Raw model (for completeness)
{
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"id": "02137de9-209d-4f76-9b5e-e7f8a91629d9",
"sha1": "b856cef4565e15eedd12b3496fe52e478e469f26",
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"isleuserclasspackbeta4.pk3"
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"added": "2021-01-10 03:16:08",
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},
"added": "2021-01-10 03:16:08",
"file": {
"type": "PK3",
"size": 130186,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/b856cef4565e15eedd12b3496fe52e478e469f26/b856cef4565e15eedd12b3496fe52e478e469f26.pk3.gz",
"corrupt": false
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"text_files": [
{
"source": "pk3",
"name": "SBARINFO.V.txt",
"contents": "//VERTICAL BARS\nheight 0;\n\nstatusbar fullscreen, forcescaled\n{\nInInventory not NoHud, 1\n{\nInInventory not NoHealthBar, 1\n{\nDrawBar \"BARHEALT\", \"BAREMPTY\", Health, vertical, 24, 8;\n\tInInventory LightTeamFlag, 1{DrawImage \"LBAR\", 24, 3;}\n\tInInventory WilyTeamFlag, 1{DrawImage \"WBAR\", 24, 3;}\n\tInInventory CossackTeamFlag, 1{DrawImage \"CBAR\", 24, 3;}\n\tInInventory KingTeamFlag, 1{DrawImage \"KBAR\", 24, 3;}\n\nInInventory SkullShieldCheck, 1{DrawBar \"BARFLS5\", \"NOBAR\", SkullShieldCheck, vertical, 24, 8;}\nInInventory SkullBarrierProtection, 1{DrawBar \"BARFLS5\", \"NOBAR\", SkullShieldCheck, vertical, 24, 8;}\nInInventory BasicArmor, 1{DrawBar \"BARAMT31\", \"NOBAR\", Armor, vertical, 24, 8;}\n\n//IfCVarInt mm8bdm_ammonumber, 1\n//ha ha ha end me\nInInventory AmmoNumberFlag, 1\n{\n\tWeaponAmmo not BusterAmmo\n\t{\n\t\t//DrawNumber 5,CMBHPFONT,Untranslated,Health,/*interpolate(10),*/alignment(left),31,30;\n\t\tDrawNumber 3, \"8BDMAFONT\", Untranslated, Ammo1, alignment(right), 15, 31;\n\t}\n}\n\n//IfCVarInt mm8bdm_healthnumber, 1\n//dont worry jax I'm in pain too\nInInventory HealthNumberFlag, 1\n{\n\t//DrawNumber 5,CMBHPFONT,Untranslated,Health,/*interpolate(10),*/alignment(left),31,30;\n\tDrawNumber 3, \"8BDMAFONT\", Untranslated, Health, alignment(left), 31, 31;\n}\n}\n\nDrawSelectedInventory INDEXFONT ,24, 64, 37, 64, white;\nDrawImage weaponicon, 16, 64;\n\n}\n\n//=== [+] Isle Classes [+] ===\n\n//====|LordDamager\nIsSelected MissilePunchWep\n\t{\n\tDrawbar\"LDMBAR\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory LDRamEnergy, 1{Drawbar\"LDRBAR\", \"BAREMPTY\", LDRamEnergy, vertical, 8, 8;}\n\tInInventory LDRamEnergy, 26{Drawbar\"LDBAR\", \"NOBAR\", LDRamEnergy, vertical, 8, 8;}\n\t}\n\nIsSelected SmogCannonWep\n\t{\n\tDrawbar\"BARAMM51\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory LDRamEnergy, 1{Drawbar\"LDRBAR\", \"BAREMPTY\", LDRamEnergy, vertical, 8, 8;}\n\tInInventory LDRamEnergy, 26{Drawbar\"LDBAR\", \"NOBAR\", LDRamEnergy, vertical, 8, 8;}\n\t}\n\n//====|BullGator\nIsSelected BullGatorSleepPierce{\n\tDrawBar\"BUL1_BAR\",\"BAREMPTY\",Ammo1,vertical,16,8;\n\tDrawBar\"BLL1_BAR\",\"BAREMPTY\",Ammo2,vertical,8,8;\n\t}\nIsSelected BullGatorSiphonSplitter{\n\tDrawBar\"BUL2_BAR\",\"BAREMPTY\",Ammo1,vertical,16,8;\n\tDrawBar\"BLL2_BAR\",\"BAREMPTY\",Ammo2,vertical,8,8;\n\t}\nIsSelected BullGatorConfusionBurst{\n\tDrawBar\"BUL3_BAR\",\"BAREMPTY\",Ammo1,vertical,16,8;\n\tDrawBar\"BLL3_BAR\",\"BAREMPTY\",Ammo2,vertical,8,8;\n\t}\n\n//====|Melodica\nIsSelected MelodicaWeapon{\n\tDrawBar\"BARAMM67\",\"BAREMPTY\",Ammo1,vertical,16,8;\n\tDrawBar\"BARAMM39\",\"BAREMPTY\",Ammo2,vertical,8,8;\n\t}\n\n//=== [+] ============ [+] ===\n\n//MM1 Bars\nIsSelected RollingCutterWep{Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected SuperArmWep{Drawbar\"BARAMMO2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected IceSlasherWep{Drawbar\"BARAMMO3\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected HyperBombWep{Drawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected FireStormWep{Drawbar\"BARAMMO5\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected ThunderBeamWep{Drawbar\"BARAMMO6\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected TimeSlowWep{DrawBar\"BARAMMO7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected OilSliderWep{DrawBar\"BARAMMO8\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory OilSliderFlag, 1\t{DrawBar\"BARFLS1\", \"NOBAR\", OilSliderFlag, vertical, 16, 8;}}\n\n//MM2\nIsSelected MetalBladeWep{Drawbar\"BARAMMO9\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected AirShooterWep{Drawbar\"BARAMM10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected BubbleLeadWep{Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected QuickBoomerangWep{Drawbar\"BARAMM11\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected CrashBombWep{Drawbar\"BARAMM12\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected TimeStopperWep{Drawbar\"BARAMMO7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected AtomicFireWep{Drawbar\"BARAMM13\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 70{DrawBar \"BARFLS2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected LeafShieldWep{Drawbar\"BARAM201\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1{DrawBar \"BARFLS1\", \"NOBAR\", LeafShieldCharge, vertical, 16, 8;}}\n\n//MM3\nIsSelected NeedleCannonWep{Drawbar\"BARAMMO2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected MagnetMissileWep{Drawbar\"BARAMM14\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected GeminiLaserWep{Drawbar\"BARAMM15\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected HardKnuckleWep{Drawbar\"BARAMM16\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected TopSpinWep{Drawbar\"BARAMM17\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected SearchSnakeWep{Drawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected SparkShockWep{Drawbar\"BARAMM12\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected ShadowBladeWep{Drawbar\"BARAMMO7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MM4\nIsSelected FlashStopperWep{Drawbar\"BARAMM18\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected RainFlushWep{Drawbar\"BARAMM19\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected DrillBombWep{Drawbar\"BARAMM14\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected PharaohShotWep{Drawbar\"BARAMM20\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory PharaohCharge, 78{DrawBar \"BARFLS4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tInInventory PharaohCharge, 1{DrawBar \"BARFLS1\", \"NOBAR\", PharaohCharge, vertical, 16, 8;}}\nIsSelected RingBoomerangWep{Drawbar\"BARAMMO9\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected DustCrusherWep{Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected DiveMissileWep{Drawbar\"BARAMM10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected SkullbarrierWep{Drawbar\"BARAMM21\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory SkullBarrierCooldown, 1{DrawBar \"BARAMM65\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\n\n//MM5\nIsSelected GravityHoldWep{Drawbar\"BARAMM18\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected WaterWaveWep{Drawbar\"BARAMM10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected PowerStoneWep{Drawbar\"BARAMM22\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected GyroAttackWep{Drawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected StarCrashWep{Drawbar\"BARAMM23\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1{DrawBar \"BARFLS6\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected ChargeKickWep{Drawbar\"BARAMM12\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected NapalmBombWep{Drawbar\"BARAMM24\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected CrystalEyeWep{Drawbar\"BARAMM25\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MM6\nIsSelected BlizzardAttackWep{Drawbar\"BARAMM15\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected CentaurFlashWep{Drawbar\"BARAMM26\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected FlameBlastWep{Drawbar\"BARAMM20\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected KnightCrushWep{Drawbar\"BARAMM27\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected PlantbarrierWep{Drawbar\"BARAMM28\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1{DrawBar \"BARFLS7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t\t\t\t\t\t\t DrawBar \"BARHEALP\", \"BAREMPTY\", Health, vertical, 24, 8;}}\nIsSelected SilverTomahawkWep{Drawbar\"BARAMM29\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected WindStormWep{Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected YamatoSpearWep{Drawbar\"BARAMM30\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MM7\nIsSelected FreezeCrackerWep{Drawbar\"BARAMM31\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected JunkShieldWep{Drawbar\"BARAMM32\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1{DrawBar \"BARFLS1\", \"NOBAR\", JunkDuration, vertical, 16, 8;}}\nIsSelected DangerWrapWep{Drawbar\"BARAMM33\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected ThunderBoltWep{Drawbar\"BARAMM34\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected WildCoilWep{Drawbar\"BARAMM35\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 23{DrawBar \"BARFLS9\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected SlashClawWep{Drawbar\"BARAMM36\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected NoiseCrushWep{Drawbar\"BARAMM37\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 1{DrawBar \"BARFLS10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected ScorchWheelWep{Drawbar\"BARAMM38\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WheelCount, 1{DrawBar\"BARFLS1\", \"NOBAR\", WheelCount, vertical, 16, 8;}}\n\n//MM8\nIsSelected MegaBallWep{Drawbar\"BARAMM39\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected TornadoHoldWep{Drawbar\"BARAMM40\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected AstroCrushWep{Drawbar\"BARAMM41\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected FlameSwordWep{Drawbar\"BARAMM42\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected ThunderClawWep{Drawbar\"BARAMM43\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected HomingSniperWep{Drawbar\"BARAMM44\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 35{DrawBar \"BARFLS11\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected IceWaveWep {DrawBar \"BARAMM45\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected FlashBombWep{Drawbar\"BARAMM46\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected WaterBalloonWep{Drawbar\"BARAMM47\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MMB\nIsSelected TenguBladeWep{Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected CopyVisionWep{Drawbar\"BARAMM52\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected LightningBoltWep{Drawbar\"BARAMM53\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected IceWallWep{Drawbar\"BARAMM54\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected SpreadDrillWep{DrawBar\"BARAMM55\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected RemoteMineWep{Drawbar\"BARAMM56\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 5{DrawBar \"BARFLS14\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected WaveBurnerWep{Drawbar\"BARAMM57\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected MagicCardWep{Drawbar\"BARAMM58\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected TrebleBoost{Drawbar\"BARAMM59\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MM9\nIsSelected PlugBallWep {DrawBar \"BARAMM60\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected LaserTridentWep {DrawBar \"BARAMM61\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected TornadoBlowWep {DrawBar \"BARAMM68\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected JewelSatelliteWep{DrawBar \"BARAMM63\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory JewelShieldCheck, 1 {DrawBar \"BARFLS1\", \"NOBAR\", JewelShieldCheck, vertical, 16, 8;}}\nIsSelected MagmaBazookaWep {DrawBar \"BARAMM64\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 19 {DrawBar \"BARFLS13\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected ConcreteShotWep {DrawBar \"BARAMM65\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected BlackHoleBombWep {DrawBar \"BARAMM66\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory BlackHoleBombCooldown, 1 {DrawBar \"BARFLS15\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected HornetChaserWep {DrawBar \"BARAMM67\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MM10\nIsSelected TripleBladeWep {DrawBar \"BARAMM68\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected WaterShieldWep {DrawBar \"BARAMM69\", \"VAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WaterShieldCheck, 1 {DrawBar \"BARAMT69\", \"NOBAR\", WaterShieldCheck, vertical, 24, 8;}} // Over HP\nIsSelected CommandoBombWep {DrawBar \"BARAMM70\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected ChillSpikeWep {DrawBar \"BARAMM71\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected ThunderWoolWep {DrawBar \"BARAMM72\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected ReboundStrikerWep {DrawBar \"BARAMM73\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected WheelCutterWep {DrawBar \"BARAMM74\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WheelCutterCheck, 1 {DrawBar \"BARFLS1\", \"NOBAR\", WheelCutterCheck, vertical, 16, 8;}}\nIsSelected SolarBlazeWep {DrawBar \"BARAMM75\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MMK\nIsSelected SakugarneWep{Drawbar\"BARAMM48\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected MirrorBusterWep{Drawbar\"BARAMM49\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory MirrorBusterFlag, 1{DrawBar\"BARFLS1\", \"NOBAR\", MirrorBusterFlag, vertical, 16, 8;}}\nIsSelected ScrewCrusherWep{Drawbar\"BARAMM50\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected BalladeCrackerWep{Drawbar\"BARAMM51\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//Assists\nInInventory RushJetCounter, 5{DrawImage \"RUSHH2H8\", 290,16;}\nInInventory RushJetCounter, 1{DrawImage \"RUSHOUT\", 290,16;}\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 BeatSupportFired, 1 {DrawImage \"BSPTB0\",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 BossHealth8, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth8, vertical, 292, 8;}\nInInventory EvilRobotShield, 1{DrawBar \"BARAMM32\", \"BAREMPTY\", BossHealth1, vertical, 292, 8;}\n\n// Misc\nInInventory TimeStoppedCounter, 1{DrawImage \"FLASHS\", 36, 0;}\n}\n}"
},
{
"source": "pk3",
"name": "SBARINFO.H.txt",
"contents": "//HORIZONTAL BARS\nheight 0;\n\nstatusbar normal, forcescaled\n{\nInInventory not NoHud, 1\n{\nInInventory not NoHealthBar, 1\n{\nDrawbar \"VARHEALT\", \"VAREMPTY\", Health, horizontal, 130, 184;\n\tInInventory LightTeamFlag, 1{DrawImage \"LBARH\", 130, 179;}\n\tInInventory WilyTeamFlag, 1{DrawImage \"WBARH\", 130, 179;}\n\tInInventory CossackTeamFlag, 1{DrawImage \"CBARH\", 130, 179;}\n\tInInventory KingTeamFlag, 1{DrawImage \"KBARH\", 130, 179;}\n\nInInventory SkullShieldCheck, 1{DrawBar \"VARFLS5\", \"VNOBAR\", SkullShieldCheck, horizontal, 130, 184;}\nInInventory SkullBarrierProtection, 1{DrawBar \"VARFLS5\", \"VNOBAR\", SkullShieldCheck, horizontal, 130, 184;}\nInInventory BasicArmor, 1{DrawBar \"VARAMT31\", \"VNOBAR\", Armor, horizontal, 130, 184;}\n\n//IfCVarInt mm8bdm_healthnumber, 1\nInInventory AmmoNumberFlag, 1\n{\n\tWeaponAmmo not BusterAmmo\n\t{\n\t\t//DrawNumber 5,CMBHPFONT,Untranslated,Health,/*interpolate(10),*/alignment(left),150,177;\n\t\tDrawNumber 3, \"8BDMAFONT\", Untranslated, Ammo1, alignment(left), 80, 177;\n\t}\n}\n\n//IfCVarInt mm8bdm_healthnumber, 1\nInInventory HealthNumberFlag, 1\n{\n\t//DrawNumber 5,CMBHPFONT,Untranslated,Health,/*interpolate(10),*/alignment(left),150,177;\n\tDrawNumber 3, \"8BDMAFONT\", Untranslated, Health, alignment(left), 152, 177;\n}\n}\n\nDrawSelectedInventory INDEXFONT ,122, 184, 120, 185, white;\nDrawImage weaponicon, 50, 184;\n\n}\n\n//=== [+] Isle Classes [+] ===\n\n//====|LordDamager\nIsSelected MissilePunchWep\n\t{\n\tDrawbar\"LDMVAR\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory LDRamEnergy, 1{Drawbar\"LDRVAR\", \"VAREMPTY\", LDRamEnergy, horizontal, 58, 176;}\n\tInInventory LDRamEnergy, 26{Drawbar\"LDVAR\", \"VNOBAR\", LDRamEnergy, horizontal, 58, 176;}\n\t}\n\nIsSelected SmogCannonWep\n\t{\n\tDrawbar\"VARAMM51\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory LDRamEnergy, 1{Drawbar\"LDRVAR\", \"VAREMPTY\", LDRamEnergy, horizontal, 58, 176;}\n\tInInventory LDRamEnergy, 26{Drawbar\"LDVAR\", \"VNOBAR\", LDRamEnergy, horizontal, 58, 176;}\n\t}\n\n//====|BullGator\nIsSelected BullGatorSleepPierce{\n\tDrawBar\"BUL1_VAR\",\"VAREMPTY\",Ammo1,horizontal,58,184;\n\tDrawBar\"BLL1_VAR\",\"VAREMPTY\",Ammo2,horizontal,58,176;\n\t}\nIsSelected BullGatorSiphonSplitter{\n\tDrawBar\"BUL2_VAR\",\"VAREMPTY\",Ammo1,horizontal,58,184;\n\tDrawBar\"BLL2_VAR\",\"VAREMPTY\",Ammo2,horizontal,58,176;\n\t}\nIsSelected BullGatorConfusionBurst{\n\tDrawBar\"BUL2_VAR\",\"VAREMPTY\",Ammo1,horizontal,58,184;\n\tDrawBar\"BLL2_VAR\",\"VAREMPTY\",Ammo2,horizontal,58,176;\n\t}\n\n//====|Melodica\nIsSelected MelodicaWeapon{\n\tDrawBar\"VARAMM67\",\"VAREMPTY\",Ammo1,horizontal,58,184;\n\tDrawBar\"VARAMM39\",\"VAREMPTY\",Ammo2,horizontal,58,176;\n\t}\n\n//=== [+] ============ [+] ===\n\n//MM1 Bars\nIsSelected RollingCutterWep{Drawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected SuperArmWep{Drawbar\"VARAMMO2\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected IceSlasherWep{Drawbar\"VARAMMO3\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected HyperBombWep{Drawbar\"VARAMMO4\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected FireStormWep{Drawbar\"VARAMMO5\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected ThunderBeamWep{Drawbar\"VARAMMO6\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected TimeSlowWep{DrawBar\"VARAMMO7\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected OilSliderWep{DrawBar\"VARAMMO8\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory OilSliderFlag, 1\t{DrawBar\"VARFLS1\", \"VNOBAR\", OilSliderFlag, horizontal, 58, 184;}}\n\n//MM2\nIsSelected MetalBladeWep{Drawbar\"VARAMMO9\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected AirShooterWep{Drawbar\"VARAMM10\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected BubbleLeadWep{Drawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected QuickBoomerangWep{Drawbar\"VARAMM11\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected CrashBombWep{Drawbar\"VARAMM12\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected TimeStopperWep{Drawbar\"VARAMMO7\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected AtomicFireWep{Drawbar\"VARAMM13\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory WeaponCharge, 70{DrawBar \"VARFLS2\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected LeafShieldWep{Drawbar\"VARAM201\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory ShieldCheck, 1{DrawBar \"VARFLS1\", \"VNOBAR\", LeafShieldCharge, horizontal, 58, 184;}}\n\n//MM3\nIsSelected NeedleCannonWep{Drawbar\"VARAMMO2\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected MagnetMissileWep{Drawbar\"VARAMM14\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected GeminiLaserWep{Drawbar\"VARAMM15\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected HardKnuckleWep{Drawbar\"VARAMM16\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected TopSpinWep{Drawbar\"VARAMM17\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected SearchSnakeWep{Drawbar\"VARAMMO4\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected SparkShockWep{Drawbar\"VARAMM12\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected ShadowBladeWep{Drawbar\"VARAMMO7\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\n//MM4\nIsSelected FlashStopperWep{Drawbar\"VARAMM18\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected RainFlushWep{Drawbar\"VARAMM19\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected DrillBombWep{Drawbar\"VARAMM14\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected PharaohShotWep{Drawbar\"VARAMM20\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory PharaohCharge, 78{DrawBar \"VARFLS4\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tInInventory PharaohCharge, 1{DrawBar\"VARFLS1\", \"VNOBAR\", PharaohCharge, horizontal, 58, 184;}}\nIsSelected RingBoomerangWep{Drawbar\"VARAMMO9\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected DustCrusherWep{Drawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected DiveMissileWep{Drawbar\"VARAMM10\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected SkullbarrierWep{Drawbar\"VARAMM21\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory SkullBarrierCooldown, 1{DrawBar \"VARAMM65\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\n\n//MM5\nIsSelected GravityHoldWep{Drawbar\"VARAMM18\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected WaterWaveWep{Drawbar\"VARAMM10\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected PowerStoneWep{Drawbar\"VARAMM22\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected GyroAttackWep{Drawbar\"VARAMMO4\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected StarCrashWep{Drawbar\"VARAMM23\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory ShieldCheck, 1{DrawBar \"VARFLS6\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected ChargeKickWep{Drawbar\"VARAMM12\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected NapalmBombWep{Drawbar\"VARAMM24\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected CrystalEyeWep{Drawbar\"VARAMM25\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\n//MM6\nIsSelected BlizzardAttackWep{Drawbar\"VARAMM15\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected CentaurFlashWep{Drawbar\"VARAMM26\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected FlameBlastWep{Drawbar\"VARAMM20\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected KnightCrushWep{Drawbar\"VARAMM27\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected PlantbarrierWep{Drawbar\"VARAMM28\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory ShieldCheck, 1{DrawBar \"VARFLS7\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\t\t\t\t\t\t\t DrawBar \"VARHEALP\", \"VAREMPTY\", health, horizontal, 130, 184;}}\nIsSelected SilverTomahawkWep{Drawbar\"VARAMM29\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected WindStormWep{Drawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected YamatoSpearWep{Drawbar\"VARAMM30\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\n//MM7\nIsSelected FreezeCrackerWep{Drawbar\"VARAMM31\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected JunkShieldWep{Drawbar\"VARAMM32\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory ShieldCheck, 1{DrawBar \"VARFLS8\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected DangerWrapWep{Drawbar\"VARAMM33\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected ThunderBoltWep{Drawbar\"VARAMM34\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected WildCoilWep{Drawbar\"VARAMM35\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory WeaponCharge, 23{DrawBar \"VARFLS9\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected SlashClawWep{Drawbar\"VARAMM36\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected NoiseCrushWep{Drawbar\"VARAMM37\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory WeaponCharge, 1{DrawBar \"VARFLS10\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected ScorchWheelWep{Drawbar\"VARAMM38\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory WheelCount, 1{DrawBar\"VARFLS1\", \"VNOBAR\", WheelCount, horizontal, 58, 184;}}\n\n//MM8\nIsSelected MegaBallWep{Drawbar\"VARAMM39\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected TornadoHoldWep{Drawbar\"VARAMM40\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected AstroCrushWep{Drawbar\"VARAMM41\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected FlameSwordWep{Drawbar\"VARAMM42\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected ThunderClawWep{Drawbar\"VARAMM43\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected HomingSniperWep{Drawbar\"VARAMM44\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory WeaponCharge, 35{DrawBar \"VARFLS11\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected IceWaveWep {DrawBar \"VARAMM45\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected FlashBombWep{Drawbar\"VARAMM46\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected WaterBalloonWep{Drawbar\"VARAMM47\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\n//MMB\nIsSelected TenguBladeWep{Drawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected CopyVisionWep{Drawbar\"VARAMM52\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected LightningBoltWep{Drawbar\"VARAMM53\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected IceWallWep{Drawbar\"VARAMM54\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected SpreadDrillWep{DrawBar\"VARAMM55\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected RemoteMineWep{Drawbar\"VARAMM56\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory WeaponCharge, 5{DrawBar \"VARFLS14\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected WaveBurnerWep{Drawbar\"VARAMM57\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected MagicCardWep{Drawbar\"VARAMM58\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected TrebleBoost{Drawbar\"VARAMM59\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\n//MM9\nIsSelected PlugBallWep {DrawBar \"VARAMM60\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected LaserTridentWep {DrawBar \"VARAMM61\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected TornadoBlowWep {DrawBar \"VARAMM68\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected JewelSatelliteWep{DrawBar \"VARAMM63\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory JewelShieldCheck, 1\t{DrawBar \"VARFLS1\", \"VNOBAR\", JewelShieldCheck, horizontal, 58, 184;}}\nIsSelected MagmaBazookaWep{DrawBar \"VARAMM64\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory WeaponCharge, 19 {DrawBar \"VARFLS13\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected ConcreteShotWep{DrawBar \"VARAMM65\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected BlackHoleBombWep{DrawBar \"VARAMM66\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory BlackHoleBombCooldown, 1{DrawBar \"VARFLS15\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected HornetChaserWep{DrawBar \"VARAMM67\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\n//MM10\nIsSelected TripleBladeWep {DrawBar \"VARAMM68\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected WaterShieldWep {DrawBar \"VARAMM69\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory WaterShieldCheck, 1 {DrawBar \"VARAMT69\", \"VNOBAR\", WaterShieldCheck, horizontal, 130, 184;}}// Over HP\nIsSelected CommandoBombWep {DrawBar \"VARAMM70\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected ChillSpikeWep {DrawBar \"VARAMM71\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected ThunderWoolWep {DrawBar \"VARAMM72\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected ReboundStrikerWep {DrawBar \"VARAMM73\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected WheelCutterWep {DrawBar \"VARAMM74\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory WheelCutterCheck, 1\t{DrawBar \"VARFLS1\", \"VNOBAR\", WheelCutterCheck, horizontal, 58, 184;}}\nIsSelected SolarBlazeWep {DrawBar \"VARAMM75\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\n//MMK\nIsSelected SakugarneWep{Drawbar\"VARAMM48\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected MirrorBusterWep{Drawbar\"VARAMM49\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory MirrorBusterFlag, 1{DrawBar\"VARFLS1\", \"VNOBAR\", MirrorBusterFlag, horizontal, 58, 184;}}\nIsSelected ScrewCrusherWep{Drawbar\"VARAMM50\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected BalladeCrackerWep{Drawbar\"VARAMM51\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\n//Assists\nInInventory RushJetCounter, 5{DrawImage \"RUSHH2H8\", 290,16;}\nInInventory RushJetCounter, 1{DrawImage \"RUSHOUT\", 290,16;}\nInInventory RushMarineCounter, 1{InInventory IsUnderWater, 1{\n\tInInventory RushMarineCounter, 5{DrawImage \"RUSHO0\", 290,8;}\n\tInInventory RushMarineCounter, 1{DrawImage \"RUSHMOUT\", 290,8;}}\n\tInInventory Not IsUnderWater, 1{DrawImage \"RUSHP0\", 290,8;}}\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 BeatSupportFired, 1 {DrawImage \"BSPTB0\",314,16;}\nInInventory Flashed, 1{DrawImage \"FBLIND\", -30,-20;}\nInInventory EnergyBalancerActive, 1{DrawImage \"NRGOUT\", 267, 10;}\n\n//Boss Health\nInInventory BossHealth1, 1{DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth1, horizontal, 202, 184;}\nInInventory BossHealth2, 1{DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth2, horizontal, 202, 184;}\nInInventory BossHealth3, 1{DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth3, horizontal, 202, 184;}\nInInventory BossHealth4, 1{DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth4, horizontal, 202, 184;}\nInInventory BossHealth5, 1{DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth5, horizontal, 202, 184;}\nInInventory BossHealth6, 1{DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth6, horizontal, 202, 184;}\nInInventory BossHealth7, 1{DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth7, horizontal, 202, 168;}\nInInventory BossHealth8, 1{DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth8, horizontal, 202, 184;}\nInInventory EvilRobotShield, 1{DrawBar \"VARAMM32\", \"VAREMPTY\", BossHealth1, horizontal, 202, 184;}\n\n// Misc\nInInventory TimeStoppedCounter, 1{DrawImage \"FLASHS\", 36, 0;}\n}\n}"
},
{
"source": "pk3",
"name": "actors/GiverPackage.txt",
"contents": "actor GivePackage : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 //A_Jumpifinventory(\"PackageID\",1,\"State\")\nTNT1 A 0\nstop\n\nNope:\nTNT1 A 0\nstop\n}\n}\n\nactor PackageID : Inventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n}"
},
{
"source": "pk3",
"name": "actors/classes/Classificator.txt",
"contents": "//Include your stuff here\n//#include \"yadayada\"\n\n#include \"actors/classes/00Megaman.txt\"\n#include \"actors/classes/01LordDamager.txt\"\n#include \"actors/classes/02BullGator.txt\"\n#include \"actors/classes/03Melodica.txt\"\n#include \"actors/classes/04ProtoMan.txt\""
},
{
"source": "pk3",
"name": "actors/classes/00Megaman.txt",
"contents": "actor MegamanIsle : ClassBase\n{\nplayer.displayname \"megaman\"\nplayer.soundclass \"megaman\"\nplayer.damagescreencolor \"yellow\"\nplayer.forwardmove 0.8, 0.8\nplayer.sidemove 0.78, 0.78\nplayer.jumpz 10\nplayer.startitem \"MegaBuster\"\nplayer.startitem \"BusterAmmo\", 3\nplayer.startitem \"MegaPowerdamage1000\"\nplayer.maxhealth 1000\nhealth 1000\n+NOSKIN\nstates\n{\nSpawn:\nPLAY A 0\nPLAY B 1\nPLAY A 1\nGoto Spawn+2\nSee:\nPLAY BCDE 5\nGoto Spawn\nMissile:\nPLAY F 5\nPLAY G 4\ngoto Spawn\n}\n}\n\nactor MegaPowerdamage1000 : Powerdamage\n{\npowerup.duration 0x7FFFFFFF\ndamagefactor \"normal\", 15 //Dont ask me why but this multiplies the damage by 7.5\n}"
},
{
"source": "pk3",
"name": "actors/classes/01LordDamager.txt",
"contents": "Actor IsLordDamager : Inventory{}\n\nactor LordDamager : ClassBase\n{\nHealth 2000\nplayer.MaxHealth 2000\nplayer.displayname \"LordDamager\"\nplayer.soundclass \"lorddamager\"\nplayer.forwardmove 0.50, 0.50\nplayer.sidemove 0.50, 0.50\nplayer.startitem \"IsLordDamager\"\nplayer.startitem \"MissilePunchWep\"\nplayer.startitem \"SmogCannonWep\"\nplayer.startitem \"MissilePunchAmmo\", 4\nplayer.startitem \"SmogCannonAmmo\", 50\nplayer.startitem \"LDRamActivator\"\nStates\n{\nSpawn:\nLDMG A 0\nLDMG B 1\nLDMG A 1\nGoto Spawn+2\nSee:\nLDMG BC 4 A_PlaySoundEx(\"misc/hugequake2\",\"SoundSlot6\")\nGoto Spawn\nMissile:\nLDMG F 5\nLDMG G 4\ngoto Spawn\nPain.SparkShock:\nPLY1 H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\nPLY1 H 0 A_GiveInventory(\"Shocked\",1)\nPLY1 H 0 A_Jump(128,2)\nPLY1 H 0 A_PlaysoundEX(\"LordDamager/stun\",\"Body\")\nPLY1 H 0\nGoto Pain+1\n}\n}\n\nactor LDColorBase : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 A_JumpIfInventory(\"LightTeamFlag\",1,\"LightFire\")\nTNT1 A 0 A_JumpIfInventory(\"WilyTeamFlag\",1,\"WilyFire\")\nTNT1 A 0 A_JumpIfInventory(\"CossackTeamFlag\",1,\"CossackFire\")\nTNT1 A 0 A_JumpIfInventory(\"KingTeamFlag\",1,\"KingFire\")\nTNT1 A 0 A_JumpIfInventory(\"IsLordDamager\",1,\"Default\")\nstop\n}\n}"
},
{
"source": "pk3",
"name": "actors/classes/02BullGator.txt",
"contents": "actor BullGator : ClassBase\n{\nPlayer.DamageScreenColor \"DarkGreen\"\nPlayer.DisplayName \"Bull Gator\"\nplayer.forwardmove 0.78, 0.78\nplayer.sidemove 0.76, 0.76\nHealth 850\nPlayer.MaxHealth 850\nPlayer.StartItem \"BullGatorSleepPierce\"\nPlayer.StartItem \"BullGatorSiphonSplitter\"\nPlayer.StartItem \"BullGatorConfusionBurst\"\nPlayer.StartItem \"BullScopingItem\"\nPlayer.StartItem \"BullRifleAmmo1\", 125\nPlayer.StartItem \"BullRifleAmmo2\", 150\n\nstates\n{\nSpawn:\nDAR3 A 0\nDAR3 B 1\nDAR3 A 1\nGoto Spawn+2\nSee:\nDAR3 BCDE 5\nGoto Spawn\nMissile:\nDAR3 F 5\nDAR3 G 4\ngoto Spawn\n}\n}"
},
{
"source": "pk3",
"name": "actors/classes/03Melodica.txt",
"contents": "actor Melodica : ClassBase\n{\nplayer.displayname \"Melodica\"\nplayer.damagescreencolor \"darkred\"\nplayer.forwardmove 0.9, 0.9\nplayer.sidemove 0.88, 0.88\nplayer.jumpz 10\nplayer.maxhealth 900\nplayer.startitem \"MelodicaWeapon\"\nplayer.startitem \"MelodicaAmmo1\", 14\nhealth 900\nstates\n{\nSpawn:\nENKR A 0\nENKR B 1\nENKR A 1\nGoto Spawn+2\nSee:\nENKR BCDE 5\nGoto Spawn\nMissile:\nENKR F 5\nENKR G 4\ngoto Spawn\n}\n}"
},
{
"source": "pk3",
"name": "actors/classes/04ProtoMan.txt",
"contents": "Actor ProtoMan : ClassBase\n{\nHealth 1000\nPlayer.MaxHealth 1000\nPlayer.DisplayName \"ProtoMan\"\nPlayer.DamageScreenColor \"yellow\"\nPlayer.ForwardMove 0.8, 0.8\nPlayer.SideMove 0.78, 0.78\nPlayer.JumpZ 11\nPlayer.StartItem \"NoIcons\"\nPlayer.StartItem \"NoHealthBar\"\nPlayer.StartItem \"ID01ProtoMan\"\nPlayer.StartItem \"01ProtoBuster\"\nPlayer.StartItem \"01ProtoSword\"\nPlayer.StartItem \"01ProtoChidore\"\nPlayer.StartItem \"01ProtoChakra\", 500\nStates\n{\nSpawn:\nPROM A 0\nPROM B 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM B 0 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM B 1 A_JumpIfInventory(\"O1ShieldSwitch\",1,2)\nPROM A 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM A 0 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM A 1 A_JumpIfInventory(\"O1ShieldSwitch\",1,1)\nGoTo Spawn+4\nPROM B 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM B 0 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM B 1 A_JumpIf(MomX>0.8||MomX<-0.8||MomY>0.78||MomY<-0.78,\"See\")\nPROM A 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM A 0 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM A 1 A_JumpIf(MomX>0.8||MomX<-0.8||MomY>0.78||MomY<-0.78,\"See\")\nPROM A 0 A_JumpIfInventory(\"O1ShieldSwitch\",1,1)\nGoTo Spawn+4\nPROM A 0\nGoTo Spawn+10\nSee:\nPROM B 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM B 0 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM B 1 A_JumpIfInventory(\"O1ShieldSwitch\",1,58)\nPROM B 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM B 0 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM B 1 A_JumpIfInventory(\"O1ShieldSwitch\",1,55)\nPROM B 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM B 0 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM B 1 A_JumpIfInventory(\"O1ShieldSwitch\",1,52)\nPROM B 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM B 0 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM B 1 A_JumpIfInventory(\"O1ShieldSwitch\",1,49)\nPROM B 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM B 0 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM B 1 A_JumpIfInventory(\"O1ShieldSwitch\",1,46)\nPROM C 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM C 0 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM C 1 A_JumpIfInventory(\"O1ShieldSwitch\",1,43)\nPROM C 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM C 0 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM C 1 A_JumpIfInventory(\"O1ShieldSwitch\",1,40)\nPROM C 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM C 0 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM C 1 A_JumpIfInventory(\"O1ShieldSwitch\",1,37)\nPROM C 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM C 0 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM C 1 A_JumpIfInventory(\"O1ShieldSwitch\",1,34)\nPROM C 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM C 0 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM C 1 A_JumpIfInventory(\"O1ShieldSwitch\",1,31)\nPROM D 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM D 0 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM D 1 A_JumpIfInventory(\"O1ShieldSwitch\",1,28)\nPROM D 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM D 0 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM D 1 A_JumpIfInventory(\"O1ShieldSwitch\",1,25)\nPROM D 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM D 0 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM D 1 A_JumpIfInventory(\"O1ShieldSwitch\",1,22)\nPROM D 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM D 0 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM D 1 A_JumpIfInventory(\"O1ShieldSwitch\",1,19)\nPROM D 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM D 0 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM D 1 A_JumpIfInventory(\"O1ShieldSwitch\",1,16)\nPROM E 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM E 0 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM E 1 A_JumpIfInventory(\"O1ShieldSwitch\",1,13)\nPROM E 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM E 0 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM E 1 A_JumpIfInventory(\"O1ShieldSwitch\",1,10)\nPROM E 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM E 0 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM E 1 A_JumpIfInventory(\"O1ShieldSwitch\",1,7)\nPROM E 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM E 0 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM E 1 A_JumpIfInventory(\"O1ShieldSwitch\",1,4)\nPROM E 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM E 0 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM E 1 A_JumpIfInventory(\"O1ShieldSwitch\",1,1)\nGoTo Spawn+1\nPROM B 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM B 1 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM B 0 A_JumpIfInventory(\"O1ShieldSwitch\",1,1)\nGoTo See+4\nPROM B 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM B 1 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM B 0 A_JumpIfInventory(\"O1ShieldSwitch\",1,1)\nGoTo See+7\nPROM B 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM B 1 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM B 0 A_JumpIfInventory(\"O1ShieldSwitch\",1,1)\nGoTo See+10\nPROM B 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM B 1 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM B 0 A_JumpIfInventory(\"O1ShieldSwitch\",1,1)\nGoTo See+13\nPROM B 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM B 1 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM B 0 A_JumpIfInventory(\"O1ShieldSwitch\",1,1)\nGoTo See+16\nPROM C 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM C 1 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM C 0 A_JumpIfInventory(\"O1ShieldSwitch\",1,1)\nGoTo See+19\nPROM C 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM C 1 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM C 0 A_JumpIfInventory(\"O1ShieldSwitch\",1,1)\nGoTo See+22\nPROM C 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM C 1 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM C 0 A_JumpIfInventory(\"O1ShieldSwitch\",1,1)\nGoTo See+25\nPROM C 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM C 1 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM C 0 A_JumpIfInventory(\"O1ShieldSwitch\",1,1)\nGoTo See+28\nPROM C 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM C 1 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM C 0 A_JumpIfInventory(\"O1ShieldSwitch\",1,1)\nGoTo See+31\nPROM D 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM D 1 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM D 0 A_JumpIfInventory(\"O1ShieldSwitch\",1,1)\nGoTo See+34\nPROM D 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM D 1 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM D 0 A_JumpIfInventory(\"O1ShieldSwitch\",1,1)\nGoTo See+37\nPROM D 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM D 1 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM D 0 A_JumpIfInventory(\"O1ShieldSwitch\",1,1)\nGoTo See+40\nPROM D 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM D 1 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM D 0 A_JumpIfInventory(\"O1ShieldSwitch\",1,1)\nGoTo See+43\nPROM D 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM D 1 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM D 0 A_JumpIfInventory(\"O1ShieldSwitch\",1,1)\nGoTo See+46\nPROM E 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM E 1 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM E 0 A_JumpIfInventory(\"O1ShieldSwitch\",1,1)\nGoTo See+49\nPROM E 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM E 1 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM E 0 A_JumpIfInventory(\"O1ShieldSwitch\",1,1)\nGoTo See+52\nPROM E 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM E 1 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM E 0 A_JumpIfInventory(\"O1ShieldSwitch\",1,1)\nGoTo See+55\nPROM E 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM E 1 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM E 0 A_JumpIfInventory(\"O1ShieldSwitch\",1,1)\nGoTo See+58\nPROM E 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM E 1 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM E 0 A_JumpIfInventory(\"O1ShieldSwitch\",1,1)\nGoto Spawn+1\nPROM E 0\nGoTo Spawn+5\nMissile:\nPROM F 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM F 0 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM F 1 A_JumpIfInventory(\"O1ShieldSwitch\",1,25)\nPROM F 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM F 0 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM F 1 A_JumpIfInventory(\"O1ShieldSwitch\",1,22)\nPROM F 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM F 0 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM F 1 A_JumpIfInventory(\"O1ShieldSwitch\",1,19)\nPROM F 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM F 0 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM F 1 A_JumpIfInventory(\"O1ShieldSwitch\",1,16)\nPROM F 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM F 0 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM F 1 A_JumpIfInventory(\"O1ShieldSwitch\",1,13)\nPROM G 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM G 0 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM G 1 A_JumpIfInventory(\"O1ShieldSwitch\",1,10)\nPROM G 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM G 0 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM G 1 A_JumpIfInventory(\"O1ShieldSwitch\",1,7)\nPROM G 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM G 0 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM G 1 A_JumpIfInventory(\"O1ShieldSwitch\",1,4)\nPROM G 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM G 0 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM G 1 A_JumpIfInventory(\"O1ShieldSwitch\",1,1)\nGoTo Spawn+4\nPROM F 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM F 1 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM F 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM F 1 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM F 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM F 1 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM F 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM F 1 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM F 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM F 1 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM G 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM G 1 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM G 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM G 1 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM G 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM G 1 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM G 0 A_JumpIfInventory(\"O1ArcAnim\",1,\"ArcShot\")\nPROM G 1 A_JumpIfInventory(\"O1ChidoreAnim\",1,\"Chidore\")\nPROM G 0 A_JumpIfInventory(\"O1ShieldSwitch\",1,1)\nGoTo Spawn+4\nPROM G 0\nGoTo Spawn+7\nArcShot:\nPROM J 20\nPROM J 0 A_TakeInventory(\"O1ArcAnim\",999)\nGoTo Spawn+4\nArcShotEnd:\nPROM J 0\nGoTo Spawn+7\nChidore:\nPROM G 1\nPROM G 0 A_JumpIfInventory(\"O1ChidoreFlag\",1,1)\nGoTo Chidore\nPROM N 0 A_TakeInventory(\"O1ChidoreAnim\",999)\nPROM N 0 A_TakeInventory(\"O1ChidoreFlag\",999)\nPROM N 7\nGoTo Spawn+7\nPain.BNFBomb:\nPROM H 0 A_GiveInventory(\"BrightBlind\",75)\nPROM H 0 ACS_ExecuteAlways(249,0)\nPROM H 0 A_GiveInventory(\"IveBeenZapped\",1)\nPROM H 0 A_JumpIfInventory(\"ZapFlag\",75,\"NotStunnedFB\")\nPROM H 1 A_Stop\nPROM H 0 A_GiveInventory(\"ZapFlag\",1)\nGoTo Pain.BNFBomb+3\nNotStunnedFB:\nPROM H 0 A_TakeInventory(\"ZapFlag\",999)\nPROM H 0 A_TakeInventory(\"BrightBlind\",999)\nPROM H 0 A_GiveInventory(\"IveBeenFreed\",1)\nGoTo Pain+1\nPain.BNFlashman:\nPROM H 0 A_TakeInventory(\"PowerInvisArmor\",999)\nPROM H 0 A_GiveInventory(\"InvisTakerS\",1)\nPROM H 0 A_GiveInventory(\"IveBeenZapped\",1)\nPROM H 0 A_JumpIfInventory(\"ZapFlag\",90,\"NotStunnedFMan\")\nPROM H 1 A_Stop\nPROM H 0 A_GiveInventory(\"ZapFlag\",1)\nGoTo Pain.BNFlashman+3\nNotStunnedFMan:\nPROM H 0 A_TakeInventory(\"ZapFlag\",999)\nPROM H 0 A_TakeInventory(\"BrightBlind\",999)\nPROM H 0 A_GiveInventory(\"IveBeenFreed\",1)\nGoTo Pain+1\nPain.BNESword:\nPROM H 0 A_JumpIfInventory(\"PowerESwordSlow\",1,\"Pain\")\nPROM H 0 A_GiveInventory(\"PowerESwordSlow\",1)\nGoTo Pain+1\nPain.BNElectric:\nPROM H 0 A_GiveInventory(\"IveBeenZapped\",1)\nPROM H 0 A_JumpIfInventory(\"ZapFlag\",9,\"NotStunnedER\")\nPROM H 5 A_SpawnItemEx(\"ShockFX2\",random(-18,18),random(-18,18),random(12,36))\nPROM H 0 A_GiveInventory(\"ZapFlag\",1)\nGoTo Pain.BNElectric+1\nNotStunnedER:\nPROM H 0 A_TakeInventory(\"ZapFlag\",999)\nPROM H 0 A_GiveInventory(\"IveBeenFreed\",1)\nGoTo Pain+1\nPain.RNGHammer8:\nICWL F 0 A_GiveInventory(\"PowerRNGProtect\",1)\nICWL F 0 A_Stop\nICWL F 0 SetPlayerProperty(0,1,4)\nICWL FK 10 ThrustThingZ(0,40,0,0)\nICWL F 0 SetPlayerProperty(0,0,4)\nGoTo Pain+1\nPain.RSCCheck:\nPROM H 0 SetPlayerProperty(0,1,4)\nPROM H 0 A_GiveInventory(\"RSCCheckImmunity\",1)\nTNT1 A 0 A_SpawnItemEx(\"RagingSageWatcher\",0,0,28)\ngoto Pain.RSCHit\nPain.RSCHit:\nTNT1 A 0 A_PlaySoundEx(\"RagingSage/Hit\",\"Voice\")\nPROM H 0 SetPlayerProperty(0,1,4)\nPROM HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 1 A_Stop\nPROM H 0 A_TakeInventory(\"RSCCheckImmunity\",99)\nPROM H 0 