; $Header: /fridge/cvs/xscorch/data/weapons.def,v 1.28 2003/03/01 20:18:50 jacob Exp $ ; ; weapons.def ; This is the default xscorch weapons definition file. ; NoWeapon = weapons_class { ; DO NOT REMOVE THIS WEAPON weaponName = "No Weapon"; description = "A great big empty void of nothingness." armsLevel = 0; price = 0; bundle = 0; radius = 0; force = 0; liquid = 0; scatter = 0; children = 0; angularWidth = 0.0; useless = true; indirect = false; stateFlags = "null"; ; phoenixFlags = ""; ; phoenixChild = ""; }; BabyMissile = weapons_class { ; DO NOT REMOVE THIS WEAPON weaponName = "Baby Missile"; description = "A small triple turret capable missile that tanks have in near infinite supply."; armsLevel = 0; price = 0; bundle = 1; radius = 20; force = 400; liquid = 0; scatter = 0; children = 0; useless = false; indirect = false; stateFlags = "triple"; }; Missile = weapons_class { weaponName = "Missile"; description = "A fairly large and inexpensive triple turret capable conventional missile."; armsLevel = 0; price = 1875; bundle = 5; radius = 40; force = 800; liquid = 0; scatter = 0; children = 0; useless = false; indirect = false; stateFlags = "triple"; }; BabyNuke = weapons_class { weaponName = "Baby Nuke"; description = "A missile with a miniature tactical nuclear warhead."; armsLevel = 2; price = 10000; bundle = 3; radius = 80; force = 1600; liquid = 0; scatter = 0; children = 0; useless = false; indirect = false; stateFlags = "plasma"; }; Nuke = weapons_class { weaponName = "Nuke"; description = "A missile with a tactical nuclear warhead."; armsLevel = 3; price = 12000; bundle = 1; radius = 150; force = 3000; liquid = 0; scatter = 0; children = 0; useless = false; indirect = false; stateFlags = "plasma"; }; LeapFrog = weapons_class { weaponName = "Leap Frog"; description = "When this missile detonates the first two times, it shoots out a new one."; armsLevel = 2; price = 10000; bundle = 2; radius = 60; force = 1200; liquid = 0; scatter = 0; children = 2; useless = false; indirect = false; phoenixFlags = "chain, at_land"; phoenixChild = "Baby Nuke"; }; FunkyBomb = weapons_class { weaponName = "Funky Bomb"; description = "The funky bomb is a very unpredictable cluster bomb."; armsLevel = 4; price = 7000; bundle = 2; radius = 60; force = 1200; liquid = 0; scatter = 9; children = 12; useless = false; indirect = false; stateFlags = "plasma"; phoenixFlags = "spider, at_land"; phoenixChild = "Missile"; }; MIRV = weapons_class { weaponName = "MIRV"; description = "Multiple Independantly targetable Re-entry Vehicle."; armsLevel = 1; price = 10000; bundle = 3; radius = 40; force = 800; liquid = 0; scatter = 3; children = 5; useless = false; indirect = false; phoenixFlags = "scatter, at_apex"; phoenixChild = "Missile"; }; BMMChild = weapons_class { weaponName = "BMM Child"; description = "[ this weapon exists only as an intermediate form ]"; armsLevel = 4; price = 0; bundle = 0; radius = 50; force = 1000; liquid = 0; scatter = 5; children = 5; useless = false; indirect = true; phoenixFlags = "scatter, at_rand"; phoenixChild = "Missile"; }; BlackMarketMIRV = weapons_class { weaponName = "Black Market MIRV"; description = "A very unpredictable MIRV style bomb."; armsLevel = 4; price = 15000; bundle = 3; radius = 100; force = 2000; liquid = 0; scatter = 3; children = 3; useless = false; indirect = false; stateFlags = "plasma"; phoenixFlags = "scatter, at_rand"; phoenixChild = "BMM Child"; }; DeathsHead = weapons_class { weaponName = "Death's Head"; description = "A very large MIRV with nine nuclear warheads!"; armsLevel = 4; price = 20000; bundle = 1; radius = 80; force = 1600; liquid = 0; scatter = 5; children = 9; useless = false; indirect = false; phoenixFlags = "scatter, at_apex"; phoenixChild = "Baby Nuke"; }; Annihilator = weapons_class { weaponName = "Annihilator"; description = "A missile with a huge tactical nuclear warhead."; armsLevel = 4; price = 24000; bundle = 1; radius = 200; force = 4000; liquid = 0; scatter = 0; children = 0; useless = false; indirect = false; stateFlags = "plasma"; }; ; This weapon is a debugging weapon only. ; If you really want to use it, enable the ; developer arms level (arms level = 5) by ; editing your ~/.xscorch/config file. TheChaos = weapons_class { weaponName = "The Chaos"; description = "`And the beast shall come forth surrounded by a roiling cloud of vengence...'"; armsLevel = 5; price = 5000000; bundle = 1; radius = 200; force = 4000; liquid = 0; scatter = 15; children = 15; useless = false; indirect = false; phoenixFlags = "scatter, at_apex"; phoenixChild = "Death's Head"; }; ; Don't even _think_ about enabling this one... ; Keep it around though, will delete once done ; with testing, it illustrates an important ; problem in interleave mode. TheChaos2 = weapons_class { weaponName = "The Chaos^2"; description = "We are in the final days. My time is come! Glory glory! What do you think? 