Initial commit
commit
7d8db4b975
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@ -0,0 +1,2 @@
|
|||
*.c linguist-language=C
|
||||
*.h linguist-language=C
|
|
@ -0,0 +1,9 @@
|
|||
working/*
|
||||
*.ir
|
||||
*.bin
|
||||
language.*.txt
|
||||
pkdata/*
|
||||
*.png
|
||||
*.dbs
|
||||
*.wad.b*
|
||||
*.swp
|
|
@ -0,0 +1,87 @@
|
|||
## 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
|
|
@ -0,0 +1,117 @@
|
|||
#!/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
|
|
@ -0,0 +1,57 @@
|
|||
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.
|
|
@ -0,0 +1,25 @@
|
|||
#!/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
|
|
@ -0,0 +1,65 @@
|
|||
== 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.
|
|
@ -0,0 +1,370 @@
|
|||
== 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.
|
|
@ -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
|
|
@ -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
|
|
@ -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
|
|
@ -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
|
|
@ -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
|
|
@ -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
|
|
@ -0,0 +1,51 @@
|
|||
== 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
|
|
@ -0,0 +1,145 @@
|
|||
##----------------------------------------------------------------------------|
|
||||
== 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
|
|
@ -0,0 +1,257 @@
|
|||
##----------------------------------------------------------------------------|
|
||||
== 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
|
|
@ -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.
|
|
@ -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.
|
|
@ -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.
|
|
@ -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
|
|
@ -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
|
|
@ -0,0 +1,113 @@
|
|||
## 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
|
|
@ -0,0 +1,16 @@
|
|||
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.
|
|
@ -0,0 +1,7 @@
|
|||
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.
|
|
@ -0,0 +1,15 @@
|
|||
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.
|
|
@ -0,0 +1,6 @@
|
|||
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.
|
|
@ -0,0 +1,9 @@
|
|||
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.
|
|
@ -0,0 +1,6 @@
|
|||
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]]]]
|
|
@ -0,0 +1,9 @@
|
|||
\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
|
|
@ -0,0 +1,15 @@
|
|||
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.
|
|
@ -0,0 +1,29 @@
|
|||
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]]]]
|
|
@ -0,0 +1 @@
|
|||
|
|
@ -0,0 +1,40 @@
|
|||
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.
|
|
@ -0,0 +1,11 @@
|
|||
\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.
|
|
@ -0,0 +1,9 @@
|
|||
\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.
|
|
@ -0,0 +1,9 @@
|
|||
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.
|
|
@ -0,0 +1 @@
|
|||
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.
|
|
@ -0,0 +1,3 @@
|
|||
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!
|
|
@ -0,0 +1 @@
|
|||
Here seems to be the end of this terrifying compartment of Hell. I'd better blaze through this one.
|
|
@ -0,0 +1 @@
|
|||
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.
|
|
@ -0,0 +1,6 @@
|
|||
\cd>>>>>[[[[RELAYING MESSAGE]]]]
|
||||
|
||||
\cd> Remote: <\cj%S\cd>
|
||||
\cd> Date: \cj%S
|
||||
|
||||
%S
|
|
@ -0,0 +1,127 @@
|
|||
## 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]
|
|
@ -0,0 +1,492 @@
|
|||
## 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
|
|
@ -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.
|
|
@ -0,0 +1,252 @@
|
|||
## 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.
|
|
@ -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
|
|
@ -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
|
|
@ -0,0 +1,73 @@
|
|||
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
|
|
@ -0,0 +1,18 @@
|
|||
#!/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
|
|
@ -0,0 +1 @@
|
|||
This is just here so Git knows that this folder exists.
|
|
@ -0,0 +1 @@
|
|||
This is just here so Git knows that this folder exists.
|
|
@ -0,0 +1 @@
|
|||
This is just here so Git knows that this folder exists.
|
|
@ -0,0 +1 @@
|
|||
This is just here so Git knows that this folder exists.
