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finales.ded
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# DOOM2 - Intermissions and Finales (DOOM2)
#
# For further information on the InFine system, script syntax
# and semantics see:
#
# http://dengine.net/dew/?title=InFine_script_reference
#
Header { Version = 5; }
# I'm using "textdef" to allow compatibility with DeHackEd.
# A better way would just be to use "text" and define the text
# in the script, no need to go about modifying the Text defs.
InFine
{
ID = "title";
Script {
# There is no skipping during the titlescreen loop.
NoSkip
# Any event shows the menu.
Trigger
MARKER title_loop
# Step 1.
IF MODE:doom2-nerve DO
Patch back 0 0 "INTERPIC"
GOTO pic_set
;
IF MODE:doom2-bfg DO
Patch back 0 0 "INTERPIC"
GOTO pic_set
;
Patch back 0 0 "TITLEPIC"
MARKER pic_set
MusicOnce "dm2ttl"
Wait 13 # Original was 11; this'll play the whole song.
# Step 2.
PlayDemo "2demo1.cdm"
# Step 3.
Set back "CREDIT"
Wait 5.714 # Original is 200 tics.
# Step 4.
PlayDemo "2demo2.cdm"
# Step 5.
IF MODE:doom2-nerve DO
Patch back 0 0 "INTERPIC"
GOTO pic_set2
;
IF MODE:doom2-bfg DO
Patch back 0 0 "INTERPIC"
GOTO pic_set2
;
Set back "TITLEPIC"
MARKER pic_set2
Music "dm2ttl"
Wait 13 # Original was 11.
# Step 6.
PlayDemo "2demo3.cdm"
GOTO title_loop
};
}
InFine {
ID = "help";
Script {
NoTrigger; NoFlat;
Patch back 0 0 "HELP"
Patch cursor 298 160 M_SKULL1
# Configure the animating cursor
Clranim cursor
Anim cursor M_SKULL1 0.223857
Anim cursor M_SKULL2 0.223857
Repeat cursor
Pause
Set back "CREDIT"
Pause
};
}
Finale
{
Before = "MAP07";
Script {
music "read_m"
flat Values:BGFLAT06
wait 0.5
textdef msg 10 10 "C1TEXT"
waittext msg
wait 7 # The original TEXTWAIT is 250 tics.
};
}
Finale
{
Before = "MAP12";
Script {
music "read_m"
flat Values:BGFLAT11
wait 0.5
textdef msg 10 10 "C2TEXT"
waittext msg
wait 7 # The original TEXTWAIT is 250 tics.
};
}
Finale
{
Before = "MAP21";
Script {
music "read_m"
flat Values:BGFLAT20
wait 0.5
textdef msg 10 10 "C3TEXT"
waittext msg
wait 7 # The original TEXTWAIT is 250 tics.
};
}
# This is the actual finale of DOOM II.
Finale
{
After = "MAP30";
Script {
music "read_m"
flat Values:BGFLAT30
wait 0.5
textdef msg 10 10 "C4TEXT"
waittext msg; wait 7
skiphere
#####====--- The Cast ---====#####
# Castloop continues forever.
# Quite a number of monsters here...!
noskip # No more skipping (pause waits for a key, though).
deltext msg
music "evil"
noflat; patch back 0 0 BOSSBACK
marker castloop
# Create a text for the name.
textdef name 160 180 CC_ZOMBIE
center name; rate name 0
patch mo 160 170 POSSA1 # "mo" is used for all the monsters.
