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