neumodianproject_alpha_1.pk3

PK3 2.0 MiB 0 map(s)

Counts

endoom0
graphics0
lumps543
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "0089ae43-f64e-439a-831f-d254421df9eb",
    "sha1": "a8b648b2adb9ed74f9d88af8e8f7a867b5fb5bed",
    "sha256": "7fac6817a83c4069eb2b0db1a9399f53db2943d1fdbe13edcd85cf34f9df5358",
    "filenames": [
      "neumodianproject_alpha_1.pk3"
    ],
    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [],
      "filename": null,
      "added": "2016-10-15 20:02:48",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2016-10-15 20:02:48",
    "file": {
      "type": "PK3",
      "size": 2073654,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/a8b648b2adb9ed74f9d88af8e8f7a867b5fb5bed/a8b648b2adb9ed74f9d88af8e8f7a867b5fb5bed.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 543,
        "maps": 0,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ]
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "SBARINFO.H.txt",
        "contents": "//HORIZONTAL BARS\n\nstatusbar normal, forcescaled\n{\n\nInInventory not NoHealthBar, 1\n{\n// y = 184\n/*InInventory HeavyClass, 1\n{DrawBar \"BARHEALT\", \"BAREMPTY\", Health, vertical, 24, 78;} //8\n\nInInventory StandardClass, 1\n{DrawBar \"BARHELTM\", \"BAREMPTY\", Health, vertical, 24, 92;}  //22\n\nInInventory LightClass, 1\n{DrawBar \"BARHELTS\", \"BAREMPTY\", Health, vertical, 24, 106;}  //36 */\n\n\tInInventory LightTeamFlag, 1 {DrawImage \"LBARH\", 40, 145;}\n\tInInventory WilyTeamFlag, 1 {DrawImage \"WBARH\", 40, 145;}\n\tInInventory CossackTeamFlag, 1 {DrawImage \"CBARH\", 40, 145;}\n\tInInventory KingTeamFlag, 1 {DrawImage \"KBARH\", 40, 145;}\n\t\tDrawImage \"HLTHTB\", 24, 144;//64\n\tDrawBar \"RMBRHL\", \"RMBEMPTY\", Health, Horizontal, 54, 144;\n\tDrawBar \"RMBROH\", \"NORMB\", OverHealValue, Horizontal, 54, 144;\n\n\tInInventory OffenseHud, 1 {DrawImage \"CTOFF\", 20, 162;}\n\tInInventory DefenseHud, 1 {DrawImage \"CTDEF\", 20, 162;}\n\tInInventory SupportHud, 1 {DrawImage \"CTSUP\", 20, 162;}\n\t//DrawImage \"HLTHI\", 20, 162; //72\n\tDrawNumber 3, CONFONT, UNTRANSLATED, Health,fillzeros, alignment(center), 52, 162; //72\n\n\t//DrawImage \"HEXHUD\", 198, 151;\n\t//DrawImage \"HEXHUD\", 167, 141; // -31, -10\n\t//DrawImage \"HEXHUD\", 167, 161; // -31, +10\n\n\t//DrawString smallfont2, UNTRANSLATED, \"B.Gun\", 167, 151,0,alignment(left);\n\n\tInInventory MultiWep, 1{ DrawImage \"WEAPTB\", 149, 151;}\nInInventory not NoClipBar, 1{\nDrawImage \"CLIPTB\", 98, 149;\n\n\t//DrawNumber 1, INDEXFONT, white, WarpCount, alignment(left), 66, 110;}\n//Drawbar\"VARAMM51\", \"VAREMPTY\", Ammo1, Horizontal, 40, 150;\n//DrawImage \"CENTSI\", 32, 150;\n//DrawImage \"ADAPSI\", 24, 118;\n//DrawBar \"ABLTB\", \"ABLTF\", BoosterPackCooldownItem, vertical,reverse, 22, 116;\n\n//DrawImage \"ADAPSI\", 24, 132;\n//DrawBar \"ABLTB\", \"ABLTF\", BoosterPackCooldownItem, vertical,reverse, 22, 130;\n//Drawbar\"VARAMM51\", \"VAREMPTY\", BoostFuel, Horizontal, 36, 132;\n\nDrawNumber 3, CONFONT, UNTRANSLATED, Ammo1, alignment(left), 110, 161;}\n}//-----\n/*\nInInventory BasicArmor, 1{DrawBar \"BARAMT31\", \"NOBAR\", Armor, vertical, 24, 8;}\n\nDrawSelectedInventory INDEXFONT ,24, 64, 37, 64, white;\nDrawImage weaponicon, 16, 64;\n\n//MM1 Bars\nIsSelected \"Rolling Cutter\"{Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Super Arm\"{Drawbar\"BARAMMO2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Ice Slasher\"{Drawbar\"BARAMMO3\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Hyper Bomb\"{Drawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Fire Storm\"{Drawbar\"BARAMMO5\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Thunder Beam\"{Drawbar\"BARAMMO6\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Time Slow\"{DrawBar\"BARAMMO7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Oil Slider\"{DrawBar\"BARAMMO8\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory OilCheck, 1\t{DrawBar\"BARFLS1\", \"NOBAR\", OilSliderFlag, vertical, 16, 8;}}\n\n//MM2\nIsSelected \"Metal Blade\"{Drawbar\"BARAMMO9\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Air Shooter\"{Drawbar\"BARAMM10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Bubble Lead\"{Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Quick Boomerang\"{Drawbar\"BARAMM11\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Crash Bomb\"{Drawbar\"BARAMM12\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Time Stopper\"{Drawbar\"BARAMMO7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Atomic Fire\"{Drawbar\"BARAMM13\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 71{DrawBar \"BARFLS2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected \"Leaf Shield\"{Drawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1{DrawBar \"BARFLS3\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\n\n//MM3\nIsSelected \"Needle Cannon\"{Drawbar\"BARAMMO2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Magnet Missile\"{Drawbar\"BARAMM14\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Gemini Laser\"{Drawbar\"BARAMM15\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Hard Knuckle\"{Drawbar\"BARAMM16\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Top Spin\"{Drawbar\"BARAMM17\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Search Snake\"{Drawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Spark Shock\"{Drawbar\"BARAMM12\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Shadow Blade\"{Drawbar\"BARAMMO7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MM4\nIsSelected \"Flash Stopper\"{Drawbar\"BARAMM18\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Rain Flush\"{Drawbar\"BARAMM19\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Drill Bomb\"{Drawbar\"BARAMM14\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Pharaoh Shot\"{Drawbar\"BARAMM20\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 78{DrawBar \"BARFLS4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected \"Ring Boomerang\"{Drawbar\"BARAMMO9\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Dust Crusher\"{Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Dive Missile\"{Drawbar\"BARAMM10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Skull barrier\"{Drawbar\"BARAMM21\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1{DrawBar \"BARFLS5\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\n\n//MM5\nIsSelected \"Gravity Hold\"{Drawbar\"BARAMM18\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Water Wave\"{Drawbar\"BARAMM10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Power Stone\"{Drawbar\"BARAMM22\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Gyro Attack\"{Drawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Star Crash\"{Drawbar\"BARAMM23\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1{DrawBar \"BARFLS6\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected \"Charge Kick\"{Drawbar\"BARAMM12\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Napalm Bomb\"{Drawbar\"BARAMM24\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Crystal Eye\"{Drawbar\"BARAMM25\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MM6\nIsSelected \"Blizzard Attack\"{Drawbar\"BARAMM15\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Centaur Flash\"{Drawbar\"BARAMM26\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Flame Blast\"{Drawbar\"BARAMM20\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Knight Crush\"{Drawbar\"BARAMM27\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Plant barrier\"{Drawbar\"BARAMM28\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1{DrawBar \"BARFLS7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected \"Silver Tomahawk\"{Drawbar\"BARAMM29\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Wind Storm\"{Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Yamato Spear\"{Drawbar\"BARAMM30\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MM7\nIsSelected \"Freeze Cracker\"{Drawbar\"BARAMM31\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Junk Shield\"{Drawbar\"BARAMM32\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1{DrawBar \"BARFLS8\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected \"Danger Wrap\"{Drawbar\"BARAMM33\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Thunder Bolt\"{Drawbar\"BARAMM34\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Wild Coil\"{Drawbar\"BARAMM35\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 23{DrawBar \"BARFLS9\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected \"Slash Claw\"{Drawbar\"BARAMM36\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Noise Crush\"{Drawbar\"BARAMM37\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 1{DrawBar \"BARFLS10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected \"Scorch Wheel\"{Drawbar\"BARAMM38\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WheelCount, 1{DrawBar\"BARFLS1\", \"NOBAR\", WheelCount, vertical, 16, 8;}}\n\n//MM8\nIsSelected \"Mega Ball\"{Drawbar\"BARAMM39\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Tornado Hold\"{Drawbar\"BARAMM40\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Astro Crush\"{Drawbar\"BARAMM41\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Flame Sword\"{Drawbar\"BARAMM42\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Thunder Claw\"{Drawbar\"BARAMM43\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Homing Sniper\"{Drawbar\"BARAMM44\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 35{DrawBar \"BARFLS11\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected \"Ice Wave\" {DrawBar \"BARAMM45\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Flash Bomb\"{Drawbar\"BARAMM46\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Water Balloon\"{Drawbar\"BARAMM47\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MMB\nIsSelected \"Tengu Blade\"{Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Copy Vision\"{Drawbar\"BARAMM52\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Lightning Bolt\"{Drawbar\"BARAMM53\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Ice Wall\"{Drawbar\"BARAMM54\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Spread Drill\"{DrawBar\"BARAMM55\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Remote Mine\"{Drawbar\"BARAMM56\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Wave Burner\"{Drawbar\"BARAMM57\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Magic Card\"{Drawbar\"BARAMM58\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected TrebleBoost{Drawbar\"BARAMM59\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MMK\nIsSelected \"Sakugarne\"{Drawbar\"BARAMM48\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Mirror Buster\"{Drawbar\"BARAMM49\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory MirrorBusterFlag, 1{DrawBar\"BARFLS1\", \"NOBAR\", MirrorBusterFlag, vertical, 16, 8;}}\nIsSelected \"Screw Crusher\"{Drawbar\"BARAMM50\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Ballade Cracker\"{Drawbar\"BARAMM51\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//Assists\nInInventory RushJetCounter, 5{DrawImage \"RUSHH2H8\", 290,8;}\nInInventory RushJetCounter, 1{DrawImage \"RUSHOUT\", 290,8;}\nInInventory RushMarineCounter, 1{InInventory IsUnderWater, 1{\n\t\tInInventory RushMarineCounter, 5{DrawImage \"RUSHO0\", 290,8;}\n\t\tInInventory RushMarineCounter, 1{DrawImage \"RUSHMOUT\", 290,8;}}\n\tInInventory Not IsUnderWater, 1{DrawImage \"RUSHP0\", 290,8;}}\n\nInInventory BeatCallCheck, 1{DrawImage \"BEATD0\", 298,16;}\nInInventory BeatCounter, 5{DrawImage \"BEATB8B2\", 298,16;}\nInInventory BeatCounter, 1{DrawImage \"BEATOUT\",298,16;}\nInInventory BeatSupportActivated, 1{DrawImage \"BSPTA0\",314,16;}\nInInventory Flashed, 1{DrawImage \"FBLIND\",  -30,-20;}\nInInventory EnergyBalancerActive, 1{DrawImage \"NRGOUT\", 267, 10;}\n\n//Boss Health\nInInventory BossHealth1, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth1, vertical, 292, 8;}\nInInventory BossHealth2, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth2, vertical, 292, 8;}\nInInventory BossHealth3, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth3, vertical, 292, 8;}\nInInventory BossHealth4, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth4, vertical, 292, 8;}\nInInventory BossHealth5, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth5, vertical, 292, 8;}\nInInventory BossHealth6, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth6, vertical, 292, 8;}\nInInventory BossHealth7, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth7, vertical, 306, 8;}\nInInventory EvilRobotShield, 1{DrawBar \"BARAMM32\", \"BAREMPTY\", BossHealth1, vertical, 292, 8;}\n*/\n//============================================================================//\n//============================================================================//\n\nininventory MinibombFlag {\nDrawImage \"MEGABALI\", 38, 149;\nDrawBar \"ABLTB\", \"ABLTF\", MinibombCooldownitem, vertical,reverse, 36, 147;}\n\nininventory MannTurretFlag {\nDrawImage \"TRETI\", 38, 149;\nDrawBar \"ABLTB\", \"ABLTF\", MannTurretCooldownitem, vertical,reverse, 36, 147;}\n\nininventory ProxyMineFlag {\nDrawImage \"CRASSI\", 38, 149;\nDrawBar \"ABLTB\", \"ABLTF\", ProxyMineCooldownitem, vertical,reverse, 36, 147;}\n\nininventory HealFlareFlag {\nDrawImage \"MEGHEI\", 38, 149;\nDrawBar \"ABLTB\", \"ABLTF\", HealFlareCooldownitem, vertical,reverse, 36, 147;}\n\nIsSelected Medipistol {\nDrawImage \"HLTHI\", 38, 149;}\n\nIsSelected RangeRifle {\nDrawImage \"HSNIPERI\", 38, 149;}\n\n}\n}"
      },
      {
        "source": "pk3",
        "name": "SBARINFO.V.txt",
        "contents": "//VERTICAL BARS\nheight 0;\n\nstatusbar fullscreen, forcescaled\n{\nInInventory not NoHealthBar, 1\n{\n// y = 184\n/*InInventory HeavyClass, 1\n{DrawBar \"BARHEALT\", \"BAREMPTY\", Health, vertical, 24, 78;} //8\n\nInInventory StandardClass, 1\n{DrawBar \"BARHELTM\", \"BAREMPTY\", Health, vertical, 24, 92;}  //22\n\nInInventory LightClass, 1\n{DrawBar \"BARHELTS\", \"BAREMPTY\", Health, vertical, 24, 106;}  //36 */\n\n\tInInventory LightTeamFlag, 1 {DrawImage \"LBARH\", 40, 145;}\n\tInInventory WilyTeamFlag, 1 {DrawImage \"WBARH\", 40, 145;}\n\tInInventory CossackTeamFlag, 1 {DrawImage \"CBARH\", 40, 145;}\n\tInInventory KingTeamFlag, 1 {DrawImage \"KBARH\", 40, 145;}\n\t\tDrawImage \"HLTHTB\", 24, 144;//64\n\tDrawBar \"RMBRHL\", \"RMBEMPTY\", Health, Horizontal, 54, 144;\n\tDrawBar \"RMBROH\", \"NORMB\", OverHealValue, Horizontal, 54, 144;\n\n\tInInventory OffenseHud, 1 {DrawImage \"CTOFF\", 20, 162;}\n\tInInventory DefenseHud, 1 {DrawImage \"CTDEF\", 20, 162;}\n\tInInventory SupportHud, 1 {DrawImage \"CTSUP\", 20, 162;}\n\t//DrawImage \"HLTHI\", 20, 162; //72\n\tDrawNumber 3, CONFONT, UNTRANSLATED, Health,fillzeros, alignment(center), 52, 162; //72\n\n\t//DrawImage \"HEXHUD\", 198, 151;\n\t//DrawImage \"HEXHUD\", 167, 141; // -31, -10\n\t//DrawImage \"HEXHUD\", 167, 161; // -31, +10\n\n\t//DrawString smallfont2, UNTRANSLATED, \"B.Gun\", 167, 151,0,alignment(left);\n\n\tInInventory MultiWep, 1{ DrawImage \"WEAPTB\", 149, 151;}\nInInventory not NoClipBar, 1{\nDrawImage \"CLIPTB\", 98, 149;\n\n\t//DrawNumber 1, INDEXFONT, white, WarpCount, alignment(left), 66, 110;}\n//Drawbar\"VARAMM51\", \"VAREMPTY\", Ammo1, Horizontal, 40, 150;\n//DrawImage \"CENTSI\", 32, 150;\n//DrawImage \"ADAPSI\", 24, 118;\n//DrawBar \"ABLTB\", \"ABLTF\", BoosterPackCooldownItem, vertical,reverse, 22, 116;\n\n//DrawImage \"ADAPSI\", 24, 132;\n//DrawBar \"ABLTB\", \"ABLTF\", BoosterPackCooldownItem, vertical,reverse, 22, 130;\n//Drawbar\"VARAMM51\", \"VAREMPTY\", BoostFuel, Horizontal, 36, 132;\n\nDrawNumber 3, CONFONT, UNTRANSLATED, Ammo1, alignment(left), 110, 161;}\n}//-----\n/*\nInInventory BasicArmor, 1{DrawBar \"BARAMT31\", \"NOBAR\", Armor, vertical, 24, 8;}\n\nDrawSelectedInventory INDEXFONT ,24, 64, 37, 64, white;\nDrawImage weaponicon, 16, 64;\n\n//MM1 Bars\nIsSelected \"Rolling Cutter\"{Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Super Arm\"{Drawbar\"BARAMMO2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Ice Slasher\"{Drawbar\"BARAMMO3\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Hyper Bomb\"{Drawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Fire Storm\"{Drawbar\"BARAMMO5\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Thunder Beam\"{Drawbar\"BARAMMO6\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Time Slow\"{DrawBar\"BARAMMO7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Oil Slider\"{DrawBar\"BARAMMO8\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory OilCheck, 1\t{DrawBar\"BARFLS1\", \"NOBAR\", OilSliderFlag, vertical, 16, 8;}}\n\n//MM2\nIsSelected \"Metal Blade\"{Drawbar\"BARAMMO9\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Air Shooter\"{Drawbar\"BARAMM10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Bubble Lead\"{Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Quick Boomerang\"{Drawbar\"BARAMM11\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Crash Bomb\"{Drawbar\"BARAMM12\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Time Stopper\"{Drawbar\"BARAMMO7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Atomic Fire\"{Drawbar\"BARAMM13\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 71{DrawBar \"BARFLS2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected \"Leaf Shield\"{Drawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1{DrawBar \"BARFLS3\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\n\n//MM3\nIsSelected \"Needle Cannon\"{Drawbar\"BARAMMO2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Magnet Missile\"{Drawbar\"BARAMM14\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Gemini Laser\"{Drawbar\"BARAMM15\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Hard Knuckle\"{Drawbar\"BARAMM16\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Top Spin\"{Drawbar\"BARAMM17\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Search Snake\"{Drawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Spark Shock\"{Drawbar\"BARAMM12\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Shadow Blade\"{Drawbar\"BARAMMO7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MM4\nIsSelected \"Flash Stopper\"{Drawbar\"BARAMM18\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Rain Flush\"{Drawbar\"BARAMM19\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Drill Bomb\"{Drawbar\"BARAMM14\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Pharaoh Shot\"{Drawbar\"BARAMM20\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 78{DrawBar \"BARFLS4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected \"Ring Boomerang\"{Drawbar\"BARAMMO9\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Dust Crusher\"{Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Dive Missile\"{Drawbar\"BARAMM10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Skull barrier\"{Drawbar\"BARAMM21\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1{DrawBar \"BARFLS5\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\n\n//MM5\nIsSelected \"Gravity Hold\"{Drawbar\"BARAMM18\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Water Wave\"{Drawbar\"BARAMM10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Power Stone\"{Drawbar\"BARAMM22\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Gyro Attack\"{Drawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Star Crash\"{Drawbar\"BARAMM23\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1{DrawBar \"BARFLS6\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected \"Charge Kick\"{Drawbar\"BARAMM12\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Napalm Bomb\"{Drawbar\"BARAMM24\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Crystal Eye\"{Drawbar\"BARAMM25\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MM6\nIsSelected \"Blizzard Attack\"{Drawbar\"BARAMM15\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Centaur Flash\"{Drawbar\"BARAMM26\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Flame Blast\"{Drawbar\"BARAMM20\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Knight Crush\"{Drawbar\"BARAMM27\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Plant barrier\"{Drawbar\"BARAMM28\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1{DrawBar \"BARFLS7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected \"Silver Tomahawk\"{Drawbar\"BARAMM29\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Wind Storm\"{Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Yamato Spear\"{Drawbar\"BARAMM30\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MM7\nIsSelected \"Freeze Cracker\"{Drawbar\"BARAMM31\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Junk Shield\"{Drawbar\"BARAMM32\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1{DrawBar \"BARFLS8\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected \"Danger Wrap\"{Drawbar\"BARAMM33\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Thunder Bolt\"{Drawbar\"BARAMM34\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Wild Coil\"{Drawbar\"BARAMM35\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 23{DrawBar \"BARFLS9\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected \"Slash Claw\"{Drawbar\"BARAMM36\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Noise Crush\"{Drawbar\"BARAMM37\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 1{DrawBar \"BARFLS10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected \"Scorch Wheel\"{Drawbar\"BARAMM38\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WheelCount, 1{DrawBar\"BARFLS1\", \"NOBAR\", WheelCount, vertical, 16, 8;}}\n\n//MM8\nIsSelected \"Mega Ball\"{Drawbar\"BARAMM39\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Tornado Hold\"{Drawbar\"BARAMM40\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Astro Crush\"{Drawbar\"BARAMM41\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Flame Sword\"{Drawbar\"BARAMM42\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Thunder Claw\"{Drawbar\"BARAMM43\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Homing Sniper\"{Drawbar\"BARAMM44\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 35{DrawBar \"BARFLS11\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected \"Ice Wave\" {DrawBar \"BARAMM45\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Flash Bomb\"{Drawbar\"BARAMM46\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Water Balloon\"{Drawbar\"BARAMM47\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MMB\nIsSelected \"Tengu Blade\"{Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Copy Vision\"{Drawbar\"BARAMM52\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Lightning Bolt\"{Drawbar\"BARAMM53\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Ice Wall\"{Drawbar\"BARAMM54\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Spread Drill\"{DrawBar\"BARAMM55\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Remote Mine\"{Drawbar\"BARAMM56\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Wave Burner\"{Drawbar\"BARAMM57\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Magic Card\"{Drawbar\"BARAMM58\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected TrebleBoost{Drawbar\"BARAMM59\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MMK\nIsSelected \"Sakugarne\"{Drawbar\"BARAMM48\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Mirror Buster\"{Drawbar\"BARAMM49\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory MirrorBusterFlag, 1{DrawBar\"BARFLS1\", \"NOBAR\", MirrorBusterFlag, vertical, 16, 8;}}\nIsSelected \"Screw Crusher\"{Drawbar\"BARAMM50\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected \"Ballade Cracker\"{Drawbar\"BARAMM51\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//Assists\nInInventory RushJetCounter, 5{DrawImage \"RUSHH2H8\", 290,8;}\nInInventory RushJetCounter, 1{DrawImage \"RUSHOUT\", 290,8;}\nInInventory RushMarineCounter, 1{InInventory IsUnderWater, 1{\n\t\tInInventory RushMarineCounter, 5{DrawImage \"RUSHO0\", 290,8;}\n\t\tInInventory RushMarineCounter, 1{DrawImage \"RUSHMOUT\", 290,8;}}\n\tInInventory Not IsUnderWater, 1{DrawImage \"RUSHP0\", 290,8;}}\n\nInInventory BeatCallCheck, 1{DrawImage \"BEATD0\", 298,16;}\nInInventory BeatCounter, 5{DrawImage \"BEATB8B2\", 298,16;}\nInInventory BeatCounter, 1{DrawImage \"BEATOUT\",298,16;}\nInInventory BeatSupportActivated, 1{DrawImage \"BSPTA0\",314,16;}\nInInventory Flashed, 1{DrawImage \"FBLIND\",  -30,-20;}\nInInventory EnergyBalancerActive, 1{DrawImage \"NRGOUT\", 267, 10;}\n\n//Boss Health\nInInventory BossHealth1, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth1, vertical, 292, 8;}\nInInventory BossHealth2, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth2, vertical, 292, 8;}\nInInventory BossHealth3, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth3, vertical, 292, 8;}\nInInventory BossHealth4, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth4, vertical, 292, 8;}\nInInventory BossHealth5, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth5, vertical, 292, 8;}\nInInventory BossHealth6, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth6, vertical, 292, 8;}\nInInventory BossHealth7, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth7, vertical, 306, 8;}\nInInventory EvilRobotShield, 1{DrawBar \"BARAMM32\", \"BAREMPTY\", BossHealth1, vertical, 292, 8;}\n*/\n//============================================================================//\n//============================================================================//\n\nininventory MinibombFlag {\nDrawImage \"MEGABALI\", 38, 149;\nDrawBar \"ABLTB\", \"ABLTF\", MinibombCooldownitem, vertical,reverse, 36, 147;}\n\nininventory MannTurretFlag {\nDrawImage \"TRETI\", 38, 149;\nDrawBar \"ABLTB\", \"ABLTF\", MannTurretCooldownitem, vertical,reverse, 36, 147;}\n\nininventory ProxyMineFlag {\nDrawImage \"CRASSI\", 38, 149;\nDrawBar \"ABLTB\", \"ABLTF\", ProxyMineCooldownitem, vertical,reverse, 36, 147;}\n\nininventory HealFlareFlag {\nDrawImage \"MEGHEI\", 38, 149;\nDrawBar \"ABLTB\", \"ABLTF\", HealFlareCooldownitem, vertical,reverse, 36, 147;}\n\nIsSelected Medipistol {\nDrawImage \"HLTHI\", 38, 149;}\n\nIsSelected RangeRifle {\nDrawImage \"HSNIPERI\", 38, 149;}\n\n}}"
      },
      {
        "source": "pk3",
        "name": "BOTINFO.txt",
        "contents": "clearbots\n{\n\tname = \"\\cnDummyBot\"\n\taccuracy = 0\n\tintellect = 0\n\tevade = 0\n\tanticipation = 0\n\treactiontime = 0\n\tperception = 0\n\tfavoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"Base\"\n\tclass = \"DummyBot\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTMEGA\"\n\tchatfrequency = 0\n}\n\n{\n\tname = \"\\cgBomber\"\n\taccuracy = 0\n\tintellect = 0\n\tevade = 0\n\tanticipation = 0\n\treactiontime = 0\n\tperception = 0\n\tfavoriteweapon = \"ProtoBuster\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"protoman\"\n\tclass = \"[Def]Bomber\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTPROT\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ciHeavy\"\n\taccuracy = 0\n\tintellect = 0\n\tevade = 0\n\tanticipation = 0\n\treactiontime = 0\n\tperception = 0\n\tfavoriteweapon = \"BassBuster\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"bass\"\n\tclass = \"[Def]Heavy\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTBASS\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\caNurse\"\n\taccuracy = 0\n\tintellect = 0\n\tevade = 0\n\tanticipation = 0\n\treactiontime = 0\n\tperception = 0\n\tfavoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"female\"\n\tskin = \"roll\"\n\tclass = \"[Sup]Nurse\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTROLL\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cqMarksman\"\n\taccuracy = 0\n\tintellect = 0\n\tevade = 0\n\tanticipation = 0\n\treactiontime = 0\n\tperception = 0\n\tfavoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"neither\"\n\tskin = \"sniperjoe\"\n\tclass = \"[Def]Marksman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatfrequency = 0\n}\n\n{\n\tname = \"\\cqScorcher\"\n\taccuracy = 0\n\tintellect = 0\n\tevade = 0\n\tanticipation = 0\n\treactiontime = 0\n\tperception = 0\n\tfavoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"auto\"\n\tclass = \"[Off]Scorcher\"\n\t//revealed = false\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTAUTO\"\n\tchatfrequency = 0\n}\n\n{\n\tname = \"\\cqScout\"\n\taccuracy = 0\n\tintellect = 0\n\tevade = 0\n\tanticipation = 0\n\treactiontime = 0\n\tperception = 0\n\tfavoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"Auto-Unknown\"\n\tclass = \"[Off]Scout\"\n\t//revealed = false\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTAUTU\"\n\tchatfrequency = 0\n}\n\n{\n\tname = \"\\cqShredder\"\n\taccuracy = 0\n\tintellect = 0\n\tevade = 0\n\tanticipation = 0\n\treactiontime = 0\n\tperception = 0\n\tfavoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"Auto-Unknown\"\n\tclass = \"[Off]Shredder\"\n\t//revealed = false\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTAUTU\"\n\tchatfrequency = 0\n}\n\n{\n\tname = \"\\cqSteelix\"\n\taccuracy = 0\n\tintellect = 0\n\tevade = 0\n\tanticipation = 0\n\treactiontime = 0\n\tperception = 0\n\tfavoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"Auto-Unknown\"\n\tclass = \"[Off]Steelix\"\n\t//revealed = false\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTAUTU\"\n\tchatfrequency = 0\n}\n\n//MM1\n{\n\tname = \"\\caCutman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"RollingCutterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"cutman\"\n\tclass = \"Cutman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTCUT\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ciGutsman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"SuperArmWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"gutsman\"\n\tclass = \"Gutsman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTGUTS\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cnIceman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"IceSlasherWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"iceman\"\n\tclass = \"Iceman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTICE\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ciBombman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"HyperBombWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"bombman\"\n\tclass = \"Bombman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTBOMB\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cgFireman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"FireStormWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"fireman\"\n\tclass = \"Fireman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTFIRE\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ckElecman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"ThunderBeamWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"elecman\"\n\tclass = \"Elecman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTELEC\"\n\tchatfrequency = 50\n}\n\n{\n   name = \"\\ctTimeman\"\n   accuracy = 2\n   intellect = 3\n   evade = 2\n   anticipation = 4\n   reactiontime = 4\n   perception = 4\n   favoriteweapon = \"TimeSlowWep\"\n   color = \"00 00 00\"\n   gender = \"male\"\n   skin = \"timeman\"\n   class = \"Timeman\"\n   revealed = true\n   script = \"humanbot\"\n   chatlump = chats/BOTTIME\n   chatfrequency = 50\n}\n\n{\n   name = \"\\cuOilman\"\n   accuracy = 2\n   intellect = 3\n   evade = 2\n   anticipation = 4\n   reactiontime = 4\n   perception = 4\n   favoriteweapon = \"OilSliderWep\"\n   color = \"00 00 00\"\n   gender = \"male\"\n   skin = \"oilman\"\n   class = \"Oilman\"\n   revealed = true\n   script = \"humanbot\"\n   chatlump = chats/BOTOIL\n   chatfrequency = 50\n}\n\n{\n   name = \"\\cnMegaman\\ct?\"\n   accuracy = 4\n   intellect = 3\n   evade = 2\n   anticipation = 1\n   reactiontime = 2\n   perception = 1\n   favoriteweapon = \"MegaBusterWep\"\n   color = \"00 00 00\"\n   gender = \"male\"\n   skin = \"Megaman?\"\n   class = \"Megaman\"\n   revealed = true\n   script = \"humanbot\"\n   chatlump = chats/BOTCOPY\n   chatfrequency = 50\n}\n\n//MM2\n{\n\tname = \"\\cgMetalman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"MetalBladeWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"metalman\"\n\tclass = \"Metalman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTMETL\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\chAirman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"AirShooterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"airman\"\n\tclass = \"Airman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTAIR\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cqBubbleman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"BubbleLeadWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"bubbleman\"\n\tclass = \"Bubbleman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTBUBB\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cgQuickman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"QuickBoomerangWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"quickman\"\n\tclass = \"Quickman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTQM\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cgCrashman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"CrashBombWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"crashman\"\n\tclass = \"Crashman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTCRS\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\chFlashman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"TimeStopperWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"flashman\"\n\tclass = \"Flashman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTFLAS\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ckHeatman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"AtomicFireWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"heatman\"\n\tclass = \"Heatman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTHEA\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cqWoodMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"LeafShieldWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"woodman\"\n\tclass = \"Woodman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTWOOD\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cdAlien\"\n\taccuracy = 1\n\tintellect = 4\n\tevade = 4\n\tanticipation = 4\n\treactiontime = 4\n\tperception = 4\n\tfavoriteweapon = \"BubbleLeadWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"alien\"\n\tclass = \"DrWily\"\n\t//revealed = false\n\tscript = \"humanbot\"\n}\n//MM3\n{\n\tname = \"\\chNeedleman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"NeedleCannonWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"needleman\"\n\tclass = \"Needleman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTNEED\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cgMagnetman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"MagnetMissileWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"magnetman\"\n\tclass = \"Magnetman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTMAGN\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ccGeminiman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"GeminiLaserWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"geminiman\"\n\tclass = \"Geminiman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTGEMI\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\chHardman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"HardKnuckleWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"hardman\"\n\tclass = \"Hardman\"\n\trevealed = true\n\tscript = \"fatbot\"\n\tchatlump = \"chats/BOTHARD\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ciTopman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"TopSpinWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"topman\"\n\tclass = \"Topman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTTOP\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cqSnakeman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"SearchSnakeWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"snakeman\"\n\tclass = \"Snakeman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTSNAK\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ciSparkman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"SparkShockWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"sparkman\"\n\tclass = \"Sparkman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTSPAR\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\chShadowman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"ShadowBladeWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"shadowman\"\n\tclass = \"Shadowman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTSHAD\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cmDocRobot\"\n\taccuracy = 2\n\tintellect = 0\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 3\n\tperception = 0\n\t//favoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"Docrobot\"\n\tclass = \"Docrobot\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatfrequency = 0\n}\n\n//MM4\n{\n\tname = \"\\ciBrightMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"FlashStopperWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"brightman\"\n\tclass = \"Brightman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTBRIG\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cdToadman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"RainFlushWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"toadman\"\n\tclass = \"Toadman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTTOAD\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cgDrillman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"DrillBombWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"drillman\"\n\tclass = \"Drillman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTDRIL\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ckPharaohMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"PharaohShotWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"pharaohman\"\n\tclass = \"Pharaohman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTPHAR\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cgRingman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"RingBoomerangWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"ringman\"\n\tclass = \"Ringman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTRING\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cnDustMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"DustCrusherWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"dustman\"\n\tclass = \"Dustman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTDUS\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\chDiveMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"DiveMissileWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"diveman\"\n\tclass = \"Diveman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTDIV\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cjSkullman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"SkullBarrierWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"skullman\"\n\tclass = \"Skullman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTSKUL\"\n\tchatfrequency = 50\n}\n\n//MM5\n{\n\tname = \"\\cgGravityMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"GravityHoldWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"gravityman\"\n\tclass = \"Gravityman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTGRAV\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cnWaveMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"WaterWaveWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"waveman\"\n\tclass = \"Waveman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTWAVE\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\csStoneMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"PowerStoneWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"stoneman\"\n\tclass = \"Stoneman\"\n\trevealed = true\n\tscript = \"fatbot\"\n\tchatlump = \"chats/BOTSTON\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cdGyroMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"GyroAttackWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"gyroman\"\n\tclass = \"Gyroman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTGYRO\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ckStarMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"StarCrashWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"starman\"\n\tclass = \"Starman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTSTAR\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\caChargeMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"ChargeKickWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"chargeman\"\n\tclass = \"Chargeman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTCHRG\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ctNapalmMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"NapalmBombWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"napalmman\"\n\tclass = \"Napalmman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTNAPA\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cvCrystalMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"CrystalEyeWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"crystalman\"\n\tclass = \"Crystalman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTCRYS\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cqDarkMan1\"\n\taccuracy = 3\n\tintellect = 3\n\tevade = 3\n\tanticipation = 3\n\treactiontime = 3\n\tperception = 3\n\t//favoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"darkman1\"\n\tclass = \"Darkman1\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatfrequency = 0\n}\n\n{\n\tname = \"\\cuDarkMan2\"\n\taccuracy = 3\n\tintellect = 3\n\tevade = 3\n\tanticipation = 3\n\treactiontime = 3\n\tperception = 3\n\t//favoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"darkman2\"\n\tclass = \"Darkman2\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatfrequency = 0\n}\n\n{\n\tname = \"\\ctDarkMan3\"\n\taccuracy = 3\n\tintellect = 3\n\tevade = 3\n\tanticipation = 3\n\treactiontime = 3\n\tperception = 3\n\t//favoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"darkman3\"\n\tclass = \"Darkman3\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatfrequency = 0\n}\n\n{\n\tname = \"\\cgDarkMan4\"\n\taccuracy = 4\n\tintellect = 4\n\tevade = 4\n\tanticipation = 4\n\treactiontime = 4\n\tperception = 4\n\t//favoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"darkman4\"\n\tclass = \"Darkman4\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatfrequency = 0\n}\n\n//MM6\n{\n\tname = \"\\cjBlizzardMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"BlizzardAttackWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"blizzardman\"\n\tclass = \"Blizzardman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTBLIZ\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cdCentaurMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"CentaurFlashWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"centaurman\"\n\tclass = \"Centaurman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTCENT\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cgFlameMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"FlameBlastWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"flameman\"\n\tclass = \"Flameman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTFLAM\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\chKnightMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"KnightCrushWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"knightman\"\n\tclass = \"Knightman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTKNIG\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\caPlantMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"PlantBarrierWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"plantman\"\n\tclass = \"Plantman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTPLAM\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\chTomahawkMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"SilverTomahawkWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"tomahawkman\"\n\tclass = \"Tomahawkman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTTOMA\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ciWindMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"WindStormWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"windman\"\n\tclass = \"Windman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTWIND\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ctYamatoMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"YamatoSpearWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"yamatoman\"\n\tclass = \"Yamatoman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTYAMO\"\n\tchatfrequency = 50\n}\n\n//MM7\n{\n\tname = \"\\cvFreezeMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"FreezeCrackerWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"freezeman\"\n\tclass = \"FreezeMan\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTFREE\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cuJunkMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"JunkShieldWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"junkman\"\n\tclass = \"JunkMan\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTJUNK\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ciBurstMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"DangerWrapWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"burstman\"\n\tclass = \"BurstMan\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTBURS\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cjCloudMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"ThunderBoltWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"cloudman\"\n\tclass = \"CloudMan\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTCLOU\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cgSpringMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"WildCoilWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"springman\"\n\tclass = \"SpringMan\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTSPRI\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cdSlashMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"SlashClawWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"slashman\"\n\tclass = \"SlashMan\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTSLAS\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ctShadeMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"NoiseCrushWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"shademan\"\n\tclass = \"ShadeMan\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTSHDE\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cqTurboMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"ScorchWheelWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"turboman\"\n\tclass = \"TurboMan\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTTURB\"\n\tchatfrequency = 50\n}\n\n//Mega Man 8\n{\n\tname = \"\\chDuo\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 4\n\tanticipation = 4\n\treactiontime = 4\n\tperception = 4\n\tfavoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"duo\"\n\tclass = \"Duo\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTDUO\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cdTenguMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"TornadoHoldWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"tenguman\"\n\tclass = \"Tenguman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTTENG\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cqAstroMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"AstroCrushWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"astroman\"\n\tclass = \"Astroman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTASTR\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\crSwordMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"FlameSwordWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"swordman\"\n\tclass = \"Swordman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTSWOR\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ctClownMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"ThunderClawWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"clownman\"\n\tclass = \"Clownman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTCLOW\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ceSearchMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"HomingSniperWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"searchman\"\n\tclass = \"Searchman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTSEAR\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cjFrostMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"FrostWaveWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"frostman\"\n\tclass = \"Frostman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTFROS\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\chGrenadeMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"FlashBombWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"grenademan\"\n\tclass = \"Grenademan\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTGREN\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cnAquaMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"WaterBalloonWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"aquaman\"\n\tclass = \"Aquaman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTAQUA\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cvOriginalDuo\"\n\taccuracy = 4\n\tintellect = 4\n\tevade = 4\n\tanticipation = 4\n\treactiontime = 4\n\tperception = 4\n\tfavoriteweapon = \"DuoFistWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"originalduo\"\n\tclass = \"Originalduo\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTDUO\"\n\tchatfrequency = 25\n}\n\n{\n\tname = \"\\ctEvilRobot\"\n\taccuracy = 4\n\tintellect = 4\n\tevade = 4\n\tanticipation = 4\n\treactiontime = 4\n\tperception = 4\n\tfavoriteweapon = \"DuoFistWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"evilrobot\"\n\tclass = \"Evilrobot\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTEROB\"\n\tchatfrequency = 25\n}\n\n//Megaman & Bass\n{\n\tname = \"\\cqDynamoman\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"LightingBoltWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"dynamoman\"\n\tclass = \"Dynamoman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTDYNA\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cvColdman\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"IceWallWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"coldman\"\n\tclass = \"Coldman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTCOLD\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ckGroundman\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"SpreadDrillWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"groundman\"\n\tclass = \"Groundman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTGROU\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ctPirateman\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"RemoteMineWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"pirateman\"\n\tclass = \"Pirateman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTPIRA\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cgBurnerman\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"WaveBurnerWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"burnerman\"\n\tclass = \"Burnerman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTBURN\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cmMagicman\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"MagicCardWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"magicman\"\n\tclass = \"Magicman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTMAGI\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ckKing\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"ProtoBuster\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"king\"\n\tclass = \"King\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTKING\"\n\tchatfrequency = 50\n}\n\n//Genesis Unit\n{\n\tname = \"\\cgBuster Rod