|
|
@ -0,0 +1 @@
|
|||
This is just here so Git knows that this folder exists.
|
|
@ -0,0 +1,3 @@
|
|||
cameratexture LITHCAM1 320 200
|
||||
cameratexture LITHCAM2 480 240
|
||||
cameratexture LITHCAM3 480 240
|
|
@ -0,0 +1,502 @@
|
|||
GNU LESSER GENERAL PUBLIC LICENSE
|
||||
Version 2.1, February 1999
|
||||
|
||||
Copyright (C) 1991, 1999 Free Software Foundation, Inc.
|
||||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
[This is the first released version of the Lesser GPL. It also counts
|
||||
as the successor of the GNU Library Public License, version 2, hence
|
||||
the version number 2.1.]
|
||||
|
||||
Preamble
|
||||
|
||||
The licenses for most software are designed to take away your
|
||||
freedom to share and change it. By contrast, the GNU General Public
|
||||
Licenses are intended to guarantee your freedom to share and change
|
||||
free software--to make sure the software is free for all its users.
|
||||
|
||||
This license, the Lesser General Public License, applies to some
|
||||
specially designated software packages--typically libraries--of the
|
||||
Free Software Foundation and other authors who decide to use it. You
|
||||
can use it too, but we suggest you first think carefully about whether
|
||||
this license or the ordinary General Public License is the better
|
||||
strategy to use in any particular case, based on the explanations below.
|
||||
|
||||
When we speak of free software, we are referring to freedom of use,
|
||||
not price. Our General Public Licenses are designed to make sure that
|
||||
you have the freedom to distribute copies of free software (and charge
|
||||
for this service if you wish); that you receive source code or can get
|
||||
it if you want it; that you can change the software and use pieces of
|
||||
it in new free programs; and that you are informed that you can do
|
||||
these things.
|
||||
|
||||
To protect your rights, we need to make restrictions that forbid
|
||||
distributors to deny you these rights or to ask you to surrender these
|
||||
rights. These restrictions translate to certain responsibilities for
|
||||
you if you distribute copies of the library or if you modify it.
|
||||
|
||||
For example, if you distribute copies of the library, whether gratis
|
||||
or for a fee, you must give the recipients all the rights that we gave
|
||||
you. You must make sure that they, too, receive or can get the source
|
||||
code. If you link other code with the library, you must provide
|
||||
complete object files to the recipients, so that they can relink them
|
||||
with the library after making changes to the library and recompiling
|
||||
it. And you must show them these terms so they know their rights.
|
||||
|
||||
We protect your rights with a two-step method: (1) we copyright the
|
||||
library, and (2) we offer you this license, which gives you legal
|
||||
permission to copy, distribute and/or modify the library.
|
||||
|
||||
To protect each distributor, we want to make it very clear that
|
||||
there is no warranty for the free library. Also, if the library is
|
||||
modified by someone else and passed on, the recipients should know
|
||||
that what they have is not the original version, so that the original
|
||||
author's reputation will not be affected by problems that might be
|
||||
introduced by others.
|
||||
|
||||
Finally, software patents pose a constant threat to the existence of
|
||||
any free program. We wish to make sure that a company cannot
|
||||
effectively restrict the users of a free program by obtaining a
|
||||
restrictive license from a patent holder. Therefore, we insist that
|
||||
any patent license obtained for a version of the library must be
|
||||
consistent with the full freedom of use specified in this license.
|
||||
|
||||
Most GNU software, including some libraries, is covered by the
|
||||
ordinary GNU General Public License. This license, the GNU Lesser
|
||||
General Public License, applies to certain designated libraries, and
|
||||
is quite different from the ordinary General Public License. We use
|
||||
this license for certain libraries in order to permit linking those
|
||||
libraries into non-free programs.
|
||||
|
||||
When a program is linked with a library, whether statically or using
|
||||
a shared library, the combination of the two is legally speaking a
|
||||
combined work, a derivative of the original library. The ordinary
|
||||
General Public License therefore permits such linking only if the
|
||||
entire combination fits its criteria of freedom. The Lesser General
|
||||
Public License permits more lax criteria for linking other code with
|
||||
the library.