5.1?"; ; -- The Master, ``Prophecy Girl'' armsLevel = 6; price = 9999999; bundle = 1; radius = 200; force = 4000; liquid = 0; scatter = 15; children = 15; useless = false; indirect = false; phoenixFlags = "scatter, at_apex"; phoenixChild = "The Chaos"; }; Napalm = weapons_class { weaponName = "Napalm"; description = "A small globe filled with jellied gasoline."; armsLevel = 2; price = 10000; bundle = 10; radius = 13; force = 60; liquid = 256; scatter = 0; children = 0; useless = false; indirect = false; stateFlags = "liquid"; }; HotNapalm = weapons_class { weaponName = "Hot Napalm"; description = "A large globe filled with jet fuel."; armsLevel = 3; price = 50000; bundle = 2; radius = 13; force = 160; liquid = 3072; scatter = 0; children = 0; useless = false; indirect = false; stateFlags = "liquid"; }; BlackRain = weapons_class { weaponName = "Black Rain"; description = "Looking up, you see a flock of birds. No wait! Those aren't birds..."; armsLevel = 4; price = 30000; bundle = 2; radius = 20; force = 500; liquid = 0; scatter = 7; children = 7; useless = false; indirect = false; phoenixFlags = "scatter, at_apex"; phoenixChild = "Napalm"; }; MrNapalm = weapons_class { weaponName = "Mr. Napalm"; description = "You know, it's like Mr. Fusion... only..."; armsLevel = 6; price = 3000000; bundle = 2; radius = 20; force = 500; liquid = 0; scatter = 15; children = 15; useless = false; indirect = false; phoenixFlags = "scatter, at_apex"; phoenixChild = "Black Rain"; }; Tracer = weapons_class { weaponName = "Tracer"; description = "A missile with no warhead. Pretty useless."; armsLevel = 0; price = 10; bundle = 20; radius = 0; force = 0; liquid = 0; scatter = 0; children = 0; useless = true; indirect = false; }; SmokeTracer = weapons_class { weaponName = "Smoke Tracer"; description = "A missile with no warhead that leaves a trail of smoke."; armsLevel = 0; price = 500; bundle = 10; radius = 0; force = 0; liquid = 0; scatter = 0; children = 0; useless = true; indirect = false; stateFlags = "smoke"; }; ShieldSapper = weapons_class { weaponName = "Shield Sapper"; description = "A missile with a warhead designed to drain shields it hits directly."; armsLevel = 3; price = 2500; bundle = 5; radius = 0; force = 0; liquid = 0; scatter = 0; children = 0; useless = false; indirect = false; stateFlags = "sapper"; }; RollerTest = weapons_class { weaponName = "Roller Tester"; description = "A roller without a warhead, for testing only."; armsLevel = 6; price = 100; bundle = 10; radius = 0; force = 0; liquid = 0; scatter = 0; children = 1; useless = true; indirect = false; stateFlags = "roller"; phoenixFlags = "convert, at_land"; phoenixChild = "Tracer"; }; BabyRoller = weapons_class { weaponName = "Baby Roller"; description = "A weapon that rolls downhill and then detonates a small warhead."; armsLevel = 2; price = 5000; bundle = 10; radius = 20; force = 400; liquid = 0; scatter = 0; children = 1; useless = false; indirect = false; stateFlags = "roller"; phoenixFlags = "convert, at_land"; phoenixChild = "Baby Missile"; }; Roller = weapons_class { weaponName = "Roller"; description = "A weapon that rolls downhill and then detonates a warhead."; armsLevel = 2; price = 6000; bundle = 5; radius = 40; force = 800; liquid = 0; scatter = 0; children = 1; useless = false; indirect = false; stateFlags = "roller"; phoenixFlags = "convert, at_land"; phoenixChild = "Missile"; }; HeavyRoller = weapons_class { weaponName = "Heavy Roller"; description = "A weapon that rolls downhill and then detonates a large warhead."; armsLevel = 3; price = 6750; bundle = 2; radius = 90; force = 1800; liquid = 0; scatter = 0; children = 1; useless = false; indirect = false; stateFlags = "roller"; phoenixFlags = "convert, at_land"; phoenixChild = "Baby Nuke"; }; RiotCharge = weapons_class { weaponName = "Riot Charge"; description = "Clears dirt from a small wedge-shaped area in front of the tank."; armsLevel = 2; price = 2000; bundle = 10; radius = 72; force = 0; liquid = 0; scatter = 0; children = 0; angularWidth = 