JadtheGerbil (JtG) Weapons MOD 1.20
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Created/Programmed/Alphaed/Betaed/Gammaed By JadtheGerbil (of Course!)

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Please e-mail questions, concerns, complaints, suggestions, bug reports, other stuff to:
JadtheGerbil@Yahoo.com, 

or visit http://members.theglobe.com/JadtheGerbil/index.html for more info.
Eventually, www.planetunreal.com/JtG/ Will open for business. Keep checking on it.

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Version history:

V1.2:
* Added the Preferences/Mutator Menu for advanced weapon-usage.
* Fixed Redeem-o-matic's lag problem with a menu option (Redeemer Shockwave).
* Decreased Redee-o-matic's original strength.
* Cleaned up menu system with more menu choices deemed more user-friendly.
* Removed the despised Class system of weapon selection.
* Combined each weapon's projectile's stats with that weapon.
* Allowed each Mini-rocket/Redeemo-shell firing weapon to fire its each unique projectile
	(Damage-, strength-, and damage radius- -wise)
* Fixed random script recursion problems with certain weapons/choices.
* Added three new weapons: Redeem-o-Enforcers, Crushgun, and the experimental Lock-on Gun
* Made the Unlimited Ammo option for the Smashgun/Crushgun actually work.
* Removed the unnecessary and utterly stupid Projectile Speed option from the menu.
* Added the our website to the Readme.
* Updated the Readme to reflect the menu changes.
* Various other fixes/patches/ideas/clean-ups/options to the code.

V1.0:
* Initial release

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This is a (relatively) straightforward modification. It modifies four of the weapons
to, basically, shoot different stuff. I never said it was a BIG mod!

The included new weapons are:
	The Explosive/Mini-Rocket Firing Enforcers
	The Explosive/Mini-Rocket Firing Miniguns
	The Lock-on Gun (Think the gun from "The Fifth Element")
		[the LoG is experimental and therefore is not supported]
	The Redeem-o-Matic/Redeem-o-Enforcers (Fires Mini-Redeemer shells)	
	The Smashgun (Fires repulsive/attractive charges)
	The Crushgun (Speeds up/Reverses the targets momentum)
	The Scout-Missile Launcher (Shoots *Mostly* harmless redeemer shells)

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An explanation of each of the menu selection is what follows:

Note: In order to modify the projectile-weapons' damage and such, modify the projectile.

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Arena Mode: Allows you to configure the use of Arena Mode.

     Options:	Turn Arena Mode on/off
		Change whether Shockcores replace ammo or not
		Change whether Bullets replace ammo or not (Explained later)
		Change whether Weapons replace ammo or not.
		Change whether Powerups are replaced or removed (Also explained later)

     Summon name: Can't, IT'S ON THE MENU!
     
     Interesting fact: If there's enough interest, I'll add some more/better options.

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The Explosive Enforcer: Fires Explosive Rounds.

     Options:	Change amount of ammo when you pick it up
		Change the size of the ensuing explosion
		Change the damage the preceeding explosion causes
		Change whether it is the default weapon or not

     Summon name: mrl.eenforcer
     
     Interesting fact: Not much for interesting stuff.

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The Mini-Rocket Enforcers: Fires Mini-Rockets (Smaller versions of the Eightball's)

     Options: 	Change amount of ammo when you pick it up
		Change the size of the MR's Explosion
		Change the damage the explosion causes
		Change whether it is the default weapon or not
     
     Summon name: mrl.mrenforcer

     Interesting fact: It's 25% bigger than the original Enforcer

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The Redem-o-Enforcers: Fires Mini-Redeemer Shells

     Options: 	Change amount of ammo when you pick it up
		Change the size of the PROJECTILE's explosion
		Change how much the PROJECTILE's hurts
		Change how much the nuclear SHOCKWAVE hurts
		Change how big (actually, how long) the SHOCKWAVE gets
		Change whether it is the default weapon or not
		Change whether you want the nuclear SHOCKWAVE or not (explained later)
     
     Summon name: mrl.rdmenforcer

     Interesting fact: Twice as big as the enforcer. When Redeemer Shockwave is deactivated,
		when the PROJECTILE explodes, causes another (sprite-based) explosion with the
		SHOCKWAVE's Damage and size. (It makes sense when you think about it)

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THIS is a fun one! It's great for knock-off parties! Try it to understand what I mean.