|
||||
|
||||
We call this license the "Lesser" General Public License because it
|
||||
does Less to protect the user's freedom than the ordinary General
|
||||
Public License. It also provides other free software developers Less
|
||||
of an advantage over competing non-free programs. These disadvantages
|
||||
are the reason we use the ordinary General Public License for many
|
||||
libraries. However, the Lesser license provides advantages in certain
|
||||
special circumstances.
|
||||
|
||||
For example, on rare occasions, there may be a special need to
|
||||
encourage the widest possible use of a certain library, so that it becomes
|
||||
a de-facto standard. To achieve this, non-free programs must be
|
||||
allowed to use the library. A more frequent case is that a free
|
||||
library does the same job as widely used non-free libraries. In this
|
||||
case, there is little to gain by limiting the free library to free
|
||||
software only, so we use the Lesser General Public License.
|
||||
|
||||
In other cases, permission to use a particular library in non-free
|
||||
programs enables a greater number of people to use a large body of
|
||||
free software. For example, permission to use the GNU C Library in
|
||||
non-free programs enables many more people to use the whole GNU
|
||||
operating system, as well as its variant, the GNU/Linux operating
|
||||
system.
|
||||
|
||||
Although the Lesser General Public License is Less protective of the
|
||||
users' freedom, it does ensure that the user of a program that is
|
||||
linked with the Library has the freedom and the wherewithal to run
|
||||
that program using a modified version of the Library.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow. Pay close attention to the difference between a
|
||||
"work based on the library" and a "work that uses the library". The
|
||||
former contains code derived from the library, whereas the latter must
|
||||
be combined with the library in order to run.
|
||||
|
||||
GNU LESSER GENERAL PUBLIC LICENSE
|
||||
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
|
||||
|
||||
0. This License Agreement applies to any software library or other
|
||||
program which contains a notice placed by the copyright holder or
|
||||
other authorized party saying it may be distributed under the terms of
|
||||
this Lesser General Public License (also called "this License").
|
||||
Each licensee is addressed as "you".
|
||||
|
||||
A "library" means a collection of software functions and/or data
|
||||
prepared so as to be conveniently linked with application programs
|
||||
(which use some of those functions and data) to form executables.
|
||||
|
||||
The "Library", below, refers to any such software library or work
|
||||
which has been distributed under these terms. A "work based on the
|
||||
Library" means either the Library or any derivative work under
|
||||
copyright law: that is to say, a work containing the Library or a
|
||||
portion of it, either verbatim or with modifications and/or translated
|
||||
straightforwardly into another language. (Hereinafter, translation is
|
||||
included without limitation in the term "modification".)
|
||||
|
||||
"Source code" for a work means the preferred form of the work for
|
||||
making modifications to it. For a library, complete source code means
|
||||
all the source code for all modules it contains, plus any associated
|
||||
interface definition files, plus the scripts used to control compilation
|
||||
and installation of the library.
|
||||
|
||||
Activities other than copying, distribution and modification are not
|
||||
covered by this License; they are outside its scope. The act of
|
||||
running a program using the Library is not restricted, and output from
|
||||
such a program is covered only if its contents constitute a work based
|
||||
on the Library (independent of the use of the Library in a tool for
|
||||
writing it). Whether that is true depends on what the Library does
|
||||
and what the program that uses the Library does.
|
||||
|
||||
1. You may copy and distribute verbatim copies of the Library's
|
||||
complete source code as you receive it, in any medium, provided that
|
||||
you conspicuously and appropriately publish on each copy an
|
||||
appropriate copyright notice and disclaimer of warranty; keep intact
|
||||
all the notices that refer to this License and to the absence of any
|
||||
warranty; and distribute a copy of this License along with the
|
||||
Library.
