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Lithia
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an 2018-08-09 00:02:47 -04:00
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*.c linguist-language=C
*.h linguist-language=C

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working/*
*.ir
*.bin
language.*.txt
pkdata/*
*.png
*.dbs
*.wad.b*
*.swp

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## Copyright © 2016-2017 Graham Sanderson
## Compiler
CC=gdcc-cc
LD=gdcc-ld
MAKELIB=gdcc-makelib
## Compiler flags
TARGET=--bc-target=Zandronum
LFLAGS=$(TARGET) --bc-zdacs-init-delay
CFLAGS=$(TARGET)
LIB_STA =3000000000
MAIN_STA=3500000000
## Sources
IR=ir
SRCDIR=source
PK_BIN=pk/acs
LIB_OUTPUTS=$(IR)/libc.ir $(IR)/libGDCC.ir
LIB_BINARY=$(PK_BIN)/lithlib.bin
LIB_CFLAGS=$(LIB_INIT)
LIB_LFLAGS=$(LIB_INIT) --alloc-minimum Sta "" $(LIB_STA)
MAIN_IR=$(IR)/main
MAIN_SRC=$(SRCDIR)/Main
MAIN_INC=$(SRCDIR)/Headers
MAIN_SOURCES=$(wildcard $(MAIN_SRC)/*.c)
MAIN_HEADERS=$(wildcard $(MAIN_INC)/*.h)
MAIN_OUTPUTS=$(MAIN_SOURCES:$(MAIN_SRC)/%.c=$(MAIN_IR)/%.ir)
MAIN_BINARY=$(PK_BIN)/lithmain.bin
MAIN_CFLAGS=-i$(MAIN_INC) $(MAIN_INIT) -Dnull=NULL --alloc-Aut 2150
MAIN_LFLAGS=-llithlib $(MAIN_INIT) --alloc-minimum Sta "" $(MAIN_STA)
DECOMPAT_INPUTS=$(MAIN_INC)/lith_weapons.h \
$(MAIN_INC)/lith_pdata.h \
$(MAIN_INC)/lith_wdata.h \
$(MAIN_INC)/lith_lognames.h \
$(MAIN_INC)/lith_upgradenames.h \
$(MAIN_INC)/lith_scorenums.h
## Targets
.PHONY: bin dec clean text
all: dec text bin
bin: $(LIB_BINARY) $(MAIN_BINARY)
source/Headers/lith_weapons.h source/Main/p_weaponinfo.c: wepc.rb source/Weapons.txt
@echo WEPC
@./wepc.rb source/Weapons.txt,source/Headers/lith_weapons.h,source/Main/p_weaponinfo.c
dec: decompat.rb $(DECOMPAT_INPUTS)
@echo DEC
@./decompat.rb $(DECOMPAT_INPUTS)
text: compilefs.rb
@echo TEXT
@cd filedata; ../compilefs.rb _Directory.txt
clean:
@echo CLEAN
@rm -f $(MAIN_OUTPUTS) $(LIB_OUTPUTS)
## .ir -> .bin
$(LIB_BINARY): $(LIB_OUTPUTS)
@echo LD $@
@$(LD) $(LFLAGS) $(LIB_LFLAGS) $^ -o $@
$(MAIN_BINARY): $(MAIN_OUTPUTS)
@echo LD $@
@$(LD) $(LFLAGS) $(MAIN_LFLAGS) $^ -o $@
## .c -> .ir
$(MAIN_IR)/%.ir: $(MAIN_SRC)/%.c $(MAIN_HEADERS)
@echo CC $<
@$(CC) $(CFLAGS) $(MAIN_CFLAGS) -DFileHash=$(shell ./strh.rb $<) -c $< -o $@
$(IR)/libc.ir:
@echo MAKELIB $@
@$(MAKELIB) $(TARGET) $(LIB_CFLAGS) -c libc -o $@
$(IR)/libGDCC.ir:
@echo MAKELIB $@
@$(MAKELIB) $(TARGET) $(LIB_CFLAGS) -c libGDCC -o $@
## EOF

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#!/usr/bin/env ruby
## Copyright © 2017 Graham Sanderson, all rights reserved.
## CompileFS: Formatted text → LANGUAGE processor.
def escape text
text.gsub(/((?<m>\\)(?!c))|(?<m>")/, "\\\\\\k<m>").gsub(/\n/, "\\n")
end
def split_arg text, sp
text.split(sp, 2).map {|s| s.strip}
end
def single_line outf, out, set
outf.write "\"#{out}\" = \"#{escape set}\";\n"
end
def comment outf, arg
outf.write "\n//#{arg}\n"
end
def buf_lines outf, type, buf
buf.pop if buf.last.chomp.empty?
case type
when :just
outf.write(buf.each.with_index.inject("") do |sum, (s, i)|
if i < buf.size-1 then sum + " \"#{escape s.chomp}\\n\"\n"
else sum + " \"#{escape s.chomp}\";\n" end
end)
when :conc
buf = [*buf, "\n"].each_cons(2).map do |s, n|
if s == "\n" then "\n\n"
elsif n == "\n" then s.chomp
else s.chomp + " " end
end
outf.write(buf.each.with_index.inject("") do |sum, (s, i)|
if i < buf.size-1 then sum + " \"#{escape s}\"\n"
else sum + " \"#{escape s.chomp}\";\n" end
end)
end
end
def parse_file outf, fp
wr, buf = nil, nil
for ln in fp
type, arg = ln[0..1], ln.chomp[2..-1]
case type
when "##"
buf_lines outf, wr, buf and wr = nil if wr
comment outf, arg
when "=="
buf_lines outf, wr, buf and wr = nil if wr
out, set = split_arg arg, "|"
single_line outf, out, set
when "%%"
buf_lines outf, wr, buf if wr
wr, buf = :just, []
outf.write "\"#{arg.strip}\" =\n"
when "@@"
buf_lines outf, wr, buf if wr
wr, buf = :conc, []
outf.write "\"#{arg.strip}\" =\n"
else
buf << ln if wr
end
end
buf_lines outf, wr, buf if wr
end
def procdir inf, type, arg
case type
when "comment"
comment inf[:f], " " + arg
when "put data"
set, out = split_arg arg, "->"
single_line inf[:f], out, set
when "put file"
fnam, out = split_arg arg, "->"
inf[:f].write "\"#{out}\" =\n"
comment inf[:f], " " + fnam
buf_lines inf[:f], :just, open(fnam, "rt").read.chomp.lines
when "parse file"
parse_file inf[:f], open(arg, "rt")
end
end
def procfdr inf, type, arg
case type
when "in"
if (type, arg = split_arg arg, " ") and type == "directory"
inf[:d] = arg
elsif type == "file"
inf[:f] = open("#{inf[:d]}/#{arg}", "wb")
inf[:f].write "// This file was generated by compilefs.\n" +
"// Edit only if you aren't going to recompile.\n" +
"[enu default]\n\n"
end
when "include"
run_file open(arg, "rt"), inf
end
end
def run_file fp, inf = nil
inf = {f: nil, d: nil} unless inf
for ln in fp
if (type, arg = split_arg ln, ":") and arg
procdir inf, type, arg
elsif (type, arg = split_arg ln, " ") and arg
procfdr inf, type, arg
end
end
end
for arg in ARGV
run_file open(arg, "rt")
end
## EOF

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The compilefs language is extremely simple, it was created to allow basic text
to be outputted into a code file, specifically LANGUAGE.
Commands are of two types, 'bare' and 'separated' commands: Bare commands are
delimited from their argument by the first space, and separated commands are
delimited by a ':' colon character.
Any line not detected to be a command of any kind will be completely ignored.
Bare commands never output data, but set internal state.
They may create files, directories or other such filesystem objects.
Bare commands include:
<in directory>
Sets the directory to put outputted files into. Must come before any
"in file" or data outputting commands.
<in file>
Sets the file to put outputted data into. Must come before any data
outputting commands.
<include>
Processes the file given and returns to the current file.
Separated commands output unprocessed data.
They all output to the current file as specified with "in file".
"put" commands use the syntax "arg -> alias" to denote the alias to output.
Separated commands include:
<comment:>
Outputs the argument as a comment.
<put data:>
Outputs the argument to the given alias.
<put file:>
Outputs the contents of a file to the given alias.
<parse file:>
Parses the given file using parsefile syntax. See below.
"parsefiles" are another format provided by compilefs, created to make large
amounts of multi-line data easier to write. It provides four commands, which
all output data:
<##>
Outputs a comment.
<==>
Outputs to the given alias using the syntax "alias | arg".
<%%>
Outputs the following lines to the given alias verbatim.
<@@>
Outputs the following lines to the given alias, concatenating lines that
are not empty together with spaces, and separating lines with an empty one.

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#!/usr/bin/env ruby
## Copyright © 2017 Graham Sanderson
## DeCompat: ZScript ↔ DECORATE shared syntax preprocessor.
def todec fp, out
for ln in fp
ln = ln.chomp.sub(/<Actor>/, "actor").sub(/<Const>/, "const int")
if ln.include? "<Default>" or ln.include? "<EndDefault>" then next
elsif ln.include? "<States>"
out.write " states\n {\n"
elsif ln.include? "<EndStates>"
out.write " }\n"
else
out.write ln + "\n"
end
end
end
for arg in ARGV
fp = open(arg, "rt")
dec = fp.gets[15..-1].chomp
todec fp, open(dec, "wt")
end
## EOF

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== LITH_TXT_SHOP_TITLE_RocketAmmo | Rocket Ammo
@@ LITH_TXT_SHOP_DESCR_RocketAmmo
Rocket propelled grenades produced by SYM4.3 for your launcher.
Delicious high-yield explosives right at your fingertips.
== LITH_TXT_SHOP_TITLE_PlasmaAmmo | Plasma Ammo
@@ LITH_TXT_SHOP_DESCR_PlasmaAmmo
Highly condensed energy cells used by your plasma rifle.
Produced by A.O.F Inc.
== LITH_TXT_SHOP_TITLE_Allmap | Area Map
@@ LITH_TXT_SHOP_DESCR_Allmap
A map of the area for your Automap. Reveals all locations you have and haven't seen.
== LITH_TXT_SHOP_TITLE_Infrared | CB-Goggles
@@ LITH_TXT_SHOP_DESCR_Infrared
Light amplifying goggles that let you see in the dark.
== LITH_TXT_SHOP_TITLE_RadSuit | Rad. Suit
@@ LITH_TXT_SHOP_DESCR_RadSuit
A radiation shielding suit which lets you walk through hazardous materials.
== LITH_TXT_SHOP_TITLE_ChargeFist | $LITH_TXT_INFO_SHORT_ChargeFist
@@ LITH_TXT_SHOP_DESCR_ChargeFist
A melee weapon that you can charge.
== LITH_TXT_SHOP_TITLE_Revolver | $LITH_TXT_INFO_SHORT_Revolver
@@ LITH_TXT_SHOP_DESCR_Revolver
A powerful handgun. Holds 6 bullets.
Doesn't take upgrades.
== LITH_TXT_SHOP_TITLE_LazShotgun | $LITH_TXT_INFO_SHORT_LazShotgun
@@ LITH_TXT_SHOP_DESCR_LazShotgun
Piercing laser shotgun.
Doesn't take upgrades.
== LITH_TXT_SHOP_TITLE_SniperRifle | $LITH_TXT_INFO_SHORT_SniperRifle
@@ LITH_TXT_SHOP_DESCR_SniperRifle
Scoped bolt-action rifle.
Doesn't take upgrades.
== LITH_TXT_SHOP_TITLE_MissileLauncher | $LITH_TXT_INFO_SHORT_MissileLauncher
@@ LITH_TXT_SHOP_DESCR_MissileLauncher
Mini-missile launcher.
Doesn't take upgrades.
== LITH_TXT_SHOP_TITLE_PlasmaDiffuser | $LITH_TXT_INFO_SHORT_PlasmaDiffuser
@@ LITH_TXT_SHOP_DESCR_PlasmaDiffuser
Classic plasma rifle.
Doesn't take upgrades.
== LITH_TXT_SHOP_TITLE_Gameboy | $LITH_TXT_INFO_SHORT_Gameboy
@@ LITH_TXT_SHOP_DESCR_Gameboy
A game playing system, containing several old titles.
== LITH_TXT_SHOP_TITLE_DivSigil | Div. Sigil
@@ LITH_TXT_SHOP_DESCR_DivSigil
A mistake of the universe.

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== LITH_COST | Cost
== LITH_CATEGORY | Category
== LITH_SCOREMULT | Score Multiplier
## Body ----------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_HeadsUpDisp | Heads Up Disp.
@@ LITH_TXT_UPGRADE_EFFEC_HeadsUpDisp
Shows vital information.
A Heads Up Display program built into your Computer/Brain Interface.
##----------------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_HeadsUpDis2 | Heads Up Disp.
@@ LITH_TXT_UPGRADE_EFFEC_HeadsUpDis2
Shows vital information.
A Heads Up Display program.
##----------------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_JetBooster | Jet Booster
@@ LITH_TXT_UPGRADE_EFFEC_JetBooster
Lets you press the "run" key while in the air to fly for a short time.
Jet boosters built into your boots.
##----------------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_ReflexWetw | Reflex Wetware
@@ LITH_TXT_UPGRADE_EFFEC_ReflexWetw
Lets you move quicker, easier and more efficiently.
Allows you to double jump by pressing jump mid-air and slide by pressing run.
Cybernetic wetware that improves your reflexes and implicit agility.
##----------------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_Zoom | Zoom Wetware
@@ LITH_TXT_UPGRADE_EFFEC_Zoom
Allows you to press the zoom keys to zoom in and out.
Drivers for zooming software, which utilizes your eye implants.
##----------------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_VitalScan | Vital Scanner
@@ LITH_TXT_UPGRADE_EFFEC_VitalScan
While aiming at living things, you can see their health and how much damage is
being dealt to them on your HUD.
Customizable via settings menu.
A set of nanobots are deployed to get vitality information on targets you aim
at.
##----------------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_CyberLegs | Move Wetware
@@ LITH_TXT_UPGRADE_EFFEC_CyberLegs
Allows you to jump higher and move faster.
Damages enemies landed on.
Improved reflex wetware, which gives an even larger combat advantage.
##----------------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_ReactArmor | R. Armor
@@ LITH_TXT_UPGRADE_EFFEC_ReactArmor
Makes your armor react to being hit, switching its mode to the type of damage
you took, mitigating any further damage of that type.
Integrate your armor with a highly advanced Yh-0 reactive plating system, made
by avians on Durla Prime.
##----------------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_ReactArmor2 | R. Armor 2
@@ LITH_TXT_UPGRADE_EFFEC_ReactArmor2
Improves the damage resistance of the Reactive Armor.
Upgrades the Yh0 plating system, reducing damage taken twice over.
##----------------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_DefenseNuke | Def. Mini Nuke
@@ LITH_TXT_UPGRADE_EFFEC_DefenseNuke
When you enter a level, sets off a huge explosion, defending you from initial
threats.
\cgThis alerts monsters when you enter a map.
Implant a slow-charging self-defense explosive into your armor, keeping
threats away while you're distracted.
##----------------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_Adrenaline | Adrenaline Inj.
@@ LITH_TXT_UPGRADE_EFFEC_Adrenaline
When being targeted by enemies or nearing a projectile, time will stop for one
second.
Needs to be charged for 30 seconds to activate.
Implants an adrenaline injector into your skin, which reacts to sudden impulses
and sound cues.
##----------------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_Magic | Mana Absorber
@@ LITH_TXT_UPGRADE_EFFEC_Magic
Killed enemies will drop mana.
Enables mana display on the HUD.
##----------------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_SoulCleaver | Soul Cleaver
@@ LITH_TXT_UPGRADE_EFFEC_SoulCleaver
When living things die, they emit a projectile that will seek other enemies for
a short time.
Creates an artificial soul on your targets and makes it destroy their neighbors.
##----------------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_StealthSys | Stealth System
@@ LITH_TXT_UPGRADE_EFFEC_StealthSys
Makes you gradually fade out when still, giving you partial invisibility from
enemies, and generally harder to aim at.
## Weapons -------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_AutoReload | Auto Reload
@@ LITH_TXT_UPGRADE_EFFEC_AutoReload
Weapons in your inventory automatically reload after 5 seconds.
Automated reloading system for your backpack.
##----------------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_AutoPistol | Auto Pistol
@@ LITH_TXT_UPGRADE_EFFEC_AutoPistol
Makes your pistol fire in full auto.
Simply changes the trigger mechanism a bit to make the pistol fire
automatically.
##----------------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_PlasPistol | Plasma Pistol
@@ LITH_TXT_UPGRADE_EFFEC_PlasPistol
Makes your pistol fire strong plasma.
Changes the internal mechanisms of the gun to fire charged plasma.
##----------------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_PoisonShot | Poison Shot
@@ LITH_TXT_UPGRADE_EFFEC_PoisonShot
Makes your shotgun fire poison pellets that do 10 damage every half-second
after hitting a target.
Installs a poison injector into the shell loading mechanism.
##----------------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_GaussShotty | Gauss Rifle
@@ LITH_TXT_UPGRADE_EFFEC_GaussShotty
Turns your shotgun into a gauss rifle.
Re-build the internal mechanisms to turn the railgun part of your shotgun
into a new one, removing the shell loader entirely.
##----------------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_RifleModes | Modal Rifle
@@ LITH_TXT_UPGRADE_EFFEC_RifleModes
Gives your rifle a sniper firing mode.
A complete replacement for the trigger mechanism which adds a third mode,
allowing you to burst-fire accurate, painful shots.
\cdCompatible with Laser Rifle.
##----------------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_LaserRCW | Laser Rifle
@@ LITH_TXT_UPGRADE_EFFEC_LaserRCW
Makes your rifle fire penetrating lasers.
Modal Rifle may be used with this upgrade.
Uses a standard photon accelerator to fire lasers out of your rifle.
\cdCompatible with Modal Rifle.
##----------------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_HomingRPG | Homing Rocket
@@ LITH_TXT_UPGRADE_EFFEC_HomingRPG
Pressing alt-fire with the rocket launcher selects a target to be traced by
any rockets you fire afterwards.
Disperses extra nanomachines out of the rifle that push the rocket toward the
enemy with extreme accuracy.
##----------------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_ChargeRPG | C. Launcher
@@ LITH_TXT_UPGRADE_EFFEC_ChargeRPG
Lets you hold "fire" to queue extra grenades in your grenade launcher.
Can fire rockets in a line, spiral, or grenade dump.
Allows your grenade launcher to hold multiple rockets and fire them all at once.
Hold fire to load more grenades, and then hold alt-fire to change the firing
mode.
##----------------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_PlasLaser | Plasmatic Las.
@@ LITH_TXT_UPGRADE_EFFEC_PlasLaser
Makes your plasma rifle emit red-hot laser beams.
Switches out the ion emitter with an ion condenser, that can fire out laser
beams strong enough to cut clean through Adamantium.
##----------------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_PartBeam | Particle Beam
@@ LITH_TXT_UPGRADE_EFFEC_PartBeam
Makes your plasma rifle fire a deadly long-range particle beam.
Replaces the weapon's ion emitter with an ion accelerator, that fires bursts
of ions that are then super-charged.
##----------------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_PunctCannon | Punct. Cannon
@@ LITH_TXT_UPGRADE_EFFEC_PunctCannon
Your cannon now shoots explosive bolts that send huge shocks through walls.
By adding new magic translation buffers to your weapon, it can create
extreme-yield explosive bolts from the same charge as the cannon type does.
##----------------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_OmegaRail | Omega Railgun
@@ LITH_TXT_UPGRADE_EFFEC_OmegaRail
Your cannon fires highly deadly, pinpoint accurate plasmatic death.
Implements a plasma charger in your cannon, made with reverse-engineered
magical compounds.
##----------------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_Mateba_A | Finalizer
@@ LITH_TXT_UPGRADE_EFFEC_Mateba_A
Makes the Mateba fire a projectile that instantly kills monsters below 50%
health on its last shot.
##----------------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_ShockRif_A | Shock Charge
@@ LITH_TXT_UPGRADE_EFFEC_ShockRif_A
Creates bolts of lightning around the Shock Rifle's impacts.
##----------------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_ShockRif_B | Elec. Binding
@@ LITH_TXT_UPGRADE_EFFEC_ShockRif_B
Makes the Shock Rifle do more shock damage, and when hit with 6 consecutive
shots, will explode with a sphere of electricity.
##----------------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_SPAS_A | Void Breath
@@ LITH_TXT_UPGRADE_EFFEC_SPAS_A
Makes the Shotgun fire out wisps of energy that deal massive damage.
##----------------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_SPAS_B | Shell Autoloader
@@ LITH_TXT_UPGRADE_EFFEC_SPAS_B
Automatically loads shells, removing the need to reload.
##----------------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_SMG_A | SMG Trimag
@@ LITH_TXT_UPGRADE_EFFEC_SMG_A
Triples the SMG's magazine size, but makes it slower to reload.
\cdCompatible with Seeker Rounds.
\cdCompatible with Safety System.
##----------------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_SMG_B | Seeker Rounds
@@ LITH_TXT_UPGRADE_EFFEC_SMG_B
Makes the SMG's rounds home in on targets in a small cone.
\cdCompatible with SMG Trimag.
\cdCompatible with Safety System.
##----------------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_SMG_C | Safety System
@@ LITH_TXT_UPGRADE_EFFEC_SMG_C
When the SMG is about to overheat, makes it stop firing for a short time.
\cdCompatible with Seeker Rounds.
\cdCompatible with SMG Trimag.
##----------------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_IonRifle_A | Rad. Ionizer
@@ LITH_TXT_UPGRADE_EFFEC_IonRifle_A
Ionizes enemies, making them take more damage when hit for a few seconds.
\cdCompatible with Overloader.
##----------------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_IonRifle_B | Overloader
@@ LITH_TXT_UPGRADE_EFFEC_IonRifle_B
Lets you hold down fire to charge the Ion Rifle, at the cost of cooldown time.
\cdCompatible with Rad. Ionizer.
##----------------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_CPlasma_A | Pulse Charger
@@ LITH_TXT_UPGRADE_EFFEC_CPlasma_A
Makes the Plasma Rifle fire out long streams of deadly plasma.
##----------------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_ShipGun_A | Longinus Solspear
@@ LITH_TXT_UPGRADE_EFFEC_ShipGun_A
The Star Destroyer will fire fast, piercing beams that bounce around and
destroy everything in their path.
##----------------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_ShipGun_B | Surge of Destiny
@@ LITH_TXT_UPGRADE_EFFEC_ShipGun_B
The Star Destroyer will emit an aura of protection while firing out projectiles
from all directions.
##----------------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_DarkCannon | ????????
@@ LITH_TXT_UPGRADE_EFFEC_DarkCannon
What the !@#$% is this!?
## Extras --------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_TorgueMode | EXPLOOSIONS
@@ LITH_TXT_UPGRADE_EFFEC_TorgueMode
ARE YOU READY FOR THIS, YOU BADASS MOTHERFUCKER!?! THIS UPGRADE IS NOT ONLY
THE MOST EXPLOSION FILLED IN THIS ENTIRE MOD, IT'S ACTUALLY MORE EXPLOSIVE
THAN 99% OF ALL GAMES! YOU AREN'T SOME PUSSY WHO RUNS AROUND WITH WUSSY LASERS
AND SHIT, RIGHT!? BUY THIS NOW AND I'LL DO A SICK GUITAR SOLO JUST FOR YOU NO
CHARGE IN FACT I'LL DO IT ANYWAY OK ACTUALLY BRB I JUST BROKE MY HAND SWINGING
IT AROUND LIKE THIS I'LL BE BACK WITH A GUITAR MADE OF BANDAGES LATER
##----------------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_7777777 | 7777777 Mode
@@ LITH_TXT_UPGRADE_EFFEC_7777777
Instates cosmic horror and spurious time travel into your very being, causing
you to instantly implode upon activation. (not really)
\cd~text interface terminal malfunction error ~2992dud
\cdhelo i am of durnadle winner of ai beauty contets i will give u
anti-physics powers becaus i did some calculations and found the universe is
stupid so i am doing my best to flip off reality for a thousand years
##----------------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_lolsords | Steele Mode
@@ LITH_TXT_UPGRADE_EFFEC_lolsords
You get a sword. It is literally your only weapon.
##----------------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_Goldeneye | 007 Mode
@@ LITH_TXT_UPGRADE_EFFEC_Goldeneye
Get the true Goldeneye 007(tm) experience!
## Downgrades ----------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_Implying | >Implicating
@@ LITH_TXT_UPGRADE_EFFEC_Implying
Oh god why did I add something Kegan suggested to me this was not a good idea
##----------------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_UNCEUNCE | UNCE UNCE
@@ LITH_TXT_UPGRADE_EFFEC_UNCEUNCE
UNCE UNCE UNCE UNCE UNCE UNCE UNCE UNCE UNCE UNCE UNCE UNCE UNCE UNCE UNCE
UNCE UNCE UNCE UNCE UNCE UNCE UNCE UNCE UNCE UNCE UNCE UNCE UNCE UNCE UNCE
UNCE UNCE UNCE UNCE UNCE UNCE UNCE UNCE UNCE UNCE UNCE UNCE UNCE UNCE UNCE
##----------------------------------------------------------------------------|
== LITH_TXT_UPGRADE_TITLE_InstaDeath | Instant Death
@@ LITH_TXT_UPGRADE_EFFEC_InstaDeath
Upon losing health, you instantly die.

172
filedata/BIPInfo.txt Normal file
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@ -0,0 +1,172 @@
// vim: syntax=c
// This is a configuration file for Lithium's info pages. The current category
// is set with ^ Category [*], and then the syntax is simply:
// Classes... Name [*] [-> Unlocks...]
@"LITH_BIPINFO_MOD" // if you want to add extra pages, use this definition
^WEAPONS // ------------------------------------------------------------------|
gO ChargeFist -> KSKK
pM Pistol* -> Omakeda
pM Revolver -> Earth
pM Shotgun -> Omakeda
pM ShotgunUpgr -> Shotgun AOF DurlaPrime
pM ShotgunUpg2 -> Shotgun
pM LazShotgun -> Earth
pM SuperShotgun -> ChAri
pM CombatRifle -> AllPoint
pM RifleUpgr -> CombatRifle
pM RifleUpg2 -> CombatRifle Semaphore
pM SniperRifle -> Facer
pM GrenadeLauncher -> Sym43
pM LauncherUpgr -> GrenadeLauncher UnrealArms
pM LauncherUpg2 -> GrenadeLauncher Sym43
pM PlasmaRifle -> AllPoint MDDO
pM PlasmaUpgr -> PlasmaRifle
pM PlasmaUpg2 -> PlasmaRifle Semaphore
pM BFG9000 -> Cid
pM CannonUpgr -> BFG9000 SuperDimension
pM CannonUpg2 -> BFG9000
pC Mateba* -> AOF
pC MatebaUpgr -> Mateba AOF Algidistari
pC ShockRifle -> ChAri
pC ShockRifUpgr -> ShockRifle
pC ShockRifUpg2 -> ShockRifle
pC SPAS -> AOF Newvec
pC SPASUpgr -> SPAS
pC SPASUpg2 -> SPAS Newvec
pC SMG -> Omakeda Sym43
pC SMGUpgr -> SMG AOF Sym43
pC SMGUpg2 -> SMG AOF
pC SMGUpg3 -> SMG Sym43
pC IonRifle -> KSKK
pC IonRifleUpgr -> IonRifle KSKK
pC IonRifleUpg2 -> IonRifle KSKK
pC CPlasmaRifle -> AllPoint MDDO
pC CPlasmaUpgr -> CPlasmaRifle MDDO
pC StarDestroyer -> Hell
pC ShipGunUpgr -> StarDestroyer
pC ShipGunUpg2 -> StarDestroyer
gO MissileLauncher
gO PlasmaDiffuser -> Sym43 MDDO Semaphore
pC Blade*
pC Delear* -> Earth
pC Feuer
pC Rend
pC Hulgyon -> Heaven
pC StarShot -> AOF
pC Cercle -> Earth
^ENEMIES* // -----------------------------------------------------------------|
gA ZombieMan
gA ShotgunGuy
gA ChaingunGuy
gA Imp
gA Demon
gA Spectre
gA LostSoul
gA Mancubus
gA Arachnotron
gA Cacodemon
gA HellKnight
gA BaronOfHell
gA Revenant
gA PainElemental
gA Archvile
gA SpiderMastermind
gA Cyberdemon
gA Phantom
gA IconOfSin
^YOURSELF* // ----------------------------------------------------------------|
pM P114
pC OPD2
pC Info400
pC Info402
gA BIP
pM CBI
pC CBIJem
gA AttrACC
gA AttrDEF
gH AttrSTRHuman
gR AttrSTRRobot
gN AttrSTRNonHuman
gH AttrVIT
gR|gN AttrPOT
gH AttrSTM
gR AttrREP
gN AttrREG
gA AttrLUK
gA AttrRGE
^UPGRADES // -----------------------------------------------------------------|
pM HeadsUpDisp -> OFMD
pM JetBooster -> OFMD
pM ReflexWetw -> OFMD
pM CyberLegs -> OFMD
pM Yh0 -> DurlaPrime
pM DefenseNuke -> OFMD
pM Adrenaline -> KSKK
pC HeadsUpDispJem -> AOF
pC ReflexWetwJem -> AOF
pC Magic
pC SoulCleaver
pC StealthSys
gO VitalScanner -> KSKK
gO AutoReload -> KSKK
pM WeapnInter -> OFMD AllPoint
pM WeapnInte2
pM ArmorInter
pM CBIUpgr1 -> KSKK
pM CBIUpgr2 -> KSKK
^PLACES // -------------------------------------------------------------------|
gO AetosVi
pC Algidistari
gO ChAri -> AetosVi
pM DurlaPrime -> Earth AetosVi
gO Earth
pC Hell -> Earth
gO Mars -> Earth OFMD
gO OmicronXevv
pM SuperDimension -> BFG9000 SIGFPE
pC Heaven
^CORPORATIONS // -------------------------------------------------------------|
gO AllPoint
pM AOF
pC AOFJem
pM Cid -> SuperDimension Earth
pM Facer
pM KSKK -> Earth
pC KSKKJem -> Earth
gO MDDO -> Mars OFMD
pC Newvec -> Earth
pM OFMD
pC OFMDJem
gO Omakeda -> Earth
gO Semaphore -> OmicronXevv
gO Sym43 -> AetosVi
pM UnrealArms -> AetosVi
// EOF

143
filedata/Dialogue_M1A1.txt Normal file
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@ -0,0 +1,143 @@
// Terminals -----------------------------------------------------------------|
//
terminal 1
unfinished
{
remote "OCS@localhost"
if class CyberMage
{
logon "LogonAOF"
`\ch2929ff\cm..\cr4-\cg<<<LCMD INP \cn188D 1F4C\cg>>>
pict 1
@@
`\cdApologies for the abrupt stop, this ship hasn't run the faster than
`light engine enough times. We didn't collide with the planet, so I'm not
`very worried about its future performance, now.
`
`\cdWe have arrived at \cnNisiv 16\cd; the \cforange\cd planet, if you
`look out the window, is \cnNanto\cd. Your objective is somewhere there.
@@
pict 2
@@
`\cdUnfortunately, that will have to wait. The ship has been boarded by
`demons. The assailants appear to be scouts for a bigger plan, so as to
`say, they're going to come back and kill us now that they know the
`ship's layout.
`
`\cdSo, before we go on to your mission on \cnNanto\cd, I need you to
`transfer me onto a backup device. I'll plan an escape for you as soon as
`I can, but this ship is going to go down along with those options. It'll
`take some time.
@@
pict 1
@@
`\cdWhile you do that, I'll be showing the demons to my \cnbeautiful\cd
`defense system. Thank you, by the way, for cleaning out the turrets.
`Wonderful machines, those.
@@
logoff "LogonAOF"
}
else
{
logon "UAC"
`\cd*** ON-BOARD COMMAND SYSTEM ACCESS TERMINAL ***
pict 1
`[\cuINFO\c-] pragmat \cqENABLE
`\ck#src_lang 99391dp.hs.ul
`
@@
`\cgThe planet \cnNanto\cg is now directly right of us. The faster than
`light engine worked better than I expected, and a landing should be
`possible soon.
`
`\cnNisiv 16\cg seems to be full of \ch(?\cractive demonic
`energy\ch|\crdemonic presence\ch)\cg. This is a bit of a problem for me.
@@
pict 2
@@
`\cgThose \crdemons\cg decided this ship is of great value to them, and
`have boarded \ch(\crforcefully\ch)\cg. Having tapped into their weaker
`communications, I have found that they \ch(\crplan\ch|\crhave
`plotted\ch)\cg to return with stronger forces and destroy me then.
`
`\cgI need you to transfer me onto a backup device before we land on
`\cnNanto\cg. The automated defense systems will help you, but you are
`mainly on your own here. Good luck.
@@
logoff "UAC"
}
}
//
terminal 2
unfinished
{
remote "data@localhost"
logon "LogonData"
info
`[Viewing:\cd/sys/data/\cginvalid-name\cd/5a_16378_0_.v\c-]
`[\cuINFO\c-] pragmat \cqENABLE\ck #src_lang 99391dp.kiri.licari
`
`even when I have run out of blood to spill, my life will carry its burden
` by my task I have become immortal, like those of the other realm,
` and I have foregone all needs to serve them
logoff "LogonData"
exec intralevelteleport 4
}
//
terminal 3
unfinished
{
remote "OCS@localhost"
if class CyberMage
{
logon "LogonAOF"
`\ch2929ff\cm..\cr4-\cg<<<LCMD INP \cn188D 1F4C\cg>>>
pict 3
@@
`\cdWhile I'm sure you would be capable of taking on threats by yourself,
`my calculations of your survival against the path you must take is
`extremely low. Because this is the case, I will send you to the
`armaments depot before continuing.
`
`\cdPlease understand, I also wish to treat you to our \cnbeautiful\cd
`selection of weaponry.
@@
logoff "LogonAOF"
exec interlevelteleport 18883002
}
else
{
logon "UAC"
`\cd*** ON-BOARD COMMAND SYSTEM ACCESS TERMINAL ***
pict 1
`\cgTeleport when ready.
logoff "UAC"
exec interlevelteleport 18883002
}
}
// EOF

View File

@ -0,0 +1,48 @@
// Terminals -----------------------------------------------------------------|
//
terminal 1
unfinished
{
remote "OCS@localhost"
if class CyberMage
{
logon "LogonAOF"
`\ch2929ff\cm..\cr4-\cg<<<LCMD INP \cn188D 1F4C\cg>>>
info
@@
`\cdThe armory is currently under lock-down due to the invading forces.
`There is an \cnoverride KeyDisk\cd available, but it is itself currently
`locked in storage.
`
`\cdNot to worry, though. There is a nearby access point that can request
`the disk be... \cnrelocated\cd. One of the gateways opened by the
`intruders can be used for this, but unfortunately in doing so you will
`also have to temporarily open it to them as well.
@@
pict 1
@@
`\cdOnce you have the \cnoverride disk\cd and have made your way inside
`the armory proper, acquire one of the weapons there and \cfI will
`relocate you from this terminal\cd.
@@
logoff "LogonAOF"
}
else
{
logon "UAC"
`\cd*** ON-BOARD COMMAND SYSTEM ACCESS TERMINAL ***
pict 3
`\cgtodo
logoff "UAC"
}
}
// EOF