G\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"HardKnuckleWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"busterrodg\"\n\tclass = \"BusterRodG\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTBRG\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cqMega Water S\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"IceSlashWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"megawaters\"\n\tclass = \"MegaWaterS\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTMWS\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\chHyper Storm H\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"HyperBombWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"hyperstormh\"\n\tclass = \"HyperStormH\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTHSH\"\n\tchatfrequency = 50\n}\n\n//Killers\n{\n\tname = \"\\ckEnker\"\n\taccuracy = 4\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"MirrorBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"enker\"\n\tclass = \"Enker\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTENKR\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cgPunk\"\n\taccuracy = 4\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"ScrewCrusherWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"punk\"\n\tclass = \"Punk\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTPUNK\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ctBallade\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"BalladeCrackerWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"ballade\"\n\tclass = \"Ballade\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTBALD\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cdQuint\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"SakugarneWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"quint\"\n\tclass = \"Quint\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTQUIN\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cmDr. Wily\"\n\taccuracy = 1\n\tintellect = 4\n\tevade = 4\n\tanticipation = 4\n\treactiontime = 4\n\tperception = 4\n\tfavoriteweapon = \"BubbleLeadWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"wilyskullsuit\"\n\tclass = \"DrWily\"\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTDRW\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ckBBA Megaman\"\n\taccuracy = 1\n\tintellect = 4\n\tevade = 4\n\tanticipation = 4\n\treactiontime = 4\n\tperception = 4\n\tfavoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"Megaman-BBA\"\n\tclass = \"Megaman-BBA\"\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTBBA\"\n\tchatfrequency = 50\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Dronecode.txt",
        "contents": "Actor TestDrone\n{\n+MISSILE\n+NOBLOOD\n+DONTBLAST\n//+SHOOTABLE\n+NOGRAVITY\n+SOLID\n+THRUACTORS\n+NOEXPLODEFLOOR\n+NOTARGETSWITCH\n+BOUNCEONWALLS\n+BOUNCEONCEILINGS\n+NOEXPLODEFLOOR\n+SKYEXPLODE\nTranslation \"196:196=192:192\"\nradius 15\nheight 25\nspeed 0\nscale 2\npainchance 256\nstates\n{\nspawn:\nTELY A 0\nTELY A 0 A_GiveToTarget(\"DroneActivate\")\nTELY A 0 ACS_Executealways(896,0)\nTELY A 0 ACS_Executealways(895,0)\nTELY A 0 A_ChangeFlag(\"MISSILE\",0)\nTELY A 0 A_ChangeFlag(\"ISMONSTER\",1)\nSpawn2:\nPBUG A 1\nTNT1 A 0 A_TakeFromTarget(\"Dronelife\",1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"IsDead\",1,\"Death\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"Dronelife\",1,\"Spawn2\")\ngoto Death\nDeath:\nTELY A 0 ACS_Executealways(896,1)\nTELY A 0 A_GiveToTarget(\"MoveEnabler\")\nstop\n}\n}\n\nactor DroneshotDelay : Powerup {inventory.amount 1 powerup.duration 5}\nactor Dronelife : inventory {inventory.amount 1 inventory.maxamount 1050}\n\nactor DroneShot : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 0 A_JumpifinTargetinventory(\"DroneshotDelay\",1,\"Nope\")\nBLTR C 0 A_Playsoundex(\"misc/devilfire\",\"weapon\")\nBLTR C 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 0 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nBUST B 0 A_SpawnItemEx(\"DroneBullet\",cos(pitch)*45,0,0+(sin(pitch)*-45),cos(pitch)*75,0,sin(pitch)*-75,0,SXF_TRANSFERPITCH|SXF_TRANSFERTRANSLATION)\nBUST B 0 A_Givetotarget(\"DroneshotDelay\")\nstop\nTeamRedFire:\nBUST B 0 A_SpawnItemEx(\"DroneBullet_RED\",cos(pitch)*45,0,0+(sin(pitch)*-45),cos(pitch)*75,0,sin(pitch)*-75,0,SXF_TRANSFERPITCH|SXF_TRANSFERTRANSLATION)\nBUST B 0 A_Givetotarget(\"DroneshotDelay\")\nTNT1 A 0\nstop\nTeamBlueFire:\nBUST B 0 A_SpawnItemEx(\"DroneBullet_BLUE\",cos(pitch)*45,0,0+(sin(pitch)*-45),cos(pitch)*75,0,sin(pitch)*-75,0,SXF_TRANSFERPITCH|SXF_TRANSFERTRANSLATION)\nBUST B 0 A_Givetotarget(\"DroneshotDelay\")\nTNT1 A 0\nstop\nNope:\nTNT1 A 0\nstop\n}\n}\n\nactor DroneController : Weapon\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 25\nWeapon.SlotNumber 1\nscale 2.0\nObituary \"$OB_MEGABUSTER\"\nInventory.Pickupmessage \"$PU_MEGABUSTER\"\nweapon.ammotype \"AssaultClip\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\n+WEAPON.NOAUTOFIRE\n+WEAPON.NOAUTOAIM\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nBUSR B 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"RedReady\")\nBUST B 0\nRedReady:\n\"####\" B 1 A_WeaponReady\n\"####\" B 0 A_Jumpifinventory(\"AssaultClip\",1,\"Ready\")\nGoto Reload\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\"####\" B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\"####\" B 1 A_Raise\nLoop\nFire:\n\"####\" B 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\"####\" CD 1\n\"####\" B 2\n\"####\" B 0 A_Refire\ngoto Ready\nNoAmmo:\n\"####\" B 1\n\"####\" B 0 A_Jumpifinventory(\"AssaultClip\",1,\"Ready\")\nFlash:\nTNT1 A 1\nstop\nNoFlash:\nTNT1 A 1\nstop\n}\n}\n\nactor DroneActivate : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.AUTOACTIVATE\nstates\n{\nSpawn:\nTNT1 A 1\nloop\nPickup:\nTNT1 A 0 A_PlaySound(\"weapon/rminestick\")\nTNT1 A 0 A_GiveInventory(\"DroneController\")\nTNT1 A 0 A_SelectWeapon(\"DroneController\")\nTELY A 0 A_GiveInventory(\"Dronelife\",1050)\nTNT1 A 0 A_Setgravity(100)\nstop\n}\n}\n\nactor MoveEnabler : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 0\nTNT1 A 0 A_TakeInventory(\"DroneController\")\nTNT1 A 0 A_Setgravity(0.8)\nBLTR C 0 setplayerproperty(0,0,0)\nstop\n}\n}\n\nactor DroneBullet\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\n+MTHRUSPECIES\ndamagetype \"Buster\"\nObituary \"$OB_MEGABUSTER\"\n//seesound \"weapon/mbuster\"\nSpeed 100\nDamage (16)\nradius 9\nheight 15\nscale 0.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0\nBASB T 1 A_SpawnItemEX(\"DroneBulletTrail\",0,0,0,momx/3,momy/3,momz/3,0,SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION,0)\ngoto spawn+2\nDeath:\nBUST T 1 A_Spawnitemex(\"BustergunPuff3\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\n\tactor DroneBullet_BLUE : DroneBullet\n\t{\n\tdamagetype \"Buster\"\n\t}\n\n\tactor DroneBullet_RED : DroneBullet\n\t{\n\ttranslation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\"\n\tdamagetype \"BusterRED\"\n\t}\nactor DroneBulletTrail\n{\nPROJECTILE\n+NOINTERACTION\n+DONTBLAST\nSpeed 0\nradius 5\nheight 5\nscale 0.7\nRenderstyle add\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1\nBASB TTT 1\nBASB TTT 1 A_Fadeout\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/SourceActors.txt",
        "contents": "/*\nThis file contains all the actors most main objects inherit from, typically\ncommon things like projectiles and explosionactors and such that all use the same\nstates code, this can help with reducing script size all around\n*/\n\nactor ProjectileBase\n{\nPROJECTILE\n+SKYEXPLODE\n+DONTBLAST\n+MTHRUSPECIES\ndamagetype \"Buster\"\nSpeed 40\nDamage (3 + ACS_ExecuteWithResult(675,8,360,50))\nradius 5\nheight 5\nscale 2.1\nStates\n{\nSpawn:\nTNT1 A 0\nBUST T 1\nloop\nDeath:\nBUST T 1 A_Spawnitemex(\"BustergunPuff1\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\nactor FastProjectileBase : Fastprojectile\n{\nPROJECTILE\n+SKYEXPLODE\n+DONTBLAST\n+MTHRUSPECIES\ndamagetype \"Buster\"\nMissileHeight 8\nSpeed 40\nDamage (3 + ACS_ExecuteWithResult(675,8,360,50))\nradius 5\nheight 5\nscale 2.1\nStates\n{\nSpawn:\nTNT1 A 0\nBUST T 1\nloop\nDeath:\nBUST T 1 A_Spawnitemex(\"BustergunPuff1\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\nactor ExplosionBase\n{\nPROJECTILE\n+NOINTERACTION\n+NOCLIP\n+DONTBLAST\n+FORCEXYBILLBOARD\nSpeed 0\n//\nDamagetype \"Explosion\"\nradius 8\nheight 8\nscale 5.5\nStates\n{\nSpawn:\nNAPC A 0\nNAPC D 0 A_Explode(20, 310, 1,0,36)\nNAPC A 0 A_PlaySoundEx(\"weapon/napalm\", \"Weapon\")\nASEX ABCDEF 2\nstop\n}\n}\n\nactor HitscanBulletBase : FastprojectileBase\n{\ndamagetype \"Buster\"\nDamage (5 + ACS_ExecuteWithResult(675,4,360,150))\nspeed 255\nheight 5\nradius 5\nscale 1\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0\nTNT1 A 1\ngoto spawn+2\nDeath:\nTNT1 A 1 A_PlaySound(\"weapon/mirrordeflect\")\nTNT1 A 1 A_Spawnitemex(\"BustergunPuff3\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\nactor FXActor_A\n{\nPROJECTILE\n+NOINTERACTION\n+NOCLIP\n+CLIENTSIDEONLY\nradius 8\nheight 8\nDamage (0)\nscale 3.0\nReactiontime 35\nRenderstyle \"Translucent\"\nAlpha 1.0\nStates\n{\nSpawn:\nICMS A 0\nICMS ABCD 2\nstop\n}\n}\n\nactor FXActor_B\n{\nPROJECTILE\n+NOINTERACTION\n+NOCLIP\n+CLIENTSIDEONLY\nradius 8\nheight 8\nDamage (0)\nscale 3.0\nReactiontime 35\nRenderstyle \"Add\"\nAlpha 1.0\nStates\n{\nSpawn:\nICMS A 0\nICMS ABCD 2\nstop\n}\n}\n\nactor WatcherBase\n//Watchers area type of actor that is invisible and handles tasks in the background.\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\n+NOTARGETSWITCH\n+NONETID\nStates\n{\nSpawn:\nTNT1 A 1\nDeath:\nDeathTake:\nTNT1 A 0\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Classes/ClassBase.txt",
        "contents": "Actor CoronditeBase : PlayerPawn\n{\n+NOBLOOD\n+NOBLOODDECALS\n+NODAMAGETHRUST\n//+DONTBLAST\n+QUICKTORETALIATE\n+DONTHARMSPECIES\n+THRUSPECIES\nBloodType \"\"\nheight 48\nradius 25\nPlayer.DisplayName \"Based Class\"\nPlayer.SoundClass \"megaman\"\nPlayer.DamageScreenColor \"black\"\nPlayer.JumpZ 10\nPlayer.ForwardMove 1.0, 1.0\nPlayer.SideMove 1.0, 1.0\nplayer.colorrange 0 0\nHealth 500\nPlayer.MaxHealth 500\nMass 999999\nDamageFactor \"Normal\", 1.0\nDamageFactor \"Falling\", 10.0\nGravity 0.8\nScale 2.5\nPlayer.MaxSkinSizeFactor 0, 0 //Fixes downsizing\nVar int user_ASub;\nVar int user_BSub;\nStates\n{\nSpawn:\n\"----\" A 0\n\"----\" B 1\n\"----\" A 1\ngoto Spawn+2\nSee:\n\"----\" BCDE 5\ngoto Spawn+1\nMissile:\n\"----\" F 5\n\"----\" G 4\ngoto Spawn+2\nPain.QuickBoomerang:\nPain.Buster:\nPain.BassBuster:\nPain.WildCoil:\nPain.ChargeKick:\nPain.YamatoSpear:\nPain.DiveMissile:\nPain.StarCrash:\nPain.CentaurFlash:\nPain.FreezeCracker:\nPain.ScrewCrusher:\nPain.PharaohHold:\nPain.TornadoHold:\nPain.TrebleSentry:\nPain.ScorchWheel:\nPain.MagnetMissile:\nPain.JunkShield:\nPain.OilSlider:\nPain.WaveBurner:\nPain.WaveBurnerUW:\nPain.Misc:\nPain.Treble:\nPain.FlameSwordSpark:\nPain.FireSpin:\nPain.DragonType:\nPain.IceType:\nPain.FireType:\nPain.SteelType:\nPain.HolyType:\nPain.FightingType:\nPain.FireSpinN:\nPain.HolyType2:\nPain.ENormalType:\n\"----\" H 0\ngoto Pain+3\nPain.Bright:\n\"----\" H 0\n\"----\" H 0 A_ScaleVelocity(0.65)\n\"----\" H 0 A_Jump(256, \"Pain\")\ngoto Pain+3\nPain.Wind:\n\"----\" H 0\n\"----\" H 0 ThrustThing(random(0,255),35,1,0)\n\"----\" H 0 ThrustThingZ(0,100,0,0)\ngoto Pain+3\nPain.Gravity:\n\"----\" H 0\n\"----\" H 0 ThrustThing(random(0,255),50,1,0)\n\"----\" H 0 ThrustThingZ(0,60,0,0)\ngoto Pain+3\nPain.WaterBalloon:\nPain.FlashBomb:\nPain.RemoteMine:\nPain.IceWall:\n\"----\" H 0 A_ScaleVelocity(0.9)\nGoto Pain+3\nPain.SpreadDrill:\nPain.SpreadDrill2:\nPain.SpreadDrill3:\n\"----\" H 0 A_JumpIfInventory(\"SpreadDrillProtect\", 1 ,2)\n\"----\" H 0 A_PlaySoundEx(\"weapon/spreaddrillhit\",\"SoundSlot5\")\n\"----\" H 0 A_GiveInventory(\"SpreadDrillProtect\", 1)\nGoto Pain+3\nPain.FlameSword:\n\"----\" H 0 //A_GiveInventory(\"FlameSwordProtectTM\", 1)\n\"----\" HH 0 A_SpawnItemEx(\"ScorchBit\",0,0,0,random(-10,10),random(-10,10),random(10,15),random(0,360))\nGoto Pain\nPain.WindStorm:\nPain.FlingDamage:\n\"----\" H 0\n\"----\" H 0 ThrustThing(random(0,255),30,0,0)\n\"----\" H 0 ThrustThingZ(0,30,0,0)\nGoto Pain+3\n//-----Ehibika-----\n/*\nPain.LooseCannon:\nPain.LooseCannonRED:\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"ShortInvulnerabilityFrames\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/coilbounce2\",\"SoundSlot5\")\n\"----\" H 0 A_GiveInventory(\"DoubleDonkable\")\n\"----\" H 0 A_SpawnItemEX(\"DonkWatcher\",1)\n\"----\" H 0 ThrustThing(random(0,255),10,1,0)\n\"----\" H 0 ThrustThingZ(0,20,0,1)\nGoto Pain+3\nPain.LooseCannonExpl:\nPain.LooseCannonExplRED:\n\"----\" H 0\n\"----\" H 0 A_Jumpifinventory(\"DoubleDonkable\",1,1)\nGoto Pain+3\n\"----\" H 0 A_SpawnitemEx(\"DoubleDonkIcon\",0,0,130,0,0,2)\n\"----\" H 0 ThrustThing(random(0,255),20,1,0)\n\"----\" H 0 ThrustThingZ(0,20,0,0)\n\"----\" H 0 A_PlaySoundEx(\"weapon/slashclawhit\",\"SoundSlot5\")  //got double donked!\nGoto Pain+3\n*/\n//-----Ehibika-----\nPain.SlashClaw:\n\"----\" H 0 A_PlaySoundEx(\"weapon/slashclawhit\",\"SoundSlot5\")\nGoto Pain\nPain.FlashStopper:\n\"----\" H 0\n\"----\" H 0 A_JumpIfInventory(\"BrightBlind\", 1,3)\n\"----\" H 0 A_GiveInventory(\"BrightBlind\",125)\n\"----\" H 0 ACS_ExecuteAlways(249, 0)\nGoto Pain+3\n\"----\" H 0 A_GiveInventory(\"BrightBlind\",55)\nGoto Pain+3\nPain.TimeSlow:\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"Slowed\",1)\n\"----\" H 0\nGoto Pain+3\nPain.SparkShock:\n\"----\" H 0\n\"----\" H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\n\"----\" H 0 A_GiveInventory(\"Shocked\",1)\n\"----\" H 0\nGoto Pain+3\nPain.CrashBomb:\n\"----\" H 0\n\"----\" H 0 A_Stop\n\"----\" H 0\nGoto Pain+3\nPain.GravityHold:\n\"----\" H 0\n\"----\" H 0 A_ChangeVelocity(momx, momy, 0, CVF_REPLACE)\n\"----\" H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\n\"----\" H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\n\"----\" H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\n\"----\" H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto GravityForceFinish\nGravityForce4:\n\"----\" H 2 A_GiveInventory(\"GravityForce4\",1)\nGoto GravityForceFinish\nGravityForce3:\n\"----\" H 2 A_GiveInventory(\"GravityForce3\",1)\nGoto GravityForceFinish\nGravityForce2:\n\"----\" H 2 A_GiveInventory(\"GravityForce2\",1)\nGoto GravityForceFinish\nGravityForce1:\n\"----\" H 2 A_GiveInventory(\"GravityForce1\",1)\nGoto GravityForceFinish\nGravityForceFinish:\n\"----\" H 0 A_CheckFloor(2)\n\"----\" H 0 ThrustThingZ(0,150,1,0)\n\"----\" H 0\nGoto Pain+3\nPain.WilyFire:\n\"----\" H 0 //A_ChangeFlag(\"SHOOTABLE\",0)\n\"----\" H 0 A_SpawnItemEx(\"ImOnFire\")\n\"----\" H 0 A_GiveInventory(\"FireVision\",1)\nGoto Pain\nPain.WilyIce:\n\"----\" H 0 A_ChangeFlag(\"SHOOTABLE\",0)\n\"----\" H 0 SetPlayerProperty(0,1,4)\n\"----\" H 0 A_SpawnItemEx(\"ImFrozen\")\n\"----\" H 0 A_GiveInventory(\"IceVision\",1)\n\"----\" H 30 A_Stop\n\"----\" H 30 A_ChangeFlag(\"SHOOTABLE\",1)\n\"----\" H 0 SetPlayerProperty(0,0,0)\n\"----\" H 0 A_TakeInventory(\"IceVision\",1)\n\"----\" H 0\nGoto Spawn+2\nPain.MagnetMissile:\nPain.DiveMissile:\nPain.HomingSniper:\n\"----\" H 0\n\"----\" H 0\nGoto Pain+3\n//---->Status Effect Pain States Start<----\n\nPain.Burner:\nPain.BurnerRED:\n\"----\" H 0 //A_Jump(192,\"Pain\")\n\"----\" H 0 A_jumpifinventory(\"FireProof\",1,5)\n\"----\" H 0 A_jumpifinventory(\"TempFireProof\",1,4)\n\"----\" H 0 A_jumpifinventory(\"BurnMark\",1,2)\n\"----\" H 0 A_SpawnItemEX(\"BurnWatcher\",1)\n\"----\" H 0 A_Giveinventory(\"BurnMark\")\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"BurnerhitDelay\",1)\n\"----\" H 0\nGoto Pain+1\nPain.Scorchshot:\nPain.ScorchshotRED:\n\"----\" H 0 A_jumpifinventory(\"ScorchWeakness\",1,1)\nGoto Pain+1\n\"----\" H 0\n\"----\" H 0 A_PlaySoundEx(\"weapon/slashclawhit\",\"SoundSlot5\")\nGoto Pain+1\nPain.SentryBeam:\n\"----\" H 0 A_GiveInventory(\"SentryBeamDelay\",1)\n\"----\" H 0\nGoto Pain+1\nPain.Tackle:\n\"----\" H 0 A_GiveInventory(\"TackleHitDelay\",1)\n\"----\" H 0 ThrustThing(random(0,255),30,0,0)\n\"----\" H 0 ThrustThingZ(0,30,0,0)\n\"----\" H 0\nGoto Pain+1\n/*\npain.FirePlume:\n\"----\" H 0 //A_Jump(192,\"Pain\")\n\"----\" H 0 A_jumpifinventory(\"FireProof\",1,5)\n\"----\" H 0 A_jumpifinventory(\"TempFireProof\",1,4)\n\"----\" H 0 A_jumpifinventory(\"BurnMark\",1,2)\n\"----\" H 0 A_SpawnItemEX(\"BurnWatcher\",1)\n\"----\" H 0 A_Giveinventory(\"BurnMark\")\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"PlumehitDelay\",1)\n\"----\" H 0\nGoto Pain+1\n*/\npain.corrosive:\n\"----\" H 0\n\"----\" H 0 A_jumpifinventory(\"ArmorMelt\",1,2)\n\"----\" H 0 A_SpawnItemEX(\"ArmorMeltEffectWatcher\")\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"ArmorMelt\",1)\ngoto Pain+3\n//---->Status Effect Pain States End<----\nPain.Drowning:\nPain.Fire:\nPain.Falling:\nPain.Slime:\n\"----\" H 0\n\"----\" H 0 A_JumpIfInventory(\"BeatCallCheck\", 1, \"BeatAssist\")\nGoto Pain+3\nBeatAssist:\n\"----\" H 0\n\"----\" H 0 HealThing(2)\n\"----\" H 0 ACS_ExecuteAlways(205,0)\nGoto Pain+3\nPain:\n\"----\" H 0\n\"----\" H 0 //A_Recoil(1)\n\"----\" H 0\n\"----\" H 0 A_Pain\n\"----\" H 0 A_GiveInventory(\"CritCheck\")\n\t\"----\" H 0 A_GiveInventory(\"HealStall_A\",1)\n\t\"----\" H 0 A_GiveInventory(\"HealStall_B\",1)\n\"----\" H 0 A_JumpIfInventory(\"IveBeenHit\", 1, 2)\n\"----\" H 0 A_GiveInventory(\"IveBeenHit\",1)\n\"----\" H 0\n\"----\" H 