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read commit desc, handful of things
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- default NashgoreBlood for bloodtype on PB_Monster
- implement stat screen by ADMERAL from EVP
- PDA esque sounds for the stat screen, possibly replace in the future alongside the actual PDA
- HIGHLIGHT: Difficulties redone, no more questioning whether youre playing on hard or some weird mishmash of things, just 4 difficulties now, one of which is perfect for showing you children PB on
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popguy12 committed Feb 24, 2024
1 parent 1d79bc5 commit 13bc8d3
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Showing 22 changed files with 281 additions and 94 deletions.
2 changes: 2 additions & 0 deletions CVARINFO
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Expand Up @@ -500,6 +500,8 @@ user bool pb_showammolist = true;
user float pb_messagesize = 1.0;
nosave user bool pb_newmugshot = true;

nosave server bool pbcv_inter = true;

// Spawner Stuff
// MapsBeatenCounter
server noarchive bool CanGive = false;
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Binary file added GRAPHICS/intnone.png
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10 changes: 10 additions & 0 deletions SNDINFO.txt
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Expand Up @@ -1090,3 +1090,13 @@ ironsight1 IRONSIT1
ironsight2 IRONSIT2
ironsight3 IRONSIT3
ironsight4 IRONSIT4

inter_endmap "SOUNDS/PDA/StatScreen/endmap.mp3"
inter_next "SOUNDS/PDA/StatScreen/next.mp3"
inter_count "SOUNDS/PDA/StatScreen/count.mp3"
inter_stop "SOUNDS/PDA/StatScreen/stop.mp3"
inter_maxkills "SOUNDS/PDA/StatScreen/maxkills.mp3"
inter_maxitems "SOUNDS/PDA/StatScreen/maxitems.mp3"
inter_maxsecrets "SOUNDS/PDA/StatScreen/maxsecrets.mp3"
inter_perfect "SOUNDS/PDA/StatScreen/perfect.mp3"
inter_nextlevel "SOUNDS/PDA/StatScreen/nextlevel.mp3"
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1 change: 1 addition & 0 deletions ZSCRIPT.zc
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Expand Up @@ -12,6 +12,7 @@ const MAXITERATIONS = 32676;
#include "zscript/PBPDA.zc"
#include "zscript/PB_Hud.zs"
#include "zscript/PB_HudMessages.zs"
#include "zscript/PB_StatScreen.zs"
#include "zscript/Player/PlayerPawn.zc"
#include "zscript/Player/ZSPlayer.zsc"
#include "zscript/PlayerStats/GlobalStats.zsc"
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145 changes: 56 additions & 89 deletions zmapinfo.txt
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Expand Up @@ -13,112 +13,79 @@ ClearSkills

Skill baby
{
AmmoFactor = 2
DamageFactor = 0.5
MonsterHealth = 0.5
EasyBossBrain
SlowMonsters
SpawnFilter = Baby
Textcolor = Green
//DisableCheats
Name = "Power Fantasy"
MustConfirm = "The recommended difficulty for the dead. Press Y to Continue or N to Select another Skill level."
}

Skill easy
{
AmmoFactor = 1
DamageFactor = 0.75
MonsterHealth = 0.75
SpawnFilter = Easy
Textcolor = Green
//DisableCheats
Name = "Can I Play Daddy?"
MustConfirm = "The recommended difficulty for kids. Press Y to Continue or N to Select another Skill level."
AmmoFactor = 1
DamageFactor = 0.25
MonsterHealth = 0.5
EasyBossBrain
SlowMonsters
EasyKey
SpawnFilter = easy
Textcolor = Blue
Name = "Bring Your Child To Hell Day"
MustConfirm = "Easy\
---\
Keys are visible in Automap\
75% Damage reduction\
50% Enemy Health reduction\
---\
The difficulty for letting your children play."
}

Skill normal
{
AmmoFactor = 1
DamageFactor = 0.90
MonsterHealth = 0.90
SpawnFilter = Normal
Textcolor = Gold
//DisableCheats
Name = "Harsh"
MustConfirm = "The recommended difficulty for newcomers to Project Brutality. Press Y to Continue or N to Select another Skill level."
{
DefaultSkill
SpawnFilter = Hard
Textcolor = Green
Name = "Normal Violence"
MustConfirm = "Normal\
---\
Most Stock of Stock gameplay.\
---\
The Baseline intended difficulty."
}

Skill Hard
{
AmmoFactor = 1
DamageFactor = 1.0
// Aggressiveness = .10
SpawnFilter = Hard
Textcolor = Yellow
//DisableCheats
Name = "Brutal"
MustConfirm = "The true Project Brutality experience. Press Y to Continue or N to Select another Skill level."
}

Skill Brutal
{
AmmoFactor = 1
DamageFactor = 1.25
SpawnFilter = Nightmare
Aggressiveness = 0.10
//DisableCheats
Textcolor = "Orange"
Name = "Man and a Half"
MustConfirm = "Your enemies are significantly more aggressive, inflict more damage, and are very proficient. Press Y to Continue or N to Select another Skill level."

