Classes:Mace

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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.
Firemace
Actor type Weapon Game MiniHereticLogoIcon.png (Heretic)
DoomEd Number None Class Name Mace
Spawn ID 31 Identifier T_MACE


Classes: InventoryWeaponHereticWeaponMace
 →MacePowered

The firemace is Heretic's ultimate weapon, and may seem a bit disappointing as long as it isn't coupled with a tome of power. It fires a rapid stream of spheres which produce other spheres when bouncing on the ground. While its rate of fire is good, its projectiles are slow and have a limited range, and they harmlessly pass through enemies with the GHOST flag, or protected by a shadowsphere.

Contrarily to most other weapons, it cannot be placed directly on a map; instead one or several MaceSpawner things are placed, and there is a ~75% chance that a firemace will appear on a randomly-selected MaceSpawner.

DECORATE definition

ACTOR Mace : HereticWeapon
{
  Weapon.SelectionOrder 1400
  Weapon.AmmoUse 1
  Weapon.AmmoGive1 50
  Weapon.YAdjust 15
  Weapon.AmmoType "MaceAmmo"
  Weapon.SisterWeapon "MacePowered"
  Inventory.PickupMessage "$TXT_WPNMACE"
  Tag "$TAG_MACE"

  action native A_FireMacePL1();

  States
  {
  Spawn:
    WMCE A -1
    Stop
  Ready:
    MACE A 1 A_WeaponReady
    Loop
  Deselect:
    MACE A 1 A_Lower
    Loop
  Select:
    MACE A 1 A_Raise
    Loop
  Fire:
    MACE B 4
  Hold:
    MACE CDEF 3 A_FireMacePL1
    MACE C 4 A_ReFire
    MACE DEFB 4
    Goto Ready
  }
}