Painkeep v3 - Blast your opponents with 3 times the Pain. Deathmatch mod - make other players "die." Disclaimer - this is a free product with no warranty - see disclaimer.txt for details. Number Six - welcome to the village.

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sv_c_rune ruleset (Games : Quake : Mods : Painkeep v3.0 : Forum : discuss() : sv_c_rune ruleset) Locked
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Jun 1 2010 Anchor

Decided to include a server option (sv_c_rune, sv_c_rune_cnt, sv_c_rune_mask) for runequake support.
On any rule, if a rune is not picked up it will eventually move to a new random location.
If sv_c_rune_mask has a value it will act as a bit mask enabling only the runes with bits set.
pk_runemap will list rune map codes & bit value to the console.

Value for sv_c_rune:

1.
Original rune quake.
4 end episode runes will randomly spawn to the tune of sv_c_rune_cnt.
Runes operate just like quad damage - 30 secs of power, then the rune respawns at its location.
You can only have 1 rune at a time so there are no combind effects or perils.

earth magic (end1.mdl) Resistance = 1/2 damage all attacks
black magic (end2.mdl) Damage = 2 x damage for 30 secs. 8 x damage if combined with quad.
hell magic (end3.mdl) Haste - double fire rate most weps
elder magic (end4.mdl) Regeneration - regen 5 health | armor every 1/2 second

2.
Quake 2 (lithium) style runes.
Standard 4 end of episode rules with new powers + up to 4 new runes as spec'ed by sv_c_rune_cnt.
More like the lithium system from Quake 2. Once you get a rune its yours till you die. It gets tossed out then.
Runes can also be freed from a player by: powerful blast damage, air cannon blast, pulled by harpoon, pulled
loose by gravity well. Lava (or falling into a sky brush) will destroy a rune causing it to respawn somewhere.
Runes can combine to give holders more powers, or detrimental effects. You can also throw out runes
at this rule level.
Damage = 2 x damage. Will not combine with quad - quad has no effect.

3.
Rune builders.
Standard 4 end of episode rules with new powers + up to 6 new runes as spec'ed by sv_c_rune_cnt.
Rune effects are weak with the first rune, but are cumulative. You can get as many of any rune as you can.
When you die some of the runes will store in your tossed pack. Collect too many runes however and
detrimental effects will occur such as poisonous radiation (that hurts you and those around you)
dripping acid & lava puddles, shooting off lighting at random targets, and other interesting effects.

4.
Power charged runes.
Standard 4 end of episode rules with new powers + up to 6 new runes as spec'ed by sv_c_rune_cnt.
Runes spawn and have basic effects as rule 1. In the first 30 secs of rune life they will give you 30
secs of their power and then respawn. After 30 secs they begin 30 secs of inital power up.
The rune will begin to glow. In this 30 secs of power up the runes act like rule set 2 runes.
They give power as long as you hold them with possible collective beneficial and detrimental effects.
If the rune is not collected in 60 secs it enters the medium power up stage. If collected now the
rune is even more powerful, but has more side effects such as constant glowing light, shooting
off sparks, etc. If a rune is not picked up for 90 secs it enters the final 30 secs of its powerup.
During this time the rune becomes dangerously super charged. While the powers it gives you
are max'ed out it will hurt you to use it. There will also be other violent effects as it continues
to power up in your possesion. If uncollected after 120 secs the runes power up will destroy
it in a few seconds with a massive explosion and release of all sorts of stuff. If collected the
same thing will eventually happen to the player carrying the super charged rune.
You can throw out level 1 and 2 runes on this rule, which can then be collected. Eventually
tossed runes will continue the powerup cycle where they left off.

Edited by: numbersix

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