2011-08-24 14:14:44 +02:00
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/*
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Project: Starfighter
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Copyright (C) 2003 Parallel Realities
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2015-03-01 21:37:32 +01:00
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Copyright (C) 2011, 2012 Guus Sliepen
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Copyright (C) 2015 Julian Marchant
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2011-08-24 14:14:44 +02:00
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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2015-02-26 17:20:36 +01:00
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as published by the Free Software Foundation; either version 3
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2011-08-24 14:14:44 +02:00
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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2015-02-26 17:20:36 +01:00
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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2011-08-24 14:14:44 +02:00
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You should have received a copy of the GNU General Public License
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2015-02-26 17:20:36 +01:00
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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2011-08-24 14:14:44 +02:00
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*/
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#include "Starfighter.h"
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2015-03-05 03:30:23 +01:00
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int main(int argc, char **argv)
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2011-08-24 14:14:44 +02:00
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{
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2015-03-05 03:30:23 +01:00
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bool cheatAttempt;
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int cheatCount;
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int section;
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2015-02-27 20:53:23 +01:00
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if (chdir(DATADIR) == -1)
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printf("Warning: failed to change directory to \"%s\"\n", DATADIR);
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2012-02-27 15:33:58 +01:00
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2011-08-24 14:14:44 +02:00
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defineGlobals(); // Must do this first!
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2015-03-05 03:30:23 +01:00
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cheatAttempt = false;
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cheatCount = 0;
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2011-08-24 14:14:44 +02:00
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if (argc > 1)
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{
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if (strcmp("--help", argv[1]) == 0)
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{
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printf("\nProject: Starfighter %s\n", VERSION);
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2012-02-26 22:25:57 +01:00
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printf("Copyright Parallel Realities 2003\n");
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printf("Copyright Guus Sliepen, Astrid S. de Wijn and others 2012\n");
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2011-08-24 14:14:44 +02:00
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printf("Additional Commands\n");
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printf("\t-noaudio Disables sound and music\n");
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printf("\t-mono Mono sound output (best for headphones)\n\n");
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2012-02-26 22:25:57 +01:00
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printf("http://sourceforge.net/projects/pr-starfighter/\n");
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2011-08-24 14:14:44 +02:00
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printf("\n");
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exit(0);
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}
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}
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for (int i = 1 ; i < argc ; i++)
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{
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if (strcmp(argv[i], "-nomove") == 0)
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2015-03-05 03:30:23 +01:00
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{
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printf("Enemy movement disabled\n");
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dev.moveAliens = 0;
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}
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2011-08-24 14:14:44 +02:00
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if (strcmp(argv[i], "-nofire") == 0)
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2015-03-05 03:30:23 +01:00
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{
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printf("Enemy firing disabled\n");
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dev.fireAliens = 0;
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}
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2011-08-24 14:14:44 +02:00
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if (strcmp(argv[i], "-cheat") == 0)
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2011-08-26 16:14:58 +02:00
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cheatAttempt = true;
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2011-08-24 14:14:44 +02:00
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if (strcmp(argv[i], "-noaudio") == 0)
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2015-03-05 03:30:23 +01:00
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{
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printf("No Audio\n");
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engine.useAudio = false;
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}
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2011-08-24 14:14:44 +02:00
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if (strcmp(argv[i], "-mono") == 0)
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2015-03-05 03:30:23 +01:00
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{
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printf("Mono sound output\n");
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engine.useAudio = true;
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}
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2015-02-27 04:16:45 +01:00
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if ((strcmp(argv[i], "humans") == 0) && (cheatCount == 0))
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cheatCount = 1;
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if ((strcmp(argv[i], "do") == 0) && (cheatCount == 1))
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cheatCount = 2;
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if ((strcmp(argv[i], "it") == 0) && (cheatCount == 2))
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cheatCount = 3;
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2015-02-27 19:35:47 +01:00
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if (((strcmp(argv[i], "better") == 0) && (cheatCount == 3)) ||
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2015-03-05 03:30:23 +01:00
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(strcmp(argv[i], "humansdoitbetter") == 0))
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{
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printf("Humans do it better! Cheats enabled.\n");
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engine.cheat = true;
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}
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2011-08-24 14:14:44 +02:00
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}
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atexit(cleanUp);
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2011-08-26 23:53:46 +02:00
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initGraphics();
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2011-08-24 14:14:44 +02:00
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initSystem(); // Opens video mode and sound
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loadFont();
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2015-02-27 19:35:47 +01:00
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if (cheatAttempt && !engine.cheat)
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2011-08-24 14:14:44 +02:00
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{
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2011-08-26 23:53:46 +02:00
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clearScreen(black);
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drawString("That doesn't work anymore", -1, 285, FONT_WHITE);
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drawString("Try harder...", -1, 315, FONT_WHITE);
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updateScreen();
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2011-08-24 14:14:44 +02:00
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SDL_Delay(2000);
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2011-08-26 23:53:46 +02:00
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clearScreen(black);
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updateScreen();
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2011-08-24 14:14:44 +02:00
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SDL_Delay(500);
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}
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2011-08-26 23:53:46 +02:00
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freeGraphics();
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2011-08-24 14:14:44 +02:00
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loadSound();
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initWeapons();
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initVars();
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2015-03-07 05:18:31 +01:00
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// Dual Plasma Fighter.
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2015-03-07 15:42:24 +01:00
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alien_defs[CD_DUALFIGHTER].classDef = CD_DUALFIGHTER;
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alien_defs[CD_DUALFIGHTER].AIType = AI_NORMAL;
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alien_defs[CD_DUALFIGHTER].speed = 4;
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alien_defs[CD_DUALFIGHTER].maxShield = 5;
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alien_defs[CD_DUALFIGHTER].shield = 5;
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alien_defs[CD_DUALFIGHTER].imageIndex[0] = 2;
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alien_defs[CD_DUALFIGHTER].imageIndex[1] = 3;
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alien_defs[CD_DUALFIGHTER].weaponType[0] = W_DOUBLE_SHOT;
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alien_defs[CD_DUALFIGHTER].weaponType[1] = W_ROCKETS;
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alien_defs[CD_DUALFIGHTER].chance[0] = 100;
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alien_defs[CD_DUALFIGHTER].chance[1] = 1;
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alien_defs[CD_DUALFIGHTER].collectChance = 50;
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alien_defs[CD_DUALFIGHTER].collectType = P_ANYTHING;
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alien_defs[CD_DUALFIGHTER].collectValue = 50;
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alien_defs[CD_DUALFIGHTER].flags = FL_WEAPCO;
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2015-03-07 05:18:31 +01:00
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// Missile Boat
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2015-03-07 15:42:24 +01:00
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alien_defs[CD_MISSILEBOAT].classDef = CD_MISSILEBOAT;
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alien_defs[CD_MISSILEBOAT].AIType = AI_DEFENSIVE;
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alien_defs[CD_MISSILEBOAT].speed = 2;
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alien_defs[CD_MISSILEBOAT].maxShield = 50;
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alien_defs[CD_MISSILEBOAT].shield = 50;
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alien_defs[CD_MISSILEBOAT].imageIndex[0] = 4;
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alien_defs[CD_MISSILEBOAT].imageIndex[1] = 5;
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alien_defs[CD_MISSILEBOAT].weaponType[0] = W_ROCKETS;
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alien_defs[CD_MISSILEBOAT].weaponType[1] = W_DOUBLE_ROCKETS;
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alien_defs[CD_MISSILEBOAT].chance[0] = 25;
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alien_defs[CD_MISSILEBOAT].chance[1] = 4;
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alien_defs[CD_MISSILEBOAT].collectChance = 25;
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alien_defs[CD_MISSILEBOAT].collectType = P_ANYTHING;
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alien_defs[CD_MISSILEBOAT].collectValue = 75;
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alien_defs[CD_MISSILEBOAT].flags = FL_WEAPCO;
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2015-03-07 05:18:31 +01:00
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//Prototype fighter
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2015-03-07 15:42:24 +01:00
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alien_defs[CD_PROTOFIGHTER].classDef = CD_PROTOFIGHTER;
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alien_defs[CD_PROTOFIGHTER].AIType = AI_DEFENSIVE;
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alien_defs[CD_PROTOFIGHTER].speed = 5;
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alien_defs[CD_PROTOFIGHTER].maxShield = 15;
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alien_defs[CD_PROTOFIGHTER].shield = 15;
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alien_defs[CD_PROTOFIGHTER].imageIndex[0] = 6;
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alien_defs[CD_PROTOFIGHTER].imageIndex[1] = 7;
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alien_defs[CD_PROTOFIGHTER].weaponType[0] = W_TRIPLE_SHOT;
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alien_defs[CD_PROTOFIGHTER].weaponType[1] = P_ANYTHING;
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alien_defs[CD_PROTOFIGHTER].chance[0] = 100;
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alien_defs[CD_PROTOFIGHTER].chance[1] = 1;
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alien_defs[CD_PROTOFIGHTER].collectChance = 50;
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alien_defs[CD_PROTOFIGHTER].collectType = P_ANYTHING;
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alien_defs[CD_PROTOFIGHTER].collectValue = 50;
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alien_defs[CD_PROTOFIGHTER].flags = FL_WEAPCO;
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2015-03-07 05:18:31 +01:00
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// Phoebe and Ursula
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2015-03-07 15:42:24 +01:00
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alien_defs[CD_FRIEND].classDef = CD_FRIEND;
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alien_defs[CD_FRIEND].AIType = AI_OFFENSIVE;
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alien_defs[CD_FRIEND].speed = 3;
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alien_defs[CD_FRIEND].maxShield = 50;
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alien_defs[CD_FRIEND].shield = 50;
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alien_defs[CD_FRIEND].imageIndex[0] = 20;
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alien_defs[CD_FRIEND].imageIndex[1] = 21;
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alien_defs[CD_FRIEND].weaponType[0] = W_DOUBLE_SHOT;
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alien_defs[CD_FRIEND].weaponType[1] = W_HOMING_MISSILE;
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alien_defs[CD_FRIEND].chance[0] = 100;
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alien_defs[CD_FRIEND].chance[1] = 5;
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alien_defs[CD_FRIEND].collectChance = 0;
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alien_defs[CD_FRIEND].collectType = P_CASH;
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alien_defs[CD_FRIEND].collectValue = 0;
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alien_defs[CD_FRIEND].flags = FL_FRIEND;
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2015-03-07 05:18:31 +01:00
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// Boss 1
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2015-03-07 15:42:24 +01:00
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alien_defs[CD_FRIGATE].classDef = CD_BOSS;
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alien_defs[CD_FRIGATE].AIType = AI_NORMAL;
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alien_defs[CD_FRIGATE].speed = 2;
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alien_defs[CD_FRIGATE].maxShield = 550;
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alien_defs[CD_FRIGATE].shield = 550;
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alien_defs[CD_FRIGATE].imageIndex[0] = 8;
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alien_defs[CD_FRIGATE].imageIndex[1] = 9;
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alien_defs[CD_FRIGATE].weaponType[0] = W_MICRO_ROCKETS;
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alien_defs[CD_FRIGATE].weaponType[1] = W_ENERGYRAY;
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alien_defs[CD_FRIGATE].chance[0] = 100;
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alien_defs[CD_FRIGATE].chance[1] = 85;
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alien_defs[CD_FRIGATE].collectChance = 100;
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alien_defs[CD_FRIGATE].collectType = P_CASH;
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Several adjustments for difficulty purposes.