}

Skill Superbad
{
AmmoFactor = 1
DamageFactor = 1.0
FastMonsters
SpawnFilter = Nightmare
Textcolor = "Dark Red"
//DisableCheats
Name = "12 on 10 Point Scale of Bad"
MustConfirm = "Your enemies are significantly faster. Press Y to Continue or N to Select another Skill level."
}

Skill BlackMetal
{
AmmoFactor = 1
DamageFactor = 1.25
MonsterHealth = 1.20
SpawnFilter = Nightmare
Aggressiveness = 0.15
//DisableCheats
Name = "I AM THE PAINKILLER!!!"
Textcolor = "Reddish Brick"
MustConfirm = "Your enemies have 20% more health, are extremely aggressive, and inflict more damage. Press Y if you can take it!"
DamageFactor = 1.2
Aggressiveness = 0.5
SpawnFilter = Hard
Textcolor = Yellow
Name = "Ultra-Violence??"
MustConfirm = "Hard\
---\
20% More damage\
50% More aggressive monsters\
---\
The true Project Brutality experience for skilled players."
}

Skill HELL
{
AmmoFactor = 1
DamageFactor = 1.50
MonsterHealth = 1.20
FastMonsters
Aggressiveness = 0.20
SpawnFilter = Nightmare
Textcolor = Red
//DisableCheats
// PicName = "M_NMARE"
name = "Last Man on Earth"
mustconfirm = "The monsters you will face came straight out of the depths of hell. You will learn to fear and respect what true terror is. Press Y to start your death wish."
DamageFactor = 1.5
MonsterHealth = 1.50
FastMonsters
Aggressiveness = 1.0
SpawnFilter = Nightmare
Textcolor = Red
name = "Im Too Old To Live"
mustconfirm = "Nightmare\
---\
50% More Damage\
Fast Monsters\
100% More aggressive monsters\
50% More enemy health\
\
No respawns (Thankfully)\
---\
Fuck you."
}


GameInfo
{
PrecacheClasses = "BlackHole"
StatusBarClass = "PB_Hud_ZS"
StatusBarClass = "PB_Hud_ZS"
StatScreen_Single = "PB_DoomStatusScreen"
DimColor = "Black"
DimAmount = 0.70
NoRandomPlayerClass = True
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1 change: 0 additions & 1 deletion zscript/Monsters/Imps/Imp.zc
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Expand Up @@ -12,7 +12,6 @@ Class PB_Imp1 : PB_Monster// Replaces DoomImp
PainSound "imp/pain";
DeathSound "imp/death";
ActiveSound "imp/active";
BloodType "NashGoreBlood", "NashGoreBlood", "NashGoreBlood";
Health 100;
PainChance 200;
PainChance "Avoid", 64;
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1 change: 1 addition & 0 deletions zscript/Monsters/PBMonster.zsc
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Expand Up @@ -341,6 +341,7 @@ class PB_Monster : Actor abstract
+JUMPDOWN;
+MISSILEMORE
+MISSILEEVENMORE
BloodType "NashGoreBlood", "NashGoreBlood", "NashGoreBlood";
PB_Monster.CanIRoll true;
PB_Monster.CanIFallback true;
PB_Monster.MonDMGMult 1.25, 1.1, 0.70, 1.0, 0.95, 0.80;
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1 change: 0 additions & 1 deletion zscript/Monsters/Sergeants/ZombieSergeant.zc
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Expand Up @@ -15,7 +15,6 @@ Class PB_ShotgunGuy : PB_Monster
PainSound "monsters/zombie/pain";
DeathSound "monsters/zombie/death";
ActiveSound "monsters/zombie/searching";
BloodType "NashGoreBlood", "NashGoreBlood", "NashGoreBlood";
Health 90;
PainChance 200;
PainChance "Avoid", 200;
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1 change: 0 additions & 1 deletion zscript/Monsters/Special/BossBrain.zc
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Expand Up @@ -7,7 +7,6 @@ Class PB_BossBrain : PB_Monster replaces BossBrain
Mass 100;
PainSound "monsters/zombie/pain";
DeathSound "monsters/zombie/death";
BloodType "NashGoreBlood", "NashGoreBlood", "NashGoreBlood";
Health 3000;
PainChance 255;
PainChance "Avoid", 64;
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1 change: 0 additions & 1 deletion zscript/Monsters/ZombieMen/ZombieMan.zc
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Expand Up @@ -14,7 +14,6 @@ Class PB_ZombieMan : PB_Monster
PainSound "monsters/zombie/pain";
DeathSound "monsters/zombie/death";
ActiveSound "monsters/zombie/searching";
BloodType "NashGoreBlood", "NashGoreBlood", "NashGoreBlood";
Health 80;
PainChance 200;
PainChance "Avoid", 150;
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1 change: 0 additions & 1 deletion zscript/Monsters/ZombieMen/ZombieScientist.zc
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Expand Up @@ -16,7 +16,6 @@ Class PB_ZombieScientist : PB_Monster
PainSound "monsters/zombie/pain";
DeathSound "monsters/zombie/death";
ActiveSound "monsters/zombie/searching";
BloodType "NashGoreBlood", "NashGoreBlood", "NashGoreBlood";
Health 110;
PainChance 128;
PainChance "Avoid", 255;
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