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ZMAPINFO.txt
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ZMAPINFO.txt
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gameinfo
{
menufontcolor_title = "j1"
menufontcolor_label = "l5"
menufontcolor_value = "f0"
menufontcolor_action = "a4"
menufontcolor_header = "w3"
menufontcolor_highlight = "w1"
menufontcolor_selection = "c1"
infopage = "DCYINFO1", "DCYINFO2"
dimcolor = "Black"
dimamount = 0.6
cursorpic = "DCYC0RSU"
statscreen_single = "DCY_Intermission"
messageboxclass = "DCY_MessageBox"
addeventhandlers = "DCY_notHudMessageHandler", "CyberaugumentedEventHandler", "DCY_Interceptor", "CyberaugumentedStartupHandler", "PlayerControlsDCY"
StatusBarClass = "DCyb_HUD"
BackpackType = "DCY_Backpack"
playerclasses = "CyberaugumentedProtagonist"
Endoom = "DCY_BYEBYE.bin"
Border = 8, 8, "VANTABTR", "VANTABT", "VANTABTL", "VANTABR", "VANTABL", "VANTABBR", "VANTABB", "VANTABBL"
BorderFlat = "VANTAHUD"
quitmessages = "lmfao"
PickupColor = "1e48c7"
HelpMenuClass = "ReadThisMenu"
}
clearskills
//Easy Difficulties
skill DCY_Ez
{
AutoUseHealth
AmmoFactor = 2
DamageFactor = 0.5
TextColor = "l7"
EasyBossBrain
SpawnFilter = 2
Name = "Tiny Sightseer"
Key = "i"
}
//Easy Difficulty
skill DCY_Normal
{
TextColor = "l5"
SpawnFilter = 3
Name = "Just The Begining"
Key = "h"
}
//U-V Difficulty
skill DCY_UV
{
TextColor = "p7"
SpawnFilter = 4
Name = "Ravaging Carnage"
Key = "u"
DefaultSkill
}
//Nightmare Difficulty
skill DCY_Insane
{
AmmoFactor = 2
ACSReturn = 4
TextColor = "w9"
FastMonsters
RespawnTime = 12
SpawnFilter = 5
Name = "Pure Disruption"
MustConfirm = "Just like DOOM's nightmare. Maybe this is too meta."
Key = "n"
}
//Hard Difficulty
skill DCY_Deadly
{
TextColor = "j8"
SpawnFilter = 4
Name = "OVER TURNED"
NoInfighting
MustConfirm = "Monsters cannot infight now. Have fun."
}
//Harder Difficulty
skill HOLYFUCK
{
TextColor = "v6"
AmmoFactor = 2
ACSReturn = 4
FastMonsters
SpawnFilter = 4
RespawnTime = .5
monsterHealth = .5
NoInfighting
Name = "Demise Incarnate"
MustConfirm = "Here comes the danger zone."
}
//New Cast Call
Intermission Doom2Cast //replaces the standard cast call
{
Cast //first enemy
{
CastClass = "DCY_Zombe" //class name
CastName = "Familliar Foe" //name that shows
AttackSound = "Missile", 1, "grunt/attack" //attack state ("Missile") + sound ("grunt/attack") and when to play it (1)
}
Cast //second enemy
{
CastClass = "DCY_AutomatonSupervisor"
CastName = "Possessed Androids"
AttackSound = "Laser", 2, "AUTOLASR"
}
Cast //second enemy
{
CastClass = "DCY_Manes"
CastName = "Occult"
AttackSound = "Breath", 1, "manes/pain"
}
Cast //second enemy
{
CastClass = "DCY_Fusillade"
CastName = "Conflagration"
AttackSound = "Missile", 3, "BLERGH"
AttackSound = "Melee", 3, "Fusillade/Melee"
}
Cast //second enemy
{
CastClass = "DCY_Contaminated"
CastName = "Bloodlust"
AttackSound = "Vomit", 3, "dcyvomitblood"
}
Cast
{
CastClass = "DCY_Wretched"
CastName = "Phantasmic"
}
Cast
{
CastClass = "DCY_GloomKnight"
CastName = "Malignance"
}
Cast
{
CastClass = "DCY_Tagati"
CastName = "Disarray"
}
Cast
{
CastClass = "DCY_Chrysalis"
CastName = "Avarice"
AttackSound = "Missile", 1, "Chrysalis/Laser"
}
Cast
{
CastClass = "DCY_Inscrutable"
CastName = "Abyss"
}
Cast
{
CastClass = "DCY_Overdemoniac"
CastName = "Argent Infused"
}
Cast
{
CastClass = "DCY_TheristisPsichisl"
CastName = "Mindfuck"
}
Cast
{
CastClass = "DCY_DestructiveEarl"
CastName = "War and Destruction"
}
//and so on
Link = Doom2Cast //then restart it
}