Started out adjusting prices, then ended up doing other things
while testing. Committing this now before I start doing other
random stuff!
But all of the changes are related to balancing difficulty, mostly
with prices, except for a couple bugfixes in the shop. Most notably:
* Ammo now costs $10, not $50. You no longer have to worry about
saving ammo quite as much as a result.
* Plasma upgrades' cost is now calculated differently, and the result
is slightly lower prices than before.
* Easy mode now grants the player more max ammo than other difficulties.
* Increasing max plasma ammo now costs less at the start, and increases
in cost faster.
* You increase max plasma ammo by 25 at a time, not 10. (10 was just too
small of a number.)
* Destroying enemy ships no longer gives you money. I found that, even
in hard mode, I had *way* too much money coming in, and this cuts it
down substantially. It also makes the shield bonus at the end of missions
much more significant. To compensate for the loss of massive bonuses
bosses used to give, these bosses now drop a lot more stuff.
* Kline has decreased health in his first encounter, and increased health
in his last two encounters (the numbers have been reversed).
2015-03-07 18:19:35 +01:00
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alien_defs[CD_FRIGATE].collectValue = 500;
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2015-03-07 15:42:24 +01:00
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alien_defs[CD_FRIGATE].flags = FL_WEAPCO;
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alien_defs[CD_FRIGATE_WING1].classDef = CD_FRIGATE_WING1;
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alien_defs[CD_FRIGATE_WING1].AIType = AI_NORMAL;
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alien_defs[CD_FRIGATE_WING1].speed = 2;
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alien_defs[CD_FRIGATE_WING1].maxShield = 100;
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alien_defs[CD_FRIGATE_WING1].shield = 100;
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alien_defs[CD_FRIGATE_WING1].imageIndex[0] = 10;
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alien_defs[CD_FRIGATE_WING1].imageIndex[1] = 11;
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alien_defs[CD_FRIGATE_WING1].weaponType[0] = W_TRIPLE_SHOT;
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alien_defs[CD_FRIGATE_WING1].weaponType[1] = W_ROCKETS;
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alien_defs[CD_FRIGATE_WING1].chance[0] = 100;
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alien_defs[CD_FRIGATE_WING1].chance[1] = 10;
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alien_defs[CD_FRIGATE_WING1].collectChance = 100;
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alien_defs[CD_FRIGATE_WING1].collectType = P_ANYTHING;
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alien_defs[CD_FRIGATE_WING1].collectValue = 250;
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alien_defs[CD_FRIGATE_WING1].flags = FL_WEAPCO | FL_DAMAGEOWNER;
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alien_defs[CD_FRIGATE_WING2].classDef = CD_FRIGATE_WING2;
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alien_defs[CD_FRIGATE_WING2].AIType = AI_NORMAL;
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alien_defs[CD_FRIGATE_WING2].speed = 2;
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alien_defs[CD_FRIGATE_WING2].maxShield = 100;
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alien_defs[CD_FRIGATE_WING2].shield = 100;
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alien_defs[CD_FRIGATE_WING2].imageIndex[0] = 12;
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alien_defs[CD_FRIGATE_WING2].imageIndex[1] = 13;
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alien_defs[CD_FRIGATE_WING2].weaponType[0] = W_TRIPLE_SHOT;
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alien_defs[CD_FRIGATE_WING2].weaponType[1] = W_ROCKETS;
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alien_defs[CD_FRIGATE_WING2].chance[0] = 100;
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alien_defs[CD_FRIGATE_WING2].chance[1] = 10;
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alien_defs[CD_FRIGATE_WING2].collectChance = 100;
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alien_defs[CD_FRIGATE_WING2].collectType = P_ANYTHING;
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alien_defs[CD_FRIGATE_WING2].collectValue = 250;
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alien_defs[CD_FRIGATE_WING2].flags = FL_WEAPCO | FL_DAMAGEOWNER;
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2015-03-07 05:18:31 +01:00
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// Transport ship
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2015-03-07 15:42:24 +01:00
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alien_defs[CD_TRANSPORTSHIP].classDef = CD_TRANSPORTSHIP;
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alien_defs[CD_TRANSPORTSHIP].AIType = AI_EVASIVE;
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alien_defs[CD_TRANSPORTSHIP].speed = 4;
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alien_defs[CD_TRANSPORTSHIP].maxShield = 10;
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alien_defs[CD_TRANSPORTSHIP].shield = 10;
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alien_defs[CD_TRANSPORTSHIP].imageIndex[0] = 14;
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alien_defs[CD_TRANSPORTSHIP].imageIndex[1] = 15;
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alien_defs[CD_TRANSPORTSHIP].weaponType[0] = W_DOUBLE_SHOT;
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alien_defs[CD_TRANSPORTSHIP].weaponType[1] = W_DOUBLE_SHOT;
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alien_defs[CD_TRANSPORTSHIP].chance[0] = 0;
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alien_defs[CD_TRANSPORTSHIP].chance[1] = 0;
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alien_defs[CD_TRANSPORTSHIP].collectChance = 100;
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alien_defs[CD_TRANSPORTSHIP].collectType = P_WEAPONS;
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alien_defs[CD_TRANSPORTSHIP].collectValue = 30;
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|
|
alien_defs[CD_TRANSPORTSHIP].flags = FL_WEAPCO | FL_NOFIRE;
|
2015-03-07 05:18:31 +01:00
|
|
|
|
|
|
|
// Cargo ship
|
2015-03-07 15:42:24 +01:00
|
|
|
alien_defs[CD_CARGOSHIP].classDef = CD_CARGOSHIP;
|
|
|
|
alien_defs[CD_CARGOSHIP].AIType = AI_EVASIVE;
|
|
|
|
alien_defs[CD_CARGOSHIP].speed = 4;
|
|
|
|
alien_defs[CD_CARGOSHIP].maxShield = 10;
|
|
|
|
alien_defs[CD_CARGOSHIP].shield = 10;
|
|
|
|
alien_defs[CD_CARGOSHIP].imageIndex[0] = 22;
|
|
|
|
alien_defs[CD_CARGOSHIP].imageIndex[1] = 23;
|
|
|
|
alien_defs[CD_CARGOSHIP].weaponType[0] = W_DOUBLE_SHOT;
|
|
|
|
alien_defs[CD_CARGOSHIP].weaponType[1] = W_DOUBLE_SHOT;
|
|
|
|
alien_defs[CD_CARGOSHIP].chance[0] = 0;
|
|
|
|
alien_defs[CD_CARGOSHIP].chance[1] = 0;
|
|
|
|
alien_defs[CD_CARGOSHIP].collectChance = 50;
|
|
|
|
alien_defs[CD_CARGOSHIP].collectType = P_ANYTHING;
|
|
|
|
alien_defs[CD_CARGOSHIP].collectValue = 100;
|
|
|
|
alien_defs[CD_CARGOSHIP].flags = FL_WEAPCO | FL_NOFIRE;
|
2015-03-07 05:18:31 +01:00
|
|
|
|
|
|
|
// Weapco Miner
|
2015-03-07 15:42:24 +01:00
|
|
|
alien_defs[CD_MINER].classDef = CD_MINER;
|
|
|
|
alien_defs[CD_MINER].AIType = AI_EVASIVE;
|
|
|
|
alien_defs[CD_MINER].speed = 4;
|
|
|
|
alien_defs[CD_MINER].maxShield = 25;
|
|
|
|
alien_defs[CD_MINER].shield = 25;
|
|
|
|
alien_defs[CD_MINER].imageIndex[0] = 16;
|
|
|
|
alien_defs[CD_MINER].imageIndex[1] = 17;
|
|
|
|
alien_defs[CD_MINER].weaponType[0] = W_DOUBLE_SHOT;
|
|
|
|
alien_defs[CD_MINER].weaponType[1] = W_DOUBLE_SHOT;
|
|
|
|
alien_defs[CD_MINER].chance[0] = 0;
|
|
|
|
alien_defs[CD_MINER].chance[1] = 0;
|
|
|
|
alien_defs[CD_MINER].collectChance = 100;
|
|
|
|
alien_defs[CD_MINER].collectType = P_ANYTHING;
|
|
|
|
alien_defs[CD_MINER].collectValue = 30;
|
|
|
|
alien_defs[CD_MINER].flags = FL_WEAPCO | FL_NOFIRE | FL_DROPMINES;
|
2015-03-07 05:18:31 +01:00
|
|
|
|
|
|
|
// Kline
|
2015-03-07 15:42:24 +01:00
|
|
|
alien_defs[CD_KLINE].classDef = CD_KLINE;
|
|
|
|
alien_defs[CD_KLINE].AIType = AI_OFFENSIVE;
|
|
|
|
alien_defs[CD_KLINE].speed = 5;
|
Several adjustments for difficulty purposes.