|
||||
|
||||
You may charge a fee for the physical act of transferring a copy,
|
||||
and you may at your option offer warranty protection in exchange for a
|
||||
fee.
|
||||
|
||||
2. You may modify your copy or copies of the Library or any portion
|
||||
of it, thus forming a work based on the Library, and copy and
|
||||
distribute such modifications or work under the terms of Section 1
|
||||
above, provided that you also meet all of these conditions:
|
||||
|
||||
a) The modified work must itself be a software library.
|
||||
|
||||
b) You must cause the files modified to carry prominent notices
|
||||
stating that you changed the files and the date of any change.
|
||||
|
||||
c) You must cause the whole of the work to be licensed at no
|
||||
charge to all third parties under the terms of this License.
|
||||
|
||||
d) If a facility in the modified Library refers to a function or a
|
||||
table of data to be supplied by an application program that uses
|
||||
the facility, other than as an argument passed when the facility
|
||||
is invoked, then you must make a good faith effort to ensure that,
|
||||
in the event an application does not supply such function or
|
||||
table, the facility still operates, and performs whatever part of
|
||||
its purpose remains meaningful.
|
||||
|
||||
(For example, a function in a library to compute square roots has
|
||||
a purpose that is entirely well-defined independent of the
|
||||
application. Therefore, Subsection 2d requires that any
|
||||
application-supplied function or table used by this function must
|
||||
be optional: if the application does not supply it, the square
|
||||
root function must still compute square roots.)
|
||||
|
||||
These requirements apply to the modified work as a whole. If
|
||||
identifiable sections of that work are not derived from the Library,
|
||||
and can be reasonably considered independent and separate works in
|
||||
themselves, then this License, and its terms, do not apply to those
|
||||
sections when you distribute them as separate works. But when you
|
||||
distribute the same sections as part of a whole which is a work based
|
||||
on the Library, the distribution of the whole must be on the terms of
|
||||
this License, whose permissions for other licensees extend to the
|
||||
entire whole, and thus to each and every part regardless of who wrote
|
||||
it.
|
||||
|
||||
Thus, it is not the intent of this section to claim rights or contest
|
||||
your rights to work written entirely by you; rather, the intent is to
|
||||
exercise the right to control the distribution of derivative or
|
||||
collective works based on the Library.
|
||||
|
||||
In addition, mere aggregation of another work not based on the Library
|
||||
with the Library (or with a work based on the Library) on a volume of
|
||||
a storage or distribution medium does not bring the other work under
|
||||
the scope of this License.
|
||||
|
||||
3. You may opt to apply the terms of the ordinary GNU General Public
|
||||
License instead of this License to a given copy of the Library. To do
|
||||
this, you must alter all the notices that refer to this License, so
|
||||
that they refer to the ordinary GNU General Public License, version 2,
|
||||
instead of to this License. (If a newer version than version 2 of the
|
||||
ordinary GNU General Public License has appeared, then you can specify
|
||||
that version instead if you wish.) Do not make any other change in
|
||||
these notices.
|
||||
|
||||
Once this change is made in a given copy, it is irreversible for
|
||||
that copy, so the ordinary GNU General Public License applies to all
|
||||
subsequent copies and derivative works made from that copy.
|
||||
|
||||
This option is useful when you wish to copy part of the code of
|
||||
the Library into a program that is not a library.
|
||||
|
||||
4. You may copy and distribute the Library (or a portion or
|
||||
derivative of it, under Section 2) in object code or executable form
|
||||
under the terms of Sections 1 and 2 above provided that you accompany
|
||||
it with the complete corresponding machine-readable source code, which
|
||||
must be distributed under the terms of Sections 1 and 2 above on a
|
||||
medium customarily used for software interchange.
|
||||
|
||||
If distribution of object code is made by offering access to copy
|
||||
from a designated place, then offering equivalent access to copy the
|
||||
source code from the same place satisfies the requirement to
|
||||
distribute the source code, even though third parties are not
|
||||
compelled to copy the source along with the object code.