60.0; useless = false; indirect = false; stateFlags = "riot"; phoenixFlags = "detonate, at_tank"; }; RiotBlast = weapons_class { weaponName = "Riot Blast"; description = "Clears dirt from a large wedge-shaped area in front of the tank."; armsLevel = 3; price = 5000; bundle = 5; radius = 120; force = 0; liquid = 0; scatter = 0; children = 0; angularWidth = 60.0; useless = false; indirect = false; stateFlags = "riot"; phoenixFlags = "detonate, at_tank"; }; RiotBomb = weapons_class { weaponName = "Riot Bomb"; description = "A bomb that clears dirt instead of damaging players."; armsLevel = 3; price = 5000; bundle = 5; radius = 60; force = 0; liquid = 0; scatter = 0; children = 0; useless = false; indirect = false; stateFlags = "riot"; }; HeavyRiotBomb = weapons_class { weaponName = "Heavy Riot Bomb"; description = "A bomb that clears lots of dirt instead of damaging players."; armsLevel = 3; price = 4750; bundle = 2; radius = 90; force = 0; liquid = 0; scatter = 0; children = 0; useless = false; indirect = false; stateFlags = "riot"; }; BabyDigger = weapons_class { ; weaponName = "Baby Digger"; weaponName = "!Baby Digger"; ; This weapon is currently not supported. ; requires underground digging capability, partially written. ; armsLevel = 0; armsLevel = 5; price = 3000; bundle = 10; radius = 0; force = 0; liquid = 0; scatter = 0; children = 0; useless = false; indirect = false; stateFlags = "digger"; phoenixFlags = "convert, at_land"; phoenixChild = "Tracer"; }; Digger = weapons_class { ; weaponName = "Digger"; weaponName = "!Digger"; ; This weapon is currently not supported. ; requires underground digging capability, partially written. ; armsLevel = 0; armsLevel = 5; price = 2500; bundle = 5; radius = 0; force = 0; liquid = 0; scatter = 0; children = 0; useless = false; indirect = false; stateFlags = "digger"; phoenixFlags = "convert, at_land"; phoenixChild = "Tracer"; }; HeavyDigger = weapons_class { ; weaponName = "Heavy Digger"; weaponName = "!Heavy Digger"; ; This weapon is currently not supported. ; requires underground digging capability, partially written. ; armsLevel = 1; armsLevel = 5; price = 6750; bundle = 2; radius = 0; force = 0; liquid = 0; scatter = 0; children = 0; useless = false; indirect = false; stateFlags = "digger"; phoenixFlags = "convert, at_land"; phoenixChild = "Tracer"; }; BabySandhog = weapons_class { ; weaponName = "Baby Sandhog"; weaponName = "!Baby Sandhog"; ; This weapon is currently not supported. ; requires underground digging capability, partially written. ; armsLevel = 0; armsLevel = 5; price = 10000; bundle = 10; radius = 0; force = 0; liquid = 0; scatter = 0; children = 0; useless = true; indirect = false; }; Sandhog = weapons_class { ; weaponName = "Sandhog"; weaponName = "!Sandhog"; ; This weapon is currently not supported. ; requires underground digging capability, partially written. ; armsLevel = 0; armsLevel = 5; price = 16750; bundle = 5; radius = 0; force = 0; liquid = 0; scatter = 0; children = 0; useless = true; indirect = false; }; HeavySandhog = weapons_class { ; weaponName = "Heavy Sandhog"; weaponName = "!Heavy Sandhog"; ; This weapon is currently not supported. ; requires underground digging capability, partially written. ; armsLevel = 1; armsLevel = 5; price = 25000; bundle = 2; radius = 0; force = 0; liquid = 0; scatter = 0; children = 0; useless = true; indirect = false; }; DirtClod = weapons_class { weaponName = "Dirt Clod"; description = "Drop a small chunk of dirt on someone."; armsLevel = 0; price = 5000; bundle = 10; radius = 40; force = 0; liquid = 0; scatter = 0; children = 0; useless = false; indirect = false; stateFlags = "dirt"; }; DirtBall = weapons_class { weaponName = "Dirt Ball"; description = "Drop a chunk of dirt on someone."; armsLevel = 0; price = 5000; bundle = 5; radius = 70; force = 0; liquid = 0; scatter = 0; children = 0; useless = false; indirect = false; stateFlags = "dirt"; }; TonOfDirt = weapons_class { weaponName = "Ton of Dirt"; description = "Drop a large chunk of dirt on someone."; armsLevel = 1; price = 6750; bundle = 2; radius = 140; force = 0; liquid = 0; scatter = 0; children = 0; useless = false; indirect = false; stateFlags = "dirt"; }; LiquidDirt = weapons_class { weaponName = "Liquid Dirt"; description = "Drop a bunch of mud on someone."; armsLevel = 2; price = 5000; bundle = 10; radius = 13; force = 0; liquid = 384; scatter = 0; children = 0; useless = false; indirect = false; stateFlags = "dirt, liquid"; };