The Smashgun: Primary Mode: Fires a repulsive shot
     	      Secondary Mode: Fires an attractive shot

     Options:	Change amount of ammo when you pick it up
		Change the range of the attractive/repulsive shot
		Change the amount of damage the shot causes if a direct hit
		Change how repulsive/attractive the shot is
		Change whether you can score headshots with the shot or not.
		Change whether it has unlimited ammo or not
		Change whether it is the default weapon or not.
     
     Summon name: mrl.smashgun
     
     Interesting fact: Looks the same as the ASMD, but is VERY different.
		When Unlimited Ammo is enabled, the Pickup Ammo is disabled
			simply for aesthetical appeal. Typing in a number for
			"Pickup Ammo" (and hitting Save) disables Unlimited ammo

See the note at the bottom for more information.
You SHOULD read the note to use the Smashgun to it's fullest potential.

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THIS one I made on a whim. Turned out okay, decided to include it.

The Crushgun: Primary Mode: Increases the victim's speed x the Speed Multiplier
     	      Secondary Mode: Reverses the Victim's direction and the Speed is Multiplied

     Options:	Change amount of ammo when you pick it up
		Change the amount of damage the shot causes if a direct hit
		Change by how much the Victim's Speed is multiplied
		Change whether you can score headshots with the shot or not.
		Change whether it has unlimited ammo or not
		Change whether it is the default weapon or not.
     
     Summon name: mrl.crushgun
     
     Interesting fact: Looks the same as the ASMD, but is VERY different.
		A stationary enemy is immune to the reverser, for practical reasons.
		When Unlimited Ammo is enabled, the Pickup Ammo is disabled
			simply for aesthetical appeal. Typing in a number for
			"Pickup Ammo" (and hitting Save) disables Unlimited ammo		

See the note at the bottom for more information.
You SHOULD read the note to use the Crushgun to it's fullest potential.

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The Explosive Minigun: Fires Explosive Rounds.

     Options:	Change amount of ammo when you pick it up
		Change the size of the ensuing explosion
		Change the damage the preceeding explosion causes
		Change whether it is the default weapon or not.

     Summon name: mrl.emg
     
     Interesting fact: The same as the original Minigun, but with a White Ammo display.

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The Mini-Rocket Gun: Fires Mini-Rockets.

     Options:	Change amount of ammo when you pick it up
		Change the size of the explosion the projecticle makes
		Change how much the explosion hurts.
		Change whether it replaces powerups when in Arena Mode

     Summon name: mrl.mrl
     
     Interesting fact: 50% Bigger than the Minigun, has Red Ammo display.

Note: The Lock-on Gun (summon name: mrl.lockongun) is just like this weapon, but with
the ability to lock onto enemies, just like the eightball. Since this is experimental,
I didn't want to put in on the menu, but I kept it in here just the same.
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This is the ULTIMATE (For the time being) Weapon of Utter-and-Total Destruction TM.

The Redeem-o-Matic: Fires Mini-Redeemer Charges.

     Options:	Change amount of ammo when you pick it up
		Change the size of the PROJECTILE's explosion
		Change the damage the PROJECTILE causes
		Change how much the SHOCKWAVE hurts
		Change how big/long the SHOCKWAVE is/lasts
		Change whether it is the default weapon or not

     Summon name: mrl.redeemo
     
     Interesting fact: Twice as Big as the Minigun, has White Ammo display.

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Bots don't handle this too well, designed for big team games.

The Scout-Missile Launcher: Fires Scout-Missiles (DUH!)

     Options:	Change amount of ammo when you pick it up
		Change how fast the Scout-Missile goes
		Change how much the missile hurts.
		Change whether it's the default or not
		Change whether the Missile can teleport or not

     Summon name: mrl.scouter
     
     Interesting fact: 50% Smaller (and 50% cuter!) than the Redeemer.

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The "Default All Here" Spot: Hit "Defaults" when this is selected to reset everything.

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The "Defaults" Button: Hit this to reset the current screen to it's defaults.

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The "Save" Button: Hit this whenever you change an option that is a number.
			(The Checkboxes save automatically)

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Smashgun 101:

Wall Scaling:

Due to the Smashgun's attracting/repulsing ways, you can scale walls with it! However, don't
try this if damage is set to anything greater than 0.

Go to a level with a big, vertical wall. I've found that DM-Deck16][ is great for this.

Go to the base of the wall. Here's where the paths deviate. 

There are about 3 ways to do this:

1) Look up, jump, then immediately fire an attractive shot (secondary). If done right, you
should sail up and over the wall. Depending on the height, you may have to do some #2 action
to clear it successfully.

