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I don't feel I like this too much. There is irritating screen shaking and redness along side screaming, and in return you get an invulnerability-berserk powerup. Speed is negligible here, considering Doomguy is already fast.
The item appears too big in game. The sphere part of the sprite lacks shading to make it look like a sphere and not a circle.
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If possible, I think this would work better if the Fist (or what is used for the Fist) can't be switched out, until the timer runs out, keeping the whole process uninterrupted* seeing as you can't be damaged. (But not sure if or how you can "lock" the weapon in place)
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If possible, I think this would work better if the Fist (or what is used for the Fist) can't be switched out, until the timer runs out, keeping the whole process uninterrupted* seeing as you can't be damaged. (But not sure if or how you can "lock" the weapon in place)
Maybe as a morph, like the Mutant Sphere? That is, morph the player into a class where the only weapon is a stronger Fist attack.
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You can try using the Mutant Sphere as a how-to reference. The effect is not dissimilar to what you have in mind.
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ACTOR CustomFist : Fist (Example of configuration taken from zdoom.org)
{
States
{
Fire:
PUNG B 4
TNT1 A 0 A_JumpIfInventory("PowerStrength", 1, "Berserked")
Normal:
PUNG C 4 A_CustomPunch(2 * random(1, 10), TRUE)
Goto FireEnd
Berserked:
PUNG C 4 A_CustomPunch(20 * random(1, 10), TRUE)
FireEnd:
PUNG D 5
PUNG C 4
PUNG B 5 A_ReFire
Goto Ready
}
}
Actor RageFist : Fist
{
Inventory.Icon "MNIKF0"
Weapon.SlotNumber 1
Weapon.Kickback 150
-WEAPON.WIMPY_WEAPON
+WEAPON.CHEATNOTWEAPON
States
{
Ready:
PUCH A 1 a_weaponready
loop
Deselect:
PUCH A 1 A_Lower
loop
Select:
PUCH A 1 A_Raise
loop
Fire:
TNT1 A 0 A_JumpIfInventory("FistSwap", 1, "LeftPunch")
PUCH A 3 A_Playsound("InsanityPunch/Swing1",Chan_Weapon)
PUCH B 2
PUCH L 2 A_CustomPunch(6*Random(5,10),True,CPF_PULLIN,"BulletPuff",64,5,300,"ArmorBonus","InsanityPunch/Impact1")
PUCH C 2
PUCH M 2
PUCH D 2
PUCH N 2
PUCH E 2
PUCH R 2
TNT1 A 0 A_GiveInventory("FistSwap",1)
PUCH K 3 A_ReFire
goto Ready
LeftPunch:
PUCH F 3 A_Playsound ("InsanityPunch/Swing2",Chan_Weapon)
PUCH G 2
PUCH O 2 A_CustomPunch(6*Random(5,10),True,CPF_PULLIN,"BulletPuff",64,5,300,"ArmorBonus","InsanityPunch/Impact1")
PUCH H 2
PUCH P 2
PUCH I 2
PUCH Q 2
PUCH J 2
TNT1 A 0 A_TakeInventory("FistSwap",1)
PUCH K 3 A_ReFire
goto Ready
}
}
actor FistSwap: Ammo { Inventory.MaxAmount 1 }
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Health Regenerates only when damaging/killing enemies up to 300%. +5% per hit.
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