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MENUDEF.txt
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MENUDEF.txt
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//==============================================================================
//==============================================================================
// Main Menu
//==============================================================================
//==============================================================================
LISTMENU "MainMenu"
{
StaticPatch 94, 2, "M_DOOM"
Position 97, 72
IfOption(ReadThis)
{
Position 97, 64
}
PatchItem "M_NGAME", "n", "PlayerclassMenu"
ifOption(SwapMenu)
{
PatchItem "M_LOADG", "l", "LoadGameMenu"
PatchItem "M_SAVEG", "s", "SaveGameMenu"
PatchItem "M_OPTION","o", "OptionsMenu"
}
else
{
PatchItem "M_OPTION","o", "OptionsMenu"
PatchItem "M_LOADG", "l", "LoadGameMenu"
PatchItem "M_SAVEG", "s", "SaveGameMenu"
}
ifOption(ReadThis)
{
PatchItem "M_RDTHIS","r", "ReadThisMenu"
}
PatchItem "M_QUITG", "q", "QuitMenu"
StaticPatch 160, 200, "uacbottm"
}
//==============================================================================
ListMenu "AkimboSideSelect"
{
Class "AkimboMenu"
}
//==============================================================================
//==============================================================================
// Options
//==============================================================================
//==============================================================================
AddOptionMenu "OptionsMenu"
{
Submenu "D4D Mod Options", "D4DOptions"
}
OptionMenu "D4DOptions"
{
Title "D4D Mod Options"
Submenu "Display Options", "D4DDisplayOptions"
SubMenu "Upgrade Mode", "D4DUpgradeMode"
Submenu "Gore Options", "D4DGoreOptions"
Submenu "Weapon Options", "D4DWeaponOptions"
Submenu "Monster Options", "D4DMonsterOptions"
SubMenu "Customize Keybinds", "D4DKeybinds"
Submenu "Glory Kill Options", "D4DGloryKillOptions"
StaticText ""
StaticText "Gameplay Options", 1
Option "Multi jump", "D4D_MultiJump", "OnOff"
Option "Ledge grabbing", "D4D_AllowClimbing", "OnOff"
Option "Berserk Switch On Pickup", "D4D_BerserkAutoSwitch","YesNo"
Option "Grenade Starts", "D4D_NMGrenades", "NMGrenade"
Option "Bonus Items Always Pickup", "D4D_BonusAlwaysPickup","YesNo"
Option "Bonus Item Capacity", "D4D_BonusNoLimit", "D4BonusLimits"
StaticText ""
StaticText "Demon Runes", 1
Option "Spawn Demon Runes", "D4D_DemonRunes", "DemonRunes"
Option "Silent idle demon-player", "D4D_SilentMorphs", "YesNo"
StaticText ""
StaticText "Footsteps", 1
Slider "Footsteps volume", "fs_volume_mul", 0.0, 3.0, 0.1, 2
Slider "Footsteps frequency", "fs_delay_mul", 0.8, 1.3, 0.025, 3
}
OptionMenu "D4DWeaponOptions"
{
Title "Weapon Options"
StaticText "Weapon Modifications", GOLD
StaticText "Some secondary fire modes can be changed to skip priming.", YELLOW
StaticText "Triple fire, grenade, micro missiles, etc.", YELLOW
Option "Secondary Priming Mode", "D4D_SecondaryPriming", "OnOff"
StaticText ""
StaticText "Multiplayer Weapons", GOLD
Option "Spawn MP weapons", "MPWeapons", "OnOff"
}
OptionMenu "D4DUpgradeMode"
{
Title "Choose Upgrade Mode"
StaticText "Credits", GOLD
StaticText "Upgrades are purchased via the menu, and all monsters give credits when", YELLOW
StaticText "killed. Any upgrade can be purchased at any time if you have enough.", YELLOW
StaticText "Crates are purchased for 500c each.", YELLOW
StaticText ""
StaticText "Pickups", GOLD
StaticText "Upgrade menu disabled. Monsters rarely drop upgrades for", YELLOW
