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Rune's buffs and Skill modifiers
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(6 - 9 / 2 / 2023)
    *) Now the temperance rune will give 100 AP upon each armor pickup.
    *) Health rune will extend the user's health to 100 hp. Obeying the current techs.
    *) Ammunition runes will extend the user's base ammo capacity to x2. Obeying backpack tech and personal backpack item.
    *) CF02 map's certain linedef who caused a TID switch for the players has been changed now to change it for the monsters.
    *) Some extra fixes on the armors.
    !+) New skill levels are added! These skill levels change the game completly.
    // Classic, the pre 1.0 version additions (like extra items and champions) are removed.
    // Normal, SF+ with common settings.
    // Hard, x2 Damage taken by monsters and x2 HP extra health for monsters.
    // Turbo, Fast movement and aggresive monsters.
    // Miserable, Less drops (specially gems, some turrets and armors/medikits), less money (25% less) and 25% of prices are increased.
    // Masochist, Hard + Turbo + Miserable. And no Megasphere and Godsphere.
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Samuzero15 committed Feb 9, 2023
1 parent 15b4ed7 commit 7144deb
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16 changes: 15 additions & 1 deletion Changelog.md
Original file line number Diff line number Diff line change
Expand Up @@ -9,6 +9,20 @@

## v1 - The path of the damned...

#### (6 - 9 / 2 / 2023) [Rune's buffs and Skill modifiers]
*) Now the temperance rune will give 100 AP upon each armor pickup.
*) Health rune will extend the user's health to 100 hp. Obeying the current techs.
*) Ammunition runes will extend the user's base ammo capacity to x2. Obeying backpack tech and personal backpack item.
*) CF02 map's certain linedef who caused a TID switch for the players has been changed now to change it for the monsters.
*) Some extra fixes on the armors.
!+) New skill levels are added! These skill levels change the game completly.
// Classic, the pre 1.0 version additions (like extra items and champions) are removed.
// Normal, SF+ with common settings.
// Hard, x2 Damage taken by monsters and x2 HP extra health for monsters.
// Turbo, Fast movement and aggresive monsters.
// Miserable, Less drops (specially gems, some turrets and armors/medikits), less money (25% less) and 25% of prices are increased.
// Masochist, Hard + Turbo + Miserable. And no Megasphere and Godsphere.

#### (26 - 29 / 1 / 2023) [Buffs, fixes and little map changes]
*) CF01 now in the first battery zone, a teleporter in front of the teleport destination has been placed in there, if you want to get to the other side of the room, where the battery is ubicated :)
// Oh and, the back side area, there is a "spiky surprise".
Expand Down Expand Up @@ -125,7 +139,7 @@
*) Refactored some rune drop scripts.
*) Fixed the limit of dropping the first 4 items.
*) Now the credits, health bonuses and armor shard drops chances will be dependant of the monster type and if it's a champion.
*) Now the stimpack upgrade "Hard Shell" wilnow grant extra 5% on the armor repair.
*) Now the stimpack upgrade "Hard Shell" will now grant extra 5% on the armor repair.
-) Nerfed a bit the Titanium armor. 45% damage absorbtion (+ 15% with the temperance).

#### (10 - 11 / 12 / 2022) [Particle control, maunal picked runes, other fixes]
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5 changes: 4 additions & 1 deletion core/Actors/gameobjects/fp_champbooty.dec
Original file line number Diff line number Diff line change
Expand Up @@ -37,11 +37,14 @@ Actor TitaniumArmor_Pickup : CustomInventory {
HEVA AB 6
loop
Pickup:
TNT1 A 0 A_JumpIf(CallACS("Armor_FullCheck", 2), "Null")
TNT1 A 0 A_TakeInventory("Flag_BlueArmor", 1)
TNT1 A 0 A_GiveInventory("Flag_RedArmor", 1)
TNT1 A 0 A_JumpIf(CallACS("Armor_ArmorShardsOnly") != 1, "JustGiveArmor")
TNT1 A 0 ACS_NamedExecuteAlways("Armor_ReplaceShardsWithArmor", 0, 1)
TNT1 A 0 ACS_NamedExecuteAlways("Armor_ReplaceShardsWithArmor", 0, 2)
stop
JustGiveArmor:
TNT1 A 0 ACS_NamedExecuteAlways("Armor_TemperanceRune", 0, 2)
TNT1 A 0 A_GiveInventory("TitaniumArmor", 1)
stop
}
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7 changes: 7 additions & 0 deletions core/Actors/gameobjects/fp_items_powerups.dec
Original file line number Diff line number Diff line change
Expand Up @@ -51,6 +51,7 @@ ACTOR Inventory_Megasphere : Inventory_Powerup