0 A_Jump(256,\"PainFix\")\ngoto PainFix\nPainFix:\n\"----\" H 0\ngoto PainFrames\nPainFrames:\n\"----\" H 0 //SetPlayerProperty(0,0,4)\n\"----\" HHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\n\"----\" H 0 //SetPlayerProperty(0,0,1)\n\"----\" H 0 A_ChangeFlag(\"ACTIVATEMCROSS\",0)\n\"----\" H 0 //SetPlayerProperty(0,0,4)\n\"----\" H 0 A_Jump(256,\"Spawn\")\ngoto Spawn+2\nDeath.FireSpinN:\nDeath.ETopSpin:\nDeath.TopSpin:\n\"----\" H 0\n\"----\" H 0 //A_GiveInventory(\"StaticBoardDeathFX\")\n\"----\" H 0 SetPlayerProperty(0, 0, 4)\n\"----\" H 0 A_TakeInventory(\"WeaponCharge\",999)\n\"----\" H 0 A_NoBlocking\n\"----\" H 0 A_GiveInventory(\"CutterFlag\",999)\n\"----\" H 0\n\"----\" H 1 A_GiveToTarget(\"KilledMe\",1)\n\"----\" H 19 ACS_ExecuteAlways(999,0,0)\n\"----\" H 0 SetPlayerProperty(0, 0, 4)\n\"----\" H 0 A_PlayerScream\n\"----\" H 0 A_PlaySoundEx(\"weapon/topspinwav\",\"SoundSlot5\")\n\"----\" HHHHHHHHHH 7 A_SetAngle(angle-72)\n\"----\" H 0 A_SpawnItemEx(\"FakeDeathFX\", 0, 0, 32)\n\"----\" Z 0 //A_TakeInventory(\"OnBoard\",999)\n\"----\" Z 1 A_CheckPlayerDone\nwait\n//===\nDeath.WindStorm:\nDeath.GravityHold:\n\n\"----\" H 0 SetPlayerProperty(0, 0, 4)\n\"----\" H 0 A_ChangeFlag(\"NOINTERACTION\", 1)\n\"----\" H 0 A_TakeInventory(\"WeaponCharge\",999)\n\"----\" H 0 A_NoBlocking\n\"----\" H 0 A_TakeInventory(\"CutterFlag\",999)\n\"----\" H 0 A_GiveInventory(\"IsDead\",1)\n\"----\" H 0 A_Stop\n\"----\" H 0 A_GiveToTarget(\"KilledMeStock\",1)\n\"----\" H 1 A_GiveToTarget(\"KilledMe\",1)\n\"----\" H 0 ACS_ExecuteAlways(999,0,0)\n\"----\" H 0 SetPlayerProperty(0, 0, 4)\nRiseMyMegaman:\n\"----\" H 1 ThrustThingZ(0,10,0,1)\n\"----\" H 0 A_JumpIf(ceilingz-z<64, \"ExplodeNow\")\n\"----\" H 0 A_GiveInventory(\"Cutterflag\", 1)\n\"----\" H 0 A_JumpIfInventory(\"CutterFlag\", 35, \"ExplodeNow\")\nGoto RiseMyMegaman\nExplodeNow:\n\"----\" H 0 A_Stop\n\"----\" H 0 A_PlayerScream\n\"----\" H 0 A_GiveInventory(\"CutterFlag\",999)\n\"----\" H 0 A_SpawnItemEx(\"FakeDeathFX\", 0, 0, 0)\n\"----\" Z 2 A_GiveInventory(\"IveBeenHit\",1)\n\"----\" Z 1 A_CheckPlayerDone\nwait\nDeath.HyperBomb:\nDeath.SuperBomb:\nDeath.SuperBombRED:\n\"----\" H 0 SetPlayerProperty(0, 0, 4)\n\"----\" H 0 A_ChangeFlag(\"NOINTERACTION\", 1)\n\"----\" H 0 A_TakeInventory(\"WeaponCharge\",999)\n\"----\" H 0 A_NoBlocking\n\"----\" H 0 A_TakeInventory(\"CutterFlag\",999)\n\"----\" H 0 A_GiveInventory(\"IsDead\",1)\n\"----\" H 0 A_Stop\n\"----\" H 0 A_GiveToTarget(\"KilledMeStock\",1)\n\"----\" H 1 A_GiveToTarget(\"KilledMe\",1)\n\"----\" H 0 ACS_ExecuteAlways(999,0,0)\n\"----\" H 0 SetPlayerProperty(0, 0, 4)\nDeathLaunch:\n\"----\" H 1 ThrustThingZ(0,100,0,1)\nDeathFall:\n\"----\" H 1 ThrustThingZ(0,-10,0,1)\n\"----\" H 1 A_JumpIf(z-floorz<=0, \"ExplodeNow\")\n\"----\" H 0 A_GiveInventory(\"Cutterflag\", 1)\n\"----\" H 0 A_JumpIfInventory(\"CutterFlag\", 35, \"ExplodeNow\")\ngoto DeathFall\nDeath.Scorchshot:\nDeath.ScorchshotRED:\n\"----\" H 0 A_jumpifinventory(\"ScorchWeakness\",1,1)\nGoto Death\n\"----\" H 0\n\"----\" H 0 A_PlaySoundEx(\"weapon/slashclawhit\",\"SoundSlot5\")\nGoto Death\nDeath:\n\"----\" H 0\n\"----\" H 1\n\"----\" H 0 A_GiveInventory(\"IveBeenHit\",1)\n\"----\" H 0 A_GiveInventory(\"CritCheck\")\n\"----\" H 0 //A_GiveInventory(\"StaticBoardDeathFX\")\n\"----\" H 1 A_KillChildren(KILS_KILLMISSILES)\n\"----\" H 0 A_RemoveChildren(True)\n\"----\" H 0 SetPlayerProperty(0, 0, 4)\n\"----\" H 0 A_TakeInventory(\"WeaponCharge\",999)\n\"----\" H 0 A_NoBlocking\n\"----\" H 0 A_GiveInventory(\"CutterFlag\",999)\n\"----\" H 0 A_GiveInventory(\"IsDead\",1)\n\"----\" H 0 A_Stop\n\"----\" H 0 A_GiveToTarget(\"KilledMeStock\",1)\n\"----\" H 1 A_GiveToTarget(\"KilledMe\",1)\n\"----\" Z 0 A_GiveToTarget(\"GotKill\",1)\n\"----\" H 1 ACS_ExecuteAlways(999,0,0) //19\n\"----\" H 0 SetPlayerProperty(0, 0, 4)\n\"----\" H 0 A_PlayerScream\n\"----\" H 0 A_SpawnItemEx(\"FakeDeathFX\", 0, 0, 32)\nPLAY Z 1 A_CheckPlayerDone\nwait\nDeath.Falling:\n\"----\" H 1\n\"----\" H 0 A_GiveInventory(\"IveBeenHit\",1)\n\"----\" H 1 A_KillChildren(KILS_KILLMISSILES)\n\"----\" H 0 A_RemoveChildren(True)\n\"----\" H 0 SetPlayerProperty(0, 0, 4)\n\"----\" H 0 A_TakeInventory(\"WeaponCharge\",999)\n\"----\" H 0 A_NoBlocking\n\"----\" H 0 A_GiveInventory(\"CutterFlag\",999)\n\"----\" H 0 A_GiveInventory(\"IsDead\",1)\n\"----\" H 0 //A_GiveInventory(\"StaticBoardDeathFX\")\n\"----\" Z 1 A_PlayerScream\n\"----\" Z 1 A_Stop\n\"----\" Z 0 //A_TakeInventory(\"OnBoard\",999)\n\"----\" Z 0 A_GiveToTarget(\"KilledMeStock\",1)\n\"----\" Z 0 A_GiveToTarget(\"KilledMe\",1)\n\"----\" Z 0 A_GiveToTarget(\"GotKill\",1)\n\"----\" Z 1 ACS_ExecuteAlways(999,0,0)\nPLAY Z 1 A_CheckPlayerDone\nwait\n/*\nDeath.LooseCannonExpl:\nDeath.LooseCannonExplRED:\n\"----\" H 0\n\"----\" H 1 A_Jumpifinventory(\"DonkCheck\",1,1)\nGoto Death.Explosion//\"----\" H 0 //A_Jump (256, \"Death.Explosion\")  //Gotta do this instead of [Goto Death], won't look right otherwise\n\"----\" H 0 A_SpawnitemEx(\"DoubleDonkIcon\",0,0,10,0,0,2)\n\"----\" H 0 A_PlaySoundEx(\"weapon/slashclawhit\",\"SoundSlot5\")  //got double donked to Death!\n*/\nDeath.SteamMissile:  //Death VIA Explosives\nDeath.SteamMissileRED:\nDeath.SuperNapalm:\nDeath.SuperNapalmRED:\nDeath.TorsoMissile:\nDeath.TorsoMissileRED:\nDeath.PosieMissile:\nDeath.PosieMissileRED:\nDeath.Explosion:\nDeath.ExplosionRED:\n\"----\" H 1\n\"----\" H 0 A_GiveInventory(\"IveBeenHit\",1)\n\"----\" H 1 A_KillChildren(KILS_KILLMISSILES)\n\"----\" H 0 A_RemoveChildren(True)\n\"----\" H 0 SetPlayerProperty(0, 0, 4)\n\"----\" H 0 A_TakeInventory(\"WeaponCharge\",999)\n\"----\" H 0 A_NoBlocking\n\"----\" H 0 A_GiveInventory(\"CutterFlag\",999)\n\"----\" H 0 A_GiveInventory(\"IsDead\",1)\n\"----\" H 0 //A_GiveInventory(\"StaticBoardDeathFX\")\n\"----\" Z 1 //A_PlayerScream\n\"----\" Z 1 A_SpawnItemEx(\"ExplodeDeathFX\", 0, 0, 32)\n\"----\" Z 1 A_Stop\n\"----\" Z 0 //A_TakeInventory(\"OnBoard\",999)\n\"----\" Z 0 A_GiveToTarget(\"KilledMeStock\",1)\n\"----\" Z 0 A_GiveToTarget(\"GotKill\",1)\n\"----\" Z 0 A_GiveToTarget(\"KilledMe\",1)\n\"----\" Z 2 ACS_ExecuteAlways(999,0,0)\nPLAY Z 1 A_CheckPlayerDone\nwait\n/*\nDeath.FatalIceKnife:  //Death VIA Backstab\nDeath.FatalIceKnifeRED:\nIce:\n\"----\" H 1 A_KillChildren(KILS_KILLMISSILES)\n\"----\" H 0 A_RemoveChildren(True)\n\"----\" H 0 SetPlayerProperty(0, 0, 4)\n\"----\" H 0 A_GiveInventory(\"CutterFlag\",999)\n\"----\" H 0 A_GiveInventory(\"IsDead\",1)\n\"----\" H 0 A_TakeInventory(\"WeaponCharge\",999)\n\"----\" Z 0 A_GiveToTarget(\"KilledMeStock\",1)\n\"----\" Z 0 A_GiveToTarget(\"KilledMe\",1)\n\"----\" Z 0 A_GiveToTarget(\"GotKill\",1)\n//\"----\" H 1 A_PlayerScream\n\"----\" H 0 Thing_SetTranslation(0, 105)//ACS_ExecuteAlways(998,0,105,1)\n\"----\" H 0 A_NoBlocking\n//\"----\" H 0 Thing_SetTranslation(17, 4)\n\"----\" HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 1 Thing_SetTranslation(0, 105)\n\"----\" HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 1 Thing_SetTranslation(0, 105)\n\"----\" HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 1 Thing_SetTranslation(0, 105)\n//\"----\" H 0 A_SpawnItemEx(\"IceDeathStatueFX1\", 0, 0, 0,0,0,0,0,0)\nPLAY Z 1 A_CheckPlayerDone\nwait\n*/\nEnkerRaise:\n\"----\" Y 1\nLoop\nEnkerAbsorb:\n\"----\" Y 0 A_PlaySound(\"weapon/mirrorabsorb\")\n\"----\" Y 0 A_GiveInventory(\"EnkerMirrorCount\",1)\ngoto EnkerAbsorb3\nEnkerAbsorb3:\n\"----\" Y 3 ACS_ExecuteAlways(998,0,65)\n\"----\" Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb2\")\ngoto Spawn\nEnkerAbsorb2:\n\"----\" Y 3 ACS_ExecuteAlways(998,0,66)\n\"----\" Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb3\")\ngoto Spawn\nTheEnd:\n\"----\" G 4\nloop\nCreditWalk:\n\"----\" BCDE 8\nloop\nCreditRun:\n\"----\" BCDE 5\nloop\n}\n}\n\n//XXXXXXXXXXXXXXXXXXXXXXXXXXXX\n//XXX    Status Effects    XXX\n//XXXXXXXXXXXXXXXXXXXXXXXXXXXX\nactor HealStall_A : powerup {Inventory.amount 1 powerup.duration -5}\nactor HealStall_B : powerup {Inventory.amount 1 powerup.duration -2}\n\n//Poison  ~Bika\nactor PoisonWatcher //: CustomInventory\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\nReactiontime 5\nObituary \"%0 succumed to poison\"\nStates\n{\nSpawn:\nTNT1 AAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"PoisonedEffect\",1)\nTNT1 AAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"PoisonedEffect\",1)\nTNT1 AAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"PoisonedEffect\",1)\nTNT1 AAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"PoisonedEffect\",1)\nTNT1 AAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"PoisonedEffect\",1)\nTNT1 AAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"PoisonedEffect\",1)\nTNT1 AAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"PoisonedDamage\",1)\nTNT1 A 1 A_JumpIfInTargetInventory(\"PoisonMark\",1,\"Spawn\")\nstop\nDeath:\nDeathTake:\nTNT1 A 0\nTNT1 A 1 //A_GiveToTarget(\"ImNotPoisonedNow\",1)\nstop\n}\n}\n\nactor StatusNummer : PowerProtection // for DOTs\n{\ninventory.amount 1\ninventory.maxamount 1\n+NOPAIN\nPowerup.Duration 1\n}\n\nactor PoisonedDamage : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 100\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_giveinventory(\"StatusNummer\",1)\nTNT1 A 0 A_Jumpifhealthlower(100,\"soften\")\nTNT1 A 0 DamageThing(health*0.05)\nTNT1 A 0 //SetPlayerProperty(0,1,4)\nTNT1 A 0 A_SpawnItemEx(\"PoisonedFX1\",random(-24,24),random(-32,32),random(1,32))\nTNT1 A 0 A_SpawnItemEx(\"PoisonedFX1\",random(-24,24),random(-32,32),random(1,32))\nTNT1 A 0 A_SpawnItemEx(\"PoisonedFX1\",random(-24,24),random(-32,32),random(1,32))\nTNT1 A 0 //SetPlayerProperty(0,1,4)\nstop\nSoften:\nTNT1 A 0 A_Jumpifhealthlower(10,\"Perish\")\nTNT1 A 0 DamageThing(9)\nTNT1 A 0 //SetPlayerProperty(0,1,4)\nTNT1 A 0 A_SpawnItemEx(\"PoisonedFX1\",random(-24,24),random(-32,32),random(1,32))\nTNT1 A 0 A_SpawnItemEx(\"PoisonedFX1\",random(-24,24),random(-32,32),random(1,32))\nTNT1 A 0 A_SpawnItemEx(\"PoisonedFX1\",random(-24,24),random(-32,32),random(1,32))\nTNT1 A 0 //SetPlayerProperty(0,1,4)\nPerish:\nTNT1 A 0 A_Takeinventory(\"PoisonMark\",99)\nstop\n}\n}\n\nactor PoisonedFX1  //These are decorative.\n{\nPROJECTILE\n+NOINTERACTION\n+NOGRAVITY\nheight 2\nRadius 2\ndamage (0)\nreactiontime 1\nscale 1\nRenderStyle \"Translucent\"\nAlpha 0.5\nStates\n{\nSpawn:\nPSMG AABCDEF 2\nstop\n}\n}\n\nactor PoisonedEffect : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 //SetPlayerProperty(0,1,4)\nTNT1 A 0 A_SpawnItemEx(\"PoisonedFX1\",random(-24,24),random(-32,32),random(1,32))\nTNT1 A 0 //SetPlayerProperty(0,1,4)\nstop\n}\n}\n\nactor PoisonMark : powerup\n{\n+INVENTORY.ADDITIVETIME\npowerup.duration -2\n}\n\nactor PoisonStackDelay : powerup\n{powerup.duration 5}\n\n//Burn\nactor BurnWatcher //: CustomInventory\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\nReactiontime 5\nObituary \"%o succumed to %k's Burning\"\nvar int user_OwnerTID;\nStates\n{\nSpawn:\nTNT1 A 0\n// Sow e start by making this actor immediately set it's master to the spawner's target (last person to damage them)\n// and then we set them to our tracer pointer.\nLASH A 0 A_Setuservar(\"user_OwnerTID\",ACS_ExecuteWithResult(257,0))\nLASH A 0 A_TransferPointer(AAPTR_TARGET,AAPTR_DEFAULT,AAPTR_TARGET,AAPTR_MASTER,PTROP_NOSAFEGUARDS)\nLASH A 0 A_ReArrangePointers(AAPTR_DEFAULT,AAPTR_DEFAULT,AAPTR_TARGET)\nSpawn2:\nTNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"TempFireProof\",1,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedEffect\",1)\nTNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"TempFireProof\",1,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedEffect\",1)\nTNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"TempFireProof\",1,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedEffect\",1)\nTNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"TempFireProof\",1,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedEffect\",1)\nTNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"TempFireProof\",1,\"DeathTake\")\n/*\nTNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"TempFireProof\",1,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedEffect\",1)\nTNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"TempFireProof\",1,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedEffect\",1)\nTNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"TempFireProof\",1,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedEffect\",1)\nTNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"TempFireProof\",1,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedEffect\",1)\nTNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"TempFireProof\",1,\"DeathTake\")\n*/\nTNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"TempFireProof\",1,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedEffect\",1)\nTNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"TempFireProof\",1,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedEffect\",1)\nTNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"TempFireProof\",1,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedEffect\",1)\nTNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"TempFireProof\",1,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedEffect\",1)\nTNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"TempFireProof\",1,\"DeathTake\")\n\nTNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"TempFireProof\",1,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedEffect\",1)\nTNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"TempFireProof\",1,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedEffect\",1)\nTNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"TempFireProof\",1,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedEffect\",1)\nTNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"TempFireProof\",1,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedEffect\",1)\nTNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"TempFireProof\",1,\"DeathTake\")\n\nTNT1 A 0 A_GiveToTarget(\"BurnedEffect\",1)\nTNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"TempFireProof\",1,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedEffect\",1)\nTNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"TempFireProof\",1,\"DeathTake\")\n\n// when we deal tick damage, we set the target to our master (the person responsible for inflicting the dot) and use this script\n// to make them deal tick damage to the victim directly.\nLASH A 0 A_ReArrangePointers(AAPTR_MASTER,AAPTR_DEFAULT,AAPTR_DEFAULT)\nLASH A 0  ACS_ExecuteAlways(726, 0,4,user_OwnerTID) //DOT Script\nLASH A 1 // this delay is important, otherwise it becomes a suicide\nLASH A 0 A_ReArrangePointers(AAPTR_TRACER,AAPTR_DEFAULT,AAPTR_DEFAULT)\n//now we set the target back to the spawner to keep the burn effect on them.\n//TNT1 A 0 A_GiveToTarget(\"BurnedDamage\",1)\n\nTNT1 A 1 A_JumpIfInTargetInventory(\"BurnMark\",1,\"Spawn2\")\nstop\nDeath:\nDeathTake:\nTNT1 A 0\nTNT1 A 1 A_TakefromTarget(\"BurnMark\",999)\nstop\n}\n}\n\nactor BurnedDamage : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 100\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_giveinventory(\"StatusNummer\",1)\nTNT1 A 0// A_JumpIf(ACS_ExecuteWithResult(672,0)<10,\"soften\") //heal if below 10%, weaken the DOT //TNT1 A 0 A_Jumpifhealthlower(100,\"soften\")\nTNT1 A 0 DamageThing(25)\nTNT1 A 0 //SetPlayerProperty(0,1,4)\nTNT1 A 0 A_SpawnItemEx(\"BurnedFX1\",random(-24,24),random(-32,32),random(1,32))\nTNT1 A 0 A_SpawnItemEx(\"BurnedFX1\",random(-24,24),random(-32,32),random(1,32))\nTNT1 A 0 A_SpawnItemEx(\"BurnedFX1\",random(-24,24),random(-32,32),random(1,32))\nTNT1 A 0 //SetPlayerProperty(0,1,4)\nstop\nSoften:\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(672,0)<3,\"Perish\") //Health is below 3%, kill the DOT\nTNT1 A 0 DamageThing(1)\nTNT1 A 0 //SetPlayerProperty(0,1,4)\nTNT1 A 0 A_SpawnItemEx(\"BurnedFX1\",random(-24,24),random(-32,32),random(1,32))\nTNT1 A 0 A_SpawnItemEx(\"BurnedFX1\",random(-24,24),random(-32,32),random(1,32))\nTNT1 A 0 A_SpawnItemEx(\"BurnedFX1\",random(-24,24),random(-32,32),random(1,32))\nTNT1 A 0 //SetPlayerProperty(0,1,4)\nPerish:\nTNT1 A 0 A_Takeinventory(\"BurnMark\",99)\nstop\n}\n}\n\nactor BurnedEffect : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 //SetPlayerProperty(0,1,4)\n\tTNT1 A 0 A_giveinventory(\"ScorchWeakness\",1)\nTNT1 A 0 A_SpawnItemEx(\"BurnedFX1\",random(-24,24),random(-32,32),random(1,32))\nTNT1 A 0 //SetPlayerProperty(0,1,4)\nstop\n}\n}\n\nactor BurnMark : powerup\n{\npowerup.duration -7\nPowerup.Color Red, 0.3\n}\n\nactor BurnStackDelay : powerup\n{powerup.duration 5}\n\nactor BurnedFX1  //These are decorative.