StaticText "weapons/suit/powerups. Weapon upgrades drop only for owned weapons.", YELLOW
StaticText "Monsters give crates instead of credits.", YELLOW
StaticText ""
Option "Upgrade Mode", "D4D_UpgradeMode", "UpgradeMode"
Command "End Game", "menu_endgame"
StaticText ""
StaticText "Modes won't take effect until a new game is started.", RED
}
OptionMenu "D4DGloryKillOptions"
{
Title "Glory Kill Options"
StaticText ""
StaticText "Melee Executions refers to being able to quickly execute a monster that has","Gold"
StaticText "been weakened. When executions are ON, this implies custom behaviour for the","Gold"
StaticText "monsters, like healing a bit after they were vulnerable but weren't killed.","Gold"
StaticText "If you don't want any of the custom behaviour, you can turn off the master switch","Gold"
StaticText ""
Option "Melee Executions Master Switch", "D4D_ExecutionsON", "OnOff"
StaticText ""
Option "Glory Kill Animations", "D4D_ExecutionAnimation", "OnOff", D4D_ExecutionsON
Option "Monster Highlight When Weak", "D4D_ExecutionHighlight", "OnOff", D4D_ExecutionsON
StaticText ""
StaticText "Monster Stagger", White
Option "Monster Stagger When Weak", "D4D_MonsterStagger", "OnOff", D4D_ExecutionsON
Option "Noisy Staggered Monsters", "D4D_NoisyStagger", "OnOff", D4D_ExecutionsON
StaticText ""
Slider "Stagger/Highlight (in seconds)", "D4D_StaggerLenght", 2, 8, 1, 1
}
OptionMenu "D4DKeybinds"
{
Title "D4D Keybinds"
Control "Upgrade Menu", "UpgradeMenu"
StaticText ""
Control "Switch Weapon Mods", "+reload"
Control "Melee Attack", "+user2"
Control "Cycle Grenade (Next)", "Give GrenadeSwitchNext"
Control "Cycle Grenade (Prev)", "Give GrenadeSwitchPrev"
Control "Throw Grenade", "+user1"
Control "Cancel Demon Rune", "+user4"
StaticText ""
StaticText "Special Use", 1
Control "Buy Crate (500cr)", "give BuyCrate"
Control "Dash (when available)", "NetEvent Dash"
Control "Brofist (when available)", "pukename D4DoomDoll"
Control "Panic Button (Clear Gibs)", "RemoveAllGibs"
StaticText ""
SubMenu "Weapon keybinds", "D4DWeaponsMenu"
}
OptionMenu "D4DWeaponsMenu"
{
Title "D4D Weapons Keybinds"
StaticText ""
StaticText "By Slot Number",1
Control "Slot 1 (Fist, Chainsaw)", "slot 1"
Control "Slot 2 (Pistol)", "slot 2"
Control "Slot 3 ((Super) Shotgun)", "slot 3"
Control "Slot 4 (H.A.R., Repeater, Chaingun)", "slot 4"
Control "Slot 5 (Rocket, Grenade Launcher)", "slot 5"
Control "Slot 6 (Plasma, LightningGun)", "slot 6"
Control "Slot 7 (Static, Vortex, Gauss)", "slot 7"
Control "Slot 8 (Carrion, BFG, Unmaykr)", "slot 8"
Control "Slot 9 (Crucible)", "slot 9"
Control "Switch Super Weapon", "UseSuperWeapon"
StaticText ""
StaticText "By Specific Weapon",1
Control "Chainsaw", "use D4Chainsaw"
Control "Fist", "use D4DFist"
Control "Pistol", "use D4Pistol"
Control "Shotgun", "use D4Shotgun"
Control "Super Shotgun", "use D4SuperShotgun"
Control "Heavy Assault Rifle", "use D4AssaultRifle"
Control "Repeater", "use D4Repeater"
Control "Chaingun", "use D4Chaingun"
Control "Rocket Launcher", "use D4RocketLauncher"
Control "Grenade Launcher", "use D4GrenadeLauncher"
Control "Plasma Rifle", "use D4PlasmaRifle"
Control "Lightning Gun", "use D4LightningGun"
Control "Static Rifle", "use D4StaticRifle"
Control "Vortex Rifle", "use D4VortexRifle"
Control "Gauss Cannon", "use D4GaussCannon"
Control "BFG", "use D4BFG"
Control "Unmaykr", "use DEUnmakyr"
Control "Carrion Cannon", "use D4CarrionCannon"
Control "Crucible", "use DECrucible"
}
OptionMenu "D4DPerformanceOptions"
{
Title "V-NOISE MASTER SWITCHES"
StaticText ""
StaticText ""
StaticText "The following two options disable a lot of visual effects", "Gold"