# --- Zombieman ---
clranim mo
states mo POSS_RUN1 12
states mo POSS_ATK1 2; picsound mo "pistol"
states mo POSS_ATK3 1
repeat mo
seesound POSSESSED; pause; diesound POSSESSED
clranim mo
states mo POSS_DIE1 5
waitanim mo; wait 0.43
# --- Shotgun Guy ---
clranim mo
states mo SPOS_RUN1 12
states mo SPOS_ATK1 2; picsound mo "shotgn"
states mo SPOS_ATK3 1
repeat mo
settextdef name CC_SHOTGUN
seesound SHOTGUY; pause; diesound SHOTGUY
clranim mo
states mo SPOS_DIE1 5
waitanim mo; wait 0.43
# --- Heavy Weapon Dude ---
clranim mo
states mo CPOS_RUN1 12
states mo CPOS_ATK1 2; picsound mo "shotgn"
states mo CPOS_ATK3 1; picsound mo "shotgn"
states mo CPOS_ATK4 1; picsound mo "shotgn"
states mo CPOS_ATK3 1; picsound mo "shotgn"
states mo CPOS_ATK4 1; picsound mo "shotgn"
states mo CPOS_ATK3 1; picsound mo "shotgn"
repeat mo
settextdef name CC_HEAVY
seesound CHAINGUY; pause; diesound CHAINGUY
clranim mo
states mo CPOS_DIE1 7
waitanim mo; wait 0.43
# --- Imp ---
clranim mo
states mo TROO_RUN1 12
states mo TROO_ATK1 3; picsound mo "claw"
repeat mo
settextdef name CC_IMP
seesound TROOP; pause; diesound TROOP
clranim mo
states mo TROO_DIE1 5
waitanim mo; wait 0.43
# --- Demon ---
clranim mo
states mo SARG_RUN1 12
states mo SARG_ATK1 2; picsound mo "sgtatk"
states mo SARG_ATK3 1
repeat mo
settextdef name CC_DEMON
seesound SERGEANT; pause; diesound SERGEANT
clranim mo
states mo SARG_DIE1 6
waitanim mo; wait 0.43
# --- Lost Soul ---
clranim mo
states mo SKULL_RUN1 12
states mo SKULL_ATK1 2; picsound mo "sklatk"
states mo SKULL_ATK3 8
repeat mo
settextdef name CC_LOST
seesound SKULL; pause; diesound SKULL
clranim mo
states mo SKULL_DIE1 6
waitanim mo; wait 0.43
# --- Cacodemon ---
clranim mo
states mo HEAD_RUN1 12
states mo HEAD_ATK1 2; picsound mo "firsht"
states mo HEAD_ATK3 1
repeat mo
settextdef name CC_CACO
seesound HEAD; pause; diesound HEAD
clranim mo
states mo HEAD_DIE1 6
waitanim mo; wait 0.43
# --- Hell Knight ---
clranim mo
states mo BOS2_RUN1 12
states mo BOS2_ATK1 2; picsound mo "firsht"
states mo BOS2_ATK3 1
repeat mo
settextdef name CC_HELL
seesound KNIGHT; pause; diesound KNIGHT
clranim mo
states mo BOS2_DIE1 7
waitanim mo; wait 0.43
# --- Baron of Hell ---
clranim mo
states mo BOSS_RUN1 12
states mo BOSS_ATK1 2; picsound mo "firsht"
states mo BOSS_ATK3 1
repeat mo
settextdef name CC_BARON
seesound BRUISER; pause; diesound BRUISER
clranim mo
states mo BOSS_DIE1 7
waitanim mo; wait 0.43
# --- Arachnotron ---
clranim mo
states mo BSPI_SIGHT 12
states mo BSPI_ATK1 2; picsound mo "plasma"
states mo BSPI_ATK3 3; picsound mo "plasma"
states mo BSPI_ATK3 3; picsound mo "plasma"
states mo BSPI_ATK3 3; picsound mo "plasma"
states mo BSPI_ATK3 2
repeat mo
settextdef name CC_ARACH
seesound BABY; pause; diesound BABY
clranim mo