2) Look up, and keep firing a secondary blast at about a 50 degree angle (depends on the range 
of the shot) If do it right, you will continue to be drawn up over the wall. You can use this 
to return to the top of Morpheus after a long fall!

3) Look down, and fire a repulsive shot (primary). You will do a big jump. However, because of
the way the weapon fires, you probably will be shot away from the wall a bit. Just aim towards
the wall, and continue to fire. This is kinda like wall-kicking up the wall, but I personally
prefer using either #1 or #2.

If Headshot is set to true, you can blow/suck their heads off!

If using this online, I suggest setting "Allow Headshots" to off, unlimited to on, maybe turn
on some damage, and scale the power down so you don't go everywhere... 
Unless, that's what you want...


Enemy Smashing:

A little known fact about the Smashgun is it's ability to push/pull competitors to their deaths!

Note: This work especially well when fall damage/distance is set very high/low respectively.

If the enemy is near a wall, fire either an attractive shot below him, or a repulsive shot above 
him. 

Also, if the enemy is coming towards the ground, like at the tail end of a jump, if you fire an
attractive shot below them, they are pulled into the ground.

The end result, they are shot/pulled down into the ground, blowing them up. You don't get
a frag, but the satisfaction of robbing them of a kill, as well as doing it right is well worth it.

There are many more strategies, but if I told you all I know, it would take away all the fun!

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Crushgun 202:

History of the Crushgun:

The Smashgun's original purpose was to do what the Crushgun does now, but I liked the wall-climbing,
and didn't deem it necessary to change it. In an experiment, I made this, found it worked like I wanted
it to, and left it in.

Usage of the Crushgun:

Because of the way the gun is set-up, stationary enemies were immune to the shots. I combated this 
by taking a bit of the Smash from the Smashgun, and applying it to both shots. However, because of the way
the secondary mode is set-up, when the enemy is launched into the air by the initial blast, the speed/
direction reversing action simply puts them back to the ground. Sorry.

1) For moving targets, skip to step 2. Fire a primary blast to make the target move.
2) Toggle between firing primary and secondary blasts to raise the enemy high into the air, increasing
	their airspeed the whole time.
3) Eventually, either let them fall to the ground going really fast, or hit them with a reverser. However,
	I've noticed that even the fastest enemy will sometimes land unscathed if you use the reverser too much.
4) They should then blow up into tiny pieces, removing a frag from their count.

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Creator's Notes:
	* If you turn on bUseThese in the Mutators menu, it "should" disable most of the Mod menu options

	* To combat bad lag, I placed the Redeemer Shockwave option in there.

	* If you check both of the "AMMO" switches, it will randomly pick between the two 
		every time.
	* If you check Weapons Replace Ammo, it turns off the two "AMMO" switches, for (hopefully)
		obvious reasons.
	
	* If you check more than one of the "Replace in Arena Mode" buttons, randomly again.

	* If you check "Replace" Powerups (Health, Armor, Etc.) are replaced as follows:

		If you check only an "AMMO" box and none of the "In Arena Mode"s, 
		replaces them with whichever ammo type(s) you picked.

		If you check any of the "Arena Mode"s, but no "AMMO"s, it replaces them
		with whichever weapon type(s) you picked.

		If you check an "AMMO" AND any "Arena", randomly picks between the two.

	* If you check "Remove", it wipes the powerups from the level.	

	* It's called MRL because this was originally only the Mini-Rocket Launcher, but
		I added more, and now I'm just too lazy to change it. Drop me a line if it
		bugs you.
	
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Some Known bugs: (I can't find a way to fix 'em! Send help!)
		
	* When not running Arena Mode, the Impact Hammer is the default weapon.
	
	* More than one Redeem-o-Matic explosion becomes VERY loud. I don't know if this
		is fatal to ping on network games. Drop me a line if it matters to you.

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Some Future plans for the JtG Weapon Pack:

	* The ability to score kills using the Smash/Crushgun's uniques abilities.

	* An "Instant Teleporter", a 'Smashgun-cum-Translocator' thing. Only it's instant,
		instead of requiring the, uh, "target".

	* A training level for the Smashgun/Crushgun, so newbies can get right into it.	

	* A few more will probably come. E-mail if you have any, but don't wanna make anything.

If you find any more problems, or you have a suggestion, e-mail it to:
JadtheGerbil@yahoo.com

Visit http://members.theglobe.com/JadtheGerbil/index.html for the newest updates, or
visit http://www.planetunreal.com/JtG/ In the near future, our new home site!