StaticText "which should improve performance at the cost of visual quality.", "Gold"
StaticText "Use these to increase performance and/or decrease visual noise", "Gold"
StaticText ""
StaticText "\"Monster HQ effects\" mainly affects projectile trails,", "White"
StaticText "particles and smoke effects generated by monsters", "White"
StaticText ""
Option "Monster HQ Effects", "HQEffects", "OnOff"
StaticText ""
StaticText ""
StaticText "\"Weapon HQ effects\" also removes particles and smoke,", "White"
StaticText "effects from weapons, but it will not interfere with", "White"
StaticText "other weapon options like: casings, tracer or quake effects.", "White"
StaticText ""
Option "Weapon HQ Effects", "HQEffectsWeapons", "OnOff"
}
OptionMenu "D4DDisplayOptions"
{
Title "D4D Display"
StaticText ""
Submenu "Performance/V-noise Master Switches", "D4DPerformanceOptions"
StaticText ""
StaticText "MESSAGES", 1
Option "Message Style", "user_Completionist", "CompletionistStyle"
Option "Show Monster Quota", "user_MonsterQuota", "OnOff"
Option "Show Secret Quota", "user_SecretQuota", "OnOff"
//Option "Show HUD Percentages", "D4D_HUDPercentages", "OnOff"
StaticText ""
StaticText "HUD", "Gold"
Option "Blood HUD effect", "D4D_BloodScreen", "OnOff"
Option "Pinata Borders", "D4D_DrawPinataBorders", "OnOff"
Option "Damage Indicators", "D4D_DamageIndicators", "OnOff"
SliderRange "Pinata Border Scale", "D4D_PinataScale", 0.05, 2.0, 0.05, 1, D4D_DrawPinataBorders, 1, 1
SliderRange "Indicator Scale", "D4D_DIScale", 0.05, 1.0, 0.05, 1, D4D_DamageIndicators, 1, 1
SliderRange "Indicator Visibility", "D4D_DIAlpha", 0.05, 1.0, 0.05, 1, D4D_DamageIndicators, 1, 1
StaticText "EFFECTS OPTIONS", "Gold"
StaticText "Weapons", "White"
Option "Spawn Casings", "D4D_Casings", "OnOff"
Option "Short Casing Lives", "D4D_ShortCasingLives", "YesNo"
Option "Silent Casings", "D4D_SilentCasings", "YesNo"
Option "ZDoom Crosshair (OFF recommended)", "crosshair", "Crosshairs"
StaticText ""
StaticText "Other effects", "White"
Option "Voxels", "r_drawvoxels", "OnOff"
Option "Particle Type", "gl_particles_style", "ParticleStyle"
Slider "Maximum Particle Count", "r_maxparticles", 1000, 65536, 1000, 0
StaticText ""
NumberField "Max FX Render Distance", "D4D_MaxDrawDistance", 0, 20480, 8
NumberField "Max FX Dist (Faster)", "D4D_MaxDrawDistance", 0, 20480, 64
}
OptionMenu "D4DGoreOptions"
{
Title "Gnash Gore"
StaticText "Disclaimer: Not Based On Nashgore.",1
Command "Panic Command", "RemoveAllGibs"
Option "Spawn Bullet Giblets", "D4D_BloodGiblets", "YesNo"
NumberField "Bullet Giblets", "D4D_Giblets", 0, 10, 1
NumberField "Splatter Giblets", "D4D_SplatterGiblets", 0, 10, 1
NumberField "Blood Clouds", "D4D_BloodClouds", 0, 10, 1
Option "Blood Splatters", "D4D_BloodSplatters", "OnOff"
NumberField "Blood Splatter Timer", "D4D_BloodTime", 0, 150, 1, "D4D_BloodSplatters"
Option "Blood Trails", "D4D_BloodTrails", "OnOff"
Option "Short Gib Life", "D4D_ShortGibLives", "OnOff"
SafeCommand "Restore Giblet Defaults", "D4D_Giblets 1; D4D_SplatterGiblets 3; D4D_BloodClouds 3;"
StaticText " "
StaticText "SPAWN EVEN MORE GORE.", RED
StaticText "We hold no liability in the unplayability from", BLUE
StaticText "cranking the giblets spawning to the power of stupid.", BLUE
StaticText "YOU HAVE BEEN WARNED.", RED
StaticText " "
NumberField "Bullet Giblets Unleashed", "D4D_Giblets", 0, 10000, 1
NumberField "Splatter Giblets Unleashed", "D4D_SplatterGiblets", 0, 10000, 1
}
OptionMenu "D4DMonsterOptions"
{
Title "Monster Options"
StaticText "Monster Type Selection", GOLD
SubMenu "Dehacked Monsters", "D4DDehackedOptions"