\n{\nPROJECTILE\n+THRUACTORS\n+NOGRAVITY\nheight 2\nRadius 2\ndamage (0)\nreactiontime 1\nscale 1\nRenderStyle \"Add\"\nAlpha 0.5\nStates\n{\nSpawn:\nBRNF AABBCCDDEEFGH 1\nDeath:\nTNT1 A 1\nstop\n}\n}\n\nactor DonkWatcher //: CustomInventory\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\nReactiontime 5\nObituary \"%0 succumed to poison\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"DonkCheck\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_TakeFromTarget(\"DonkCheck\",1)\nstop\nDeath:\nDeathTake:\nTNT1 A 0\nTNT1 A 1 A_TakeFromTarget(\"DonkCheck\",1)\nstop\n}\n}\n\nactor DonkCheck : Inventory\n{\n}\n\n/*\nactor TripleDonkWatcher //: CustomInventory\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\nReactiontime 5\nObituary \"%0 succumed to poison\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"TripleDonkCheck\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_TakeFromTarget(\"TripleDonkCheck\",1)\nstop\nDeath:\nDeathTake:\nTNT1 A 0\nTNT1 A 1 A_TakeFromTarget(\"TripleDonkCheck\",1)\nstop\n}\n}\n*/\n//===========================\n//Oiled\n\nactor OiledMark : powerup\n{\n+INVENTORY.ADDITIVETIME\nPowerup.Color 331F05, 0.8\npowerup.duration -7\n}\n\nactor OiledEffect : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"OiledFX1\",random(-24,24),random(-32,32),random(1,32),0,0,-2)\nTNT1 A 0\nstop\n}\n}\n\nactor OiledWatcher //: CustomInventory\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\nReactiontime 5\nObituary \"%0 succumed to poison\"\nStates\n{\nSpawn:\nTNT1 AAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"OiledEffect\",1)\nTNT1 AAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"OiledEffect\",1)\nTNT1 AAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"OiledEffect\",1)\nTNT1 AAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"OiledEffect\",1)\nTNT1 AAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"OiledEffect\",1)\nTNT1 AAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"OiledEffect\",1)\nTNT1 AAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 1 A_JumpIfInTargetInventory(\"OiledMark\",1,\"Spawn\")\nstop\nDeath:\nDeathTake:\nTNT1 A 0\nTNT1 A 1 //A_GiveToTarget(\"ImNotPoisonedNow\",1)\nstop\n}\n}\n\nactor OiledFX1  //These are decorative.\n{\nPROJECTILE\n+THRUACTORS\n+NOGRAVITY\nheight 2\nRadius 2\ndamage (0)\nreactiontime 1\nscale 1\n//RenderStyle \"Translucent\"\n//Alpha 0.5\nStates\n{\nSpawn:\nOILL DDDDDDD 1\nOILL DDDDDDD 1 A_Fadeout\nstop\nDeath:\nOILL GGEEEEE 2 A_Fadeout\nstop\n}\n}\n\n/*\nactor IceCurseWatcher //: CustomInventory\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\nReactiontime 5\nObituary \"%0 succumed to poison\"\nStates\n{\nSpawn:\nTNT1 AAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"CursesparkleEffect\",1)\nTNT1 AAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"CursesparkleEffect\",1)\nTNT1 AAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"CursesparkleEffect\",1)\nTNT1 AAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"CursesparkleEffect\",1)\nTNT1 AAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"CursesparkleEffect\",1)\nTNT1 AAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"CursesparkleEffect\",1)\nTNT1 AAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 1 A_JumpIfInTargetInventory(\"IceCurseStopper\",1,\"Spawn\")\nDeath:\nDeathTake:\nTNT1 A 0\nTNT1 A 1 A_GiveToTarget(\"IceCurseCleaner\",1)\nstop\n}\n}\n\nactor CursesparkleEffect : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 1 A_Spawnitemex(\"IceKanjiFX\",0,0,100,0,0,0,0)\nTNT1 AAAA 0 A_Spawnitemex(\"IceSparkle1FX\",60,0,random(0,45),1,0,random(-2,2),random(0,360))\nstop\nNope:\n//BUST B 0 A_PlaySoundEx(\"weapon/heat3\",\"Item\")\nTNT1 A 0\nstop\n}\n}\n\nactor IceCurseStopper2 : CustomInventory  //stops the jump\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 1 A_SetGravity(999)\nstop\nNope:\n//BUST B 0 A_PlaySoundEx(\"weapon/heat3\",\"Item\")\nTNT1 A 0\nstop\n}\n}\n\nactor IceCurseCleaner : CustomInventory  //Wipes all Ice curse effects\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 1 A_SetGravity(0.8)\nstop\nNope:\n//BUST B 0 A_PlaySoundEx(\"weapon/heat3\",\"Item\")\nTNT1 A 0\nstop\n}\n}\n*/\nactor ExplodeDeathFX  //These are decorative.\n{\nPROJECTILE\n+THRUACTORS\n+NOGRAVITY\nheight 2\nRadius 2\ndamage (0)\nreactiontime 1\nscale 5\n//RenderStyle \"Translucent\"\n//Alpha 0.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_PlaySoundEx(\"weapon/drillexplode\", \"Body\")\nTNT1 AAAAA 2 A_SpawnitemEX(\"ExplodeDeathFX1\",Random(-80,80),Random(-80,80),Random(0,40))\nstop\nDeath:\nASEX A 0\nstop\n}\n}\n\nactor ExplodeDeathFX1  //These are decorative.\n{\nPROJECTILE\n+THRUACTORS\n+NOGRAVITY\nheight 2\nRadius 2\ndamage (0)\nreactiontime 1\nscale 2\n//RenderStyle \"Translucent\"\n//Alpha 0.5\nStates\n{\nSpawn:\nASEX ABCDEF 1\nstop\nDeath:\nASEX A 0\nstop\n}\n}\n\nactor KilledMeflag : KilledMe Replaces KilledMe\n{\ninventory.amount 1\ninventory.maxamount 1\nstates\n{\nSpawn:\nTNT1 A 1\nstop\nPickup:\nTNT1 A 1 ACS_ExecuteAlways(203,0)\nTNT1 A 1 A_GiveInventory(\"GotKill\")\nstop\n}\n}\n\nactor GotKill : Powerup\n{\ninventory.amount 1\nPowerup.Duration 10\n}\n\nactor IceDeathStatueFX1  //These are decorative.\n{\nPROJECTILE\n+THRUACTORS\n+NOGRAVITY\nheight 2\nRadius 2\ndamage (0)\nreactiontime 1\nscale 2\n//RenderStyle \"Translucent\"\n//Alpha 0.5\nStates\n{\nSpawn:\n\"----\" H 100\nstop\nDeath:\nASEX A 0\nstop\n}\n}\n\nactor HitSound : CustomInventory  //stops the jump\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 //A_PlaySoundEx(\"Misc/gravitywarn\", \"SoundSlot5\",0,-1)\nstop\n}\n}\n\nactor DeathFX1N : DeathFX1 replaces DeathFX1\n{\nheight 1\nradius 1\n+NOINTERACTION\n+NOGRAVITY\n-SOLID\n+DONTBLAST\nscale 2.5\nPROJECTILE\nSpeed 15\nreactiontime 3\nStates\n{\nSpawn:\nMMFX BCDE 2\nMMFX A 0 A_CountDown\nloop\n}\n}\n\nactor DeathFX2N : DeathFX1N replaces DeathFX2\n{\nspeed 5\n}\n//[+]========================================================================[+]\n//------------------------------|Primary Weapon|--------------------------------\n//[+]========================================================================[+]\n//\n//[+]========================================================================[+]\n\n//[+]========================================================================[+]\n//--------------------------------|Ammo & inventory|---------------------------\n//[+]========================================================================[+]\n\n//[+]========================================================================[+]\n//--------------------------------|Projectiles |--------------------------------\n//[+]========================================================================[+]\n\n//[+]========================================================================[+]\n//--------------------------------|Special Actors|------------------------------\n//[+]========================================================================[+]\n\n//[+]========================================================================[+]\n//--------------------------------|Item Shooters|------------------------------\n//[+]========================================================================[+]"
      },
      {
        "source": "pk3",
        "name": "Actors/Classes/DummyBot.txt",
        "contents": "Actor DummyBot : CoronditeBase Replaces Megaman\n{\nHealth 150\nPlayer.MaxHealth 150\nPlayer.DisplayName \"DummyBot\"\nPlayer.SoundClass \"megaman\"\nPlayer.JumpZ 12\nPlayer.ForwardMove 0.9, 0.9\nPlayer.SideMove 0.5, 0.5\nPlayer.StartItem \"HealthNumber\"\nPlayer.StartItem \"ReloadItem\"\nPlayer.StartItem \"MiniBombFlag\"\nPlayer.StartItem \"BusterGun\"\nplayer.startitem \"BusterGunClip\", 12\nplayer.startitem \"Blitzer\"\nplayer.startitem \"Blitzerclip\", 5\nStates\n{\nSpawn:\nPLY1 A 0\nPLY1 B 1\nPLY1 A 1\nGoTo Spawn+2\nSee:\nPLY1 BCDE 5\nGoTo Spawn+1\nMissile:\nPLY1 F 5\nPLY1 G 4\nGoTo Spawn+2\nPainFix:\nPLY1 H 0\nGoTo PainFrames\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Classes/Striker.txt",
        "contents": "Actor Striker : CoronditeBase\n{\nHealth 150\nPlayer.MaxHealth 150\nPlayer.DisplayName \"Striker\"\nPlayer.SoundClass \"megaman\"\nPlayer.JumpZ 12\nPlayer.ForwardMove 0.9, 0.9\nPlayer.SideMove 0.9, 0.9\nPlayer.StartItem \"HealthNumber\"\nPlayer.StartItem \"ReloadItem\"\nPlayer.StartItem \"MiniBombFlag\"\nPlayer.StartItem \"BusterGun\"\nplayer.startitem \"BusterGunClip\", 12\nplayer.startitem \"Blitzer\"\nplayer.startitem \"Blitzerclip\", 5\nStates\n{\nSpawn:\nPLY1 A 0\nPLY1 B 1\nPLY1 A 1\nGoTo Spawn+2\nSee:\nPLY1 BCDE 5\nGoTo Spawn+1\nMissile:\nPLY1 F 5\nPLY1 G 4\nGoTo Spawn+2\nPainFix:\nPLY1 H 0\nGoTo PainFrames\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Classes/Blocker.txt",
        "contents": "Actor Blocker : CoronditeBase\n{\nHealth 175\nPlayer.MaxHealth 175\nPlayer.DisplayName \"Blocker\"\nPlayer.SoundClass \"megaman\"\nPlayer.JumpZ 10\nPlayer.ForwardMove 0.6, 0.6\nPlayer.SideMove 0.6, 0.6\nPlayer.StartItem \"HealthNumber\"\nPlayer.StartItem \"ReloadItem\"\nPlayer.StartItem \"MannTurretFlag\"\nPlayer.StartItem \"GrenadeLauncherWep\"\nplayer.startitem \"GrenadeClip\", 6\nplayer.startitem \"SubWich\"\n\nStates\n{\nSpawn:\nDUOR A 0\nDUOR B 1\nDUOR A 1\nGoTo Spawn+2\nSee:\nDUOR BCDE 5\nGoTo Spawn+1\nMissile:\nDUOR F 5\nDUOR G 4\nGoTo Spawn+2\nPainFix:\nDUOR H 0\nGoTo PainFrames\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Classes/Marksman.txt",
        "contents": "Actor Marksman : CoronditeBase\n{\nHealth 100\nPlayer.MaxHealth 100\nPlayer.DisplayName \"Marksman\"\nPlayer.SoundClass \"megaman\"\nPlayer.JumpZ 10\nPlayer.ForwardMove 0.75, 0.75\nPlayer.SideMove 0.75, 0.75\nPlayer.StartItem \"HealthNumber\"\nPlayer.StartItem \"ReloadItem\"\nPlayer.StartItem \"ProxyMineFlag\"\nPlayer.StartItem \"ProxyMineCount\", 2\n\nPlayer.StartItem \"RangeRifle\"\nplayer.startitem \"RangeRifleClip\", 16\nplayer.startitem \"Rapidifier\"\nplayer.startitem \"Rapidifierclip\",30\nStates\n{\nSpawn:\nSJ01 A 0\nSJ01 B 1\nSJ01 A 1\nGoTo Spawn+2\nSee:\nSJ01 BCDE 5\nGoTo Spawn+1\nMissile:\nSJ01 F 5\nSJ01 G 4\nGoTo Spawn+2\nPainFix:\nSJ01 H 0\nGoTo PainFrames\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Classes/Medic.txt",
        "contents": "Actor Medic : CoronditeBase\n{\nHealth 100\nPlayer.MaxHealth 100\nPlayer.DisplayName \"Medic\"\nPlayer.SoundClass \"megaman\"\nPlayer.JumpZ 12\nPlayer.ForwardMove 0.9, 0.9\nPlayer.SideMove 0.9, 0.9\nPlayer.StartItem \"HealthNumber\"\nPlayer.StartItem \"ReloadItem\"\nPlayer.StartItem \"Mediscan\"\nplayer.startitem \"MedicRegenStarter\"\n\nplayer.startitem \"HealFlareFlag\"\nPlayer.StartItem \"Medipistol\"\nplayer.startitem \"MedipistolClip\", 25\nPlayer.StartItem \"HiPEgun\"\nplayer.startitem \"HiPEgunClip\", 12\nStates\n{\nSpawn:\nMORO A 0\nMORO B 1\nMORO A 1\nGoTo Spawn+2\nSee:\nMORO BCDE 5\nGoTo Spawn+1\nMissile:\nMORO F 5\nMORO G 4\nGoTo Spawn+2\nPainFix:\nMORO H 0\nGoTo PainFrames\n}\n}\n\nactor MedicRegenStarter : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0\nTNT1 A 0 A_Spawnitemex(\"MedicRegenWatcher\")\nTNT1 A 0 A_GiveInventory(\"HealEffectSpawn\")\n\nTNT1 A 0\nstop\nNope:\n//BUST B 0 A_PlaySoundEx(\"weapon/heat3\",\"Item\")\nTNT1 A 0\nstop\n}\n}\n\nActor MedicRegenWatcher\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\n+NOTARGETSWITCH\nReactiontime 7\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 35\nTNT1 A 0 A_Jumpifintargetinventory(\"BurnMark\",1,2)\nTNT1 A 0 A_GiveToTarget(\"Health\",3)\nTNT1 A 0\nTNT1 A 0 A_Jumpifintargetinventory(\"isdead\",1,\"Death\")\nloop\nDeath:\nTNT1 A 0\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Classes/Heavy.txt",
        "contents": "Actor Heavy : CoronditeBase\n{\nHealth 250\nPlayer.MaxHealth 250\nPlayer.DisplayName \"Heavy\"\nPlayer.SoundClass \"megaman\"\nPlayer.JumpZ 10\nPlayer.ForwardMove 0.6, 0.6\nPlayer.SideMove 0.6, 0.6\nPlayer.StartItem \"HealthNumber\"\nPlayer.StartItem \"ReloadItem\"\nPlayer.StartItem \"AssaultBusterWep\"\nplayer.startitem \"AssaultClip\", 25\nStates\n{\nSpawn:\nCONM A 0\nCONM B 1\nCONM A 1\nGoTo Spawn+2\nSee:\nCONM BCDE 5\nGoTo Spawn+1\nMissile:\nCONM F 5\nCONM G 4\nGoTo Spawn+2\nPainFix:\nCONM H 0\nGoTo PainFrames\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Classes/Professor.txt",
        "contents": "Actor Professor : CoronditeBase\n{\nHealth 100\nPlayer.MaxHealth 100\nPlayer.DisplayName \"Professor\"\nPlayer.SoundClass \"megaman\"\nPlayer.JumpZ 10\nPlayer.ForwardMove 0.75, 0.75\nPlayer.SideMove 0.75, 0.75\nPlayer.StartItem \"HealthNumber\"\nPlayer.StartItem \"ReloadItem\"\nPlayer.StartItem \"AssaultBusterWep\"\nplayer.startitem \"AssaultClip\", 25\nStates\n{\nSpawn:\nAUTO A 0\nAUTO B 1\nAUTO A 1\nGoTo Spawn+2\nSee:\nAUTO BCDE 5\nGoTo Spawn+1\nMissile:\nAUTO F 5\nAUTO G 4\nGoTo Spawn+2\nPainFix:\nAUTO H 0\nGoTo PainFrames\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Classes/Agent.txt",
        "contents": "Actor Agent : CoronditeBase\n{\nHealth 100\nPlayer.MaxHealth 100\nPlayer.DisplayName \"Agent\"\nPlayer.SoundClass \"megaman\"\nPlayer.JumpZ 12\nPlayer.ForwardMove 0.9, 0.9\nPlayer.SideMove 0.9, 0.9\nPlayer.StartItem \"HealthNumber\"\nPlayer.StartItem \"ReloadItem\"\nPlayer.StartItem \"AssaultBusterWep\"\nplayer.startitem \"AssaultClip\", 25\nStates\n{\nSpawn:\nBAS3 A 0\nBAS3 B 1\nBAS3 A 1\nGoTo Spawn+2\nSee:\nBAS3 BCDE 5\nGoTo Spawn+1\nMissile:\nBAS3 F 5\nBAS3 G 4\nGoTo Spawn+2\nPainFix:\nBAS3 H 0\nGoTo PainFrames\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/MasterBase.txt",
        "contents": "actor WepMasterBase : Weapon\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 3\nWeapon.SlotNumber 1\nscale 2.0\nObituary \"%k ---> %o\"\nInventory.Pickupmessage \"$PU_MEGABUSTER\"\nweapon.ammotype \"BusterAmmo\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\n+WEAPON.NOAUTOFIRE\n+WEAPON.NOAUTOAIM\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nBUSR B 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"RedReady\")\nBUST B 0\nRedReady:\n\"####\" B 1 A_WeaponReady\nGoto Ready\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\"####\" B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\"####\" B 1 A_Raise\nLoop\nFire:\n\"####\" B 1\ngoto Ready\n\nAltfire:\n\"####\" B 0 A_JumpIfinventory(\"MiniBombFlag\",1,\"Minibomb\")\n\"####\" B 0 A_JumpIfinventory(\"MannturretFlag\",1,\"Mannturret\")\n\"####\" B 0 A_JumpIfinventory(\"ProxyMineFlag\",1,\"ProxyMine\")\n\"####\" B 0 A_JumpIfinventory(\"HealFlareFlag\",1,\"HealFlare\")\n\"####\" B 1\n\"####\" B 0 A_Jump(256,\"Ready\")\ngoto Ready\n\nMinibomb: //===Minibomb===\n\"####\" B 0 A_JumpIfinventory(\"MiniBombCooldownItem\",1,\"NoAmmo\")\n\nBUSR B 0 A_Jumpifinventory(\"WilyTeamFlag\",1,2)\nBUST B 0\n\"####\" B 0\n\"####\" FFGGG 1\n\"####\" C 0 A_PlaySoundEx(\"weapon/crackerthrow\",\"Weapon\")\n\"####\" B 0 A_GiveInventory(\"MiniBombShooter\")\n\"####\" B 0 A_Giveinventory(\"MiniBombCooldown\")\n\"####\" IJKLM 2\n\"####\" B 0 A_Jump(256,\"Ready\")\ngoto Ready\n\nMannturret:\n\"####\" B 0 A_Jumpifinventory(\"MannTurretcooldownitem\",1,\"NoAmmo\")\n\"####\" B 1 Offset(0,32)\n\"####\" B 1 Offset(0,46)\n\"####\" B 1 Offset(0,58)\n\"####\" B 1 Offset(0,70)\n\"####\" B 1 Offset(0,82)\n\"####\" B 1 Offset(0,96)\n\"####\" B 1 Offset(0,112)\n\"####\" B 1 Offset(0,130)\n\"####\" A 0 A_PlaySound(\"weapon/rminestick\")\n\"####\" A 0 A_GiveInventory(\"MannTurretDefense\")\n\"####\" A 0 A_GiveInventory(\"InMannTurret\")\n\"####\" A 0 A_Setgravity(10)\n\"####\" A 0 A_ChangeFlag(\"DONTBLAST\",1)\n\"####\" A 0 A_SpawnItemEx(\"MannTurretGiver\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\n\"####\" A 0 A_GiveInventory(\"MannTurretWep\")\n\"####\" A 0 A_SelectWeapon(\"MannTurretWep\")\n\"####\" B 0 A_Jump(256,\"Ready\")\ngoto Ready\n\nProxyMine: //===ProxyMine===\n\"####\" B 0 A_JumpIfinventory(\"ProxyMineCooldownItem\",1,\"NoAmmo\")\n//\"####\" B 0 A_JumpIfinventory(\"ProxyMineCount\",1,2)\n//\"####\" B 0 A_Jump(256,\"Ready\")\n\"####\" B 0\n\nBUSR B 0 A_Jumpifinventory(\"WilyTeamFlag\",1,2)\nBUST B 0\n\"####\" B 0\n\"####\" FFGGG 1\n\"####\" C 0 A_PlaySoundEx(\"weapon/crackerthrow\",\"Weapon\")\n\"####\" B 0 A_GiveInventory(\"ProxyMineShooter\")\n\"####\" B 0 A_Giveinventory(\"ProxyMineCooldown\")\n\"####\" B 0 A_Giveinventory(\"ProxyCountTrigger\")\n\"####\" B 0 A_Takeinventory(\"ProxyMineCount\",1)\n\"####\" IJKLM 2\n\"####\" B 0 A_Jump(256,\"Ready\")\ngoto Ready\n\nHealFlare: //===HealFlare===\n\"####\" B 0 A_JumpIfinventory(\"HealFlareCooldownItem\",1,\"NoAmmo\")\n\nBUSR B 0 A_Jumpifinventory(\"WilyTeamFlag\",1,2)\nBUST B 0\n\"####\" B 0\n\"####\" B 5\n\"####\" C 0 A_PlaySoundEx(\"weapon/crackerthrow\",\"Weapon\")\n\"####\" B 0 A_GiveInventory(\"HealFlareShooter\")\n\"####\" B 0 A_Giveinventory(\"HealFlareCooldown\")\n\"####\" CDD 1\n\"####\" B 5\n\"####\" B 0 A_Jump(256,\"Ready\")\ngoto Ready\n\nNoAmmo:\n\"####\" B 1\nGoto Ready\nFlash:\nTNT1 A 1\nstop\nNoFlash:\nTNT1 A 1\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/Primaries/001_BusterGun.txt",
