan-Kos** project ("Ultimate Weapon" in Nukuribaku) would only be partially completed once chief engineer **Zanaveth Nekuraku I** personally stepped in to ask for this "inanity" to cease. The end result seemed satisfactory enough despite complaints from its creator, and would be eventually commercialized... For a short time.
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The weapon employs **Kabbadon** as fuel, a common byproduct of **Nokorokinylum** fusion, thus making it fairly easy to produce. However, the density and degree of purity required in the creation of a single fuel pod make its price escalate dramatically.
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\cfPrimary Fire:\c- Release a radiant blast of energy that punches its way through anything, sending sparks flying in all directions along its path and burning other nearby targets. The blast burns for up to five seconds before rapidly dissipating.
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\cfPrimary Fire:\c- Release a radiant blast of energy that punches its way through anything, sending sparks flying in all directions along its path and burning other nearby targets. The blast burns for up to ten seconds at full pod charge.
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\cfSecondary Fire:\c- Releases several scattered blasts in a wide cone, with similar destructive potential, but burning quicker, stronger, and dissipating more rapidly.
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\cfSecondary Fire:\c- Releases several scattered blasts in a wide cone, with only a fraction of the full destructive potential in each. The pod will drain twice as fast in this mode.
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\cfReload:\c- Loads in a new magazine, each holding four pods. The currently loaded pod must be fully discharged before a new one can be chambered in.
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\cfReload:\c- Loads in a new magazine, each holding four pods. The currently loaded pod must be fully discharged before a new one can be chambered in (spent pod ejection is automated).
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\cfTechniques:\c- Due to using a singular trigger at different pressures, alternating between both fire modes is completely seamless.
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@ -8,15 +8,15 @@ TXT
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Ideada por un supuestamente "loco" y "desquiciado" ingeniero de la División de Armas Avanzadas de **Nekuratek**, el desarrollo de este arma se vio interrumpido mucho antes de alcanzar sus ambiciosos planes. Citando que este ingeniero cuyo nombre no será revelado "jugó a demasiados videojuegos", fue interrumpido antes de que llegara a implementar la friolera de 15 diferentes modos de operación del arma, haciéndola extremadamente complicada, costosa y "completamente ridícula".
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El proyecto **Rafan-Kos** ("Arma Definitiva" en Nukuribaku) solo sería completado en parte una vez el jefe de ingeniería **Zanaveth Nekuraku I** se plantara personalmente para pedir que cesara tal "inanidad". El resultado final pareció satisfactorio a pesar de las quejas de su creador, y sería finalmente comercializado.
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El proyecto **Rafan-Kos** ("Arma Definitiva" en Nukuribaku) solo sería completado en parte una vez el jefe de ingeniería **Zanaveth Nekuraku I** se plantara personalmente para pedir que cesara tal "inanidad". El resultado final pareció satisfactorio a pesar de las quejas de su creador, y sería finalmente comercializado... Durante poco tiempo.
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El arma emplea **Kabbadon** como combustible, un subproducto común de la fusión de **Nokorokinylum**, haciéndolo así fácil de fabricar. Sin embargo, dada la densidad y pureza requeridas en la creación de una sola cápsula de combustible hacen que su precio escale dramáticamente.
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\cfFuego Primario:\c- Libera un radiante estallido de energía que se abre paso a través de todo, soltando chispas en todas direcciones a su paso y quemando objetivos cercanos. El estallido arde durante un máximo de cinco segundos antes de disiparse rápidamente.
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\cfFuego Primario:\c- Libera un radiante estallido de energía que se abre paso a través de todo, soltando chispas en todas direcciones a su paso y quemando objetivos cercanos. El estallido arde durante un máximo de diez segundos con una cápsula cargada del todo.
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\cfFuego Secundario:\c- Libera varios estallidos dispersos en un cono amplio, con un potencial destructivo similar, pero ardiendo más rápido, con mayor intensidad, y disipándose mucho antes.
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\cfFuego Secundario:\c- Libera varios estallidos dispersos en un cono amplio, con una fracción del potencial destructivo total en cada uno. La cápsula se consumirá el doble de rápido en este modo.
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\cfRecarga:\c- Coloca un nuevo cargador, cada uno almacenando cuatro cápsulas. La cápsula cargada debe gastarse completamente antes de poder insertar una nueva en la recámara.
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\cfRecarga:\c- Coloca un nuevo cargador, cada uno almacenando cuatro cápsulas. La cápsula cargada debe gastarse completamente antes de poder insertar una nueva en la recámara (la eyección de la cápsula usada es automática).
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\cfTécnicas:\c- Al usar un solo gatillo con diferentes grados de presión, la acción de alternar entre ambos modos de disparo es completamente fluida.
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@ -134,7 +134,8 @@ Coming from Instant Action 3, of all places, here's this thing.
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Primary fire fires (duh).
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Secondary fire switches to golden shells (if you've got any).
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Reload does what you'd expect it to do.
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This thing may be unwieldy, but boy does it let you use some fun ammo types.
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This thing may be unwieldy, but it's handy in a pinch, as it reloads faster
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than the next gun on the list.