PowUpUpgrade_Cond:
TNT1 A 0 A_JumpIfInventory("PlayUp_PowUpUpgrade_Defense" , 1,"PowUpUpgrade.Defense")
TNT1 A 0 ACS_NamedExecuteAlways("Armor_ReplaceShardsWithArmor", 0, 1)
TNT1 A 1 A_Jump(256, "Effect")
goto Effect

Expand All @@ -60,6 +61,7 @@ ACTOR Inventory_Megasphere : Inventory_Powerup
TNT1 A 0 A_GiveInventory("SuperMegasphere_Armor", 1)
TNT1 A 0 A_TakeInventory("Flag_RedArmor", 1)
TNT1 A 0 A_GiveInventory("Flag_BlueArmor",1) // To hold up the green armor override

goto Effect.Flash
Effect:
TNT1 A 0 A_GiveInventory("Megasphere_Health", 1)
Expand All @@ -69,18 +71,23 @@ ACTOR Inventory_Megasphere : Inventory_Powerup
TNT1 A 0 A_GiveInventory("Flag_BlueArmor",1) // To hold up the green armor override
goto Effect.Flash
Effect.Flash:
TNT1 A 0 ACS_NamedExecuteAlways("Armor_TemperanceRune", 0, 1)
TNT1 A 0 ACS_NamedExecuteAlways("LightBarsSpawner", 0, radius, 1)
TNT1 A 1 A_PlaySound("p/megasphere", CHAN_AUTO, 2.0)
goto Super::Effect.Flash

// Skip giving armor if already wearing the red armor.
// Repair the red armor if needed.
IHaveRedArmor.PowUpDefense:
TNT1 A 0 A_JumpIfInventory("BasicArmor", 1, 1)
goto PowUpUpgrade.Defense+2
TNT1 A 0 ACS_NamedExecuteAlways("Armor_CompleteTo", 0, 300)
TNT1 A 0 A_JumpIfInventory("BasicArmor", 1, "Effect.Flash")
goto PowUpUpgrade.Defense+3

IHaveRedArmor:
TNT1 A 0 A_JumpIfInventory("BasicArmor", 1, 1)
goto Effect+2
TNT1 A 0 ACS_NamedExecuteAlways("Armor_CompleteTo", 0, 200)
TNT1 A 0 A_JumpIfInventory("BasicArmor", 1, "Effect.Flash")
goto Effect+3
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6 changes: 5 additions & 1 deletion core/Actors/gameobjects/fpatch_armor.dec
Original file line number Diff line number Diff line change
Expand Up @@ -30,10 +30,14 @@ Actor SteelPlatingArmor_Pickup : CustomInventory {
ARM1 AB 6
loop
Pickup:
TNT1 A 0 A_JumpIf(CallACS("Armor_FullCheck", 0), "Null")
TNT1 A 0 A_TakeInventory("Flag_BlueArmor", 1)
TNT1 A 0 A_TakeInventory("Flag_RedArmor", 1)
TNT1 A 0 A_JumpIf(CallACS("Armor_ArmorShardsOnly") != 1, "JustGiveArmor")
TNT1 A 0 ACS_NamedExecuteAlways("Armor_ReplaceShardsWithArmor", 0)
TNT1 A 0 ACS_NamedExecuteAlways("Armor_ReplaceShardsWithArmor", 0, 0)
stop
JustGiveArmor:
TNT1 A 0 ACS_NamedExecuteAlways("Armor_TemperanceRune", 0, 0)
TNT1 A 0 A_GiveInventory("SteelPlatingArmor", 1)
stop
}
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2 changes: 1 addition & 1 deletion core/Actors/weapons/frenzy_repeater.txt
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Expand Up @@ -381,8 +381,8 @@ ACTOR Repeater_BlastShells : Weapon
TNT1 A 0 A_SetArg(1, CallACS("Repeater_HeatProp", REPEATER_HEATAIM, 5))
TNT1 A 0 A_SetArg(2, CallACS("Repeater_HeatProp", REPEATER_HEATAIM, 1))
TNT1 A 0 A_SetArg(0, CallACS("Repeater_HeatProp", REPEATER_BONUSDMG, 30))
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("InfAmmoCheck"),3)
TNT1 A 0 A_TakeInventory("Cell", 4)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("InfAmmoCheck"),2)
TNT1 A 0 A_TakeInventory("HeavyBullets", 1)
TNT1 A 0 bright A_RailAttack(args[0], 0, false, None, "Cyan", RGF_FullBright | RGF_NOPIERCING, 0, "Gauss_Puff", args[1], args[2], 0, 15)
X5E2 C 2 bright A_RailAttack(args[0], 0, false, None, "cyan", RGF_FullBright, 0, "Gauss_Puff", args[1], args[2], 0, 15)
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4 changes: 2 additions & 2 deletions core/Bars/fullscreen.txt
Original file line number Diff line number Diff line change
Expand Up @@ -32,7 +32,7 @@ statusbar fullscreen, fullscreenoffsets // ZDoom HUD