        "contents": "/*=============================\nA staple for many Corondian interstellar travelers, the bustergun has been one of\nthe first weapons produced by neumodian enterprises, and still one of our\ntop selling weapons to this day. the Buster gun boasts considerable power and\nrange within its small, easy to handle size.\n\n*///===========================\n\nactor BusterGun : WepMasterBase\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 12\nWeapon.SlotNumber 1\nscale 2.0\nInventory.Pickupmessage \"$PU_MEGABUSTER\"\nweapon.ammotype \"BusterGunClip\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\n+WEAPON.NOAUTOFIRE\n+WEAPON.NOAUTOAIM\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nBUSR B 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"RedReady\")\nBUST B 0\nRedReady:\n\"####\" B 1 A_WeaponReady\n\"####\" B 0 A_Jumpifinventory(\"Reload_Trigger\",1,\"Reload\")\n\"####\" B 0 A_Jumpifinventory(\"BusterGunClip\",1,\"Ready\")\nGoto Reload\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\"####\" B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\"####\" B 1 A_Raise\nLoop\nFire:\n\"####\" B 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\"####\" B 0 A_PlaySoundEx(\"weapon/AssaultBuster\",\"Weapon\")\n\"####\" B 0 A_GiveInventory(\"BusterGunShooter\")\n\"####\" CDD 1 A_WeaponReady(WRF_NOPRIMARY)\n\"####\" B 4\n\"####\" C 0 A_REfire\ngoto Ready\nNoAmmo:\n\"####\" B 1\n\"####\" B 0 A_Jumpifinventory(\"BusterGunClip\",1,\"Ready\")\nReload:\n\"####\" B 1 Offset(0,32)\n\"####\" B 1 Offset(0,46)\n\"####\" B 1 Offset(0,58)\n\"####\" B 1 Offset(0,70)\n\"####\" B 1 Offset(0,82)\n\"####\" B 0 A_PlaySoundEx(\"weapon/rminestick\",\"Weapon\")\n\"####\" B 22\n\"####\" B 0 A_PlaySoundEx(\"weapon/Crashland\",\"Weapon\")\n\"####\" B 1 Offset(0,82)\n\"####\" B 1 Offset(0,70)\n\"####\" B 1 Offset(0,58)\n\"####\" B 1 Offset(0,46)\n\"####\" B 1 Offset(0,32)\n\"####\" B 0 A_Giveinventory(\"BusterGunClip\",12)\n\"####\" B 0 A_TakeInventory(\"Reload_Trigger\",999)\n\"####\" B 1 A_Refire(\"Fire\")\nGoto Ready\nFlash:\nTNT1 A 5\nstop\nNoFlash:\nTNT1 A 1\nstop\n}\n}\n\n//[+]========================================================================[+]\n//--------------------------------|Ammo & inventory|---------------------------\n//[+]========================================================================[+]\nactor BusterGunClip : Ammo\n{\ninventory.amount 1\ninventory.maxamount 12\n}\n\n//[+]========================================================================[+]\n//--------------------------------|Projectiles |--------------------------------\n//[+]========================================================================[+]\nactor BusterGunShot : fastProjectileBase\n{\nSpeed 95\nDamage (4 + ACS_ExecuteWithResult(675,5,200,75))\nradius 8\nheight 12\nscale 3.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0  A_Changevelocity(0,random(-3,3),random(-3,3),CVF_RELATIVE)\nTNT1 A 0\nSpawn2:\nCRBM A 0\nCRBM A 2\nLoop\nDeath:\nCRBM A 1 A_Spawnitemex(\"BustergunPuff1\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\n\tactor BusterGunShot_BLUE : BusterGunShot\n\t{\n\t}\n\n\tactor BusterGunShot_RED : BusterGunShot\n\t{\n\ttranslation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\", \"199:199=47:47\"\n\t}\n\n//[+]========================================================================[+]\n//--------------------------------|Special Actors|------------------------------\n//[+]========================================================================[+]\nactor BustergunPuff1 : FXActor_A\n{\nscale 3.5\nStates\n{\nSpawn:\nBIM1 AABCDEF 1\nstop\n}\n}\n\n//[+]========================================================================[+]\n//--------------------------------|Item Shooters|------------------------------\n//[+]========================================================================[+]\nactor BusterGunShooter : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 1 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 1 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nBUST B 1 A_FireCustomMissile(\"BusterGunShot\",0,1,4,8)\nstop\nTeamRedFire:\nBUST B 1 A_FireCustomMissile(\"BusterGunShot_RED\",0,1,4,8)\nTNT1 A 1\nstop\nTeamBlueFire:\nBUST B 1 A_FireCustomMissile(\"BusterGunShot_BLUE\",0,1,4,8)\nTNT1 A 1\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/Primaries/020_GrenadeLauncher.txt",
        "contents": "/*=============================\nLaunching high powered exploive payloads, the Grenade launcher is a quick if not\nexcessive way to demolish even the sturdiest of obstacles and threats. shower the\nfields with these timed explosives or go for the most precise launches, either way,\nit will reduce anything (and hopefully excluding you) to rubble!\n\n*///===========================\n\nactor GrenadeLauncherWep : WepMasterBase\n{\nWeapon.AmmoUse 1\nWeapon.AmmoUse2 0\nWeapon.AmmoGive 6\nWeapon.SlotNumber 1\nscale 2.0\nInventory.Pickupmessage \"$PU_MEGABUSTER\"\nweapon.ammotype \"GrenadeClip\"\nweapon.ammotype2 \"GrenadeClip\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\n+WEAPON.NOAUTOFIRE\n+WEAPON.NOAUTOAIM\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nBUSR B 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"RedReady\")\nBUST B 0\nRedReady:\n\"####\" B 16 A_WeaponReady\n\"####\" B 0 A_jumpifinventory(\"GrenadeClip\",6,\"Ready\")\nGoto Reload\n\"####\" A 0 A_PlaySound(\"weapon/rminestick\")\n\"####\" B 0 A_GiveInventory(\"GrenadeClip\")\nGoto Ready\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\"####\" B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\"####\" B 1 A_Raise\nLoop\nFire:\n\"####\" B 1 Offset(0,32)\n\"####\" B 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\"####\" C 1\n\"####\" B 0 A_PlaySoundEx(\"weapon/GrenadeLauncher\",\"Weapon\")\n\"####\" B 0 A_Giveinventory(\"GrenadeLaunchShooter\")\n\"####\" CD 5\n\"####\" B 9\n\"####\" B 1 A_Refire\ngoto Ready\n\nNoAmmo:\n\"####\" B 1\n\"####\" B 0 A_jumpifinventory(\"GrenadeClip\",1,\"Ready\")\n\"####\" B 16\nReload:\n\"####\" B 1 Offset(0,32)\n\"####\" B 1 Offset(0,46)\n\"####\" B 1 Offset(0,58)\n\"####\" B 1 Offset(0,70)\n\"####\" B 1 Offset(0,82)\nReloadLoop:\n\"####\" B 0 A_PlaySound(\"weapon/rminestick\")\n\"####\" B 0 A_GiveInventory(\"GrenadeClip\")\n\"####\" B 0 A_jumpifinventory(\"GrenadeClip\",6,\"ReloadEnd\")\n\"####\" B 17 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\nGoto ReloadLoop\nReloadEnd:\n\"####\" B 1 Offset(0,82)\n\"####\" B 1 Offset(0,70)\n\"####\" B 1 Offset(0,58)\n\"####\" B 1 Offset(0,46)\n\"####\" B 1 Offset(0,32)\n\"####\" B 1 A_Refire(\"Fire\")\nGoto Ready\nFlash:\nTNT1 A 1\nstop\nNoFlash:\nTNT1 A 1\nstop\n}\n}\n//[+]========================================================================[+]\n//--------------------------------|Ammo & inventory|---------------------------\n//[+]========================================================================[+]\nactor GrenadeClip : Ammo\n{\ninventory.amount 1\ninventory.maxamount 6\n+INVENTORY.IGNORESKILL\n}\n\n//[+]========================================================================[+]\n//--------------------------------|Projectiles |--------------------------------\n//[+]========================================================================[+]\nactor GrenadeProjectile\n{\nPROJECTILE\ndamagetype \"Explosion\"\nradius 11\nheight 20\nscale 2.5\n-NOGRAVITY\n+CANBOUNCEWATER\n+DOOMBOuNCE\n+NOEXPLODEFLOOR\n+MTHRUSPECIES\n-ALLOWBOUNCEONACTORS\nspeed 30\ngravity 1.3\nbouncefactor 0.6\nDamage (5 +  ACS_ExecuteWithResult(675,15,400,60))\nwallbouncefactor 0.8\nreactiontime 55\nStates\n{\nSpawn:\nNAPC A 0\nNAPC A 0 ThrustThingZ(0, 25, 0, 1)\nNAPC A 0\nNAPC A 0 A_ChangeFlag(\"THRUACTORS\",0)\nNAPC A 1 A_CountDown\nNAPC A 1 A_SpawnItemEX(\"MiniBombTrail\",0,0,5,0,0,0,0,SXF_TRANSFERTRANSLATION,0)\nNAPC A 0 A_Checkfloor(\"Slowdown\")\n\nNAPC B 1 A_CountDown\nNAPC B 1 A_SpawnItemEX(\"MiniBombTrail\",0,0,5,0,0,0,0,SXF_TRANSFERTRANSLATION,0)\nNAPC B 0 A_Checkfloor(\"Slowdown\")\n\nNAPC C 1 A_CountDown\nNAPC C 1 A_SpawnItemEX(\"MiniBombTrail\",0,0,5,0,0,0,0,SXF_TRANSFERTRANSLATION,0)\nNAPC C 0 A_Checkfloor(\"Slowdown\")\n\nNAPC D 1 A_CountDown\nNAPC D 1 A_SpawnItemEX(\"MiniBombTrail\",0,0,5,0,0,0,0,SXF_TRANSFERTRANSLATION,0)\nNAPC D 0 A_Checkfloor(\"Slowdown\")\nGoto Spawn+2\nSlowdown:\nNAPC A 0 A_ChangeFlag(\"THRUACTORS\",1)\nNAPC A 1 A_ScaleVelocity(0.6)\nNAPC A 1 A_CountDown\nNAPC A 0 A_Checkfloor(\"Slowdown\")\nGoto Spawn+2\nCrash:\nDeath:\n//NAPC A 0 A_Stop\nTNT1 A 0 A_SpawnItemEx(\"GrenadeExplosion\")\nstop\n}\n}\n\n\tactor GrenadeProjectile_BLUE : GrenadeProjectile{}\n\tactor GrenadeProjectile_RED : GrenadeProjectile{translation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\"}\n// [+++]=============================[+++]\nactor GrenadeExplosion : ExplosionBase\n{\nStates\n{\nSpawn:\nNAPC A 0\nNAPC D 0 A_Explode(35, 350, 1,0,36)\nNAPC A 0 A_PlaySoundEx(\"weapon/napalm\", \"Weapon\")\nASEX ABCDEF 2\nstop\n}\n}\n\n//[+]========================================================================[+]\n//--------------------------------|Special Actors|------------------------------\n//[+]========================================================================[+]\n\n//[+]========================================================================[+]\n//--------------------------------|Item Shooters|------------------------------\n//[+]========================================================================[+]\nactor GrenadeLaunchShooter : CustomInventory  //places a buster posie based on the team.\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 0 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nBUST B 0 A_FireCustomMissile(\"GrenadeProjectile\",0,1,4,12)\nstop\nTeamRedFire:\nBUST B 0 A_FireCustomMissile(\"GrenadeProjectile_RED\",0,1,4,12)\nTNT1 A 0\nstop\nTeamBlueFire:\nBUST B 0 A_FireCustomMissile(\"GrenadeProjectile_BLUE\",0,1,4,12)\nTNT1 A 0\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/Primaries/040_RangeRifle.txt",
        "contents": "/*=============================\nGreat for sport hunting, sharpshooting games, or long distance antipersonel\nactivities, the ranged rifle is a steady firing weapon that launchis high speed,\nhigh precision shot that's sure to stop your target dead in their tracks!\n\n*///===========================\n\nactor RangeRifle : WepMasterBase\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 8\nWeapon.SlotNumber 1\nscale 2.0\nInventory.Pickupmessage \"$PU_MEGABUSTER\"\nweapon.ammotype \"RangeRifleClip\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\n+WEAPON.NOAUTOFIRE\n+WEAPON.NOAUTOAIM\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nBUSR B 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"RedReady\")\nBUST B 0\nRedReady:\n\"####\" B 0 A_jumpifinventory(\"ZoomMode\",1,\"Ready2\")\n\"####\" B 1 A_WeaponReady\n\"####\" B 0 A_Jumpifinventory(\"Reload_Trigger\",1,\"Reload\")\n\"####\" B 0 A_Jumpifinventory(\"RangeRifleClip\",1,\"Ready\")\nGoto Reload\nReady2:  //zooom ready\n\"####\" B 1 A_WeaponReady(WRF_NOSWITCH)\n\"####\" B 0 A_Giveinventory(\"shootingspeeddown\",1)\n\"####\" B 0 A_ZoomFactor(4.0)\n\"####\" B 0 A_Jumpifinventory(\"Reload_Trigger\",1,\"Reload\")\n\"####\" B 0 A_Jumpifinventory(\"RangeRifleClip\",1,\"Ready\")\nGoto Reload\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\"####\" B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\"####\" B 1 A_Raise\nLoop\nFire:\n\"####\" B 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\"####\" B 0 A_PlaySoundEx(\"weapon/HardBuster3\",\"Weapon\")\n\"####\" B 0 A_GiveInventory(\"RangeRifleShooter\")\n\"####\" CDD 1 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH)\n\"####\" B 10\n\"####\" C 0 A_REfire\ngoto Ready\n\n//===Altfire Overrive |Zoom|\naltfire:\n\"####\" B 0 A_jumpifinventory(\"ZoomMode\",1,\"Takezoom\")\n\"####\" B 0 A_ZoomFactor(4.0)\n\"####\" A 0 A_PlaySound(\"weapon/rminestick\")\n\"####\" B 1 A_GiveInventory(\"ZoomMode\")\ngoto Holdgutter\nTakezoom:\n\"####\" B 0 A_ZoomFactor(1.0)\n\"####\" A 0 A_PlaySound(\"weapon/rminestick\")\n\"####\" B 1 A_TakeInventory(\"ZoomMode\")\ngoto Holdgutter\nHoldgutter:\n\"####\" C 1\n\"####\" C 1 A_Refire(\"Holdgutter\")\ngoto Ready\n\nNoAmmo:\n\"####\" B 1\n\"####\" B 0 A_Jumpifinventory(\"RangeRifleClip\",1,\"Ready\")\nReload:\n\"####\" B 0 A_ZoomFactor(1.0)\n\"####\" B 1 Offset(0,32)\n\"####\" B 1 Offset(0,46)\n\"####\" B 1 Offset(0,58)\n\"####\" B 1 Offset(0,70)\n\"####\" B 1 Offset(0,82)\n\"####\" B 0 A_PlaySoundEx(\"weapon/rminestick\",\"Weapon\")\n\"####\" B 44\n\"####\" B 0 A_PlaySoundEx(\"weapon/Crashland\",\"Weapon\")\n\"####\" B 1 Offset(0,82)\n\"####\" B 1 Offset(0,70)\n\"####\" B 1 Offset(0,58)\n\"####\" B 1 Offset(0,46)\n\"####\" B 1 Offset(0,32)\n\"####\" B 0 A_Giveinventory(\"RangeRifleClip\",8)\n\"####\" B 0 A_TakeInventory(\"Reload_Trigger\",999)\n\"####\" B 1 A_Refire(\"Fire\")\nGoto Ready\nFlash:\nTNT1 A 5\nstop\nNoFlash:\nTNT1 A 1\nstop\n}\n}\n\n//[+]========================================================================[+]\n//--------------------------------|Ammo & inventory|---------------------------\n//[+]========================================================================[+]\nactor RangeRifleClip : Ammo\n{\ninventory.amount 1\ninventory.maxamount 8\n}\n\nactor ZoomMode : inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n//[+]========================================================================[+]\n//--------------------------------|Projectiles |--------------------------------\n//[+]========================================================================[+]\nactor RangeRifleShot : fastProjectileBase\n{\nSpeed 455\nDamage (20 + ACS_ExecuteWithResult(675,15,300,175))\nradius 6\nheight 10\nscale 3.5\nMissileType \"RangeRifleTrail\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0\nTNT1 A 0\nSpawn2:\nCRBM A 0\nCRBM A 2\nLoop\nDeath:\nCRBM A 0 A_Stop\nCRBM A 1 A_Spawnitemex(\"RangeRiflePuff1\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\n\tactor RangeRifleShot_BLUE : RangeRifleShot\n\t{MissileType \"RangeRifleTrail_BLUE\"\n\t}\n\n\tactor RangeRifleShot_RED : RangeRifleShot\n\t{MissileType \"RangeRifleTrail_RED\"\n\ttranslation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\", \"199:199=47:47\"\n\t}\n//[+]========================================================================[+]\n//--------------------------------|Special Actors|------------------------------\n//[+]========================================================================[+]\nactor RangeRiflePuff1 : FXActor_A\n{\nscale 1.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_PlaySoundEx(\"weapon/Mirrordeflect\",\"Weapon\")\nBIM1 AABCDEF 1\nstop\n}\n}\n\nactor RangeRifleTrail : FXActor_A\n{\nscale 1.5\nStates\n{\nSpawn:\nTNT1 A 0\nLASH AAA 1\nLASH AAA 1 A_Fadeout\nstop\n}\n}\n\n\tactor RangeRifleTrail_BLUE : RangeRifleTrail\n\t{\n\t}\n\n\tactor RangeRifleTrail_RED : RangeRifleTrail\n\t{\n\ttranslation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\", \"199:199=47:47\"\n\t}\n//[+]========================================================================[+]\n//--------------------------------|Item Shooters|------------------------------\n//[+]========================================================================[+]\nactor RangeRifleShooter : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 1 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 1 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nBUST B 1 A_FireCustomMissile(\"RangeRifleShot\",0,1,4,8)\nstop\nTeamRedFire:\nBUST B 1 A_FireCustomMissile(\"RangeRifleShot_RED\",0,1,4,8)\nTNT1 A 1\nstop\nTeamBlueFire:\nBUST B 1 A_FireCustomMissile(\"RangeRifleShot_BLUE\",0,1,4,8)\nTNT1 A 1\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/Primaries/060_MediPistol.txt",
        "contents": "/*=============================\nThe signature tool for any self respecting field medic, the Medipistol is the\nresult of years of (borrowed) biotic ray technology all bundled into a single\nhandheld device. quickly scan and heal fresh wounds in an instant with a beam of\nbiotic energy! and get your patients back onto their feet in no time!\n\nand of course, it doubles as a self defense mechanism.\n\nDisclamer: the Medipistol is not a replacement for actual medical knowledge,\nif the subject has a severed limb or something, don't try and push it back in\nit's spot and mend it in place with the device, many have tried before and the\nresults were somewhat disgusting to say the least.