Classes:MWeapBloodscourge

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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.
Bloodscourge
Actor type Weapon Game MiniHexenLogoIcon.png
DoomEd Number None Class Name MWeapBloodscourge


Classes: InventoryWeaponMageWeaponMWeapBloodscourge
The Mage's ultimate weapon, the Bloodscourge fires homing projectiles. It uses 15 green and blue mana per shot.

DECORATE definition

ACTOR MWeapBloodscourge : MageWeapon native
{
  Health 3
  Weapon.SelectionOrder 3100
  Weapon.AmmoUse1 15
  Weapon.AmmoUse2 15
  Weapon.AmmoGive1 20
  Weapon.AmmoGive2 20
  Weapon.KickBack 150
  Weapon.YAdjust 20
  Weapon.AmmoType1 "Mana1"
  Weapon.AmmoType2 "Mana2"
  +WEAPON.PRIMARY_USES_BOTH
  +INVENTORY.NOATTENPICKUPSOUND
  Inventory.PickupMessage "$TXT_WEAPON_M4" // "BLOODSCOURGE ASSEMBLED"
  Inventory.PickupSound "WeaponBuild"
  Tag "$TAG_MWEAPBLOODSCOURGE"

  action native A_MStaffAttack();
  action native A_MStaffPalette();

  States
  {
  Spawn:
    TNT1 A -1
    Stop
  Select:
    MSTF A 1 A_Raise
    Loop
  Deselect:
    MSTF A 1 A_Lower
    Loop
  Ready:
    MSTF AAAAAABBBBBBCCCCCCDDDDDDEEEEEEFFFFF 1 A_WeaponReady
    Loop
  Fire:
    MSTF G 4 Offset(0, 40)
    MSTF H 4 Bright Offset(0, 48) A_MStaffAttack
    MSTF H 2 Bright Offset(0, 48) A_MStaffPalette
    MSTF II 2 Offset(0, 48) A_MStaffPalette
    MSTF I 1 Offset(0, 40)
    MSTF J 5 Offset(0, 36)
    Goto Ready
  }
}