//ammo
drawimage ammoicon1, -14, -4, centerbottom;
drawnumber 3, STATBIGSNums, untranslated, ammo1, drawshadow, -25, -26;
drawnumber 4, STATBIGSNums, untranslated, ammo1, drawshadow, -25, -26;

isSelected "Repeater"{
drawbar "R_HEAT1", "R_HEAT0", Rep_Heat, vertical, interpolate(5), -110, -25;
Expand Down Expand Up @@ -61,7 +61,7 @@ statusbar fullscreen, fullscreenoffsets // ZDoom HUD
usessecondaryammo
{
drawimage ammoicon2, -14, -22, centerbottom;
drawnumber 3, STATBIGS, untranslated, ammo2, drawshadow, -25, -40;
drawnumber 4, STATBIGS, untranslated, ammo2, drawshadow, -25, -40;
inventorybarnotvisible
{
drawselectedinventory centerbottom, drawshadow, alwaysshowcounter, STATBIGS, -14, -42, -26, -68, untranslated;
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12 changes: 6 additions & 6 deletions core/Bars/standard.txt
Original file line number Diff line number Diff line change
Expand Up @@ -88,21 +88,21 @@ statusbar normal// Standard Doom Status bar
drawnumber 3, StatBigsNums, white, "Buckshot_LoadedShells",alignment(center), drawshadow, 725, 490;
}

drawnumber 3, VERVIBES, DARKGREEN, ammo1capacity, 775, 540;
drawnumber 3, StatBigsNums, GREEN, ammo1,alignment(center), 725, 520,2, RED, 0;
drawnumber 4, VERVIBES, DARKGREEN, ammo1capacity, 775, 540;
drawnumber 4, StatBigsNums, GREEN, ammo1,alignment(center), 725, 520,2, RED, 0;

}
usessecondaryammo
{
//alpha 0.5{DrawImage ammoicon1, 305, 190, none, 10,10;}
//alpha 0.5{DrawImage ammoicon2, 305, 180, none, 10,10;}

drawnumber 3, VERVIBES, DARKGREEN, ammo1capacity, 775, 540;
drawnumber 3, StatBigsNums, GREEN, ammo1,alignment(center), 725, 520, 2, RED, 0;
drawnumber 4, VERVIBES, DARKGREEN, ammo1capacity, 775, 540;
drawnumber 4, StatBigsNums, GREEN, ammo1,alignment(center), 725, 520, 2, RED, 0;


drawnumber 3, VERVIBES, Brown, ammo2capacity, 775, 510;
drawnumber 3, StatBigsNums, Orange, ammo2,alignment(center), 725, 490, 2, RED, 0;
drawnumber 4, VERVIBES, Brown, ammo2capacity, 775, 510;
drawnumber 4, StatBigsNums, Orange, ammo2,alignment(center), 725, 490, 2, RED, 0;
}
}