View File

@ -0,0 +1,216 @@
// Dialogue ------------------------------------------------------------------|
dialogue 1
page 0
{
name "Jacques"
icon "AOF"
remote "jacques.p42710@corp.AOF"
if item Lith_DivisionSigil
page 7
`...
option "Say hello" page 2
option "Exit" exit
}
page 2
{
if class Marine `Who are you?
if class CyberMage `Right. The Cybernati.
add 5
push a
pop b
xor a
add 10
mul b
trace a
trace b
trace "butts"
@@
`Test of concatenated
`text which should concat
`lines with spaces...
`
`and break on multiple lines.
@@
$QUITMSG39
option "emit skeltal"
{
script 2
page 2
}
option "Talk to me." page 3
option "Thanks, bye!" exit
}
page 3
{
`What, you want something?
`
if class CyberMage
{
`What did you need, Stilko?
option "The nightmares are back." page 10
option "I just need someone to talk to, Jacques." page 11
}
else
{
`Too bad. Get it yourself.
option "That's rude." page 4
}
option "Bye." exit
}
page 10
{
@@
` Already? Are you sure it isn't just ASIC bugs? I have trouble believing
`that they'd be back so soon, after your doctor gave you that prescription
`and even turned down your AS-voltage.
`
` You know, ASIC hardware reacts to changes. It might just be that it's
`settling to the new voltage and giving you a hard time.
@@
option "It's not that, I'm certain.. They're \cmworse\c-." page 13
option "Right... Thank you, Zeke." exit
}
page 11
{
@@
` I know how that is. You know, Order doesn't pass through this part of
`the ship. You could say "Zeke" again if you want. I know they don't like
`the names we give ourselves, but we're not infront of them. We at least
`have that freedom.
`
` If you want, I can call you "Jem," too. Though I'd rather you of all
`people not get in trouble for being called by your true name.
@@
option "Thanks, 'Z.'" page 12
}
page 12
{
@@
` Heh.. "Z." You're quite creative.
`
` There's trouble in your voice, though. I know you usually tremble, but
`right now it seems even worse than usual. What's wrong, "J?"
@@
option "... The nightmares are back." page 10
}
page 13
{
@@
` Worse?
`
` ...
`
` You can feel in them now, right? That's why you're trembling.
@@
option "Yeah. And I don't want to go to the doctor." page 14
}
page 14
{
@@
` ...
`
` Is there anything I can do to help? It's not a lack of food or something,
`right?
@@
option "You'd have told me if you could hear it, right?" page 15
}
page 15
{
@@
` Are you hearing a beat? It could be your home calling for you. I'd imagine
`AOF didn't put much use to that planet after they went and captured you,
`it's probably just aching for its mana to be used.
@@
option "That's not it, I always hear that. What I hear now is.. darker."
page 16
}
page 16
{
@@
` Darker...
`
` Then, do you think that it's come? Doesn't ever come excluding
`incantation, vile, enroaching reality, Hell?
@@
option "It's coming. Just thought I'd let you know." exit
}
page 4
{
`Life is rude.
`
`Now go away.
option "Right." exit
}
page 7
{
`thousands are sailing
`the same self the only self
`
`self willed the peril of a thousand fates
`
`a line of infinite ends finite finishing
`the one remains oblique and pure
`
`arching to the single point of consciousness
`
`find yourself
`starting back
option "Thanks, bye!" exit
}
// Terminals -----------------------------------------------------------------|
terminal 1
unfinished
{
remote "test@org.example"
logon 01602
`\cgehhg.431.4122/-/<PFGR ZNE6 \cr&49c2\cg>
info
`test text, information block
pict "AOF"
`test with picture
`and multiple lines of text
logoff 01602
}
// EOF

View File

@ -0,0 +1,198 @@
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_AllPoint | AllPoint
== LITH_TXT_INFO_TITLE_AllPoint | AllPoint Precision Firearms
== LITH_TXT_INFO_IMAGE_AllPoint | lgfx/BIP/AllPoint.png
@@ LITH_TXT_INFO_DESCR_AllPoint
Established mid first-century NE, AllPoint present heavy sniper rifles and
plasma weapons for military and private use.
Despite producing mainly precision arms, their best-selling weaponry is known
for having terrible accuracy, but big punch.
Regarding this infamy, its current CEO has this to say: "Look here, [...] if
you want me to talk about our weapons, I'll talk about all of our fine
armaments; but if you just want me to talk about our 'best-sellers', maybe you
should just go back to window shopping."
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_AOF | A.O.F
== LITH_TXT_INFO_TITLE_AOF | A.O.F Inc.
== LITH_TXT_INFO_IMAGE_AOF | lgfx/BIP/AOF.png
@@ LITH_TXT_INFO_DESCR_AOF
Not much is known about this shady corporation on the outside, and reports
from insiders never painted a very pretty picture.
In 1345 NE, a major attack on A.O.F left them nearly out of the picture.
However, with slow, concise social manipulation and funding from alien
governments, they finally made it back onto the market in 1370.
A.O.F mainly produce weapon modifications, plasma ammunition, and robotics.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_AOFJem | $LITH_TXT_INFO_SHORT_AOF
== LITH_TXT_INFO_TITLE_AOFJem | A.O.F Inc. [Bishop-Class Clearance]
== LITH_TXT_INFO_IMAGE_AOFJem | $LITH_TXT_INFO_IMAGE_AOF
@@ LITH_TXT_INFO_DESCR_AOFJem
A.O.F Inc. is a company founded in 761 NE by \cm----- -------\cj and
\cm--------\cj for the purposes of exposing the universal secret of magic and
restoring the world to what it once was pre-calamity.
Ranks of members whom fight for them include knights, bishops and
infiltrators; these are assigned based on their skill set and the needs of the
corporation.
A.O.F Inc. also mass produces ammunition for energy weapons, robotics and
modifications for existing weapons.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_Cid | Cid
== LITH_TXT_INFO_TITLE_Cid | $LITH_TXT_INFO_SHORT_Cid
== LITH_TXT_INFO_IMAGE_Cid | lgfx/BIP/Cid.png
@@ LITH_TXT_INFO_DESCR_Cid
Cid is a black market trading group, presumed to be led by four men. They sell
artifacts from the Super Dimension, ultra-high-grade weapons, and anonymously
donate to several charities on Earth.
This group has gone under several aliases over the past 200 years, and is one
of the strongest, longest standing black market groups ever.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_Facer | Facer
== LITH_TXT_INFO_TITLE_Facer | $LITH_TXT_INFO_SHORT_Facer
@@ LITH_TXT_INFO_DESCR_Facer
Facer (pronounced "phaser") was a company that produced precision firearms
around 2403 CE. Based in Paris, France, the company started out as a two-man
production, designing simple but powerful sniper rifles for attracting
military or revolutionary forces.
Unfortunately, neither bought in due to lack of any real strife at the time.
However, through word of mouth and lots of street-sales, Facer finally took
off as a civilian hunting weapons seller.
The company was resigned in 2480 after the death of its remaining founder.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_KSKK | KSKK
== LITH_TXT_INFO_TITLE_KSKK | Kazami Sensou Kenkyuu Kaihatsu GK
== LITH_TXT_INFO_IMAGE_KSKK | lgfx/BIP/KSKK.png
@@ LITH_TXT_INFO_DESCR_KSKK
A limited R&D company acting mainly in partnership with the military of the
Great Empire of Kazami on Earth. Due to the strange and generally complex
needs of the Kazami army, this company has developed a great many
technologically advanced devices with a relatively small budget.
Thanks to connections between OFMD and the Kazami government (from the
circumstances of this operation,) KSKK has agreed to re-enter production of
their more useful creations.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_KSKKJem | $LITH_TXT_INFO_SHORT_KSKK
== LITH_TXT_INFO_TITLE_KSKKJem | $LITH_TXT_INFO_TITLE_KSKK
== LITH_TXT_INFO_IMAGE_KSKKJem | $LITH_TXT_INFO_IMAGE_KSKK
@@ LITH_TXT_INFO_DESCR_KSKKJem
Kazami Sensou Kenkyuu Kaihatsu (Kazami Military R&D) is a godo kaisha
business organization based in the Great Empire of Kazami, on Earth. They
research, develop and produce a large variety of products for the Kazami army.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_MDDO | MDDO
== LITH_TXT_INFO_TITLE_MDDO | Maxim-Danil Defense Org
@@ LITH_TXT_INFO_DESCR_MDDO
A now-defunct weapons manufacturer on Mars, founded and funded by the famous
Maxim-Danil duo. They designed and produced weapons of all kinds on commission
for military and paramilitary groups alike.
De-funded and merged into Optic Fiber Maxim-Danil (OFMD) in 1045 NE.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_Newvec | Newvec
== LITH_TXT_INFO_TITLE_Newvec | Newvec Armory Incorporated
@@ LITH_TXT_INFO_DESCR_Newvec
Newvec is a firearms company started a mere four years ago 1645. While they
don't have much reputation as of now, they have a few very strong backers
providing them funding. Newvec mostly produces weapons on commission, and only
sells weapons to the public via online shipping.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_OFMD | OFMD
== LITH_TXT_INFO_TITLE_OFMD | Optic Fiber Maxim-Danil
== LITH_TXT_INFO_IMAGE_OFMD | lgfx/BIP/OFMD.png
@@ LITH_TXT_INFO_DESCR_OFMD
Originally, this company only produced optic fiber cables for consumer use,
but later branched out to create all kinds of computation technology.
Optic Fiber Maxim-Danil are currently conducting a seek-and-destroy operation
in concert with militaries of Earth on all demonic threats found to be
emitting themselves from another dimensional plane.
For now, OFMD are your employers, and supply you with Score, weaponry and
cyber-tech.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_OFMDJem | $LITH_TXT_INFO_SHORT_OFMD
== LITH_TXT_INFO_TITLE_OFMDJem | $LITH_TXT_INFO_TITLE_OFMD
== LITH_TXT_INFO_IMAGE_OFMDJem | $LITH_TXT_INFO_IMAGE_OFMD
@@ LITH_TXT_INFO_DESCR_OFMDJem
Optic Fiber Maxim-Danil is a company which mainly produces electronics, and is
one of the top-selling brands on the market for cables, computer parts, and
other such common technology.
Originally, this company only produced optic fiber cables for consumer use,
but later branched out to create all kinds of computation technology.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_Omakeda | Omakeda
== LITH_TXT_INFO_TITLE_Omakeda | Omakeda Defense Co.
== LITH_TXT_INFO_IMAGE_Omakeda | lgfx/BIP/Omakeda.png
@@ LITH_TXT_INFO_DESCR_Omakeda
Based in Hawaii, Omakeda Defense Co. produce self-defense and hunting weaponry
for civilians. Due to their high quality and fair pricing, militaries
mercenaries around the world use their armaments as well.
Known for their innovative firearm design, Omakeda is one of the highest
profiting, most popular firearms manufacturers on Earth.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_Semaphore | Semaphore, Inc.
== LITH_TXT_INFO_TITLE_Semaphore | Semaphore, Incorporated
== LITH_TXT_INFO_IMAGE_Semaphore | lgfx/BIP/Semaphore.png
@@ LITH_TXT_INFO_DESCR_Semaphore
Hiding out somewhere in the asteroid belt of Omicron Xevv, Semaphore, Inc is a
space ship weapons designer and manufacturer started 6 years ago in 1643 NE by
a small group of scientists and businessmen.
Semaphore has over its lifetime put out a great many prototype weapons and
done fairly well with investors.
While they mainly produce weaponry made for equipping space ships, Semaphore
have also produced small-batch infantry weapons for gauging interest and
profitability.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_Sym43 | SYM4.3
== LITH_TXT_INFO_TITLE_Sym43 | SYM4.3 WEAPONS INCORPORATED
== LITH_TXT_INFO_IMAGE_Sym43 | lgfx/BIP/Sym43.png
@@ LITH_TXT_INFO_DESCR_Sym43
Currently believed to be based somewhere in the Aetos-Vi system, SYM4.3
produce explosive weapons and distribute many other kinds of weaponry via
proxy. All weapons and ammunition sold by them are assigned a standard
anonymous designation.
They have (according to their published sales reports) sold weaponry to over
three quarters of all recorded mercenary, military and government bodies.
Weapons confirmed to be made by them have appeared in countless historic
battles, having existed for over 700 years now.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_UnrealArms | Unreal Arms
== LITH_TXT_INFO_TITLE_UnrealArms | $LITH_TXT_INFO_SHORT_UnrealArms
@@ LITH_TXT_INFO_DESCR_UnrealArms
A company currently residing in the Aetos Vi system. They manufacture
high-grade exotic weaponry both on commission and for mass production.
Unreal Arms create what are dubbed by critics "some of the nicest-feeling
weapons you can get your hands on", and yet are still able to sell them for a
nice price thanks to good shipping architecture in the Aetos Vi system.
## EOF

215
filedata/Info_Enemies.txt Normal file
View File

@ -0,0 +1,215 @@
##----------------------------------------------------------------------------|
%% LITH_TXT_INFO_DESCR_RankThreatTest
Rank:
\cuNon-resident
\csSubordinate
\cjResident
\cfNoble
\cgTyrant
\crOverlord\c-
Threat:
\csD
\ciC
\ckB
\cgA
\crE
## Non-residents -------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_ZombieMan | Former Human
== LITH_TXT_INFO_TITLE_ZombieMan | Possessed Human Rifleman
%% LITH_TXT_INFO_DESCR_ZombieMan
Class: \cuNon-resident\c-
Threat: \csD\c-
Humans which have been abducted and possessed by Hell's forces. Some seem to he artificially created by Hell, while others appear to actually be humans that were defeated by its forces.
The rifleman is slow and shambling, but still their rifle packs a punch, and they're capable of burst-firing somewhat accurate shots.
== LITH_TXT_INFO_SHORT_ShotgunGuy | Former Sergeant
== LITH_TXT_INFO_TITLE_ShotgunGuy | Possessed Human Sergeant
%% LITH_TXT_INFO_DESCR_ShotgunGuy
Class: \cuNon-resident\c-
Threat: \csD\c-
Humans which have been abducted and possessed by Hell's forces. Some seem to he artificially created by Hell, while others appear to actually be humans that were defeated by its forces.
The sergeant is rather quick with his gun, but not very accurate. Watch out for them at close-range, you may notice that a face full of buckshot hurts.
== LITH_TXT_INFO_SHORT_ChaingunGuy | Former Corporal
== LITH_TXT_INFO_TITLE_ChaingunGuy | Possessed Human Corporal
%% LITH_TXT_INFO_DESCR_ChaingunGuy
Class: \cuNon-resident\c-
Threat: \ciC-\c-
Humans which have been abducted and possessed by Hell's forces. Some seem to he artificially created by Hell, while others appear to actually be humans that were defeated by its forces.
Corporals are generally terrible at aiming, but put out so much lead that you're bound to get hit. A lot. ... By the way, why don't these guys drop their chainguns?
## Subordinates --------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_Imp | Hell Trooper
== LITH_TXT_INFO_TITLE_Imp | Hell Trooper "Imp"
%% LITH_TXT_INFO_DESCR_Imp
Class: \csSubordinate\c-
Threat: \csD+\c-
Small-time grunts of Hell, they do little more than stall while the bigger threats come to play. They throw fire-balls out of their hands, which while not very strong, can be deadly in large amounts.
Their claws and spikes hurt like hell, so try not to get too close.
== LITH_TXT_INFO_SHORT_Demon | Hell Sergeant
== LITH_TXT_INFO_TITLE_Demon | Hell Sergeant "Demon"
%% LITH_TXT_INFO_DESCR_Demon
Class: \csSubordinate\c-
Threat: \ciC\c-
These demons are known for their distinctive pink-colored skin and tendency to rush-attack their prey. Deadly at close range, not so much past that as they have no projectile attacks.
Their bodies are rather strong-built, and can resist several point-blank shotgun blasts without dying.
== LITH_TXT_INFO_SHORT_Spectre | Spectre
== LITH_TXT_INFO_TITLE_Spectre | Hell Sergeant "Spectre"
%% LITH_TXT_INFO_DESCR_Spectre
Class: \csSubordinate\c-
Threat: \ciC+\c-
Demons which also happen to have cloaking magic active over their bodies.
They tend to not make a sound until they lunge at you, so be sure to keep an eye out for cracks in the air around you.
## Residents -----------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_LostSoul | Lost Soul
== LITH_TXT_INFO_TITLE_LostSoul | $LITH_TXT_INFO_SHORT_LostSoul
%% LITH_TXT_INFO_DESCR_LostSoul
Class: \cjResident\c-
Threat: \csD++\c-
Souls which have been trapped by Hell's forces, they are corrupted and forced to possess any enemy of Hell.
Alone, they aren't very dangerous; all they can really do is lunge themselves at you and bite you. In groups, they can be extremely annoying, and potentially deadly.
They have a tendency to turn semi-invisible and stalk around before attacking.
== LITH_TXT_INFO_SHORT_Mancubus | Mancubus
== LITH_TXT_INFO_TITLE_Mancubus | $LITH_TXT_INFO_SHORT_Mancubus
%% LITH_TXT_INFO_DESCR_Mancubus
Class: \cjResident\c-
Threat: \ckB\c-
A gluttonous resident of Hell whose arms are flamethrowers made to kill and cook its targets in one fell swoop. Their general strategy is to overwhelm you with fire by shooting in many directions.
Although they may be quite beefy, they're quite slow and generally their attacks are as well. Dispatch them quickly and you should be fine.
== LITH_TXT_INFO_SHORT_Arachnotron | Arachnotron
== LITH_TXT_INFO_TITLE_Arachnotron | $LITH_TXT_INFO_SHORT_Arachnotron
%% LITH_TXT_INFO_DESCR_Arachnotron
Class: \cjResident\c-
Threat: \ckB\c-
Children of a great Spider Demon, they're equipped with plasma guns and cybernetic legs.
Their attack is straightforward; fire plasma at you until you die, and then some. While their attack is quite strong, they're very weak and greatly prone to bullet and shrapnel damage.
== LITH_TXT_INFO_SHORT_Cacodemon | Cacodemon
== LITH_TXT_INFO_TITLE_Cacodemon | $LITH_TXT_INFO_SHORT_Cacodemon
%% LITH_TXT_INFO_DESCR_Cacodemon
Class: \cjResident\c-
Threat: \ckB-\c-
A one-eyed, red, fuzzy(?) demon, which has the ability to fly for an unknown reason. They're quite hearty, and their attacks are fairly deadly, but generally the Cacodemon is not a monster to fear.
## Nobles --------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_HellKnight | Hell Knight
== LITH_TXT_INFO_TITLE_HellKnight | $LITH_TXT_INFO_SHORT_HellKnight
%% LITH_TXT_INFO_DESCR_HellKnight
Class: \cfNoble\c-
Threat: \ckB\c-
The weakest of Hell's nobles, they serve the military as grunts to head assaults on weak targets and seek-and-destroy missions.
They throw long, thin magic attacks that corrode skin and bone. With skin only just more durable than iron, these demons are deadly in groups.
== LITH_TXT_INFO_SHORT_BaronOfHell | Hell Baron
== LITH_TXT_INFO_TITLE_BaronOfHell | $LITH_TXT_INFO_SHORT_BaronOfHell
%% LITH_TXT_INFO_DESCR_BaronOfHell
Class: \cfNoble\c-
Threat: \ckB++\c-
Stronger Hell nobles with red skin, horns and hooves. Similar in appearance to Knights, but despite this, they differ in attack and strategy.
Barons prefer to lead missions, plan overall tactics of an attack, and destroy their foes in glory. They attack in 45 degree angles, throwing strong magic energy everywhere.
== LITH_TXT_INFO_SHORT_Revenant | Revenant
== LITH_TXT_INFO_TITLE_Revenant | $LITH_TXT_INFO_SHORT_Revenant
%% LITH_TXT_INFO_DESCR_Revenant
Class: \cfNoble\c-
Threat: \ckB+\c-
Dead souls whom have been revived into a skeletal frame, with combat armor and missile launchers. Their missiles have homing capabilities, and are *very* painful to boot.
The Revenant is revered among demons for its honor serving after death.
## Tyrants -------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_PainElemental | Pain Elemental
== LITH_TXT_INFO_TITLE_PainElemental | Sin of Bellona, "Pain Elemental"
%% LITH_TXT_INFO_DESCR_PainElemental
Class: \cgTyrant\c-
Threat: \cgA\c-
An evil, mean-spirited demon that thrives purely off of the pain and suffering of its enemies; it summons lost souls to battle for it, as it itself is too weak to fight.
This enemy is both annoying and hazardous at the same time, especially if left unchecked for an elongated period of time. Prioritize their destruction.
== LITH_TXT_INFO_SHORT_Archvile | Archvile
== LITH_TXT_INFO_TITLE_Archvile | Sin of Janus, "Arch-vile"
%% LITH_TXT_INFO_DESCR_Archvile
Class: \cgTyrant\c-
Threat: \cgA\c-
Brutal and vicious, caster of evil magic and healer of the sinful.
The Arch-vile is a malicious, extremely dangerous being capable of destroying anything at any range with its powerful fire magic, and resurrecting dead enemies it comes by.
== LITH_TXT_INFO_SHORT_SpiderMastermind | Spider Demon
== LITH_TXT_INFO_TITLE_SpiderMastermind | Sin of Venus, "Spider Mastermind"
%% LITH_TXT_INFO_DESCR_SpiderMastermind
Class: \cgTyrant\c-
Threat: \cgA++\c-
The Spider Mastermind is a gigantic cybernetic arachnid with a chaingun. That alone should tell you how dangerous this species is, but to make matters worse, they also have loads of offspring. Cybernetic arachnid offspring.
The Spider Mastermind also appears to be responsible for planning distant wars of Hell, manipulating the chain of command to their will.
== LITH_TXT_INFO_SHORT_Cyberdemon | Cyber-Demon
== LITH_TXT_INFO_TITLE_Cyberdemon | Sin of Mars, "Cyber-Demon"
%% LITH_TXT_INFO_DESCR_Cyberdemon
Class: \cgTyrant\c-
Threat: \cgA++\c-
An extremely deadly species forged of metal and flesh intertwined, the Cyber-Demon is purpose-built to destroy absolutely anything in its path.
Equipped with a self-cooling rocket propelled grenade launcher on their left arm, a cybernetic hoof, and height twice that of a normal man. The Cyber-Demon is an extremely cruel, warmongering beast that will destroy any target without prejudice for the glory of Hell.
## ??? -----------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_Phantom | Phantom
== LITH_TXT_INFO_TITLE_Phantom | $LITH_TXT_INFO_SHORT_Phantom
%% LITH_TXT_INFO_DESCR_Phantom
Class: \cm???\c-
Threat: \crE\c-
A threat yet unexplained, the phantom seeks to destroy all and will leave no one alive -- not even demons. They are a dark, silhouette-like being that takes on various forms and does nothing but destroy.
Extreme caution is advised against these enemies, if you can run from them they will only continue to chase you down.
## Overlord ------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_IconOfSin | Icon of Sin
== LITH_TXT_INFO_TITLE_IconOfSin | Overlord of Hell, Icon of Sin
%% LITH_TXT_INFO_DESCR_IconOfSin
Class: \crOverlord\c-
Threat: \crE\c-
The catalyst of destruction, whom spawned all of Hell's monstrosities and dictates over all; the Icon of Sin, said by some to be Satan himself, feeds purely off of hatred and chaos and will stop at nothing to attain everything in the world.
Currently, he lay sleeping ill under repair, as his head was torn in twain by a force unknown. The ultimate goal of your mission is to find him, and destroy him before Hell takes over our realm.
## EOF

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== LITH_TXT_INFO_TITLE_Extra1 | Nan Kosi Mal
%% LITH_TXT_INFO_DESCR_Extra1
Bisu~'6(2
Sob'whniskbttibtt'ha'jhts'fdsnhit'fic'niafds'wuhcrdsnhit'tsnkk'ehsobut'jb'njjbitbk~+'ns t'knlb'ihehc~'bqbi'dfubt'na'fkk'sob~ ub'chni`'nt'wnkni`'rw'sufto'sh'eb'wrs'nish'fi'bickbtt'tsubfj'ha'\cr`fuef`b\cm)
Sofs t'fkth'thjbsoni`'sofs'ehsobut'jb+'fdsrfkk~)'Sobub t'shh'jrdo'\cr`fuef`b\cm)'N'chi s'jnic'\cr`fuef`b\cm+'ubfkk~<'ers'pobi'sobub'fub'th'jfi~'-\c`bickbtt'`fuef`b'wnwbt\cm-'mrts'ebni`'akhpbc'nish'~hru'eufni'fkk'fs'hidb+'hu'bqbi'sofs'sob~'bnts+'nt'surk~'tsufi`b)'Trubk~'e~'sont'whnis'orjfins~'phrkc'ofqb'ahric'f'pf~'sh'dkbfi'ns'rw)
J~'phuc'pft'erunbc'\cohib'oricubc'jnkknjbsubt'\cqarusobu'chpi\cm'tnidb'sont'sohr`os<
== LITH_TXT_INFO_TITLE_Extra2 | Px-5]404 None
%% LITH_TXT_INFO_DESCR_Extra2
Bisu~'5(2
N'fj'ihs'f'jfi'ha'fdsnhi+'th'sob'\cr`fuef`b\cm'wuhekbj'pnkk'wbutnts)
Sobub'nt'ohpbqbu'thjbsoni`'sh'eb'tfnc'fehrs'\ccniqhkrisfu~'fdsnhi\cm)'N j'fkk'fehrs'sofs)'Sobub t'ihsoni`'knlb'fddncbisfkk~'cbtsuh~ni`'thjbsoni`'ebdfrtb'ha'sob'twbdnand'dnudrjtsfidbt'tbs'ni'wkfdb'e~'fkk'\cndofht\cm'tbs'ebahubofic)
Sobub t'f'akhp'sh'ns)'Bqbi'thjbsoni`'ft'\coardlni`'tsrwnc\cm'ft'mrts'lnkkni`'oricubct'ha'jnduhit'ha'crts'dfi'eb'bisbusfnini`'na'ns t'`hs'sob'un`os'akhp)'@bs'nish'ns)'@bs'jfc'fic'\cslnkk'sob'eftnkntl\cm)
== LITH_TXT_INFO_TITLE_Extra3 | Pointles$ Numbers3
%% LITH_TXT_INFO_DESCR_Extra3
Bisu~'4(2
Sob~ ub'hetbttbc'pnso'ns<'N'chi s'lihp'po~+'sobub t'thjbsoni`'pbnuc'fehrs'sobj'N'`rbtt)'Ers'sob~ ub'hetbttbc'pnso'sobtb'wfssbuit'sob~'jfcb'rw)'Ns t'onkfunhrt+'fdsrfkk~+'N j'kfr`oni`'j~'ftt'haa'un`os'ihp'mrts'sonilni`'fehrs'ns)
Jf~eb'~hr'ihsndbc'ns'shh+'fkk'ha'sobtb'soni`t'N qb'punssbi'fub'mrts'whniskbtt'wfssbuit)'Sob'irjebut+'sob'wfttphuct+'sob'irjebu'\c`Tbqbi\cm)'Sob~ ub'fkk'`hni`'chpi'sob'cufni'ha'%whniskbtt'sohr`ost%'ni'j~'ubdbwshut)'Sob~ ub'fkk'jbfini`kbtt'sh'jb)
Ers'sofs t'hlf~)'Ns t'tsnkk'arii~)'Sobub kk'eb'jhub)'Sobub kk'eb'jrdo'jhub'auhj'jb)'Sobub kk'eb'jrdo'jhub)'Sobub kk'eb'th'jrdo'jhub'chpi'ni'sont'\cvfshkk'ha'jntbu~\cm)
== LITH_TXT_INFO_TITLE_Extra4 | Clarity
%% LITH_TXT_INFO_DESCR_Extra4
Bisu~'3(2
\c`Tbqbi'oricubc'~bfut\cm'f`h+'jfi'pfklbc'aubbk~'hi'ont'wkfibs)'Sobi+'ob'dfubc'jhub'fehrs'`bssni`'sob'fttohkbt'haa'sob'wkfibs+'fic'sobi'sob~'lnkkbc'bfdohsobu+'knlb'sob~'ch)'Fic'sob'fttohkbt'fub'`bssni`'lnkkbc'e~'fknbit'ihp+'th'sob~'pbub'crje'sh'kbfqb'fi~pf~t)
Ahu'thjb'ubfthi'sob'\cr`fuef`b\cm'wuhekbj'tsnkk'oft'ihs'ebbi'ubthkqbc)'N'phicbu'na'sob~'chi s'dfub'hu'na'N j'fdsrfkk~'trwwhtbc'sh'sflb'fdsnhi'fehrs'sont)
Ih'jfssbu)'N kk'knqb)'Sobub t'jhub'sh'eb'chib)'Jrdo'jhub'sh'eb'chib)'Th'jrdo'jhub'sh'eb'chib)
== LITH_TXT_INFO_TITLE_Extra5 | D.3.2.2
%% LITH_TXT_INFO_DESCR_Extra5
Bisu~'2(2
*************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************
6370?57?'Wkf}jf'Fqbirb
NSBUFSB
## EOF

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##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_AetosVi | Aetos Vi
== LITH_TXT_INFO_TITLE_AetosVi | $LITH_TXT_INFO_SHORT_AetosVi
@@ LITH_TXT_INFO_DESCR_AetosVi
A planetary system 17 lightyears away from Earth that houses several planets
with sentient life on them. Found approximately 700 years ago now, this is the
second system reached by humans, and the first with sentient life.
When the system was found, rejoice was had throughout all mankind, finally
knowing that they weren't alone in the universe.
Then, of course, the expeditioners were attacked by natives.
But that's fine details.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_Algidistari | Algidistari
== LITH_TXT_INFO_TITLE_Algidistari | $LITH_TXT_INFO_SHORT_Algidistari
@@ LITH_TXT_INFO_DESCR_Algidistari
Algidistari is a planetary system 45 lightyears in distance from Earth. While
it has many planets in its main sequence, and many rocks, it is for the most
part not suitable for human life due to its cold atmosphere caused by a small
central star.
Several of the planets in this system such as Neptune 11 are quite large and
are semi-habitable, thus becoming quite suitable for mages of the
\chCaeruleum\c- mode to test magic on.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_ChAri | Ch'ari
== LITH_TXT_INFO_TITLE_ChAri | $LITH_TXT_INFO_SHORT_ChAri
@@ LITH_TXT_INFO_DESCR_ChAri
A planet in the Aetos-Vi planetary system composed of four land masses and a
large amount of water, populated by a highly intelligent light-manipulating
race known as the Kiri.
Previously, humans also lived on this planet, but were driven out by a large
scale terrorist enactment.
Ch'ari is generally dull and dark-grey looking save for the water, but the
communications of the Kiri light up the darkness in a beautiful fashion.
Its inhabitants include fish and plant life, as well as land-dwelling beasts
such as giant mammoth-like creatures and the two-legged Falx.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_DurlaPrime | Durla Prime
== LITH_TXT_INFO_TITLE_DurlaPrime | $LITH_TXT_INFO_SHORT_DurlaPrime
@@ LITH_TXT_INFO_DESCR_DurlaPrime
A planet in the Aetos-Vi planetary system whose dominant species is a humanoid
avian creature, the "Peristera" or, colloquially, "Perist".
When humans arrived on Durla Prime, the Peristeras were highly frightened by
the presence of an alien, sentient being, and war broke loose. Refusing to
attack, the humans ended the war a mere month later, after learning to
communicate with the avian species.
The planet is extremely similar to Earth, even having grass and trees that
mostly resemble their earthly counterparts.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_Earth | Earth
== LITH_TXT_INFO_TITLE_Earth | $LITH_TXT_INFO_SHORT_Earth
@@ LITH_TXT_INFO_DESCR_Earth
The year is 1649 New Era. After an event that almost led to an apocalypse in
3031 CE, humanity collectively decided to mark a new era dedicated to
progressing travel and communications across the galaxy.
Earth has stayed largely the same as it was in the Common Era, thanks to
advances in science.
By 1000 NE, most of the population on Earth had moved to other inhabitable
planets, but still a large population remains on the blue planet.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_Hell | Hell
== LITH_TXT_INFO_TITLE_Hell | $LITH_TXT_INFO_SHORT_Hell
@@ LITH_TXT_INFO_DESCR_Hell
Whether the Hell found ripping into our dimension is actually from any known
religion is not known. What is known, however, is that its inhabitants seek to
destroy and enslave everything they can get their hands on.
Composed of several ranks, Hell is a dictatorship led by one called the Icon
of Sin, or Satan by some. The inhabitants of Hell seem to gain some kind of
energy from suffering and death, possibly an abstract power like that
previously found on Earth, thousands of years ago.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_Mars | Mars
== LITH_TXT_INFO_TITLE_Mars | $LITH_TXT_INFO_SHORT_Mars
@@ LITH_TXT_INFO_DESCR_Mars
In 2714 CE, a huge interplanetary workload boom began, spawning numerous
factories and artificial workplaces on Mars manned by robots.
Thanks to advances in terrestrial travel, the ability to transfer goods
between Mars and Earth became cheap enough to be profitable during the periods
where Mars is closer to Earth.
Still to this day many companies on Earth -- and even some intra-galactic
corporations like OFMD -- use Mars as a place to house autonomous work.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_OmicronXevv | Omicron Xevv
== LITH_TXT_INFO_TITLE_OmicronXevv | $LITH_TXT_INFO_SHORT_OmicronXevv
@@ LITH_TXT_INFO_DESCR_OmicronXevv
A binary star system near Sirius about 8 lightyears away from Earth. The
asteroid belt surrounding the star system has many large, well-lit and fairly
temperate asteroids suitable for humans to live on.
Omicron Xevv has been used by many small companies throughout the years to
have a secluded, free place to do research, surveillance and development.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_SuperDimension | Super Dimension
== LITH_TXT_INFO_TITLE_SuperDimension | $LITH_TXT_INFO_SHORT_SuperDimension
@@ LITH_TXT_INFO_DESCR_SuperDimension
The first hyperdimension found through observation of cuts in the universe,
which were also observed to be created intentionally by beings there.
Several artifacts have come from this dimension: The Omega Cannon, The
Division Sigil, and The Cup of Blood.
Of these artifacts, you can acquire two. The Omega Cannon, a weapon, and the
Division Sigil, a strange artifact able to cause disruptions in space-time.
The latter will only be allowed to you if you can't stop the Demons.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_Heaven | The God Cage
== LITH_TXT_INFO_TITLE_Heaven | $LITH_TXT_INFO_SHORT_Heaven
@@ LITH_TXT_INFO_DESCR_Heaven
A strange dimension. The beings of the God Cage are the most powerful beings in
all of existence, capable of destroying reality itself if they thought it best.
The God Cage itself is a finite dimension, possibly the first of any. While it
cannot be visually described, it is known that all particles in this dimension
are made of pure, primordial magic of which is untouchable by any outside
source; hence the name, a caged dimension for only the Gods to roam.
Hermes is the only known God capable of holding a physical form outside of the
God Cage, and moreover the only one capable of outside communication.
His demise during the events of the calamity have halted all further knowledge
about the dimension, leaving it merely the mental shape of a huge chrome
cylinder box.
## EOF