|
||||
|
||||
5. A program that contains no derivative of any portion of the
|
||||
Library, but is designed to work with the Library by being compiled or
|
||||
linked with it, is called a "work that uses the Library". Such a
|
||||
work, in isolation, is not a derivative work of the Library, and
|
||||
therefore falls outside the scope of this License.
|
||||
|
||||
However, linking a "work that uses the Library" with the Library
|
||||
creates an executable that is a derivative of the Library (because it
|
||||
contains portions of the Library), rather than a "work that uses the
|
||||
library". The executable is therefore covered by this License.
|
||||
Section 6 states terms for distribution of such executables.
|
||||
|
||||
When a "work that uses the Library" uses material from a header file
|
||||
that is part of the Library, the object code for the work may be a
|
||||
derivative work of the Library even though the source code is not.
|
||||
Whether this is true is especially significant if the work can be
|
||||
linked without the Library, or if the work is itself a library. The
|
||||
threshold for this to be true is not precisely defined by law.
|
||||
|
||||
If such an object file uses only numerical parameters, data
|
||||
structure layouts and accessors, and small macros and small inline
|
||||
functions (ten lines or less in length), then the use of the object
|
||||
file is unrestricted, regardless of whether it is legally a derivative
|
||||
work. (Executables containing this object code plus portions of the
|
||||
Library will still fall under Section 6.)
|
||||
|
||||
Otherwise, if the work is a derivative of the Library, you may
|
||||
distribute the object code for the work under the terms of Section 6.
|
||||
Any executables containing that work also fall under Section 6,
|
||||
whether or not they are linked directly with the Library itself.
|
||||
|
||||
6. As an exception to the Sections above, you may also combine or
|
||||
link a "work that uses the Library" with the Library to produce a
|
||||
work containing portions of the Library, and distribute that work
|
||||
under terms of your choice, provided that the terms permit
|
||||
modification of the work for the customer's own use and reverse
|
||||
engineering for debugging such modifications.
|
||||
|
||||
You must give prominent notice with each copy of the work that the
|
||||
Library is used in it and that the Library and its use are covered by
|
||||
this License. You must supply a copy of this License. If the work
|
||||
during execution displays copyright notices, you must include the
|
||||
copyright notice for the Library among them, as well as a reference
|
||||
directing the user to the copy of this License. Also, you must do one
|
||||
of these things:
|
||||
|
||||
a) Accompany the work with the complete corresponding
|
||||
machine-readable source code for the Library including whatever
|
||||
changes were used in the work (which must be distributed under
|
||||
Sections 1 and 2 above); and, if the work is an executable linked
|
||||
with the Library, with the complete machine-readable "work that
|
||||
uses the Library", as object code and/or source code, so that the
|
||||
user can modify the Library and then relink to produce a modified
|
||||
executable containing the modified Library. (It is understood
|
||||
that the user who changes the contents of definitions files in the
|
||||
Library will not necessarily be able to recompile the application
|
||||
to use the modified definitions.)
|
||||
|
||||
b) Use a suitable shared library mechanism for linking with the
|
||||
Library. A suitable mechanism is one that (1) uses at run time a
|
||||
copy of the library already present on the user's computer system,
|
||||
rather than copying library functions into the executable, and (2)
|
||||
will operate properly with a modified version of the library, if
|
||||
the user installs one, as long as the modified version is
|
||||
interface-compatible with the version that the work was made with.
|
||||
|
||||
c) Accompany the work with a written offer, valid for at
|
||||
least three years, to give the same user the materials
|
||||
specified in Subsection 6a, above, for a charge no more
|
||||
than the cost of performing this distribution.
|
||||
|
||||
d) If distribution of the work is made by offering access to copy
|
||||
from a designated place, offer equivalent access to copy the above
|
||||
specified materials from the same place.
|
||||
|
||||
e) Verify that the user has already received a copy of these
|
||||
materials or that you have already sent this user a copy.
