Code: Select all
ACTOR SimplePunchDagger : StrifeWeapon replaces PunchDagger
{
Weapon.SelectionOrder 3900
+WEAPON.NOALERT
+WEAPON.NOAUTOAIM
Obituary "$OB_MPPUNCHDAGGER" // "%o was unwittingly backstabbed by %k."
Tag "$TAG_PUNCHDAGGER" // "Dagger"
States
{
Ready:
PNCH A 1 A_WeaponReady(0)
Loop
Deselect:
PNCH A 1 A_Lower(6)
Loop
Select:
PNCH A 1 A_Raise(6)
Loop
Fire:
TNT1 A 0
{
A_CheckFlag("NOBLOOD","Fire.noblood",AAPTR_TRACER); // checks punched actor for "noblood" flag, so as to jump to state with appropriate "hit" sound
A_JumpIfInventory("SVETALISMANPOWERUP",1,"UltimatePunch",aaptr_default); // checks for "Veteran Edition Super Strength"
A_JumpIfInventory("PowerStrength",1,"FireStrong",aaptr_default); // Checks for "PowerStrength" item, like vanilla "A_JabDagger". Seriously, check the Zscript code
}
PNCH B 4
PNCH C 4 A_CustomPunch(((stamina/10)+2)*random(0,(stamina/10)+7),true,CPF_DAGGER,"CustomStrifeSpark",64.0,0.0,100,"armorbonus","misc/meathit","misc/swish")
PNCH D 5
PNCH C 4
PNCH B 5 A_ReFire
Goto Ready
FireStrong: // "PowerStrength" punch
TNT1 A 0 A_CheckFlag("NOBLOOD","FireStrong.noblood",AAPTR_TRACER)
PNCH B 4
PNCH C 4 A_CustomPunch(((stamina/10)+20)*random(0,(stamina/10)+70),true,CPF_DAGGER,"CustomStrifeSpark",64.0,0.0,100,"armorbonus","misc/meathit","misc/swish")
PNCH D 5
PNCH C 4
PNCH B 5 A_ReFire
Goto Ready
ULTIMATEPUNCH: // "Talisman Berserk" punch
TNT1 A 0 A_CheckFlag("NOBLOOD","ULTIMATEPUNCH.noblood",AAPTR_TRACER)
PNCH B 4
PNCH C 4 A_CustomPunch(1000,true,CPF_DAGGER,"CustomStrifeSpark",64.0,0.0,100,"armorbonus","misc/meathit","misc/swish")
PNCH D 5
PNCH C 4
PNCH B 5 A_ReFire
Goto Ready
Fire.noblood:
PNCH B 4
PNCH C 4 A_CustomPunch(((stamina/10)+2)*random(0,(stamina/10)+7),true,CPF_DAGGER,"CustomStrifeSpark",64.0,0.0,100,"armorbonus","misc/metalhit","misc/swish")
PNCH D 5
PNCH C 4
PNCH B 5 A_ReFire
Goto Ready
FireStrong.noblood:
PNCH B 4
PNCH C 4 A_CustomPunch(((stamina/10)+20)*random(0,(stamina/10)+70),true,CPF_DAGGER,"CustomStrifeSpark",64.0,0.0,100,"armorbonus","misc/metalhit","misc/swish")
PNCH D 5
PNCH C 4
PNCH B 5 A_ReFire
Goto Ready
ULTIMATEPUNCH.noblood:
PNCH B 4
PNCH C 4 A_CustomPunch(1000,true,CPF_DAGGER,"CustomStrifeSpark",64.0,0.0,100,"armorbonus","misc/metalhit","misc/swish")
PNCH D 5
PNCH C 4
PNCH B 5 A_ReFire
Goto Ready
}
}