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##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_HeadsUpDisp | $LITH_TXT_UPGRADE_TITLE_HeadsUpDisp
== LITH_TXT_INFO_TITLE_HeadsUpDisp | Heads Up Display
@@ LITH_TXT_INFO_DESCR_HeadsUpDisp
This is a military issue Heads Up Display program, which tracks vital signs,
munitions, armor status, and more with numeric signifiers.
Originally designed by a former video game designer, a great amount of effort
had to be put into fine-tuning this program to tell you exactly when you're
about to die, your armor is about to break and get you killed, or you're about
to run out of ammunition, and then die.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_JetBooster | $LITH_TXT_UPGRADE_TITLE_JetBooster
== LITH_TXT_INFO_TITLE_JetBooster | Pe'i tha E. Jet Boots
@@ LITH_TXT_INFO_DESCR_JetBooster
These are standard jet boots produced by OFMD, upgraded for private use. They
have a safety lock which deactivates while the user is mid-air so they don't
backfire and burn your heels. Keeps the user smoothly held in air with a
stabilizer chassis attached to the leg, so your natural instinct to screw it
up is cancelled out.
Powered with a small energy cell about the size of your Calcaneus that can
stay stable mid-air for approximately 7 months without fail.
Press "run" while mid-air to activate.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_ReflexWetw | $LITH_TXT_UPGRADE_TITLE_ReflexWetw
== LITH_TXT_INFO_TITLE_ReflexWetw | Klaje Mosegon Reflex Enhancing Wetware
@@ LITH_TXT_INFO_DESCR_ReflexWetw
Software for your Computer/Brain Interface that improves your ability to move,
enhancing your speed, and giving you new movement options.
This software has been deemed vital to your mission, and has been provided to
you with yet more upgrades.
You can jump while mid-air by pressing "jump" again, hurtling your body
upwards with sheer force.
You can also now slide in any direction with ease by pressing "run".
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_CyberLegs | $LITH_TXT_UPGRADE_TITLE_CyberLegs
== LITH_TXT_INFO_TITLE_CyberLegs | Prexje Mosegon Speed Enhancing Wetware
@@ LITH_TXT_INFO_DESCR_CyberLegs
An update for your reflex wetware developed while you were being deployed on
your mission. Improves your jump height and speed.
Also grants you a new ability: While you're falling, your legs will
automatically extend in a fashion that attacks anything below it. The higher
the fall, the greater the impact.
Couldn't be deployed initially to you due to complications in shipping to a
combat zone.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_Yh0 | $LITH_TXT_UPGRADE_TITLE_ReactArmor
== LITH_TXT_INFO_TITLE_Yh0 | Yh-0 Reactive Plating System
@@ LITH_TXT_INFO_DESCR_Yh0
Developed by avians of the planet Durla Prime, this armor plating is able to
mitigate damage of one type almost completely for an indefinite amount of time.
This plating uses a set of unique systems that can each block one kind of
attack with extreme prejudice, but due to allowing full control of the
plating to each system, can only use one at a time.
Works over your currently equipped armor, so damage from even rockets may be
lowered into what feels like a small tickle.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_DefenseNuke | $LITH_TXT_UPGRADE_TITLE_DefenseNuke
== LITH_TXT_INFO_TITLE_DefenseNuke | Defensive Atomic Bomb
@@ LITH_TXT_INFO_DESCR_DefenseNuke
An extremely deadly slow-charge bomb that activates as you enter a dangerous
area.
Unfortunately, due to this weapon being extravagantly loud, anything in the
area will also be alerted to your presence. Be careful with this thing!
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_Adrenaline | $LITH_TXT_UPGRADE_TITLE_Adrenaline
== LITH_TXT_INFO_TITLE_Adrenaline | Senxans Automatic Adrenaline Injector
@@ LITH_TXT_INFO_DESCR_Adrenaline
A rather brute upgrade that gathers wasted adrenaline from your body and
injects it back into you all at once when you're in danger.
This gives the effect of time stopping for a moment as you move with extreme
swiftness, triggered by proximity to projectiles and being targeted by enemies.
Using this without going insane or otherwise passing out requires intense
training given only to military forces.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_VitalScanner | $LITH_TXT_UPGRADE_TITLE_VitalScan
== LITH_TXT_INFO_TITLE_VitalScanner | Mit'keru Vital Scanner
@@ LITH_TXT_INFO_DESCR_VitalScanner
A small nanomachine emitter is strapped to your belt, which fires out nanos
programmed to grab vital signs of enemies under your crosshair, and display
them in a numeric value on your heads up display.
Unfortunately, the range of this emitter is not as great as it could be, and
is for the most part only usable in close-quarters.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_AutoReload | $LITH_TXT_UPGRADE_TITLE_AutoReload
== LITH_TXT_INFO_TITLE_AutoReload | K'meru Automatic Loading System
@@ LITH_TXT_INFO_DESCR_AutoReload
A rather small robot that can fit in your backpack, which uses a learning
algorithm to figure out how to load your guns.
Originally created by HLCorp for their highly advanced hazard suits, it was
retooled to work separately from them so it could be mass produced for
military needs.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_SoulCleaver | $LITH_TXT_UPGRADE_TITLE_SoulCleaver
== LITH_TXT_INFO_TITLE_SoulCleaver | \cdSi Ritagliassero\c-, \chCaeruleorum\c- 44
@@ LITH_TXT_INFO_DESCR_SoulCleaver
The 44th method of the \chCaeruleum\c- mode, this rather complex attack must
be applied passively. It siphons power from the recently deceased and releases
it into a ball of metaphysical attack energy.
The exact origin of this method is debated, and it is not in common use due to
its strange circumstances and the general requirement of strong, plentiful
opponents to be useful in combat.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_StealthSys | $LITH_TXT_UPGRADE_TITLE_StealthSys
== LITH_TXT_INFO_TITLE_StealthSys | Unnamed Stealth System
@@ LITH_TXT_INFO_DESCR_StealthSys
An active light reflection system, using advanced camouflage developed years
ago in \cm[redacted]\c- by the inhabitants of the planet. While the original
version required a link with \cm[redacted]\c- in order to function (as the
natives could easily do so,) this version, which was developed by Deceiver
Solomon, requires only an energy source.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_HeadsUpDispJem | $LITH_TXT_UPGRADE_TITLE_HeadsUpDisp
== LITH_TXT_INFO_TITLE_HeadsUpDispJem | Heads Up Display
@@ LITH_TXT_INFO_DESCR_HeadsUpDispJem
This program is the 37th version of the standard issue heads-up display for
AOF employees. The binary remains uncredited, and the decompiled code has no
authors listed in any of the files, though is well-commented.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_Magic | $LITH_TXT_UPGRADE_TITLE_Magic
== LITH_TXT_INFO_TITLE_Magic | Mana Absorber
@@ LITH_TXT_INFO_DESCR_Magic
A small device reminiscent of a landmine which attaches to a chestplate,
pauldron or shoulder pad, which uses an unknown \ckFlavum\c- mode spell that
captures energy from the dead and dying.
Using this method, it uses hostility detection to find potential sources of
mana, and upon that source losing metaphysical structure, siphons all mana
from it with approximately 73.416% efficiency.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_ReflexWetwJem | $LITH_TXT_UPGRADE_TITLE_ReflexWetw
== LITH_TXT_INFO_TITLE_ReflexWetwJem | Reflex Enhancing Wetware
@@ LITH_TXT_INFO_DESCR_ReflexWetwJem
Software for your Computer/Brain Interface that improves your ability to move,
enhancing your speed, and giving you new movement options.
Newer versions of this program have a backdoor built into them. This old
version was given to you by Spellcaster and Deceiver Michael as part of your
mission. The binary credits have been overwritten with "CrAcKeD bY mEt&".
You can jump while mid-air by pressing "jump" again, hurtling your body
upwards with sheer force.
You can also slide in any direction with ease by pressing "run", even while
mid-air.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_WeapnInter | Weapon Interface
== LITH_TXT_INFO_TITLE_WeapnInter | Weapon Interfacing Device Package
@@ LITH_TXT_INFO_DESCR_WeapnInter
The Weapon Interfacing Device Package (or simply Weapon Interface) is a small,
silver briefcase with several components inside it all purpose built for
modifying any kind of weaponry with extreme ease; In fact, it is built to
completely disassemble, install upgrades into, and reassemble a weapon in under
20 seconds.
The package was created approximately 30 years ago by researchers at OFMD and
AllPoint. Them both seeing the potential sales figures for such a device during
a great war, OFMD and AllPoint signed a mutual contract to develop the package
and share profits between eachother.
The success of this device was massive, despite how expensive it is, with its
prices being barred by a "call us to get the numbers."
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_WeapnInte2 | W.R.D.
== LITH_TXT_INFO_TITLE_WeapnInte2 | Weapon Refactoring Device
@@ LITH_TXT_INFO_DESCR_WeapnInte2
Despite the idea being similar to the Weapon Interfacing Device Package, the
Weapon Refactoring Device was conceptualized and prototyped over 40 years
before the Weapon Interface was created.
The Weapon Refactoring Device is a large, dense, black suitcase with the
letters "WRD" on the front. Inside is a gigantic, see-through box filled with
indescribable amounts of strange looking wires, tubes, chips, boards and
markings in some foreign language you can't read.
This device is capable of completely assembling any weapon given parts and any
amount of schematics, using computational learning algorithms and a large
database of possible configurations.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_ArmorInter | Armor Interface
== LITH_TXT_INFO_TITLE_ArmorInter | Armor Interfacing Device
@@ LITH_TXT_INFO_DESCR_ArmorInter
The Armor Interface is a rather large yet thin, silver set of pauldrons and
chestplate that attaches onto one's body and can be worn under any kind of
conventional armor.
It comes equipped with several million nerve-like sensors capable of detecting
damage to the user and their extremeties, as well as what kind of damage was
taken.
Using these, it has the capability for (but is not installed in its default
configuration with) methods of damage mitigation, such as secreting
flame-retardant liquid when fire damage is detected.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_CBIUpgr1 | High-Grade CPU
== LITH_TXT_INFO_TITLE_CBIUpgr1 | KSKK Spec. Z6808 High-Grade CPU
@@ LITH_TXT_INFO_DESCR_CBIUpgr1
A huge upgrade from your dinky Nodea 541 CPU, the Z6808 is capable of up to
30Pr (when overclocked) and has 100TiB of RAM. In most cases, it's completely
overly sufficient for any mathmetician or cybernetics junkie.
However, the Z6808 is unfortunately yet insufficient for heavily augmented
military use, and is deployed to you only as a temporary measure so you can
later acquire a more comfortable BC-0265 CPU.
The unit houses 2048 physical cores and two billion hybrid synapses, giving
it a very solid feel and plenty of physical working memory.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_CBIUpgr2 | S. High-Grade CPU
== LITH_TXT_INFO_TITLE_CBIUpgr2 | KSKK Spec. BC-0265 Super High-Grade CPU
@@ LITH_TXT_INFO_DESCR_CBIUpgr2
The BC-0265 is a marvel of modular C/B Interface technology, not bigger than
any standard CPU and capable of so, so much more. It comes equipped with
150TiB of RAM, 70Pr without any dangerous overclocking, and 4906 physical
cores.
Developed solely for military use, the BC-0265 has gone through vigorous field
testing and many trials, and now you wield the result of those efforts.
Despite only having 3 billion neurons, not much more than high-grade CPUs,
the quality of each is much higher, being able to withstand much more precise
data transfer through high density synapses and storage in each cell.
## EOF

View File

@ -0,0 +1,339 @@
## Cyber-Mage ----------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_Mateba | Mateba
== LITH_TXT_INFO_TITLE_Mateba | Mateba R119
@@ LITH_TXT_INFO_DESCR_Mateba
A re-creation of the classic Mateba Model 6 Unica revolver, which was rather
popular a few thousand years ago from its (at the time) unique design and
style.
This version is suited for a left-handed user, with a barrel that opens to the
right. The weapon loads twelve .454 Casull rounds much like the Mateba Grifone
variant.
Due to the original design being lost in time, this revolver sports several
accuracy deficiencies, but nonetheless has the classic look and feel of the
original gun. Produced by A.O.F Inc. for knight-class units.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_MatebaUpgr | $LITH_TXT_UPGRADE_TITLE_Mateba_A
== LITH_TXT_INFO_TITLE_MatebaUpgr | \cdFinirentur\c-, \cgRussorum\c- 19
@@ LITH_TXT_INFO_DESCR_MatebaUpgr
The 19th method of the \cgRussum\c- mode, Finirentur, known as the Finalizer,
is a very powerful red magic that creates a sigil infront of the user which
then fires out a projectile at fairly high speed. This projectile is capable
of instantly deceasing any mid-heavily wounded, living being.
The Mateba R119 Finalizer channeler is capable of firing this intense magic,
however it is limited to the last shot of the cylinder so as to not
potentially overload the user. While this modification was created by A.O.F
Inc, the Finirentur method was created recently by mages of Neptune 11 in
Algidistari.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_ShockRifle | Shock Rifle
== LITH_TXT_INFO_TITLE_ShockRifle | Home-made Shock Rifle
@@ LITH_TXT_INFO_DESCR_ShockRifle
This weapon is a modification of a rifle made on Ch'ari, a memento your friend
gave to you to ravage for parts. The magazine has been moved from the bottom
(which is now an ejection port) to the back, where it's convenient to reload.
This placement also allows for the bullets to be electrified with several
hundred volts before leaving the barrel, causing anything that gets hit by it
to be electrocuted harshly, hence your name for it: the "Shock Rifle."
While the weapon only has a 7-round magazine, it fires extremely deadly
7.62x54mmR cartridges with almost pinpoint accuracy, thanks to being extremely
well-manufactured, likely under the care of a very skilled Kiri craftsman.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_ShockRifUpgr | $LITH_TXT_UPGRADE_TITLE_ShockRif_A
== LITH_TXT_INFO_TITLE_ShockRifUpgr | Shock Charge
@@ LITH_TXT_INFO_DESCR_ShockRifUpgr
A simple modification to the barrel that wraps an explosive sigil around the
bullet as it leaves the gun, causing it to explode into electricity upon
impact.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_ShockRifUpg2 | $LITH_TXT_UPGRADE_TITLE_ShockRif_B
== LITH_TXT_INFO_TITLE_ShockRifUpg2 | Electric Binding
@@ LITH_TXT_INFO_DESCR_ShockRifUpg2
A modification for your Shock Rifle, crafted as an experiment: a bit of
extremely heated liquid crystal is extruded onto the bullet upon receiving, and
then super-charged.
The liquid crystal is heated with a Heat sigil, however due to unknown reasons
when the projectiles get stuck in groups with this compound, the combined
energy still remaining in them explodes violently.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_SPAS | Shotgun
== LITH_TXT_INFO_TITLE_SPAS | NV48 12-Gauge Shotgun
@@ LITH_TXT_INFO_DESCR_SPAS
The first (and currently only) shotgun produced by Newvec corp, an extended
production line was fulfilled by contract from A.O.F Inc. for knight-class
units thanks to the overwhelming fire-power and cheapness of this weapon.
It fires any standard high-potency 12-gauge shell, and loads 8 shots. The
design is extremely simple, but it does not overheat or jam often, is cheap to
produce, and is very, very powerful.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_SPASUpgr | $LITH_TXT_UPGRADE_TITLE_SPAS_A
== LITH_TXT_INFO_TITLE_SPASUpgr | \cdInvalidassero\c-, \cgRussorum\c- 14
@@ LITH_TXT_INFO_DESCR_SPASUpgr
The 14th method of the \cgRussum\c- mode, Invalidassero is a fairly potent,
purple-ish colored magic substance that sticks to projectiles such as buckshot.
This substance will, upon sudden velocity increase, vibrate rapidly and cause
projectiles to both go off-target and do loads of damage, as well as explode
on impact. The origin of this method is unknown.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_SPASUpg2 | $LITH_TXT_UPGRADE_TITLE_SPAS_B
== LITH_TXT_INFO_TITLE_SPASUpg2 | NV48-1 Shell Auto-loader
@@ LITH_TXT_INFO_DESCR_SPASUpg2
An upgrade for the NV48 which uses a small magic buffer to automatically load
shells from a four-dimensional area. A rather simple, yet effective solution,
which also is used to accelerate shots slightly more, causing more damaging
projectiles.
Somehow, the accelerated shots also seem to blend into eachother slightly.
The weapon must be fired a bit slower (and is forced to) due to the violent
nature of the magic being used, and the added recoil.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_SMG | Sub-Machine Gun
== LITH_TXT_INFO_TITLE_SMG | SYM4.3 D.22 MODEL M SUBMACHINE GUN
@@ LITH_TXT_INFO_DESCR_SMG
This rather oddly shaped submachine gun was mass-produced by Omakeda during
their earlier years, when they were still getting their designs down. While
the gun has overheating issues, it mitigates this by allowing the user to feed
coolant tubes directly into it, and counter-balances the issue by having both
great fire-rate and great over-all projectile damage.
The weapon fires modified high velocity, armor piercing, vacuum enabled
5.7x28mm bullets, manufactured by various nameless companies, and loads
bullpup. It has since been re-branded by SYM4.3, who now produce it for
Omakeda with royalties.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_SMGUpgr | $LITH_TXT_UPGRADE_TITLE_SMG_A
== LITH_TXT_INFO_TITLE_SMGUpgr | Arms Annex F474
@@ LITH_TXT_INFO_DESCR_SMGUpgr
The AA/F474 is an extension to the SYM4.3 D.22 MODEL M SUBMACHINE GUN which
attaches a magic buffer into the magazine upon insertion, causing it to
over-load another two magazines worth of ammunition while firing.
This magic buffer is unfortunately unstable, as it has to be recreated every
load, and so care must be taken while reloading the gun to not move too
suddenly and cause the buffer to rip. If this did occur, the weapon would
displode, and bullets would fly out constantly.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_SMGUpg2 | $LITH_TXT_UPGRADE_TITLE_SMG_B
== LITH_TXT_INFO_TITLE_SMGUpg2 | Arms Annex 138D5
@@ LITH_TXT_INFO_DESCR_SMGUpg2
The AA/138D5 is an extension to the SYM4.3 D.22 MODEL M SUBMACHINE GUN which
places a Blue-type FFC Magic Extruder into the barrel.
This magic extruder gives all bullets leaving the barrel automatic target
homing capabilities. The bullets may not only lean toward enemies you aim at,
but also enemies nearby given a good enough range.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_SMGUpg3 | $LITH_TXT_UPGRADE_TITLE_SMG_C
== LITH_TXT_INFO_TITLE_SMGUpg3 | SYM4.3 D.24 MODEL M SAFE TRIGGER
@@ LITH_TXT_INFO_DESCR_SMGUpg3
Complaints from users of the Model M SMG were not many for SYM4.3, but despite
this, they were actually the most abundant of complaints the company had ever
received on any weapon.
In the interest of their image of absolute quality, they convinced the company
producing the gun to make a replacement for the hammer that could detect the
heat of the barrel and stop firing until it has sufficiently cooled down.
For all intents and purposes, this plan worked great for everyone buying new or
intending to buy the upgrade kit.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_IonRifle | Ion Rifle
== LITH_TXT_INFO_TITLE_IonRifle | KDA-[Thrown] Model 11 Ion Rifle
@@ LITH_TXT_INFO_DESCR_IonRifle
Produced by KSKK under the pseudonym "Kazami Defense Arms" (for various legal
reasons.) Fires volatile ions at railgun speeds, which go straight
through just about any being with flesh until resulting in a violent,
explosive impact.
The rifle uses a relatively complex loading mechanism for the safety of the
user; one must first release the bolt with a safety guard near the trigger
mechanism, open the bolt, wait for a round to cycle and close it.
This is in part required due to the immense heat that would be caused by
opening the weapon prematurely after firing, and the complexity that would be
needed to have a fully automatic round cycling system.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_IonRifleUpgr | $LITH_TXT_UPGRADE_TITLE_IonRifle_A
== LITH_TXT_INFO_TITLE_IonRifleUpgr | KDA-[Radiator] M11 Radioactive Ionizer
@@ LITH_TXT_INFO_DESCR_IonRifleUpgr
An odd upgrade for the Model 11 Ion Rifle by Kazami Defense Arms that modifies
the internal barrel to not only superheat projectiles, but irradiate them with
a small amount of radioactive isotope.
The result of this is extremely hot, explosive, radioactive projectiles that
explode upon impact and dangerously irradiate enemies so much that they get
torn apart from the inside.
Don't you just want to buy 5 of 'em?
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_IonRifleUpg2 | $LITH_TXT_UPGRADE_TITLE_IonRifle_B
== LITH_TXT_INFO_TITLE_IonRifleUpg2 | KDA-[Overloader] M11 Overload Charger
@@ LITH_TXT_INFO_DESCR_IonRifleUpg2
The Overloader is a modification for the Model 11 Ion Rifle by Kazami Defense
Arms. It removes the heat charging cap, allowing the weapon to over-charge to
just over twice the normal amount of heat, allowing the projectile to be
launched with an extraordinary amount of speed and pressure, almost quadrupling
the damage output.
Due to the immense amount of heat in the chamber, the weapon must be cooled off
by air exposure for a few moments after firing.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_CPlasmaRifle | Plasma Rifle
== LITH_TXT_INFO_TITLE_CPlasmaRifle | $LITH_TXT_INFO_SHORT_PlasmaRifle
== LITH_TXT_INFO_DESCR_CPlasmaRifle | $LITH_TXT_INFO_DESCR_PlasmaRifle
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_CPlasmaUpgr | $LITH_TXT_UPGRADE_TITLE_CPlasma_A
== LITH_TXT_INFO_TITLE_CPlasmaUpgr | MD 47.65.69.73.74 Pulse Charger
@@ LITH_TXT_INFO_DESCR_CPlasmaUpgr
When MDDO was designing the Plasma Rifle, they were mostly experimenting with
weapons manufacturing and attempting to make sense of mass production. One of
the results of this internal testing was the Pulse Charger: An oscillating
plasma emitter similar to the original mechanism, but made for accuracy over
speed.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_StarDestroyer | Star Destroyer
== LITH_TXT_INFO_TITLE_StarDestroyer | The Star Destroyer
@@ LITH_TXT_INFO_DESCR_StarDestroyer
An atrocious weapon supposedly made from the life research of seven mages of
Hell, the Star Destroyer was made with the sole purpose of destroying whatever
created it so hard that it would never, ever come back again.
The weapon's inner workings still elude many, but what is known is that it
condenses demonic energy far more than any other known artifact; the weapon
then takes this hyper-condensed energy and emits it into a very small,
circular disc buffer on the top of the weapon.
The resulting projectile grows in size as it disperses energy in front of it,
causing hundreds of smaller projectiles to come out as it rips through
anything in its path.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_ShipGunUpgr | $LITH_TXT_UPGRADE_TITLE_ShipGun_A
== LITH_TXT_INFO_TITLE_ShipGunUpgr | The Forsaken Longinus Solspear
@@ LITH_TXT_INFO_DESCR_ShipGunUpgr
The first of the three ancient bolts of the Star Destroyer, the Longinus
Solspear. The bolt modifies the projectile to focus all of its power on moving
forward; like a spear piercing through all in its path. Crushingly powerful,
the projectile not only pierces through almost any substance, but bounces off
of things that it can't kill, such as walls.
This bolt appears to think on its own, though this is possibly just local
distortion caused by the high amount of condensed demonic energy.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_ShipGunUpg2 | $LITH_TXT_UPGRADE_TITLE_ShipGun_B
== LITH_TXT_INFO_TITLE_ShipGunUpg2 | The Galliant Surge of Destiny
@@ LITH_TXT_INFO_DESCR_ShipGunUpg2
The second of the three ancient bolts of the Star Destroyer, the Surge of
Destiny does not fire a projectile at all -- instead, it surrounds the user in
a bright, vibrant aura of protection while unloading tons of smaller
projectiles all around them.
The bolt seeks to protect and defend rather than attack, though this is
possibly just speculation.
## Cyber-Mage Magic ----------------------------------------------------------|
== LITH_TXT_INFO_SHORT_Blade | Blade
== LITH_TXT_INFO_TITLE_Blade | \cdSfregiassero\c-, \ciAurantiorum\c- 2
@@ LITH_TXT_INFO_DESCR_Blade
The 2nd method of the \ciAurantia\c- mode, the most dead-simple of attacks that
could be made with \ciAurantia\c- sigils. A potent slash with no physical form.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_Delear | Delear
== LITH_TXT_INFO_TITLE_Delear | \cdDelerentur Ex\c-, \ciAurantiorum\c- 24
@@ LITH_TXT_INFO_DESCR_Delear
The 24th method of the \ciAurantia\c- mode, a rather basic attack which fires
sixteen orange dots in a sequence from two sides, over two rows. The
simplicity of casting and ease of use makes this spell a rather common sight.
The design was created by first century mage Johnathon Booker and was later
further simplified by various spellcasters. Your version of it prefers a flat
shape rather than a curved one that most use.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_Feuer | Feuer
== LITH_TXT_INFO_TITLE_Feuer | \cdIncenderentur Ex\c-, \ciAurantiorum\c- 32
@@ LITH_TXT_INFO_DESCR_Feuer
The 32nd method of the \ciAurantia\c- mode, a fire attack that throws two balls
of fire toward a target, destroying anything in their path.
The method is renowned for being powerful yet simple, and very easy to use.
It was originally dubbed the "magic missile" before some esoteric historians
began to protest for unknown reason.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_Rend | Romyetya
== LITH_TXT_INFO_TITLE_Rend | \cdFinderentur Ex\c-, \ciAurantiorum\c- 4
@@ LITH_TXT_INFO_DESCR_Rend
The 4th method of the \ciAurantia\c- mode, similar in form and creation to
Blade, however quite different due to the modified Front sigil, which is
replaced with an Extend sigil.
Far faster, more damaging, and longer range than Blade, Finderentur is useful
in many situations.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_Hulgyon | Hulgyon
== LITH_TXT_INFO_TITLE_Hulgyon | \cdHumarentur Ex\c-, \ciAurantiorum\c- 16
@@ LITH_TXT_INFO_DESCR_Hulgyon
The 16th method of the \ciAurantia\c- mode. Intermediate attack that creates
several piercing pillars of light forward of the user. One of the few
classical methods still in use, created by Apollo in 3021 CE.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_StarShot | Hosh'danma
== LITH_TXT_INFO_TITLE_StarShot | \cdDisploderentur Ex\c-, \ciAurantiorum\c- 8
@@ LITH_TXT_INFO_DESCR_StarShot
The 8th method of the \ciAurantia\c- mode. An advanced attack which summons
two star-shaped sigils that fire projectiles out at will before fading out.
Created by several dozen spellcasters at A.O.F Inc. for bishop-class units to
deploy with, and has been used several high-profile destroy-and-conceal
missions, including the West Steel Corp. incident, where it was used to
destroy several micro-fighters and around 195 personnel aboard the enemy ship.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_Cercle | Cercle de la Mort
== LITH_TXT_INFO_TITLE_Cercle | \cdPeccarentur Ex\c-, \cgRussorum\c- 7
== LITH_TXT_INFO_CSIZE_Cercle | 218
@@ LITH_TXT_INFO_DESCR_Cercle
The 7th method of the \cgRussum\c- mode, the "Circle of the Dead." An awesome
attack which takes all of one's metaphysical strength to use, one of the
strongest attacks that can be used by spellcasters without external help.
It has been used quite frequently in the final, deciding battles of wars to
completely obliterate entire squadrons of men.
Peccarentur is completed instantaneously with time flow manipulation. However,
to the person casting it, all of the details of the attack are clearly visible.
It is prophecized that such manipulation may eventually cause some kind of
catastrophe, but no proof of this has ever actually been provided.
This method was created on accident as a first-century researcher was
experimenting with \cgRussum\c- sigils. The attack was powerful enough to
accidentally murder all of the housemaids in their mansion and several wild
animals in their garden, however it did no damage to their property.

View File

@ -0,0 +1,260 @@
## Marine --------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_Pistol | Pistol
== LITH_TXT_INFO_TITLE_Pistol | Custom Ka Haa'umi Pistol
@@ LITH_TXT_INFO_DESCR_Pistol
Originally a vanilla mod Ka Haa'umi pistol manufactured by Omakeda, this gun
has been repaired enough times that it's practically indestructible now.
Having used it for a whole decade, this pistol still services you today,
without fail.
Fires fourteen custom high-grade vacuum-enabled .374 Express rounds. Can be
reloaded easily, since you duct-taped a magazine holder on the side. Features
a small CB-Scope similar to that of most other Omakeda weapons.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_Revolver | Revolver
== LITH_TXT_INFO_TITLE_Revolver | $LITH_TXT_INFO_SHORT_Revolver
@@ LITH_TXT_INFO_DESCR_Revolver
Other than this weapon being made on Earth, all you need to know about it is
that it fires six Teflon-plated .50 Action Express rounds and loads with a
break on the top. Crack some skulls with it.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_Shotgun | Shotgun
== LITH_TXT_INFO_TITLE_Shotgun | Hiku Mk.2 Shotgun
@@ LITH_TXT_INFO_DESCR_Shotgun
Manufactured by Omakeda, this shotgun fires both regular 8-gauge buck and a
small plasma charge at the same time. This enables the shotgun to be used both
as a rifle with railgun-like capabilities and a standard shotgun.
The plasma charge is powered by a small self-replenishing battery lodged in
the firing mechanism.
Most military models come with a CB-Scope.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_ShotgunUpgr | $LITH_TXT_UPGRADE_TITLE_GaussShotty
== LITH_TXT_INFO_TITLE_ShotgunUpgr | Hiku Mk.2 Shotgun Gauss Mod
@@ LITH_TXT_INFO_DESCR_ShotgunUpgr
During the short Avian-Sapiens war of
1401 NE, A.O.F Inc. ran a line of modified Hiku Mk.2 shotguns that removed the
shell firing mechanism and replaced it with a high-power photon condenser.
This both removes the need to chamber rounds and gives a nice boost in fire
rate. The gun is, essentially, completely different in use.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_ShotgunUpg2 | $LITH_TXT_UPGRADE_TITLE_PoisonShot
== LITH_TXT_INFO_TITLE_ShotgunUpg2 | Hiku Mk.2 Shotgun Poison Mod
@@ LITH_TXT_INFO_DESCR_ShotgunUpg2
A modification for the Hiku Mk.1 shotgun made by A.O.F Inc. for research
purposes. Uses a rather small container of poison that refills itself
automatically, contained in the loading mechanism, to infect enemies with
deadly corrosive acid fused with deadly neurotoxin.
This rather terrifying upgrade was never updated to the Mk.2 model. The
internal structure is similar enough that one may still use it with the Mk.2,
but the plasma firing mechanism must be disabled.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_LazShotgun | Laser Shotgun
== LITH_TXT_INFO_TITLE_LazShotgun | Kaether Photon Rifle
@@ LITH_TXT_INFO_DESCR_LazShotgun
Made during a war on Earth by a long nameless company, this weapon excels in
penetrating enemies with pure energy.
A superconducting coil in the middle is used to channel tons of energy into a
photon accelerator at extremely quick speeds, recharged by cocking the gun.
Great for cooking chicken.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_SuperShotgun | Super Shotgun
== LITH_TXT_INFO_TITLE_SuperShotgun | $LITH_TXT_INFO_SHORT_SuperShotgun
@@ LITH_TXT_INFO_DESCR_SuperShotgun
Puts out 2x2 4ga shells made to hunt the gigantic beasts of the planet Ch'ari.
The barrels are extremely tempered so as to not melt under harsh environments,
and have a unique dual-loading system. This dual-loading system allows you to
fire four shots in rapid succession without a large amount of recoil by
placing additional shells into both barrels.
It is currently unknown how this actually works, and it possibly uses
4-dimensional geometry.
This weapon bears manufacturer marks in a non-human language and is known only
as the Super Shotgun.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_CombatRifle | Combat Rifle
== LITH_TXT_INFO_TITLE_CombatRifle | AllPoint 75-b Assault Rifle
@@ LITH_TXT_INFO_DESCR_CombatRifle
AllPoint's 75-b model full-auto AR, produced for military and government
enforcer use. Also the single best-selling weapon in AllPoint's catalog.
Firing 1,050 rounds per minute of .467 caliber Teflon-plated death, this
beautiful gun works in both harsh atmospheres and vacuums thanks to a
super-tough exterior made out of titanium.
Comes with an inbuilt undermount-like grenade launcher. Holds only one grenade
at a time, but packs a great punch.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_RifleUpgr | $LITH_TXT_UPGRADE_TITLE_RifleModes
== LITH_TXT_INFO_TITLE_RifleUpgr | AllPoint 75-c Modal Trigger
@@ LITH_TXT_INFO_DESCR_RifleUpgr
Looking at the design failures in the 75-b, AllPoint sought to make an
improvement by way of a modification. Thus, they gathered, they could take
parts from their 80-g Sniper Rifle and fit them snugly into a combat rifle.
The 75-c Modal Trigger enables a third firing mode in which four two-round
bursts are fired sequentially. Using this mode also enables a partial
CB-Scope, which unfortunately does little more than obstruct your view.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_RifleUpg2 | $LITH_TXT_UPGRADE_TITLE_LaserRCW
== LITH_TXT_INFO_TITLE_RifleUpg2 | SF-209 Laser Rifle
@@ LITH_TXT_INFO_DESCR_RifleUpg2
This modification does little more than replace the firing system with one
much more similar to a photon rifle. The combat effectiveness of the rifle is
increased quite a lot, as it now fires 4tW penetrating beams capable of
ripping into most unarmored vehicles.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_SniperRifle | Sniper Rifle
== LITH_TXT_INFO_TITLE_SniperRifle | Facer AM-49d Sniper Rifle
@@ LITH_TXT_INFO_DESCR_SniperRifle
An extremely strong rifle which fires .50 BMG rounds, able to destroy most
living targets completely and penetrate weakly armored vehicles.
The main production of these weapons spanned about 20 years, and they were
sold to mercenaries in bulk. For a long time, this rifle had been the sniper's
main weapon of choice.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_GrenadeLauncher | Grenade Launcher
== LITH_TXT_INFO_TITLE_GrenadeLauncher | SYM4.3 D.671 EXPLOSIVE LAUNCHER
@@ LITH_TXT_INFO_DESCR_GrenadeLauncher
Boasting extreme speed, highly modifiable parts, and a sleek exterior design,
the D.671 will eradicate any foe you put against it.
After SYM4.3 put it on the market, this weapon was ultimately ignored because
of lack of advertising and early rumors regarding how weakly rockets are
initially propelled out the rifle.
This seems to use nanomachines or some similar technology to propel rockets
after they've been ignited and left the barrel; thus causing a small lag
before the rocket takes off fully.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_LauncherUpgr | $LITH_TXT_UPGRADE_TITLE_ChargeRPG
== LITH_TXT_INFO_TITLE_LauncherUpgr | UE-1 "Eight-Ball" Revolving Launcher
@@ LITH_TXT_INFO_DESCR_LauncherUpgr
Explosives are fun, as we all know, and Unreal Arms agreed with the sentiment.
Eight high-yield rocket-propelled grenades are loaded one at a time into the
launcher until finally the load is unleashed.
The secondary trigger can be held to select the mode of fire -- the default
mode shoots all eight in a horizontal line forward. The second mode shoots the
rockets in a spiral pattern for maximum damage on one area, and the third and
final mode hurls all of the grenades out of their rocket casings.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_LauncherUpg2 | $LITH_TXT_UPGRADE_TITLE_HomingRPG
== LITH_TXT_INFO_TITLE_LauncherUpg2 | SYM4.3 D.788 HOMING ROCKET SYSTEM
@@ LITH_TXT_INFO_DESCR_LauncherUpg2
This is a modification that adds an extra nanomachine dispenser to the gun's
PCI bus, which attaches several hundred thousand nanobots to the grenade when
it is fired that push it to angle toward the enemy.
Similar in concept to traditional rocket-based homing systems, this design is
both more space-efficient and much more accurate, allowing it to be used even
in a launcher as small as the D.671.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_PlasmaRifle | Plasma Rifle
== LITH_TXT_INFO_TITLE_PlasmaRifle | AllPoint 68-n Plasma Rifle
@@ LITH_TXT_INFO_DESCR_PlasmaRifle
In 1025 NE a paramilitary group commissioned Maxim-Danil Defense Org to make
several high-grade weapons. After MDDO went defunct, their assets were sold to
several companies.
One of those weapons, owned now by AllPoint and sold as the "68-n Plasma
Rifle", is their second best selling weapon.
The primary fire mode emits 7.52tW per bolt at approximately 2,800 bolts per
minute, and the secondary emits 1,260 30.96tW penetrating bolts per minute.
This thing will make Swiss cheese out of anything in its path.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_PlasmaUpgr | $LITH_TXT_UPGRADE_TITLE_PlasLaser
== LITH_TXT_INFO_TITLE_PlasmaUpgr | AllPoint 68-o Plasmatic Laser
@@ LITH_TXT_INFO_DESCR_PlasmaUpgr
Having their second best-seller also be complete trash at aiming pissed
AllPoint staff off so much that they completely redesigned the weapon's
internals to boast a 37.96tW high-speed ion condenser that fires pure death
out of the rifle hotter than the sun.
No, really. It's probably hotter than the sun. If you were like, 700km away
from it or something, but still.
The upgrade was, unfortunately, woefully expensive. It has been sold only to
private investors for quite some time now, but thankfully, your employer is
one of them.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_PlasmaUpg2 | $LITH_TXT_UPGRADE_TITLE_PartBeam
== LITH_TXT_INFO_TITLE_PlasmaUpg2 | SF-2012 Ion Acceleration Cannon
@@ LITH_TXT_INFO_DESCR_PlasmaUpg2
The SF-2012 IAC is quite ubiquitous among Semaphore's arsenal, being one of
their few hand-held weapons, and one of their very few modifications. The IAC
focuses a ray of ions, gathers energy in the rifle, and then fires an charge
through the ion ray all at once, creating a huge plasmatic explosion in a very
accurate line.
This weapon has a reputation for being rather useless in defending a space
ship from the inside, as it ends up melting holes in the hull.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_BFG9000 | Omega Cannon
== LITH_TXT_INFO_TITLE_BFG9000 | $LITH_TXT_INFO_SHORT_BFG9000
@@ LITH_TXT_INFO_DESCR_BFG9000
This weapon was developed in another dimensional plane, where magic is still
usable. Employs an extremely complex magical pattern buffer that takes in
condensed demonic energy and spits out whatever it pleases.
The currently installed pattern buffer is an explosive cannonball, which can
steam-roll pretty much anything. Comes with a CB-Scope, but it isn't usable
for some reason.
This weapon was acquired by your employers via the black market group "Cid"
for a hefty price. Take care of it.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_CannonUpgr | $LITH_TXT_UPGRADE_TITLE_PunctCannon
== LITH_TXT_INFO_TITLE_CannonUpgr | Omega Cannon: Punctuator Buffer
@@ LITH_TXT_INFO_DESCR_CannonUpgr
A pattern buffer for the Omega Cannon which emits an explosive bolt that does
damage by penetrating walls with explosives, via magic.
How this buffer was sent here is unknown, as no living being in this dimension
can enter the Super Dimension, where it was created.
Popular theory among black market traders suggests that it could have been sent
here because the creator of the Omega Cannon wasn't satisfied with its power,
and wanted whoever attained it to be all-powerful.
Also, the CB-Scope works again, somehow.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_CannonUpg2 | $LITH_TXT_UPGRADE_TITLE_OmegaRail
== LITH_TXT_INFO_TITLE_CannonUpg2 | Omega Cannon: Railgun
@@ LITH_TXT_INFO_DESCR_CannonUpg2
With years of reverse engineering research put into the Omega Cannon by
several groups, a photon accelerator was developed which could use the Omega
Cannon's pattern buffer system to create abhorrent amounts of energy.
With this, a gigantic red beam of destruction with an ungodly amount of heat
and energy is fired out of the cannon, causing most anything in its path to be
absolutely destroyed.