SetPlayerProperty(0,0,4)\ngoto Pain\nDeath.RSFinish:\nPROM H 0 A_TakeInventory(\"WeaponCharge\",999)\nPROM H 0 A_NoBlocking\nPROM H 0 A_GiveInventory(\"CutterFlag\",999)\nPROM H 1 A_GiveToTarget(\"KilledMe\",1)\nPROM H 4 ACS_ExecuteAlways(999,0,0)\nPROM HHHHHHHHHH 0 A_SpawnItemEx(\"CoinDecider\",0,0,0)\nPROM HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 0 A_DropInventory(\"CoinItem\")\nPROM H 0 ACS_NamedExecuteWithResult(\"MC_CoinScript\")\nPROM H 0 SetPlayerProperty(0,0,4)\ngoto Disappear\nDeath.SpatialRend:\nPROM H 0 A_TakeInventory(\"WeaponCharge\",999)\nPROM H 0 A_NoBlocking\nPROM H 0 A_GiveInventory(\"CutterFlag\",999)\nPROM H 0 A_GiveToTarget(\"KilledMe\",1)\nPROM H 0 ACS_ExecuteAlways(999,0,0)\nPROM H 0 SetPlayerProperty(0,0,4)\nPROM HHHHHHHHHH 0 A_SpawnItemEx(\"CoinDecider\",0,0,0)\nPROM HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 0 A_DropInventory(\"CoinItem\")\nPROM H 0 ACS_NamedExecuteWithResult(\"MC_CoinScript\")\nPROM H 2 A_SpawnItemEx(\"SpatialRendC\",0,0,28)\nPROM H 2 A_SpawnItemEx(\"SpatialRendD\",0,0,28)\ngoto Disappear\nPain.Michael:\nPROM HHH 1 A_SetAngle(angle-30.0)\nGoTo Pain+1\nPain.Taco:\nPROM H 0\nPROM H 0 A_ScaleVelocity(0.75)\nGoTo Pain+1\nPain.Saturn:\nPROM H 0\nPROM H 1 A_PlaySoundEx(\"weapon/segahard\",\"Saturn\")\nGoTo Pain+1\nPain.WilyIce:\n//PROM H 0 A_ChangeFlag(\"SHOOTABLE\",0)\nPROM H 0 SetPlayerProperty(0,1,4)\nPROM H 0 A_SpawnItemEx(\"ImFrozen\")\nPROM H 0 A_GiveInventory(\"IceVision\",1)\nPROM H 30 A_Stop\n//PROM H 30 A_ChangeFlag(\"SHOOTABLE\",1)\nPROM H 0 SetPlayerProperty(0,0,0)\nPROM H 0 A_TakeInventory(\"IceVision\",1)\nGoTo Spawn+2\nPain:\nPROM H 0\nPROM H 0 A_Pain\nPROM H 0 A_Jump(256,\"PainFix\")\nGoTo PainFix\nPainFix:\nPROM H 0\nGoTo PainFrames\nPainFrames:\nPROM H 0 SetPlayerProperty(0,0,4)\nPROM H 1 //A_Recoil(1)\nPROM HHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\nPROM H 0 SetPlayerProperty(0,0,1)\nPROM H 0 A_Jump(256,\"Spawn\")\nGoTo Spawn+2\nDeath.Beam:\nDeath.Instagib:\nDeath.InstaRocket:\nPROM H 1 SetPlayerProperty(0, 0, 4)\nPROM H 0 A_GiveToTarget(\"KilledMe\",1)\nPROM H 0 A_PlayerScream\nPROM H 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nPROM H 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nPROM H 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nPROM H 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nPROM H 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nPROM H 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nPROM H 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nPROM H 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nPROM H 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nPROM H 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nPROM H 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nPROM H 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nPROM H 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nPROM H 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nPROM H 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nPROM H 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nPROM HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 0 A_DropInventory(\"CoinItem\")\nPROM H 0 ACS_NamedExecuteWithResult(\"MC_CoinScript\")\nGoTo Disappear\nDeath:\nPROM H 0 SetPlayerProperty(0, 0, 4)\nPROM H 0 A_TakeInventory(\"WeaponCharge\",999)\nPROM H 0 A_NoBlocking\nPROM H 0 A_GiveInventory(\"CutterFlag\",999)\nPROM H 0 A_GiveInventory(\"IsDead\",1)\nPROM H 0 A_Stop\nPROM H 0 A_GiveToTarget(\"KilledMeStock\",1)\nPROM H 1 A_GiveToTarget(\"KilledMe\",1)\nPROM H 19 ACS_ExecuteAlways(999,0,0)\nPROM H 0 A_SpawnItemEx(\"Proto01CopyWepGiver\",0,0,0,0,0,10)\nPROM HHHHHHHHHH 0 A_SpawnItemEx(\"CoinDecider\",0,0,0)\nPROM HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 0 A_DropInventory(\"CoinItem\")\nPROM H 0 ACS_NamedExecuteWithResult(\"MC_CoinScript\")\nPROM H 0 SetPlayerProperty(0, 0, 4)\nPROM H 0 A_PlayerScream\nPROM H 0 A_SpawnItemEx(\"FakeDeathFX\", 0, 0, 32)\nPROM Z 1 A_CheckPlayerDone\nwait\nDeath.Falling:\nPROM H 0 A_SetTranslucent(0.0, 0)\nPROM Z 0 SetPlayerProperty(0, 0, 4)\nPROM Z 0 A_TakeInventory(\"WeaponCharge\",999)\nPROM Z 0 A_NoBlocking\nPROM Z 0 A_GiveInventory(\"CutterFlag\",999)\nPROM Z 35\nPROM ZZZZZ 0 A_SpawnItemEx(\"DeathFX1\",0,0,-32,random(-10,10),random(-10,10),random(1,7))\nPROM Z 1 A_PlayerScream\nPROM Z 1 A_Stop\nPROM Z 1 ACS_ExecuteAlways(999,0,0)\nGoTo Disappear\nDisappear:\nPROM Z 0\nPROM Z 1 A_CheckPlayerDone\nWait\n}\n}\n\nActor ID01ProtoMan : Once {}"
},
{
"source": "pk3",
"name": "actors/classes/ClassBase/classbases.txt",
"contents": "#include \"actors/classes/ClassBase/classbase0.txt\"\n#include \"actors/classes/ClassBase/classbase1.txt\"\n#include \"actors/classes/ClassBase/classbase2.txt\"\n#include \"actors/classes/ClassBase/classbase.txt\"\n\n#include \"actors/classes/ClassBase/classbase-flags.txt\""
},
{
"source": "pk3",
"name": "actors/classes/ClassBase/classbase0.txt",
"contents": "actor ClassBase0 : PlayerPawn\n{\nplayer.displayname \"megaman\"\nplayer.soundclass \"megaman\"\nplayer.damagescreencolor \"white\"\nplayer.forwardmove 0.8, 0.8\nplayer.sidemove 0.78, 0.78\nplayer.jumpz 10\nplayer.colorrange 0 0\nplayer.startitem \"MegaBuster\"\nplayer.startitem \"BusterAmmo\", 3\nmass 9999\ngravity 0.8\n+NODAMAGETHRUST\n+DONTBLAST\n+NOBLOOD\n+QUICKTORETALIATE\ndamagefactor \"Dummy\", 0.0\nPlayer.MaxSkinSizeFactor 0, 0\nscale 2.5\nbloodtype \"MegamanBlood\"\n\nvar int user_wepangle;\nvar int user_wepangle2;\nvar int user_pitch;\nvar int user_pitch2;\n\nStates\n{\nSuperSpawn:\n\"----\" A 1 A_Jump(256,\"Spawn\")\nwait\nSuperClassPain:\n\"----\" A 1 A_Jump(256,\"ClassPain\")\nwait\nSuperClassDeath:\n\"----\" A 1 A_Jump(256,\"ClassDeath\")\nwait\n\nMegamanPain:\n\"----\" A 0 A_Pain\n\"----\" A 1 A_SpawnItemEx(\"PainFX\",-5,0,3,0,0,0)\n\"----\" A 1 A_Recoil(1)\n\"----\" AAAAAAAAA 2 A_SpawnItemEx(\"PainFX\",-5,0,3,0,0,0)\n\"----\" A 1\ngoto SuperSpawn\n\nMegamanDeath:\n\"----\" A 20\nMegamanExplode:\nTNT1 A 0 A_SpawnItemEx(\"FakeDeathFX\", 0, 0, 32)\nMegamanFall:\nTNT1 A 0 A_PlayerScream\nMegamanErase:\nTNT1 A 1 A_CheckPlayerDone\nwait\n\n// SINGLEPLAYER STUFF\nTheEnd: // Used in the original ending\n\"####\" G 4\nloop\nWalkForward:\n\"####\" BBBBBCCCCCDDDDDEEEEE 1 A_Recoil(-0.8)\nloop\nCreditWalk:\n\"####\" BCDE 8\nloop\nCreditRun:\n\"####\" BCDE 5\nloop\nDozerCarry:\n\"####\" BBBBCCCCDDDDEEEEBBBBCCCCDDDDBBBBCCCCDDDD 1 A_Recoil(-1)\n\"####\" F 10 A_Stop\n\"####\" F -1\nstop\nDozerThrow:\n\"####\" F 0 A_ChangeFlag(\"THRUACTORS\",1)\n\"####\" F 20 ThrustThingZ(0, 60, 0, 1)\n\"####\" G 20\n\"####\" A -1\nstop\nEndlessPain:\n\"####\" H -1\nstop\n}\n}"
},
{
"source": "pk3",
"name": "actors/classes/ClassBase/classbase1.txt",
"contents": "actor ClassBase1 : ClassBase0\n{\nStates\n{\nPain:\n\"----\" A 0 A_ScaleVelocity(0.75)\n\"----\" A 0\ngoto SuperClassPain\nDeath:\n\"----\" A 0 A_GiveInventory(\"ClassDeathPickup\",1)\ngoto SuperClassDeath\n\nClassPain:\n\"####\" H 0\nMegamanPain:\n\"----\" A 0 A_JumpIfInventory(\"GravityHoldPainPower\",1,\"GravityHoldWait\")\n\"----\" A 0 A_JumpIfInventory(\"WilyIcePainPower\",1,\"WilyIceWait\")\ngoto \"Super::MegamanPain\"\nGravityHoldWait:\n\"----\" A 2\n\"----\" A 0 A_CheckFloor(2)\n\"----\" A 0 ThrustThingZ(0,150,1,0)\n\"----\" A 0\ngoto \"Super::MegamanPain\"\nWilyIceWait:\n\"----\" A 30\n\"----\" A 30\n\"----\" A 0 SetPlayerProperty(0,0,0)\n\"----\" A 0 A_TakeInventory(\"IceVision\",1)\ngoto SuperSpawn\n\nClassDeath:\n\"####\" H 0\nMegamanDeath:\n\"----\" A 0 A_JumpIfInventory(\"ExplodeDeathFlag\",1,\"MegamanExplode\")\n\"----\" A 0 A_JumpIfInventory(\"FallingDeathFlag\",1,\"MegamanFall\")\n\"----\" A 0 A_JumpIfInventory(\"RisingDeathFlag\",1,\"MegamanRise\")\n\"----\" A 0 A_JumpIfInventory(\"IceDeathFlag\",1,\"MegamanIce\")\ngoto \"Super::MegamanDeath\"\nMegamanRise:\n\"----\" A 0 A_ChangeFlag(\"NOINTERACTION\", 1)\nRiseMyMegaman:\n\"----\" A 1 ThrustThingZ(0,10,0,1)\n\"----\" A 0 A_JumpIf(ceilingz-z<=(height+1), \"RiseMyMegamanEnd\")\n\"----\" A 0 A_GiveInventory(\"RiseMyMegamanFlag\", 1)\n\"----\" A 0 A_JumpIfInventory(\"RiseMyMegamanFlag\", 35, \"RiseMyMegamanEnd\")\nloop\n/*RiseMyMegamanEnd:\n\"----\" A 0\ngoto MegamanExplode*/\nRiseMyMegamanEnd:\n\"----\" A 0 A_SpawnItemEx(\"FakeDeathFX\", 0, 0, 0)\ngoto MegamanFall\nMegamanIce:\n\"----\" A 1 A_PlayerScream\n\"----\" A 0 ACS_ExecuteAlways(998,0,105,1)\n\"----\" A 0 A_FreezeDeath\n\"----\" A 35\n\"----\" A 0 A_SpawnItemEx(\"FrozenDeathFX\", 0, 0, 16)\ngoto MegamanErase\n\nPain.GravityHold:\n\"----\" A 0 A_ChangeVelocity(momx, momy, 0, CVF_REPLACE)\n\"----\" A 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\n\"----\" A 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\n\"----\" A 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\n\"----\" A 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto GravityForceNo\nGravityForce4:\n\"----\" A 0 A_GiveInventory(\"GravityForce4\",1)\nGoto GravityForceB\nGravityForce3:\n\"----\" A 0 A_GiveInventory(\"GravityForce3\",1)\nGoto GravityForceB\nGravityForce2:\n\"----\" A 0 A_GiveInventory(\"GravityForce2\",1)\nGoto GravityForceB\nGravityForce1:\n\"----\" A 0 A_GiveInventory(\"GravityForce1\",1)\nGoto GravityForceB\nGravityForceB:\n\"----\" A 0 A_GiveInventory(\"GravityHoldPainPower\",1)\nGoto Pain+1\nGravityForceNo:\n\"----\" A 0 A_CheckFloor(2)\n\"----\" A 0 ThrustThingZ(0,150,1,0)\n\"----\" A 0\nGoto Pain+1\n\nPain.WilyIce:\n\"----\" A 0 SetPlayerProperty(0,1,4)\n\"----\" A 