Started out adjusting prices, then ended up doing other things
while testing. Committing this now before I start doing other
random stuff!
But all of the changes are related to balancing difficulty, mostly
with prices, except for a couple bugfixes in the shop. Most notably:
* Ammo now costs $10, not $50. You no longer have to worry about
saving ammo quite as much as a result.
* Plasma upgrades' cost is now calculated differently, and the result
is slightly lower prices than before.
* Easy mode now grants the player more max ammo than other difficulties.
* Increasing max plasma ammo now costs less at the start, and increases
in cost faster.
* You increase max plasma ammo by 25 at a time, not 10. (10 was just too
small of a number.)
* Destroying enemy ships no longer gives you money. I found that, even
in hard mode, I had *way* too much money coming in, and this cuts it
down substantially. It also makes the shield bonus at the end of missions
much more significant. To compensate for the loss of massive bonuses
bosses used to give, these bosses now drop a lot more stuff.
* Kline has decreased health in his first encounter, and increased health
in his last two encounters (the numbers have been reversed).
2015-03-07 18:19:35 +01:00
|
|
|
alien_defs[CD_KLINE].maxShield = 500;
|
|
|
|
alien_defs[CD_KLINE].shield = 500;
|
2015-03-07 15:42:24 +01:00
|
|
|
alien_defs[CD_KLINE].imageIndex[0] = 18;
|
|
|
|
alien_defs[CD_KLINE].imageIndex[1] = 19;
|
|
|
|
alien_defs[CD_KLINE].weaponType[0] = W_TRIPLE_SHOT;
|
|
|
|
alien_defs[CD_KLINE].weaponType[1] = W_MICRO_ROCKETS;
|
|
|
|
alien_defs[CD_KLINE].chance[0] = 100;
|
|
|
|
alien_defs[CD_KLINE].chance[1] = 2;
|
|
|
|
alien_defs[CD_KLINE].collectChance = 0;
|
|
|
|
alien_defs[CD_KLINE].collectType = P_ANYTHING;
|
|
|
|
alien_defs[CD_KLINE].collectValue = 0;
|
|
|
|
alien_defs[CD_KLINE].flags = FL_WEAPCO | FL_CANNOTDIE | FL_ALWAYSFACE | FL_CIRCLES;
|
2015-03-07 05:18:31 +01:00
|
|
|
|
|
|
|
// Aim Fighter
|
2015-03-07 15:42:24 +01:00
|
|
|
alien_defs[CD_AIMFIGHTER].classDef = CD_AIMFIGHTER;
|
|
|
|
alien_defs[CD_AIMFIGHTER].AIType = AI_NORMAL;
|
|
|
|
alien_defs[CD_AIMFIGHTER].speed = 3;
|
|
|
|
alien_defs[CD_AIMFIGHTER].maxShield = 15;
|
|
|
|
alien_defs[CD_AIMFIGHTER].shield = 15;
|
|
|
|
alien_defs[CD_AIMFIGHTER].imageIndex[0] = 8;
|
|
|
|
alien_defs[CD_AIMFIGHTER].imageIndex[1] = 9;
|
|
|
|
alien_defs[CD_AIMFIGHTER].weaponType[0] = W_AIMED_SHOT;
|
|
|
|
alien_defs[CD_AIMFIGHTER].weaponType[1] = W_AIMED_SHOT;
|
|
|
|
alien_defs[CD_AIMFIGHTER].chance[0] = 7;
|
|
|
|
alien_defs[CD_AIMFIGHTER].chance[1] = 1;
|
|
|
|
alien_defs[CD_AIMFIGHTER].collectChance = 75;
|
|
|
|
alien_defs[CD_AIMFIGHTER].collectType = P_ANYTHING;
|
|
|
|
alien_defs[CD_AIMFIGHTER].collectValue = 100;
|
|
|
|
alien_defs[CD_AIMFIGHTER].flags = FL_WEAPCO | FL_AIMS;
|
2015-03-07 05:18:31 +01:00
|
|
|
|
|
|
|
// Slave ship
|
2015-03-07 15:42:24 +01:00
|
|
|
alien_defs[CD_SLAVETRANSPORT].classDef = CD_SLAVETRANSPORT;
|
|
|
|
alien_defs[CD_SLAVETRANSPORT].AIType = AI_EVASIVE;
|
|
|
|
alien_defs[CD_SLAVETRANSPORT].speed = 2;
|
|
|
|
alien_defs[CD_SLAVETRANSPORT].maxShield = 10;
|
|
|
|
alien_defs[CD_SLAVETRANSPORT].shield = 20;
|
|
|
|
alien_defs[CD_SLAVETRANSPORT].imageIndex[0] = 10;
|
|
|
|
alien_defs[CD_SLAVETRANSPORT].imageIndex[1] = 11;
|
|
|
|
alien_defs[CD_SLAVETRANSPORT].weaponType[0] = W_DOUBLE_SHOT;
|
|
|
|
alien_defs[CD_SLAVETRANSPORT].weaponType[1] = W_DOUBLE_SHOT;
|
|
|
|
alien_defs[CD_SLAVETRANSPORT].chance[0] = 0;
|
|
|
|
alien_defs[CD_SLAVETRANSPORT].chance[1] = 0;
|
|
|
|
alien_defs[CD_SLAVETRANSPORT].collectChance = 100;
|
|
|
|
alien_defs[CD_SLAVETRANSPORT].collectType = P_SLAVES;
|
|
|
|
alien_defs[CD_SLAVETRANSPORT].collectValue = 25;
|
|
|
|
alien_defs[CD_SLAVETRANSPORT].flags = FL_WEAPCO | FL_NOFIRE;
|
2015-03-07 05:18:31 +01:00
|
|
|
|
|
|
|
// Good Transport
|
2015-03-07 15:42:24 +01:00
|
|
|
alien_defs[CD_GOODTRANSPORT].classDef = CD_GOODTRANSPORT;
|
|
|
|
alien_defs[CD_GOODTRANSPORT].AIType = AI_EVASIVE;
|
|
|
|
alien_defs[CD_GOODTRANSPORT].speed = 3;
|
|
|
|
alien_defs[CD_GOODTRANSPORT].maxShield = 75;
|
|
|
|
alien_defs[CD_GOODTRANSPORT].shield = 75;
|
|
|
|
alien_defs[CD_GOODTRANSPORT].imageIndex[0] = 12;
|
|
|
|
alien_defs[CD_GOODTRANSPORT].imageIndex[1] = 13;
|
|
|
|
alien_defs[CD_GOODTRANSPORT].weaponType[0] = W_AIMED_SHOT;
|
|
|
|
alien_defs[CD_GOODTRANSPORT].weaponType[1] = W_AIMED_SHOT;
|
|
|
|
alien_defs[CD_GOODTRANSPORT].chance[0] = 100;
|
|
|
|
alien_defs[CD_GOODTRANSPORT].chance[1] = 100;
|
|
|
|
alien_defs[CD_GOODTRANSPORT].collectChance = 0;
|
|
|
|
alien_defs[CD_GOODTRANSPORT].collectType = P_ANYTHING;
|
|
|
|
alien_defs[CD_GOODTRANSPORT].collectValue = 0;
|
|
|
|
alien_defs[CD_GOODTRANSPORT].flags = FL_FRIEND | FL_NOFIRE | FL_AIMS;
|
2015-03-07 05:18:31 +01:00
|
|
|
|
|
|
|
// Sid Wilson
|
2015-03-07 15:42:24 +01:00
|
|
|
alien_defs[CD_SID].classDef = CD_SID;
|
|
|
|
alien_defs[CD_SID].AIType = AI_NORMAL;
|
|
|
|
alien_defs[CD_SID].speed = 3;
|
|
|
|
alien_defs[CD_SID].maxShield = 50;
|
|
|
|
alien_defs[CD_SID].shield = 50;
|
|
|
|
alien_defs[CD_SID].imageIndex[0] = 24;
|
|
|
|
alien_defs[CD_SID].imageIndex[1] = 25;
|
|
|
|
alien_defs[CD_SID].weaponType[0] = W_IONCANNON;
|
|
|
|
alien_defs[CD_SID].weaponType[1] = W_IONCANNON;
|
|
|
|
alien_defs[CD_SID].chance[0] = 100;
|
|
|
|
alien_defs[CD_SID].chance[1] = 0;
|
|
|
|
alien_defs[CD_SID].collectChance = 0;
|
|
|
|
alien_defs[CD_SID].collectType = P_ANYTHING;
|
|
|
|
alien_defs[CD_SID].collectValue = 0;
|
|
|
|
alien_defs[CD_SID].flags = FL_FRIEND | FL_AIMS;
|
2015-03-07 05:18:31 +01:00
|
|
|
|
|
|
|
// Mining Vessel Boss
|
2015-03-07 15:42:24 +01:00
|
|
|
alien_defs[CD_MINEBOSS].classDef = CD_BOSS;
|
|
|
|
alien_defs[CD_MINEBOSS].AIType = AI_NORMAL;
|
|
|
|
alien_defs[CD_MINEBOSS].speed = 3;
|
|
|
|
alien_defs[CD_MINEBOSS].maxShield = 1000;
|
|
|
|
alien_defs[CD_MINEBOSS].shield = 1000;
|
|
|
|
alien_defs[CD_MINEBOSS].imageIndex[0] = 26;
|
|
|
|
alien_defs[CD_MINEBOSS].imageIndex[1] = 27;
|
|
|
|
alien_defs[CD_MINEBOSS].weaponType[0] = W_TRIPLE_SHOT;
|
|
|
|
alien_defs[CD_MINEBOSS].weaponType[1] = W_SPREADSHOT;
|
|
|
|
alien_defs[CD_MINEBOSS].chance[0] = 0;
|
|
|
|
alien_defs[CD_MINEBOSS].chance[1] = 0;
|
|
|
|
alien_defs[CD_MINEBOSS].collectChance = 100;
|
|
|
|
alien_defs[CD_MINEBOSS].collectType = P_ANYTHING;
|
Several adjustments for difficulty purposes.