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1 change: 1 addition & 0 deletions core/CVARINFO.txt
Original file line number Diff line number Diff line change
Expand Up @@ -53,6 +53,7 @@ user bool sfp_part_smoke = false;
user bool sfp_part_casings = false;
user bool sfp_part_junk = false;

server bool sfp_damageperexp = true;

// Champion cvars
server int sfp_champ_onbanned = 0;
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10 changes: 5 additions & 5 deletions core/Language.runes
Original file line number Diff line number Diff line change
Expand Up @@ -7,16 +7,16 @@ FP_RD_RAGERUNE = "Trigger fingers. (x2 Fire Ratio)";
FP_RD_STRENGTHRUNE = "Stronger Fire Power. (x2 Damage UP)";
FP_RD_SPREADRUNE = "Triple-Projectiles. (Triple Shot & Ammo Consumption)";
FP_RD_HighJumpRUNE = "Bigger Leg Impulse. (Jump Height Up)";
FP_RD_DRAINRUNE = "Gain from Pain. (Steal HP and AP)";
FP_RD_DRAINRUNE = "Gain from Pain. (Steal HP)";
FP_RD_REFLECTIONRUNE = "Return to sender. (Mirror Damage)";
FP_RD_HasteRUNE = "Quick Feet. (Speed up)";
FP_RD_HEALTHRUNE = "Bloody health. (More Blood drips & healing)";
FP_RD_AMMUNITIONRUNE = "Lot'sa ammo. (More Satchels, + Partial Ammo Infinity)";
FP_RD_HEALTHRUNE = "Bloody health. (Blood drips drops, +50% heal, +100 MaxHP)";
FP_RD_AMMUNITIONRUNE = "Lot'sa ammo. (Satchels drops, P. Ammo Infinity, Extra ammo cap.)";
FP_RD_FORTUNERUNE = "Lucky bastard. (More Credits & Items drops)";
FP_RD_BLASTRUNE = "Push them off. (Counter Push)";
FP_RD_DEFENSERUNE = "En Garde. (Counter Shield)";
FP_RD_RAMPAGERUNE = "Kill'em all. (Shield + x1.5 DMG UP)";
FP_RD_SOULRUNE = "Anima Harvester. (100 Kills = 1 Soulsphere)";
FP_RD_RESURRECTIONRUNE = "No time to rest. (1 Time Extra-Life)";
FP_RD_TEMPERANCERUNE = "Harder Shell. (Durable Armor)";
FP_RD_GHOSTRUNE = "Stealthy Camo. (Partial Invisibility)";
FP_RD_TEMPERANCERUNE = "Harder Shell. (Armor Shard drops, armor defense up, +100 AP upon armor pickup)";
FP_RD_GHOSTRUNE = "Stealthy Camo. (Partial Invisibility, Never targeted.)";
94 changes: 91 additions & 3 deletions core/MAPINFO.txt
Original file line number Diff line number Diff line change
Expand Up @@ -18,19 +18,16 @@ clearepisodes
episode CF01
{
name = "Combat Frenzy"
noskillmenu
}

episode SD01
{
name = "Survival Defender"
noskillmenu
}

episode SF01
{
name = "Shotgun Frenzy"
noskillmenu
}


Expand Down Expand Up @@ -176,4 +173,95 @@ map TEST lookup "Testing map"
music = "LABHub"
intermusic = "Q4FINAL"
allowrespawn
}

/*
0) Casual (Double ammo, more drop chance)
1) Normal (SFPlus at it's full glory)
2) Tough (Double Damage for demons)
3) Veteran (Fast Move and x2 Damage for Demons)
4) Masochist (Veteran + Less loot + Less drop chance)
*/

