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