Started out adjusting prices, then ended up doing other things
while testing. Committing this now before I start doing other
random stuff!
But all of the changes are related to balancing difficulty, mostly
with prices, except for a couple bugfixes in the shop. Most notably:
* Ammo now costs $10, not $50. You no longer have to worry about
saving ammo quite as much as a result.
* Plasma upgrades' cost is now calculated differently, and the result
is slightly lower prices than before.
* Easy mode now grants the player more max ammo than other difficulties.
* Increasing max plasma ammo now costs less at the start, and increases
in cost faster.
* You increase max plasma ammo by 25 at a time, not 10. (10 was just too
small of a number.)
* Destroying enemy ships no longer gives you money. I found that, even
in hard mode, I had *way* too much money coming in, and this cuts it
down substantially. It also makes the shield bonus at the end of missions
much more significant. To compensate for the loss of massive bonuses
bosses used to give, these bosses now drop a lot more stuff.
* Kline has decreased health in his first encounter, and increased health
in his last two encounters (the numbers have been reversed).
2015-03-07 18:19:35 +01:00
|
|
|
alien_defs[CD_MINEBOSS].collectValue = 1000;
|
2015-03-07 15:42:24 +01:00
|
|
|
alien_defs[CD_MINEBOSS].flags = FL_WEAPCO | FL_IMMORTAL;
|
|
|
|
|
|
|
|
alien_defs[CD_BOSS2_WING1].classDef = CD_BOSS2_WING1;
|
|
|
|
alien_defs[CD_BOSS2_WING1].AIType = AI_NORMAL;
|
|
|
|
alien_defs[CD_BOSS2_WING1].speed = 1;
|
|
|
|
alien_defs[CD_BOSS2_WING1].maxShield = 250;
|
|
|
|
alien_defs[CD_BOSS2_WING1].shield = 250;
|
|
|
|
alien_defs[CD_BOSS2_WING1].imageIndex[0] = 28;
|
|
|
|
alien_defs[CD_BOSS2_WING1].imageIndex[1] = 29;
|
|
|
|
alien_defs[CD_BOSS2_WING1].weaponType[0] = W_TRIPLE_SHOT;
|
|
|
|
alien_defs[CD_BOSS2_WING1].weaponType[1] = W_SPREADSHOT;
|
|
|
|
alien_defs[CD_BOSS2_WING1].chance[0] = 0;
|
|
|
|
alien_defs[CD_BOSS2_WING1].chance[1] = 0;
|
|
|
|
alien_defs[CD_BOSS2_WING1].collectChance = 100;
|
|
|
|
alien_defs[CD_BOSS2_WING1].collectType = P_ANYTHING;
|
Several adjustments for difficulty purposes.
Started out adjusting prices, then ended up doing other things
while testing. Committing this now before I start doing other
random stuff!
But all of the changes are related to balancing difficulty, mostly
with prices, except for a couple bugfixes in the shop. Most notably:
* Ammo now costs $10, not $50. You no longer have to worry about
saving ammo quite as much as a result.
* Plasma upgrades' cost is now calculated differently, and the result
is slightly lower prices than before.
* Easy mode now grants the player more max ammo than other difficulties.
* Increasing max plasma ammo now costs less at the start, and increases
in cost faster.
* You increase max plasma ammo by 25 at a time, not 10. (10 was just too
small of a number.)
* Destroying enemy ships no longer gives you money. I found that, even
in hard mode, I had *way* too much money coming in, and this cuts it
down substantially. It also makes the shield bonus at the end of missions
much more significant. To compensate for the loss of massive bonuses
bosses used to give, these bosses now drop a lot more stuff.
* Kline has decreased health in his first encounter, and increased health
in his last two encounters (the numbers have been reversed).
2015-03-07 18:19:35 +01:00
|
|
|
alien_defs[CD_BOSS2_WING1].collectValue = 250;
|
2015-03-07 15:42:24 +01:00
|
|
|
alien_defs[CD_BOSS2_WING1].flags = FL_WEAPCO | FL_DAMAGEOWNER;
|
|
|
|
|
|
|
|
alien_defs[CD_BOSS2_WING2].classDef = CD_BOSS2_WING2;
|
|
|
|
alien_defs[CD_BOSS2_WING2].AIType = AI_NORMAL;
|
|
|
|
alien_defs[CD_BOSS2_WING2].speed = 1;
|
|
|
|
alien_defs[CD_BOSS2_WING2].maxShield = 500;
|
|
|
|
alien_defs[CD_BOSS2_WING2].shield = 500;
|
|
|
|
alien_defs[CD_BOSS2_WING2].imageIndex[0] = 30;
|
|
|
|
alien_defs[CD_BOSS2_WING2].imageIndex[1] = 31;
|
|
|
|
alien_defs[CD_BOSS2_WING2].weaponType[0] = W_TRIPLE_SHOT;
|
|
|
|
alien_defs[CD_BOSS2_WING2].weaponType[1] = W_SPREADSHOT;
|
|
|
|
alien_defs[CD_BOSS2_WING2].chance[0] = 0;
|
|
|
|
alien_defs[CD_BOSS2_WING2].chance[1] = 0;
|
|
|
|
alien_defs[CD_BOSS2_WING2].collectChance = 100;
|
|
|
|
alien_defs[CD_BOSS2_WING2].collectType = P_ANYTHING;
|
Several adjustments for difficulty purposes.
Started out adjusting prices, then ended up doing other things
while testing. Committing this now before I start doing other
random stuff!
But all of the changes are related to balancing difficulty, mostly
with prices, except for a couple bugfixes in the shop. Most notably:
* Ammo now costs $10, not $50. You no longer have to worry about
saving ammo quite as much as a result.
* Plasma upgrades' cost is now calculated differently, and the result
is slightly lower prices than before.
* Easy mode now grants the player more max ammo than other difficulties.
* Increasing max plasma ammo now costs less at the start, and increases
in cost faster.
* You increase max plasma ammo by 25 at a time, not 10. (10 was just too
small of a number.)
* Destroying enemy ships no longer gives you money. I found that, even
in hard mode, I had *way* too much money coming in, and this cuts it
down substantially. It also makes the shield bonus at the end of missions
much more significant. To compensate for the loss of massive bonuses
bosses used to give, these bosses now drop a lot more stuff.
* Kline has decreased health in his first encounter, and increased health
in his last two encounters (the numbers have been reversed).
2015-03-07 18:19:35 +01:00
|
|
|
alien_defs[CD_BOSS2_WING2].collectValue = 250;
|
2015-03-07 15:42:24 +01:00
|
|
|
alien_defs[CD_BOSS2_WING2].flags = FL_WEAPCO | FL_DEPLOYDRONES | FL_DAMAGEOWNER;
|
|
|
|
|
|
|
|
alien_defs[CD_BOSS2_WING3].classDef = CD_BOSS2_WING3;
|
|
|
|
alien_defs[CD_BOSS2_WING3].AIType = AI_NORMAL;
|
|
|
|
alien_defs[CD_BOSS2_WING3].speed = 1;
|
|
|
|
alien_defs[CD_BOSS2_WING3].maxShield = 500;
|
|
|
|
alien_defs[CD_BOSS2_WING3].shield = 500;
|
|
|
|
alien_defs[CD_BOSS2_WING3].imageIndex[0] = 32;
|
|
|
|
alien_defs[CD_BOSS2_WING3].imageIndex[1] = 33;
|
|
|
|
alien_defs[CD_BOSS2_WING3].weaponType[0] = W_TRIPLE_SHOT;
|
|
|
|
alien_defs[CD_BOSS2_WING3].weaponType[1] = W_SPREADSHOT;
|
|
|
|
alien_defs[CD_BOSS2_WING3].chance[0] = 0;
|
|
|
|
alien_defs[CD_BOSS2_WING3].chance[1] = 0;
|
|
|
|
alien_defs[CD_BOSS2_WING3].collectChance = 100;
|
|
|
|
alien_defs[CD_BOSS2_WING3].collectType = P_ANYTHING;
|
Several adjustments for difficulty purposes.
Started out adjusting prices, then ended up doing other things
while testing. Committing this now before I start doing other
random stuff!
But all of the changes are related to balancing difficulty, mostly
with prices, except for a couple bugfixes in the shop. Most notably:
* Ammo now costs $10, not $50. You no longer have to worry about
saving ammo quite as much as a result.
* Plasma upgrades' cost is now calculated differently, and the result
is slightly lower prices than before.
* Easy mode now grants the player more max ammo than other difficulties.
* Increasing max plasma ammo now costs less at the start, and increases
in cost faster.
* You increase max plasma ammo by 25 at a time, not 10. (10 was just too
small of a number.)
* Destroying enemy ships no longer gives you money. I found that, even
in hard mode, I had *way* too much money coming in, and this cuts it
down substantially. It also makes the shield bonus at the end of missions
much more significant. To compensate for the loss of massive bonuses
bosses used to give, these bosses now drop a lot more stuff.
* Kline has decreased health in his first encounter, and increased health
in his last two encounters (the numbers have been reversed).