0 A_SpawnItemEx(\"ImFrozen\")\n\"----\" A 0 A_GiveInventory(\"IceVision\",1)\n\"----\" A 0 A_Stop\n\"----\" A 0 A_GiveInventory(\"WilyIcePainPower\",1)\nGoto Pain+1\n\nDeath.Beam:\n//Death.GravityHold:\nDeath.instagib:\nDeath.Telefrag:\n\"----\" A 0 A_GiveInventory(\"ExplodeDeathFlag\",1)\ngoto Death\nDeath.Falling:\n\"----\" A 0 A_GiveInventory(\"FallingDeathFlag\",1)\ngoto Death\nDeath.WindStorm:\nDeath.GravityHold:\nDeath.TornadoBlow:\n\"----\" A 0 A_GiveInventory(\"RisingDeathFlag\",1)\ngoto Death\n\nIce:\n\"----\" A 0 A_GiveInventory(\"IceDeathFlag\",1)\ngoto Death\n\n//////////////////\n\nPain.BotSight:\nPLY1 B 5 HealThing(1)\ngoto SuperSpawn\nPain.ProtoBuster:\nPain.DarkMan:\nPain.FireSpin:\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.BassBuster:\nPain.WaveBurner:\nPain.WaveBurnerUW:\nPain.Gamma:\nPain.Misc:\nPain.Treble:\nPain.FlameSwordSpark:\nPLY1 H 0\nGoto pain+1\nPain.Reggae:\nTNT1 A 0 A_PlaySoundEx(\"item/reggae\", \"SoundSlot7\", 0)\nGoto Pain+1\nPain.WaterBalloon:\nPain.FlashBomb:\nPain.RemoteMine:\nPain.IceWall:\nPLY1 H 0 A_ScaleVelocity(0.9)\nGoto Pain+1\nPain.SpreadDrill:\nPain.SpreadDrill2:\nPain.SpreadDrill3:\nPLY1 H 0 A_JumpIfInventory(\"SpreadDrillProtect\", 1 ,2)\nPLY1 H 0 A_PlaySoundEx(\"weapon/spreaddrillhit\",\"SoundSlot5\")\nPLY1 H 0 A_GiveInventory(\"SpreadDrillProtect\", 1)\nGoto pain+1\nPain.FlameSword:\nPLY1 H 0 A_GiveInventory(\"FlameSwordProtect\", 1)\nPLY1 HH 0 A_SpawnItemEx(\"FlameSwordBit\",0,0,0,random(-10,10),random(-10,10),random(10,15),random(0,360))\nGoto pain\npain.LaserTrident:\nPLY1 H 0 A_GiveInventory(\"LaserTridentProtect\", 1)\ngoto pain+1\nPain.WindStorm:\nPain.FlingDamage:\nPLY1 H 0 //ThrustThing(random(0,255),50,1,0)\nPLY1 H 0 ThrustThing(random(0,255),5,0,0)\nPLY1 H 0 ThrustThingZ(0,30,0,0)\nGoto pain+1\nPain.SlashClaw:\nPLY1 H 0 A_PlaySoundEx(\"weapon/slashclawhit\",\"SoundSlot5\")\nGoto Pain\nPain.FlashStopper:\nPLY1 H 0\nPLY1 H 0 A_JumpIfInventory(\"BrightBlind\", 1,3)\nPLY1 H 0 A_GiveInventory(\"BrightBlind\",125)\nPLY1 H 0 ACS_ExecuteAlways(249, 0)\nGoto pain+1\nPLY1 H 0 A_GiveInventory(\"BrightBlind\",55)\nGoto pain+1\nPain.TimeSlow:\nPLY1 H 0 A_GiveInventory(\"Slowed\",1)\nGoto pain+1\nPain.SparkShock:\nPLY1 H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\nPLY1 H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.CrashBomb:\nPLY1 H 0 A_Stop\nGoto Pain+1\nPain.ConcreteShot:\nPLY1 H 0 A_JumpIfInventory(\"ConcreteVision\", 1, \"ConcreteReset\")\nPLY1 H 0 A_GiveInventory(\"ConcreteVision\", 1)\nPLY1 H 0 A_GiveInventory(\"ConcreteTime\", 105)\nPLY1 H 0 A_SpawnItemEx(\"ConcreteWatcher\")\ngoto Pain+1\nConcreteReset:\nPLY1 H 0 A_GiveInventory(\"ConcreteTime\", 105)\ngoto Pain+1\nPain.TornadoBlow:\nPLY1 H 0 ThrustThingZ(0, 60, 0, 0)\ngoto Pain+1\nPain.WilyFire:\nPLY1 H 0 A_SpawnItemEx(\"ImOnFire\")\nPLY1 H 0 A_GiveInventory(\"FireVision\",1)\nGoto Pain\nPain.Drowning:\nPain.Fire:\nPain.Falling:\nPain.Slime:\nPLY1 H 0\nPLY1 H 0 A_JumpIfInventory(\"BeatCallCheck\", 1, \"BeatAssist\")\nGoto Pain+1\nPain.TimeStopper:\nPLY1 H 0 A_GiveInventory(\"TimeStopActivator\", 1)\nGoto Pain+1\nBeatAssist:\nPLY1 H 0\nPLY1 H 0 HealThing(2)\nPLY1 H 0 ACS_ExecuteAlways(205, 0)\nGoto Pain+1\n}\n}"
},
{
"source": "pk3",
"name": "actors/classes/ClassBase/classbase2.txt",
"contents": "actor ClassBase2 : ClassBase1\n{\nStates\n{\n//== Painstates ==//\nPain.ZTPsychicBall:\n\"----\" H 0\ngoto Pain+1\n\n//== Custom Deaths ==//\n}\n}"
},
{
"source": "pk3",
"name": "actors/classes/ClassBase/classbase.txt",
"contents": "actor ClassBase : ClassBase2 {}"
},
{
"source": "pk3",
"name": "actors/classes/ClassBase/classbase-flags.txt",
"contents": "actor ClassDeathPickup : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 SetPlayerProperty(0, 0, 4)\nTNT1 A 0 A_TakeInventory(\"WeaponCharge\",999)\nTNT1 A 0 A_TakeInventory(\"ConcreteTime\", 999)\nTNT1 A 0 A_NoBlocking\nTNT1 A 0 A_GiveInventory(\"CutterFlag\",999)\nTNT1 A 0 A_GiveInventory(\"IsDead\",1)\nTNT1 A 0 A_Stop\nTNT1 A 0 A_GiveToTarget(\"KilledMeStock\",1)\nTNT1 A 0 A_GiveToTarget(\"KilledMe\",1)\nstop\n}\n}\n\nactor PainPower : Powerup\n{\npowerup.duration 3\n}\n\nactor GravityHoldPainPower : PainPower {}\nactor WilyIcePainPower : PainPower {}\n\nactor TypeDeathFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor ExplodeDeathFlag : TypeDeathFlag {}\nactor FallingDeathFlag : TypeDeathFlag {}\nactor RisingDeathFlag : TypeDeathFlag {}\nactor IceDeathFlag : TypeDeathFlag {}\n\nactor RiseMyMegamanFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 35\n}"
},
{
"source": "pk3",
"name": "actors/weapons/ConstantList.txt",
"contents": "/*============================\nConst int will all be found here, be they for translations or for\nclass related stuff\n============================*/\n\n//======|ISLE Color Definitions\n\nconst int DYE_BULL_COLOR = 974;\nconst int DYE_LORDDAMAGERCOL = 976;"
},
{
"source": "pk3",
"name": "actors/weapons/IsleBasicWeapon.txt",
"contents": "actor BaseIslandWeapon : Weapon\n{\ndropitem \"\"\ninventory.icon \"TNT1A0\"\nInventory.Pickupmessage \"\"\ninventory.pickupsound \"\"\nObituary \"$OB_MEGABUSTER\"\nScale 2.0\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\nWeapon.SlotNumber 1\nStates\n{\nSpawn:\nSPMY Z 1\nloop\n\nDeselectX:\n\"----\" \"#\" 0 A_JumpIfHealthLower(1,\"DeselectQ\")\n\"----\" \"######################\" 0 A_Lower\n\"----\" \"#\" 1 A_Lower\nGoto DeselectX+1\nDeselectQ:\n\"----\" \"#\" 1 A_Lower\nLoop\nSelectX:\n\"----\" \"######################\" 0 A_Raise\n\"----\" \"#\" 1 A_Raise\nLoop\n\nFlash:\nTNT1 A 1\nstop\nNoFlash:\nTNT1 A 1\nstop\nNoAmmo_B:\nBUST Y 0\nBUST Y 0 SetPlayerProperty(0,1,4)\nBUST Y 15\nBUST Y 0 SetPlayerProperty(0,0,4)\nBUST Y 1 A_JumpIfInventory(\"IsBot\",1,\"BotAmmo\")\ngoto ReadyNoAmmo\n\nUser1:\n\"----\" \"#\" 0\ngoto Ready2\n}\n}"
},
{
"source": "pk3",
"name": "actors/weapons/BasicActors.txt",
"contents": "//Basic actors, some of them inherit from here for easier management.\n\nactor IOnce : inventory {inventory.maxamount 1}\nactor IOnceP : powerup {inventory.maxamount 1 powerup.duration 5}\n\nactor BasicExplosion\n{\nObituary \"%o told %k they are OP and should be nerfed.\"\nDamageType \"Normal\"\n-SOLID\n+DONTBLAST\n+NOGRAVITY\n+MISSILE\n+RIPPER\n+SKYEXPLODE\n+NOINTERACTION\n+DONTSPLASH\n+THRUGHOST\n+THRUACTORS\n+DONTREFLECT\nheight 1\nradius 1\nDamage(0)\nSpeed 0\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Explode(5000,32,0)\nstop\n}\n}\n\nactor BasicHelper\n{\n+NOINTERACTION\n+NOCLIP\n-SOLID\n+MISSILE\nradius 1\nheight 1\n+NOGRAVITY\n+DONTBLAST\n+DONTREFLECT\nrenderstyle none\nStates\n{\nSpawn:\nTNT1 A 1\nstop\nDeath:\nTNT1 A 1\nstop\n}\n}\n\nactor BasicClientSide\n{\n+CLIENTSIDEONLY\n+NOINTERACTION\n+NOGRAVITY\n-SOLID\nradius 2\nheight 2\nscale 2.5\n}\n\nactor BasicNotClientSide : BasicClientSide\n{\n-CLIENTSIDEONLY\n}\n\nactor TeamColor_CI : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"LightTeamFlag\",1,\"FireB\")\nTNT1 A 0 A_JumpIfInventory(\"WilyTeamFlag\",1,\"FireR\")\nTNT1 A 0 A_JumpIfInventory(\"CossackTeamFlag\",1,\"FireO\")\nTNT1 A 0 A_JumpIfInventory(\"KingTeamFlag\",1,\"FireP\")\nTNT1 A 0 A_Jump(256,\"FireX\")\nTNT1 A 0\ngoto Done\nDone:\nTNT1 A 0\nstop\n}\n}"
},
{
"source": "pk3",
"name": "actors/weapons/weaponizator.txt",
"contents": "//Include your stuff here\n//#include \"yadayada\"\n\n#include \"actors/weapons/01MissilePunch.txt\"\n#include \"actors/weapons/01SmogCannon.txt\"\n#include \"actors/weapons/02BullGatorRifles.txt\"\n#include \"actors/weapons/03MelodicaWeapon.txt\"\n#Include \"Actors/Weapons/Protoman/Attacks/01Hook.txt\"\n#Include \"Actors/Weapons/Protoman/Attacks/01Buster.txt\"\n#Include \"Actors/Weapons/Protoman/Attacks/01Sword.txt\"\n#Include \"Actors/Weapons/Protoman/Attacks/01Chidore.txt\"\n#Include \"Actors/Weapons/Protoman/Attacks/01Ultimate.txt\"\n#Include \"Actors/Weapons/Protoman/01ProtoMisc.txt\"\n#Include \"Actors/Weapons/Protoman/01ProtoBuster.txt\"\n#Include \"Actors/Weapons/Protoman/01ProtoSword.txt\"\n#Include \"Actors/Weapons/Protoman/01ProtoChidore.txt\""
},
{
"source": "pk3",
"name": "actors/weapons/01MissilePunch.txt",
