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  1. Grondoval (Witchaven) addon-class by Doomkartguy
  2. (acs source code included, everything marked that has been added/modified)
  3. OC DONUTSTEEL
  4.  
  5. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  6. PLAY WITH SAMSARA V0.31 BETA ONLY
  7. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  8.  
  9. /* *************************************************************************** */
  10. //I.) Description
  11. Weapon info:
  12. All Witchaven weapons inherit from a certain class: "WTWeapon".
  13. It has a shield statemachine, which makes it possible to wield the shield any time.
  14. To call it, just use "A_GunFlash".
  15. Altfire throws a health potion to help allies (except the spellbook. Using altfire
  16. changes the spell you wish to cast).
  17.  
  18.  
  19. Whats different from the original Witchaven?
  20. * Inventory:
  21. - The original 'onyx ring' protected you from all ranged attacks (projectiles
  22. in general). But here, it protects you only from fire (just like the
  23. original 'Red Potion')
  24. * Player class:
  25. - You had to get a shitload of experience to have a maximum health of 250,
  26. do more damage etc. I did not implement this, because it would take too
  27. much time. You simply start with 250 health and cause normal damage.
  28. - You are slower than any other Samsara class. Original Grondoval was quite
  29. slow and didn't jump far because of the broken engine.
  30. - I did not include all Grondoval sprites. Only the sword and cast-magic ones.
  31. - If you reached the highest possible level, you could have a total of 300
  32. armor. I did not include this, because Grondoval might then be overpowered.
  33. * Weapons:
  34. - The greatest difference: All weapons are a mix of Witchaven II and Witchaven I.
  35. If Grondoval was melee only, he would quickly get into dangerous situations
  36. and die quickly. And the ammo would be pointless. In Witchaven II the enchanted
  37. weapons did not use ammo, they lasted for the whole map. In original Witchaven
  38. weapons could also break if you overused them. This is not possible here, because
  39. it is part of Grondovals role.
  40. - All prey-seeking projectiles like the 'fire mace' balls or the the 'pike axe's
  41. coulod detect enemies and attack them, even if they were behind you.
  42. Here, you have to aim at enemies to make the projectiles pursuit the enemy.
  43. - If you picked up a weapon, the weapon name is displayed in the top left corner.
  44. Because Weapons do not support pickup states, I could not implement this.
  45. - I wanted to add the door-open spell from Witchaven. Instead of opening doors
  46. "by magic", you could choose a key and every player would get it. I decided
  47. this was way too powerful and left it out.
  48. * Graphics/Sounds:
  49. - X
  50.  
  51. /* *************************************************************************** */
  52. //II.) What is missing/broken?
  53. * Nuke sprites of all Strife, Hexen and Chex monsters.
  54. * Tipboxes are there, but not written.
  55. * I did not understand the concept of the punchdrunks, so it might be broken.
  56. (what the hell is PD used for anyways?)
  57. * I did not find any bugs, but if you find them, mail them to me.
  58. * Weapon message strings (ACS). I suck at making proper, awesome quotes.
  59. * GLDefs missing. Will be added in the next version.
  60. * Coop and DM based projectiles
  61. * Swap slot 6 and slot 7 (?)
  62. * Sounds a bit louder (?)
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