2015-03-07 18:19:35 +01:00
|
|
|
alien_defs[CD_BOSS2_WING3].collectValue = 250;
|
2015-03-07 15:42:24 +01:00
|
|
|
alien_defs[CD_BOSS2_WING3].flags = FL_WEAPCO | FL_DEPLOYDRONES | FL_DAMAGEOWNER;
|
|
|
|
|
|
|
|
alien_defs[CD_BOSS2_WING4].classDef = CD_BOSS2_WING4;
|
|
|
|
alien_defs[CD_BOSS2_WING4].AIType = AI_NORMAL;
|
|
|
|
alien_defs[CD_BOSS2_WING4].speed = 1;
|
|
|
|
alien_defs[CD_BOSS2_WING4].maxShield = 250;
|
|
|
|
alien_defs[CD_BOSS2_WING4].shield = 250;
|
|
|
|
alien_defs[CD_BOSS2_WING4].imageIndex[0] = 34;
|
|
|
|
alien_defs[CD_BOSS2_WING4].imageIndex[1] = 35;
|
|
|
|
alien_defs[CD_BOSS2_WING4].weaponType[0] = W_TRIPLE_SHOT;
|
|
|
|
alien_defs[CD_BOSS2_WING4].weaponType[1] = W_SPREADSHOT;
|
|
|
|
alien_defs[CD_BOSS2_WING4].chance[0] = 0;
|
|
|
|
alien_defs[CD_BOSS2_WING4].chance[1] = 0;
|
|
|
|
alien_defs[CD_BOSS2_WING4].collectChance = 100;
|
|
|
|
alien_defs[CD_BOSS2_WING4].collectType = P_ANYTHING;
|
Several adjustments for difficulty purposes.
Started out adjusting prices, then ended up doing other things
while testing. Committing this now before I start doing other
random stuff!
But all of the changes are related to balancing difficulty, mostly
with prices, except for a couple bugfixes in the shop. Most notably:
* Ammo now costs $10, not $50. You no longer have to worry about
saving ammo quite as much as a result.
* Plasma upgrades' cost is now calculated differently, and the result
is slightly lower prices than before.
* Easy mode now grants the player more max ammo than other difficulties.
* Increasing max plasma ammo now costs less at the start, and increases
in cost faster.
* You increase max plasma ammo by 25 at a time, not 10. (10 was just too
small of a number.)
* Destroying enemy ships no longer gives you money. I found that, even
in hard mode, I had *way* too much money coming in, and this cuts it
down substantially. It also makes the shield bonus at the end of missions
much more significant. To compensate for the loss of massive bonuses
bosses used to give, these bosses now drop a lot more stuff.
* Kline has decreased health in his first encounter, and increased health
in his last two encounters (the numbers have been reversed).
2015-03-07 18:19:35 +01:00
|
|
|
alien_defs[CD_BOSS2_WING4].collectValue = 250;
|
2015-03-07 15:42:24 +01:00
|
|
|
alien_defs[CD_BOSS2_WING4].flags = FL_WEAPCO | FL_DAMAGEOWNER;
|
2015-03-07 05:18:31 +01:00
|
|
|
|
|
|
|
// Drone
|
2015-03-07 15:42:24 +01:00
|
|
|
alien_defs[CD_DRONE].classDef = CD_DRONE;
|
|
|
|
alien_defs[CD_DRONE].AIType = AI_OFFENSIVE;
|
|
|
|
alien_defs[CD_DRONE].speed = 8;
|
|
|
|
alien_defs[CD_DRONE].maxShield = 5;
|
|
|
|
alien_defs[CD_DRONE].shield = 5;
|
|
|
|
alien_defs[CD_DRONE].imageIndex[0] = 36;
|
|
|
|
alien_defs[CD_DRONE].imageIndex[1] = 37;
|
|
|
|
alien_defs[CD_DRONE].weaponType[0] = W_DOUBLE_SHOT;
|
|
|
|
alien_defs[CD_DRONE].weaponType[1] = W_LASER;
|
|
|
|
alien_defs[CD_DRONE].chance[0] = 100;
|
|
|
|
alien_defs[CD_DRONE].chance[1] = 0;
|
|
|
|
alien_defs[CD_DRONE].collectChance = 10;
|
|
|
|
alien_defs[CD_DRONE].collectType = P_SHIELD;
|
|
|
|
alien_defs[CD_DRONE].collectValue = 1;
|
|
|
|
alien_defs[CD_DRONE].flags = FL_WEAPCO;
|
2015-03-07 05:18:31 +01:00
|
|
|
|
|
|
|
// Experimental Fighter
|
2015-03-07 15:42:24 +01:00
|
|
|
alien_defs[CD_CLOAKFIGHTER].classDef = CD_CLOAKFIGHTER;
|
|
|
|
alien_defs[CD_CLOAKFIGHTER].AIType = AI_OFFENSIVE;
|
|
|
|
alien_defs[CD_CLOAKFIGHTER].speed = 6;
|
|
|
|
alien_defs[CD_CLOAKFIGHTER].maxShield = 1000;
|
|
|
|
alien_defs[CD_CLOAKFIGHTER].shield = 1000;
|
|
|
|
alien_defs[CD_CLOAKFIGHTER].imageIndex[0] = 10;
|
|
|
|
alien_defs[CD_CLOAKFIGHTER].imageIndex[1] = 11;
|
|
|
|
alien_defs[CD_CLOAKFIGHTER].weaponType[0] = W_SPREADSHOT;
|
|
|
|
alien_defs[CD_CLOAKFIGHTER].weaponType[1] = W_DOUBLE_ROCKETS;
|
|
|
|
alien_defs[CD_CLOAKFIGHTER].chance[0] = 100;
|
|
|
|
alien_defs[CD_CLOAKFIGHTER].chance[1] = 5;
|
|
|
|
alien_defs[CD_CLOAKFIGHTER].collectChance = 100;
|
|
|
|
alien_defs[CD_CLOAKFIGHTER].collectType = P_CASH;
|
Several adjustments for difficulty purposes.
Started out adjusting prices, then ended up doing other things
while testing. Committing this now before I start doing other
random stuff!
But all of the changes are related to balancing difficulty, mostly
with prices, except for a couple bugfixes in the shop. Most notably:
* Ammo now costs $10, not $50. You no longer have to worry about
saving ammo quite as much as a result.
* Plasma upgrades' cost is now calculated differently, and the result
is slightly lower prices than before.
* Easy mode now grants the player more max ammo than other difficulties.
* Increasing max plasma ammo now costs less at the start, and increases
in cost faster.
* You increase max plasma ammo by 25 at a time, not 10. (10 was just too
small of a number.)
* Destroying enemy ships no longer gives you money. I found that, even
in hard mode, I had *way* too much money coming in, and this cuts it
down substantially. It also makes the shield bonus at the end of missions
much more significant. To compensate for the loss of massive bonuses
bosses used to give, these bosses now drop a lot more stuff.
* Kline has decreased health in his first encounter, and increased health
in his last two encounters (the numbers have been reversed).
2015-03-07 18:19:35 +01:00
|
|
|
alien_defs[CD_CLOAKFIGHTER].collectValue = 1000;
|
2015-03-07 15:42:24 +01:00
|
|
|
alien_defs[CD_CLOAKFIGHTER].flags = FL_WEAPCO | FL_CANCLOAK | FL_RUNSAWAY;
|
2015-03-07 05:18:31 +01:00
|
|
|
|
|
|
|
// Evil Ursula
|
2015-03-07 15:42:24 +01:00
|
|
|
alien_defs[CD_EVILURSULA].classDef = CD_EVILURSULA;
|
|
|
|
alien_defs[CD_EVILURSULA].AIType = AI_OFFENSIVE;
|
|
|
|
alien_defs[CD_EVILURSULA].speed = 5;
|
|
|
|
alien_defs[CD_EVILURSULA].maxShield = 500;
|
|
|
|
alien_defs[CD_EVILURSULA].shield = 500;
|
|
|
|
alien_defs[CD_EVILURSULA].imageIndex[0] = 12;
|
|
|
|
alien_defs[CD_EVILURSULA].imageIndex[1] = 13;
|
|
|
|
alien_defs[CD_EVILURSULA].weaponType[0] = W_TRIPLE_SHOT;
|
|
|
|
alien_defs[CD_EVILURSULA].weaponType[1] = W_HOMING_MISSILE;
|
|
|
|
alien_defs[CD_EVILURSULA].chance[0] = 100;
|
|
|
|
alien_defs[CD_EVILURSULA].chance[1] = 100;
|
|
|
|
alien_defs[CD_EVILURSULA].collectChance = 100;
|
|
|
|
alien_defs[CD_EVILURSULA].collectType = P_ESCAPEPOD;
|
|
|
|
alien_defs[CD_EVILURSULA].collectValue = 1;
|
|
|
|
alien_defs[CD_EVILURSULA].flags = FL_WEAPCO;
|
2015-03-07 05:18:31 +01:00
|
|
|
|
|
|
|
// Mercenary
|
2015-03-07 15:42:24 +01:00
|
|
|
alien_defs[CD_KRASS].classDef = CD_KRASS;
|
|
|
|
alien_defs[CD_KRASS].AIType = AI_OFFENSIVE;
|
|
|
|
alien_defs[CD_KRASS].speed = 5;
|
|
|
|
alien_defs[CD_KRASS].maxShield = 1000;
|
|
|
|
alien_defs[CD_KRASS].shield = 1000;
|
|
|
|
alien_defs[CD_KRASS].imageIndex[0] = 26;
|
|
|
|
alien_defs[CD_KRASS].imageIndex[1] = 27;
|
|
|
|
alien_defs[CD_KRASS].weaponType[0] = W_SPREADSHOT;
|
|
|
|
alien_defs[CD_KRASS].weaponType[1] = W_CHARGER;
|
|
|
|
alien_defs[CD_KRASS].chance[0] = 100;
|
|
|
|
alien_defs[CD_KRASS].chance[1] = 0;
|
|
|
|
alien_defs[CD_KRASS].collectChance = 100;
|
|
|
|
alien_defs[CD_KRASS].collectType = P_ANYTHING;
|
Several adjustments for difficulty purposes.
Started out adjusting prices, then ended up doing other things
while testing. Committing this now before I start doing other
random stuff!
But all of the changes are related to balancing difficulty, mostly
with prices, except for a couple bugfixes in the shop. Most notably:
* Ammo now costs $10, not $50. You no longer have to worry about
saving ammo quite as much as a result.
* Plasma upgrades' cost is now calculated differently, and the result
is slightly lower prices than before.
* Easy mode now grants the player more max ammo than other difficulties.