"contents": "actor MissilePunchWep : MegaBuster\n{\nWeapon.AmmoUse 1\nWeapon.SlotNumber 1\nObituary \"%o was destroyed by %k's \\chPower Missiles\\c-.\"\nInventory.Pickupmessage \"Power up! Missile Punch!\"\nweapon.ammotype \"MissilePunchAmmo\"\ninventory.icon \"LOSICA0\"\nTag \"Missile Punch\"\ndropitem \"SteelPunchWepCDropped\"\nStates\n{\nSpawn:\nWEA2 S 1\nloop\nReady:\nMSPN A 0 ACS_ExecuteAlways(998,0,DYE_LORDDAMAGERCOL)\nReady2:\nMSPN A 10 A_WeaponReady\nMSPN A 0 A_GiveInventory(\"LDRamEnergy\",2)\nMSPN A 0 A_JumpIfInventory(\"LDRamming\",1,\"PreRamming\")\nMSPN A 0 A_jumpifinventory(\"MissilePunchAmmo\",4,\"Ready2\")\nGoto Reload\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nMSPN A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nMSPN A 1 A_Raise\nLoop\n\nFire:\nMSPN A 0 SetPlayerProperty(0,0,0)\nMSPN A 0 A_TakeInventory(\"LDRamEarlyEnd\",1)\nMSPN A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMSPN A 0 A_PlaySoundEx(\"weapon/MagnetMissile\",\"Weapon\")\nMSPN DE 3 A_WeaponReady(WRF_NOSWITCH|WRF_NOPRIMARY|WRF_NOSECONDARY)\nMSPN A 0 A_GiveInventory(\"PowerMissileColors\")\nMSPN EAAAAAAAAA 2 A_WeaponReady(WRF_NOSWITCH|WRF_NOPRIMARY|WRF_NOSECONDARY)\nMSPN A 0 A_Refire\nGoto Ready2\n\nAltFire:\nMSPN A 0 SetPlayerProperty(0,0,0)\nMSPN A 0 A_TakeInventory(\"LDRamEarlyEnd\",1)\nMSPN A 2\nMSPN A 0 A_PlaySoundEx(\"Weapon/napalm\",\"Weapon\")\nMSPN A 0 A_FireCustomMissile(\"MissilePunch\",0,0,-2,-8)\nMSPN A 0 A_GiveInventory(\"MissilePunchFXColors\")\nMSPN BCCCCCBAAAAA 2 A_WeaponReady(WRF_NOSWITCH|WRF_NOPRIMARY|WRF_NOSECONDARY)\nGoto Ready2\n\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_Jumpifinventory(\"MissilePunchAmmo\",1,\"Reload2\")\n\"####\" B 20 A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY)\ngoto ReloadLoop\nReload2:\n\"####\" B 10 A_WeaponReady(WRF_NOBOB)\ngoto ReloadLoop\nReloadLoop:\n\"####\" B 1 Offset(0,82)\n\"####\" B 0 A_PlaySoundEx(\"weapon/rminestick\",\"Weapon\")\n\"####\" B 0 A_Giveinventory(\"MissilePunchAmmo\",1)\n\"####\" B 0 A_GiveInventory(\"LDRamEnergy\",2)\n\"####\" B 0 A_Jumpifinventory(\"MissilePunchAmmo\",4,\"ReloadLoopEnd\")\n\"####\" B 0 A_Jumpifinventory(\"MissilePunchAmmo\",1,2)\n\"####\" B 10 Offset(0,82)\nloop\n\"####\" B 10 A_WeaponReady(WRF_NOBOB)\nGoto ReloadLoop\nReloadLoopEnd:\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_PlaySoundEx(\"weapon/Crashland\",\"Weapon\")\n\"####\" B 1 A_Refire(\"Fire\")\nGoto Ready2\n\nPreRamming:\nMSPN A 0 SetPlayerProperty(0,1,0)\nMSPN C 15 A_PlaySoundEx(\"weapon/pcharge\",\"Weapon\")\nMSPN A 0 A_TakeInventory(\"LDRamming\",1)\nMSPN A 0 A_TakeInventory(\"LDRamEarlyEnd\",1)\nRamming:\nMSPN A 0 A_JumpIfInventory(\"LDRamEarlyEnd\",1,\"BounceOff\")\nMSPN C 1 A_WeaponReady(WRF_NOSWITCH)\nMSPN A 0 A_Recoil(-3)\nMSPN A 0 A_FireCustomMissile(\"LDRamChecker\",0,0,0,0)\nMSPN A 0 A_GiveInventory(\"LDRamAttackColors\")\nMSPN A 0 A_PlaySoundEx(\"misc/gutsgboost\",\"Voice\")\nMSPN A 0 A_TakeInventory(\"LDRamEnergy\",1)\nMSPN A 0 A_JumpIfInventory(\"LDRamEnergy\",2,\"Ramming\")\ngoto RamEnd\nBounceOff:\nMSPN A 0 A_PlaySoundEx(\"misc/quake\",\"SoundSlot7\")\nMSPN A 0 A_Recoil(15)\nMSPN A 0 ThrustThingZ(0, 32, 0, 0)\nMSPN A 0 A_GiveInventory(\"LDRamEarlyEnd\",1)\nMSPN A 0 A_TakeInventory(\"JumpCancler\",1)\nRamEnd:\nMSPN A 0 SetPlayerProperty(0,0,0)\nMSPN A 0 A_TakeInventory(\"LDRamEarlyEnd\",1)\nMSPN AAAAAAAAAAAAAAAAA 1 A_WeaponReady(WRF_NOSWITCH)\ngoto Ready+1\n\nNoAmmo:\nMSPN A 1 ACS_Execute(979,0)\nGoto Reload\n}\n}\n\n//Inventory and Flags\nactor MissilePunchAmmo : Ammo\n{\n+INVENTORY.IGNORESKILL\ninventory.amount 1\ninventory.maxamount 4\n}\n\nactor SmogCannonAmmo : Ammo\n{\n+INVENTORY.IGNORESKILL\ninventory.amount 1\ninventory.maxamount 50\n}\n\nactor LDRamEnergy : Ammo\n{\n+INVENTORY.IGNORESKILL\ninventory.amount 1\ninventory.maxamount 56\n}\n\n//Mainfire\nactor PowerMissileColors : LDColorBase\n{\nStates\n{\nDefault:\nTNT1 A 0 A_FireCustomMissile(\"PowerMissile\",0,1,-8,0)\nstop\nLightFire:\nTNT1 A 0 A_FireCustomMissile(\"PowerMissileB\",0,1,-8,0)\nstop\nWilyFire:\nTNT1 A 0 A_FireCustomMissile(\"PowerMissileR\",0,1,-8,0)\nstop\nCossackFire:\nTNT1 A 0 A_FireCustomMissile(\"PowerMissileG\",0,1,-8,0)\nstop\nKingFire:\nTNT1 A 0 A_FireCustomMissile(\"PowerMissileY\",0,1,-8,0)\nstop\n}\n}\n\nactor PowerMissile\n{\nObituary \"%o was destroyed by %k's \\chPower Missiles\\c-.\"\nPROJECTILE\nRadius 8\nHeight 8\ndamage (200)\ndamagetype \"PMissile\"\nspeed 46\nscale 4.5\nStates\n{\nSpawn:\nTNT1 A 0\nLOMS AB 2 A_PlaySoundEx(\"weapon/superboost\",\"Weapon\")\nloop\nDeath:\nMMFX B 0 A_SpawnItemEx(\"PMissileExplosion\")\nMMFX B 1\nstop\n}\n}\n\nactor PowerMissileB : PowerMissile\n{\ntranslation \"80:95=205:205\", \"236:246=74:74\"\nStates\n{\nDeath:\nMMFX B 1 A_SpawnItemEx(\"PMissileExplosionB\")\nstop\n}\n}\n\nactor PowerMissileR : PowerMissile\n{\ntranslation \"80:95=171:171\", \"236:246=41:41\"\nStates\n{\nDeath:\nMMFX B 1 A_SpawnItemEx(\"PMissileExplosionR\")\nstop\n}\n}\n\nactor PowerMissileG : PowerMissile\n{\ntranslation \"80:95=104:104\", \"236:246=128:128\"\nStates\n{\nDeath:\nMMFX B 1 A_SpawnItemEx(\"PMissileExplosionG\")\nstop\n}\n}\n\nactor PowerMissileY : PowerMissile\n{\ntranslation \"80:95=229:229\", \"236:246=232:232\"\nStates\n{\nDeath:\nMMFX B 1 A_SpawnItemEx(\"PMissileExplosionY\")\nstop\n}\n}\n\nactor PMissileExplosion : BasicExplosion\n{\nObituary \"%o was destroyed by %k's \\chPower Missiles\\c-.\"\n+MTHRUSPECIES\ndamagetype \"PMissile\"\nscale 4.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_PlaySoundEx(\"weapon/hyperbomb\", \"Weapon\")\nTNT1 A 0 A_Explode(100,160,0,0,80)\nBOMB BDFHJLNOQ 1\nstop\n}\n}\n\nactor PMissileExplosionB : PMissileExplosion{translation \"4:208=205:205\", \"209:212=74:74\"}\nactor PMissileExplosionR : PMissileExplosion{translation \"4:208=171:171\", \"209:212=41:41\"}\nactor PMissileExplosionG : PMissileExplosion{translation \"4:208=104:104\", \"209:212=128:128\"}\nactor PMissileExplosionY : PMissileExplosion{translation \"4:208=229:229\", \"209:212=232:232\"}\n\n//Altfire\nactor MissilePunch\n{\nPROJECTILE\nObituary \"%o was crushed by %k's \\chMissile Punch\\c-.\"\n+MTHRUSPECIES\n+DONTBLAST\n+THRUGHOST\ndamage (350)\ndamagetype \"DamagerFist\"\nheight 32\nradius 24\nSpeed 90\nscale 2.5\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1\nstop\n}\n}\n\nactor MissilePunchFXColors : LDColorBase\n{\nStates\n{\nDefault:\nTNT1 A 0 A_FireCustomMissile(\"MissilePunchFX\",0,0,-2,-8)\nTNT1 A 0 A_FireCustomMissile(\"MissilePunchFX2\",0,0,-2,-8)\nstop\nLightFire:\nTNT1 A 0 A_FireCustomMissile(\"MissilePunchFXB\",0,0,-2,-8)\nTNT1 A 0 A_FireCustomMissile(\"MissilePunchFX2B\",0,0,-2,-8)\nstop\nWilyFire:\nTNT1 A 0 A_FireCustomMissile(\"MissilePunchFXR\",0,0,-2,-8)\nTNT1 A 0 A_FireCustomMissile(\"MissilePunchFX2R\",0,0,-2,-8)\nstop\nCossackFire:\nTNT1 A 0 A_FireCustomMissile(\"MissilePunchFXG\",0,0,-2,-8)\nTNT1 A 0 A_FireCustomMissile(\"MissilePunchFX2G\",0,0,-2,-8)\nstop\nKingFire:\nTNT1 A 0 A_FireCustomMissile(\"MissilePunchFXY\",0,0,-2,-8)\nTNT1 A 0 A_FireCustomMissile(\"MissilePunchFX2Y\",0,0,-2,-8)\nstop\n}\n}\n\nactor MissilePunchFX : BasicClientside\n{\ntranslation \"192:192=194:194\",\"198:198=241:241\"\ndamage (0)\nscale 3.5\nSpeed 90\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1\nTNT1 A 0 A_Stop\nGIGF CD 1\nGIGF CDCDC 1 A_FadeOut(0.25)\nstop\n}\n}\n\nactor MissilePunchFXB : MissilePunchFX{translation \"192:192=205:205\", \"198:198=74:74\", \"193:195=74:74\"}\nactor MissilePunchFXR : MissilePunchFX{translation \"192:192=171:171\", \"198:198=41:41\", \"193:195=41:41\"}\nactor MissilePunchFXG : MissilePunchFX{translation \"192:192=104:104\", \"198:198=128:128\", \"193:195=128:128\"}\nactor MissilePunchFXY : MissilePunchFX{translation \"192:192=229:229\", \"198:198=232:232\", \"193:195=232:232\"}\n\nactor MissilePunchFX2 : MissilePunchFX\n{\ntranslation \"192:192=194:194\",\"198:198=241:241\"\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1\nGIGF D 0 A_Stop\n\nBEWA B 1 A_Fadeout\nBEWA B 0 A_SetScale(2.6,2.6)\n\nBEWA B 1 A_Fadeout\nBEWA B 0 A_SetScale(2.8,2.8)\n\nBEWA B 1 A_Fadeout\nBEWA B 0 A_SetScale(3.0,3.0)\n\nBEWA B 1 A_Fadeout\nBEWA B 0 A_SetScale(3.2,3.2)\n\nBEWA B 1 A_Fadeout\nBEWA B 0 A_SetScale(3.4,3.4)\n\nBEWA B 1 A_Fadeout\nBEWA B 0 A_SetScale(3.6,3.6)\nstop\n}\n}\n\nactor MissilePunchFX2B : MissilePunchFX2{translation \"192:192=205:205\", \"198:198=74:74\", \"193:195=74:74\"}\nactor MissilePunchFX2R : MissilePunchFX2{translation \"192:192=171:171\", \"198:198=41:41\", \"193:195=41:41\"}\nactor MissilePunchFX2G : MissilePunchFX2{translation \"192:192=104:104\", \"198:198=128:128\", \"193:195=128:128\"}\nactor MissilePunchFX2Y : MissilePunchFX2{translation \"192:192=229:229\", \"198:198=232:232\", \"193:195=232:232\"}\n\n//Item\nactor LDRamActivator : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.icon \"LDRMI0\"\n+INVENTORY.UNDROPPABLE\n+COUNTITEM\n+INVBAR\nstates\n{\nSpawn:\nTNT1 A 0\nloop\nUse:\nTNT1 A 0 A_JumpIfInventory(\"LDRamEnergy\",26,\"StartRamming\")\nTNT1 A 0 A_PlaySoundEx(\"weapon/noammo\",\"SoundSlot6\")\nfail\nStartRamming:\nTNT1 A 0 A_GiveInventory(\"LDRamming\",1)\nfail\n}\n}\n\nActor LDRamming : Inventory{}\nActor LDRamEarlyEnd : Inventory{}\n\nactor LDRamAttackColors : LDColorBase\n{\nStates\n{\nDefault:\nTNT1 A 0 A_FireCustomMissile(\"LDRamAttack\",0,0,0,0)\nstop\nLightFire:\nTNT1 A 0 A_FireCustomMissile(\"LDRamAttackB\",0,0,0,0)\nstop\nWilyFire:\nTNT1 A 0 A_FireCustomMissile(\"LDRamAttackR\",0,0,0,0)\nstop\nCossackFire:\nTNT1 A 0 A_FireCustomMissile(\"LDRamAttackG\",0,0,0,0)\nstop\nKingFire:\nTNT1 A 0 A_FireCustomMissile(\"LDRamAttackY\",0,0,0,0)\nstop\n}\n}\n\nactor LDRamAttack\n{\nPROJECTILE\ntranslation \"4:4=194:194\", \"225:225=241:241\"\n+MTHRUSPECIES\nObituary \"%o was knocked down by %k's \\chRam\\c-.\"\nradius 1\nheight 1\nspeed 80\ndamage(0)\ndamagetype \"MissilePunch\"\nscale 1.0\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1\nDeath:\nTNT1 A 0 A_Stop\nCKIC DEF 1 A_Explode(20, 50, 0)\nstop\n}\n}\n\nactor LDRamAttackB : LDRamAttack{translation \"4:4=205:205\", \"225:225=74:74\"}\nactor LDRamAttackR : LDRamAttack{translation \"4:4=171:171\", \"225:225=41:41\"}\nactor LDRamAttackG : LDRamAttack{translation \"4:4=104:104\", \"225:225=128:128\"}\nactor LDRamAttackY : LDRamAttack{translation \"4:4=229:229\", \"225:225=232:232\"}\n\nactor LDRamChecker\n{\nPROJECTILE\n+MTHRUSPECIES\n+THRUACTORS\n+DONTREFLECT\n+DONTSPLASH\nRadius 12\nHeight 12\nSpeed 40\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 4\nstop\nDeath:\nTNT1 A 0 A_Stop\nTNT1 A 0 A_JumpIf(CeilingZ - FloorZ <=48 , \"XDeath\")\nTNT1 A 0 A_CheckFloor(\"XDeath\")\nTNT1 A 0 A_CheckCeiling(\"XDeath\")\nTNT1 A 0 A_GiveToTarget(\"LDRamEarlyEnd\",1)\nstop\nXDeath:\nCrash:\nFloor:\nTNT1 A 0\nstop\n}\n}"
}
]
},
"maps": []
}