|
||||
|
||||
For an executable, the required form of the "work that uses the
|
||||
Library" must include any data and utility programs needed for
|
||||
reproducing the executable from it. However, as a special exception,
|
||||
the materials to be distributed need not include anything that is
|
||||
normally distributed (in either source or binary form) with the major
|
||||
components (compiler, kernel, and so on) of the operating system on
|
||||
which the executable runs, unless that component itself accompanies
|
||||
the executable.
|
||||
|
||||
It may happen that this requirement contradicts the license
|
||||
restrictions of other proprietary libraries that do not normally
|
||||
accompany the operating system. Such a contradiction means you cannot
|
||||
use both them and the Library together in an executable that you
|
||||
distribute.
|
||||
|
||||
7. You may place library facilities that are a work based on the
|
||||
Library side-by-side in a single library together with other library
|
||||
facilities not covered by this License, and distribute such a combined
|
||||
library, provided that the separate distribution of the work based on
|
||||
the Library and of the other library facilities is otherwise
|
||||
permitted, and provided that you do these two things:
|
||||
|
||||
a) Accompany the combined library with a copy of the same work
|
||||
based on the Library, uncombined with any other library
|
||||
facilities. This must be distributed under the terms of the
|
||||
Sections above.
|
||||
|
||||
b) Give prominent notice with the combined library of the fact
|
||||
that part of it is a work based on the Library, and explaining
|
||||
where to find the accompanying uncombined form of the same work.
|
||||
|
||||
8. You may not copy, modify, sublicense, link with, or distribute
|
||||
the Library except as expressly provided under this License. Any
|
||||
attempt otherwise to copy, modify, sublicense, link with, or
|
||||
distribute the Library is void, and will automatically terminate your
|
||||
rights under this License. However, parties who have received copies,
|
||||
or rights, from you under this License will not have their licenses
|
||||
terminated so long as such parties remain in full compliance.
|
||||
|
||||
9. You are not required to accept this License, since you have not
|
||||
signed it. However, nothing else grants you permission to modify or
|
||||
distribute the Library or its derivative works. These actions are
|
||||
prohibited by law if you do not accept this License. Therefore, by
|
||||
modifying or distributing the Library (or any work based on the
|
||||
Library), you indicate your acceptance of this License to do so, and
|
||||
all its terms and conditions for copying, distributing or modifying
|
||||
the Library or works based on it.
|
||||
|
||||
10. Each time you redistribute the Library (or any work based on the
|
||||
Library), the recipient automatically receives a license from the
|
||||
original licensor to copy, distribute, link with or modify the Library
|
||||
subject to these terms and conditions. You may not impose any further
|
||||
restrictions on the recipients' exercise of the rights granted herein.
|
||||
You are not responsible for enforcing compliance by third parties with
|
||||
this License.
|
||||
|
||||
11. If, as a consequence of a court judgment or allegation of patent
|
||||
infringement or for any other reason (not limited to patent issues),
|
||||
conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot
|
||||
distribute so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you
|
||||
may not distribute the Library at all. For example, if a patent
|
||||
license would not permit royalty-free redistribution of the Library by
|
||||
all those who receive copies directly or indirectly through you, then
|
||||
the only way you could satisfy both it and this License would be to
|
||||
refrain entirely from distribution of the Library.
|
||||
|
||||
If any portion of this section is held invalid or unenforceable under any
|
||||
particular circumstance, the balance of the section is intended to apply,
|
||||
and the section as a whole is intended to apply in other circumstances.
|
||||
|
||||
It is not the purpose of this section to induce you to infringe any
|
||||
patents or other property right claims or to contest validity of any
|
||||
such claims; this section has the sole purpose of protecting the
|
||||
integrity of the free software distribution system which is
|
||||
implemented by public license practices. Many people have made
|
||||
generous contributions to the wide range of software distributed
|
||||
through that system in reliance on consistent application of that
|
||||
system; it is up to the author/donor to decide if he or she is willing
|
||||
to distribute software through any other system and a licensee cannot
|
||||
impose that choice.