* Increasing max plasma ammo now costs less at the start, and increases
in cost faster.
* You increase max plasma ammo by 25 at a time, not 10. (10 was just too
small of a number.)
* Destroying enemy ships no longer gives you money. I found that, even
in hard mode, I had *way* too much money coming in, and this cuts it
down substantially. It also makes the shield bonus at the end of missions
much more significant. To compensate for the loss of massive bonuses
bosses used to give, these bosses now drop a lot more stuff.
* Kline has decreased health in his first encounter, and increased health
in his last two encounters (the numbers have been reversed).
2015-03-07 18:19:35 +01:00
|
|
|
alien_defs[CD_KRASS].collectValue = 2250;
|
2015-03-07 15:42:24 +01:00
|
|
|
alien_defs[CD_KRASS].flags = FL_FRIEND | FL_IMMORTAL;
|
2015-03-07 05:18:31 +01:00
|
|
|
|
|
|
|
// Executive Transport
|
2015-03-07 15:42:24 +01:00
|
|
|
alien_defs[CD_EXEC].classDef = CD_BOSS;
|
|
|
|
alien_defs[CD_EXEC].AIType = AI_NORMAL;
|
|
|
|
alien_defs[CD_EXEC].speed = 5;
|
|
|
|
alien_defs[CD_EXEC].maxShield = 1000;
|
|
|
|
alien_defs[CD_EXEC].shield = 1000;
|
|
|
|
alien_defs[CD_EXEC].imageIndex[0] = 28;
|
|
|
|
alien_defs[CD_EXEC].imageIndex[1] = 28;
|
|
|
|
alien_defs[CD_EXEC].weaponType[0] = W_SPREADSHOT;
|
|
|
|
alien_defs[CD_EXEC].weaponType[1] = W_HOMING_MISSILE;
|
|
|
|
alien_defs[CD_EXEC].chance[0] = 0;
|
|
|
|
alien_defs[CD_EXEC].chance[1] = 0;
|
|
|
|
alien_defs[CD_EXEC].collectChance = 0;
|
|
|
|
alien_defs[CD_EXEC].collectType = P_ANYTHING;
|
Several adjustments for difficulty purposes.
Started out adjusting prices, then ended up doing other things
while testing. Committing this now before I start doing other
random stuff!
But all of the changes are related to balancing difficulty, mostly
with prices, except for a couple bugfixes in the shop. Most notably:
* Ammo now costs $10, not $50. You no longer have to worry about
saving ammo quite as much as a result.
* Plasma upgrades' cost is now calculated differently, and the result
is slightly lower prices than before.
* Easy mode now grants the player more max ammo than other difficulties.
* Increasing max plasma ammo now costs less at the start, and increases
in cost faster.
* You increase max plasma ammo by 25 at a time, not 10. (10 was just too
small of a number.)
* Destroying enemy ships no longer gives you money. I found that, even
in hard mode, I had *way* too much money coming in, and this cuts it
down substantially. It also makes the shield bonus at the end of missions
much more significant. To compensate for the loss of massive bonuses
bosses used to give, these bosses now drop a lot more stuff.
* Kline has decreased health in his first encounter, and increased health
in his last two encounters (the numbers have been reversed).
2015-03-07 18:19:35 +01:00
|
|
|
alien_defs[CD_EXEC].collectValue = 2000;
|
2015-03-07 15:42:24 +01:00
|
|
|
alien_defs[CD_EXEC].flags = FL_WEAPCO | FL_NOFIRE;
|
2015-03-07 05:18:31 +01:00
|
|
|
|
|
|
|
// Asteroid
|
2015-03-07 15:42:24 +01:00
|
|
|
alien_defs[CD_ASTEROID].classDef = CD_ASTEROID;
|
|
|
|
alien_defs[CD_ASTEROID].AIType = AI_WANDER;
|
|
|
|
alien_defs[CD_ASTEROID].speed = 1;
|
|
|
|
alien_defs[CD_ASTEROID].maxShield = 50;
|
|
|
|
alien_defs[CD_ASTEROID].shield = 50;
|
|
|
|
alien_defs[CD_ASTEROID].imageIndex[0] = 38;
|
|
|
|
alien_defs[CD_ASTEROID].imageIndex[1] = 38;
|
|
|
|
alien_defs[CD_ASTEROID].weaponType[0] = W_SPREADSHOT;
|
|
|
|
alien_defs[CD_ASTEROID].weaponType[1] = W_HOMING_MISSILE;
|
|
|
|
alien_defs[CD_ASTEROID].chance[0] = 0;
|
|
|
|
alien_defs[CD_ASTEROID].chance[1] = 0;
|
|
|
|
alien_defs[CD_ASTEROID].collectChance = 25;
|
|
|
|
alien_defs[CD_ASTEROID].collectType = P_ORE;
|
|
|
|
alien_defs[CD_ASTEROID].collectValue = 1;
|
|
|
|
alien_defs[CD_ASTEROID].flags = FL_WEAPCO;
|
|
|
|
|
|
|
|
alien_defs[CD_ASTEROID2].classDef = CD_ASTEROID2;
|
|
|
|
alien_defs[CD_ASTEROID2].AIType = AI_WANDER;
|
|
|
|
alien_defs[CD_ASTEROID2].speed = 1;
|
|
|
|
alien_defs[CD_ASTEROID2].maxShield = 10;
|
|
|
|
alien_defs[CD_ASTEROID2].shield = 10;
|
|
|
|
alien_defs[CD_ASTEROID2].imageIndex[0] = 39;
|
|
|
|
alien_defs[CD_ASTEROID2].imageIndex[1] = 40;
|
|
|
|
alien_defs[CD_ASTEROID2].weaponType[0] = W_SPREADSHOT;
|
|
|
|
alien_defs[CD_ASTEROID2].weaponType[1] = W_HOMING_MISSILE;
|
|
|
|
alien_defs[CD_ASTEROID2].chance[0] = 0;
|
|
|
|
alien_defs[CD_ASTEROID2].chance[1] = 0;
|
|
|
|
alien_defs[CD_ASTEROID2].collectChance = 25;
|
|
|
|
alien_defs[CD_ASTEROID2].collectType = P_ORE;
|
|
|
|
alien_defs[CD_ASTEROID2].collectValue = 1;
|
|
|
|
alien_defs[CD_ASTEROID2].flags = FL_WEAPCO;
|
2015-03-07 05:18:31 +01:00
|
|
|
|
|
|
|
// Escort
|
2015-03-07 15:42:24 +01:00
|
|
|
alien_defs[CD_ESCORT].classDef = CD_ESCORT;
|
|
|
|
alien_defs[CD_ESCORT].AIType = AI_NORMAL;
|
|
|
|
alien_defs[CD_ESCORT].speed = 3;
|
|
|
|
alien_defs[CD_ESCORT].maxShield = 200;
|
|
|
|
alien_defs[CD_ESCORT].shield = 200;
|
|
|
|
alien_defs[CD_ESCORT].imageIndex[0] = 30;
|
|
|
|
alien_defs[CD_ESCORT].imageIndex[1] = 31;
|
|
|
|
alien_defs[CD_ESCORT].weaponType[0] = W_LASER;
|
|
|
|
alien_defs[CD_ESCORT].weaponType[1] = W_LASER;
|
|
|
|
alien_defs[CD_ESCORT].chance[0] = 25;
|
|
|
|
alien_defs[CD_ESCORT].chance[1] = 25;
|
|
|
|
alien_defs[CD_ESCORT].collectChance = 100;
|
|
|
|
alien_defs[CD_ESCORT].collectType = P_ANYTHING;
|
|
|
|
alien_defs[CD_ESCORT].collectValue = 100;
|
|
|
|
alien_defs[CD_ESCORT].flags = FL_WEAPCO;
|
2015-03-07 05:18:31 +01:00
|
|
|
|
|
|
|
// Mobile Ray Cannon
|
2015-03-07 15:42:24 +01:00
|
|
|
alien_defs[CD_MOBILE_RAY].classDef = CD_MOBILE_RAY;
|
|
|
|
alien_defs[CD_MOBILE_RAY].AIType = AI_OFFENSIVE;
|
|
|
|
alien_defs[CD_MOBILE_RAY].speed = 5;
|
|
|
|
alien_defs[CD_MOBILE_RAY].maxShield = 250;
|
|
|
|
alien_defs[CD_MOBILE_RAY].shield = 250;
|
|
|
|
alien_defs[CD_MOBILE_RAY].imageIndex[0] = 10;
|
|
|
|
alien_defs[CD_MOBILE_RAY].imageIndex[1] = 11;
|
|
|
|
alien_defs[CD_MOBILE_RAY].weaponType[0] = W_ENERGYRAY;
|
|
|
|
alien_defs[CD_MOBILE_RAY].weaponType[1] = W_ENERGYRAY;
|
|
|
|
alien_defs[CD_MOBILE_RAY].chance[0] = 50;
|
|
|
|
alien_defs[CD_MOBILE_RAY].chance[1] = 50;
|
|
|
|
alien_defs[CD_MOBILE_RAY].collectChance = 75;
|
|
|
|
alien_defs[CD_MOBILE_RAY].collectType = P_SHIELD;
|
Several adjustments for difficulty purposes.
Started out adjusting prices, then ended up doing other things
while testing. Committing this now before I start doing other
random stuff!
But all of the changes are related to balancing difficulty, mostly
with prices, except for a couple bugfixes in the shop. Most notably:
* Ammo now costs $10, not $50. You no longer have to worry about
saving ammo quite as much as a result.
* Plasma upgrades' cost is now calculated differently, and the result
is slightly lower prices than before.
* Easy mode now grants the player more max ammo than other difficulties.
* Increasing max plasma ammo now costs less at the start, and increases
in cost faster.
* You increase max plasma ammo by 25 at a time, not 10. (10 was just too
small of a number.)