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2.1.4. Wallbuster
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@ -1,6 +1,23 @@
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// Nuutek Plasma Blaster (from SWWM series)
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// Slot 2, spawns shared with Explodium Gun
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/*
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dev notes:
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- very low recoil per shot, except for altfire
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- chargelevel is used as a timer, once reached, release altfire to
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spend entire clipcount for alt projectile, with damage, size and
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lifespan scaling with clipcount
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- idea for projectile include solid "glob" with glowing tail, as well
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as various particle trails and lingering "beams"
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- lingering beams will use bezier curves to follow trailing points that
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gradually move away, with alpha interpolating between them based on
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their own lifespan as well (no idea how hard this will be to
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implement but that's part of the fun, really)
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- originally intended to have a very verbose display, but that may not
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be a great idea and I need to look into a more "ergonomic" design
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*/
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Class PlasmaBlast : SWWMWeapon
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{
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int clipcount, chargelevel;
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@ -1,9 +1,30 @@
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// Tach-Engine & Nekuratek Sparkster x3 (from UnSX 2)
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// Slot 7, spawns shared with Biospark Carbine
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/*
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dev notes:
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- the general idea for primary fire is a projectile akin to the asmd
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ball, just with far more splash damage, closer to a rocket in damage
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perhaps
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- the altfire will be a single projectile at first, which will quickly
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explode forwards into a cloud of nokron (akin to the old hellblazer
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ravagers), the cloud will have some conical spread to it, but not
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a lot
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- the combo fire is going to be more or less identical to that of the
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UT99 incarnation of the weapon, complete with the tail of rotating
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rings (though initially accidental, it has a very charming look)
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- obviously, as it is a nokorokinylum projectile, it will also have
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the lingering beams as well like in the plasma blast
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- charge level is based on how long each trigger is held, up to a
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certain cap, and it only really affects damage scaling as well as
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splash radius
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*/
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Class ModernSparkster : SWWMWeapon
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{
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int clipcount, clipcount2;
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int chargelevel, chargelevel2;
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Property ClipCount : clipcount;
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Property ClipCount2 : clipcount2;
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@ -1,6 +1,19 @@
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// Blackmann Arms "Puntzer Beta" SMW.05 Revolver (planned for unreleased SWWM Iridium)
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// Slot 3, spawns shared with Spreadgun
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/*
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dev notes:
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- not much to say about this one, most of the real trouble will come
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from the modeling and animation, the code work shouldn't be hard
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- there won't be a "mash fire button to shoot faster" here, because
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that sort of ability is better reserved for the side mods, where
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actual flesh and bone individuals are handling the guns, not a robot
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with programmed, neatly measured, automatic motions (this is why
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demo-chan had to relearn how to handle guns after getting a maidbot
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body)
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*/
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Class PuntzerBeta : SWWMWeapon
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{
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int bullets[6];
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// Blackmann Arms "Puntzer Gamma" SMW.05 Assault Carbine (was planned for SWWM Z)
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// Slot 4, spawns shared with Wallbuster
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/*
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dev notes:
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- not much on this one either
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- the idea of putting an ammo readout on the magazine itself has been
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going through my mind, maybe I'll do that, seeing as they are
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electronically operated rather than using a simple mechanical spring
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*/
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Class PuntzerGamma : SWWMWeapon
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{
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int ClipCount;
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// Kmonn Shunna Ray-Khom (from UnSX series)
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// Slot 8, shared spawn with Silver Bullet JET
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/*
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dev notes:
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- I cannot screw this one up, this is the chance to finally bring it
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into existence and it has to be as accurate as possible to the lore
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- A fun idea I've had is to use scripted textures to draw arc lightning
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around the barrel and bayonets, using a "glass overlay" akin to the
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one on the hellblazer
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- The scope will use a set of coarse gravity-affected linetraces to
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calculate where the projectile will land and then offset the reticle
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accordingly, shouldn't be too hard, but it's best to do it per-tic
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and then interpolate in the render pass
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- the logic for the lightning in water effect shouldn't be too
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difficult, albeit costly due to the need for recursion between
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connected sectors that have liquid terrain, as well as swimmable 3d
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floors, height transfers, etc.
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- obviously a range limit must be added for that, about 3200 map units
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(100 meters) should be enough?
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- the idea with the charge is that it always goes up, but primary fire
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only consumes a bit of it, thus ensuring a steady automatic fire rate
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and then the secondary drains all of it, which will make it charge
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back up slower
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- the fulldrain bool is set by the altfire, so when charge is back to
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full, a message will be sent to the player in case the weapon is
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holstered, kinda like the full charge message for the ynykton
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*/
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Class RayKhom : SWWMWeapon
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{
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int clipcount, clipcount2;
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bool chambered;
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int charge;
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bool fulldrain;
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Property ClipCount : clipcount;
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// Nekuratek Rafan-Kos aka "The Ultimate Weapon" (from UnSX 4)
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// Slot 0, spawns shared with Ynykron Artifact
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/*
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dev notes:
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- another weapon of the old lore, gotta do my best here
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- charge should start with "one extra point", which will count as
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the vacuum seal on the pod itself having to be broken before it can
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be used, it's simple enough
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- to eject the pod, the entire crucible (the barrel) has to slide
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backwards, important design detail
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- magazine is loaded from the front by opening the handguard as if it
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was an oven door (yes, that's how I want it)
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- the "elastic beam" system from that one failed unrealscript project
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could be recycled for this
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- obviously, each beam has to do the fun thing of keeping track of
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entry and exit points into level geometry, hopefully this won't be
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too costly as the beam range isn't super-long and segments will be
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rather large in size, though I worry about the altfire since the idea
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is to split it into four thinner beams with the same length but lower
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damage
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*/
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Class RafanKos : SWWMWeapon
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{
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int clipcount;
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