Classes:FWeapHammer

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Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
  1. You do not need to copy that actor, since it is already defined.
  2. In fact, it's not just useless, it's actually harmful as it can cause problems.
  3. If you want to modify it, or use a modified version, using inheritance is the way to go.
  4. The actor definitions here are put on the wiki for reference purpose only. Learn from them, don't copy them.
  5. There is only one exception: if what you want is changing Ammo capacity, you need to create a new type from Ammo.
Hammer of retribution
Actor type Weapon Game MiniHexenLogoIcon.png
DoomEd Number 123 Class Name FWeapHammer
Spawn ID 28 Identifier T_FIGHTERHAMMER


Classes: InventoryWeaponFighterWeaponFWeapHammer
The Fighter's third weapon, Hammer of retribution, is a powerful tool both for melee and long range. At long range, it launches flaming hammers with splash damage, using some green mana. At melee combat, it is stronger than Timon's Axe, although slower. Uses no mana in melee attacks.

DECORATE definition

ACTOR FWeapHammer : FighterWeapon
{
  +BLOODSPLATTER
  Weapon.SelectionOrder 900
  +WEAPON.AMMO_OPTIONAL
  +WEAPON.MELEEWEAPON
  Weapon.AmmoUse1 3
  Weapon.AmmoGive1 25
  Weapon.KickBack 150
  Weapon.YAdjust -10
  Weapon.AmmoType1 "Mana2"
  Inventory.PickupMessage "$TXT_WEAPON_F3"
  Obituary "$OB_MPFWEAPHAMMERM"
  Tag "$TAG_FWEAPHAMMER"

  action native A_FHammerAttack();
  action native A_FHammerThrow();

  States
  {
  Spawn:
    WFHM A -1
    Stop
  Select:
    FHMR A 1 A_Raise
    Loop
  Deselect:
    FHMR A 1 A_Lower
    Loop
  Ready:
    FHMR A 1 A_WeaponReady
    Loop
  Fire:
    FHMR B 6 Offset(5, 0)
    FHMR C 3 Offset(5, 0) A_FHammerAttack
    FHMR D 3 Offset(5, 0)
    FHMR E 2 Offset(5, 0)
    FHMR E 10 Offset(5, 150) A_FHammerThrow
    FHMR A 1 Offset(0, 60)
    FHMR A 1 Offset(0, 55)
    FHMR A 1 Offset(0, 50)
    FHMR A 1 Offset(0, 45)
    FHMR A 1 Offset(0, 40)
    FHMR A 1 Offset(0, 35)
    FHMR A 1
    Goto Ready
  }
}