=========================================================================== Archive Maintainer : n/a Update to : n/a Advanced engine needed : (G)ZDoom, Skulltag Primary purpose : Single+Coop play / No levels included =========================================================================== Title : We All Have to Die Filename : WAHD.WAD Release date : 07-18-12 Author : DeumReaper Email Address : deumreaper@yahoo.com Other Files By Author : n/a Misc. Author Info : n/a Description : A Hexen gameplay mod inspired by the arcade classic "Gauntlet." Includes health degeneration, raised health limit, and unlimited mana. Additional Credits to : Raven, id Software, ZDoom wiki =========================================================================== * What is included * New levels : None Sounds : No Music : No Graphics : No Dehacked/BEX Patch : No Demos : No Other : DECORATE, SBARINFO, and ACS script Other files required : n/a * Play Information * Game : HEXEN Map # : n/a Single Player : Designed for Cooperative 2-4 Player : Designed for Deathmatch 2-4 Player : No Other game styles : Skulltag multiplayer Difficulty Settings : Not implemented * Construction * Base : New from scratch Build Time : 20 days Editor(s) used : Doom Builder 2, XWE Known Bugs : n/a May Not Run With : ZDaemon Tested With : ZDoom 2.5.0, 2.6.0; GZDoom 1.5.06; Skulltag 98d * Copyright / Permissions * Authors MAY use the contents of this file as a base for modification or reuse. Permissions have been obtained from original authors for any of their resources modified or included in this file. You MAY distribute this file, provided you include this text file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. I have received permission from the original authors of any modified or included content in this file to allow further distribution. * Where to get the file that this text file describes * The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors Web sites: n/a FTP sites: n/a Gameplay changes: -Every 40 tics (about 1.14 seconds) the player's health is reduced by 1. While the players health is yellow (above 25) there is no pain flash and sound, and the Icon of the Defender powerup does not prevent this damage. However, when the player's health reaches red (below 26) the player takes 1 normal damage, and the Icon powerup does prevent this damage while it is activated. -The player's max health is increased to 999. -Quartz Flasks automatically gives 25 health when picked up, and the Mystic Urns automatically gives 100 health when picked up. If the player's health is at 999 at the time of pickup, these powerups will not be picked up until the health is lower. They do not go into the player's inventory at all. -Every weapon for each class besides the starting weapon do not use any mana when firing. If a player picks up a weapon that does not belong to the player's current class, or one that the player has already acquired, then that weapon will be picked up anyways, with no other effect. -A custom SBARINFO lump that modifys the default status bar. This replaces the mana bars with a grey background. -All of the pickup items that involve mana (Blue/Green/Combined Mana and the Krater of Might) have been removed from the map. Credits: -Raven Software for developing Hexen -id Software for developing the Doom engine -ZDoom wiki for providing the resources and knowledge in ZDoom's DECORATE, ACS, and SBARINFO scripting systems. ACS Script (Uncompiled Code): #library "wahdlib" #include "zcommon.acs" //Sets max health to 999 script 799 ENTER { SetActorProperty(0, APROP_SpawnHealth, 999); } //Player has health degeneration script 800 ENTER { //If Health is 26 or above only current health number is //decreasing //Icon of the Defender does not prevent degeneration while(GetActorProperty (0, APROP_Health) >= 26) { int php = GetActorProperty (0, APROP_Health); SetActorProperty(0, APROP_Health, php-1); Delay (40); } //If Health is 25 or below and the status bar health numbers //are red, player takes 1 damage constantly //Icon of the Defender prevents degeneration while activated while(GetActorProperty (0, APROP_Health) <= 26) { Thing_Damage(0,1,0); Delay (40); } Delay (40); Restart; }