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[UPDATE] Blood Amulet

  • Blue Shadow
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6 years 8 months ago #1 by Blue Shadow
[UPDATE] Blood Amulet was created by Blue Shadow
Updated submission: Blood Amulet

Changes:
  • Converted the code from DECORATE + ACS to ZScript.
  • The item operates on one of two modes, with #2 being the default:
    1. Ammo is given for all supported ammo types by the item (original behavior).
    2. Ammo is given for ammo types used by the weapon the player is equipped with.
  • Reduced the ammo gain by half.
  • The sustained damage is now the actual damage the player received, and not the difference in their health between now and the previous tic.
  • The item ignores self-inflicted damage.
  • While active, the item's icon is displayed on the HUD.
  • Disabled the screen blend.
  • The item is no longer rendered fully bright.
  • Utilized the LANGUAGE lump for the pickup message and tag.
  • In addition to the description in the tag, the item's name is also included.

Download:

https://www.dropbox.com/s/qmxnam2ifos5iig/BloodAmulet.zip?dl=1

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4 years 3 months ago #2 by Gothic
Replied by Gothic on topic [UPDATE] Blood Amulet
Seems to be working fine.
Also, are LANGUAGE lumps allowed? I though that was up to the user to define.

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4 years 3 months ago #3 by Blue Shadow
Replied by Blue Shadow on topic [UPDATE] Blood Amulet

Gothic wrote: Also, are LANGUAGE lumps allowed? I though that was up to the user to define.

They can be used, as long as existing strings are not replaced. With GZDoom nowadays supporting multiple languages, using them should be encouraged, I'd say.

As for the update itself, I had put it on hold until I get around to changing the way the event handler's variable is initialized, as the way it's currently done is wrong, from what I've learned later.

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4 years 3 months ago #4 by Blue Shadow
Replied by Blue Shadow on topic [UPDATE] Blood Amulet
Okay, the submission should be good to go. To resolve the issue, I opted to make two event handlers, one for each mode.

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4 years 3 months ago #5 by Gothic
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