states mo BSPI_DIE1 7
waitanim mo; wait 0.43
# --- Pain Elemental ---
clranim mo
states mo PAIN_RUN1 12
states mo PAIN_ATK1 3; picsound mo "sklatk"
states mo PAIN_ATK4 1
repeat mo
settextdef name CC_PAIN
seesound PAIN; pause; diesound PAIN
clranim mo
states mo PAIN_DIE1 6
waitanim mo; wait 0.43
# --- Revenant ---
clranim mo
states mo SKEL_RUN1 12
states mo SKEL_MISS1 2; picsound mo "skeatk"
states mo SKEL_MISS3 2
states mo SKEL_RUN1 12
states mo SKEL_FIST1 2; picsound mo "skeswg"
states mo SKEL_FIST3 2; picsound mo "skepch"
repeat mo
settextdef name CC_REVEN
seesound UNDEAD; pause; diesound UNDEAD
clranim mo
states mo SKEL_DIE1 6
waitanim mo; wait 0.43
# --- Mancubus ---
clranim mo
states mo FATT_RUN1 12
states mo FATT_ATK1 2; picsound mo "firsht"
states mo FATT_ATK3 3; picsound mo "firsht"
states mo FATT_ATK6 3; picsound mo "firsht"
states mo FATT_ATK9 2
repeat mo
settextdef name CC_MANCU
seesound FATSO; pause; diesound FATSO
clranim mo
states mo FATT_DIE1 10
waitanim mo; wait 0.43
# --- Arch-Vile ---
clranim mo
states mo VILE_RUN1 12
states mo VILE_ATK1 2; picsound mo "vilatk"
states mo VILE_ATK3 9
repeat mo
settextdef name CC_ARCH
seesound VILE; pause; diesound VILE
clranim mo
states mo VILE_DIE1 10
waitanim mo; wait 0.43
# --- The Spider Mastermind ---
clranim mo
states mo SPID_RUN1 12
states mo SPID_ATK1 2; picsound mo "shotgn"
states mo SPID_ATK3 1; picsound mo "shotgn"
states mo SPID_ATK4 2; picsound mo "shotgn"
states mo SPID_ATK3 1; picsound mo "shotgn"
states mo SPID_ATK4 2; picsound mo "shotgn"
states mo SPID_ATK3 1; picsound mo "shotgn"
states mo SPID_ATK4 2; picsound mo "shotgn"
states mo SPID_ATK3 1; picsound mo "shotgn"
repeat mo
settextdef name CC_SPIDER
seesound SPIDER; pause; diesound SPIDER
clranim mo
states mo SPID_DIE1 11
waitanim mo; wait 0.43
# --- Cyberdemon ---
clranim mo
states mo CYBER_RUN1 12
states mo CYBER_ATK1 2; picsound mo "rlaunc"
states mo CYBER_ATK3 2; picsound mo "rlaunc"
states mo CYBER_ATK5 2; picsound mo "rlaunc"
repeat mo
settextdef name CC_CYBER
seesound CYBORG; pause; diesound CYBORG
clranim mo
states mo CYBER_DIE1 10
waitanim mo; wait 0.43
# --- Our Hero (finally!) ---
clranim mo
states mo PLAY_RUN1 12
states mo PLAY_ATK1 1
repeat mo
settextdef name CC_HERO
seesound PLAYER; pause; diesound PLAYER
clranim mo
states mo PLAY_DIE1 7
waitanim mo; wait 0.43
# Restart the loop.
goto castloop
};
}
# Secret level 1.
Finale
{
Before = "MAP31";
Script {
music "read_m";
flat Values:BGFLAT15;
wait 0.5;
textdef msg 10 10 "C5TEXT";
waittext msg;
wait 7; # The original TEXTWAIT is 250 tics.
};
}
# Secret level 2.
Finale
{
Before = "MAP32";
Script {
music "read_m";
flat Values:BGFLAT31;
wait 0.5;
textdef msg 10 10 "C6TEXT";
waittext msg;
wait 7; # The original TEXTWAIT is 250 tics.
};
}