Option "Monster type", "D4D_MonsterType", "EnemyType"
SliderRange "D4D <-> Custom Spawn Ratio", "D4D_CustomSpawnBias", 0, 100, 1, 1, D4D_MonsterType, 3, 3
StaticText "Options", YELLOW
Option "Monsters drop loot", "D4D_LootDrop", "LootType"
Option "Smarter Aiming", "D4D_MonProjIntercept", "OnOff"
Option "Enhanced Monster Chasing", "D4D_EnhancedChase", "OnOff"
Option "D4 Hell Knight melee only", "D4D_HKMeleeOnly", "OnOff"
StaticText ""
StaticText "Welcome to Hell.", RED
StaticText "Resurrectable Monsters", ORANGE
StaticText "(D4D Monsters Only)", GOLD
Option "Archvile", "D4D_ResArchvile", "OnOff"
Option "Cyberdemon", "D4D_ResCyberdemon", "OnOff"
Option "Spider Mastermind", "D4D_ResSpiderMastermind", "OnOff"
}
OptionMenu "D4DDehackedOptions"
{
Title "Dehacked Monster Compatibility"
Option "Preserve DEHACKED monsters", "D4D_Dehacked", "D4Dehacked"
StaticText "Specific monster preservation", GOLD
Option "Zombie Man", D4DH_Zombieman, "D4PrePlace"
Option "Shotgunner", D4DH_ShotgunGuy, "D4PrePlace"
Option "Chaingunner", D4DH_ChaingunGuy, "D4PrePlace"
Option "Imp", D4DH_DoomImp, "D4PrePlace"
Option "Lost Soul", D4DH_LostSoul, "D4PrePlace"
Option "Demon", D4DH_Demon, "D4PrePlace"
Option "Spectre", D4DH_Spectre, "D4PrePlace"
Option "Cacodemon", D4DH_Cacodemon, "D4PrePlace"
Option "Hell Knight", D4DH_HellKnight, "D4PrePlace"
Option "Baron of Hell", D4DH_BaronOfHell, "D4PrePlace"
Option "Arachnotron", D4DH_Arachnotron, "D4PrePlace"
Option "Pain Elemental", D4DH_PainElemental, "D4PrePlace"
Option "Revenant", D4DH_Revenant, "D4PrePlace"
Option "Mancubus", D4DH_Fatso, "D4PrePlace"
Option "Arch Vile", D4DH_Archvile, "D4PrePlace"
Option "Cyberdemon", D4DH_Cyberdemon, "D4PrePlace"
Option "Spider Mastermind", D4DH_SpiderMastermind, "D4PrePlace"
Option "Nazi", D4DH_WolfensteinSS, "D4PrePlace"
Option "Boss Brain", D4DH_BossBrain, "D4PrePlace"
}
OptionValue "D4PrePlace"
{
0, "Replace"
1, "Preserve"
}
OptionValue "D4Dehacked"
{
0, "No"
1, "Specific"
2, "All"
}
OptionValue "D4BonusLimits"
{
0, "Upgrade Based"
1, "Classic Doom"
}
OptionValue "UpgradeMode"
{
0, "Credits"
1, "Pickups"
}
OptionValue "NMGrenade"
{
0, "None"
1, "Frag Only"
2, "All"
}
OptionValue "HasteSpawn"
{
0, "Never"
1, "Sometimes"
2, "Always"
}
OptionValue "MPProg"
{
0, "Random"
1, "Progressive"
}
OptionValue "DemonRunes"
{
0, "Off"
1, "Rare"
2, "Common"
}
OptionValue "SyphonStrength"
{
//0, "NOPE"
1, "Low"
2, "Medium"
3, "High"
}
OptionValue "ParticleStyle"
{
0, "Square"
1, "Round"
2, "Smooth"
}
OptionValue "CompletionistStyle"
{
0.0, "None"
1.0, "Arcade"
2.0, "Doom-esque"
}
OptionValue "EnemyType"
{
0, "'Classic' Doom"
1, "Doom(4) for Doom"
2, "Rainbow Doom(4) (Alpha)"
3, "Vanilla/Custom (See D4D Guide)"
}
OptionValue "LootType"
{
0, "Only Chainsaw"
1, "All"
}
OptionValue BloodTypesLocked
{
0.0, "Sprites"
}
OptionValue PuffTypesLocked
{
0.0, "Sprites"
}
//==============================================================================
//==============================================================================
// Purchase Menu
//==============================================================================
//==============================================================================
ListMenu "D4DUpgradeMenu"
{
Class "D4DListMenu"
StaticText 88, 72, "Upgrade System", GOLD
Position 92, 87
Font "BIGFONT", "Red", "Yellow"
TextItem " Weapons", "w", "D4DUpgrade.Weapons"
TextItem " Powerups", "p", "D4DUpgrade.Powerups"
TextItem " Suit", "s", "D4DUpgrade.Suit"
Position 0, 0
}
//Position is different for listmenu and optionmenu. ListMenu takes X and Y.
//Optionmenu only takes one parameter, Y.