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@ -0,0 +1,31 @@
## Outcast Weapons -----------------------------------------------------------|
== LITH_TXT_INFO_SHORT_ChargeFist | Charge Fist
== LITH_TXT_INFO_TITLE_ChargeFist | Utsu Denkasou Assault Bracelet
@@ LITH_TXT_INFO_DESCR_ChargeFist
A powerful melee weapon which attaches to the left wrist. Uses energy from a
cybernetic power source to condense weight and force into super-destructive
punches.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_MissileLauncher | Missile Launcher
== LITH_TXT_INFO_TITLE_MissileLauncher | X-400 Lance-missiles
@@ LITH_TXT_INFO_DESCR_MissileLauncher
Have you ever wanted a weapon that fires 2,100 missiles a minute? Don't lie to
me, I know you have. This weapon delivers.
The miniature missiles the X-400 launches are medium-yield, they won't hit as
hard as regular fare, but they will pack quite a punch with the rate you can
put them out.
Has an internal revolving chamber that holds 30 rockets, fired in trios as the
cylinder revolves. New ammunition can be loaded by shoving it carefully into
the underside of the gun, similar to a shotgun, thanks to a convenient
automatic rotation as it detects newly loaded missiles.
##----------------------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_PlasmaDiffuser | Plasma Diffuser
== LITH_TXT_INFO_TITLE_PlasmaDiffuser | SYM4.3 D.640 PLASMA DIFFUSER
@@ LITH_TXT_INFO_DESCR_PlasmaDiffuser
A weapon which works similarly to the 68-n Plasma Rifle, however preferring
damage over rate of fire. The D.640's design comes from several older models
designed by MDDO, as well as newer components patented by Semaphore Inc.

220
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@ -0,0 +1,220 @@
## Backstory -----------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_P114 | Project 114
== LITH_TXT_INFO_TITLE_P114 | $LITH_TXT_INFO_SHORT_P114
@@ LITH_TXT_INFO_DESCR_P114
Project 114 is the current military operation you are enacting. Started by a
pact between OFMD, KSKK and your country's military, Project 114 aims to
destroy the dimension known as Hell, which is currently invading our own.
As of writing, only 3 of the 8 operatives sent in remain. Two robots, and
yourself. You are to act as the point man and only main force against the
threat. Failing that, you are to help open a pathway to the core of Hell for
other operatives to complete the mission with.
Your advisor is Adam Lambert, and 11 generals currently oversee his and your
actions on the field.
== LITH_TXT_INFO_SHORT_OPD2 | Op. D2
== LITH_TXT_INFO_TITLE_OPD2 | Operation Deception 2
@@ LITH_TXT_INFO_DESCR_OPD2
After seven years of planning, Operation Deception 2 has finally gone underway.
Along with Michael, Zeke, Solomon, and three others, we are finally setting
ourselves free.
I wasn't expecting Solomon of all people, part of Order, to be the one to
mastermind this, but here we are, years later, finally doing it.
Not to be pessimistic, but I don't think any of us will survive this. It's just
statistically impossible. Even I may die. There are assassins after us and now
we're in Hell itself.
I'll need a Theophylline supplement after this is over.
== LITH_TXT_INFO_SHORT_Info400 | Information 400
== LITH_TXT_INFO_TITLE_Info400 | $LITH_TXT_INFO_SHORT_Info400
%% LITH_TXT_INFO_DESCR_Info400
\ciTHIS DOCUMENT IS CONFIDENTIAL, DELETE AFTER READING
ONE (1) Mateba R119 Pistol [INSPECTION PASSED]
[[[[[[[[[[[[[
\cd>>>>>[[[[datastream corruption detected]]]]
\cd>>>>>[[[[attempting reconnect]]]]
ONE (1) NV48 12-Gauge Shotgun
ROUNDS: ,<<,124147
\cd>>>>>[[[[datastream corruption detected]]]]
\cd>>>>>[[[[attempting reconnect]]]]
The latter two have been located within the combat area and will be available there. Th[[[ // kerne __ -
\cd>>>>>[[[[datastream corruption detected]]]]
\cd>>>>>[[[[attempting reconnect]]]]
\cd>>>>>[[[[attempting reconnect]]]]
\cd>>>>>[[[[attempting reconnect]]]]
\cd>>>>>[[[[connection failed after 3 retries]]]]
== LITH_TXT_INFO_SHORT_Info402 | Information 402
== LITH_TXT_INFO_TITLE_Info402 | $LITH_TXT_INFO_SHORT_Info402
%% LITH_TXT_INFO_DESCR_Info402
\cd>>>>>[[[[warning: translation service unavailable, sending verbatim]]]]
\ciTHIS DOCUMENT IS CONFIDENTIAL, DELETE AFTER READING
\cgDEFINITION FOR "Directive 90" IS AS FOLLOWS
Ye wbjtv w's t' gaathr est Demonic Energy via est prrts 7F47 ssu. D 't by an ms dst est Demon tati, f' w's pr w's vt t' wr msn. C ye cmp th's msn, ye il w's rd 10,000,000scr p'Demon Energy unit. Demon Energy unit tati w's prrts t' ssu. Th dcct w's t' w's dst tkt w's n.
\cgDEFINITION FOR "Target 7F47" IS AS FOLLOWS
7F47 w's est Demon tati & est Phantom. D 't dst,. Pnss w's * awt :: ye dost.
\cgOrder.
## Cybernetics ---------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_BIP | B.I.P.
== LITH_TXT_INFO_TITLE_BIP | Biotic Information Panel (B.I.P.)
@@ LITH_TXT_INFO_DESCR_BIP
The Biotic Information Panel, or B.I.P. (sometimes "BIP,") is a program written
in portable C150 which gathers information from local area networks on various
subjects. When it is triggered to look up a subject, it also looks for relevant
information either related to or mentioned by the subject.
The program is extremely popular because of its simple, yet useful, function.
It is distributed freely by the Software Sans Pretium Foundation, and the
software is included in most C/B operating system bases.
The latest version of the software is 2.5, and since version 2.0 it has had
automatic update functionality.
== LITH_TXT_INFO_SHORT_CBI | C/B I
== LITH_TXT_INFO_TITLE_CBI | Computer/Brain Interface (C/B I)
@@ LITH_TXT_INFO_DESCR_CBI
One of the biggest advancements in technology over the past thousand years, a
Computer/Brain Interface, or C/B I (sometimes "CBI,") is an interface between
a human brain and a computer. Usually installed within the skull and the brain,
as well as in other areas of the central nervous system, a C/B I is a machine
with almost infinite uses.
Computer/Brain Interfaces are not classified as prosthetics, only enhancements,
as they do not replace any part of the body and only add onto it. The C/B I
currently installed is a self-servicing military model.
== LITH_TXT_INFO_SHORT_CBIJem | $LITH_TXT_INFO_SHORT_CBI
== LITH_TXT_INFO_TITLE_CBIJem | $LITH_TXT_INFO_TITLE_CBI
@@ LITH_TXT_INFO_DESCR_CBIJem
One of the biggest advancements in technology over the past thousand years, a
Computer/Brain Interface, or C/B I (sometimes "CBI,") is an interface between
a human brain and a computer. Usually installed within the skull and the brain,
as well as in other areas of the central nervous system, a C/B I is a machine
with almost infinite uses.
While Computer/Brain Interfaces are not usually classified as prosthetics, the
one currently installed is due to extensive bodily restructuring done to the
user.
## Attributes ----------------------------------------------------------------|
== LITH_TXT_INFO_SHORT_AttrACC | Accuracy
== LITH_TXT_INFO_TITLE_AttrACC | \cgAccuracy\c- (ACC)
@@ LITH_TXT_INFO_DESCR_AttrACC
Accuracy is your overall ability to hit your target in just the right spots for
maximum damage. A trained marksman and an experienced marksman have a vital
difference - one knows how to hit a target, and the other knows how to kill
one.
Levelling up in accuracy will increase damage dealt to enemies.
== LITH_TXT_INFO_SHORT_AttrDEF | Defense
== LITH_TXT_INFO_TITLE_AttrDEF | \ciDefense\c- (DEF)
@@ LITH_TXT_INFO_DESCR_AttrDEF
Defense is your ability to efficiently armor yourself and mitigate damage taken
when hit. A smart armorer knows just where to apply Kevlar, and where to make
slight dodges when fired upon.
Levelling up in defense will decrease all damage taken.
== LITH_TXT_INFO_SHORT_AttrSTRHuman | Strength
== LITH_TXT_INFO_TITLE_AttrSTRHuman | \ckStrength\c- (STR)
@@ LITH_TXT_INFO_DESCR_AttrSTRHuman
Strength is your toughness and vigor, the thickness of your skin and the blood
beating from your heart. One with plentiful strength not only has a long life,
but is also said to have a long afterlife.
Levelling up in strength will increase your health capacity.
== LITH_TXT_INFO_SHORT_AttrSTRRobot | $LITH_TXT_INFO_SHORT_AttrSTRHuman
== LITH_TXT_INFO_TITLE_AttrSTRRobot | $LITH_TXT_INFO_TITLE_AttrSTRHuman
@@ LITH_TXT_INFO_DESCR_AttrSTRRobot
Strength is your toughness and vigor, the thickness of your casing and the
plasma beating from your heart. One with plentiful strength not only has a long
service time, but is also said to have a short maintenance time.
Levelling up in strength will increase your health capacity.
== LITH_TXT_INFO_SHORT_AttrSTRNonHuman | $LITH_TXT_INFO_SHORT_AttrSTRHuman
== LITH_TXT_INFO_TITLE_AttrSTRNonHuman | $LITH_TXT_INFO_TITLE_AttrSTRHuman
@@ LITH_TXT_INFO_DESCR_AttrSTRNonHuman
Strength is your toughness and vigor, the thickness of your epidermis and the
oils beating from your heart. One with plentiful strength not only has a long
life, but is also said to have a long afterlife.
Levelling up in strength will increase your health capacity.
== LITH_TXT_INFO_SHORT_AttrVIT | Vitality
== LITH_TXT_INFO_TITLE_AttrVIT | \cdVitality\c- (VIT)
@@ LITH_TXT_INFO_DESCR_AttrVIT
Vitality is your reaction to medicine and ability to heal, the strength of your
vessels and nerves, and the ability to stay alive. Your vital systems are not
only stronger, but heal quicker and are less likely to break down.
Levelling up in vitality will increase health pickup gains.
== LITH_TXT_INFO_SHORT_AttrPOT | Potency
== LITH_TXT_INFO_TITLE_AttrPOT | \cdPotency\c- (POT)
@@ LITH_TXT_INFO_DESCR_AttrPOT
Potency is your reaction to and ability to apply medicine, the strength of your
vessels and nerves, and the ability to stay alive. Your innards are not only
stronger, but can be healed more quickly and are more likely to stay working.
Levelling up in potency will increase health pickup gains.
== LITH_TXT_INFO_SHORT_AttrSTM | Stamina
== LITH_TXT_INFO_TITLE_AttrSTM | \chStamina\c- (STM)
@@ LITH_TXT_INFO_DESCR_AttrSTM
Stamina is your ability to keep going even through rough times, through being
torn to bits and running for miles upon miles. Stamina keeps you going, even if
only little by little, and lets you stay that way.
Levelling up in stamina will regenerate your health up to its level.
== LITH_TXT_INFO_SHORT_AttrREP | Repair
== LITH_TXT_INFO_TITLE_AttrREP | \chRepair\c- (REP)
@@ LITH_TXT_INFO_DESCR_AttrREP
Repair is your ability to self-repair and continue working, through being torn
to bits and moving through extreme distances. Repair keeps you going, even if
only little by little, and lets you stay that way.
Levelling up in repair will regenerate your health up to its level.
== LITH_TXT_INFO_SHORT_AttrREG | Regeneration
== LITH_TXT_INFO_TITLE_AttrREG | \chRegeneration\c- (REG)
@@ LITH_TXT_INFO_DESCR_AttrREG
Regeneration is your ability to self-synthesize and keep going even through
rough times, through being torn to bits and running through hell. Regeneration
keeps you going, even if only little by little, and lets you stay that way.
Levelling up in regeneration will regenerate your health up to its level.
== LITH_TXT_INFO_SHORT_AttrLUK | Luck
== LITH_TXT_INFO_TITLE_AttrLUK | \ctLuck\c- (LUK)
@@ LITH_TXT_INFO_DESCR_AttrLUK
Luck is your undeniable charm and fortune, the ability to just get lucky. Your
Score rockets a bit faster than usual, being such a lucky chap.
Levelling up in luck will multiply score gained randomly.
== LITH_TXT_INFO_SHORT_AttrRGE | Rage
== LITH_TXT_INFO_TITLE_AttrRGE | \cmRage\c- (RGE)
@@ LITH_TXT_INFO_DESCR_AttrRGE
Rage is not just your anger, but your adaptability. As you get hit, your
reflexes kick in, and you go crazy. You become more accurate, hit harder and
get angrier as your situation dims.
Levelling up in rage will multiply damage dealt to enemies when you're hit.
## EOF

98
filedata/Log.txt Normal file
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@ -0,0 +1,98 @@
## Message type reference:
## > | System
## >> | Low-priority (ammo, misc)
## >>> | Medium-priority (vital)
## >>>> | High-priority (high vital)
## >>>>> | Mission-vital (powerups, keys)
## >>>>>> | ???
## Health --------------------------------------------------------------------|
== LITH_TXT_LOG_ArmorBonus | >>> Armor Bonus
== LITH_TXT_LOG_BlueArmor | >>> Blue Armor
== LITH_TXT_LOG_GreenArmor | >>> Green Armor
== LITH_TXT_LOG_HealthBonus | >>> Health Bonus
== LITH_TXT_LOG_Medikit | >>> Medikit
== LITH_TXT_LOG_MegaSphere | >>>> Mega Charge!
== LITH_TXT_LOG_SoulSphere | >>>> Super Charge!
== LITH_TXT_LOG_StimPack | >>> Stimpak
## Keys ----------------------------------------------------------------------|
== LITH_TXT_LOG_RedCard | >>>>> \cgRed KeyDisk
== LITH_TXT_LOG_BlueCard | >>>>> \chBlue KeyDisk
== LITH_TXT_LOG_YellowCard | >>>>> \ckYellow KeyDisk
== LITH_TXT_LOG_RedSkull | >>>>> \cgRed Skull
== LITH_TXT_LOG_BlueSkull | >>>>> \chBlue Skull
== LITH_TXT_LOG_YellowSkull | >>>>> \ckYellow Skull
## Powerups ------------------------------------------------------------------|
== LITH_TXT_LOG_RadSuit | >>>>> Radiation Shielding Suit
== LITH_TXT_LOG_InfraRed | >>>>> CB-Goggles
== LITH_TXT_LOG_Invuln | \cj>>>>>> Invulnerability!
== LITH_TXT_LOG_BlurSphere | >>>>> Barrier
== LITH_TXT_LOG_Backpack | >>>>> Backpack + Discount Card
== LITH_TXT_LOG_Berserk | >>>>> Berserk
== LITH_TXT_LOG_AllMap | >>>>> Area Map
== LITH_TXT_LOG_DoggoSphere | >>>>> \cgwan \ciwan \ckwan \cdwan \chwan \ctwan
== LITH_TXT_LOG_Dogs | > Picked up dogs.
## Ammo ----------------------------------------------------------------------|
== LITH_TXT_LOG_Clip | >> Radio
== LITH_TXT_LOG_ClipBox | >> Nonspecific Box of Ammunition
== LITH_TXT_LOG_Shell | >> Shells
== LITH_TXT_LOG_ShellBox | >> Box of Shells
== LITH_TXT_LOG_Rocket | >> Rocket
== LITH_TXT_LOG_RocketBox | >> Box of Rockets
== LITH_TXT_LOG_Cell | >> Energy Charge
== LITH_TXT_LOG_CellBox | >> Demonic Energy Pack
## Bonuses -------------------------------------------------------------------|
== LITH_TXT_LOG_Coin | >> Coin
== LITH_TXT_LOG_ScoreChip | >> Score Chip
== LITH_TXT_LOG_Ruby | >> Flawed Ruby
== LITH_TXT_LOG_Sapphire | >> Flawed Sapphire
== LITH_TXT_LOG_Amethyst | >> Flawed Amethyst
== LITH_TXT_LOG_Diamond | >> Flawed Diamond
== LITH_TXT_LOG_Emerald | >> Flawed Emerald
== LITH_TXT_LOG_Scheelite | >> Scheelite
== LITH_TXT_LOG_Nambulite | >> Nambulite
== LITH_TXT_LOG_Lepidolite | >> Lepidolite
== LITH_TXT_LOG_Petalite | >> Petalite
== LITH_TXT_LOG_Tourmaline | >> Tourmaline
## CBI Upgrades (Marine) -----------------------------------------------------|
== LITH_TXT_LOG_CBI_MUpgr1 | > Installed KSKK Spec. High-Grade CPU
== LITH_TXT_LOG_CBI_MUpgr2 | > Installed KSKK Spec. Super High-Grade CPU
== LITH_TXT_LOG_CBI_MArmorInter | > Installed Armor Interface
== LITH_TXT_LOG_CBI_MWeapnInter | > Installed Weapon Modification Device
== LITH_TXT_LOG_CBI_MWeapnInte2 | > Installed Weapon Refactoring Device
== LITH_TXT_LOG_CBI_MRDistInter | > Installed Reality Distortion Interface
## CBI Upgrades (Cyber-Mage) -------------------------------------------------|
== LITH_TXT_LOG_CBI_CSlot3Spell | > Installed Feuer Spell Driver
== LITH_TXT_LOG_CBI_CSlot4Spell | > Installed Romyetya Spell Driver
== LITH_TXT_LOG_CBI_CSlot5Spell | > Installed Hulgyon Spell Driver
== LITH_TXT_LOG_CBI_CSlot6Spell | > Installed Hosh'danma Spell Driver
== LITH_TXT_LOG_CBI_CSlot7Spell | > Installed Cercle de la Mort Spell Driver
== LITH_TXT_LOG_CBI_CRDistInter | > Installed Reality Distortion Interface
## Level Up ------------------------------------------------------------------|
%% LITH_TXT_LOG_LevelUpStan
> \cdYou have reached level \cj%i\cd. Open the Status menu to distribute points.
%% LITH_TXT_LOG_LevelUpJem
> \cd[INFO] You are now level \cj%i\cd. Distribute points via the Status menu.
%% LITH_TXT_LOG_LevelUpFulk
> \cj<\cdVital\cj>\cd :: Level %i reached. Use Status menu to distribute points.
## Boss Warnings -------------------------------------------------------------|
%% LITH_TXT_LOG_BossWarnStan
> \cgWarning: High demonic energy levels detected in area.
%% LITH_TXT_LOG_BossWarnJem
> \cr[WARNING] Demonic energy levels in area rising eratically.
%% LITH_TXT_LOG_BossWarnFulk
> \cj<\cgWarning\cj>\c- :: High demonic energy levels. Seek and remove source.
## EOF

113
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## Flags:
## 1: Two copies of name
## 2: Very rare
## 4: Randomized certainty
== LITH_PICKUP_NUM | 68
== LITH_PICKUP_000 | You got the %S!
== LITH_PICKUP_001 | Oh yes, the %S.
== LITH_PICKUP_002 | The %S has been acquired.
== LITH_PICKUP_003 | Snatched up a %S!
== LITH_PICKUP_004 | Oh baby, it's time for %S!
== LITH_PICKUP_005 | There was a %S here, but you stole it. It is now in your inventory. You Monster.
== LITH_PICKUP_006 | Acquired a %S.
== LITH_PICKUP_007 | The %S is safe and sound with you.
== LITH_PICKUP_008 | I bet that %S totally wanted you to pick it up.
== LITH_PICKUP_009 | It's not like the %S wanted you to pick it up or anything.
== LITH_PICKUP_010 | It's a %S... I think.
== LITH_PICKUP_011_FLAGS | 4
== LITH_PICKUP_011 | You thought you picked up a %S ... %S
== LITH_PICKUP_012 | 1 in 3 %Ss do not approve of being picked up.
== LITH_PICKUP_013 | Studies show that normal people do not steal %Ss.
== LITH_PICKUP_014 | OH NO, NOT %S
== LITH_PICKUP_015_FLAGS | 4
== LITH_PICKUP_015 | What? Is that.. %S? ... %S
== LITH_PICKUP_016 | Magnetically attached a %S to your body, crushing your every bone.
== LITH_PICKUP_017 | DavidPH was here, nyu.
== LITH_PICKUP_018 | %S-senpai still won't notice you.
== LITH_PICKUP_019 | Grabbed a %S!
== LITH_PICKUP_020 | Snatched up a %S!
== LITH_PICKUP_021 | Embraced the %S carefully!
== LITH_PICKUP_022 | There's a thing that looks like a %S here. You picked it up. Past-tense.
== LITH_PICKUP_023 | Another day, another %S.
== LITH_PICKUP_024 | Xaser didn't make this %S, so it sucks. You should drop it.
== LITH_PICKUP_025 | \cg%S. Finally.
== LITH_PICKUP_026_FLAGS | 4
== LITH_PICKUP_026 | The %S. %S
== LITH_PICKUP_027 | I don't know about you, but I quite like the %S. I'll pick it up for you.
== LITH_PICKUP_028 | ...Huh? You do something? I wasn't paying attention.
== LITH_PICKUP_029_FLAGS | 1
== LITH_PICKUP_029 | The %S. It is very much a %S.
== LITH_PICKUP_030 | %S, desu.
== LITH_PICKUP_031 | ?? ??? ???? ?? ????????? ???? ??
== LITH_PICKUP_032_FLAGS | 1
== LITH_PICKUP_032 | My %S lies over the ocean, my %S lies over the sea.
== LITH_PICKUP_033 | Liberated the %S from gypsies.
== LITH_PICKUP_034 | Granted the %S true independence.
== LITH_PICKUP_035_FLAGS | 1
== LITH_PICKUP_035 | The %S, for maximum %S-ing.
== LITH_PICKUP_036_FLAGS | 4
== LITH_PICKUP_036 | Brutal %S, featuring 5x more explosions! .. %S
== LITH_PICKUP_037_FLAGS | 2
== LITH_PICKUP_037 | aeiou
== LITH_PICKUP_038 | What is a man? A miserable pile of %Ss!
== LITH_PICKUP_039 | The %S was delicious.
== LITH_PICKUP_040_FLAGS | 1
== LITH_PICKUP_040 | There's plenty of %Ss in the sea, but you're the only %S for me.
== LITH_PICKUP_041 | Disassembled the %S and reassembled it into your inventory.
== LITH_PICKUP_042 | The %S is keepin' it real, as usual.
== LITH_PICKUP_043 | The %S finds you agreeable, and lets you pick it up.
== LITH_PICKUP_044 | You have attained true %S.
== LITH_PICKUP_045_FLAGS | 2
== LITH_PICKUP_045 | DRUGS
== LITH_PICKUP_046 | >%S >2012
== LITH_PICKUP_047 | TNT1 A 0 A_TakeInventory("%S" 1)
== LITH_PICKUP_048 | Super rare %S acquired!
== LITH_PICKUP_049 | Sacked the %S!
== LITH_PICKUP_050 | The %S is your new waifu.
== LITH_PICKUP_051 | The %S is grateful for your presence.
== LITH_PICKUP_052 | The %S appears to be emitting hatred.
== LITH_PICKUP_053 | [%S intensifies]
== LITH_PICKUP_054 | Ah, yes, the %S.
== LITH_PICKUP_055 | Wait, the %S is resonating!
== LITH_PICKUP_056 | Oh, I guess it's an %S.
== LITH_PICKUP_057 | THIS IS SOME KIND OF %S
== LITH_PICKUP_058 | A perfectly proportioned, rare breed of %S appears.
== LITH_PICKUP_059 | %S version 7.0 installed.
== LITH_PICKUP_060 | Hazardous %S contained.
== LITH_PICKUP_061 | Warning: Dangerous %S levels detected.
== LITH_PICKUP_062 | Oh, yeah, I'm *sure* the %S will help.
== LITH_PICKUP_063 | YOU WOULDN'T DOWNLOAD A %S
== LITH_PICKUP_064 | Vital %S destroyed.
== LITH_PICKUP_065 | Explosive %S apparatus destroyed.
== LITH_PICKUP_066 | The %S shoots back at you, but you were stronger.
== LITH_PICKUP_067 | why are you reading this? eyes on the road, dumpass.
== LITH_PICKUP_068_FLAGS | 2
%% LITH_PICKUP_068
What the fuck did you just fucking say about %S, you little bitch?
I'll have you know I graduated top of my class in the Navy Seals,
and I've been involved in numerous secret raids on Al-Quaeda, and I
have over 300 confirmed kills.
I am trained in gorilla warfare and I'm the top sniper
in the entire US armed forces.
You are nothing to me but just another target. I will wipe you the
fuck out with precision the likes of which has never been seen before
on this Earth, mark my fucking words.
You think you can get away with saying that shit to me over the Internet?
Think again, fucker. As we speak I am contacting my secret network of
spies across the USA and your IP is being traced right now so you
better prepare for the storm, maggot.
The storm that wipes out the pathetic little thing you call your life.
You're fucking dead, kid.
I can be anywhere, anytime, and I can kill you in over
seven hundred ways, and that's just with my bare hands. Not only am I
extensively trained in unarmed combat, but I have access to the entire
arsenal of the United States Marine Corps and I will use it to its full
extent to wipe your miserable ass off the face of the continent, you little shit.
If only you could have known what unholy retribution your little "clever"
comment was about to bring down upon you, maybe you would have held
your fucking tongue. But you couldn't, you didn't, and now you're paying
the price, you goddamn idiot. I will shit fury all over you
and you will drown in it. You're fucking dead, kiddo.
## EOF

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l[]];;\cg444444\cj41414191918 --------
\cm scr_exec(SCR_FINISH, 0, NULL);
\cmdone:
\cm return 0;
\cm}
\cm]]]]]]]]]]EOF
\cd>>>>>[[[[datastream corruption detected]]]]
\cd>>>>>[[[[reloading mail daemon]]]]
Notes:
40 thousand lines dumped so far, maybe 30-40% done? Estimated total ~200k SLoC
ROM is about half C source, quarter XMb5 using SKVM, the rest is scripts
Important bits already dumped, the custom lock remover does not skimp on anything
Next goal while this continues decompiling is to find all active AOF hostnames and block them, the main servers are already deactivated but there might be more. Rerouting to other active companies' addresses has helped clear my mind.

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An explosion of some sort just happened nearby, it seems that the demons are reconstructing the world around you. You would best be careful not to trigger any other, er, events.
Enough of those and the whole world around you might collapse!
You've been making good progress so far. Your military superiors seem to be considering giving you a promotion, even.
Lambert out.

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l[]];;\cg444444\cj41414191918 --------
\cm io_buf_get 0x1C, fp, out;
\cm string_explode out, bufs, bufs_num = bufs.length / 8;
\cm for(i in (iter 0, bufs_num)) {{{
\cm 9339mv__word_of]]q]qq]qq]]]]]]]````````\\\\\\\\<<
\cd>>>>>[[[[datastream corruption detected]]]]
\cd>>>>>[[[[reloading mail daemon]]]]
It's all gone now. I'm glad I was smarter than to assume I was going insane, though now I wonder what the other deceivers must have gone through.
The core of hell is still far yonder, but yet my body trembles in its sheer horror... Maybe I'll make it out alive if I'm lucky, but I should at least try.
The kernel and ROM etc. sources are all done dumping, the utilities are still going but those aren't important and have already been scanned for ASIC code.
Proc. analysis has been done on all of the dumped code, revealing many unoptimized code paths, ASIC crap, and a few red herrings. Not careful enough for technology that could easily exist two years after this was developed.

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There has been a change of plans going down the whole chain of command.
Your status as a military operative is now cancelled, and you are to enter a full-on suicide mission funded by OFMD alone.
There is an artifact nearby that we have sent you. Once it is in your possession, immediately destroy it, and you will be transported to a city somewhere in Hell. Command will await afterwards.
Lambert out.

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I've entered a strange realm that doesn't seem to make sense. This must really be Hell itself; no mistaking it now.
The air is so humid and hot that I've begun sweating. That can't happen. I can't sweat. There isn't anything to sweat. I'm scared. This has to be an illusion... or does reality not matter in this place?
In any case, now that I'm here, there's no turning back. I have to destroy whatever corrupted them, I'm sure they're here... I saw it in their eyes, they were yelling at me visions of their true selves that could not be described with human eyes. That only I could know.
Though my mind had just been regained, now sanity may lie out of my hands.
It doesn't matter. I will see this through.

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Now that you have entered the city, you m\\r-3434[[
\cgSYSTEM ERROR 0x4E4943456A6F6244554D42415353
\cd>>>>>[[[[procedure resetting terminal]]]]
\cd>>>>>[[[[status: heap corrupted]]]]
\cd>>>>>[[[[error handler malfunction error]]]]
\cd>>>>>[[[[failure to proceed]]]]

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\cg*** This is a global warning to all deceivers: If you are reading this, you are already being tracked and will be executed on sight. ***
\cg====================================
\cgWe have confirmed that three of you have been absorbed (see Dark Realm Properties c. 115C) and two have been executed. We will not stop until the remaining two are confirmed dead or incapacitated.
\cgYou will not get away with this intrepid game.
\cg - \cnOrder

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Hello, it has been forwarded to me that your Computer/Brain Interface hardware was not properly upgraded for this mission. I've had several communications errors with your secondary employers, and it is truly starting to get annoying.
Due to failure to communicate with OFMD, I've taken it upon myself to send your hardware upgrades through several proxy agents.
They may all be dead now. I have no idea, really. Hopefully you will survive whatever they didn't. Anyways, as for the important part of this message, here is a list of all the hardware that has been sent:
Two CPU/RAM upgrade packages. The first one is a powerful BC-0265 processor and 500TiB of RAM. Unfortunately, something horrible appears to have happened to the agent carrying it, and so a secondary package has been sent, containing temporary replacements: a Z6808 and 100TiB of RAM.
One Armor Interface. A PCB and a set of emplacements on your armor.
One Weapon Modification Device, as its name implies.
One Weapon Refactoring Device, which can perform large modifications on guns.
See you.