|
||||
|
||||
This section is intended to make thoroughly clear what is believed to
|
||||
be a consequence of the rest of this License.
|
||||
|
||||
12. If the distribution and/or use of the Library is restricted in
|
||||
certain countries either by patents or by copyrighted interfaces, the
|
||||
original copyright holder who places the Library under this License may add
|
||||
an explicit geographical distribution limitation excluding those countries,
|
||||
so that distribution is permitted only in or among countries not thus
|
||||
excluded. In such case, this License incorporates the limitation as if
|
||||
written in the body of this License.
|
||||
|
||||
13. The Free Software Foundation may publish revised and/or new
|
||||
versions of the Lesser General Public License from time to time.
|
||||
Such new versions will be similar in spirit to the present version,
|
||||
but may differ in detail to address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the Library
|
||||
specifies a version number of this License which applies to it and
|
||||
"any later version", you have the option of following the terms and
|
||||
conditions either of that version or of any later version published by
|
||||
the Free Software Foundation. If the Library does not specify a
|
||||
license version number, you may choose any version ever published by
|
||||
the Free Software Foundation.
|
||||
|
||||
14. If you wish to incorporate parts of the Library into other free
|
||||
programs whose distribution conditions are incompatible with these,
|
||||
write to the author to ask for permission. For software which is
|
||||
copyrighted by the Free Software Foundation, write to the Free
|
||||
Software Foundation; we sometimes make exceptions for this. Our
|
||||
decision will be guided by the two goals of preserving the free status
|
||||
of all derivatives of our free software and of promoting the sharing
|
||||
and reuse of software generally.
|
||||
|
||||
NO WARRANTY
|
||||
|
||||
15. BECAUSE THE LIBRARY IS LICENSED FREE OF CHARGE, THERE IS NO
|
||||
WARRANTY FOR THE LIBRARY, TO THE EXTENT PERMITTED BY APPLICABLE LAW.
|
||||
EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR
|
||||
OTHER PARTIES PROVIDE THE LIBRARY "AS IS" WITHOUT WARRANTY OF ANY
|
||||
KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE
|
||||
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE
|
||||
LIBRARY IS WITH YOU. SHOULD THE LIBRARY PROVE DEFECTIVE, YOU ASSUME
|
||||
THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN
|
||||
WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY
|
||||
AND/OR REDISTRIBUTE THE LIBRARY AS PERMITTED ABOVE, BE LIABLE TO YOU
|
||||
FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR
|
||||
CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE
|
||||
LIBRARY (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING
|
||||
RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A
|
||||
FAILURE OF THE LIBRARY TO OPERATE WITH ANY OTHER SOFTWARE), EVEN IF
|
||||
SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
|
||||
DAMAGES.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Libraries
|
||||
|
||||
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
|
||||
ordinary General Public License).
|
||||
|
||||
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
|
||||
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
|
||||
|
||||
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!