OptionMenu "D4DUpgrade.Weapons"
{
Class "D4DOptionMenuUpgrades"
Title "Weapons"
SubmenuWeapon "Pistol", "D4DUpgrade.Pistol", "D4Pistol"
SubmenuWeapon "Shotgun", "D4DUpgrade.Shotgun", "D4Shotgun"
SubmenuWeapon "Super Shotgun", "D4DUpgrade.SuperShotgun", "D4SuperShotgun"
SubmenuWeapon "Repeater", "D4DUpgrade.Repeater", "D4Repeater"
SubmenuWeapon "H. A. R.", "D4DUpgrade.HAR", "D4AssaultRifle"
SubmenuWeapon "Chaingun", "D4DUpgrade.Chaingun", "D4Chaingun"
SubmenuWeapon "Rocket Launcher", "D4DUpgrade.RocketLauncher", "D4RocketLauncher"
SubmenuWeapon "Grenade Launcher", "D4DUpgrade.GrenadeLauncher", "D4GrenadeLauncher"
SubmenuWeapon "Plasma Rifle", "D4DUpgrade.PlasmaRifle", "D4PlasmaRifle"
SubmenuWeapon "Lightning Gun", "D4DUpgrade.LightningGun", "D4LightningGun"
SubmenuWeapon "Vortex Rifle", "D4DUpgrade.VortexRifle", "D4VortexRifle"
SubmenuWeapon "Static Rifle", "D4DUpgrade.StaticRifle", "D4StaticRifle"
SubmenuWeapon "Gauss Cannon", "D4DUpgrade.GaussCannon", "D4GaussCannon"
SubmenuWeapon "Carrion Cannon", "D4DUpgrade.CarrionCannon", "D4CarrionCannon"
SubmenuWeapon "BFG", "D4DUpgrade.BFG", "D4BFG"
SubmenuWeapon "Crucible Sword", "D4DUpgrade.Crucible", "DECrucible"
SubmenuWeapon "Unmaykr", "D4DUpgrade.Unmakyr", "DEUnmakyr"
}
OptionMenu "D4DUpgrade.Unmakyr"
{
Class "D4DOptionMenuUpgrades"
Title "Unmaykr"
StaticText "Choose An Upgrade", GOLD
StaticText ""
SubmenuReqs "$UnmakyrUpgradeSeeker", "UnmakyrUpgradeSeeker", "UnmakyrUpgradeSeeker"
StaticText ""
SubmenuReqs "$UnmakyrUpgradeBolts", "UnmakyrUpgradeBolts", "UnmakyrUpgradeBolts"
StaticText ""
SubmenuReqs "$UnmakyrUpgradePierce", "UnmakyrUpgradePierce", "UnmakyrUpgradePierce"
StaticText ""
SubmenuReqs "$UnmakyrUpgradeExplode", "UnmakyrUpgradeExplode","UnmakyrUpgradeExplode"
}
OptionMenu "UnmakyrUpgradeSeeker"
{
Class "D4DOptionMenuUpgrades"
Title "$UnmakyrUpgradeSeeker"
StaticText "$UnmakyrUpgradeSeekerD1"
StaticText "$UnmakyrUpgradeSeekerD2", YELLOW
StaticText ""
Purchase UnmakyrUpgradeSeeker
StaticText ""
CostDisplay UnmakyrUpgradeSeeker
StaticText ""
CreditDisplay UnmakyrUpgradeSeeker
}
OptionMenu "UnmakyrUpgradeBolts"
{
Class "D4DOptionMenuUpgrades"
Title "$UnmakyrUpgradeBolts"
StaticText "$UnmakyrUpgradeBoltsD1"
StaticText ""
Purchase UnmakyrUpgradeBolts
StaticText ""
CostDisplay UnmakyrUpgradeBolts
StaticText ""
CreditDisplay UnmakyrUpgradeBolts
}
OptionMenu "UnmakyrUpgradePierce"
{
Class "D4DOptionMenuUpgrades"
Title "$UnmakyrUpgradePierce"
StaticText "$UnmakyrUpgradePierceD1"
StaticText ""
Purchase UnmakyrUpgradePierce
StaticText ""
CostDisplay UnmakyrUpgradePierce
StaticText ""
CreditDisplay UnmakyrUpgradePierce
}
OptionMenu "UnmakyrUpgradeExplode"
{
Class "D4DOptionMenuUpgrades"
Title "$UnmakyrUpgradeExplode"
StaticText "$UnmakyrUpgradeExplodeD1"
StaticText ""
Purchase UnmakyrUpgradeExplode
StaticText ""
CostDisplay UnmakyrUpgradeExplode
StaticText ""
CreditDisplay UnmakyrUpgradeExplode
}
//==============================================================================
// Crucible
//==============================================================================
OptionMenu "D4DUpgrade.Crucible"
{
Class "D4DOptionMenuUpgrades"
Title "Crucible Sword"
StaticText "Choose An Upgrade", GOLD
StaticText ""
SubmenuReqs "$CrucibleUpgradeCleave", "CrucibleUpgradeCleave", "CrucibleUpgradeCleave"
StaticText ""
SubmenuReqs "$CrucibleUpgradeRange", "CrucibleUpgradeRange", "CrucibleUpgradeRange"
StaticText ""
SubmenuReqs "$CrucibleUpgradeSyphon", "CrucibleUpgradeSyphon", "CrucibleUpgradeSyphon"
StaticText ""
SubmenuReqs "$CrucibleUpgradeBattery", "CrucibleUpgradeBattery", "CrucibleUpgradeBattery"
}
OptionMenu "CrucibleUpgradeCleave"
{
Class "D4DOptionMenuUpgrades"
Title "$CrucibleUpgradeCleave"
StaticText "$CrucibleUpgradeCleaveD1"