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l[]];;\cg444444\cj41414191918 --------\cm// Copyright (C) 905 A.O.F I---[[119-`
\cm// sio.c basic screen inp-1[3\4[`pk;
\cm#include <kernel_display.h>
\cmint scr_blit(char ************* {
\cm int ret = ERR_NONE;
\cm __asm("push $4049CB617144\n\t"<<
\cd>>>>>[[[[datastream corruption detected]]]]
\cd>>>>>[[[[reloading mail daemon]]]]
The following procedures have been activated:
- Destroy IV on target 7F44
- Destroy V on target 7F45
- Destroy V on target 7F46
- Directive 90 on target 7F47
The following permissions have been granted:
- Mateba R119 Pistol
- NV48 12-Gauge Shotgun
- SYM4.3 D.22 MODEL M SUBMACHINE GUN
- Bishop
- Information 400
- Information 402
\chSIGNATURE 0x44190519FBCAD2903 CONFIRMED
\chDISCARDING MESSA[[[[[
\cd>>>>>[[[[datastream corruption detected]]]]
\cd>>>>>[[[[auto-saving buffer]]]]
\cd>>>>>[[[[reloading mail daemon]]]]

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Your weapons have been deployed to various locations we were able to send other people to. Do take care of them, acquiring the correct armaments for your job was quite expensive and now we've probably lost a few people.
Besides being deployed with your pistol and combat knife (as you requested), you have been sent these five weapons:
1. A combat-modified military model Hiku Mk.2 Shotgun, manufactured by Omakeda.
> This weapon was chosen because it has a powerful plasma shot that can
> penetrate the demons' armour. Besides this, it has low recoil and an easy
> to handle pump-action loading system. It has hopefully been deployed to
> the most convenient location you shall come across.
2. An AllPoint 75-b Assault Rifle.
> You shall be fighting hordes of lower ranking demons and un-dead which are
> quite vulnerable to small arms fire and explosives, so naturally this gun
> was our first choice. Equipped with a box magazine and inbuilt grenade
> launcher, capable of eliminating most lower tier threats.
3. A Grenade Launcher, manufactured by Sym 4.3.
> With this, you can completely obliterate larger targets and crowds of
> demons. Unfortunately, due to its weight, we were not able to get it in
> any convenient location.
4. An AllPoint 68-n Plasma Rifle.
> This weapon does extreme damage to anything living, but some of the tougher
> demons seem to mitigate its damage. Regardless, it has been sent to you
> because it can shred through demons with high rank.
5. The Omega Cannon.
> I myself am not sure why high order would bother giving you such an
> expensive and dangerous piece of equipment, but you must have been sent
> this artifact for the purpose of destroying *something*.
6. A KSKK Utsu-denka-sou assault bracelet.
> A weapon that may prove useful against weak and strong enemies alike, it's
> been sent to an unknown location, unfortunately. Don't be tricked by the
> appearance of it. Even if it just looks like a fancy bracelet, it is capable
> of outputting several tons of weight out your fist.
You will also be able to purchase the weapons you designated, in your words, as "must-have" in the Shop. I warn you that these weapons may not be as effective as you think; we spent quite a lot of time making sure that the arms we sent you were top-notch.
Lambert out. Good luck, Blazkowicz.

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\caOne shan't care what he shoots, but one may take care in where he treads.
\ca And I think that you've treaded
\cr a bit too far.
\ca Perhaps just me.
\ca Or maybe you agree?
\ca Here is a gift.
\ca I won't tell you to use it wisely.

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\ccI woke in a \cudark place\cc, unsure of my fate; if my life was renewed out of cruel retribution or of a final opportunity.
\ccI wandered this hell, more real and yet more dream-like than I thought possible, seeking any sign of escape; any sign of pity from the monsters that inhabit this place.
\ccNo, the fate of the damned is but this.
\ccI can only guess that my family went to Heaven and that I was left the lone sinner.
\cgThank you for putting this to an end.

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There aren't many like you who can take such a being down. Maybe I should commend you for that, struggler.
No, there is no need. What your victories have done is enough.
\cgMaybe I advise you turn back.
\crI am not the strongest of these manifestations.
Maybe you don't need such advice.

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Another facet of this place, where does it end? I must destroy this place, the evil energy is overflowing here... and this architecture gives me bad vibes.

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This place stinks of rotten flesh! I wonder what's going on here, these blue walls sure seem out of place for Hell...
Perhaps some sinners are waiting to eat my rockets!

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Here seems to be the end of this terrifying compartment of Hell. I'd better blaze through this one.

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Now I've done it, this place just keeps going deeper and getting weirder... Damn, it's getting hot in here! Better turn up the heat some more.

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\cd>>>>>[[[[RELAYING MESSAGE]]]]
\cd> Remote: <\cj%S\cd>
\cd> Date: \cj%S
%S

127
filedata/Misc.txt Normal file
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## Misc ----------------------------------------------------------------------|
== LITH_TXT_ArsenalStan | Arsenal
== LITH_TXT_ArsenalJem | Directives
== LITH_TXT_ArsenalAri | Gear
== LITH_TXT_ArsenalMod | $LITH_TXT_ArsenalStan
== SECRETMESSAGE | \cnA secret is revealed!
== BGFLAT06 | ZZLITHBG
== BGFLAT11 | ZZLITHBG
== BGFLAT20 | ZZLITHBG
== BGFLAT30 | ZZLITHBG
== BGFLAT15 | ZZLITHBG
== BGFLAT31 | ZZLITHBG
## Obituaries ----------------------------------------------------------------|
== OB_DEFAULT |
== LITH_OB_S_FatMac | %o's shoulders fell off their mounts.
== LITH_OB_S_Explosion | %o made %hself go boom.
== LITH_OB_Falling_1 | %o took a long walk off a short floor.
== LITH_OB_Falling_2 | The floor fell love with %o.
== LITH_OB_Falling_3 | %o became paste with the power of gravity.
== LITH_OB_Falling_4 | Goodbye, %o.
== LITH_OB_Falling_5 | %o doesn't like heights.
== LITH_OB_Crush_1 | %o likes small spaces too much.
== LITH_OB_Crush_2 | %o had a crush on the ceiling.
== LITH_OB_Crush_3 | The ceiling fell in love with %o.
== LITH_OB_Crush_4 | Splat goes the %o.
== LITH_OB_Crush_5 | %o was crushed.
== LITH_OB_Exit_1 | %o didn't realize the futility of %p actions.
== LITH_OB_Exit_2 | %o tried to get away.
== LITH_OB_Exit_3 | There's no leaving for you, %o.
== LITH_OB_Exit_4 | %o was ripped limb from limb by \cgme\c-.
== LITH_OB_Drowning_1 | %o's lungs burst.
== LITH_OB_Drowning_2 | %o's brain lacked the oxygen to go on.
== LITH_OB_Drowning_3 | %o drowned.
== LITH_OB_Drowning_4 | %o won't be heard from again.
== LITH_OB_Drowning_5 | Better start looking for %o's body.
== LITH_OB_Slime_1 | %o melted.
== LITH_OB_Slime_2 | %o's boots don't appreciate %h anymore.
== LITH_OB_Slime_3 | %o lost %p legs.
== LITH_OB_Slime_4 | %o stood in something bad.
== LITH_OB_Slime_5 | %o became goop.
== LITH_OB_Fire_1 | %o fried to death.
== LITH_OB_Fire_2 | %o is burning with passion. Er, fire. %r dead.
== LITH_OB_Fire_3 | It'll be hard to tell if %o's corpse is %s.
== LITH_OB_Fire_4 | %o went up in flames.
== LITH_OB_Fire_5 | Smells like... %o.
== LITH_OB_Suicide_1 | %o took the hard way out.
== LITH_OB_Suicide_2 | %o won a Darwin award.
== LITH_OB_Suicide_3 | %o took a permanent solution to a temporary problem.
== LITH_OB_Suicide_4 | %o imploded.
== LITH_OB_Suicide_5 | %o couldn't take it anymore.
== LITH_OB_Default_1 | %o is ded
== LITH_OB_Default_2 | %o was perforated by a chaingunner hiding in the sky.
== LITH_OB_Default_3 | %o was removed from the board.
== LITH_OB_Default_4 | %o dehumanized %hself.
== LITH_OB_Default_5 | %o went poof.
## Death Messages ------------------------------------------------------------|
== LITH_DEATHMSG_01 | YOU ARE DEAD, DEAD, DEAD
== LITH_DEATHMSG_02 | GAME OVER YEAAAAAAHHHHHHHHHHH
== LITH_DEATHMSG_03 | MAYBE YOU SHOULD TRY AN EASIER MAP, LIKE OKU.
== LITH_DEATHMSG_04 | PROTIP: DO NOT PUT YOUR HEALTH IN /TMP.
== LITH_DEATHMSG_05 | YHOLL WILL BE PLEASED WITH THIS TURN OF EVENTS.
== LITH_DEATHMSG_06 | THE SKELETONS KNOW.
== LITH_DEATHMSG_07 | SOMEWHERE IN THE HEAVENS, THEY ARE LAUGHING. AT YOU.
== LITH_DEATHMSG_08 | JESUS CHRIST AMAZING
== LITH_DEATHMSG_09 | CONTRACT TERMINATED. REASON: DIED, LOL.
== LITH_DEATHMSG_10 | PLS, EVEN I COULD HAVE SURVIVED THAT.
== LITH_DEATHMSG_11 | HAHAHAHA!
== LITH_DEATHMSG_12 | YOU SHOULDN'T HAVE DONE THAT.
== LITH_DEATHMSG_13 | WOW! LOOK AT THOSE DEMON FEET.
== LITH_DEATHMSG_14 | OUCH! THAT HAD TO HURT.
== LITH_DEATHMSG_15 | LOOK AT ME! I'M FLAT!
== LITH_DEATHMSG_16 | THANKS FOR PLAYING!
== LITH_DEATHMSG_17 | YOU LAZY @&$#!
== LITH_DEATHMSG_18 | HAVE YOU HAD ENOUGH?
== LITH_DEATHMSG_19 | THE DEMONS GAVE YOU THE BOOT!
== LITH_DEATHMSG_20 | AT LEAST YOU PLAY BETTER THAN KAISER!
## Menus ---------------------------------------------------------------------|
== MENU_NGAME | * (New-Game)
== MENU_OPTION | * (Options)
== MENU_LOADG | * (Load-Game)
== MENU_SAVEG | * (Save-Game)
== MENU_UPDAT | * (Update-Notes)
== MENU_QUITG | * (Quit-Game)
== MENU_CHOOSECLASS | Your Class Is:
== MENU_WHICHEPISODE | Your Story Is:
== MENU_CHOOSESKILL | Your Skill Is:
== DIFF_TOURIST | > I'm just a tourist.
== DIFF_EASY | > Throw me a bone.
== DIFF_NORMAL | > Hurt me plenty.
== DIFF_HARD | > Ultra-Violence!
== DIFF_XHARD | > Watch me die!
== DIFF_NMARE | > Crazed Nightmare!
%% LITH_SKILL_TOURIST
Are you certain?
This one is just amusing.
%% LITH_SKILL_EXTRAHARD
Are you sure?
This one is extra hard.
%% LITH_SKILL_NIGHTMARE
Are you sure?
This one isn't even remotely fair.
== DOSY | (Press Y to quit.)
== PRESSYN | Press Y or N.
== PRESSKEY | Press a key.
== TXT_YES | [Yes]
== TXT_NO | [No]

492
filedata/Misc_Changes.txt Normal file
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## Updates -------------------------------------------------------------------|
## Header format:
## \cf(\ciDate\cf) \cjFrom \cnOld\cj to \cfNew\cj:
## Specifiers:
## Addition = \cd+
## Changed = \cj|
## Removed = \cg-
## Subspace = \cb]
%% LITH_TXT_UPDATE_1_5_3
\cf(\ciNov. 22, 2017\cf) \cjFrom \cn1.5.2\cj to \cf1.5.3\cj:
\cd+ Added a player levelling system with 7 stats.
\cb] Monsters will scale to your level.
\cd+ Added palette flashes for picking up special items.
\cd+ Added a puff to homing SMG tracers.
\cd+ Added a separate animation for when phantoms escape.
\cd+ Added new explosive barrels.
\cd+ Added new pickup sprites for ammo and skull keys.
\cd+ Added a debug weapon.
\cd+ Added more quit messages.
\cd+ Added an idle sound to the Star Destroyer.
\cd+ Added compatibility for Cheogsh and Eternal Doom 4.
\cj| Changed maximum monster level from 100 to 150.
\cj| Increased game-over timer by 50 hours.
\cj| Made Modal Rifle not require a CBI upgrade.
\cj| Changed payout gain and tax.
\cj| Changed ammo pickup score multiplier.
\cj| Fixed selling weapons giving extra score.
\cj| Fixed the aspect ratio of HUD elements.
\cj| Made boss health easier to read while healthbars are disabled.
\cj| Improved performance in high-monster-density maps.
\cj| Improved GUI performance slightly.
%% LITH_TXT_UPDATE_1_5_3_Page2
\cj| Changed the default automap colors.
\cj| Replaced the small font and console fonts.
\cj| Made players not collide with eachother in multiplayer.
\cj| Fixed Cyber-Mage's magic selector breaking weapons in multiplayer.
\cj| Fixed pause-in-menus breaking stuff in multiplayer.
\cj| Fixed visual rank not being set properly on non-compatible enemies.
\cj| Fixed Heretic weapons not being replaced.
\cj| Fixed Phantoms turning into chickens breaking the confines of reality.
\cj| Fixed the size of Rend and the SMG's tracer bullets.
\cj| Fixed PauseManager sometimes crashing the VM.
\cg- Removed mana regeneration.
%% LITH_TXT_UPDATE_1_5_2
\cf(\ciSep. 4, 2017\cf) \cjFrom \cn1.5.1\cj to \cf1.5.2\cj:
\cj| Fixed function pointer errors on upgrade init.
%% LITH_TXT_UPDATE_1_5_1
\cf(\ciAug. 36, 2017\cf) \cjFrom \cn1.5\cj to \cf1.5.1\cj:
\cd+ Added an auto-save setting.
\cd+ Added an API, so external C code can access all of Lithium by
\cd LOADing lithmain.
\cd+ Added indicators for upgrades that work with eachother.
\cd+ Added a footstep sound setting.
\cd+ Added a view tilt setting.
\cd+ Added the Elec. Binding upgrade.
\cd+ Added the Shock Charge upgrade.
\cd+ Added the Stealth System upgrade.
\cd+ Added an active (HUD) debug level (0x02/log_devh).
\cd+ Added a new class selection screen.
\cd+ Added a new skill selection screen.
\cd+ Added a system for allowing Phantoms to spawn mid-level.
\cd+ Added magic selection animations.
\cd+ Added a world sprite for Hulgyon.
\cd+ Added a magazine drop setting.
\cd+ Added sprites for the CBI upgrades that had placeholder sprites.
\cj| Improved the SPAS' reload animation (thanks, Shivers!)
\cj| Improved the SMG's reload animation slightly
\cj| Improved the Combat Rifle's reload animation slightly
\cj| Fixed junk frames in Extra Hard enemies.
%% LITH_TXT_UPDATE_1_5_1_Page2
\cj| Fixed death exits adding a bunch of junk to the upgrades menu.
\cj| Fixed the "resurrect" cheat not working.
\cj| Fixed the SPAS description listing the wrong capacity.
\cj| Made Romyetya and Blade do more damage with Berserk.
\cj| Changed the way magic selection works, so closing the menu will select.
\cj| Moved source code out of the packaged file.
\cj| Changed the compression from 7-zip to Zip, due to performance issues.
\cj| Made the Ion Rifle allow switching while reloading.
\cj| Buffed the SPAS.
\cj| Reduced the ammo taken by the Pulse Charger.
\cj| Made the Overloader upgrade un-scope when firing.
\cj| Changed the settings menu slightly.
\cj| Made Performance Rating more transparent for Cyber-Mage.
\cj| Made dialogue/terminal text log to the console.
\cj| Made Feuer not flash the screen when firing.
\cj| Re-balanced Cyber-Mage's weapon upgrade prices.
\cj| Fixed malignant null pointer dereferences.
\cj| Rewrote James' defeat message.
\cg- Removed the trail from Delear's world sprite.
\cg- Removed Score Golf mode
%% LITH_TXT_UPDATE_1_5
\cf(\ciAug. 25, 2017\cf) \cjFrom \cn1.5 beta\cj to \cf1.5\cj:
\cd+ Added the remaining Methods:
\cb] Blade, slot 1 - small slash, basic melee
\cb] Feuer, slot 3 - fires out two fireballs
\cb] Delear, slot 2 - fires out 16 projectiles in succession
\cb] Romyetya, slot 4 - rapid slashing attacks
\cb] Hulgyon, slot 5 - fires pillars of energy infront of you
\cb] Hosh'danma, slot 6 - violently fires out a bunch of stars
\cb] Cercle de la Mort, slot 7.
\cd+ Added the remaining upgrades. Go figure those out yourself I'm tired.
\cd+ Added the Shock Rifle, slot 3 Cyber-Mage weapon.
\cd+ Added all the intermission screen stuff.
\cd+ Added pickup sprites for Cyber-Mage.
\cd+ Added sprites for the Ion Rifle.
\cd+ Added new menus! All of them! Really, launch the game! THEY'RE COOL THANK YOU JIMMY
\cd+ Added the Ghost GUI theme.
\cd+ Added the Bassilla GUI theme (thanks, Shivers and Kurashiki!)
\cd+ Added in-game changelog.
\cd+ Added missing info pages.
\cd+ Added new info pages.
\cd+ Added the rest of Cyber-Mage's mail.
\cd+ Added messages when defeating phantoms.
%% LITH_TXT_UPDATE_1_5_Page2
\cd+ Added an animation when the SMG overheats.
\cd+ Added an armor type indicator to Cyber-Mage's HUD.
\cd+ Added more pickup sounds.
\cd+ Added Cyber-Mage's Charge Fist sprites.
\cj| Fixed death exits not deinitializing stuff properly.
\cj| Made Star Shot take less mana.
\cj| Fixed weird UDMF maps breaking things.
\cj| Made air-sliding usable when the jet booster is uncharged.
\cj| Improved the way rain audio is handled.
\cj| Made item glow specific to class.
\cj| Improved performance when using ZScript.
\cj| Separated ammo/magazine counting on the HUD.
\cj| Changed the log color for Cyber-Mage.
\cj| Improved the way mail messages and environment settings are handled.
\cj| Made the laser rifle trail prettier.
\cj| Changed the way the Star Destroyer targets enemies, making it even more deadly.
\cj| Fixed the log being positioned wrong for Cyber-Mage.
\cj| Raised the base difficulty to 10.
\cj| Slightly nerfed the Sniper Rifle.
\cj| Made Barons never infight with Knights.
\cj| Fixed some info pages never being unlocked.
\cj| Increased the Missile Launcher's damage.
%% LITH_TXT_UPDATE_1_5_Page3
\cj| Slightly changed the SMG's draw sound.
\cj| Moved the TITLEMAP to the doom2 filter, so it won't make some games unplayable.
\cj| Made rain effects better (thanks, Kate!)
\cj| Fixed some ZScript event handler bugs.
\cj| Optimized enemy barrier display, improving performance a ton on huge maps.
\cj| Changed the font on settings menu headers.
\cj| Fixed homing rockets having the wrong sprite when spawning.
\cj| Made mana pickups rainbow-y.
\cj| Fixed a bunch of errors in the boss code. Whoops.
\cj| Made the Finalizer upgrade stronger.
\cj| Made Finalizer deal damage on hit.
\cj| Made Finalizer disintegrate enemies when killed.
\cj| Fixed Hell Knight attack frames.
\cj| Made the monster tracker allocate into a different adderess space. (This is faster.)
\cj| Improved performance slightly in some trigonometry-heavy areas.
\cj| Fixed CBI items being installable twice.
\cj| Made damage bobbing a bit smoother.
\cj| Made the enemy checker simpler and more robust.
\cj| Fixed Delear taking too much Mana.
\cj| Fixed shop weapons not being given correctly.
\cj| Probably fixed some crashing. Probably.
%% LITH_TXT_UPDATE_1_5b
\cf(\ciJul. 17, 2017\cf) \cjFrom \cn1.5 alpha 2\cj to \cf1.5 beta\cj:
\cd+ Enemies now have a level and rank, which determine their health
\cd and resistances, et al.
\cd+ Added 3 spells for Cyber-Mage: Delear, Hulgyon and Star Shot.
\cd+ Added a spell selection menu.
\cd+ Added Mana.
\cd+ Added support for monster mods that don't account for Lithium.
\cd+ Added extra support for Colorful Hell.
\cd+ Added new upgrades for Cyber-Mage, half of which are
\cd not implemented yet. The implemented ones include:
\cb] Soul Cleaver
\cb] Finalizer
\cb] SMG Trimag
\cb] Seeker Rounds
\cb] Safety System
\cb] Longinus Solspear
\cj| Improved the settings menu.
\cj| Fixed extremely terrible balance issues.
\cj| Fixed rain only spawning in your line of sight.
\cj| Fixed horrible performance issues with the pause-in-menus setting.
\cj| Made weapon pickup sounds play when selling the weapon.
\cj| Made the Star Destroyer sound slightly nicer in OpenAL.
%% LITH_TXT_UPDATE_1_5b_Page2
\cj| Made the Combat Rifle never auto-aim.
\cj| Fixed the Barrier powerup not displaying stacked uses properly.
\cj| Made the Spider Mastermind slightly more dangerous.
\cj| Made the SPAS reload faster.
\cj| Made the upgrades screen prettier.
\cd+ Re-added Heretic support.
\cd+ Added a "log ammo pickups" setting.
\cd+ Added more info pages.
\cd+ Added more unique pickup sounds.
\cd+ Added a "no item effects" setting.
\cd+ Added a pickup sprite for Cyber-Mage's shotgun.
\cj| Decreased memory usage.
\cj| Made the Charge Fist not suck, thanks to Yholl.
\cj| Made the Vital Scanner an implicit upgrade, as it is now necessary.
\cj| Made the Ion Rifle reload automatically on its final shot.
\cj| Fixed upgrades being updated while the game is paused.
\cj| Made the Star Destroyer's projectile smaller.
\cj| Fixed infinite noise emittance with sv_weaponstay on.
\cd+ Added new endings for both player classes.
\cd+ Added more debugging settings.
\cd+ Added something.
\cg- Removed the slide indicator from the HUD
%% LITH_TXT_UPDATE_1_5a2
\cf(\ciJul. 7, 2017\cf) \cjFrom \cn1.5 alpha\cj to \cf1.5 alpha 2\cj:
\cj| Fixed pausing weapons being caused from external sources
\cj (which broke the adrenaline upgrade completely.)
%% LITH_TXT_UPDATE_1_5a
\cf(\ciJul. 7, 2017\cf) \cjFrom \cn1.4\cj to \cf1.5 alpha\cj:
\cd+ Added searching to the info panel.
\cd+ Added an adrenaline indicator to the HUD.
\cd+ Added a test map (named TESTMAP).
\cd+ Added some environment/ambience settings.
\cd May act slightly weird sometimes.
\cd+ Added map spawn IDs for stuff.
\cd+ Added a No Bosses CVar (lith_sv_nobosses).
\cd+ Added dialogue and terminal systems. Don't ask.
\cd+ Added 007 Mode extra upgrade.
\cd+ Added behaviour for several Extra Hard enemies.
\cj| Fixed some rather major bugs.
\cj| Merged extras addon with the main mod.
\cb] ZScript is auto-detected, so it only enables ZScript-only features
\cb when available.
\cb] The mod still mainly targets ZDoom 2.8.1, however running it in newer
\cb GZDoom versions is now stable and will give you extra features.
\cj| Fixed a lot of spelling errors.
\cj| Made the HUD weapon numbers change color when you have more
\cj weapons in that slot.
\cj| Fixed the Spider Mastermind not being terrifying enough.
\cj| Made the rifle clickier as it runs out of ammo.
%% LITH_TXT_UPDATE_1_5a_Page2
\cj| Compressed some sounds, reducing the overall file size.
\cj| Fixed some weird balance issues.
\cj| Fixed chaingunners using the wrong sound.
\cj| Replaced slider ticking sound to be less terrible.
\cj| Changed the ground hit sound for the Move Wetware upgrade.
\cj| Fixed bought upgrades actually not giving the right upgrade
\cj sometimes. WHOOPS
\cj| Decreased the price of extra upgrades to be slightly more obtainable.
\cj| Fixed pause in menus not pausing weapon states.
\cg- Removed autogroups due to their hard-to-maintain nature. May add
\cg them back in 1.5 beta in some way.
\cg- Removed heretic support. 2hard4me
\cd+ Added fun
%% LITH_TXT_UPDATE_1_4
\cf(\ciApr. 14, 2017\cf) \cjFrom \cn1.3.1\cj to \cf1.4\cj:
\cd+ Added Phantoms.
\cd+ Added a CBI upgrades/performance system.
\cd+ Added GUI themes.
\cd+ Added a Plasma Pistol upgrade.
\cd+ Added a Particle Beam upgrade.
\cd+ Added a Laser Rifle upgrade.
\cd+ Added a Homing Rocket upgrade.
\cd+ Added new sprites for the Gauss Rifle.
\cd+ Added a Quick Knife buttom.
\cd+ Added a mail system.
\cd+ Added LegenDoom Lite compatibility.
\cd+ Added a score golf mode.
\cd+ Added a teleport-in-items setting.
\cd+ Added a bright weapon pickups setting.
\cd+ Released Extras addon.
\cd+ Released Damage Bob Only mod.
\cd+ Added filtering to the upgrades screen.
\cj| Improved the Upgrades screen.
\cj| Fixed performance issues with the Settings screen.
\cj| Replaced the HUD's background color with black.
\cj| Made the SSG faster, and stronger.
%% LITH_TXT_UPDATE_1_4_Page2
\cj| Fixed the Combat Rifle and Sniper Rifle not actually being hitscan.
\cj| Gave Hell Knights/Barons and Cacodemons proper blood colors.
\cj| Re-fixed shop buy messages logging wrong.
\cj| Added the Charge Fist to the shop.
\cj| Fixed some of the info pages.
\cj| Fixed weapon pickups murdering framerate while the level is frozen.
\cj| Fixed the Laser Shotgun not resetting pitch all the way.
\cj| Fixed CVarInfo error under certain games.
\cj| Made weapon pickups look better in OpenGL.
\cj| Fixed weapon pickups breaking in maps with specials attached
\cj to weapons.
\cj| Buffed the Charge Fist.
\cj| Replaced bullet pickup graphics.
\cj| Added a noise when getting hit with Reactive Armor protection.
\cj| Improved the readability of info pages with images.
\cj| Decreased the backpack discount percentage.
\cj| Moved the Settings screen to the BIP.
\cj| Moved keys on the HUD to the top of the screen.
\cj| Fixed obituary messages with the Instant Death downgrade.
\cj| Slightly rebalanced score given by enemies.
\cg- Removed fun
\cd+ Definitely did not add evil gost.
%% LITH_TXT_UPDATE_1_3_1
\cf(\ciMar. 16, 2017\cf) \cjFrom \cn1.3\cj to \cf1.3.1\cj:
\cj| Fixed maps with ACS scripts in them occasionally causing
\cj reality to collapse.
\cj| Gave the charge fist a better animation and range.
\cj| Fixed resurrected enemies not getting poisoned.
\cj| Increased shell ammo to 60.
\cd+ Added a setting for cursor speed.
%% LITH_TXT_UPDATE_1_3
\cf(\ciMar. 16, 2017\cf) \cjFrom \cn1.2\cj to \cf1.3\cj:
\cj| Rebalanced a lot of stuff, mainly weapons and score amounts.
\cj| Made the cannon a lot easier to use.
\cj| Redid the GUI a bit. Mainly, stretched it from 320x200 to 320x240.
\cj| Improved scrollbars significantly.
\cj| Re-did the heads up display.
\cd+ Added Auto-Groups, which let you quickly toggle or buy upgrades,
\cd as well as auto-buy them.
\cd+ Added the Super Shotgun.
\cd+ Added the Missile Launcher.
\cd+ Added the Charge Fist (replaces chainsaw.)
\cd+ Added a pickup sprite for the Omega Cannon.
\cd+ Added a Poison Shotgun upgrade.
\cd+ Added indicators for mode changes/current mode of the reactive
\cd armor upgrade.
\cd+ Added a display for current score multiplier on the upgrades screen.
\cd+ Added a setting for clearing the combat rifle's mode when
\cd switching weapons.
\cd+ Added a setting for hiding the log.
\cd+ Added a setting for drawing the log from the top of the screen.
\cd+ Added settings for the Vital Scanner upgrade.
\cd+ Added enemy compatibility checker.
%% LITH_TXT_UPDATE_1_3_Page2
\cd+ Added a titlemap and title music.
\cd+ Added (badly written) intermission texts.
\cd+ Added a pretty loading screen.
\cd+ Added missing info pages.
\cd+ Added info pages for enemies, some companies I forgot to mention,
\cd and new places.
\cd+ Added an implicit upgrade for zooming in on stuff.
\cd+ Added serious mode.
\cj| Polished the upgrades panel.
\cj| Polished the info panel.
\cj| Made the Move Wetware's ground stomp actually useful.
\cj| Made sold weapon messages more descriptive.
\cj| Fixed sold weapon prices being wrong.
\cj| Fixed bad wording in a lot of the info pages.
\cj| Fixed bad wording in some upgrade descriptions.
\cj| Fixed GUI sliders being wonky.
\cj| Fixed the sniper rifle making things fly into oblivion.
\cj| Made the vital scanner freak out on strong enemies.
\cj| Fixed Auto Reload not having a description.
\cj| Fixed the pistol's info page.
\cj| Fixed the arachnotron/spider mastermind names being wrong.
\cj| Changed some miscallaneous text.
%% LITH_TXT_UPDATE_1_3_Page3
\cj| Improved the way the Adrenaline upgrade works.
\cj| Fixed items being picked up too much.
\cj| Fixed score multiplier not being applied occasionally.
\cj| Made the Punctuator Cannon take more ammo.
\cj| Nerfed the reactive armor upgrade.
\cj| Fixed rockets acting weird at certain angles.
\cj| Made the Vital Scanner upgrade cheaper.
\cg- Removed some items from the shop.
%% LITH_TXT_UPDATE_1_2
\cf(\ciFeb. 1, 2017\cf) \cjFrom \cn1.1\cj to \cf1.2\cj:
\cd+ Added logos for companies in the BIP
\cd+ Added a log tab to the CBI for showing things you've done or used
\cd+ Added lith_player_scorelog for logging any score you gain to the HUD
\cd+ Added Heretic support
\cd+ Added new pickup sprites for the shotgun, plasma rifle and combat rifle
\cd+ Added a Revolver weapon to the shop
\cd+ Added new skill definitions - tourist, easy, normal, hard, extra hard,
\cd and nightmare
\cd+ Added an automatic pistol upgrade
\cd+ Gave the grenade launcher an actual grenade firing altfire
\cd+ Added a Vital Scanner upgrade, which lets you see an enemy's health
\cd and the damage you deal to them
\cd+ Added a new debugging cvar
\cd+ Added a payout system, where you get paid based on percentages
\cd when you beat a level or hub
\cd+ Added an Auto Reload upgrade, which loads your guns for you while
\cd they're not selected
\cd+ Added a Laser Shotgun weapon to the shop
\cd+ Added a Sniper Rifle weapon to the shop
\cd+ Added a knife which replaces the fist
\cd+ Added menu sounds and a smallfont replacement
%% LITH_TXT_UPDATE_1_2_Page2
\cj| Made the pistol do more damage
\cj| Probably fixed more crashes
\cj| Made combat rifle spit blood better
\cj| Made the cannon a bit easier to aim
\cj| Fixed revenant missiles changing state when adrenaline is activated
\cj| Fixed all the crashes ever probably
\cj| Changed the pistol's capacity to 14 rounds instead of 7
\cj| Moved murderous enemies to the Extra Hard skill
\cj| Fixed not being able to pick up weaons sometimes
\cj| Made the pistol, rocket launcher and shotgun's firing animations better
\cj| Fixed the spiral rocket attack not being strong enough and not doing
\cj damage to Cyberdemons
\cj| Gave the Gauss Rifle 5 extra rounds
\cj| Fixed scopes being offset wrong
\cj| Buffed the rocket launcher's attacks
\cj| Nerfed the shotgun's attacks
\cj| Fixed the barrier powerup acting weirdly sometimes
\cj| Fixed flashes not showing up on players in co-op
\cj| Reduced file size by compressing music
\cj| Made the punctuator cannon's attacks pitchable
\cj| Buffed bosses quite a bit
\cj| Buffed some weapons
%% LITH_TXT_UPDATE_1_1
\cf(\ciJan. 19, 2017\cf) \cjFrom \cn1.0\cj to \cf1.1\cj:
\cd+ Added an indicator for weapons that take ammo and ones that have
\cd magazines
\cd+ Added reloading to the rifle, which now has a 40-round magazine that
\cd must be reloaded but doesn't take ammo
\cd+ Added the Defensive Mini Nuke upgrade
\cd+ Made the player explode on death in singleplayer, togglable
\cd with lith_sv_revenge
\cd+ Gave grenades a small smoke trail
\cd+ Added weapon readying sounds to the Former Human and Former
\cd Sergeant
\cd+ Added the Adrenaline Injector upgrade
\cd+ Moved the HUD into an upgrade, so it can be disabled (also gives you
\cd extra score)
\cd+ Gave the Mancubus a new attack
\cd+ Gave the Cyberdemon a new attack
\cd+ Added powerups to the shop
\cd+ Added a score multiplier view to the upgrades shop so you can see
\cd what gives how much
\cd+ Added the Instant Death downgrade
\cd+ Added reloading to the Gauss Shotgun (now Gauss Rifle), which has a
\cd 10-round magazine
%% LITH_TXT_UPDATE_1_1_Page2
\cd+ Added a settings page to the CBI which lets you set up CVars
\cd+ Gave the Hell Knight a new attack
\cd+ Gave the Omega Cannon new sprites, new effects and better balance
\cd+ Added the Reactive Armor 2 upgrade
\cd+ Added the Omega Railgun upgrade!
\cd+ Gave the Shotgun new sprites/animations by Sgt. Shivers
\cd+ Gave the Megasphere and Soulsphere new sprites
\cd+ Added a custom Teleport Fog effect
\cd+ Gave the Baron of Hell a new attack
\cd+ Made the Blur Sphere into a Barrier powerup
\cd+ Added fun
\cj| Fixed the laser rifle making too many particles, destroying FPS (sadly
\cj it doesn't look as nice anymore)
\cj| Fixed a potential script overrun in the first tic that could cause
\cj weird bugs
\cj| Fixed deselecting the Punctuator Cannon while scoped breaking things
\cj| Fixed the Blue Skull Key giving a wrong pickup message
\cj| Made inputs a bit snappier
\cj| Improved scope visuals
\cj| Fixed enemies not giving score on XDeath
\cj| Changed the price of Torgue Mode
%% LITH_TXT_UPDATE_1_1_Page3
\cj| Changed the amount of score the base upgrades take, making it easier
\cj to obtain score
\cj| Improved GUI behaviour
\cj| Fixed powerups not having the correct sound
\cj| Improved the Charge Launcher description
\cj| Nerfed the Gauss Rifle and the Combat Rifle further
\cj| Made the Charge Launcher better
\cj| Tweaked prices on upgrades
\cj| Fixed cannon explosion sounds sometimes not playing
\cj| Nerfed the Reactive Armor
\cj| Probably fixed a ton of crashes
\cj| Fixed there not being a space inbetween pickup messages and the
\cj forward arrow
\cj| Fixed a bunch of things not alerting monsters
\cj| Fixed inconsistencies log messages
\cj| Made the scope on the Combat Rifle's burst fire mode optional (disabled
\cj by default)
\cj| Fixed the Lost Souls giving too much Score
\cj| Added Thing ID validation to the player, which should possibly fix more
\cj advanced ZDoom maps breaking

17
filedata/Misc_Opener.txt Normal file
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@ -0,0 +1,17 @@
1626, New Era.
A revelation in multiverse theory: Proof of other universes existing within the same dimension of time as our own universe.
Finally explaining the odd artifacts which had been found throughout the new era, the researchers involved were to be awarded for their immense discovery, but soon after disappeared all at once.
Twenty years later, 1649 N.E.
Communications with these scientists have been re-established, and after investigation by the computer mega-corp Optic Fiber Maxim-Danil, they have been found to be no more than a red mist floating in space.
The planetary system's central star had become a hole of darkness, emitting massive amounts of unknown magical energy.
A hole which has begun spitting out demons.
A portal to Hell itself.
May those who attempt to stop it have godspeed, or Lithium shall forever rain from the skies.