ClearSkills

skill Classic {
ACSReturn = 0
MustConfirm = "S.F. unofficial patch 8f's / S.F.+ test versions classic dropset, that means no HP and AP bonuses, no extra loots, no runes, no upgrades (like stimpack & player ups), and no champions. Are you sure?"
name = "Classic"
SpawnFilter = "Normal"
ReplaceActor = "UpgradeCard", ""
ReplaceActor = "Greedsphere", ""
ReplaceActor = "BigGem", ""
ReplaceActor = "SmallGem", ""
ReplaceActor = "Fading_Medikit", ""
ReplaceActor = "Fading_SteelPlatingArmor", ""
ReplaceActor = "Fading_TitaniumArmor", ""
ReplaceActor = "Fading_Medikit", ""
ReplaceActor = "Inventory_TurretShotgun", ""
ReplaceActor = "Inventory_TurretChaingun", ""
}

skill Normal {
ACSReturn = 1
MustConfirm = "Shotgun Frenzy Plus at it's full glory. Are you sure?"
name = "Normal"
SpawnFilter = "Normal"
DefaultSkill
}

skill Hard {
MustConfirm = "x2 damage taken from monsters, x2 monster HP. Are you sure?"
MonsterHealth = 2.0
DamageFactor = 2.0
ACSReturn = 2
name = "Hard"
SpawnFilter = "Normal"
}

skill Turbo {
MustConfirm = "Fast and 50% wilder monsters. Are you sure?"
FastMonsters
Aggressiveness = 0.5
ACSReturn = 3
name = "Turbo"
SpawnFilter = "Normal"
}

skill Misserable {
MustConfirm = "Less loot, 25% less money, prices are 25% inflated. Are you sure?"
ACSReturn = 4
name = "Miserable"
ReplaceActor = "BigGem", "InvisiblePuff"
ReplaceActor = "SmallGem", "InvisiblePuff"
ReplaceActor = "Fading_Medikit", "InvisiblePuff"
ReplaceActor = "Fading_SteelPlatingArmor", "InvisiblePuff"
ReplaceActor = "Fading_TitaniumArmor", "InvisiblePuff"
ReplaceActor = "Fading_Medikit", "InvisiblePuff"
ReplaceActor = "Inventory_Soulsphere", "InvisiblePuff"
ReplaceActor = "Inventory_TurretShotgun", "InvisiblePuff"
ReplaceActor = "Inventory_TurretChaingun", "InvisiblePuff"
SpawnFilter = "Normal"
}

skill Masochist {
MustConfirm = "Hard + Turbo + Disgraceful skill levels in a single skill because you hate yourself. Oh and, no Megasphere and Godsphere. Are you sure?"
MonsterHealth = 2.0
DamageFactor = 1.5
FastMonsters
Aggressiveness = 0.3
ACSReturn = 5
name = "Masochist"
SpawnFilter = "Normal"
ReplaceActor = "BigGem", "InvisiblePuff"
ReplaceActor = "SmallGem", "InvisiblePuff"
ReplaceActor = "Fading_Medikit", "InvisiblePuff"
ReplaceActor = "Fading_SteelPlatingArmor", "InvisiblePuff"
ReplaceActor = "Fading_TitaniumArmor", "InvisiblePuff"
ReplaceActor = "Fading_Medikit", "InvisiblePuff"
ReplaceActor = "Inventory_Soulsphere", "InvisiblePuff"
ReplaceActor = "Inventory_Megasphere", "InvisiblePuff"
ReplaceActor = "Inventory_Godsphere", "InvisiblePuff"
ReplaceActor = "Inventory_TurretShotgun", "InvisiblePuff"
ReplaceActor = "Inventory_TurretChaingun", "InvisiblePuff"
}
19 changes: 19 additions & 0 deletions core/MENUDEF.txt
Original file line number Diff line number Diff line change
Expand Up @@ -31,6 +31,24 @@ ListMenu "EpisodeMenu"
// items will be filled in by MAPINFO
}

ListMenu "SkillMenu"
{
IfGame(Doom, Heretic, Hexen, Strife)
{
NetgameMessage "Disconnect first before starting a single player game."
}

IfGame(Doom, Chex)
{
Position 48, 63
Font "STATBIGS", "Cyan"
StaticText 54, 38, "Pick your Skill modifier"