StaticText ""
Purchase CrucibleUpgradeCleave
StaticText ""
CostDisplay CrucibleUpgradeCleave
StaticText ""
CreditDisplay CrucibleUpgradeCleave
}
OptionMenu "CrucibleUpgradeRange"
{
Class "D4DOptionMenuUpgrades"
Title "$CrucibleUpgradeRange"
StaticText "$CrucibleUpgradeRangeD1"
StaticText ""
Purchase CrucibleUpgradeRange
StaticText ""
CostDisplay CrucibleUpgradeRange
StaticText ""
CreditDisplay CrucibleUpgradeRange
}
OptionMenu "CrucibleUpgradeSyphon"
{
Class "D4DOptionMenuUpgrades"
Title "$CrucibleUpgradeSyphon"
StaticText "$CrucibleUpgradeSyphonD1"
StaticText ""
Purchase CrucibleUpgradeSyphon
StaticText ""
CostDisplay CrucibleUpgradeSyphon
StaticText ""
CreditDisplay CrucibleUpgradeSyphon
}
OptionMenu "CrucibleUpgradeBattery"
{
Class "D4DOptionMenuUpgrades"
Title "$CrucibleUpgradeBattery"
StaticText "$CrucibleUpgradeBatteryD1"
StaticText ""
Purchase CrucibleUpgradeBattery
StaticText ""
CostDisplay CrucibleUpgradeBattery
StaticText ""
CreditDisplay CrucibleUpgradeBattery
}
//==============================================================================
// Pistol
//==============================================================================
OptionMenu "D4DUpgrade.Pistol"
{
Class "D4DOptionMenuUpgrades"
Title "Pistol"
StaticText "Choose An Upgrade", GOLD
StaticText ""
SubmenuReqs "$PistolUpgradeAltCharge", "PistolUpgradeAltCharge", "PistolUpgradeAltCharge"
StaticText ""
SubmenuReqs "$PistolUpgradeAltDamage", "PistolUpgradeAltDamage", "PistolUpgradeAltDamage"
StaticText ""
SubmenuReqs "$PistolUpgradeDamage", "PistolUpgradeDamage", "PistolUpgradeDamage"
StaticText ""
SubmenuReqs "$PistolUpgradeAutomatic", "PistolUpgradeAutomatic", "PistolUpgradeAutomatic"
StaticText ""
SubmenuReqs "$PistolUpgradeLance", "PistolUpgradeLance", "PistolUpgradeLance", "PistolUpgradeLanceNA"
}
OptionMenu "PistolUpgradeAltCharge"
{
Class "D4DOptionMenuUpgrades"
Title "$PistolUpgradeAltCharge"
StaticText "$PistolUpgradeAltChargeD1"
StaticText ""
Purchase PistolUpgradeAltCharge
StaticText ""
CostDisplay PistolUpgradeAltCharge
StaticText ""
CreditDisplay PistolUpgradeAltCharge
}
OptionMenu "PistolUpgradeAltDamage"
{
Class "D4DOptionMenuUpgrades"
Title "$PistolUpgradeAltDamage"
StaticText "$PistolUpgradeAltDamageD1"
StaticText ""
Purchase PistolUpgradeAltDamage
StaticText ""
CostDisplay PistolUpgradeAltDamage
StaticText ""
CreditDisplay PistolUpgradeAltDamage
}
OptionMenu "PistolUpgradeDamage"
{
Class "D4DOptionMenuUpgrades"
Title "$PistolUpgradeDamage"
StaticText "$PistolUpgradeDamageD1"
StaticText ""
Purchase PistolUpgradeDamage
StaticText ""
CostDisplay PistolUpgradeDamage
StaticText ""
CreditDisplay PistolUpgradeDamage
}
OptionMenu "PistolUpgradeAutomatic"
{
Class "D4DOptionMenuUpgrades"
Title "$PistolUpgradeAutomatic"
StaticText "$PistolUpgradeAutomaticD1"
StaticText ""
StaticText "$PistolUpgradeAutomaticD2", RED
StaticText ""
Purchase PistolUpgradeAutomatic
StaticText ""
CostDisplay PistolUpgradeAutomatic
StaticText ""
CreditDisplay PistolUpgradeAutomatic
}
OptionMenu "PistolUpgradeLance"
{
Class "D4DOptionMenuUpgrades"
Title "$PistolUpgradeLance"
StaticText "$PistolUpgradeLanceD1"
StaticText ""
StaticText "$PistolUpgradeLanceD2", RED
StaticText ""
Purchase PistolUpgradeLance
StaticText ""
CostDisplay PistolUpgradeLance
StaticText ""
CreditDisplay PistolUpgradeLance
}
OptionMenu "PistolUpgradeLanceNA"
{
Class "D4DOptionMenuUpgrades"
Title "$PistolUpgradeLance"
StaticText "$PistolUpgradeLanceD1"
StaticText ""
StaticText "$PistolUpgradeLanceD2", RED
StaticText ""
StaticText "Pre-requisites not met.", RED
StaticText "You must have the following upgrades:", ORANGE
StaticText ""
SubmenuReqs "$PistolUpgradeAltCharge", "PistolUpgradeAltCharge", "PistolUpgradeAltCharge"