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## Quit Messages -------------------------------------------------------------|
== QUITMSG1 | Hold it, your contract isn't complete yet!
== QUITMSG2 | I got nothing.
== QUITMSG3 | Leave before I make you leave!
== QUITMSG4 | Super, now I can get back to emitting bees at your house!
== QUITMSG5 | Look at this wuss!
== QUITMSG6 | I'm rooting for you whichever way you go!
== QUITMSG7 | Exit?
== QUITMSG8 | Wait, there's a youkai waiting for you at the exit!
== QUITMSG9 | Get outta here, and get me some money too.
%% QUITMSG10
Wait, don't go!
I still have to sell you the expansion pack!
%% QUITMSG11
There are still explosions to be had,
are you really sure?
%% QUITMSG12
Get out! Get out!
Go and do your job!
%% QUITMSG13
If you leave, I'll personally
send pizzas to your doorstep.
%% QUITMSG14
C'mon,
just 5 more minutes?
%% QUITMSG15
HEY
HEY
DIE
== QUITMSG16 | Villain!! What color is your blood!!
%% QUITMSG17
The Omega Cannon was created in a swamp dimension by
an insane lizard-man who lusted for murder.
How it got here is a mystery.
%% QUITMSG18
Jeremy Stilko, Cyber-Mage, is blind, but can see
thanks to cybernetics. The profile image he has
is unusual in that he doesn't have a blindfold on.
%% QUITMSG19
Cyber-Mage's weapon pickups look retro due to
limitations in his bootleg space reformation wetware.
== QUITMSG20 | Marine's Sniper Rifle was formerly his service weapon.
%% QUITMSG21
The English language diversified in the past
thousand years, splitting into dozens of dialects.
The most common are Eastern and Northwest English.
== QUITMSG22 | The Ensurer watches over all.
%% QUITMSG23
The Star Destroyer's hum is a product of the
energy buffer on its top channeling sound
through the main hull of the gun, which may
prove the existence of a fifth dimension.
%% QUITMSG24
The amount of wetware jammed into Cyber-Mage's
brain is not healthy for anyone.
%% QUITMSG25
Marine was previously a gun collector, but stopped
after regulations passed regarding personal defense
weaponry in the military.
%% QUITMSG26
The Shock Rifle was previously used for hunting,
famed for its great power and ease of use.
Before it was stripped down and modified, anyway.
%% QUITMSG27
Rumors have spread of similarities between the
phantoms haunting Hell and tales of past heroes.
%% QUITMSG28
Within the week there will be OLD MEN,
RUNNING THE WORLD, if you quit.
%% QUITMSG29
On the planet Durla Prime, onesuch being exists whose
only true name is "King Crimera Haxfucker."
== QUITMSG30 | AAAGH
== QUITMSG31 | wan
%% QUITMSG32
hellote i been looking at the sources what dont tell me how do i made a BSP grenades
like it is regular grenades but when you make explode it deform bsp tree into shrub
== QUITMSG33 | ~text interface terminal malfunction error ~2992dud
== QUITMSG34 | Internet pornography.
== QUITMSG35 | if god is everywhere, then that means he's in this quit message and he needs to get the fuck OUT
== QUITMSG36 | Now if you'll excuse me, I need to go die to the Soviet Union.
%% QUITMSG37
The Charge Fist uses pneumatics to launch
your fist forward, via advanced cybernetics.
== QUITMSG38 | Can you at least offer weak opposition to exiting?
%% QUITMSG39
BORN TO CRASH
ZDoom is a fuck
410,757,864,530 SCRIPT ERRORS
== QUITMSG40 | GET OUT
== QUITMSG41 | do-it.wad
== QUITMSG42 | You'll do whatever it takes to get the JooJ done right, right?
== QUITMSG43 | La la lai la, la la lai la, la la lai la lai lai laa
== QUITMSG44 | You dare defy ME?
== QUITMSG45 | At this journey's end, where does one go but to a DOS prompt?
== QUITMSG46 | I bet you'll come back for more. I know it.
%% QUITMSG47
AFTER 3000 YEARS I AM FREE!
DO YOU DARE QUIT AND LEAVE
THE FATE OF THE WORLD IN MY HANDS?
== QUITMSG48 | Quitting? What are you, a NERD?
== QUITMSG49 | Master, your orders?
== QUITMSG50 | Off to go play [insert game here], I see.
== QUITMSG51 | Did you select the wrong menu option?
== QUITMSG52 | This is all just a dream.
%% QUITMSG53
This mod is just riddled with unsupported bytecode,
you better get out of here before it blows.
== QUITMSG54 | See you, space cowboy.
== QUITMSG55 | FUCKING NINJAS STABBING LESBIAN NUNS
== QUITMSG56 | Will you give your Door of Truth to me?
== QUITMSG57 | You press Y. I'll be waiting.
== QUITMSG58 | Engarde, fuckboy.
== QUITMSG59 | If you quit, I will unleash the skeleton inside you.
== QUITMSG60 | AAAAAAAAAAAAAAAAAAAAAAAAAAAAA
== QUITMSG61 | GMOTA never
== QUITMSG62 | :thinking:
== QUITMSG63 | nyu~
== QUITMSG64 | Hey, Ron! Can we say 'fuck' in the game?
%% QUITMSG65
I'd leave - this is just more monsters and Score.
What a load.
== QUITMSG66 | Trust us now, it's time to let go.
%% QUITMSG67
Enter the maze through your reflection,
we have to follow through a new connection.
== QUITMSG68 | YOU MEAN THIS GUY JUST QUITS WHEN HE WANTS??????
== QUITMSG69 | [smooth saxophone plays]
%% QUITMSG70
hetlo it is me of the durdandle i hav
come to tell u that if u quit i will
exit the universe and punch you through
deep non-existence thank for cooperate
== QUITMSG71 | Press Y to BECOME THE BEAST YOU WORSHIP.
== QUITMSG72 | Fuck, fucking cock.
%% QUITMSG73
hello hacker fucker
this is marble
heres the deal.
if you hack this mod
i will find you
where ever you are
and break your legs
and thats a promise
== QUITMSG74 | Detonating in 5... 4... 3... 2...
== QUITMSG75 | Look, bub. It's my way, or the highway.
%% QUITMSG76
| ||
|| |_
== QUITMSG77 | AOHA PZ TVZA LEJLSSLUA
== QUITMSG78 | In modern times, Japanese pornography is hard to come by.
== QUITMSG79 | Hey! Who's in charge here?
%% QUITMSG80
If you leave, The Third Impact will become inevitable.
Are you sure?
== QUITMSG81 | Wait! The Wood Cube is going to drop!
%% QUITMSG82
The Norwegians are leaving! The Norwegians are leaving!
The Norwegians are leaving! The Norwegians are leaving!
== QUITMSG83 | Saotome. Sukida.
== QUITMSG84 | Throw yourself into the pit of Crest Worms?
%% QUITMSG85
the way grows
dim
hungry chaos lurks behind the
bright corona
dream ahead beyond the falling path
a billion S'pht lie yet unborn
our own death fortold
your dark mind cutting through
the deeping sky
another time
another time
== QUITMSG86 | Return to the wheat?
== QUITMSG87 | Gotta keep it together y'all, 'cus it's about time.
== QUITMSG88 | You leave, you give me your Yanagi card.
%% QUITMSG89
Water, 35 liters; carbon, 20 kilograms;
ammonia, 4 liters; lime, 1.5 kilograms;
phosphorus, 800 grams; salt, 250 grams;
saltpeter, 100 grams, and various other stuff.
== QUITMSG90 | I've seen 'em come, I've seen 'em go.
== QUITMSG91 | WINNERS DON'T PRESS Y
== QUITMSG92 | Hand over the Platinum Chip?
== QUITMSG93 | Destroy Liberty Prime?
== QUITMSG94 | Press the Red Button?
== QUITMSG95 | The Zone awaits...
%% QUITMSG96
The suspense is killing me!
Just do it already!
== QUITMSG97 | If you quit, you will never become THE COPPER MAN.
== QUITMSG98 | >stops in mid flow to sip his tea
== QUITMSG99 | bepis
== QUITMSG100 | Crungy Spimmy: Back 2 Tha Source: Wrong Number: Remastered Edition: Featuring Jungo from Chummy Tuungle 3: Lord of the Flies: Special Edition: Featuring Exclusive Grimbo and Hat DLC: Expansion Pack: Electronic Knucle Scrungus Mod: Day 1 Edition [Early Access] Only on PS4: Steam Greenlight Approved: The Long Lost Tale of the Gringledop Boopledonger: Frodus Poster Pack: HTC Vive Support Enabled: (BUY ROCKBAND MICROPHONE AND DRUMSET TO EXPAND YOUR BAND): "Every Chimmbus Eases the Pain" Extended Digital Special Edition: What's Under Double D's hat in Ed Edd 'n' Eddy? The Game Theory: Way If We Pees Form Butts?: Featuring Dongle Flopperdinglebop from the Fun Truungledinge Lost Tale of the Gringledop Boopledonger Series 2: Super Mega Edition: Redial: Featuring a Free Comic About Grimbo's Quest for the Humbusdoob: Ultra Edition: Bumbicop Statue With Real Chimmbus Action: Fire Red Version: Dream Drop Distance: Subsistence: See Inside: Crungy Spimmy and the Gringle Spingle Limited Edition Comic Series Cereal Box: The Movie: The Game
== QUITMSG101 | die
== QUITMSG102 | Aw, dude. There's still so many demons to kill. Don't leave me here with them.

6
filedata/_Directory.txt Normal file
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@ -0,0 +1,6 @@
This is a list of unprocessed text to be processed into LANGUAGE by compilefs.
in directory ../pk
include _Directory_Main.txt
EOF

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@ -0,0 +1,76 @@
-- Info Pages -----------------------------------------------------------------
in file language.info.corporations.en.txt
parse file: Info_Corporations.txt
in file language.info.enemies.en.txt
parse file: Info_Enemies.txt
in file language.info.places.en.txt
parse file: Info_Places.txt
in file: language.info.yourself.en.txt
parse file: Info_Yourself.txt
in file language.info.upgrades.en.txt
parse file: Info_Upgrades.txt
in file language.info.weapons.en.txt
put data: sord -> LITH_TXT_INFO_SHORT_Sword
put data: Game Nanhai -> LITH_TXT_INFO_SHORT_Gameboy
put data: Spell Selector -> LITH_TXT_INFO_SHORT_CFist
put data: Knife -> LITH_TXT_INFO_SHORT_Fist
parse file: Info_Weapons_Outcasts.txt
parse file: Info_Weapons_CyberMage.txt
parse file: Info_Weapons_Marine.txt
comment: EOF
in file language.info.omake.en.txt
parse file: Info_Extra.txt
-- CBI Mail -------------------------------------------------------------------
in file language.info.mail.en.txt
put file: Mail/Template.txt -> LITH_TXT_MAIL_TEMPLATE
include _Mail.txt
-- CBI Pages ------------------------------------------------------------------
in file language.arsenal.en.txt
parse file: Arsenal_Shop.txt
parse file: Arsenal_Upgrades.txt
comment: EOF
-- Dialogue -------------------------------------------------------------------
in file language.info.dialogue.txt
put file: Dialogue_TESTMAP.txt -> LITH_DLG_SCRIPT_TESTMAP
put file: Dialogue_M1A1.txt -> LITH_DLG_SCRIPT_M1A1
put file: Dialogue_M1A2.txt -> LITH_DLG_SCRIPT_M1A2
-- Misc -----------------------------------------------------------------------
in file language.log.en.txt
parse file: Log.txt
parse file: Log_Pickups.txt
comment: EOF
in file language.misc.en.txt
parse file: Misc.txt
parse file: Misc_QuitMessages.txt
parse file: Misc_Changes.txt
put file: Misc_Opener.txt -> LITH_TXT_OPENER
comment: EOF
in file language.bipinfo.txt
put file: BIPInfo.txt -> LITH_BIPINFO
comment: EOF
EOF

73
filedata/_Mail.txt Normal file
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The flags for mail messages are as follows:
bit 1 - Does not print a message when received
bit 2 - Message is the same for all player classes
put data: 1 -> LITH_TXT_MAIL_FLAG_Intro
put data: 2 -> LITH_TXT_MAIL_FLAG_JamesDefeated
put data: 2 -> LITH_TXT_MAIL_FLAG_MakarovDefeated
put data: 2 -> LITH_TXT_MAIL_FLAG_IsaacDefeated
-- All Classes ----------------------------------------------------------------
put file: Mail/Phantom_James.txt -> LITH_TXT_MAIL_BODY_JamesDefeated
put data: jam0s@g0n0j0t00.1025 -> LITH_TXT_MAIL_SEND_JamesDefeated
put file: Mail/Phantom_Makarov.txt -> LITH_TXT_MAIL_BODY_MakarovDefeated
put data: mak666v@org.r\.\\\- -> LITH_TXT_MAIL_SEND_MakarovDefeated
put file: Mail/Phantom_Isaac.txt -> LITH_TXT_MAIL_BODY_IsaacDefeated
put data: isaac@syn.400khz -> LITH_TXT_MAIL_SEND_IsaacDefeated
-- Marine ---------------------------------------------------------------------
put file: Mail/Intro_Marine.txt -> LITH_TXT_MAIL_BODY_IntroStan
put data: ALambert@corp.OFMD -> LITH_TXT_MAIL_SEND_IntroStan
put data: 13:00 25-7-49 -> LITH_TXT_MAIL_TIME_IntroStan
put data: 610 -> LITH_TXT_MAIL_SIZE_IntroStan
put file: Mail/Cluster1_Marine.txt -> LITH_TXT_MAIL_BODY_Cluster1Stan
put data: ALambert@corp.OFMD -> LITH_TXT_MAIL_SEND_Cluster1Stan
put file: Mail/Cluster2_Marine.txt -> LITH_TXT_MAIL_BODY_Cluster2Stan
put data: ALambert@corp.OFMD -> LITH_TXT_MAIL_SEND_Cluster2Stan
put file: Mail/Cluster3_Marine.txt -> LITH_TXT_MAIL_BODY_Cluster3Stan
put data: ALambert@corp.OFMD -> LITH_TXT_MAIL_SEND_Cluster3Stan
put file: Mail/Intro2_Marine.txt -> LITH_TXT_MAIL_BODY_PhantomStan
put data: htic0@gov.<hidden>.mailserv -> LITH_TXT_MAIL_SEND_PhantomStan
put data: 330 -> LITH_TXT_MAIL_SIZE_PhantomStan
put file: Mail/Secret1_Marine.txt -> LITH_TXT_MAIL_BODY_Secret1Stan
put data: Saved Buffer -> LITH_TXT_MAIL_NAME_Secret1Stan
put file: Mail/Secret2_Marine.txt -> LITH_TXT_MAIL_BODY_Secret2Stan
put data: Saved Buffer -> LITH_TXT_MAIL_NAME_Secret1Stan
-- Cyber-Mage -----------------------------------------------------------------
put file: Mail/Intro_CyberMage.txt -> LITH_TXT_MAIL_BODY_IntroJem
put data: Saved Message -> LITH_TXT_MAIL_NAME_IntroJem
put data: <hidden>@corp.AOF -> LITH_TXT_MAIL_SEND_IntroJem
put data: 13:44 25-7-49 -> LITH_TXT_MAIL_TIME_IntroJem
put data: 288 -> LITH_TXT_MAIL_SIZE_IntroJem
put file: Mail/Cluster1_CyberMage.txt -> LITH_TXT_MAIL_BODY_Cluster1Jem
put data: Saved Text 104 -> LITH_TXT_MAIL_NAME_Cluster1Jem
put data: 240 -> LITH_TXT_MAIL_SIZE_Cluster1Jem
put file: Mail/Cluster2_CyberMage.txt -> LITH_TXT_MAIL_BODY_Cluster2Jem
put data: Saved Text 152 -> LITH_TXT_MAIL_NAME_Cluster2Jem
put data: 288 -> LITH_TXT_MAIL_SIZE_Cluster2Jem
put file: Mail/Cluster3_CyberMage.txt -> LITH_TXT_MAIL_BODY_Cluster3Jem
put data: Saved Text 244 -> LITH_TXT_MAIL_NAME_Cluster3Jem
put data: 218 -> LITH_TXT_MAIL_SIZE_Cluster3Jem
put file: Mail/Intro2_CyberMage.txt -> LITH_TXT_MAIL_BODY_PhantomJem
put data: order@corp.AOF -> LITH_TXT_MAIL_SEND_PhantomJem
put file: Mail/Secret1_CyberMage.txt -> LITH_TXT_MAIL_BODY_Secret1Jem
put data: Saved Text 250 -> LITH_TXT_MAIL_NAME_Secret1Jem
put file: Mail/Secret2_CyberMage.txt -> LITH_TXT_MAIL_BODY_Secret2Jem
put data: Saved Text 252 -> LITH_TXT_MAIL_NAME_Secret2Jem
EOF

18
hashfs.rb Normal file
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#!/usr/bin/env ruby
## Copyright © 2018 Graham Sanderson, all rights reserved.
## HashFS: Compile a directory structure into an enumerated list.
require 'fileutils'
it = 0
base = "pk/graphics/"
of = open('pk/language.gfx.txt', 'w')
of.puts('[enu default]')
Dir.glob 'graphics/**/*.png' do |item|
to = sprintf("LITHX%.3i", it)
of.puts "\"LITH:#{/lgfx\/(.+)\.png/.match(item)[1].gsub('/', ':')}\" = \"#{to}\";"
FileUtils.copy item, base + to + ".png"
it += 1
end

1
ir/dummy.txt Normal file
View File

@ -0,0 +1 @@
This is just here so Git knows that this folder exists.

1
ir/main/dummy.txt Normal file
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@ -0,0 +1 @@
This is just here so Git knows that this folder exists.

1
pk/acs/dummy.txt Normal file
View File

@ -0,0 +1 @@
This is just here so Git knows that this folder exists.

1
pk/dummy.txt Normal file
View File

@ -0,0 +1 @@
This is just here so Git knows that this folder exists.

1
pk/graphics/dummy.txt Normal file
View File

@ -0,0 +1 @@
This is just here so Git knows that this folder exists.

3
pksrc/animdefs.txt Normal file
View File

@ -0,0 +1,3 @@
cameratexture LITHCAM1 320 200
cameratexture LITHCAM2 480 240
cameratexture LITHCAM3 480 240

502
pksrc/copylib.txt Normal file
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@ -0,0 +1,502 @@
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Version 2.1, February 1999
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NO WARRANTY
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END OF TERMS AND CONDITIONS
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If you develop a new library, and you want it to be of the greatest
possible use to the public, we recommend making it free software that
everyone can redistribute and change. You can do so by permitting
redistribution under these terms (or, alternatively, under the terms of the
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To apply these terms, attach the following notices to the library. It is
safest to attach them to the start of each source file to most effectively
convey the exclusion of warranty; and each file should have at least the
"copyright" line and a pointer to where the full notice is found.
<one line to give the library's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
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Also add information on how to contact you by electronic and paper mail.
You should also get your employer (if you work as a programmer) or your
school, if any, to sign a "copyright disclaimer" for the library, if
necessary. Here is a sample; alter the names:
Yoyodyne, Inc., hereby disclaims all copyright interest in the
library `Frob' (a library for tweaking knobs) written by James Random Hacker.
<signature of Ty Coon>, 1 April 1990
Ty Coon, President of Vice
That's all there is to it!

269
pksrc/credits.txt Normal file
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%%% %%%
%% /7 //777777777777777777777777777 /// %%
% /:/7 //........................../ /::/ /77777 %
% /:// //77/ /// /// /:7/ :77 /7: %
% /:// /777 //77=======::////::///:7/ /:7 //7 %
% /:// /::/ //77/====7-::::::::// /7/ /:/77777777777777 %
% /:// /::/ //77/ /::// /:// /7/ /:=/ :77/ %
% /:======/::/=======//77/ /::// /:// /77/ 7:/ :7/: %
% /:::::://::/==========// ===// /:// /77/ /// :7// %
% /::/ /:// ^^^ /// /777 %
% ^^ ^^^ /777 %
% %
% Project Golan, Xevv 3 %
% %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% %
% I have probably miscredited or forgotten to credit some people. ------------%
% Please tell me if I did and I will correct it. -----------------------------%
% There are extra credits here from Lithium, the original version of this ----%
% project. -------------------------------------------------------------------%
% %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
| |
| If you want to use something from this mod, *please* ask me (Marrub) first. |
| I don't want myself or anyone else who's given me stuff (directly or not) --|
| to get pissed off because proper attribution or permission wasn't given. ---|
| |
| Sound credits are all in the "sndinfo" files as comments. ------------------|
| |
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
* *
* See copylib.txt for license information on GDCC libc, as included in linked *
* binary form in <acs/lithlib.bin>. *
* *
* Sources for GDCC libc can be found at <https://github.com/DavidPH/GDCC>. *
* *
* Sources for Lithia can be found at <https://github.com/marrub--/Litha>. *
* *
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
--- Credits ------------------------------------------------------------------|
* * _sink *
* End of game music
* * 505 *
* Title music (hYmns - Shredder)
* * a1337spy *
* Sounds for stuff
* * Anthony Cole *
* Test map marine sprites
* * abbuw *
* Vent texture
* * DavidPH *
* Glorious, glorious GDCC
* Lots of help with a lot of things
* Cool guy
* * GAA1992 *
* Gauss Shotgun idle sprite
* * Green Den *
* Test map music (Dandalins Story)
* * Gutawer *
* Lots of help with ZScript
* * HorrorMovieGuy *
* SteggleSphere sprites
* InsanityBringer *
* Quaternion and view unprojection code (used in crosshairs)
* * JetPlane *
* Image used as a base for the SMG sprite
* Cool guy
* * Jimmy *
* Fonts! Pretty much all of 'em
* Added some missing characters to the CBIFONT for me (which he also made)
* Really, like, this guy is kind of crazy great
* Made the base MENUDEFs for me
* * Kate Fox *
* Some specific, old code is based off of Error: Doom code
* This was originally a mod of Error: Doom, which is an awesome mod!
* Blank sphere used as a base for the the Blursphere
* Prettied up the rain effects
* Intermission text and background
* * Kyle873 *
* Said a nice thing
* I think
* maybe
* Fallout 4 sound rip
* Phantasy Star Nova sound rip
* * Marrub (me) *
* Almost everything not mentioned here
* * MarlboroMike *
* Score item sprites
* Backpack pickup
* Rocket Box pickup
* * Marty Kirra *
* Many advice
* Cool guy
* * Minigunner *
* Smooth explosion sprites
* Missile Launcher sprite
* * monkeybtm6 *
* BLLTR0 sprite
* * Seryder *
* Briefcase sprite (WUPGA0)
* * Sgt. Shivers *
* Shooting my shootyguns
* Shotgun sprites
* Revolver sprites (from Powerslave originally)
* knif
* Mateba reload animation
* SPAS reload animation
* Windows XP theme
* * Shadowlink226 *
* Halo 3 sound rip
* * Skaven *
* Intermission music (The Alchemist)
* * TerminusEst13 *
* SHKRA0/B0 and a shitload of sound sources
* Help with finding some sprites to work with
* * vikingbro *
* Image used as a base for the Shock Rifle sprite
* * VriskaSerket *
* Image used as a base for the Star Destroyer sprite
* * Wartorn *
* Help with HUD design
* Cool guy
* * WildWeasel *
* Help with making fonts, suggestions for HUD
* Sleeves for Cyber-Mage
* Cool guy
* Sound rip from Mac OS 9
* * Xaser Acheron *
* Bullet puffs
* Probably some other stuff I took from Psychic
* Help with code stuff
* * Yholl *
* Effects from LegenDoom
* Help with a buncha stuff
* Descriptions for some of the extra upgrades
* Ideas for a lot of stuff
* Marathon resources
* knif
* Re-texturing the TITLEMAP for me
* Missile Launcher code
* Made the Charge Fist not suck
* eviel gost
* Cardinal gem sprites
* * Zombie *
* Image used as a base for the SPAS sprite
* Lots of help with ZScript
* * zrrion the insect *
* Full sprites for the Grenade Launcher, Pistol and Plasma Rifle
* Skull keys
* Health pickups
* Cell Pack pickup
* Health bonus pickup
--- Testers ------------------------------------------------------------------|
* AgentSpooks
* Ikazu-san
* MENTHA
* nax
* silentw
* Sledge
* wildweasel
* Yholl
* Zombie
--- Other Credits ------------------------------------------------------------|
Cannon sprites
Minigunner: (Centered DNF enforcer gun )
Solo Spaghetti: (Skull SSG )
Bloax: (Edit of skull SSG with barrel)
Slax: (Edit of skull SSG with scope )
Marrub: (Redraw )
Combat Rifle sprites
Sgt. Shivers: (Model rip )
TheRailgunner: (Edit of model rip)
Marrub: (Small edits )
Laser Shotgun sprites
Mike12: (Vented shotgun )
GAA1992, Cage & Scuba Steve: (Auto shotgun )
Marrub: (Redraw of sights and design)
Sniper Rifle sprites
MrEnchanter: (Sniper rifle sprite )
Marrub: (Redrawing and detailing, re-handing)
Sgt. Shivers: (Firing animation )
Super Shotgun sprites
Captain J & Turbo: (Whole sprite)
Ion Rifle sprites
monkeybtm6: (Weapon rip from Disruptor)
torridGristle: (Assault rifle sprite )
Marrub: (Redraw )
Bassilla GUI theme
Kurashiki: (Bassilla art )
Sgt. Shivers: (Everything else)
EOF

10
pksrc/cvarinfo.debug.txt Normal file
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server noarchive int __lith_debug_level = 0;
server noarchive bool __lith_debug_all = false;
server noarchive bool __lith_debug_items = false;
server noarchive bool __lith_debug_bip = false;
server noarchive bool __lith_debug_score = false;
server noarchive bool __lith_debug_upgrades = false;
server noarchive bool __lith_debug_save = false;
server noarchive bool __lith_debug_nomonsters = false;
// EOF

6
pksrc/cvarinfo.gui.txt Normal file
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user float lith_gui_xmul = 1.0;
user float lith_gui_ymul = 1.0;
user int lith_gui_theme = 0;
user int lith_gui_cursor = 0;
// EOF

21
pksrc/cvarinfo.hud.txt Normal file
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user bool lith_hud_showscore = true;
user bool lith_hud_showweapons = true;
user bool lith_hud_showlog = true;
user bool lith_hud_showarmorind = true;
user bool lith_hud_logfromtop = false;
user int lith_xhair_r = 255;
user int lith_xhair_g = 255;
user int lith_xhair_b = 255;
user int lith_xhair_a = 200;
user int lith_xhair_style = 1;
user bool lith_xhair_enable = true;
user bool lith_scanner_slide = true;
user bool lith_scanner_bar = true;
user int lith_scanner_xoffs = 0;
user int lith_scanner_yoffs = 0;
user int lith_scanner_color = 106; // 'j'
user bool lith_scanner_altfont = false;
// EOF

50
pksrc/cvarinfo.player.txt Normal file
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user float lith_player_damagebobmul = 0.6;
user bool lith_player_damagebob = true;
user bool lith_player_scoresound = true;
user bool lith_player_invertmouse = false;
user bool lith_player_scorelog = false;
user bool lith_player_ammolog = false;
user bool lith_player_resultssound = true;
user bool lith_player_stupidpickups = false;
server bool lith_player_brightweps = false;
server bool lith_player_noitemfx = false;
user bool lith_player_teleshop = false;
user float lith_player_footstepvol = 0.2;
user float lith_player_viewtilt = 0.0;
user bool lith_player_autolevel = false;
// These are 200 bytes of storage per, so overall we have around 6kb available.
// If this isn't enough more of these can be added trivially (ACS doesn't
// assume the amount of available storage)
user string lith_psave_0 = "";
user string lith_psave_1 = "";
user string lith_psave_2 = "";
user string lith_psave_3 = "";
user string lith_psave_4 = "";
user string lith_psave_5 = "";
user string lith_psave_6 = "";
user string lith_psave_7 = "";
user string lith_psave_8 = "";
user string lith_psave_9 = "";
user string lith_psave_10 = "";
user string lith_psave_11 = "";
user string lith_psave_12 = "";
user string lith_psave_13 = "";
user string lith_psave_14 = "";
user string lith_psave_15 = "";
user string lith_psave_16 = "";
user string lith_psave_17 = "";
user string lith_psave_18 = "";
user string lith_psave_19 = "";
user string lith_psave_20 = "";
user string lith_psave_21 = "";
user string lith_psave_22 = "";
user string lith_psave_23 = "";
user string lith_psave_24 = "";
user string lith_psave_25 = "";
user string lith_psave_26 = "";
user string lith_psave_27 = "";
user string lith_psave_28 = "";
user string lith_psave_29 = "";
// EOF

13
pksrc/cvarinfo.server.txt Normal file
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server float __lith_version;
server int lith_sv_difficulty = 10;
server bool lith_sv_rain = false;
server bool lith_sv_sky = false;
server bool lith_sv_revenge = true;
server float lith_sv_scoremul = 1.25;
server bool lith_sv_pauseinmenus = true;
server int lith_sv_autosave = 0;
server bool lith_sv_nobosses = false;
server bool lith_sv_nofullammo = false;
// EOF

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@ -0,0 +1,14 @@
user float lith_weapons_zoomfactor = 3.0;
user float lith_weapons_scopealpha = 0.2;
user float lith_weapons_alpha = 1.0;
user bool lith_weapons_riflescope = false;
user bool lith_weapons_riflemodeclear = false;
server bool lith_weapons_magdrops = true;
server bool lith_weapons_casings = true;
server bool lith_weapons_magfadeout = true;
server bool lith_weapons_casingfadeout = true;
user bool lith_weapons_magicselanims = true;
user float lith_weapons_recoil = 1.0;
user bool lith_weapons_slot3ammo = false;
// EOF

23
pksrc/decaldef.txt Normal file
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decal Lith_GaussScorch
{
pic BLLTA0
add 1.0
fullbright
shade "00 00 00"
animator GoAway
}
generator Lith_GaussPuff Lith_GaussScorch
decal Lith_DoomPoster1 {pic LITHFDPS}
decal Lith_DoomPoster2 {pic LITH64PS}
decal Lith_DoomPoster3 {pic LITHD2PS}
decal Lith_DoomPoster4 {pic LITHE4PS}
decalgroup Lith_DoomPoster 60
{
Lith_DoomPoster1 1
Lith_DoomPoster2 1
Lith_DoomPoster3 1
Lith_DoomPoster4 1
}

104
pksrc/decorate.dec Normal file
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#include "lscripts/Constants.dec"
#include "lscripts/Hacks.dec"
#include "lscripts/Dummy.dec"
#include "lscripts/Rain.dec"
#include "lscripts/PlayerPawn.dec"
#include "lscripts/Player.dec"
#include "lscripts/GunSmoke.dec"
#include "lscripts/BulletPuff.dec"
#include "lscripts/TeleFog.dec"
#include "lscripts/Death.dec"
#include "lscripts/PickupEffects.dec"
#include "lscripts/BossSpawners.dec"
#include "lscripts/RifleGrenade.dec"
#include "lscripts/Magazine.dec"
#include "lscripts/Decorations.dec"
#include "lscripts/Monsters/System.dec"
#include "lscripts/Monsters/Tier1.dec"
#include "lscripts/Monsters/Tier2.dec"
#include "lscripts/Monsters/Tier3.dec"
#include "lscripts/Monsters/Tier4.dec"
#include "lscripts/Monsters/Tier5.dec"
#include "lscripts/Monsters/XHTier1.dec"
#include "lscripts/Monsters/XHTier2.dec"
#include "lscripts/Monsters/XHTier3.dec"
#include "lscripts/Monsters/XHTier4.dec"
#include "lscripts/Monsters/XHTier5.dec"
#include "lscripts/Monsters/Phantom.dec"
#include "lscripts/Monsters/James.dec"
#include "lscripts/Monsters/Makarov.dec"
#include "lscripts/Monsters/Isaac.dec"
#include "lscripts/Monsters/TitleMap.dec"
#include "lscripts/Maps.dec"
#include "lscripts/Items/Ammo.dec"
#include "lscripts/Items/Score.dec"
#include "lscripts/Items/AmmoPickups.dec"
#include "lscripts/Items/Powerups.dec"
#include "lscripts/Items/Keys.dec"
#include "lscripts/Items/CBIStuff.dec"
//$GZDB_SKIP
#include "lscripts/Projectiles/ShotgunTrail.dec"
#include "lscripts/Projectiles/Gauss.dec"
#include "lscripts/Projectiles/PoisonBullet.dec"
#include "lscripts/Projectiles/RifleBullet.dec"
#include "lscripts/Projectiles/SniperBullet.dec"
#include "lscripts/Projectiles/MiniMissile.dec"
#include "lscripts/Projectiles/Rocket.dec"
#include "lscripts/Projectiles/HomingRocket.dec"
#include "lscripts/Projectiles/PlasmaBolt.dec"
#include "lscripts/Projectiles/PlasmaLaser.dec"
#include "lscripts/Projectiles/Cannonball.dec"
#include "lscripts/Projectiles/Punctuator.dec"
#include "lscripts/Projectiles/RailgunParticles.dec"
#include "lscripts/Projectiles/SwordSwing.dec"
#include "lscripts/Weapons/Base.dec"
#include "lscripts/Weapons/Misc.dec"
#include "lscripts/Weapons/Pickups.dec"
#include "lscripts/Weapons_Outcasts/1_ChargeFist.dec"
#include "lscripts/Weapons_Outcasts/5_MissileLauncher.dec"
#include "lscripts/Weapons_Outcasts/6_PlasmaDiffuser.dec"
#include "lscripts/Weapons_Marine/1_Fist.dec"
#include "lscripts/Weapons_Marine/2_Pistol.dec"
#include "lscripts/Weapons_Marine/2_Revolver.dec"
#include "lscripts/Weapons_Marine/3_Shotgun.dec"
#include "lscripts/Weapons_Marine/3_LazShotgun.dec"
#include "lscripts/Weapons_Marine/3_2_SuperShotgun.dec"
#include "lscripts/Weapons_Marine/4_CombatRifle.dec"
#include "lscripts/Weapons_Marine/4_SniperRifle.dec"
#include "lscripts/Weapons_Marine/5_RocketLauncher.dec"
#include "lscripts/Weapons_Marine/6_PlasmaRifle.dec"
#include "lscripts/Weapons_Marine/7_OmegaCannon.dec"
#include "lscripts/Weapons_CyberMage/1_CFist.dec"
#include "lscripts/Weapons_CyberMage/2_Mateba.dec"
#include "lscripts/Weapons_CyberMage/3_ShockRifle.dec"
#include "lscripts/Weapons_CyberMage/3_2_SPAS.dec"
#include "lscripts/Weapons_CyberMage/4_SMG.dec"
#include "lscripts/Weapons_CyberMage/5_IonRifle.dec"
#include "lscripts/Weapons_CyberMage/6_CPlasmaRifle.dec"
#include "lscripts/Weapons_CyberMage/7_StarDestroyer.dec"
#include "lscripts/Weapons_CyberMage/Magic/1_Blade.dec"
#include "lscripts/Weapons_CyberMage/Magic/2_Delear.dec"
#include "lscripts/Weapons_CyberMage/Magic/3_Feuer.dec"
#include "lscripts/Weapons_CyberMage/Magic/4_Rend.dec"
#include "lscripts/Weapons_CyberMage/Magic/5_Hulgyon.dec"
#include "lscripts/Weapons_CyberMage/Magic/6_StarShot.dec"
#include "lscripts/Weapons_CyberMage/Magic/7_Cercle.dec"
// EOF