\n\n*///===========================\nConst int HealRate_B = 4;\nConst int HealRate_A = 8;\nConst int HealRate_Max = 12;\n\nactor Medipistol : WepMasterBase\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 25\nWeapon.SlotNumber 1\nscale 2.0\nInventory.Pickupmessage \"$PU_MEGABUSTER\"\nweapon.ammotype \"MedipistolClip\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\n+WEAPON.NOAUTOFIRE\n+WEAPON.NOAUTOAIM\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nBUSR B 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"RedReady\")\nBUST B 0\nRedReady:\n\"####\" B 1 A_WeaponReady\n\"####\" B 0 A_Jumpifinventory(\"Reload_Trigger\",1,\"Reload\")\n\"####\" B 0 A_Jumpifinventory(\"MedipistolClip\",1,\"Ready\")\nGoto Reload\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\"####\" B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\"####\" B 1 A_Raise\nLoop\nFire:\n\"####\" B 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\"####\" B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\n\"####\" B 0 A_GiveInventory(\"MedipistolShooter\")\n\"####\" CDD 1 A_WeaponReady(WRF_NOPRIMARY)\n\"####\" B 3\n\"####\" C 0 A_REfire\ngoto Ready\n\nAltfire:\nAltHold:\n\"####\" B 0\n\"####\" B 0 A_GiveInventory(\"IsHealer\",1)\n\"####\" B 0\n\"####\" B 0 A_PlaySoundEx(\"weapon/rollheal2\",\"Weapon\")\n\"####\" B 0 A_GiveInventory(\"HealBeamShooter\")//A_FireCustomMissile(\"HealBeam\",0,0,8,0)\n\"####\" D 3\n\"####\" B 0 A_Refire\n\"####\" B 1 A_RearrangePointers(AAPTR_DEFAULT, AAPTR_NULL, AAPTR_NULL)\n\"####\" B 0 A_TakeInventory(\"IsHealer\",999)\nGoto Ready\n\nNoAmmo:\n\"####\" B 1\n\"####\" B 0 A_Jumpifinventory(\"MedipistolClip\",1,\"Ready\")\nReload:\n\"####\" B 1 Offset(0,32)\n\"####\" B 1 Offset(0,46)\n\"####\" B 1 Offset(0,58)\n\"####\" B 1 Offset(0,70)\n\"####\" B 1 Offset(0,82)\n\"####\" B 0 A_PlaySoundEx(\"weapon/rminestick\",\"Weapon\")\n\"####\" B 11\n\"####\" B 0 A_PlaySoundEx(\"weapon/Crashland\",\"Weapon\")\n\"####\" B 1 Offset(0,82)\n\"####\" B 1 Offset(0,70)\n\"####\" B 1 Offset(0,58)\n\"####\" B 1 Offset(0,46)\n\"####\" B 1 Offset(0,32)\n\"####\" B 0 A_Giveinventory(\"MedipistolClip\",25)\n\"####\" B 0 A_TakeInventory(\"Reload_Trigger\",999)\n\"####\" B 1 A_Refire(\"Fire\")\nGoto Ready\nFlash:\nTNT1 A 5\nstop\nNoFlash:\nTNT1 A 1\nstop\n}\n}\n\n//[+]========================================================================[+]\n//--------------------------------|Ammo & inventory|---------------------------\n//[+]========================================================================[+]\nactor MedipistolClip : Ammo\n{\ninventory.amount 1\ninventory.maxamount 25\n}\n\nActor HealDelay : powerup\n{inventory.amount 1\nPowerup.duration 5\n}\n\nactor IsHealer : inventory // Active flag so the projectiles don't go for you\n{\ninventory.amount 1\ninventory.maxamount 2\n}\n//[+]========================================================================[+]\n//--------------------------------|Projectiles |--------------------------------\n//[+]========================================================================[+]\nactor MedipistolShot : fastProjectileBase\n{\nSpeed 75\nDamage (2 + ACS_ExecuteWithResult(675,5,200,25))\nradius 8\nheight 12\nscale 2\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0\nSpawn2:\nBUST T 0\nBUST T 2\nLoop\nDeath:\nBUST T 1 A_Spawnitemex(\"MedipistolPuff\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\n\tactor MedipistolShot_BLUE : MedipistolShot\n\t{\n\t}\n\n\tactor MedipistolShot_RED : MedipistolShot\n\t{\n\ttranslation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\", \"199:199=47:47\"\n\t}\n\nactor HealBeam\n{\nPROJECTILE\n+DONTBLAST\n//+LOOKALLAROUND\n+SEEKERMISSILE\n+NOCLIP\n+NOINTERACTION\nRenderstyle \"Translucent\"\nAlpha 0.95\nradius 8\nheight 8\nDamage (0)\nMeleerange 100\nspeed 10\nfloatspeed 28\nscale 3.0\nReactiontime 35\nStates\n{\nSpawn:\nLASH A 0\nLASH A 0\nLASH A 0 A_RearrangePointers(AAPTR_DEFAULT, AAPTR_TARGET, AAPTR_DEFAULT) //make the shooter our master\nLASH A 0 A_TransferPointer(AAPTR_MASTER,AAPTR_DEFAULT,AAPTR_TRACER,AAPTR_TRACER) //Set the Bullet's tracer to the Shooter's, if they have one.\nLASH A 0 A_JumpifTracercloser(630,\"QuickSpot\") //immediately got a tracer, let's aim for them!\nLASH A 0 A_TransferPointer(AAPTR_MASTER,AAPTR_DEFAULT,AAPTR_PLAYER_GETTARGET,AAPTR_TRACER) //if the reticle is on someone, let's go for them.\nLASH A 0 A_JumpifTracercloser(630,\"Targetcheck\")\nTNT1 A 1 A_LookEx(LOF_NOSOUNDCHECK, 1, 630, 0, 10, \"Targetcheck\")\nTNT1 A 0 A_SpawnItemEx(\"HealFX2\",30,random(-5,5),random(-5,5),momx/4,momy/4,1,0,SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nstop\nDoublecheck:\nTNT1 A 1\nLASH A 0 A_LookEx(LOF_NOSOUNDCHECK, 1, 630, 630, 25, \"Targetcheck\")\nstop\nTargetcheck:\nLASH A 0 A_Jumpifcloser(630,\"Targetcheck2\")\nGoto Doublecheck\nTargetcheck2:\nLASH A 0 A_Jumpifintargetinventory(\"RespawnCamera\",1,\"Doublecheck\") //You aren't spawned yet\nLASH A 0 A_Jumpifintargetinventory(\"IsHealer\",1,\"Doublecheck\") //don't go for yourself\nLASH A 0 //A_Jumpifintargetinventory(\"WilyTeamFlag\",1,\"Doublecheck\") //don't Heal enemies\nLASH A 0 //A_Jumpifintargetinventory(\"CossackTeamFlag\",1,\"Doublecheck\") //don't Heal enemies\nLASH A 0 //A_Jumpifintargetinventory(\"KingTeamFlag\",1,\"Doublecheck\") //don't Heal enemies\nGoto Targetspotted\nQuickSpot:\nLASH A 0 A_RearrangePointers(AAPTR_TRACER, AAPTR_DEFAULT, AAPTR_DEFAULT)\nGoto Targetspotted\nTargetspotted:\nLASH A 0 A_Facetarget\nTNT1 A 1 A_CustomMissile(\"HealBeamFX\",0,0,0,0)\nGoto AfterSpot\nAfterSpot:\nLASH A 0 A_RearrangePointers(AAPTR_MASTER, AAPTR_DEFAULT, AAPTR_TARGET) //make the target our tracer\nLASH A 0 A_TransferPointer(AAPTR_DEFAULT,AAPTR_MASTER,AAPTR_TRACER,AAPTR_TRACER) //Set the shooter's tracer to the bullet's\nLASH A 0 A_Jump(256,\"GiveHealth\")\ngoto GiveHealth\nDeath:\nTNT1 A 0\nstop\nGiveHealth:\nTNT1 A 1 A_Stop\nLASH A 0 A_RearrangePointers(AAPTR_TRACER, AAPTR_DEFAULT, AAPTR_DEFAULT)\nTNT1 A 0 A_GiveToTarget(\"HealBeamHeal\",1)\nstop\n}\n}\n\nactor HealBeam_RED : HealBeam\n{\ntranslation \"192:192=54:54\", \"198:198=42:42\"\nStates\n{\nTargetcheck2:\nLASH A 0 A_Jumpifintargetinventory(\"RespawnCamera\",1,\"Doublecheck\") //You aren't spawned yet\nLASH A 0 A_Jumpifintargetinventory(\"IsHealer\",1,\"Doublecheck\") //don't go for yourself\nLASH A 0 A_Jumpifintargetinventory(\"LightTeamFlag\",1,\"Doublecheck\") //don't Heal enemies\nLASH A 0 A_Jumpifintargetinventory(\"CossackTeamFlag\",1,\"Doublecheck\") //don't Heal enemies\nLASH A 0 A_Jumpifintargetinventory(\"KingTeamFlag\",1,\"Doublecheck\") //don't Heal enemies\nGoto Targetspotted\nQuickSpot:\nLASH A 0 A_RearrangePointers(AAPTR_TRACER, AAPTR_DEFAULT, AAPTR_DEFAULT)\nGoto Targetspotted\nTargetspotted:\nLASH A 0 A_Facetarget\nTNT1 A 1 A_CustomMissile(\"HealBeamFX_RED\",0,0,0,0)\nGoto AfterSpot\n}\n}\n\nactor HealBeam_BLUE : HealBeam\n{\nStates\n{\nTargetcheck2:\nLASH A 0 A_Jumpifintargetinventory(\"RespawnCamera\",1,\"Doublecheck\") //You aren't spawned yet\nLASH A 0 A_Jumpifintargetinventory(\"IsHealer\",1,\"Doublecheck\") //don't go for yourself\nLASH A 0 A_Jumpifintargetinventory(\"WilyTeamFlag\",1,\"Doublecheck\") //don't Heal enemies\nLASH A 0 A_Jumpifintargetinventory(\"CossackTeamFlag\",1,\"Doublecheck\") //don't Heal enemies\nLASH A 0 A_Jumpifintargetinventory(\"KingTeamFlag\",1,\"Doublecheck\") //don't Heal enemies\nGoto Targetspotted\nQuickSpot:\nLASH A 0 A_RearrangePointers(AAPTR_TRACER, AAPTR_DEFAULT, AAPTR_DEFAULT)\nGoto Targetspotted\nTargetspotted:\nLASH A 0 A_Facetarget\nTNT1 A 1 A_CustomMissile(\"HealBeamFX\",0,0,0,0)\nGoto AfterSpot\n}\n}\n//[+]========================================================================[+]\n//--------------------------------|Special Actors|------------------------------\n//[+]========================================================================[+]\nactor HealBeamHeal : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Jumpifinventory(\"HealDelay\",1,\"Nope\")\n//TNT1 A 0 A_jumpifinventory(\"BurnMark\",1,\"Weak\")\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(672,0)>=100,\"Nope\") // no overheal in this mod\nTNT1 A 1 A_Giveinventory(\"HealDelay\")\nTNT1 A 0 A_Giveinventory(\"HealEffectSpawn\",1)\n\nTNT1 A 0 A_jumpifinventory(\"HealStall_B\",1,\"WeakHeal\")\nTNT1 A 0 A_jumpifinventory(\"HealStall_A\",1,\"MidHeal\")\nTNT1 A 0 HealThing(HealRate_MAX)\nGoto Postheal\n\nWeakHeal:\nTNT1 A 0 HealThing(HealRate_B)\nGoto Postheal\n\nMidHeal:\nTNT1 A 0 HealThing(HealRate_A)\nGoto Postheal\n\nPostHeal:\nTNT1 A 1 A_Giveinventory(\"IveBeenHealed\")\nTNT1 A 0 A_PlaySoundEx(\"item/energyup\",\"Weapon\")\nTNT1 A 0\nstop\n\nNope:\nTNT1 A 0\nstop\n}\n}\n\nactor MedipistolPuff1 : FXActor_A\n{\nscale 2\nStates\n{\nSpawn:\nBIM1 AABCDEF 1\nstop\n}\n}\n\nactor HealBeamFX\n{\n+MISSILE\n+NOINTERACTION\n+NOGRAVITY\n-SOLID\n+NOCLIP\nSpeed 25\nDamage (0)\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_Jumpifcloser(100,\"Death\")\nTNT1 A 0 A_Spawnitemex(\"BeamGraphic\",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\nTNT1 A 1 A_Facetarget\nGoto BeamContinue\nBeamContinue:\nTNT1 A 0 A_CustomMissile(\"HealBeamFX\",0,0,0,0)\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\n\tactor HealBeamFX_RED : HealBeamFX {\n\ttranslation \"192:192=54:54\", \"198:198=42:42\"\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jumpifcloser(100,\"Death\")\n\tTNT1 A 0 A_Spawnitemex(\"BeamGraphic\",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n\tTNT1 A 1 A_Facetarget\n\tGoto BeamContinue\n\tBeamContinue:\n\tTNT1 A 0 A_CustomMissile(\"HealBeamFX_RED\",0,0,0,0)\n\tstop\n\t}\n\t}\n\nactor BeamGraphic : FXActor_A\n{\n+NOINTERACTION\n+NOGRAVITY\n+CLIENTSIDEONLY\n+FORCEXYBILLBOARD\n-SOLID\nscale 3\nheight 0\nradius 0\nStates\n{\nSpawn:\nTNT1 A 0\nLASH AAA 1\nstop\n}\n}\n//[+]=================================[+]\n\nactor HealFX\n{\nPROJECTILE\n+NOINTERACTION\n+NOCLIP\n+CLIENTSIDEONLY\nradius 8\nheight 8\nDamage (0)\nscale 3.0\nReactiontime 35\nRenderstyle \"ADD\"\nAlpha 0.8\nStates\n{\nSpawn:\nHEAL A 0\nHEAL A 15\nHEAL AAAABBBCC 1\nstop\n}\n}\n\nactor HealFX2\n{\nPROJECTILE\n+NOINTERACTION\n+NOCLIP\n+CLIENTSIDEONLY\nradius 8\nheight 8\nDamage (0)\nscale 1.5\nReactiontime 35\nRenderstyle \"ADD\"\nAlpha 1\nStates\n{\nSpawn:\nHEAL A 0\nHEAL A 10\nHEAL AAAABBBCC 1\nstop\n}\n}\n\nactor HealFX4\n{\nPROJECTILE\n+NOINTERACTION\n+NOCLIP\n+CLIENTSIDEONLY\nradius 8\nheight 8\nDamage (0)\nscale 0.5\nReactiontime 35\nRenderstyle \"ADD\"\nAlpha 1\nStates\n{\nSpawn:\nHEAL A 0\nHEAL A 3\nHEAL AAAABBBCC 1\nstop\n}\n}\n\nactor HealEffectSpawn : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"HealFX2\",30,0,random(0,50),momx/4,momy/4,1,random(0,360),SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0\nstop\nNope:\n//BUST B 0 A_PlaySoundEx(\"weapon/heat3\",\"Item\")\nTNT1 A 0\nstop\n}\n}\n\nActor HealEffectWatcher\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\nReactiontime 7\nObituary \"%0 succumed to poison\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_GiveToTarget(\"HealEffectSpawn\",1)\nTNT1 A 4\nTNT1 A 0 A_Countdown\nloop\nDeath:\nTNT1 A 0\nstop\n}\n}\n//[+]========================================================================[+]\n//--------------------------------|Item Shooters|------------------------------\n//[+]========================================================================[+]\nactor MedipistolShooter : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 1 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 1 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nBUST B 1 A_FireCustomMissile(\"MedipistolShot\",0,1,4,8)\nstop\nTeamRedFire:\nBUST B 1 A_FireCustomMissile(\"MedipistolShot_RED\",0,1,4,8)\nTNT1 A 1\nstop\nTeamBlueFire:\nBUST B 1 A_FireCustomMissile(\"MedipistolShot_BLUE\",0,1,4,8)\nTNT1 A 1\nstop\n}\n}\n\nactor HealBeamShooter : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBUST C 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBUST C 0 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nBUST C 1 A_FireCustomMissile(\"HealBeam\",0,0,13,0,0,0)\nstop\nTeamRedFire:\nBUST C 1 A_FireCustomMissile(\"HealBeam_RED\",0,0,13,0,0,0)\nTNT1 A 0\nstop\nTeamBlueFire:\nBUST C 1 A_FireCustomMissile(\"HealBeam_BLUE\",0,0,13,0,0,0)\nTNT1 A 0\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/Secondaries/007_Blitzer.txt",
        "contents": "/*=============================\nLaunching a Scatter of energy shots, the blitzer is a weapon made for up close\nand personal affairs. quick acting and swift to reload, the blitzer makes a great\noff-weapon for any aggressive kit.\n\n*///===========================\n\nactor Blitzer : WepMasterBase\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 5\nWeapon.SlotNumber 2\nscale 2.0\nInventory.Pickupmessage \"$PU_MEGABUSTER\"\nweapon.ammotype \"BlitzerClip\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\n+WEAPON.NOAUTOFIRE\n+WEAPON.NOAUTOAIM\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nBS2R B 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"RedReady\")\nBS2B B 0\nRedReady:\n\"####\" B 1 A_WeaponReady\n\"####\" B 0 A_Jumpifinventory(\"Reload_Trigger\",1,\"Reload\")\n\"####\" B 0 A_Jumpifinventory(\"BlitzerClip\",1,\"Ready\")\nGoto Reload\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\"####\" B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\"####\" B 1 A_Raise\nLoop\nFire:\n\"####\" B 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\"####\" B 0 A_PlaySoundEx(\"weapon/HardBuster1\",\"Weapon\")\n\"####\" B 0 A_GiveInventory(\"BlitzerShooter\")\n\"####\" CCDD 1\n\n\"####\" B 8\n\"####\" B 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\"####\" B 2 Offset(0,32)\n\"####\" B 2 Offset(0,46)\n\"####\" B 2 Offset(0,58)\n\"####\" B 0 A_PlaySoundEx(\"weapon/Crashland\",\"Weapon\")\n\"####\" B 2 Offset(0,58)\n\"####\" B 2 Offset(0,46)\n\"####\" B 2 Offset(0,32)\n\n\"####\" B 4  A_WeaponReady(WRF_NOPRIMARY)\n\"####\" B 0 A_Refire\ngoto Ready\n\nNoAmmo:\n\"####\" B 1\n\"####\" B 0 A_Jumpifinventory(\"BlitzerClip\",1,\"Ready\")\nReload:\n\"####\" B 1 Offset(0,32)\n\"####\" B 1 Offset(0,46)\n\"####\" B 1 Offset(0,58)\n\"####\" B 1 Offset(0,70)\n\"####\" B 1 Offset(0,82)\n\"####\" B 0 A_PlaySoundEx(\"weapon/rminestick\",\"Weapon\")\n\"####\" B 42\n\"####\" B 0 A_PlaySoundEx(\"weapon/Crashland\",\"Weapon\")\n\"####\" B 1 Offset(0,82)\n\"####\" B 1 Offset(0,70)\n\"####\" B 1 Offset(0,58)\n\"####\" B 1 Offset(0,46)\n\"####\" B 1 Offset(0,32)\n\"####\" B 0 A_Giveinventory(\"BlitzerClip\",5)\n\"####\" B 0 A_TakeInventory(\"Reload_Trigger\",999)\n\"####\" B 1 A_Refire(\"Fire\")\nGoto Ready\nFlash:\nTNT1 A 1\nstop\nNoFlash:\nTNT1 A 1\nstop\n}\n}\n//[+]========================================================================[+]\n//--------------------------------|Ammo & inventory|---------------------------\n//[+]========================================================================[+]\nactor BlitzerClip : Ammo\n{\ninventory.amount 1\ninventory.maxamount 5\n}\n\n//[+]========================================================================[+]\n//--------------------------------|Projectiles |--------------------------------\n//[+]========================================================================[+]\nactor BlitzerPellet : Fastprojectile\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\n+MTHRUSPECIES\n//seesound \"weapon/mbuster\"\nSpeed 75\nDamage (1 + ACS_ExecuteWithResult(675,3,200,100))\nradius 10\nheight 20\nscale 1\nStates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0\nBASB T 1\ngoto spawn+2\nDeath:\nBASB T 1 A_Stop\nBASB A 0 A_Changeflag(\"NOiNTERACTION\",1)\nXDeath:\nCrash:\nBASB T 1 A_Spawnitemex(\"BlitzerPuff\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\n\tactor BlitzerPellet_BLUE : BlitzerPellet\n\t{\n\t}\n\n\tactor BlitzerPellet_RED : BlitzerPellet\n\t{\n\ttranslation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\"\n\t}\n//[+]========================================================================[+]\n//--------------------------------|Special Actors|------------------------------\n//[+]========================================================================[+]\nactor BlitzerPuff : FXActor_A\n{\nscale 0.5\nStates\n{\nSpawn:\nBIM1 AABCDEF 1\nstop\n}\n}\n//[+]========================================================================[+]\n//--------------------------------|Item Shooters|------------------------------\n//[+]========================================================================[+]\nConst int SRev = 360;\n\nConst int S_SprAng = 4;\nConst int S_SprAngRev = SRev-S_SprAng;\n\nConst int S_SprD_Ang = S_SprAng/1.5;\nConst int S_SprD_AngRev = SRev-(S_SprAng/1.5);\n\nactor BlitzerShooter : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 0 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nBUST B 0 A_FireCustomMissile(\"BlitzerPellet\",0,2,0,8)\nBUST B 0 A_FireCustomMissile(\"BlitzerPellet\",S_SprAng,0,0,8,0,0)\nBUST B 0 A_FireCustomMissile(\"BlitzerPellet\",S_SprD_Ang,0,0,8,0,S_SprD_Ang)\nBUST B 0 A_FireCustomMissile(\"BlitzerPellet\",0,0,0,8,0,S_SprAng)\nBUST B 0 A_FireCustomMissile(\"BlitzerPellet\",S_SprD_Ang,0,0,8,0,S_SprD_AngRev)\nBUST B 0 A_FireCustomMissile(\"BlitzerPellet\",S_SprAngRev,0,0,8,0,0)\nBUST B 0 A_FireCustomMissile(\"BlitzerPellet\",S_SprD_AngRev,0,0,8,0,S_SprD_AngRev)\nBUST B 0 A_FireCustomMissile(\"BlitzerPellet\",0,0,0,8,0,S_SprAngRev)\nBUST B 0 A_FireCustomMissile(\"BlitzerPellet\",S_SprD_AngRev,0,0,0,0,S_SprD_Ang)\nstop\nTeamRedFire:\nBUST B 0 A_FireCustomMissile(\"BlitzerPellet_RED\",0,2,0,0)\nBUST B 0 A_FireCustomMissile(\"BlitzerPellet_RED\",S_SprAng,0,0,8,0,0)\nBUST B 0 A_FireCustomMissile(\"BlitzerPellet_RED\",S_SprD_Ang,0,0,8,0,S_SprD_Ang)\nBUST B 0 A_FireCustomMissile(\"BlitzerPellet_RED\",0,0,0,8,0,S_SprAng)\nBUST B 0 A_FireCustomMissile(\"BlitzerPellet_RED\",S_SprD_Ang,0,0,8,0,S_SprD_AngRev)\nBUST B 0 A_FireCustomMissile(\"BlitzerPellet_RED\",S_SprAngRev,0,0,8,0,0)\nBUST B 0 A_FireCustomMissile(\"BlitzerPellet_RED\",S_SprD_AngRev,0,0,8,0,S_SprD_AngRev)\nBUST B 0 A_FireCustomMissile(\"BlitzerPellet_RED\",0,0,0,8,0,S_SprAngRev)\nBUST B 0 A_FireCustomMissile(\"BlitzerPellet_RED\",S_SprD_AngRev,0,0,8,0,S_SprD_Ang)\nTNT1 A 0\nstop\nTeamBlueFire:\nBUST B 0 A_FireCustomMissile(\"BlitzerPellet_BLUE\",0,2,0,0)\nBUST B 0 A_FireCustomMissile(\"BlitzerPellet_BLUE\",S_SprAng,0,0,8,0,0)\nBUST B 0 A_FireCustomMissile(\"BlitzerPellet_BLUE\",S_SprD_Ang,0,0,8,0,S_SprD_Ang)\nBUST B 0 A_FireCustomMissile(\"BlitzerPellet_BLUE\",0,0,0,8,0,S_SprAng)\nBUST B 0 A_FireCustomMissile(\"BlitzerPellet_BLUE\",S_SprD_Ang,0,0,8,0,S_SprD_AngRev)\nBUST B 0 A_FireCustomMissile(\"BlitzerPellet_BLUE\",S_SprAngRev,0,0,8,0,0)\nBUST B 0 A_FireCustomMissile(\"BlitzerPellet_BLUE\",S_SprD_AngRev,0,0,8,0,S_SprD_AngRev)\nBUST B 0 A_FireCustomMissile(\"BlitzerPellet_BLUE\",0,0,0,8,0,S_SprAngRev)\nBUST B 0 A_FireCustomMissile(\"BlitzerPellet_BLUE\",S_SprD_AngRev,0,0,8,0,S_SprD_Ang)\nTNT1 A 0\nstop\n}\n}"
      }
    ]
  },
  "maps": []
}

gib.gg runs on open-source software and freely licensed replacement game assets from the Freedoom project. gib.gg is not affiliated with Bethesda Softworks, id Software, or ZeniMax Media. All trademarks belong to their respective owners. Some WADs and associated metadata on this site are sourced from WAD Archive. User-submitted content remains the responsibility of its respective authors. If you believe content on this site violates your rights, please send DMCA requests to dmca@gib.gg.