SubmenuReqs "$PistolUpgradeAltDamage", "PistolUpgradeAltDamage", "PistolUpgradeAltDamage"
}
//==============================================================================
// Shotgun
//==============================================================================
OptionMenu "D4DUpgrade.Shotgun"
{
Class "D4DOptionMenuUpgrades"
Title "Shotgun"
StaticText "Choose An Upgrade", GOLD
StaticText ""
SubmenuReqs "$ShotgunMod1", "ShotgunMod1", "ShotgunMod1"
StaticText ""
SubmenuReqs "$ShotgunMod2", "ShotgunMod2", "ShotgunMod2"
}
OptionMenu "ShotgunMod1"
{
Class "D4DOptionMenuUpgrades"
Title "$ShotgunMod1"
StaticText "$ShotgunMod1D1", TAN
StaticText ""
StaticText "$ShotgunMod1D2"
StaticText ""
StaticText "$ShotgunMod1D3", YELLOW
StaticText ""
Purchase ShotgunMod1
StaticText ""
CostDisplay ShotgunMod1
StaticText ""
CreditDisplay ShotgunMod1
}
OptionMenu "ShotgunMod2"
{
Class "D4DOptionMenuUpgrades"
Title "$ShotgunMod2"
StaticText "$ShotgunMod2D1", TAN
StaticText ""
StaticText "$ShotgunMod2D2"
StaticText ""
StaticText "$ShotgunMod2D3", YELLOW
StaticText ""
Purchase ShotgunMod2
StaticText ""
CostDisplay ShotgunMod2
StaticText ""
CreditDisplay ShotgunMod2
}
//==============================================================================
// Super Shotgun
//==============================================================================
OptionMenu "D4DUpgrade.SuperShotgun"
{
Class "D4DOptionMenuUpgrades"
Title "Super Shotgun"
StaticText "Choose An Upgrade", GOLD
StaticText ""
SubmenuReqs "$SSGUpgrade1", "SSGUpgrade1", "SSGUpgrade1"
StaticText " "
SubmenuReqs "$SSGUpgrade2", "SSGUpgrade2", "SSGUpgrade2"
StaticText " "
SubmenuReqs "$SSGUpgrade3", "SSGUpgrade3", "SSGUpgrade3"
StaticText " "
SubmenuReqs "$SSGUpgrade4", "SSGUpgrade4", "SSGUpgrade4", "SSGUpgrade4NA"
}
OptionMenu "SSGUpgrade1"
{
Class "D4DOptionMenuUpgrades"
Title "$SSGUpgrade1"
StaticText "$SSGUpgrade1D1"
StaticText ""
Purchase SSGUpgrade1
StaticText ""
CostDisplay SSGUpgrade1
StaticText ""
CreditDisplay SSGUpgrade1
}
OptionMenu "SSGUpgrade2"
{
Class "D4DOptionMenuUpgrades"
Title "$SSGUpgrade2"
StaticText "$SSGUpgrade2D1"
StaticText ""
Purchase SSGUpgrade2
StaticText ""
CostDisplay SSGUpgrade2
StaticText ""
CreditDisplay SSGUpgrade2
}
OptionMenu "SSGUpgrade3"
{
Class "D4DOptionMenuUpgrades"
Title "$SSGUpgrade3"
StaticText "$SSGUpgrade3D1"
StaticText ""
Purchase SSGUpgrade3
StaticText ""
CostDisplay SSGUpgrade3
StaticText ""
CreditDisplay SSGUpgrade3
}
OptionMenu "SSGUpgrade4"
{
Class "D4DOptionMenuUpgrades"
Title "$SSGUpgrade4"
StaticText "$SSGUpgrade4D1", YELLOW
StaticText ""
StaticText "$SSGUpgrade4D2", YELLOW
StaticText ""
StaticText "$SSGUpgrade4D3", TAN
StaticText ""
Purchase SSGUpgrade4
StaticText ""
CostDisplay SSGUpgrade4
StaticText ""
CreditDisplay SSGUpgrade4
}
OptionMenu "SSGUpgrade4NA"
{
Class "D4DOptionMenuUpgrades"
Title "$SSGUpgrade4"
StaticText "$SSGUpgrade4D1", GOLD
StaticText ""
StaticText "$SSGUpgrade4D2", GOLD
StaticText ""
StaticText "$SSGUpgrade4D3", TAN
StaticText ""
StaticText "Pre-requisites not met.", RED
StaticText "You must have the following upgrades:", ORANGE
StaticText ""
SubmenuReqs "$SSGUpgrade1", "SSGUpgrade1", "SSGUpgrade1"
SubmenuReqs "$SSGUpgrade2", "SSGUpgrade2", "SSGUpgrade2"
}
//==============================================================================
// Repeater
//==============================================================================
OptionMenu "D4DUpgrade.Repeater"
{
Class "D4DOptionMenuUpgrades"
Title "Repeater"
StaticText "Choose An Upgrade", GOLD
StaticText ""
SubmenuReqs "$RepeaterUpgradePiercing", "RepeaterUpgradePiercing", "RepeaterUpgradePiercing"
StaticText ""
SubmenuReqs "$RepeaterUpgradeDamage", "RepeaterUpgradeDamage", "RepeaterUpgradeDamage"
StaticText ""