* Destroying enemy ships no longer gives you money. I found that, even
in hard mode, I had *way* too much money coming in, and this cuts it
down substantially. It also makes the shield bonus at the end of missions
much more significant. To compensate for the loss of massive bonuses
bosses used to give, these bosses now drop a lot more stuff.
* Kline has decreased health in his first encounter, and increased health
in his last two encounters (the numbers have been reversed).
2015-03-07 18:19:35 +01:00
|
|
|
alien_defs[CD_MOBILE_RAY].collectValue = 100;
|
2015-03-07 15:42:24 +01:00
|
|
|
alien_defs[CD_MOBILE_RAY].flags = FL_WEAPCO;
|
2015-03-07 05:18:31 +01:00
|
|
|
|
|
|
|
// Rebel Carrier
|
2015-03-07 15:42:24 +01:00
|
|
|
alien_defs[CD_REBELCARRIER].classDef = CD_REBELCARRIER;
|
|
|
|
alien_defs[CD_REBELCARRIER].AIType = AI_OFFENSIVE;
|
|
|
|
alien_defs[CD_REBELCARRIER].speed = 2;
|
|
|
|
alien_defs[CD_REBELCARRIER].maxShield = 100;
|
|
|
|
alien_defs[CD_REBELCARRIER].shield = 100;
|
|
|
|
alien_defs[CD_REBELCARRIER].imageIndex[0] = 32;
|
|
|
|
alien_defs[CD_REBELCARRIER].imageIndex[1] = 33;
|
|
|
|
alien_defs[CD_REBELCARRIER].weaponType[0] = W_DOUBLE_ROCKETS;
|
|
|
|
alien_defs[CD_REBELCARRIER].weaponType[1] = W_MICRO_ROCKETS;
|
|
|
|
alien_defs[CD_REBELCARRIER].chance[0] = 50;
|
|
|
|
alien_defs[CD_REBELCARRIER].chance[1] = 2;
|
|
|
|
alien_defs[CD_REBELCARRIER].collectChance = 0;
|
|
|
|
alien_defs[CD_REBELCARRIER].collectType = P_SHIELD;
|
|
|
|
alien_defs[CD_REBELCARRIER].collectValue = 0;
|
|
|
|
alien_defs[CD_REBELCARRIER].flags = FL_FRIEND;
|
2015-03-07 05:18:31 +01:00
|
|
|
|
|
|
|
// Pluto Boss
|
2015-03-07 15:42:24 +01:00
|
|
|
alien_defs[CD_PLUTOBOSS].classDef = CD_PLUTOBOSS;
|
|
|
|
alien_defs[CD_PLUTOBOSS].AIType = AI_OFFENSIVE;
|
|
|
|
alien_defs[CD_PLUTOBOSS].speed = 4;
|
|
|
|
alien_defs[CD_PLUTOBOSS].maxShield = 500;
|
|
|
|
alien_defs[CD_PLUTOBOSS].shield = 500;
|
|
|
|
alien_defs[CD_PLUTOBOSS].imageIndex[0] = 12;
|
|
|
|
alien_defs[CD_PLUTOBOSS].imageIndex[1] = 13;
|
|
|
|
alien_defs[CD_PLUTOBOSS].weaponType[0] = W_DOUBLE_ROCKETS;
|
|
|
|
alien_defs[CD_PLUTOBOSS].weaponType[1] = W_MICRO_ROCKETS;
|
|
|
|
alien_defs[CD_PLUTOBOSS].chance[0] = 50;
|
|
|
|
alien_defs[CD_PLUTOBOSS].chance[1] = 2;
|
|
|
|
alien_defs[CD_PLUTOBOSS].collectChance = 0;
|
|
|
|
alien_defs[CD_PLUTOBOSS].collectType = P_SHIELD;
|
Several adjustments for difficulty purposes.
Started out adjusting prices, then ended up doing other things
while testing. Committing this now before I start doing other
random stuff!
But all of the changes are related to balancing difficulty, mostly
with prices, except for a couple bugfixes in the shop. Most notably:
* Ammo now costs $10, not $50. You no longer have to worry about
saving ammo quite as much as a result.
* Plasma upgrades' cost is now calculated differently, and the result
is slightly lower prices than before.
* Easy mode now grants the player more max ammo than other difficulties.
* Increasing max plasma ammo now costs less at the start, and increases
in cost faster.
* You increase max plasma ammo by 25 at a time, not 10. (10 was just too
small of a number.)
* Destroying enemy ships no longer gives you money. I found that, even
in hard mode, I had *way* too much money coming in, and this cuts it
down substantially. It also makes the shield bonus at the end of missions
much more significant. To compensate for the loss of massive bonuses
bosses used to give, these bosses now drop a lot more stuff.
* Kline has decreased health in his first encounter, and increased health
in his last two encounters (the numbers have been reversed).
2015-03-07 18:19:35 +01:00
|
|
|
alien_defs[CD_PLUTOBOSS].collectValue = 1000;
|
2015-03-07 15:42:24 +01:00
|
|
|
alien_defs[CD_PLUTOBOSS].flags = FL_WEAPCO;
|
2015-03-07 05:18:31 +01:00
|
|
|
|
|
|
|
// Pluto Boss Barrier
|
2015-03-07 15:42:24 +01:00
|
|
|
alien_defs[CD_BARRIER].classDef = CD_BARRIER;
|
|
|
|
alien_defs[CD_BARRIER].AIType = AI_OFFENSIVE;
|
|
|
|
alien_defs[CD_BARRIER].speed = 1;
|
|
|
|
alien_defs[CD_BARRIER].maxShield = 250;
|
|
|
|
alien_defs[CD_BARRIER].shield = 250;
|
|
|
|
alien_defs[CD_BARRIER].imageIndex[0] = 32;
|
|
|
|
alien_defs[CD_BARRIER].imageIndex[1] = 33;
|
|
|
|
alien_defs[CD_BARRIER].weaponType[0] = W_DOUBLE_SHOT;
|
|
|
|
alien_defs[CD_BARRIER].weaponType[1] = W_MICRO_ROCKETS;
|
|
|
|
alien_defs[CD_BARRIER].chance[0] = 0;
|
|
|
|
alien_defs[CD_BARRIER].chance[1] = 0;
|
|
|
|
alien_defs[CD_BARRIER].collectChance = 100;
|
|
|
|
alien_defs[CD_BARRIER].collectType = P_ANYTHING;
|
|
|
|
alien_defs[CD_BARRIER].collectValue = 25;
|
|
|
|
alien_defs[CD_BARRIER].flags = FL_WEAPCO | FL_NOFIRE;
|
2015-03-07 05:18:31 +01:00
|
|
|
|
|
|
|
// Neptune Boss
|
2015-03-07 15:42:24 +01:00
|
|
|
alien_defs[CD_NEPTUNEBOSS].classDef = CD_NEPTUNEBOSS;
|
|
|
|
alien_defs[CD_NEPTUNEBOSS].AIType = AI_OFFENSIVE;
|
|
|
|
alien_defs[CD_NEPTUNEBOSS].speed = 4;
|
|
|
|
alien_defs[CD_NEPTUNEBOSS].maxShield = 800;
|
|
|
|
alien_defs[CD_NEPTUNEBOSS].shield = 800;
|
|
|
|
alien_defs[CD_NEPTUNEBOSS].imageIndex[0] = 12;
|
|
|
|
alien_defs[CD_NEPTUNEBOSS].imageIndex[1] = 13;
|
|
|
|
alien_defs[CD_NEPTUNEBOSS].weaponType[0] = W_DOUBLE_SHOT;
|
|
|
|
alien_defs[CD_NEPTUNEBOSS].weaponType[1] = W_MICRO_ROCKETS;
|
|
|
|
alien_defs[CD_NEPTUNEBOSS].chance[0] = 100;
|
|
|
|
alien_defs[CD_NEPTUNEBOSS].chance[1] = 0;
|
|
|
|
alien_defs[CD_NEPTUNEBOSS].collectChance = 100;
|
|
|
|
alien_defs[CD_NEPTUNEBOSS].collectType = P_ANYTHING;
|
Several adjustments for difficulty purposes.
Started out adjusting prices, then ended up doing other things
while testing. Committing this now before I start doing other
random stuff!
But all of the changes are related to balancing difficulty, mostly
with prices, except for a couple bugfixes in the shop. Most notably:
* Ammo now costs $10, not $50. You no longer have to worry about
saving ammo quite as much as a result.
* Plasma upgrades' cost is now calculated differently, and the result
is slightly lower prices than before.
* Easy mode now grants the player more max ammo than other difficulties.
* Increasing max plasma ammo now costs less at the start, and increases
in cost faster.
* You increase max plasma ammo by 25 at a time, not 10. (10 was just too
small of a number.)
* Destroying enemy ships no longer gives you money. I found that, even
in hard mode, I had *way* too much money coming in, and this cuts it
down substantially. It also makes the shield bonus at the end of missions
much more significant. To compensate for the loss of massive bonuses
bosses used to give, these bosses now drop a lot more stuff.
* Kline has decreased health in his first encounter, and increased health
in his last two encounters (the numbers have been reversed).