}
Font "DBIGFONT", "White", "Gold"
// items will be filled in by MAPINFO
}

OptionMenu "SFPlusOptions"{
Title "Shotgun Frenzy Plus Settings"
SubMenu "Game Options", "SFPlus_GameOptions"
Expand Down Expand Up @@ -66,6 +84,7 @@ OptionMenu SFPlus_GameOptions{
Slider "Monster's Extra HP % *", "sfp_monsterhpmult", 0.0, 200.0, 5.0, 0
Slider "Monster's Extra HP over Lv20", "sfp_monsolv20hpmult", 0.0, 200.0, 5.0, 0
Option "Allow AutoSave Items *", "sfp_autosaveitems", "Boolean"
Option "Damage per Experience", "sfp_damageperexp", "Boolean"
StaticText ""
SubMenu "About Game Options", "SFPlusGameOptionHelp"
SafeCommand "Reset Game Options", "sfp_resetGameOptions"
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Binary file modified core/Maps/cf02.wad
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2 changes: 1 addition & 1 deletion core/Source/Core/f_FinalF.acs
Original file line number Diff line number Diff line change
Expand Up @@ -430,7 +430,7 @@ script 125 (int l_Condition)
log(s:"Core protection Bonus: +", d:g_SkillScore, s:" %");
}
if(p_TotalPlayerDeaths == 0) log(s:"No deaths! +", d:30, s:"%");
else log(s:"Players Died: ", d:p_TotalPlayerDeaths, s:" times. ", s:"-", d:((p_TotalPlayerDeaths / n_players)*2), s:"%");
else log(s:"Players Died: ", d:p_TotalPlayerDeaths, s:" times. ", s:"-", d:(death_skill_discount), s:"%");
log(s:"Skill Percent: ", d:g_finalSkillScore, s:" %");
} else {
g_FinalSkillScore = 0;
Expand Down
19 changes: 11 additions & 8 deletions core/Source/Core/f_IntDB.acs
Original file line number Diff line number Diff line change
Expand Up @@ -120,14 +120,13 @@ int p_Streak[INTDB_MAXPLAYERS];
int p_StreakHi[INTDB_MAXPLAYERS];
int p_StreakLevel[INTDB_MAXPLAYERS];
int p_EliteMode[INTDB_MAXPLAYERS];
int p_DmgtoExp[INTDB_MAXPLAYERS];
int p_KSHUD[INTDB_MAXPLAYERS];
int p_TipQue[10];
int p_TipProcess[10];// Timer signal (True if the tip is using a timed or process script)

int p_TotalPlayerDeaths;
int p_Combo[INTDB_MAXPLAYERS];
int p_SplatCombo[INTDB_MAXPLAYERS];
int p_UpgradeStack[INTDB_MAXPLAYERS]; // soon to be redundant
//int p_Combo[INTDB_MAXPLAYERS]; Eh, ks are cooler :)
int p_TankSlot[INTDB_MAXPLAYERS]; // player tank status
int p_KickSlot[INTDB_MAXPLAYERS];
int p_LastWeap[INTDB_MAXPLAYERS];//for the autowep switching feature
Expand Down Expand Up @@ -277,13 +276,17 @@ script "SFPlus_InitializeEverything" OPEN{
SFPlus_DefineWeapons();
SFPlus_DefineItems();
SFPlus_DefineTechs();
SFPlus_DefineStimUps();
SFPlus_DefineRunes();


If(GameSkill() != 0){
SFPlus_DefineStimUps();
SFPlus_DefineRunes();
SFPlus_DefinePlayUps();
}
SFPlus_DefineMechUps();
ProgTip_Init();
delay(1); // give this tic to the map default variables.
SFPlus_DefineMechUps();
SFPlus_DefinePlayUps();


InitDB_ReadConsole(); // Read the console if the server needs customized variables.
g_Initialized = true;
}
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3 changes: 3 additions & 0 deletions core/Source/Core/fp_itemDr.acs
Original file line number Diff line number Diff line change
Expand Up @@ -255,6 +255,9 @@ function void ItemDr_MonsterDrop(int monsterClass)


function int ItemDr_RuneDrops(str rune, str drop, int min, int max, int monsterClass) {

if(GameSkill() == 0) return 0;

bool spawn_fx = 0;
int chance = (5 + monsterClass*2) * 1.0;
if(CheckActorInventory(GetActorProperty(ActivatorTID(), APROP_TargetTID), "RuneFortune")){
Expand Down

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