SubmenuReqs "$RepeaterUpgradeAltDamage", "RepeaterUpgradeAltDamage", "RepeaterUpgradeAltDamage"
StaticText ""
SubmenuReqs "$RepeaterUpgradeAltAmmo", "RepeaterUpgradeAltAmmo", "RepeaterUpgradeAltAmmo"
}
OptionMenu "RepeaterUpgradePiercing"
{
Class "D4DOptionMenuUpgrades"
Title "$RepeaterUpgradePiercing"
StaticText "$RepeaterUpgradePiercingD1"
StaticText ""
Purchase RepeaterUpgradePiercing
StaticText ""
CostDisplay RepeaterUpgradePiercing
StaticText ""
CreditDisplay RepeaterUpgradePiercing
}
OptionMenu "RepeaterUpgradeDamage"
{
Class "D4DOptionMenuUpgrades"
Title "$RepeaterUpgradeDamage"
StaticText "$RepeaterUpgradeDamageD1"
StaticText ""
StaticText "$RepeaterUpgradeDamageD2", RED
StaticText ""
Purchase RepeaterUpgradeDamage
StaticText ""
CostDisplay RepeaterUpgradeDamage
StaticText ""
CreditDisplay RepeaterUpgradeDamage
}
OptionMenu "RepeaterUpgradeAltDamage"
{
Class "D4DOptionMenuUpgrades"
Title "$RepeaterUpgradeAltDamage"
StaticText "$RepeaterUpgradeAltDamageD1"
StaticText ""
Purchase RepeaterUpgradeAltDamage
StaticText ""
CostDisplay RepeaterUpgradeAltDamage
StaticText ""
CreditDisplay RepeaterUpgradeAltDamage
}
OptionMenu "RepeaterUpgradeAltAmmo"
{
Class "D4DOptionMenuUpgrades"
Title "$RepeaterUpgradeAltAmmo"
StaticText "$RepeaterUpgradeAltAmmoD1"
StaticText ""
Purchase RepeaterUpgradeAltAmmo
StaticText ""
CostDisplay RepeaterUpgradeAltAmmo
StaticText ""
CreditDisplay RepeaterUpgradeAltAmmo
}
//==============================================================================
// Heavy Assault Rifle
//==============================================================================
OptionMenu "D4DUpgrade.HAR"
{
Class "D4DOptionMenuUpgrades"
Title "Heavy Assault Rifle"
StaticText "Choose An Upgrade", GOLD
StaticText ""
SubmenuReqs "$AssaultRifleMod1", "AssaultRifleMod1", "AssaultRifleMod1"
StaticText ""
SubmenuReqs "$AssaultRifleMod2", "AssaultRifleMod2", "AssaultRifleMod2"
}
OptionMenu "AssaultRifleMod1"
{
Class "D4DOptionMenuUpgrades"
Title "$AssaultRifleMod1"
StaticText "$AssaultRifleMod1D1", TAN
StaticText ""
StaticText "$AssaultRifleMod1D2", YELLOW
StaticText ""
Purchase AssaultRifleMod1
StaticText ""
CostDisplay AssaultRifleMod1
StaticText ""
CreditDisplay AssaultRifleMod1
}
OptionMenu "AssaultRifleMod2"
{
Class "D4DOptionMenuUpgrades"
Title "$AssaultRifleMod2"
StaticText "$AssaultRifleMod2D1", TAN
StaticText ""
StaticText "$AssaultRifleMod2D2", YELLOW
StaticText ""
Purchase AssaultRifleMod2
StaticText ""
CostDisplay AssaultRifleMod2
StaticText ""
CreditDisplay AssaultRifleMod2
}
//==============================================================================
// Chaingun
//==============================================================================
OptionMenu "D4DUpgrade.Chaingun"
{
Class "D4DOptionMenuUpgrades"
Title "Chaingun"
StaticText "Choose An Upgrade", GOLD
StaticText ""
SubmenuReqs "$ChaingunMod1", "ChaingunMod1", "ChaingunMod1"
StaticText ""
SubmenuReqs "$ChaingunMod2", "ChaingunMod2", "ChaingunMod2"
}
OptionMenu "ChaingunMod1"
{
Class "D4DOptionMenuUpgrades"
Title "$ChaingunMod1"
StaticText "$ChaingunMod1D1", TAN
StaticText ""
StaticText "$ChaingunMod1D2", YELLOW
StaticText ""
Purchase ChaingunMod1
StaticText ""
CostDisplay ChaingunMod1
StaticText ""
CreditDisplay ChaingunMod1
}
OptionMenu "ChaingunMod2"
{
Class "D4DOptionMenuUpgrades"
Title "$ChaingunMod2"
StaticText "$ChaingunMod2D1", TAN
StaticText ""
StaticText "$ChaingunMod2D2", RED
StaticText ""
StaticText "$ChaingunMod2D3", YELLOW
StaticText ""
Purchase ChaingunMod2
StaticText ""
CostDisplay ChaingunMod2
StaticText ""
CreditDisplay ChaingunMod2
}
//==============================================================================
// Grenade Launcher
//==============================================================================