2015-03-07 18:19:35 +01:00
|
|
|
alien_defs[CD_NEPTUNEBOSS].collectValue = 1000;
|
2015-03-07 15:42:24 +01:00
|
|
|
alien_defs[CD_NEPTUNEBOSS].flags = FL_WEAPCO;
|
2015-03-07 05:18:31 +01:00
|
|
|
|
|
|
|
// Mobile Shield
|
2015-03-07 15:42:24 +01:00
|
|
|
alien_defs[CD_MOBILESHIELD].classDef = CD_MOBILESHIELD;
|
|
|
|
alien_defs[CD_MOBILESHIELD].AIType = AI_EVASIVE;
|
|
|
|
alien_defs[CD_MOBILESHIELD].speed = 6;
|
|
|
|
alien_defs[CD_MOBILESHIELD].maxShield = 150;
|
|
|
|
alien_defs[CD_MOBILESHIELD].shield = 150;
|
|
|
|
alien_defs[CD_MOBILESHIELD].imageIndex[0] = 34;
|
|
|
|
alien_defs[CD_MOBILESHIELD].imageIndex[1] = 35;
|
|
|
|
alien_defs[CD_MOBILESHIELD].weaponType[0] = W_DOUBLE_SHOT;
|
|
|
|
alien_defs[CD_MOBILESHIELD].weaponType[1] = W_MICRO_ROCKETS;
|
|
|
|
alien_defs[CD_MOBILESHIELD].chance[0] = 0;
|
|
|
|
alien_defs[CD_MOBILESHIELD].chance[1] = 0;
|
|
|
|
alien_defs[CD_MOBILESHIELD].collectChance = 100;
|
|
|
|
alien_defs[CD_MOBILESHIELD].collectType = P_ANYTHING;
|
|
|
|
alien_defs[CD_MOBILESHIELD].collectValue = 25;
|
|
|
|
alien_defs[CD_MOBILESHIELD].flags = FL_WEAPCO | FL_NOFIRE;
|
2015-03-07 05:18:31 +01:00
|
|
|
|
|
|
|
// Firefly
|
2015-03-07 15:42:24 +01:00
|
|
|
alien_defs[CD_FIREFLY].classDef = CD_FIREFLY;
|
|
|
|
alien_defs[CD_FIREFLY].AIType = AI_OFFENSIVE;
|
|
|
|
alien_defs[CD_FIREFLY].speed = 5;
|
|
|
|
alien_defs[CD_FIREFLY].maxShield = 250;
|
|
|
|
alien_defs[CD_FIREFLY].shield = 250;
|
|
|
|
alien_defs[CD_FIREFLY].imageIndex[0] = 0;
|
|
|
|
alien_defs[CD_FIREFLY].imageIndex[1] = 1;
|
|
|
|
alien_defs[CD_FIREFLY].weaponType[0] = W_TRIPLE_SHOT;
|
|
|
|
alien_defs[CD_FIREFLY].weaponType[1] = W_DOUBLE_ROCKETS;
|
|
|
|
alien_defs[CD_FIREFLY].chance[0] = 100;
|
|
|
|
alien_defs[CD_FIREFLY].chance[1] = 5;
|
|
|
|
alien_defs[CD_FIREFLY].collectChance = 100;
|
|
|
|
alien_defs[CD_FIREFLY].collectType = P_ANYTHING;
|
|
|
|
alien_defs[CD_FIREFLY].collectValue = 250;
|
|
|
|
alien_defs[CD_FIREFLY].flags = FL_WEAPCO;
|
2015-03-07 05:18:31 +01:00
|
|
|
|
|
|
|
// Uranus Boss
|
2015-03-07 15:42:24 +01:00
|
|
|
alien_defs[CD_URANUSBOSS].classDef = CD_URANUSBOSS;
|
|
|
|
alien_defs[CD_URANUSBOSS].AIType = AI_OFFENSIVE;
|
|
|
|
alien_defs[CD_URANUSBOSS].speed = 4;
|
|
|
|
alien_defs[CD_URANUSBOSS].maxShield = 750;
|
|
|
|
alien_defs[CD_URANUSBOSS].shield = 750;
|
|
|
|
alien_defs[CD_URANUSBOSS].imageIndex[0] = 41;
|
|
|
|
alien_defs[CD_URANUSBOSS].imageIndex[1] = 42;
|
|
|
|
alien_defs[CD_URANUSBOSS].weaponType[0] = W_SPREADSHOT;
|
|
|
|
alien_defs[CD_URANUSBOSS].weaponType[1] = W_DOUBLE_ROCKETS;
|
|
|
|
alien_defs[CD_URANUSBOSS].chance[0] = 100;
|
|
|
|
alien_defs[CD_URANUSBOSS].chance[1] = 5;
|
|
|
|
alien_defs[CD_URANUSBOSS].collectChance = 100;
|
|
|
|
alien_defs[CD_URANUSBOSS].collectType = P_ANYTHING;
|
Several adjustments for difficulty purposes.
Started out adjusting prices, then ended up doing other things
while testing. Committing this now before I start doing other
random stuff!
But all of the changes are related to balancing difficulty, mostly
with prices, except for a couple bugfixes in the shop. Most notably:
* Ammo now costs $10, not $50. You no longer have to worry about
saving ammo quite as much as a result.
* Plasma upgrades' cost is now calculated differently, and the result
is slightly lower prices than before.
* Easy mode now grants the player more max ammo than other difficulties.
* Increasing max plasma ammo now costs less at the start, and increases
in cost faster.
* You increase max plasma ammo by 25 at a time, not 10. (10 was just too
small of a number.)
* Destroying enemy ships no longer gives you money. I found that, even
in hard mode, I had *way* too much money coming in, and this cuts it
down substantially. It also makes the shield bonus at the end of missions
much more significant. To compensate for the loss of massive bonuses
bosses used to give, these bosses now drop a lot more stuff.
* Kline has decreased health in his first encounter, and increased health
in his last two encounters (the numbers have been reversed).
2015-03-07 18:19:35 +01:00
|
|
|
alien_defs[CD_URANUSBOSS].collectValue = 500;
|
2015-03-07 15:42:24 +01:00
|
|
|
alien_defs[CD_URANUSBOSS].flags = FL_WEAPCO;
|
2015-03-07 05:18:31 +01:00
|
|
|
|
|
|
|
// Uranus Boss Wing 1
|
2015-03-07 15:42:24 +01:00
|
|
|
alien_defs[CD_URANUSBOSSWING1].classDef = CD_URANUSBOSSWING1;
|
|
|
|
alien_defs[CD_URANUSBOSSWING1].AIType = AI_OFFENSIVE;
|
|
|
|
alien_defs[CD_URANUSBOSSWING1].speed = 4;
|
|
|
|
alien_defs[CD_URANUSBOSSWING1].maxShield = 250;
|
|
|
|
alien_defs[CD_URANUSBOSSWING1].shield = 250;
|
|
|
|
alien_defs[CD_URANUSBOSSWING1].imageIndex[0] = 43;
|
|
|
|
alien_defs[CD_URANUSBOSSWING1].imageIndex[1] = 44;
|
|
|
|
alien_defs[CD_URANUSBOSSWING1].weaponType[0] = W_DOUBLE_ROCKETS;
|
|
|
|
alien_defs[CD_URANUSBOSSWING1].weaponType[1] = W_DOUBLE_ROCKETS;
|
|
|
|
alien_defs[CD_URANUSBOSSWING1].chance[0] = 5;
|
|
|
|
alien_defs[CD_URANUSBOSSWING1].chance[1] = 0;
|
|
|
|
alien_defs[CD_URANUSBOSSWING1].collectChance = 100;
|
|
|
|
alien_defs[CD_URANUSBOSSWING1].collectType = P_ANYTHING;
|
|
|
|
alien_defs[CD_URANUSBOSSWING1].collectValue = 250;
|
|
|
|
alien_defs[CD_URANUSBOSSWING1].flags = FL_WEAPCO | FL_IMMORTAL;
|
2015-03-07 05:18:31 +01:00
|
|
|
|
|
|
|
// Uranus Boss Wing 2
|
2015-03-07 15:42:24 +01:00
|
|
|
alien_defs[CD_URANUSBOSSWING2].classDef = CD_URANUSBOSSWING2;
|
|
|
|
alien_defs[CD_URANUSBOSSWING2].AIType = AI_OFFENSIVE;
|
|
|
|
alien_defs[CD_URANUSBOSSWING2].speed = 4;
|
|
|
|
alien_defs[CD_URANUSBOSSWING2].maxShield = 250;
|
|
|
|
alien_defs[CD_URANUSBOSSWING2].shield = 250;
|
|
|
|
alien_defs[CD_URANUSBOSSWING2].imageIndex[0] = 45;
|
|
|
|
alien_defs[CD_URANUSBOSSWING2].imageIndex[1] = 46;
|
|
|
|
alien_defs[CD_URANUSBOSSWING2].weaponType[0] = W_DOUBLE_ROCKETS;
|
|
|
|
alien_defs[CD_URANUSBOSSWING2].weaponType[1] = W_DOUBLE_ROCKETS;
|
|
|
|
alien_defs[CD_URANUSBOSSWING2].chance[0] = 5;
|
|
|
|
alien_defs[CD_URANUSBOSSWING2].chance[1] = 0;
|
|
|
|
alien_defs[CD_URANUSBOSSWING2].collectChance = 100;
|
|
|
|
alien_defs[CD_URANUSBOSSWING2].collectType = P_ANYTHING;
|
|
|
|
alien_defs[CD_URANUSBOSSWING2].collectValue = 250;
|
|
|
|
alien_defs[CD_URANUSBOSSWING2].flags = FL_WEAPCO | FL_IMMORTAL;
|
2011-08-24 14:14:44 +02:00
|
|
|
|
2011-08-26 23:53:46 +02:00
|
|
|
setColorIndexes();
|
2011-08-24 14:14:44 +02:00
|
|
|
|
|
|
|
showStory();
|
|
|
|
|
|
|
|
// Determine which part of the game we will go to...
|
2015-03-05 03:30:23 +01:00
|
|
|
section = 0;
|
2011-08-24 14:14:44 +02:00
|
|
|
|
2015-02-28 01:52:55 +01:00
|
|
|
currentGame.difficulty = DIFFICULTY_NORMAL;
|
2011-08-24 14:14:44 +02:00
|
|
|
newGame();
|
|
|
|
|
|
|
|
while (true)
|
|
|
|
{
|
2015-03-05 03:30:23 +01:00
|
|
|
switch (section)
|
2011-08-24 14:14:44 +02:00
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
section = doTitle();
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 1:
|
|
|
|
section = galaxyMap();
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 2:
|
2015-03-05 03:30:23 +01:00
|
|
|
if (currentGame.stationedPlanet == -1)
|
|
|
|
doCutscene(0);
|
2011-08-24 14:14:44 +02:00
|
|
|
section = mainGameLoop();
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return(0);
|
|
|
|
}
|