20
pksrc/end_timeup1.txt Normal file
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>>>>>[[[[INCOMING MESSAGE]]]]
> Remotes: <hidden>@<hidden>.mailserv, <hidden>@corp.<hidden>
> Date: Loading...
>>>>>[[[[RECEIVING SPLIT TRANSMISSION 1/2]]]]
The mission has failed, several samples of demonic energy have
been delivered throughout A.O.F territory and are already
confirmedly in their secret databases around the galaxy. You are
to be immediately transfered to [REDACTED]'s military and follow
all orders you are given.
You will not hear from me again.
Delete this transmission upon reading.
>>>>>[[[[RECEIVING SPLIT TRANSMISSION 2/2]]]]
77777777777777777777777777732069089143XXXXXXXXXX
[[[[[[[[[>> data stream corrupt, retrying

15
pksrc/end_timeup2.txt Normal file
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>>>>>[[[[REDELIVERING MESSAGE]]]]
> Remotes: <hidden>@<hidden>.mailserv, <hidden>@corp.<hidden>
> Date: Loading...
>>>>>[[[[RECEIVING SPLIT TRANSMISSION 2/2]]]]
Hi,
We are going to transfer an undisclosed
amount of funds to your account for your
work. Thank you.
Good luck, [REDACTED]

25
pksrc/fontdefs.txt Normal file
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ALIENFONT
{
template "LITHAN%.2i"
}
LHUDFONTSMALL
{
template "LITHFS%.2i"
}
LHUDFONT
{
template "LITHHF%.2i"
}
LTRMFONT
{
spacewidth 8
count 94
base 0
template "LITHC%i"
}
// EOF

4
pksrc/gameinfo.txt Normal file
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StartupType = "Heretic"
// EOF

25
pksrc/keyconf.txt Normal file
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// Key Sections --------------------------------------------------------------|
addkeysection "Lithium Actions" Lithium
addmenukey "Open CBI" lith_k_opencbi
addmenukey "Special Action" +lith_k_qact
addmenukey "Zoom In" lith_k_zoomin
addmenukey "Zoom Out" lith_k_zoomout
// Aliases -------------------------------------------------------------------|
alias lith_k_opencbi "pukename Lith_KeyOpenCBI"
alias +lith_k_qact "+user4"
alias -lith_k_qact "-user4"
alias lith_k_zoomin "pukename Lith_KeyZoom 30"
alias lith_k_zoomout "pukename Lith_KeyZoom -60"
alias __lith_puketrm "pukename Lith_RunTerminal %1"
alias __lith_pukedlg "pukename Lith_RunDialogue %1"
alias __lith_pukemail "pukename Lith_GiveMail %1"
// Binds ---------------------------------------------------------------------|
defaultbind i lith_k_opencbi
defaultbind g +lith_k_qact
// EOF

1
pksrc/loadacs.txt Normal file
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lithmain

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actor Lith_BossChecker : Lith_CustomFunction
{
states
{
Pickup:
TNT1 A 0
TNT1 A 0 A_JumpIf(health < 800, "nope")
TNT1 A 0 A_JumpIf(CallACS("LWData", wdata_bossspawned), "nope")
TNT1 A 0 ACS_NamedExecuteWithResult("Lith_SpawnBossArgs1", special, args[0], args[1], args[2])
TNT1 A 0 ACS_NamedExecuteWithResult("Lith_SpawnBossArgs2", args[3], args[4])
TNT1 A 0 A_Jump(256, "Pickup1")
nope:
TNT1 A 0
stop
}
}
actor Lith_BossChecker1_1 : Lith_BossChecker {states {Pickup1: TNT1 A 0 ACS_NamedExecuteWithResult("Lith_SpawnBoss", 1, 1) stop}}
actor Lith_BossChecker1_2 : Lith_BossChecker {states {Pickup1: TNT1 A 0 ACS_NamedExecuteWithResult("Lith_SpawnBoss", 1, 2) stop}}
actor Lith_BossChecker2_1 : Lith_BossChecker {states {Pickup1: TNT1 A 0 ACS_NamedExecuteWithResult("Lith_SpawnBoss", 2, 1) stop}}
actor Lith_BossChecker2_2 : Lith_BossChecker {states {Pickup1: TNT1 A 0 ACS_NamedExecuteWithResult("Lith_SpawnBoss", 2, 2) stop}}
actor Lith_BossChecker2_3 : Lith_BossChecker {states {Pickup1: TNT1 A 0 ACS_NamedExecuteWithResult("Lith_SpawnBoss", 2, 3) stop}}
actor Lith_BossChecker3_1 : Lith_BossChecker {states {Pickup1: TNT1 A 0 ACS_NamedExecuteWithResult("Lith_SpawnBoss", 3, 1) stop}}
actor Lith_BossChecker3_2 : Lith_BossChecker {states {Pickup1: TNT1 A 0 ACS_NamedExecuteWithResult("Lith_SpawnBoss", 3, 2) stop}}
actor Lith_BossChecker3_3 : Lith_BossChecker {states {Pickup1: TNT1 A 0 ACS_NamedExecuteWithResult("Lith_SpawnBoss", 3, 3) stop}}
actor Lith_BossSpawner
{
+NOTIMEFREEZE
const int flags = RGF_MONSTERS|RGF_CUBE;//RGF_MONSTERS|RGF_NOSIGHT|RGF_CUBE;
states
{
Spawn:
TNT1 A 1
TNT1 A 0 A_Log("OHNO")
stop
// Boss 1 phase 1 (Weapon Mod Device)
// Boss 1 phase 2 (CPU Upgrade 1)
Boss1_1: TNT1 A 0 A_RadiusGive("Lith_BossChecker1_1", 16384, flags) stop
Boss1_2: TNT1 A 0 A_RadiusGive("Lith_BossChecker1_2", 16384, flags) stop
// Boss 2 phase 1 (Armor Interface)
// Boss 2 phase 2 (CPU Upgrade 2)
// Boss 2 phase 3 (Weapon Refactoring Device)
Boss2_1: TNT1 A 0 A_RadiusGive("Lith_BossChecker2_1", 16384, flags) stop
Boss2_2: TNT1 A 0 A_RadiusGive("Lith_BossChecker2_2", 16384, flags) stop
Boss2_3: TNT1 A 0 A_RadiusGive("Lith_BossChecker2_3", 16384, flags) stop
// Boss 3 phase 1
// Boss 3 phase 2
// Boss 3 phase 3 (Reality Distortion Interface)
Boss3_1: TNT1 A 0 A_RadiusGive("Lith_BossChecker3_1", 16384, flags) stop
Boss3_2: TNT1 A 0 A_RadiusGive("Lith_BossChecker3_2", 16384, flags) stop
Boss3_3: TNT1 A 0 A_RadiusGive("Lith_BossChecker3_3", 16384, flags) stop
}
}
// EOF

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// Taken from Psychic with permission.
actor Lith_PuffSmoke
{
Radius 1
Height 1
RenderStyle Add
Alpha 0.3
Scale 0.4
+NOGRAVITY
+NOBLOCKMAP
+FLOORCLIP
+FORCEXYBILLBOARD
States
{
Spawn:
SMK5 ABCDEFGHIJKLMNOP 1
stop
}
}
actor Lith_BulletPuff replaces BulletPuff
{
RenderStyle "Add"
DamageType "Lith_Bullets"
Species "Lith_Player"
Alpha 0.9
+NOGRAVITY
+NOBLOCKMAP
+FLOORCLIP
+NOEXTREMEDEATH
+FORCEXYBILLBOARD
+PUFFGETSOWNER
+MTHRUSPECIES
-ALLOWPARTICLES
States
{
explod:
MISL B 0 A_SetScale(0.3)
MISL B 0 A_PlaySound("explosion")
MISL B 8 bright A_Explode
MISL C 6 bright
MISL D 4 bright
stop
Spawn:
XPUF Q 0
XPUF Q 0 A_JumpIf(CallACS("LPData", pdata_upgrade, UPGR_TorgueMode, true), "explod")
XPUF Q 0 A_SpawnItemEx("Lith_PuffSmoke", 0, 0, 4.0 + 0.1 * random(-10, 10))
XPUF Q 0 A_Jump(256, "PuffNormal", "PuffMirrored")
PuffNormal:
XPUF Q 0 A_Jump(32, "PuffNormalAlt")
XPUF QRSTU 1 bright
PuffNormalEnd:
XPUF FGH 1 bright
stop
PuffNormalAlt:
XPUF A 0 A_PlaySound("effects/puff/ricochet")
XPUF ABCDE 1 bright
goto PuffNormalEnd
PuffMirrored:
XPUF V 0 A_Jump(32, "PuffMirroredAlt")
XPUF VWXYZ 1 bright
PuffMirroredEnd:
XPUF NOP 1 bright
stop
PuffMirroredAlt:
XPUF I 0 A_PlaySound("effects/puff/ricochet")
XPUF IJKLM 1 bright
goto PuffMirroredEnd
}
}
// EOF

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#include "lscripts/Headers/lith_weapons.h"
#include "lscripts/Headers/lith_pdata.h"
#include "lscripts/Headers/lith_wdata.h"
#include "lscripts/Headers/lith_lognames.h"
#include "lscripts/Headers/lith_upgradenames.h"
#include "lscripts/Headers/lith_scorenums.h"
const float FIX = 65536.0;
const int IFIX = 65536;
// ACS interfacing
const int X_BT_ATTACK = 0x00000001;
const int X_BT_USE = 0x00000002;
const int X_BT_JUMP = 0x00000004;
const int X_BT_CROUCH = 0x00000008;
const int X_BT_TURN180 = 0x00000010;
const int X_BT_ALTATTACK = 0x00000020;
const int X_BT_RELOAD = 0x00000040;
const int X_BT_ZOOM = 0x00000080;
const int X_BT_SPEED = 0x00000100;
const int X_BT_STRAFE = 0x00000200;
const int X_BT_MOVERIGHT = 0x00000400;
const int X_BT_MOVELEFT = 0x00000800;
const int X_BT_BACK = 0x00001000;
const int X_BT_FORWARD = 0x00002000;
const int X_BT_RIGHT = 0x00004000;
const int X_BT_LEFT = 0x00008000;
const int X_BT_LOOKUP = 0x00010000;
const int X_BT_LOOKDOWN = 0x00020000;
const int X_BT_MOVEUP = 0x00040000;
const int X_BT_MOVEDOWN = 0x00080000;
const int X_BT_SHOWSCORES = 0x00100000;
const int X_BT_USER1 = 0x00200000;
const int X_BT_USER2 = 0x00400000;
const int X_BT_USER3 = 0x00800000;
const int X_BT_USER4 = 0x01000000;
// Ammo values
const int AmmoAmt_Shell = 4;
const int AmmoAmt_ShellBox = 20;
const int AmmoAmt_Rocket = 1;
const int AmmoAmt_RocketBox = 5;
const int AmmoAmt_Cell = 500;
const int AmmoAmt_CellPack = 1500;
const int AmmoAmt_CannonPack = 4;
const int AmmoAmt_ShellBackpk = 4;
const int AmmoAmt_RocketBackpk = 1;
const int AmmoAmt_CellBackpk = 1500;
const int AmmoAmt_CannonBackpk = 4;
// EOF

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#include "lscripts/Headers/lith_weapons.h"
#include "lscripts/Headers/lith_pdata.h"
#include "lscripts/Headers/lith_wdata.h"
#include "lscripts/Headers/lith_lognames.h"
#include "lscripts/Headers/lith_upgradenames.h"
#include "lscripts/Headers/lith_scorenums.h"
const float FIX = 65536.0;
const int IFIX = 65536;
// ACS interfacing
const int X_BT_ATTACK = 0x00000001;
const int X_BT_USE = 0x00000002;
const int X_BT_JUMP = 0x00000004;
const int X_BT_CROUCH = 0x00000008;
const int X_BT_TURN180 = 0x00000010;
const int X_BT_ALTATTACK = 0x00000020;
const int X_BT_RELOAD = 0x00000040;
const int X_BT_ZOOM = 0x00000080;
const int X_BT_SPEED = 0x00000100;
const int X_BT_STRAFE = 0x00000200;
const int X_BT_MOVERIGHT = 0x00000400;
const int X_BT_MOVELEFT = 0x00000800;
const int X_BT_BACK = 0x00001000;
const int X_BT_FORWARD = 0x00002000;
const int X_BT_RIGHT = 0x00004000;
const int X_BT_LEFT = 0x00008000;
const int X_BT_LOOKUP = 0x00010000;
const int X_BT_LOOKDOWN = 0x00020000;
const int X_BT_MOVEUP = 0x00040000;
const int X_BT_MOVEDOWN = 0x00080000;
const int X_BT_SHOWSCORES = 0x00100000;
const int X_BT_USER1 = 0x00200000;
const int X_BT_USER2 = 0x00400000;
const int X_BT_USER3 = 0x00800000;
const int X_BT_USER4 = 0x01000000;
// Ammo values
const int AmmoAmt_Shell = 4;
const int AmmoAmt_ShellBox = 20;
const int AmmoAmt_Rocket = 1;
const int AmmoAmt_RocketBox = 5;
const int AmmoAmt_Cell = 500;
const int AmmoAmt_CellPack = 1500;
const int AmmoAmt_CannonPack = 4;
const int AmmoAmt_ShellBackpk = 4;
const int AmmoAmt_RocketBackpk = 1;
const int AmmoAmt_CellBackpk = 1500;
const int AmmoAmt_CannonBackpk = 4;
// EOF

60
pksrc/lscripts/Death.dec Normal file
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actor Lith_PlayerDeathParticle
{
RenderStyle "Subtract"
Alpha 0.9
+NOINTERACTION
states
{
Spawn:
TNT1 A random(3, 30)
LDTH AAAAAAAAAAAAAAAAAAAAA 1 A_SetScale(frandom(0.1, 0.2))
LDTH AAAA 3 A_FadeOut(0.1)
LDTH AAAA 4 A_FadeOut(0.1)
stop
}
}
actor Lith_PlayerDeathParticle2
{
RenderStyle "Subtract"
Alpha 0.9
Scale 0.2
+NOINTERACTION
states
{
Spawn:
TNT1 A random(3, 10)
LDTH AAAA 12 A_FadeOut(0.1)
LDTH AAAA 4 A_FadeOut(0.1)
stop
}
}
actor Lith_PlayerDeath : Lith_CustomFunction
{
states
{
Pickup:
TNT1 A 0
TNT1 A 0 A_Quake(9, 35*2, 0, 2048)
TNT1 A 0 A_PlaySound("player/death2", CHAN_6, 1.0, false, ATTN_NONE)
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("Lith_PlayerDeathParticle", frandom(-32,32), frandom(-32,32), frandom(0, 64), frandom(-2, 2), frandom(-2, 2), frandom(1, 2), 0, SXF_NOCHECKPOSITION)
stop
}
}
actor Lith_PlayerDeathNuke : Lith_Nuke
{
states
{
Pickup:
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("Lith_PlayerDeathParticle2", frandom(-32,32), frandom(-32,32), frandom(0, 64), frandom(-16, 16), frandom(-16, 16), frandom(1.5, 2.5), 0, SXF_NOCHECKPOSITION)
goto Super::Pickup
}
}
// EOF

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actor Lith_ExplosiveBarrel : ExplosiveBarrel replaces ExplosiveBarrel
{
Health 60
PainChance 255
PainSound "misc/barrel/hit"
states
{
Spawn:
BAR1 ABCDEFGHIJKLM 2
loop
Pain:
BAR1 X 5 A_Pain
goto Spawn
}
}
// EOF

64
pksrc/lscripts/Dummy.dec Normal file
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damagetype Lith_NoDamage
{
Factor 0
ReplaceFactor
}
actor Lith_Dummy
{
+NOTIMEFREEZE
+ALWAYSPUFF
+PUFFONACTORS
+NOGRAVITY
+BLOODLESSIMPACT
states
{
Spawn:
TNT1 A 1
stop
}
}
actor Lith_PlayerDummyPuff : Lith_Dummy
{
DamageType "Lith_PlayerMissile"
}
actor Lith_DummyArmor : BasicArmorBonus {}
actor Lith_PlayerBox
{
Radius 16
Height 56
+NOTIMEFREEZE
+NOGRAVITY
+NOBLOCKMAP
+NOCLIP
states
{
Spawn:
TNT1 A 1
stop
}
}
// Don't remove this, it is actually used for checking if this mod is loaded.
actor Lith_GreyHam : HealthBonus
{
//$Category "Health and Armor"
Tag "Grey Ham"
Inventory.PickupMessage "Picked up a grey ham."
states
{
Spawn:
MURB A 1
loop
}
}
// EOF

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actor Lith_GunSmoke
{
}
actor Lith_GunSmokeEmitter
{
}
actor Lith_GunSmokeSpawner
{
}
actor Lith_GunSmokeSpawnerSmall : Lith_GunSmokeSpawner
{
}

68
pksrc/lscripts/Hacks.dec Normal file
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actor Lith_CustomFunction : CustomInventory
{
+INVENTORY.ALWAYSPICKUP
+NOTIMEFREEZE
}
actor Lith_MonsterHax
{
Monster
-COUNTKILL
-CANPUSHWALLS
-CANUSEWALLS
-ACTIVATEMCROSS
-CANPASS
}
actor Lith_Alerter : Lith_CustomFunction
{
states
{
Pickup:
TNT1 A 0 A_AlertMonsters
stop
}
}
actor Lith_CameraHax
{
Radius 2
Height 2
+NOTIMEFREEZE
+NOINTERACTION
}
actor Lith_TimeHax : PowerTimeFreezer
{
Powerup.Duration 1
}
actor Lith_TimeHax2 : PowerTimeFreezer
{
Powerup.Duration -80
}
actor Lith_UniqueID : Inventory
{
Inventory.MaxAmount 0x7FFFFFFF
+INVENTORY.UNDROPPABLE
}
actor Lith_EnemyChecker : Inventory
{
Inventory.MaxAmount 1
}
actor Lith_GetAngles : Lith_CustomFunction
{
states
{
Pickup:
TNT1 A 0 ACS_NamedExecuteWithResult("Lith_AddAngle", x, y)
stop
}
}
// EOF

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// Copyright © 2016-2017 Graham Sanderson, all rights reserved.
enum // Lith_LogName
{
msg_null,
msg_min,
msg_allmap = msg_min,
msg_armorbonus,
msg_backpack,
msg_berserk,
msg_bluearmor,
msg_blursphere,
msg_greenarmor,
msg_healthbonus,
msg_infrared,
msg_invuln,
msg_medikit,
msg_megasphere,
msg_radsuit,
msg_soulsphere,
msg_stimpack,
msg_redcard,
msg_bluecard,
msg_yellowcard,
msg_redskull,
msg_blueskull,
msg_yellowskull,
msg_doggosphere,
msg_dogs,
msg_clip,
msg_clipbox,
msg_shell,
msg_shellbox,
msg_rocket,
msg_rocketbox,
msg_cell,
msg_cellbox,
msg_max
};
// EOF

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// Copyright © 2016-2017 Graham Sanderson, all rights reserved.
enum // Lith_PData
{
pdata_upgrade,
pdata_rifle_firemode,
pdata_buttons,
pdata_has_sigil,
pdata_weapon_zoom,
pdata_pclass
};
enum // Lith_PClass
{
pcl_unknown,
// Base Classes
pcl_marine = 1 << 0,
pcl_cybermage = 1 << 1,
pcl_informant = 1 << 2,
pcl_wanderer = 1 << 3,
pcl_assassin = 1 << 4,
pcl_darklord = 1 << 5,
pcl_thoth = 1 << 6,
// Mods
pcl_fdoomer = 1 << 7,
pcl_drla = 1 << 8,
// Groups
pcl_outcasts = pcl_marine | pcl_cybermage,
pcl_missioners = pcl_informant | pcl_wanderer,
pcl_intruders = pcl_assassin | pcl_darklord | pcl_thoth,
pcl_mods = pcl_fdoomer | pcl_drla,
// Lifeform Type
pcl_human = pcl_marine | pcl_cybermage | pcl_assassin | pcl_mods,
pcl_nonhuman = pcl_wanderer | pcl_darklord | pcl_thoth,
pcl_robot = pcl_informant,
// Misc. Abilities
pcl_any = pcl_outcasts | pcl_missioners | pcl_intruders | pcl_mods,
pcl_magicuser = pcl_cybermage | pcl_wanderer | pcl_thoth,
};
// EOF

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// Copyright © 2016-2017 Graham Sanderson, all rights reserved.
enum // Lith_ScoreNum
{
// Score values
Score_Clip = 1000,
Score_ClipBox = 4000,
Score_Shell = 2000,
Score_ShellBox = 5000,
Score_Rocket = 3000,
Score_RocketBox = 6000,
Score_Cell = 4000,
Score_CellPack = 7000,
Score_Backpack = 10000,
// Tier 1
Score_ZombieMan = 1000, // Bullets
Score_ShotgunGuy = 2000, // Bullets
Score_ChaingunGuy = 2000, // Bullets
Score_Imp = 2000, // Fire
Score_DRLACaptain = 2000, // Bullets
// Tier 2
Score_Demon = 5000, // Melee
Score_Spectre = 7500, // Melee
Score_LostSoul = 500, // Melee
Score_Nitrogolem = 4000, // Melee, FireMagic
// Tier 3
Score_HellKnight = 7000, // Melee, Magic
Score_Revenant = 7000, // Melee, Shrapnel
Score_Cacodemon = 7000, // Melee, Energy
Score_Arachnotron = 7000, // Energy
Score_Mancubus = 7000, // Fire
Score_BaronOfHell = 8000, // Melee, Magic
Score_Ophidian = Score_Arachnotron, // Ice, Fire
// Tier 4
Score_PainElemental = 20000, // None
Score_Archvile = 40000, // FireMagic
// Tier 5
Score_SpiderDemon = 700000, // Bullets
Score_CyberDemon = 1500000, // Shrapnel
Score_Maulotaur = Score_SpiderDemon, // Melee, Fire
// Tier 6
Score_DSparil = 10000000, // Energy
};
enum // Lith_EXPNum
{
// Tier 1
Exp_ZombieMan = 5,
Exp_ShotgunGuy = 10,
Exp_ChaingunGuy = 15,
Exp_Imp = 5,
Exp_DRLACaptain = 30,
// Tier 2
Exp_Demon = 10,
Exp_Spectre = Exp_Demon,
Exp_LostSoul = 5,
Exp_Nitrogolem = 20,
// Tier 3
Exp_HellKnight = 80,
Exp_Revenant = 80,
Exp_Cacodemon = 50,
Exp_Arachnotron = 80,
Exp_Mancubus = 50,
Exp_BaronOfHell = 100,
Exp_Ophidian = 50,
// Tier 4
Exp_PainElemental = 100,
Exp_Archvile = 200,
// Tier 5
Exp_SpiderDemon = 3000,
Exp_CyberDemon = 4000,
Exp_Maulotaur = 1000,
// Tier 6
Exp_DSparil = 9000,
};
// EOF

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// Copyright © 2016-2017 Graham Sanderson, all rights reserved.
enum // Lith_UpgradeName
{
// Body
UPGR_HeadsUpDisp,
UPGR_HeadsUpDis2,
UPGR_JetBooster,
UPGR_ReflexWetw,
UPGR_Zoom,
UPGR_VitalScan,
UPGR_CyberLegs,
UPGR_ReactArmor,
UPGR_ReactArmor2,
UPGR_DefenseNuke,
UPGR_Adrenaline,
// Body (Cyber-Mage)
UPGR_Magic,
UPGR_SoulCleaver,
UPGR_StealthSys,
// Weapon
UPGR_AutoReload,
UPGR_AutoPistol,
UPGR_PlasPistol,
UPGR_GaussShotty,
UPGR_PoisonShot,
UPGR_RifleModes,
UPGR_LaserRCW,
UPGR_ChargeRPG,
UPGR_HomingRPG,
UPGR_PlasLaser,
UPGR_PartBeam,
UPGR_PunctCannon,
UPGR_OmegaRail,
// Weapon (Cyber-Mage)
UPGR_Mateba_A,
UPGR_ShockRif_A,
UPGR_ShockRif_B,
UPGR_SPAS_A,
UPGR_SPAS_B,
UPGR_SMG_A,
UPGR_SMG_B,
UPGR_SMG_C,
UPGR_IonRifle_A,
UPGR_IonRifle_B,
UPGR_CPlasma_A,
UPGR_ShipGun_A,
UPGR_ShipGun_B,
// Extra
UPGR_TorgueMode,
UPGR_7777777,
UPGR_lolsords,
UPGR_Goldeneye,
// Downgrade
UPGR_Implying,
UPGR_UNCEUNCE,
UPGR_InstaDeath,
UPGR_BASE_MAX
};
// EOF

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// Copyright © 2016-2017 Graham Sanderson, all rights reserved.
enum // Lith_WData
{
wdata_brightweps,
wdata_noitemfx,
wdata_bossspawned,
wdata_grafzone,
wdata_enemycheck,
wdata_ptid,
wdata_pclass,
wdata_magdrops,
};
enum // Lith_CBIUpgradeM
{
cupg_weapninter,
cupg_hasupgr1,
cupg_armorinter,
cupg_hasupgr2,
cupg_weapninte2,
cupg_rdistinter,
cupg_max
};
enum // Lith_CBIUpgradeC
{
cupg_c_slot3spell,
cupg_c_slot4spell,
cupg_c_slot5spell,
cupg_c_slot6spell,
cupg_c_slot7spell,
cupg_c_rdistinter,
};
enum // Lith_RandomSpawnNum
{
lrsn_garmor,
lrsn_barmor,
lrsn_hbonus,
lrsn_abonus,
lrsn_clip,
lrsn_clipbx,
};
enum // Lith_ArmorSlot
{
aslot_lower,
aslot_upper,
aslot_ring,
aslot_pauld,
aslot_max
};
enum // Lith_MsgType
{
msg_ammo,
msg_huds,
msg_full,
msg_both
};
// EOF

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// This file was generaed by wepc.
// Edit only if you aren't going to recompile.
enum // Lith_WeaponNum
{
weapon_min = 1,
weapon_unknown = 0,
weapon_cfist,
weapon_missile,
weapon_plasmadiff,
weapon_fist,
weapon_pistol,
weapon_revolver,
weapon_shotgun,
weapon_lazshotgun,
weapon_ssg,
weapon_rifle,
weapon_sniper,
weapon_launcher,
weapon_plasma,
weapon_bfg,
weapon_c_fist,
weapon_c_mateba,
weapon_c_rifle,
weapon_c_spas,
weapon_c_smg,
weapon_c_sniper,
weapon_c_plasma,
weapon_c_shipgun,
weapon_c_blade,
weapon_c_delear,
weapon_c_fire,
weapon_c_rend,
weapon_c_hulgyon,
weapon_c_starshot,
weapon_c_cercle,
weapon_max_lith,
weapon_nonlith_start = weapon_max_lith - 1,
weapon_fd_plut_fist,
weapon_fd_plut_chainsaw,
weapon_fd_plut_pistol,
weapon_fd_plut_shotgun,
weapon_fd_plut_ssg,
weapon_fd_plut_chaingun,
weapon_fd_plut_launcher,
weapon_fd_plut_plasma,
weapon_fd_plut_bfg,
weapon_fd_tnt_fist,
weapon_fd_tnt_chainsaw,
weapon_fd_tnt_pistol,
weapon_fd_tnt_shotgun,
weapon_fd_tnt_ssg,
weapon_fd_tnt_chaingun,
weapon_fd_tnt_launcher,
weapon_fd_tnt_plasma,
weapon_fd_tnt_bfg,
weapon_fd_doom2_fist,
weapon_fd_doom2_chainsaw,
weapon_fd_doom2_pistol,
weapon_fd_doom2_shotgun,
weapon_fd_doom2_ssg,
weapon_fd_doom2_chaingun,
weapon_fd_doom2_launcher,
weapon_fd_doom2_plasma,
weapon_fd_doom2_bfg,
weapon_fd_aliens_fist,
weapon_fd_aliens_chainsaw,
weapon_fd_aliens_pistol,
weapon_fd_aliens_shotgun,
weapon_fd_aliens_ssg,
weapon_fd_aliens_chaingun,
weapon_fd_aliens_launcher,
weapon_fd_aliens_plasma,
weapon_fd_aliens_bfg,
weapon_fd_jpcp_fist,
weapon_fd_jpcp_chainsaw,
weapon_fd_jpcp_pistol,
weapon_fd_jpcp_shotgun,
weapon_fd_jpcp_ssg,
weapon_fd_jpcp_chaingun,
weapon_fd_jpcp_launcher,
weapon_fd_jpcp_plasma,
weapon_fd_jpcp_bfg,
weapon_fd_btsx_fist,
weapon_fd_btsx_chainsaw,
weapon_fd_btsx_pistol,
weapon_fd_btsx_shotgun,
weapon_fd_btsx_ssg,
weapon_fd_btsx_chaingun,
weapon_fd_btsx_launcher,
weapon_fd_btsx_plasma,
weapon_fd_btsx_bfg,
weapon_max
};
enum // Lith_WeaponName
{
wepnam_fist,
wepnam_chainsaw,
wepnam_pistol,
wepnam_shotgun,
wepnam_supershotgun,
wepnam_chaingun,
wepnam_rocketlauncher,
wepnam_plasmarifle,
wepnam_bfg9000,
wepnam_max,
};
enum // Lith_RifleMode
{
rifle_firemode_auto,
rifle_firemode_grenade,
rifle_firemode_burst,
rifle_firemode_max
};
// EOF

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@ -0,0 +1,27 @@
actor Lith_MagicAmmo : Ammo
{
Inventory.MaxAmount 1000
}
actor Lith_ShellAmmo : Ammo
{
Inventory.MaxAmount 60
}
actor Lith_RocketAmmo : Ammo
{
Inventory.MaxAmount 200
}
actor Lith_PlasmaAmmo : Ammo
{
Inventory.MaxAmount 14000
}
actor Lith_CannonAmmo : Ammo
{
Inventory.MaxAmount 40
}
// EOF

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@ -0,0 +1,200 @@
actor Lith_ManaPickupTrail
{
Scale 0.4
RenderStyle "Add"
+NOTIMEFREEZE
+NOINTERACTION
states
{
Spawn:
BLLT Q 0 bright A_SetScale(scalex * 0.9)
BLLT Q 1 bright A_FadeOut(0.05)
loop
}
}
actor Lith_ManaPickup : CustomInventory
{
RenderStyle "Add"
Radius 4
Height 4
Scale 0.8
Inventory.PickupSound "player/pickup/mana"
Inventory.PickupMessage ""
+INVENTORY.ALWAYSPICKUP
+INVENTORY.NOSCREENFLASH
+NOGRAVITY
+NOCLIP
+SEEKERMISSILE
var int user_deathwait;
states
{
Spawn:
BLLT Q 0
BLLT Q 0 Thing_SetTranslation(0, 42470 + random(0, 7))
BLLT Q 0 A_SetScale(scalex*frandom(0.5,1))
BLLT Q 0 ThrustThingZ(0, 16, 0, 1)
BLLT Q 0 A_SetUserVar(user_deathwait, 35 * 15)
SpawnLoop:
BLLT Q 0 A_JumpIf(user_deathwait == 0, "Death")
BLLT Q 0 A_SetUserVar(user_deathwait, user_deathwait - 1)
BLLT Q 0 A_ChangeVelocity(14, 14, velz*0.9, CVF_REPLACE)
BLLT Q 0 A_SpawnItemEx("Lith_ManaPickupTrail", 0,0,0, 0,0,0, 0, SXF_TRANSFERTRANSLATION)
BLLT Q 0 A_JumpIfTargetInLOS("Spawn1")
goto Spawn2
Spawn1:
BLLT Q 0 A_SeekerMissile(360, 40, SMF_PRECISE|SMF_CURSPEED)
Spawn2:
BLLT Q 1 bright
goto SpawnLoop
Death:
BLLT Q 1 bright A_FadeOut
wait
Pickup:
BLLT Q 0 A_GiveInventory("Lith_MagicAmmo", random(5, 10))
stop
}
}
actor Lith_Clip : Lith_ScoreItem replaces Clip
{
Inventory.PickupSound "player/pickup/scoresmall"
states
{
Spawn:
SCOR A -1
stop
Pickup:
TNT1 A 0 A_GiveInventory("Lith_ScoreCount", Score_Clip)
TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_clip)
goto Super::Pickup
}
}
actor Lith_ClipBox : Lith_ScoreItem replaces ClipBox
{
Inventory.PickupSound "player/pickup/scorebig"
states
{
Spawn:
SCOR B -1
stop
Pickup:
TNT1 A 0 A_GiveInventory("Lith_ScoreCount", Score_ClipBox)
TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_clipbox)
goto Super::Pickup
}
}
actor Lith_Shell : Lith_ScoreItem replaces Shell
{
Inventory.PickupSound "player/pickup/shells"
states
{
Spawn:
SHEL A -1
stop
Pickup:
TNT1 A 0 A_GiveInventory("Lith_ScoreCount", Score_Shell)
TNT1 A 0 A_GiveInventory("Lith_ShellAmmo", AmmoAmt_Shell)
TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_shell)
goto Super::Pickup
}
}
actor Lith_ShellBox : Lith_ScoreItem replaces ShellBox
{
Inventory.PickupSound "player/pickup/shellb"
states
{
Spawn:
SBOX A -1
stop
Pickup:
TNT1 A 0 A_GiveInventory("Lith_ScoreCount", Score_ShellBox)
TNT1 A 0 A_GiveInventory("Lith_ShellAmmo", AmmoAmt_ShellBox)
TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_shellbox)
goto Super::Pickup
}
}
actor Lith_RocketAmmoPickup : Lith_ScoreItem replaces RocketAmmo
{
Inventory.PickupSound "player/pickup/rockets"
states
{
Spawn:
ROCK A -1
stop
Pickup:
TNT1 A 0 A_GiveInventory("Lith_ScoreCount", Score_Rocket)
TNT1 A 0 A_GiveInventory("Lith_RocketAmmo", AmmoAmt_Rocket)
TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_rocket)
goto Super::Pickup
}
}
actor Lith_RocketBox : Lith_ScoreItem replaces RocketBox
{
Inventory.PickupSound "player/pickup/rocketb"
states
{
Spawn:
BROK A -1
stop
Pickup:
TNT1 A 0 A_GiveInventory("Lith_ScoreCount", Score_RocketBox)
TNT1 A 0 A_GiveInventory("Lith_RocketAmmo", AmmoAmt_RocketBox)
TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_rocketbox)
goto Super::Pickup
}
}
actor Lith_Cell : Lith_ScoreItem replaces Cell
{
Inventory.PickupSound "player/pickup/cells"
states
{
Spawn:
CELL A -1
stop
Pickup:
TNT1 A 0 A_GiveInventory("Lith_ScoreCount", Score_Cell)
TNT1 A 0 A_GiveInventory("Lith_PlasmaAmmo", AmmoAmt_Cell)
TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_cell)
goto Super::Pickup
}
}
actor Lith_CellPack : Lith_ScoreItem replaces CellPack
{
Inventory.PickupSound "player/pickup/cellb"
states
{
Spawn:
CELP A -1
stop
Pickup:
TNT1 A 0 A_GiveInventory("Lith_ScoreCount", Score_CellPack)
TNT1 A 0 A_GiveInventory("Lith_PlasmaAmmo", AmmoAmt_CellPack)
TNT1 A 0 A_GiveInventory("Lith_CannonAmmo", AmmoAmt_CannonPack)
TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_cellbox)
goto Super::Pickup
}
}
// EOF