|
|
@ -0,0 +1,269 @@
|
|||
%%% %%%
|
||||
%% /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
|
|
@ -0,0 +1,10 @@
|
|||
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
|
|
@ -0,0 +1,6 @@
|
|||
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
|
|
@ -0,0 +1,21 @@
|
|||
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
|
|
@ -0,0 +1,50 @@
|
|||
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
|
|
@ -0,0 +1,13 @@
|
|||
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
|
|
@ -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
|
|
@ -0,0 +1,23 @@
|
|||
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
|
||||
}
|
|
@ -0,0 +1,104 @@
|
|||
#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
|
||||
|
|
@ -0,0 +1,20 @@
|
|||
>>>>>[[[[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
|
|
@ -0,0 +1,15 @@
|
|||
>>>>>[[[[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]
|
||||
|
|
@ -0,0 +1,25 @@
|
|||
ALIENFONT
|
||||
{
|
||||
template "LITHAN%.2i"
|
||||
}
|
||||
|
||||
LHUDFONTSMALL
|
||||
{
|
||||
template "LITHFS%.2i"
|
||||
}
|
||||
|
||||
LHUDFONT
|
||||
{
|
||||
template "LITHHF%.2i"
|
||||
}
|
||||
|
||||
LTRMFONT
|
||||
{
|
||||
spacewidth 8
|
||||
count 94
|
||||
base 0
|
||||
template "LITHC%i"
|
||||
}
|
||||
|
||||
// EOF
|
||||
|
|
@ -0,0 +1,4 @@
|
|||
StartupType = "Heretic"
|
||||
|
||||
// EOF
|
||||
|
|
@ -0,0 +1,25 @@
|
|||
// 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
|
|
@ -0,0 +1 @@
|
|||
lithmain
|
|
@ -0,0 +1,62 @@
|
|||
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
|
||||
|
|
@ -0,0 +1,78 @@
|
|||
// 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
|
||||
|
|
@ -0,0 +1,52 @@
|
|||
#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
|
|
@ -0,0 +1,53 @@
|
|||
#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
|
||||
|
|
@ -0,0 +1,60 @@
|
|||
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
|
|
@ -0,0 +1,18 @@
|
|||
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
|
|
@ -0,0 +1,64 @@
|
|||
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
|
|
@ -0,0 +1,15 @@
|
|||
actor Lith_GunSmoke
|
||||
{
|
||||
}
|
||||
|
||||
actor Lith_GunSmokeEmitter
|
||||
{
|
||||
}
|
||||
|
||||
actor Lith_GunSmokeSpawner
|
||||
{
|
||||
}
|
||||
|
||||
actor Lith_GunSmokeSpawnerSmall : Lith_GunSmokeSpawner
|
||||
{
|
||||
}
|
|
@ -0,0 +1,68 @@
|
|||
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
|
||||
|
|
@ -0,0 +1,41 @@
|
|||
|
||||
// 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
|
|
@ -0,0 +1,46 @@
|
|||
|
||||
// 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
|
|
@ -0,0 +1,88 @@
|
|||
|
||||
// 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
|
|
@ -0,0 +1,67 @@
|
|||
|
||||
// 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
|
|
@ -0,0 +1,63 @@
|
|||
|
||||
// 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
|
|
@ -0,0 +1,124 @@
|
|||
|
||||
// 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
|
|
@ -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
|
||||
|
|
@ -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
|
||||
|
|
@ -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
|
||||
{
|
||||
//$Category "Powerups"
|
||||
|
||||
Tag "Fragma"
|
||||
Inventory.PickupSound "player/pickup/barrier"
|
||||
|
||||
+FLOATBOB
|
||||
+COUNTITEM
|
||||
+VISIBILITYPULSE
|
||||
+INVENTORY.BIGPOWERUP
|
||||
+INVENTORY.FANCYPICKUPSOUND
|
||||
+INVENTORY.ALWAYSPICKUP
|
||||
|
||||
states
|
||||
{
|
||||
Spawn:
|
||||
PINS ABCD 6 bright
|
||||
loop
|
||||
Pickup:
|
||||
TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_blursphere)
|
||||
TNT1 A 0 ACS_NamedExecuteAlways("Lith_Barrier")
|
||||
TNT1 A 0 A_TakeInventory("Lith_HasBarrier")
|
||||
TNT1 A 0 A_GiveInventory("Lith_HasBarrier")
|
||||
stop
|
||||
}
|
||||
}
|
||||
|
||||
// EOF
|
||||
|
|
@ -0,0 +1,183 @@
|
|||
actor Lith_CBIItem : CustomInventory
|
||||
{
|
||||
//$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
|
||||
|
|
@ -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
|
||||
|
|
@ -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
|
||||
|
|
@ -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
|
||||
|
|
@ -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
|
|
@ -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
|
||||
|
|
@ -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
|
||||
|
|
@ -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
|
||||
|
|
@ -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
|
||||
|
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue