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Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
- You do not need to copy that actor, since it is already defined.
- In fact, it's not just useless, it's actually harmful as it can cause problems.
- If you want to modify it, or use a modified version, using inheritance is the way to go.
- The actor definitions here are put on the wiki for reference purpose only. Learn from them, don't copy them.
- There is only one exception: if what you want is changing Ammo capacity, you need to create a new type from Ammo.
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Serpent staff
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Actor type
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Weapon
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Game
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(Hexen)
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DoomEd Number
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10
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Class Name
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CWeapStaff
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Spawn ID
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32
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Identifier
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T_CLERICSTAFF
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Classes: ClericWeapon→CWeapStaff
The Cleric's second weapon, the Serpent Staff uses blue mana to fire a pair of green poisonous projectiles. When used at close proximity to the target, the staff, instead, drains the target's health and heals the player with the amount of damage dealt.
ACTOR CWeapStaff : ClericWeapon
{
Weapon.SelectionOrder 1600
Weapon.AmmoUse1 1
Weapon.AmmoGive1 25
Weapon.KickBack 150
Weapon.YAdjust 10
Weapon.AmmoType1 "Mana1"
Inventory.PickupMessage "$TXT_WEAPON_C2"
Obituary "$OB_MPCWEAPSTAFFM"
Tag "$TAG_CWEAPSTAFF"
action native A_CStaffInitBlink();
action native A_CStaffCheckBlink();
action native A_CStaffCheck();
action native A_CStaffAttack();
States
{
Spawn:
WCSS A -1
Stop
Select:
CSSF C 1 A_Raise
Loop
Deselect:
CSSF B 3
CSSF C 4
CSSF C 1 A_Lower
Wait
Ready:
CSSF C 4
CSSF B 3 A_CStaffInitBlink
CSSF AAAAAAA 1 A_WeaponReady
CSSF A 1 A_CStaffCheckBlink
Goto Ready+2
Fire:
CSSF A 1 Offset(0, 45) A_CStaffCheck
CSSF J 1 Offset(0, 50) A_CStaffAttack
CSSF J 2 Offset(0, 50)
CSSF J 2 Offset(0, 45)
CSSF A 2 Offset(0, 40)
CSSF A 2 Offset(0, 36)
Goto Ready+2
Blink:
CSSF BBBCCCCCBBB 1 A_WeaponReady
Goto Ready+2
Drain:
CSSF K 10 Offset(0, 36)
Goto Ready+2
}
}