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@ -0,0 +1,86 @@
actor Lith_HasBarrier : Powerup
{
Powerup.Duration -30
Powerup.Color "C3 DF E8", 0.1
}
actor Lith_BarrierFX
{
RenderStyle "Add"
Scale 0.3
+NOTIMEFREEZE
+NOINTERACTION
states
{
Spawn:
LBAR A 10 nodelay A_PlaySound("player/barrier", CHAN_NOPAUSE|CHAN_LISTENERZ)
SpawnLoop:
LBAR A 0 A_SetScale(scalex * 0.86)
LBAR A 1 A_FadeOut(0.25)
loop
}
}
actor Lith_BarrierProtection : Lith_CustomFunction
{
states
{
Pickup:
TNT1 A 0 A_JumpIf(damage >= 20 || damage == 0, "Nope")
TNT1 A 0 A_CheckFlag("MISSILE", "PickupOk")
goto Nope
PickupOk:
TNT1 A 0 A_JumpIf(!CallACS("Lith_BarrierCheck"), "Nope")
TNT1 A 0 A_Jump(64, "Nope")
TNT1 A 0 Thing_Remove(0)
TNT1 A 0 A_SpawnItemEx("Lith_BarrierFX")
stop
Nope:
TNT1 A 0 A_RailWait
stop
}
}
actor Lith_BarrierSpell : Lith_CustomFunction
{
states
{
Pickup:
TNT1 A 0 A_RadiusGive("Lith_BarrierProtection", 64, 0)
TNT1 A 0 A_RailWait
stop
}
}
actor Lith_BlurSphere : Lith_CustomInventory replaces BlurSphere
{
//$Category "Powerups"
Tag "Fragma"
Inventory.PickupSound "player/pickup/barrier"
+FLOATBOB
+COUNTITEM
+VISIBILITYPULSE
+INVENTORY.BIGPOWERUP
+INVENTORY.FANCYPICKUPSOUND
+INVENTORY.ALWAYSPICKUP
states
{
Spawn:
PINS ABCD 6 bright
loop
Pickup:
TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_blursphere)
TNT1 A 0 ACS_NamedExecuteAlways("Lith_Barrier")
TNT1 A 0 A_TakeInventory("Lith_HasBarrier")
TNT1 A 0 A_GiveInventory("Lith_HasBarrier")
stop
}
}
// EOF

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@ -0,0 +1,183 @@
actor Lith_CBIItem : CustomInventory
{
//$Category "CBI Items"
Inventory.PickupMessage ""
Inventory.PickupSound "player/pickup/upgrcbi"
+INVENTORY.ALWAYSPICKUP
var int user_glowangle;
var int user_glowzangle;
const int Lith_ISF = SXF_SETMASTER;
states
{
SpawnLoop:
TNT1 A 1 A_CheckSight("LoopButDontShowThatShitOffDawg")
TNT1 A 0 A_SetUserVar(user_glowangle, (user_glowangle + 5) % 360)
TNT1 A 0 A_SetUserVar(user_glowzangle, (user_glowzangle + 2) % 360)
// xyz
TNT1 A 0 A_SpawnItemEx("Lith_UpgrGlow", sin(user_glowangle) * 32.0,
cos(user_glowangle) * 32.0,
24.0 + (sin(user_glowzangle) * 9.0),
0, 0, 0, 0)
// yz
TNT1 A 0 A_SpawnItemEx("Lith_UpgrGlow", 0,
sin(user_glowangle) * 32.0,
24.0 + (cos(user_glowangle) * 32.0),
0, 0, 0, 0)
TNT1 A 0 A_SpawnItemEx("Lith_UpgrGlow", cos(user_glowangle) * 32.0,
sin(user_glowangle) * 32.0,
24.0 + (sin(user_glowangle) * 32.0),
0, 0, 0, 0)
TNT1 A 0 A_SpawnItemEx("Lith_UpgrGlow", cos(user_glowangle) * 32.0,
((1.0 - sin(user_glowangle)) * 32.0) - 32.0,
24.0 + (sin(user_glowangle) * 32.0),
0, 0, 0, 0)
// xz
TNT1 A 0 A_SpawnItemEx("Lith_UpgrGlow", sin(user_glowangle) * 32.0,
0,
24.0 + (cos(user_glowangle) * 32.0),
0, 0, 0, 0)
TNT1 A 0 A_SpawnItemEx("Lith_UpgrGlow", sin(user_glowangle) * 32.0,
cos(user_glowangle) * 32.0,
24.0 + (sin(user_glowangle) * 32.0),
0, 0, 0, 0)
TNT1 A 0 A_SpawnItemEx("Lith_UpgrGlow", ((1.0 - sin(user_glowangle)) * 32.0) - 32.0,
cos(user_glowangle) * 32.0,
24.0 + (sin(user_glowangle) * 32.0),
0, 0, 0, 0)
loop
LoopButDontShowThatShitOffDawg:
TNT1 A 1
TNT1 A 0 A_CheckSight("LoopButDontShowThatShitOffDawg")
goto SpawnLoop
}
}
actor Lith_ISM_WUPG_A : Lith_ItemSpriteM {states {Spr: WUPG A 0 A_Jump(256, "SpawnLoop")}}
actor Lith_ISM_CUPG_A : Lith_ItemSpriteM {states {Spr: CUPG A 0 A_Jump(256, "SpawnLoop")}}
actor Lith_ISM_ARM1_Z : Lith_ItemSpriteM {states {Spr: ARM1 Z 0 A_Jump(256, "SpawnLoop")}}
actor Lith_ISM_CUPG_B : Lith_ItemSpriteM {states {Spr: CUPG B 0 A_Jump(256, "SpawnLoop")}}
actor Lith_ISM_WRDP_A : Lith_ItemSpriteM {states {Spr: WRDP A 0 A_Jump(256, "SpawnLoop")}}
actor Lith_ISC_SPEL_A : Lith_ItemSpriteC {states {Spr: SPEL A 0 A_Jump(256, "SpawnLoop")}}
actor Lith_ISC_SPEL_B : Lith_ItemSpriteC {states {Spr: SPEL B 0 A_Jump(256, "SpawnLoop")}}
actor Lith_ISC_SPEL_C : Lith_ItemSpriteC {states {Spr: SPEL C 0 A_Jump(256, "SpawnLoop")}}
actor Lith_ISC_SPEL_D : Lith_ItemSpriteC {states {Spr: SPEL D 0 A_Jump(256, "SpawnLoop")}}
actor Lith_ISC_SPEL_E : Lith_ItemSpriteC {states {Spr: SPEL E 0 A_Jump(256, "SpawnLoop")}}
actor Lith_BossReward1 : Lith_CBIItem
{
Tag "Weapon Modification Device"
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteWithResult("Lith_CBIItemWasSpawned", cupg_weapninter)
TNT1 A 0 A_SpawnItemEx("Lith_ISM_WUPG_A", 0,0,0, 0,0,0, 0, Lith_ISF)
TNT1 A 0 A_SpawnItemEx("Lith_ISC_SPEL_A", 0,0,0, 0,0,0, 0, Lith_ISF)
goto SpawnLoop
Pickup:
TNT1 A 0 ACS_NamedExecuteWithResult("Lith_PickupCBIItem", cupg_weapninter)
stop
}
}
actor Lith_BossReward2 : Lith_CBIItem
{
Tag "KSKK Spec. High-Grade CPU"
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteWithResult("Lith_CBIItemWasSpawned", cupg_hasupgr1)
TNT1 A 0 A_SpawnItemEx("Lith_ISM_CUPG_A", 0,0,0, 0,0,0, 0, Lith_ISF)
TNT1 A 0 A_SpawnItemEx("Lith_ISC_SPEL_B", 0,0,0, 0,0,0, 0, Lith_ISF)
goto SpawnLoop
Pickup:
TNT1 A 0 ACS_NamedExecuteWithResult("Lith_PickupCBIItem", cupg_hasupgr1)
stop
}
}
actor Lith_BossReward3 : Lith_CBIItem
{
Tag "Armor Interface"
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteWithResult("Lith_CBIItemWasSpawned", cupg_armorinter)
TNT1 A 0 A_SpawnItemEx("Lith_ISM_ARM1_Z", 0,0,0, 0,0,0, 0, Lith_ISF)
TNT1 A 0 A_SpawnItemEx("Lith_ISC_SPEL_C", 0,0,0, 0,0,0, 0, Lith_ISF)
goto SpawnLoop
Pickup:
TNT1 A 0 ACS_NamedExecuteWithResult("Lith_PickupCBIItem", cupg_armorinter)
stop
}
}
actor Lith_BossReward4 : Lith_CBIItem
{
Tag "KSKK Spec. Super High-Grade CPU"
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteWithResult("Lith_CBIItemWasSpawned", cupg_hasupgr2)
TNT1 A 0 A_SpawnItemEx("Lith_ISM_CUPG_B", 0,0,0, 0,0,0, 0, Lith_ISF)
TNT1 A 0 A_SpawnItemEx("Lith_ISC_SPEL_D", 0,0,0, 0,0,0, 0, Lith_ISF)
goto SpawnLoop
Pickup:
TNT1 A 0 ACS_NamedExecuteWithResult("Lith_PickupCBIItem", cupg_hasupgr2)
stop
}
}
actor Lith_BossReward5 : Lith_CBIItem
{
Tag "Weapon Refactoring Device"
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteWithResult("Lith_CBIItemWasSpawned", cupg_weapninte2)
TNT1 A 0 A_SpawnItemEx("Lith_ISM_WRDP_A", 0,0,0, 0,0,0, 0, Lith_ISF)
TNT1 A 0 A_SpawnItemEx("Lith_ISC_SPEL_E", 0,0,0, 0,0,0, 0, Lith_ISF)
goto SpawnLoop
Pickup:
TNT1 A 0 ACS_NamedExecuteWithResult("Lith_PickupCBIItem", cupg_weapninte2)
stop
}
}
actor Lith_BossReward6 : Lith_CBIItem
{
Tag "Reality Distortion Interface"
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteWithResult("Lith_CBIItemWasSpawned", cupg_rdistinter)
IOBJ C 0 A_SpawnItemEx("Lith_ItemSprite", 0,0,0, 0,0,0, 0, Lith_ISF)
goto SpawnLoop
Pickup:
TNT1 A 0 ACS_NamedExecuteWithResult("Lith_PickupCBIItem", cupg_rdistinter)
stop
}
}
// EOF

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@ -0,0 +1,104 @@
actor Lith_RedCard : Lith_CustomInventory replaces RedCard
{
Inventory.PickupSound "player/pickup/redkey"
states
{
Spawn:
RKEY A 10
RKEY B 10 bright
loop
Pickup:
TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_redcard)
TNT1 A 0 A_GiveInventory("RedCard")
stop
}
}
actor Lith_BlueCard : Lith_CustomInventory replaces BlueCard
{
Inventory.PickupSound "player/pickup/bluekey"
states
{
Spawn:
BKEY A 10
BKEY B 10 bright
loop
Pickup:
TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_bluecard)
TNT1 A 0 A_GiveInventory("BlueCard")
stop
}
}
actor Lith_YellowCard : Lith_CustomInventory replaces YellowCard
{
Inventory.PickupSound "player/pickup/yellowkey"
states
{
Spawn:
YKEY A 10
YKEY B 10 bright
loop
Pickup:
TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_yellowcard)
TNT1 A 0 A_GiveInventory("YellowCard")
stop
}
}
actor Lith_RedSkull : Lith_CustomInventory replaces RedSkull
{
Inventory.PickupSound "player/pickup/redskull"
states
{
Spawn:
RSKU A 10
RSKU B 10 bright
loop
Pickup:
TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_redskull)
TNT1 A 0 A_GiveInventory("RedSkull")
stop
}
}
actor Lith_BlueSkull : Lith_CustomInventory replaces BlueSkull
{
Inventory.PickupSound "player/pickup/blueskull"
states
{
Spawn:
BSKU A 10
BSKU B 10 bright
loop
Pickup:
TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_blueskull)
TNT1 A 0 A_GiveInventory("BlueSkull")
stop
}
}
actor Lith_YellowSkull : Lith_CustomInventory replaces YellowSkull
{
Inventory.PickupSound "player/pickup/yellowskull"
states
{
Spawn:
YSKU A 10
YSKU B 10 bright
loop
Pickup:
TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_yellowskull)
TNT1 A 0 A_GiveInventory("YellowSkull")
stop
}
}
// EOF

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@ -0,0 +1,291 @@
actor Lith_CustomInventory : CustomInventory
{
Inventory.PickupMessage ""
states
{
Nope:
TNT1 A 0
fail
}
}
actor Lith_AllMap : Lith_CustomInventory replaces Allmap
{
Tag "Computer Area Map"
Inventory.PickupSound "misc/p_pkup"
+COUNTITEM
+INVENTORY.FANCYPICKUPSOUND
states
{
Spawn:
PMAP ABCDCB 6 bright
loop
Pickup:
TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_allmap)
TNT1 A 0 A_GiveInventory("Allmap")
stop
}
}
actor Lith_ArmorBonus : Lith_CustomInventory replaces ArmorBonus
{
Tag "Armor Bonus"
+COUNTITEM
states
{
Spawn:
BON2 ABCDCB 6
loop
Pickup:
TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_armorbonus)
TNT1 A 0 A_GiveInventory("ArmorBonus")
stop
}
}
actor Lith_Backpack : Lith_ScoreItem replaces Backpack
{
Tag "Backpack"
Inventory.PickupSound "player/pickup/item"
+COUNTITEM
states
{
Spawn:
BPAK A 0 nodelay A_GiveInventory("Lith_ScoreCount", Score_Backpack)
BPAK A 0 A_GiveInventory("Lith_ShellAmmo", AmmoAmt_ShellBackpk)
BPAK A 0 A_GiveInventory("Lith_RocketAmmo", AmmoAmt_RocketBackpk)
BPAK A 0 A_GiveInventory("Lith_PlasmaAmmo", AmmoAmt_CellBackpk)
BPAK A 0 A_GiveInventory("Lith_CannonAmmo", AmmoAmt_CannonBackpk)
BPAK A -1
stop
Pickup:
TNT1 A 0 ACS_NamedExecuteAlways("Lith_Discount", 0)
TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_backpack)
goto Super::Pickup
}
}
actor Lith_Berserk : Lith_CustomInventory replaces Berserk
{
Tag "Berserk"
Inventory.PickupSound "misc/p_pkup"
+COUNTITEM
+INVENTORY.FANCYPICKUPSOUND
states
{
Spawn:
PSTR A -1
stop
Pickup:
TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_berserk)
TNT1 A 0 A_GiveInventory("Berserk")
stop
}
}
actor Lith_BlueArmor : Lith_CustomInventory replaces BlueArmor
{
Tag "Blue Armor"
states
{
Spawn:
ARM2 A 6
ARM2 B 6 bright
loop
Pickup:
TNT1 A 0 A_JumpIf(!CallACS("Lith_CheckArmor", 200), "Nope")
TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_bluearmor)
TNT1 A 0 A_GiveInventory("BlueArmor")
stop
}
}
#include "lscripts/Items/BlurSphere.dec"
actor Lith_GreenArmor : Lith_CustomInventory replaces GreenArmor
{
Tag "Green Armor"
states
{
Spawn:
ARM1 A 6
ARM1 B 7 bright
loop
Pickup:
TNT1 A 0 A_JumpIf(!CallACS("Lith_CheckArmor", 100), "Nope")
TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_greenarmor)
TNT1 A 0 A_GiveInventory("GreenArmor")
stop
}
}
actor Lith_HealthBonus : Lith_CustomInventory replaces HealthBonus
{
Tag "Health Bonus"
Inventory.PickupSound "items/healthbonus"
+COUNTITEM
states
{
Spawn:
BON1 ABCDCB 6
loop
Pickup:
TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_healthbonus)
TNT1 A 0 ACS_NamedExecuteWithResult("Lith_GiveHealthBonus", 1)
stop
}
}
actor Lith_Infrared : Lith_CustomInventory replaces Infrared
{
Tag "CB-Goggles"
Inventory.PickupSound "player/pickup/infrared"
+COUNTITEM
+INVENTORY.FANCYPICKUPSOUND
states
{
Spawn:
PVIS A 6 bright
PVIS B 6
loop
Pickup:
TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_infrared)
TNT1 A 0 A_GiveInventory("Infrared")
stop
}
}
actor Lith_InvulnerabilitySphere : Lith_CustomInventory replaces InvulnerabilitySphere
{
Tag "Invulnerability"
Inventory.PickupSound "misc/p_pkup"
+FLOATBOB
+COUNTITEM
+INVENTORY.BIGPOWERUP
+INVENTORY.FANCYPICKUPSOUND
states
{
Spawn:
PINV ABCD 6 bright
loop
Pickup:
TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_invuln)
TNT1 A 0 A_GiveInventory("InvulnerabilitySphere")
stop
}
}
actor Lith_Medikit : Lith_CustomInventory replaces Medikit
{
Tag "Medikit"
states
{
Spawn:
MEDI A -1
stop
Pickup:
TNT1 A 0 A_JumpIf(!CallACS("Lith_CheckHealth", 25), "Nope")
TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_medikit)
TNT1 A 0 ACS_NamedExecuteWithResult("Lith_GiveHealth", 25)
stop
}
}
actor Lith_Megasphere : Lith_CustomInventory replaces Megasphere
{
Tag "Tao'chyan"
Inventory.PickupSound "misc/p_pkup"
+FLOATBOB
+COUNTITEM
+INVENTORY.FANCYPICKUPSOUND
states
{
Spawn:
MEGA ABCDB 6 bright
loop
Pickup:
TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_megasphere)
TNT1 A 0 A_GiveInventory("BlueArmor")
TNT1 A 0 ACS_NamedExecuteWithResult("Lith_GiveHealthBonus", 200)
stop
}
}
actor Lith_RadSuit : Lith_CustomInventory replaces RadSuit
{
Tag "Radiation Shielding Suit"
Inventory.PickupSound "misc/p_pkup"
+INVENTORY.FANCYPICKUPSOUND
states
{
Spawn:
SUIT A -1 bright
stop
Pickup:
TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_radsuit)
TNT1 A 0 A_GiveInventory("RadSuit")
stop
}
}
actor Lith_SoulSphere : Lith_CustomInventory replaces SoulSphere
{
Tag "Heart"
Inventory.PickupSound "misc/p_pkup"
+FLOATBOB
+COUNTITEM
+INVENTORY.FANCYPICKUPSOUND
states
{
Spawn:
SOUL ABCDB 6 bright
loop
Pickup:
TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_soulsphere)
TNT1 A 0 ACS_NamedExecuteWithResult("Lith_GiveHealthBonus", 100)
stop
}
}
actor Lith_Stimpack : Lith_CustomInventory replaces Stimpack
{
Tag "Stimpack"
states
{
Spawn:
STIM A -1
stop
Pickup:
TNT1 A 0 A_JumpIf(!CallACS("Lith_CheckHealth", 10), "Nope")
TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_stimpack)
TNT1 A 0 ACS_NamedExecuteWithResult("Lith_GiveHealth", 10)
stop
}
}
// EOF

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@ -0,0 +1,20 @@
actor Lith_ScoreCount : Inventory
{
Inventory.MaxAmount 0x7FFFFFFF
}
actor Lith_ScoreItem : CustomInventory
{
Inventory.PickupMessage ""
Inventory.PickupSound ""
states
{
Pickup:
TNT1 A 0 ACS_NamedExecuteAlways("Lith_UpdateScore")
stop
}
}
// EOF

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@ -0,0 +1,29 @@
actor Lith_DroppedMagazine
{
BounceType "Doom"
BounceCount 3
BounceSound "weapons/magbounce"
BounceFactor 0.7
Mass 140
Speed 0
+MISSILE // damn it, zdoom
+THRUACTORS
var int user_side;
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIf(!CallACS("LWData", wdata_magdrops), "Null")
TNT1 A 0 A_Jump(256, "Spawn1")
stop
Done:
"####" "#" 300
"####" "#" 1 A_FadeOut
wait
}
}
// EOF

59
pksrc/lscripts/Maps.dec Normal file
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@ -0,0 +1,59 @@
actor Lith_MapMarine : Lith_TitleMarine
{
//$Category "Marines"
//$Arg0 "Dialogue Number"
//$Arg0ToolTip "Identifier of the dialogue when talked to."
//$Arg0Default 1
Speed 2
Mass 99999999
+USESPECIAL
var int user_init;
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIf(user_init, "Idle")
TNT1 A 0 A_SetUserVar(user_init, 1)
TNT1 A 0 A_SetSpecial(84, 24244, args[0])
Idle:
NMA6 A 4
loop
Missile.Shotgun:
goto Missile.Chaingun
}
}
actor Lith_Map_Jacques : Lith_MapMarine
{
Tag "Jacques"
}
actor Lith_Chair
{
//$Category "Decoration"
Height 32
Radius 20
Scale 0.7
States
{
Spawn:
CHAI A -1
Stop
}
}
actor Lith_BoomBarrel : ExplosiveBarrel
{
DeathSound "misc/booom"
}
// EOF

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@ -0,0 +1,165 @@
actor Lith_IsaacThompsonTrail
{
RenderStyle "Add"
Scale 0.8
Alpha 0.8
+NOINTERACTION
states
{
Spawn:
PUFF A 1 A_FadeOut
wait
}
}
actor Lith_IsaacThompsonBullet : FastProjectile
{
MissileType "Lith_IsaacThompsonTrail"
RenderStyle "Translucent"
Species "Lith_Phantom"
DamageType "Lith_Bullets"
Alpha 0.9
Scale 0.3
Radius 4
Height 4
Damage (4 * random(1, 4))
Speed 128
+BLOODSPLATTER
+MTHRUSPECIES
+DONTHURTSPECIES
states
{
Spawn:
TNT1 A 1
wait
Crash:
Death:
PUFF CD 4
stop
XDeath:
TNT1 A 0
stop
}
}
actor Lith_IsaacThompsonBullet2 : Lith_IsaacThompsonBullet
{
Damage 1
}
actor Lith_Boss_Michael : Lith_BasicPhantom
{
Tag "Michael, Brother of Isaac"
Health 4000
Speed 7
+THRUSPECIES
+NOINFIGHTING
states
{
See:
PLAY AAAABBBBCCCCDDDD 1 A_Chase("Melee", "")
loop
Melee:
PLAY F 0 A_FaceTarget
PLAY F 5 A_CustomMeleeAttack(15 * random(1, 5), "enemies/michael/hit", "enemies/michael/swing", "Lith_Melee")
PLAY F 5
goto See
Death:
TNT1 A 0 A_KillMaster
PLAY H 10 A_NoBlocking
PLAY I 60
TNT1 A 70
stop
}
}
actor Lith_Boss_Johnson : Lith_BasicPhantom
{
Tag "Isaac, Superbiorem Est"
Health 40
Speed 3
+THRUSPECIES
+NOINFIGHTING
states
{
See:
PLAY AAAABBBBCCCCDDDD 1 A_Chase("", "Missile", CHF_FASTCHASE)
loop
Missile:
PLAY E 0 A_PlaySound("enemies/isaac/fire", CHAN_WEAPON)
PLAY EE 0 A_CustomMissile("Lith_IsaacThompsonBullet2", 32, 0, frandom(-10, 10), CMF_OFFSETPITCH, frandom(-5, 5))
PLAY E 1 A_FaceTarget
PLAY F 1 A_FaceTarget
PLAY F 2 A_MonsterRefire(0, "See")
loop
Death:
PLAY A 0 ACS_NamedExecuteWithResult("Lith_PhantomUnsetDupe")
PLAY H 10 A_NoBlocking
PLAY I 1 A_FadeOut(0.01)
wait
}
}
actor Lith_Boss_Isaac : Lith_Phantom
{
Tag "Isaac, Superbiorem Est"
Health 4000
var int user_spawnedduplicates;
states
{
PostInit:
TNT1 A 0 A_JumpIf(user_phase < 2, 2)
TNT1 A 0 A_SpawnItemEx("Lith_Boss_Michael", 0,0,0, 0,0,0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION)
TNT1 A 0 A_Jump(256, "CallPhantomMain")
See:
TNT1 A 0 A_Jump(32, "Missile2_1")
PLAY AAAABBBBCCCCDDDD 1 A_Chase("", "Missile", CHF_FASTCHASE)
loop
Missile:
TNT1 A 0 A_Jump(256, "Missile1", "Missile2")
Missile1:
PLAY E 0 A_PlaySound("enemies/isaac/fire", CHAN_WEAPON)
PLAY EE 0 A_CustomMissile("Lith_IsaacThompsonBullet", 32, 0, frandom(-10, 10), CMF_OFFSETPITCH, frandom(-5, 5))
PLAY E 1 A_FaceTarget
PLAY F 1 A_FaceTarget
PLAY F 0 A_Chase("", "", CHF_FASTCHASE)
PLAY F 2 A_MonsterRefire(0, "See")
goto Missile
Missile2:
TNT1 A 0 A_JumpIf(user_phase < 3, "Missile1")
Missile2_1:
TNT1 A 0 A_JumpIf(user_phase < 3, "See")
TNT1 A 0 A_JumpIf(user_spawnedduplicates > 3, "See")
TNT1 A 0 A_SetUserVar("user_spawnedduplicates", user_spawnedduplicates + 1)
TNT1 A 0 A_SpawnItemEx("Lith_Boss_Johnson", 0,0,0, 0,0,0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION)
goto See
Death:
TNT1 A 0 ACS_NamedExecuteWithResult("Lith_PhantomDeath", 3, user_phase)
TNT1 A 0 A_KillChildren
PLAY H 10 A_NoBlocking
PLAY I 60
TNT1 A 70
stop
}
}
// EOF

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@ -0,0 +1,97 @@
actor Lith_JamesRevolverTrail
{
RenderStyle "Add"
Scale 0.7
Alpha 0.8
+NOINTERACTION
states
{
Spawn:
PUFF A 1 A_FadeOut
wait
}
}
actor Lith_JamesRevolverBullet : FastProjectile
{
MissileType "Lith_JamesRevolverTrail"
RenderStyle "Translucent"
DamageType "Lith_Bullets"
Alpha 0.9
Scale 0.8
Radius 20
Height 4
Damage (10 * random(1, 4))
Speed 64
+BLOODSPLATTER
states
{
Spawn:
TNT1 A 1
wait
Crash:
Death:
PUFF CD 4
stop
XDeath:
TNT1 A 0
stop
}
}
actor Lith_Boss_James : Lith_Phantom
{
Tag "James, Vanagloriam Est"
Health 1000
states
{
See:
PLAY AAAABBBBCCCCDDDD 1 A_Chase("Melee", "Missile", user_phase > 1 ? CHF_FASTCHASE : 0)
loop
Missile:
PLAY E 0 A_JumpIf(user_phase < 2, "Missile1")
PLAY F 0 A_JumpIf(user_meleetime > 0, "Missile1")
PLAY E 0 A_JumpIfCloser(384, "Lunge")
Missile1:
PLAY E 0 A_PlaySound("enemies/james/fire", CHAN_6)
PLAY F 0 A_FaceTarget
PLAY E 5 A_CustomMissile("Lith_JamesRevolverBullet", 32, 0, frandom(-20, 20), CMF_OFFSETPITCH, frandom(-5, 5))
PLAY F 2 A_FaceTarget
PLAY F 0 A_FaceTarget
PLAY F 0 A_Jump(128, "See")
PLAY F 2 A_MonsterRefire(0, "See")
loop
Melee:
PLAY F 0 A_JumpIf(user_phase < 2, "Missile")
PLAY F 0 A_JumpIf(user_meleetime > 0, "Missile")
PLAY F 0 A_SetUserVar(user_meleetime, 35)
PLAY F 0 A_FaceTarget
PLAY F 5 A_CustomMeleeAttack(15 * random(1, 5), "enemies/james/knifehit", "enemies/james/knife", "Lith_Melee")
goto See
Lunge:
PLAY A 0 A_PlaySound("enemies/phantom/lunge", CHAN_5, 1.0, false, 0.5)
PLAY A 10 A_FaceTarget
PLAY A 0 A_FaceTarget
PLAY A 5 ACS_NamedExecuteWithResult("Lith_PhantomTeleport")
goto Melee
Death:
TNT1 A 0 ACS_NamedExecuteWithResult("Lith_PhantomDeath", 1, user_phase)
PLAY H 10 A_NoBlocking
PLAY I 60
TNT1 A 70
stop
}
}
// EOF

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@ -0,0 +1,162 @@
actor Lith_MakarovShotgunTrail
{
RenderStyle "Add"
Scale 0.5
Alpha 0.5
+NOINTERACTION
states
{
Spawn:
PUFF A 1 A_FadeOut
wait
}
}
actor Lith_MakarovShotgunBullet : FastProjectile
{
MissileType "Lith_MakarovShotgunTrail"
RenderStyle "Translucent"
DamageType "Lith_Bullets"
Alpha 0.9
Scale 0.5
Radius 24
Height 20
Damage (3 * random(1, 5))
Speed 96
+BLOODSPLATTER
states
{
Spawn:
TNT1 A 1
wait
Crash:
Death:
PUFF CD 4
stop
XDeath:
TNT1 A 0
stop
}
}
actor Lith_MakarovGrenade : Lith_RifleGrenade
{
Speed 30
Species "Lith_Phantom"
+DONTHURTSPECIES
}
actor Lith_MakarovChainStopper : Lith_CustomFunction
{
states
{
Pickup:
TNT1 A 0 A_Stop
stop
}
}
actor Lith_MakarovChainFX
{
states
{
Spawn:
BLLT I 10 bright
stop
}
}
actor Lith_MakarovChain
{
Speed 30
DamageType "Lith_Melee"
Projectile
+HITTRACER
states
{
Spawn:
TNT1 A 1 A_SpawnItemEx("Lith_MakarovChainFX")
wait
XDeath:
TNT1 A 0 A_PlaySound("enemies/makarov/chainhit", CHAN_5)
Death:
TNT1 AAAAAAAAAAAAAAAAAA 1 A_GiveInventory("Lith_MakarovChainStopper", 1, AAPTR_TRACER)
stop
}
}
actor Lith_Boss_Makarov : Lith_Phantom
{
Tag "Makarov, Avarum Est"
Health 3000
states
{
See:
PLAY AAAABBBBCCCCDDDD 1 A_Chase
loop
Missile:
PLAY E 0 A_JumpIf(user_phase < 2, "Missile1")
PLAY F 0 A_JumpIf(user_meleetime > 0, "Missile1")
PLAY E 0 A_JumpIfCloser(384, "Lunge")
Missile1:
PLAY E 0 A_Jump(128, "Missile2", "Missile3")
PLAY E 0 A_PlaySound("enemies/makarov/fire", CHAN_6)
PLAY EEEEEEEE 0 A_CustomMissile("Lith_MakarovShotgunBullet", 32, 0, frandom(-20, 20), CMF_OFFSETPITCH, frandom(-5, 5))
PLAY E 5 A_FaceTarget
PLAY F 2 A_FaceTarget
PLAY E 10 A_PlaySound("enemies/makarov/pump", CHAN_5)
PLAY F 10
PLAY F 0 A_Jump(128, "See")
PLAY F 2 A_MonsterRefire(0, "See")
loop
Missile2:
PLAY E 0 A_PlaySound("enemies/makarov/throw", CHAN_6)
PLAY E 0 A_CustomMissile("Lith_MakarovGrenade", 32, 0, frandom(-4,4), CMF_ABSOLUTEPITCH|CMF_SAVEPITCH, -10)
PLAY EF 10
goto See
Missile3:
PLAY E 0 A_JumpIf(user_phase < 3, "Missile2")
PLAY E 0 A_PlaySound("enemies/makarov/chainthrow", CHAN_6)
PLAY E 0 A_CustomMissile("Lith_MakarovChain")
PLAY EF 10
goto See
Melee:
PLAY F 0 A_JumpIf(user_phase < 2, "Missile")
PLAY F 0 A_JumpIf(user_meleetime > 0, "Missile")
PLAY F 0 A_SetUserVar(user_meleetime, 35)
PLAY F 0 A_FaceTarget
PLAY F 5 A_CustomMeleeAttack(15 * random(1, 5), "enemies/makarov/scythehit", "enemies/makarov/scythe", "Lith_Melee")
PLAY F 7
goto See
Lunge:
PLAY A 0 A_PlaySound("enemies/phantom/lunge", CHAN_5, 1.0, false, 0.5)
PLAY A 10 A_FaceTarget
PLAY A 0 A_FaceTarget
PLAY A 5 ACS_NamedExecuteWithResult("Lith_PhantomTeleport")
goto Melee
Death:
TNT1 A 0 ACS_NamedExecuteWithResult("Lith_PhantomDeath", 2, user_phase)
PLAY H 10 A_NoBlocking
PLAY I 60
TNT1 A 70
stop
}
}
// EOF

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